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high rated
Riven (2024) has been updated to version 1.7.1.

This is a major update that among other fixes and improvements brings Ray Tracing support to the game.

Details from the announcement over at Steam:
Global
Features

Added Ray Tracing support for Windows and M3+ Macs.
Macs now run the game in the Metal 3 RHI, simplifying the graphics pipeline for all supported Macs.
Auto detect now supports auto-setting appropriate supersampling settings based on your scalability settings and platform type.
(Windows and Mac only) Added cloth simulation to Gehn’s clothing.
Added support for Intel XeSS and TSR supersampling.
(Windows only) DLSS updated to version 4.0.
Added engagement windows to the oven in the village on Jungle Island, and to the throne in Age 233.
Added a confirmation window when deleting a photo in your Notebook.
Improved the lighting setup around the Survey Island elevator to bring it visually closer to the way it looked in the original Riven.
Added support for the player to look back behind them a bit further when on the boat in Tay.

Major
Fixed a random crash that could occur when DLSS is enabled and you exit the game normally.
Fixed a random crash that could occur when moving very quickly between two areas with different music playing.
Fixed a pesky cursor disappearing issue that could randomly occur for some users.
(Mac only) Implemented a workaround for auto detect not behaving well on Mac and sometimes setting too high of settings for what your Mac can handle. Auto detect will now use a specific set of rules based on the number of cores available on your Mac.
Fixed the player being unable to climb out of a particular water hole in the village basin.
Fixed double-clicking on ladders while fast travel on ladders is enabled causing the player to not actually travel anywhere at all.
Fixed levels loading visibly when loading save games made in certain areas of Riven.
Fixed book pages flipping back and forth when spamming page turns.
Improvements made to one of Gehn’s ending animations.

Minor
Improved the glass shader on the tube terminals in the Temple Island subdome.
Fixed a reflections pop that could occur on the maglev when moving around Survey Island.
Improved the visuals used to display the camera feeds while in the viewer room on Temple Island.
Miscellaneous lighting fixes made.
Improved some shaders used during the end-game sequence on Temple Island.
Fixed some shadows popping when exiting the Temple Maglev dock.
Improved the look of the spiky rocks on Survey Island.
Fixed a visual issue with the elevator on Prison Island clipping through the floor.

VR only
Major

Fixed a random crash that could occur while in VR and using the Submarine without Hide Vehicle Transitions enabled.
Fixed being able to grab the submarine lever while it is already returning to an endpoint.
Fixed ladders feeling “sticky” in terms of how the player position is reset when you grab and then ungrab them.
Fixed an incorrect tutorial prompt for the inventory when playing Riven in VR with a Valve Index.
Integrated some engine changes to relieve left vs. right eye depth conflict issues with shadows on certain quality settings.
----
Source link: https://store.steampowered.com/news/app/1712350/view/512956388211687536
high rated
I got an update for Old Skies, but no changelog
high rated
Through the Ages

Standalone installer updated: [Windows, Mac] 2.19.1082 ⇒ 2.19.1084.

No Changelog
high rated
Northgard

Updated to 3.6.94.41685 (Galaxy & Offline Installer)

Changelog from SteamDB:
Patch Notes for 24/04/2025

v3.6.94.41685

Changes

• Squirrel - Warchief can be recruited in the Stove
• Korean localization imported

Bugfixes

• Fixed crashes caused by Dragon IA in solo/conquest/multiplayer
      ○ After placing a relic
      ○ After creating a military upgrade for kingdoms
      ○ After building a Monument of God
      ○ In case of UI freeze
      ○ When loading a save with an IA dragon

• Added security to avoid crash when killing a neutral faction
Animation - Fixed Warrior/Champion and Shield Bearer/Fantassin attack animation
Units - Fixed move speed of military units
Units - Fixed vikings being able to send further villager to build
Kingdom - Fixed Armored Shred being triggered all the time
Military Path - Fixed Legion second level not working for Mercenaries for the Raven
Owl - Fixed Nomad Branches that could be bitten by werewolves in Moonlit Betrayal
Text - Fixed some typo issue

Known Issues

Dragon - Merchant in no work in specific case (to avoid try to not have a Trading Post with a Longship Dock on a same tile)
• Multiplayer lobby issue
• Stoat - Sentry cost issue with "marches of Brittany" knowledge
Post edited April 24, 2025 by Hustlefan
high rated
avatar
chronos: I got an update for Old Skies, but no changelog
Maybe this one?

"Thank you for the amazing support to Old Skies, we did a small, nevermind, I did a small mistake, but nobody will lose saves because of it, I tested like 20 thousand times!

This will allow saves to be fully crossplatform between all the 4 platforms!"
high rated
(from Steam)

Sandwalkers update for 24 April 2025
Patch 2.0.13

Boop!

Here's a small patchnote because some save were stuck and that sucks, and now they should be unstuck which makes it unsuck.

On a sidenote, thanks a lot for playing Sandwalkers! If you did enjoy the game, please don't hesitate to leave a positive review. As the game has not been that much reviewed, there's not much of them needed to get the game out of "mixed" status on recent reviews, and that owuld help us a lot! So if you like the game and did not review it yet, we would be super glad if you could do it!
Next step, some content is coming for the next patch, we'll keep you updated!

That being said, please find the patchnote below

Thanks a lot and have a wonderful day!
-The _Sandwalkers _team

Patchnote 2.0.13

Bugfix
- Add a way to unlock blocked saves on the “Usury” quest
- Add a way to unlock blocked saves on the “The Art of Forging” quest



The Last Spell update for 24 April 2025
Patch 1.2.18.6

Hello Heroes!

The newest patch is available, bringing... you guessed it, hotfix!

- Fixed a bug that prevented Tainted Essence Reroll Favor to be displayed when unlocking Glintfein
- Fixed enemies sometimes being stuck at 0 HP after being dispelled while having a Health buff
- Fixed Scroll of Painful Spin being able to damage Heroes
- Fixed Seed upgrades using the wrong icons
- Fixed upgraded Snake Seed not applying poison on secondary tiles

Don't forget to update your game!
high rated
Imperator: Rome

Standalone installer updated: [Windows, Linux, Mac] 2.0.4.13 ⇒ 2.0.5.2.

Complete Changelog
Patch Notes
Imperator: Augustus (2.0.5)

① General Modding
• Added modifier script access, on the scopes that have modifiers: country, character & province. Accessible via modifier:modifier_name
• Added MakeScopeBool, MakeScopeFlag, MakeScopeValue
• Added SetVariableIf, SetOrToggle, ClearVariableIf, ClearMultipleVariables to the VariableSystem
• Added support for optional exists equality operator ?=
• Added support for save_scope_value_as and save_temporary_scope_value_as
• Added script list region_governorship
• The automatic legacy character setup conversion has been moved to a console command: legacy_character_setup_conversion
• The setup editor no longer automatically saves every time a province is selected. It now uses the console command only.
• Made religion_category customizable, so mods can add new categories. Also made it localizable: religion_category_X and religion_pantheon_X where X is the category name
• Religions can now also be customized with is_monotheistic
• Added error logs to the set_party_leader effect
• Fixed every_province, random_province and any_province: they now work properly
• Updated script_docs to report the proper modifier categories, and this also supports showing multiple categories now that they are used for
• Omen and construction costs have been removed when called from script, so that custom costs may be assigned
• Added GetLevyTemplate to CountryCulture promote

② GUI
• SetHighlightGovernorship = governorship and SetHighlightState = state have been added
• PdxGuiWidget.CountVisibleChildren and PdxGuiWidget.GetChildrenCount have been added
• GetGlobalVariable and GetGlobalList have been added
• AddList has been added
• Added GetLevyTemplate to CountryCulture, as unlike the one from a country, this takes into account the one set via set_levy_template
• The Find dialog will now also return governorships and states in addition to the previous result types
• Added climate map mode

③ Other
• has_culture_group and set_country_religion now support more than just hardcoded values, they now have scope support
• Added Log.ClearAll & Log.ClearErrorLog console commands
• Overlords can now construct buildings in certain subject types, set with can_build in the subject type
• Overlords can now construct buildings in certain subject types
• Holdings are now removed properly when characters move countries or the province changes owners. This fixes an issue where third party country provinces are dragged into an unrelated war. Also only owner-controlled provinces join civil wars now.
• Fixed location of Sparta so that it does not visually disappear when a road is built through the province
• Various script fixes related to marriage checks, and adjusted to the new can_marry trigger
• Arrange marriage now available in countries with custom ruler setups, it is now allowed for the ruler family instead of just close relatives
• Mercenaries can no longer be marriage targets
• Fixed a crash that would occur for players using mods that do not have certain gfx assets available, for example from the free DLC
• Revolt countries now instantly recalculate their cached data, this fixes various issues like integrated cultures and levies now being correct instead of only being at the right value at the next monthly tick
• Fixed tooltip that stated achievements would only work with no mods enabled. The tooltips now represent the correct state, which was changed with 2.0.4, as they can be gained with mods
• Fixed 3D map objects like forts and ports not being removed when a province is decolonized. Also now instantly recalculates province dominant culture, religion and modifiers when pops are removed
• Fixed governor policies script bug with country cultures
• Fixed befriending script bug not being removed properly on ruler change
• Fixed DECLWAROTHER_MAP being displayed unlocalized on the map, this only worked correctly in the French language before
• When switching from a government with a co-ruler to a government without one. The existing co-ruler is now removed properly, and will no longer stick around forever causing issues
• Fixed crash on peace offer, when the country to receive a state was not the same as the one making the offer, and the offering country had no province in the area
• Secondary war participants now also see peace deals as popups
• Prevented the game from crashing when exceeding tag limit
• Fixed most issues with the formable Crete tag because the tag started with an invalid character

④ AI
• The AI now disbands units created via create_unit effect and will no longer keep them around forever and unnecessarily hurt its own economy

⑤ Multiplayer
• Moving pops too quickly, like mass moving slaves would previously cause you to pay for the move but not actually move any pops. This has been fixed, it will now always move the pop if it can, and if it cannot, like if the player clicked more often than pops are available to move, then no cost will be deducted

⑥ Combat Simulator
• Fixed up combat simulator crashes. Also enhanced functionality:
---• location = province has moved to being defined once per simulation instead of per unit.
---• is_player_attacker = bool has been added so choosing a battle side is now possible that way.
---• enemy = country has been added. This means you can simulate combat against other nations. If those are non-barbarian nations and no war exists, a war will be declared automatically.
high rated
It is Realmshift time for Project Warlock II (Offline & GOG Galaxy).

Version 0.9.1.28 (April 24, 2025)
Hey Warlocks!

Since we first announced that each Warlock Disciple would have their own dedicated chapter in Project Warlock II, the idea was always to allow characters to visit the other worlds. Making it happen though was a bit of a different story. After months of behind the scenes work we're ready to deliver the Realmshift mode for you guys to enjoy!

Realmshift lets you break the boundaries of the story campaign and play Project Warlock II in an entirely new way. Want to blast through Chapter 1 as Kirsten or tackle Chapter 3 with Palmer's arsenal? Now you can! But Realmshift is more than just a character swap - it allows you to play through all Project Warlock II Chapters with fully unlocked arsenals, expanded weapon capacity, and Hard Mode enabled from the start.

Without further ado, let's jump into the Patch Notes

New Game Mode: Realmshift
Realmshift allows you to play any chapter with any character. Simple as that. This mode is unlocked after completing Story Mode (previously "New Game").

The unlock system works retroactively, so anyone who has completed Chapter 3 before this update will have an option to start Realmshift from the get-go, as the completion tag is not included in individual save files. So if you've already completed Chapter 3, you'll have immediate access to Realmshift without needing to replay anything!
Realmshift Features:

• Start with fully unlocked arsenal and abilities
• Purchase both weapon upgrades and carry 12 weapons instead of the standard 6
• Weapon and ability pickups are replaced with additional weapon upgrade tokens
• Access new weapon variants after purchasing both upgrades and alt-fire upgrades
• New weapons appear in a dedicated category in the upgrade shop
• All Realmshift playthroughs include Hard Mode enabled from the start
• Universal ammo pickups that provide ammunition for all weapon types

Visual & Audio Improvements

• As you might have noticed, all Chapter 3 weapons have received a complete visual overhaul to better reflect Kirsten's character
• New weapon cooloff sounds for Kirsten's arsenal
• Improved audio mixing and music volume balance

Level Design

• Added new decorations to Chapter 2 and Chapter 3 to increase overall aesthetics
• Improved some geometry elements in various Chapter 3 levels

Gameplay & Balance Updates

• Reworked Laser Minigun primary fire - Now spools up before shooting for improved weapon feedback
• Reworked Laser Minigun alt-fire - Now creates a static field that damages enemies over time
• Re-worked Laser Rifle projectile visuals and mechanics - Now hitscan with projectile color reflecting weapon heat
• Sped up door opening speed in Chapter 3 and disabled automatic closing
• Improved Chapter 3 door visibility with new textures
• Added weapon buff when hitting the correct cooloff timing window
• Added new firerate speedup mechanic for the Sceptres in Chapter 3
• Added Magnum Pistol variant without the scope for Urd before buying the scope upgrade
• Overall weapon balance adjustments
• Reworked fire damage calculation to prevent overpowered interactions
• Knight and Turbo Knight melee resistances are now consistent
• Updated rune quests objectives to make them more challenging
• Increased Robosatan's Health from 2000HP to 5000HP

User Interface

• Existing tutorial screens were temporarily removed, as they will be replaced in time for the 1.0 release
• Further improved button selection visibility in all menus

Bug Fixes

• Fixed Beam Staff projectile origin issues with Akimbo in Palmer's Arsenal
• Corrected long-standing texture warping and misalignment problems (Start of E1M6, church windows in E1M4)
• Mouse cursor is now properly constrained within the game window in fullscreen and windowed mode
• Fixed premature boss music triggering in E1M5 before the Turbo Knight encounter
• Resolved melee weapon interaction with destructible secrets in E1M1 and E1M4
• Addressed various FPS drop issues
• Fixed distorted Frost Audio looping
• SFX no longer audible when volume is set to 0
• Corrected Heavy Rifle alternate fire functionality
• Improved projectile hit effect positioning in geometry and decorations
• Fixed a bug where Melee Master Upgrade would not work for Urd
• Fixed numerous UI-related bugs

Full Controller Support

• Improved overall controller support
• Enhanced usability of menus
• Added controller support to upgrade shops
• Reworked control keybindings menu

UI

• Added icons for bindings for Xbox Controller
• Added icons for bindings for PlayStation Controller
• Added icons for bindings for Keyboard/Mouse

Optimization

• Added option to set the max decoration render distance (default: 60)
• Added option to toggle blood splats (default: off)
• Added option to toggle monster corpse disappearance over time (default: on)
• Further code optimizations

Audio

• Updated FMOD, which should fix the audio corruption issue caused by a bug in the FMOD package

Kirsten's Overheat Mechanic

• Added a cooldown mechanic for Kirsten weapons. If you press reload or attack, while equipped weapon is overheated, you'll have a chance to hit a time window to instantly lose all heat

Level Stats

• Removed Total Kills in level stats. This was done because getting 100% completion could be frustrating due to a single missed monster, so we've excluded it from the rating

Automap

• Added bestiary counter
• Added secret cameo counter
• Removed kill counter
high rated
Emperor of the Fading Suns Enhanced

Download added: [Linux] Version 1.5.2-p5.

_______________________________________________________________________


Realms of the Haunting

Standalone installer updated: [Windows] Version (gog-14) ⇒ 1.12 GOG v2.
Changelog (25 April 2025)
• Added the US version of the game. You can now switch between the UK and US versions using the GOG GALAXY language option.
• Custom keymapping added for UK, DE, and FR versions to make controls feel more modern. Check out keybinds.txt for the new layout! (US, IT, and ES versions have their own in-game control setup)
• Tweaked DOSBox config for smoother gameplay.
• Validated stability.
• Verified compatibility with Windows 10 and 11.
• Added Cloud Saves support.
_______________________________________________________________________


Robin Hood: The Legend of Sherwood

Standalone installer updated: [Windows] 1.1 hotfix ⇒ 1.1 hotfix GOG v2.
Changelog (25 April 2025)
• Fixed GOG GALAXY installers so your game actually installs (what a concept!) on modern PCs.
• Applied a DirectX Wrapper to make everything look and run better.
• Added new rendering options: Windowed Mode, V-Sync, Gamma Correction, Integer Scaling, Anti-Aliasing, and more.
• Validated stability (the only crash you might feel is pure nostalgia).
• Verified compatibility with Windows 10 and 11.
• Added Cloud Saves support.
_______________________________________________________________________


Stonekeep

Standalone installer updated: [Windows] Version gog-13 ⇒ 1.2 GOG.
Changelog (25 April 2025)
• Switched over to DOSBox Staging version 0.82 for extra features and smoother emulation.
• Tweaked DOSBox configuration for better performance.
• Reverted the German version to retail 1.1 to fix broken text (v1.2 still available as an option).
• Reverted the French version to retail 1.05 to fix broken text (v1.2 still available as an option).
• Added a Brazilian Portuguese patched version of the game – bem-vindo!
• Validated stability.
• Verified compatibility with Windows 10 and 11.
• Added Cloud Saves support.
_______________________________________________________________________


Tex Murphy: Under a Killing Moon

Standalone installer updated: [Windows] 31307430 ⇒ 1.01 GOG v2.
1.01 GOG v2 changelog (25 April 2025)
• Switched DOSBox to Staging version 0.82 for extra features and improvements.
• Tweaked DOSBox configuration for better performance.
• Validated stability.
• Verified compatibility with Windows 10 and 11.
• Added Cloud Saves support.
_______________________________________________________________________


Ultima™ Underworld I

Standalone installer updated: [Windows] 1.0 CS ⇒ 1.02 GOG v5.
Changelog (25 April 2025)
• Switched over to DOSBox Staging version 0.82 for extra features and smoother emulation.
• Tweaked the DOSBox config for a better gameplay experience.
• Reverted sound card emulation to Sound Blaster for the most authentic (and awesome) sound and music.
• Validated stability.
• Verified compatibility with Windows 10 and 11.
• Added Cloud Saves support.
_______________________________________________________________________


Ultima™ Underworld II

Standalone installer updated: [Windows] 1.0 CS ⇒ 1.01 GOG v3.
Changelog (25 April 2025)
• Switched over to DOSBox Staging version 0.82 for extra features and smoother emulation.
• Tweaked the DOSBox config for a better gameplay experience.
• Reverted sound card emulation to Sound Blaster for the most authentic (and awesome) sound and music.
• Validated stability.
• Verified compatibility with Windows 10 and 11.
• Added Cloud Saves support.
_______________________________________________________________________


Ultima™ 9: Ascension

Standalone installer updated: [Windows] Version None ⇒ 1.19F GOG v2.
1.19F GOG v2 changelog
• German and French localizations are now included.
• DirectX renderer emulation has been added and is now set as the default for better visuals and performance.
• New rendering options in DirectX mode, including Windowed Mode, V-Sync, Gamma Correction, Integer Scaling, Anti-Aliasing, and more.
• Glide renderer emulation has been updated with new features like Vulkan Backend, Custom Resolutions, Custom Refresh Rates, Integer Rendering, Integer Scaling, and Anti-Aliasing.
• Draw distance and default game resolution have both been increased, giving you a broader and crisper view.
• Major improvements for lighting and texturing quality.
• Maximum framerate increased from 30 FPS all the way to 200 FPS. Enjoy super-smooth gameplay.
• The game configurator now saves and loads settings correctly.
• The rune and sigil floating bug has been fixed, with no framerate limits needed.
• Video playback, vertex clipping, and mouse cursor visibility are all fixed.
• Alt+Tab task switching works as it should, so multitasking is a breeze.
• Keyboard mapping is now optimized for a more intuitive experience.
• Validated stability.
• Verified compatibility with Windows 10 and 11.
• Added Cloud Saves support.

1.19F GOG v1 changelog
• Added Glide emulation.
high rated
Old Skies

Updated to v1.3 (Galaxy & Offline Installer)

GOG Changelog:
v1.3 changelog (25 April 2025):

• Fixed an issue with the music overlapping during the credits
• Fixed an issue with the controller unable to skip a line in Fia News UI
The Last Spell

Update to V1.2.18.7.

No changelog.
high rated
avatar
Geralt_of_Rivia: The Last Spell

Update to V1.2.18.7.

No changelog.
Bugfix:

Fixed the MercyKill perk to make it work
high rated
Wild Country

Update to V1.0.0.5.1.

No changelog.
high rated
Ultima™ Worlds of Adventure 2: Martian Dreams

Download added: Bonus, Secret Answers
Size 1.0 MB 2025-04-24

---

Worlds of Ultima™: The Savage Empire

Download added: Bonus, Secret Answers
Size 1.0 MB 2025-04-24
high rated
(from Steam)

The Stone of Madnass update for 24 April 2025
The Stone Of Madness Update 1.0.3 is live!

Greetings, esteemed guests of this humble monastery.

Since the game came out, we have been following your feedback and comments, and identifying the points where we could improve our game. Patch 1.0.3 for The Stone of Madness includes a lot of those small changes, as well as updates to a few features added in our last patch, along with tons of fixes, polish,quality of life changes, and a full text review. We've also made some important changes to how the Sanity system works, as we felt difficulty was focused too much on the early stages of the campaign, and wanted to achieve a smoother balance during the whole playthrough.

Summary
- Addressed more than 200 issues.
- Added full Keybinding and Controller remapping
- Full text revision, with lots of typos and errors fixed in all supported languages.
- Sanity costs and loss per day has been revisited. Characters will now lose more Sanity as they progress through the campaign. Difficulty setting will affect this loss.
- Agnes spell selector now features an extra slot. With 4 spells available, our favorite witch is able to spread mayhem in more creative ways.
- Previously reserved keys that were not available for rebinding use are now free to use.
- Full AI balance review.
- Full routes and guards revision across all campaigns.
- Menu navigation with mouse has been revisited and updated.

Big changes
Keybinding and Control Remapping
We had to lock a few keyboard keys out of the input remapping options, in order to deploy the feature for patch 1.0.2. We are happy to announce the following keys are now available for remapping!

U - Character menu
I - Inventory menu
P - Codex menu
K - Revelations menu
J - Journal
R - Skill Selector
M - Monastery map
Direction Arrows - Vision cone selection

New spell slot for Agnes
We realized Agnes was too limited in her usage of magic, especially when trying to cast interesting spell combinations while possessing a Gargoyle. In order to address this, we decided to increase her spell limit to 4. The new slot will start empty, and can be customized after unlocking a fourth skill in her Revelations menu.

Sanity and Madness
The Night Actions available during Night Phase allow our players to keep the group sane even after through the obstacles they face during the day. We realized that Sanity made things a bit difficult at the beginning, but was easily contained once the party was completed, and players got the hang of how Night Actions work. In order to improve the difficulty curve, we have tweaked the sanity cost per day and the way it changes during the campaigns. In this way, the cost will not be as important at the beginning, but will increase as players progress through the story. The text shown at the end of each day will change accordingly to reflect this!

We have also increased the cost when playing in the Despair Mode difficulty setting. This mode now requires an expert managing of the team resources to keep the group sane, and is perfect for those that completed the game already and want to tackle the Madness lurking in the monastery head on.

New stuff!
- New tooltip added: 'How Agnes can defeat the Soldiers'.
- We've added a new setting in the graphics options menu that allows player to cap their max FPS. The available options are: " None, 30, 60, 120, 144
- Nine (9) new tracks for cutscenes introducing special characters and story moments in the game.
- New VFX added for corpse disappearance effects.
- New VFX added on top of the gargoyles when they are being sanctified by Alfredo.
- New VFX added for the 'Deploy ropes' Skill.
- Amelia now enters in the "Out of view" for chasing NPCs while she's using tunnels during a chase.
- Active effects from Planning Actions are now reflected in the Monastery menu tab.
- New VFX added to sleeping NPCs
- Highlight unoccupied hiding places when carrying a body

Polishing & balance
NPC and objects
- NPC search max distance has been reduced. This makes it easier for the player to keep them away from a particular area.
- All enemies now take two seconds to start chasing the player upon detection. This greatly improves the window of opportunity and the player's ability to improvise, and feels more consistent.
- Guard detection time has been increased 0.2 seconds.
- Anima sanity attack now does +5 damage to the sanity (for a total of 3).
- Foot traps now take 10 days to regenerate (instead of 3).
- Tweaked Guards/Soldiers attending 'Help' calls by friars and nun, so they behave more naturally.
- Noise distraction duration has been increased.

Other
- Wall reveal groups have been reviewed to avoid blind spots and uncomfortable visibility.
- Object occlusion has been reviewed to improve mouse click interaction.
- Picking up a dead/unconscious chicken now is an immediate action.

Character Skills' changes
- Agnes' spell selector slots have been increased to 4 slots (from 3).
- Agnes's "Sleep Spell" has been tweaked.
- Added a new Agnes reading animation that she now uses when crouched (once she has her glasses!).
- A yellow outline is displayed around the NPC or objects currently selected by an interaction, when several interactions are available.
- Hidden characters now can change the selected skill while staying hidden.
- Added a log message to show Knowledge used on unlocks after closing the Revelations tab.
- Alfredo
-- Modified Alfredo's Headache animation. Alfredo no longer stops as he loses his sanity due to headaches.
-- "Sermon"
--- Duration of its effect has been slightly increased against all npcs.
- Eduardo
-- "Throw Rubble"
--- Noise area adjusted.
--- Can now be used in the dark.
-- "Block Door"
--- NPCs remain trapped much longer.
- Amelia
-- "Mouse Trap"
--- Stun and limping duration has been increased.
-- "Chocolate Trap"
--- Enemies spend more time drinking.
-- Added a bottle of "Sleeping Chocolate" to Amelia's initial inventory.
-- "Mockery"
--- Cooldown has been removed. This allows the player to perform multiple taunts at once and trigger multiple chases.
--- Range has been increased.
- Walking and running speed has been slightly increased.
- Stealth move speed has been significantly increased.
- Agnes
-- "Evil Eye"
--- Stun duration has been increased to 100 seconds (+20 seconds).
-- "Light and Darkness"
--- Sanity cost now depends on the object she is targeting. Candles are way easier to light on/off than pyres.
-- "Possession"
--- Cooldown has been reduced, and is now 2 seconds shorter.
--- Agnes messages now show up on top of the possessed gargoyles when she can't execute some actions, instead of above her.
- Skill unlock costs have been reviewed
-- Sleep people skill (Agnes) raises its unlocking cost to 500.
-- Night robbery skill (Amelia) raises its unlocking cost to 400.
-- Mischief skill (Amelia) lowers its unlocking cost to 450.
-- Holy Light skill (Alfredo) lowers its unlocking cost to 100.
-- Gunshot skill (Leonora) raises its unlocking cost to 650.
-- Planning skill (Alfredo) raises its unlocking cost to 550.
-- Pray for the Souls skill (Alfredo) lowers its unlocking cost to 450.

Items
- Increased the stack size of some items. (white chickens, plants, rubble, moonshine barrels, cocoa).
- Panecillo shop update
-- Cocoa price drops to 4.
-- Chocolate price drops to 8
-- Bandage raises its price to 10.
-- Parts raise its price to 10.
-- Lockpick raises its price to 18.
-- Ragged raises its price to 25.
-- Pistol raises its price to 35.
-- Crucifix raises its price to 25.
-- Dead man finger price drops to 20.

UI and dialog changes
- Right click now acts as Back when navigating on menus.
- Added message to some doors that can only be opened through a switch or mechanism.
- Back UI Option improvement using middle click or left click outside of many menus: Inventories, management actions, tactic pause, rebinding menu and with the pop-ups.
- The alert shown when a non-controlled character is close to an appearing Anima has been changed to improve noticeability. It now specifies that there are Animas close.
- The Wishes available on dialogs with the Man in the Hat now show the sanity cost.
- Special dialogs with the Inquisitor no longer cause automatic shock. Instead, they remove some Sanity (shown beforehand) and grant better rewards to the player.
- Several Icons have been added to dialog to showcase item costs.
- All texts have been reviewed in all languages and updated where applicable
- Adjusted Aunt of Nest active gossips during campaign objectives, so players can unlock secret paths that have been left behind.

General
- Adjusted sanity drain and ability costs, including buffs and nerfs to characters, anima effects, and action costs.
- Balanced gameplay elements, such as regeneration times for traps, crafting requirements, and guard search coverage.
- Added new Anima appearances across various locations (dining hall, wine cellar, riverside, cloister). These new animas appear gradually as the campaigns progress.
- Reviewed and fixed NPC routes and overrides to avoid overlaps, improve patrol logic, and enhance gameplay flow.
- Improved stealth and interaction mechanics, visibility fixes, and updated vision blockers.
- Reviewed scripting corner cases during key objectives (i.e., Grimoso's dialogue, secret door).
- Polished late-game scenes, with refined balance, object placement, and challenge tuning for better pacing and strategy.

Cloister
- Adjusted NPC routes to prevent overlaps, reduce complexity, and enhance visibility.
- Updated guard placements and schedules to balance difficulty and clarity.
- Improved environmental visibility through camera adjustments and level design tweaks.
- Modified anima appearances to optimize pacing and difficulty across chapters.
- Simplified NPC behaviors to streamline interactions and reduce unnecessary obstacles.
- The difficulty of routes and enemies during the last objective of the campaign "Corrupt hand of the church".
- 2 yellow security guards have been removed.
- A soldier has been added for security level 2.
- Added a window in the Abbot's room.

The Cells
- Fixed fear aura issue near the heater affecting Leonora due to an unintended vision blocker.
- Reviewed and simplified guard and friar routes, reducing overlaps and improving patrol logic both day and night.
- Added new Anima appearances, including near the central heater and in the pharmacy, throughout the campaign.
- Corrected navigation issues, such as the Doctor's unreachable path during specific objectives.
- Implemented route overrides during key objectives to reflect increased surveillance and context.
- Improved visual coverage and occlusion with invisible walls, semi-transparent objects, and hidden doors to enhance stealth and mouse usability.
- Enhanced visibility in specific areas like the giant painting corner and pianist room.
- Added new hiding spots, such as latrines and barrels near central pathways.
- Fixed object interactions, including mechanical doors and controller compatibility.
- Placed new vision blockers and made several fences, sheets, and wooden blocks semi-transparent when the player passes behind them.
- Some guards are replaced by soldiers over the course of the campaign.
- Added a new level 2 security soldier on the outer south side.
- Some of the doctor's routes have been updated to make them more usable for the player.
- The difficulty of the first floor routes has been reduced. The soldier now sits down from time to time and there is a new piece of furniture blocking the view near the crawlable block.

Laundry
- Adjusted guard and NPC routes to reduce overlaps, blind spots, and overall difficulty.
- Improved visibility and cover, including semi-transparent elements and new hiding spots.
- Optimized garden and nun building layouts, with revised paths and more natural behaviors.
- Fixed spawn conditions and overrides to better align with specific objectives and game events. New specific routes have been introduced for special targets that occur in this scenario.
- Added a new level 2 security soldier, who guards the garden gate and occasionally enters the garden.
- Added new hiding places in the pillared hall and in the central courtyard.
- A standard guard has been removed to lower the difficulty in the pillar room.

Gate of St. Jerome
- Including a new anima and fixable interactive elements.
- Resolved object interaction and layering issues, especially with the apple tree and related triggers.
- Reviewed and fixed trigger-based interactions to ensure proper functionality across the scene.
- Adjusting routes of specific guards and Mother Superior's to fit narrative and gameplay needs.
- Added new routes during the special objectives that take place in this scenario.
- Ensured guard presence and positioning, including replacing a level 2 guard with a soldier and preventing NPCs from leaving the scene.
- Adjusted behaviors like friars consistently throwing water and deactivating specific NPCs when needed.
- Added cover elements (e.g., barrels) to block unwanted sightlines during key moments.
- Updated object interactions, such as disabling the tree hole searchable after a certain objective.
- QA-tested puzzle flow to ensure stability during natural progression and saved game reloads.
- Added two new animas, which appear as the campaign unfolds.
- Added an extra hideout by the river.
- Fixed a bug that prevented the burning apple tree from scaring Leonora.

Wine Cellar
- One new anima in the morgue from the beginning.
- Add an anima in a specific objective at the entrance where the friar is (when he leaves the scene).
- The lab guard has been replaced by a soldier.
- Added new hiding places and parapets to the lower part of the cellar.
- The button on the wine cellar oven can only be used once, to prevent a character from getting stuck behind the fire.

Refectorium
- Adjusted table props to prevent visual issues with the soup-serving friar.
- Reviewed visibility through kitchen door slits, but no blockers were added due to lack of sightlines during testing.
- Configured object occlusion groups for improved mouse interaction visibility.
- Added new anima appearances.
- Reduced difficulty of NPC routes, including Mother Superior, lavatorium, balcony guards, and the kitchen.
- Updated kitchen and Doctor routes to improve pacing and player opportunities during key moments.
- Adjusted NPC behaviors, such as the nun and friar leaving the scene during specific bells to accommodate gameplay changes.
- Improved reveal group configuration, including new carpets and corrected groups for better object visibility.
- Applied capsule highlighting to relevant interactive elements for clearer player feedback.
- Added new guard behaviors to create better stealth windows for Amelia.
- Revised the doctor's routes to make them more usable by the player.
- Revised Mother Superior routes for less difficulty and more opportunities for the player.
- Reduced difficulty of entering the interior of the building through the lavatorium.

Inquisitor's office
- Implemented blockers for Jeremias corpse so PC are not able to wall and overlap the corpse asset

Inmate Courtyards
- Relocated security yellow guards. They never leave the scene.
- A security yellow guard has been eliminated.
- A level 2 security soldier has been added to the west courtyard.
- Vision blockers were added inside the nuns' building to reduce the difficulty.
- Added an alternative way to enter the east courtyard during the objective "Rescue Alfredo".

Hall of Paintings
- Fixed a shadow glitch close to the climbable wall.
- Fixed a bug related to Eduardo's cell tutorial.

Library
- Corrected the routes of the nuns, who were appearing one objective earlier in the scene than they should have.
- Some hens stay on the stage after a certain objective, so that the player can complete an optional objective later in the campaign.
- Revised security yellow guards routes to make them simpler and never leave the scene.
- Added a new security yellow guard on the balcony.
- Corrected several drawing errors in the room of the volume guarded by the soldier.
- Added a new anima to the scenario.
- Improved cover for all tables, making it easier to hide behind them.
- Added new specific routes during the special objectives that take place in this scenario
- Some high shelves and curtains become transparent when you walk behind them.

Bug Fixes
Crashes & Freezes
- Fixed a crash when returning to the main menu after completing the Gate of Saint Jerome campaign.
- Fixed a bug that caused the game to freeze when rescuing Leonora in Refectorium.
- Fixed a crash when exiting after navigating from the tab menu.
- Fixed a crash when loading a save file and selecting a trapdoor in the management menu.
- Fixed Windows 'Not Responding' error and misaligned assets after clicking during a loading screen.
- Fixed an error that launched an exception when getting detected while carrying a body.

Gameplay Logic & Progression
- Fixed the tooltip about the engravement hidden below the carpet appearing before it was interactable.
- Fixed a bug that caused guards to revive if they were killed while waking up their colleagues.
- Fixed friars always throwing water during certain objectives.
- Fixed patrol paths so guards no longer leave scenes unintentionally.
- Fixed animas respawning after completing objectives and returning to management phase.
- Fixed NPCs not brought to Saint Dymphna's statue when in hiding during time progression.
- Fixed PC not reacting as crouching when dragging corpses.
- Fixed traps appearing under stairs or having wrong Z-index on slopes.
- Fixed wrong skill costs and missing requirements in the skill tree menu.
- Fixed passive abilities triggering in incorrect situations (e.g., Eduardo's Desperate Defense at 0 HP).
- Fixed unintended behavior when using abilities like "Flies," "Desperate Defense," or "Steal Supplies" twice.
- Fixed Grimoso ignoring collision during "Memories."
- Fixed pursuit logic remaining active inappropriately (e.g., "Pursuit_Playback" not turning off).
- Daily sanity loss evolution now properly updates per objective in both campaigns.
- Fixed same sanity loss being applied after using "Light and Darkness" with Agnes.
- Fixed Mother Superior not spawning in "Rest in Peace."
- Fixed Doctor's routes and presence across objectives.
- Fixed Agnes's cure disorder interfering with Alfredo's study.
- Fixed guards and friars overlapping or freezing due to incorrect routing.
- Fixed overlapping NPCs in Cloister during Corrupt Hand's final objective.
- Fixed invisible NPCs being selectable during possession.
- Fixed guards moonwalking or getting stuck when paths are blocked.
- Fixed incorrect climbing and navigation logic with objects and levels.
- Fixed apple tree blocking interactions with NPCs behind it.
- Fixed chains and other items not properly moving to inventory.
- Fixed player being expelled from tunnels during cutscenes.
- Fixed trap behavior inconsistencies and misaligned detection.
- Fixed chocolate not being detected by guards or triggering correct behavior.
- Fixed interactable furniture and objects not behaving correctly.
- Fixed an issue that could cause some in-game cutscenes to freeze characters.

Visual & Camera Issues
- Fixed camera not centering on selected character during tactical pause.
- Fixed clipping and visual artifacts in cutscenes and character selectors.
- Fixed missing lighting/shadows in areas like The Cells 2F or Hall of Paintings.
- Fixed improperly aligned NPCs like Amelia with tunnels, or guards in cutscenes.
- Fixed VFX issues like floating skeleton remains, misplaced fire, or invisible gates after cutscenes.
- Fixed spell VFX like "Evil Eye" or "Flies" persisting or behaving incorrectly.
- Fixed sprites (chains, traps) remaining after day phase or wrongly changing state.
- Fixed characters clipping stairs, floating, or walking incorrectly on various surfaces.
- Fixed crates being climbed from too far or when not intended.
- Fixed invisible walls, bad seams, and occlusion issues in places like Laundry and Wine Cellar.
- Fixed monastery pieces, objects, or decorations being improperly cut or displayed.
- Fixed missing borders or environmental collisions in specific locations.
- Fixed objects that did not become invisible from lower floors or behind walls and could disturb mouse navigation.

UI & HUD
- Fixed UI tunnel lines not displaying correctly in Cloister and Laundry.
- Fixed UI showing duplicate or incorrect options.
- Fixed counter staying on-screen during possession.
- Fixed visual overlap issues like book blocking vision in Refectorium.
- Fixed visibility triggers and highlight issues across scenes.
- Fixed management menu inputs and escape behavior in skill trees.
- Fixed Escape Plan checkbox not updating correctly.
- Fixed colored circle indicators disappearing during cutscenes.

Controls & Input
- Fixed inability to bind controls to the 4 back buttons on Steam Deck.
- Fixed remap option not selectable when using left-click.
- Fixed command showing as "Left Command" when binding to the Windows key.
- Fixed controller-specific errors when launching the game via Steam.
- Fixed keyboard prompts running off-screen in the skill UI.
- Fixed incorrect behavior when aiming under a roof.
- Fixed inability to change PCs during tactical pause using keyboard.
- Fixed skill aiming staying active after resuming from pause.
- Fixed skill selection resetting after a cutscene.
- Fixed 'Cone Selection Mode' label remaining after canceling a cone with a controller.
- Fixed an issue that made non-interactive items to seem interactive when clicked from a distance.

Sound & Feedback
- Fixed NPCs not detecting sound or reacting to player actions.
- Fixed Persecution music not ending correctly after certain triggers.
- Fixed idle SFX playing for missing PCs during management.
- Fixed sound effects triggering from wrong sources (e.g., missing PCs, windows).
- Fixed unreachable sound-emitting windows.
- Fixed bell continuing to move after shock events.
- Fixed audio logic after interactions with stunned or waking NPCs.

Phew! That was quite a lot of madness to ford through, but we somehow managed! Some of our team members might or might not be wearing bread buns as hats after this many words, but we love them anyway. As always, we're immensely grateful for your constant support and your valuable feedback. Join the community on Discord if you want to reach us!
Post edited April 25, 2025 by FlockeSchnee