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high rated
KeeperFX

1.3.0

- [Maiden](https://keeperfx.net/workshop/item/647/maiden-of-the-nest) (new Creature to use on new maps)
- Reworked [Druid](https://keeperfx.net/workshop/item/766/druid): New look and received a bird summon
- Sentry and Ballista traps
- Added Lua support (advanced mapmaking)
- Many other mapmaker options, including:
- Branching campaigns
- Temporary secret levels
- Place traps and doors through script
- Different game rules on a per player basis
- New creature abilities, including ranged buffs
- Multiplayer stability improvements
- Fixed Power charging in battle menu
- Signed keeperfx.exe by SignPath Foundation, prevents false positive virus reports
- Some Deeper Dungeons levels fixed up
- New included maps (and removed a few unpopular ones)
- Game now available in Ukrainian and Brazilian Portuguese
- [Much, Much more,...](https://keeperfx.net/commits/v1.3.0)
high rated
Stellaris

Update to V4.2.3.

Changelog:

STELLARIS 4.2.3 PATCH NOTES

Improvement

Thermophiles can pick the Ocean Paradise Origin

Thermophiles can pick the Aquatic Trait

Thermophiles can pick the Agrarian Trait

Thermophiles can pick the Agrarian Idyll Civic

Thermophiles can pick the Anglers Civic

Adds conditions to get alloys when you extort a Spiritualist Thermophile faction.

Pyromanic Instinct blocks "friendly" Civics and Origins

Rogue Servitor empires now receive an additional Alloys income when having an Infernal subspecies (instead of food)


Balance

Reduced Infernal Livestock output from base 1.5 down to 1 Alloy

Adjusted cost of the "Distribute Living Metal" decision from 500LM to 700LM

Adjusted "Thermal Engineer" councilor (replaced "Research Cost (Engineering) -1%" with "Research Station Output +4%")

Adjusted "Pyromanic Priest" councilor (Job Consumer Goods upkeep from -3% to -2%)

Adjusted "Galvanic Symbiosis" planetary refund modifier from 1 to 0.75

Crisis Path: Adjusted Entropy Conduit ship stats (+2000 Hull +1000 Armor +2000 Shield)

Crisis Path: Adjusted "Entropy Harnessing" edict (Energy Credits from Technicians from -1 to -2.5, Entropy from Technicians from 0.5 to 0.4)

Crisis Path: Terraforming with a “Volcanic Forge” now counts for the crisis objective “Create Volcanic Worlds”

Crisis Path: Colonies buffed by Entropy Conduits now produce more unity

Crisis Path: Upgrading Ember Ships does not require alloys anymore

Crisis Path: Stars stellarformed by Entropy Conduits now gain additional deposits

Crisis Path: Machine Intelligence can now pick the ascension perk

Crisis Path: The amount of required systems for the “Critical Mass” is now shown in the UI (current systems + needed systems)

Crisis Path: Cost of the "Life Seeding" decision changed from 1000 Energy to 2500 Entropy Crystals

Crisis Path: The UI now shows the current amount of owned systems for the “Critical Mass” perk

Crisis Path: Conduits now ignore systems with a Dyson Sphere/Swarm or Quantum Catapult

Adjusted alloy upkeep of Spawning Drones from 2.5 to 2

Adjusted Infernal Livestock output from 1 to 0.75 alloys


Bugfix

Fixed a typo in mercenary dividends relating to Galactic Risk Management

Fixed Regenerative Armor from Galvanic Synthesis civic not auto-upgrading in ship designer when better armor technologies are researched

Stop Quantum Catapult targeting graphics being shown in System view

Fixed Infernal upkeep not being affected by Clone Soldier and Necrophage origin species traits.

Subterranean Empires now have uncapped Mining Districts on Volcanic Worlds.

Fixed issues with psionic assimilation for gestalt empires and individualist machines.

Fixed Ruler clothing for Infernal portrait 5 (shoulder plate for the hedgehog)

Fixed the issue with Black Needle Base no longer being colonizable after assaulting it.

Fixed Augmentation Bazaars not having access to Loyalty Circuits in empire creation.

Fixed Broken Shackles starting with 2k more pops than they should

Migrating Forests modifiers and Special Projects are removed when the planet is terraformed to a Volcanic World.

Eager Explorers now require Scientific Method to unlock Thermotechnic Forums.

Stability from the Unbreakable Resolve trait gets properly applied even if the pop groups with Unbreakable Resolve were later additions to the planet in question

Pops under assimilation no longer have extra upkeep.

Planets with event purges should no longer continue purging after having been recolonized.

Fixed the tooltip for Syncretic Evolution mentioning the wrong number of pops.

Subterraneans can no longer build Industrial Mining Sites without any gameplay effect.

Volcanic World mineral extraction zones can now build Industrial Mining Sites for +2/+4/+6/+8 mineral districts unless they are already uncapped.

Added flag infernal_subspecies for Infernal subspecies (used for some civics/mods)

Fixed event "Star-Crossed Lovers" appearing for Scorched World Heralds

Fixed the "Arcology Project" decision not counting Volcanic World districts

Fixed Volcanic Worlds not having a click sound

Fixed "Spawning Pools" from "Permutation Pools" civic for Hive Mind using food as Infernals

Fixed "Seismic Carpetbombing" creating Volcanic craters on artificial planets

Fixed "Bombardment Stances" not killing the last pops of a planet

Fixed Infernal Livestock not counting for a Evolutionary Predator purge

Fixed Infernal Livestock counting as Specialists

Fixed the starbase building "Gravitational Centrifuge" (crisis path) not being buildable in crisis systems

Fixed Pre-FTL civilizations spawned by the Hyperthermia crisis not ascending into the space age

Pyromanic Instinct blocks other genocidal Civics

Tankbound now gains Overseers from rural districts (Geothermal, Melting) on Volcanic Worlds

AI Empires now build Thermotechnic Districts on Volcanic planets

Fixed the Military Academy adding research output and consumer goods upkeep to soldier and warrior drone jobs.

Military Academy bonus workforce is now empire-wide

Hard Reset is no longer a valid origin for AI empires (that's like the entire narrative!)

Fixed some edgecases when playing unplugged where you could end up with pops who had the old negative traits and never lost them.

Fixed the number of pops affected by the Zoonotic Plague, Enigmatic Fortress, and Numistic Order deals

Terraforming your Homeworld will no longer cause the Terraforming event talking about making a second homeworld to fire.

Re-enabled Devastation from Cosmic Storms at 0.01 per month.

Infernal AI empires colonize properly (even if they don't have any food)

Overclocking setting of the galactic crucible now also persists after loading a save game

You can no longer queue construction of districts while the Arcology Project is underway.

Cybernetic Imperial authorities now give additional noble jobs.

Purging infernal pops gives alloys

Fixed Fallen Empires being able to build "Starfire Cannons"

Fixed Volcanic Forges not being destroyed after terraforming a planet into a Hive/Machine World or Ecumenopolis

Crisis Path: Fixed Conduits damaging own colonies when playing as non-Infernal empire

Crisis Path: Fixed mining & research stations not working correctly when Conduits stellarform a star

FE outposts now rebuild in systems where they have unconquered planets.

Artillery combat computers will now prefer median range instead of max range, allowing Titans to use most of their weapons instead of only their Titan Weapon

Fixed erroneous tooltip for the Cave Dweller concept

Removed the surface quarry and the voltaic production yard from urban zones

the Justicial Complex FE building can now be built on Penal Colonies

Megastructures show correct value in upgrade tool tip for effects applied with the upgrade

Stars stellarformed by an entropy conduit no longer reroll the deposits of the star

Certain special deposits, such as those from the Life-Seeded origin, are now correctly kept upon terraforming into hive or machine worlds.

Fixed being able to issue some fleet orders to unreachable systems if the fleet has a jump drive.

Fixed missing newline for "not in range of Jump Drive" message in the tooltip for the build orbital station command.

Fixed efficiency being able to go negative, causing jobs to run in reverse. As bad as those slave riots or fire cult ruined planets are, Metallurgists shouldn’t disassemble alloys back into their original components.


Performance

Reduced memory allocations in topbar UI updates


Stability

Fixed Mac CTD happening in late game when calculating fleet auras

Fixed object lifetime issue from scope used by on_resolution_failed leading to undefined behavior.

Fixed crash in strike craft being damaged by non existing/dead fleet.

Fix an OOS on reconnect where Starbases where blocking fleets path on the server but not on the client

Removed dependency on SetThreadDescription to enable the game to run on ex Windows 10 LTSB 2016.

Fixed CTD that could happen when a special project was completed while no longer valid

Made Stellaris respond to OS events during loading gui types to avoid "freezing" the system at 5% loading for an unknown amount of time (only dx11 backend).

Fixed some more occurrences where file read/write is being blocked by the system and stellaris handling it by crashing.


Modding

Added a new system flag to the Entropy Conduit target script to exclude special stars
high rated
Northgard

Update to V4.0.0.43012.

No changelog, but this is the update to the Definitive Edition which also contains the Cross of Vidar Expansion.
high rated
Northgard

Updated to 4.0.0.43012 (Galaxy & Offline Installer)

Changelog from SteamDB:
v4.0.0

Content

Clans & Campaigns

• 4 clans have been added to the base game: Snake, Horse, Dragon and Lion
• Cross of Vidar expansion has been added to the base game

Biomes

• New Valhalla Biome:
      ○ Special Event: Valhalla's Feast
      ○ New Unit: Guardian of Valhalla

• You can now play normal games with biomes from Bifrost

Frostbite Mode

• Add modifiers to your Bifrost run and earn more rewards

Conquest

• Added Miklagard victory to Conquest

UI & Treasures

• The shop has been reworked
• New unit skins available
• More decorations available
• New Townhall skins available
• More ornaments available
• You can now check Military Path during clan selection
• New main screen art

AI

• Improvements have been made to the resources production management
• Improvements have been made to the military units management
• AI can now contest Miklagard victory
• Kraken AI has been improved
• Kingdom AI has been improved

Balancing

Generics

Units

• Archer’s range has been reduced. They should now have less range than a Tracker with full Path complete.
• When military units start an attack, they no longer cancel it if the target unit moves out of range.
• Lords’ stats have been adjusted
      ○ Lord: 80/6/8 -> 80/7/9 (hp/atk/def)
      ○ Stoat - Lord Eco: 80/6/8 -> 80/7/10
      ○ Stoat - Lord Military: 80/6/8 -> 80/8/10

Knowledge

Recruitment
      ○ Permanently increases population growth speed by 25% -> 20%.
      ○ You gain an additional 5% -> 4% during 4 months for each unit from your clan killed by an enemy clan or sacrificed (max 50% -> 40%].

Medicine
      ○ Healing units heal 50% -> 60% faster.

Weaponsmith
      ○ Increases all your military units' attack power by 20% -> 15%.

Military Strategy
      ○ Military units gain +5% -> 4% attack for each type of friendly military unit in the zone (max +25% -> 20%).

Spoils of War is the stealable lore from Wolf clan instead of Field Ration
Vow of Chastity
      ○ The food consumption of all units is reduced by 20% -> 15%.

Buildings

Houses
      ○ When upgraded gives you +5% population growth

Shipwrecks & Ruins
      ○ 0 -> 3 tiles away from nearest ally Town Hall: 75 Krown
      ○ 4 -> 7 tiles away from nearest ally Town Hall: 75 -> 175 Krown
      ○ 7+ -> 175 Krown

Shipwrecks
      ○ Gives you 200 -> 150 Wood

Mjolnir
      ○ Global cooldown reduced: 1s -> 0.8s
      ○ Ignore Armor
      ○ Deals 6 ->2 damage
      ○ Can hit up to 6 -> 3 units maximum

Relics
      ○ Gives you 25 Fame when placed
      ○ Time to forge them has been reduced: 16 months -> 12 months, with one worker

Towers/Forts
      ○ Health has been increased to 50% when upgraded

Others
      ○ Colonizing a tile near dwarves reveals them

Stag
Einherjar was a bit behind their paired Warriors. We forgot to update them when we changed Warrior’s stats.

Units

Einherjar
      ○ Stats have changed: 60/10/6 -> 70/11/5

Raven
Raven is a good scout, but slowing them down a bit should be better for the game, especially for early rush strategies.

Knowledge

Rangers
      ○ Scouting speed has been reduced: 50% -> 25%
      ○ Scouts now consume more food: 0% -> 50%

Bear
Bear is our beginner clan if you struggle during winter. We cannot change its identity, but we are trying to give it a direction that should be a clear clan assistant. You can now freely use Borgild and/or Kaija to help your clan. They are no longer needed for your economy.

Clan

Fame 200
      ○ You gain +3 Fame per enemy unit killed in a zone with Borgild or Kaija.
      ○ Shield Bearer Camp increases zone production by 10%

Fame 500
      ○ For every 100 Fame you’ve earned, your military units gain +1.5% attack power.
      ○ Kaija can now enter enemy territory

Boar
We all remember the Relic when it was at +10 and it was a forced relic to make. So we don’t want to go back to this. But we are making it more rewarding to build it. There is no more cost to summon, you have full control of the Giant Boar and it can even go outside your territory. We hope that it will give it a small place in some games.

Clan

• Relic: Cost to summon Giant Boar 150 Lore -> No cost
• Fame 200:
      ○ Knowledge given by this fame counts towards blessings

Units

Giant Boar
      ○ You can control it during combat
      ○ Can go to an uncolonized adjacent zone of your territory
      ○ Stats have changed: 90/11/11 -> 120/16/12

Snake
In our understanding, Snake never mines. That is fine to us, but it is a bit too easy to not do it. So we wanted to delay it a bit. Also, it will be affected by other nerfed lore like Field Ration.

• Scorched Earth will now give less minerals, 3 -> 2

Horse
Horse, Horse, Horse. A lot of changes to try to give it an economic direction without killing its versatility build. We agreed with the fact that chiefs have too much work to do in your territory, so we sped up everything they do. You should be able to do other things with your chiefs now.

Clan

• Ruins and Shipwreck provide -50% -> -25% Krown.

Knowledge

Ancestral Influence
      ○ Replaces Medecine

Great Tower
      ○ Upgraded Tower becomes Great Tower, you have 2 free upgrades tower. Upkeep is the same as an upgraded tower.

Volund Fire
      ○ Increases tools production by 5% -> 7.5%

Units

Warchiefs
      ○ Increases Mining speed, forging speed and building speed by 20% -> 40%
      ○ Building Speed of Etria increased to 30% -> 50%
      ○ Forging Speed of Brok increased to 30% -> 50%

Kraken
We agree with you that Kraken's current growth loop is a bit frustrating. So we sped up the spectral warrior recruitment, making it less punishing to not produce villagers. Also, by investigating the Kraken loop, we saw that Ràn's Blessing spectral’s growth wasn't working properly.

Clan

• We increased the speed of Spectral arrival. They should appear twice as fast.
Relic - We added a protection to attacks from the sea (Mercenaries, Ghost Event)

Knowledge

Endless Tides
      ○ Pop growth and Spectral growth increased by 20%

Ràn's Blessing
      ○ Spectral growth is working correctly, now gives +20%

Units

• Seeress
      ○ Produces +3 -> +3.5 Wyrd
      ○ You can recruit a Valkyrie while being in negative Wyrd

Rat
We understand that keeping your pyres up can be overwhelming, so we are trying to give you more space by giving you a bit more time.

Clan

• Losing a unit gives you 20s -> 30s of purification time
• Earning military experience gives you 25% more purification time

Hounds
We’ve heard that Hounds is in a relatively good place. However, we are not happy with the sustain it has during combat, specifically against players. Also, we want players to choose more carefully which zerkers should be prioritized in terms of level to get lvl3 -> lvl 7. We didn’t change its clearing, but in mass combat you should be more careful about your zerkers.

• Carcass gives 15% more experience; resources given are unchanged
• We have reduced the amount of experience given by kills: 25% -> 20%
• Experience needed to get level 2: 250 -> 225

Turtle
Turtle is a beast when we talk about relationships. It can gain too much fame in a short amount of time. We are nerfing it a bit.

Clan

• The clan earns +30 -> 20 Fame for each positive level of relation with other clans and factions.

Hippogriff
Hippogriff is a monster in mid late game with its Varangian, at least that’s what we wanted, but we didn’t want it to go only Varangian. Varangians should be an elite squad: you convert some and work with other units. So we reduced the camp needed to get some, but we increased the scaling cost of the Varangians.
We didn’t want to touch the “quality” of the units, but make it harder to stack them. So you should be able to make fewer Varangians.

Knowledge

Ember of Prosperity
      ○ Brazier produces +0.75 -> 0.5 Krown, +1.5 -> 1 during Ignite

Units

Varangian
      ○ Camp gives more space for them: 2 -> 3
      ○ Their scaling cost has been increased: 60 + (15 * nb) -> 60 + (45 * nb)

Mods

Map Editor

• You can now assign “Any” to a Town Hall to let players choose their clan in the lobby
• You can set “Free Teams” to let players choose their team in the lobby. You do not have a choice between Lock team or Free Team.
• You can select a neutral faction, if they have a variant, you can choose between them (Jotunn ← → Gayant, Myrkalfar ←→ Lightalfar)
• You can place Marmennills

Mods

• You can now make a mod that is only a script
• You can only have one script at a time per game

Bugfixes

Military path

• Legion - Fixed loss of stats on military units when losing a tile with a military camp

Conquest

• Titanomancy - Fixed an issue where the AI would kill its own Guardian of the Realms
• Wall Will Falls - Fixed an issue where the Dragon could capture units from castle assault.
• Minopoly - Fixed an issue where the Squirrel could not win making the Banquet of Valhöl
• Age of Vampires - Fixed an issue where defeat would not trigger when the Warchief was killed
• Defend the Oppressed - Nerfed AI assault
• Cataclysm - Fixed a bug causing the Apocalypse event to remain active and close all routes to other players
• Quarantine - Fixed an issue where loading a save would reset the life of the Gods’ Messenger
• For Valhala - Fixed an issue where allies could not see the amount of Favors on the Altar of the Gods
• Rough Seas - Fixed an issue where raids did not steal Faith for the Kingdom clan
• Moonlit Betrayal - Fixed a crash when a werewolf was killed in a Brawler Camp after transforming
• War is not an option - Fixed an issue where loading a save reset the player’s life and interrupted Fafnir’s assault
• Fixed a crash that could occur when leaving a Conquest mission

Bifrost

• Raven - Fixed an issue where mercenaries could be transformed into Dragonkin
• Hippogriff - Fixed a crash that occurred when mining with Sindri and a Miner
• Hippogriff - Fixed an issue where Varangians could not be converted with Faith when using the shared start-with of the Lion clan
• Berserker Wrath - Fixed an issue where the Turtle AI sent a caravan to a Brawler Camp
• Kraken - Fixed building prices being displayed on ally non-coastal tiles
• Kraken - Fixed an issue where Hörgrs could be requested by allies or built by the Kraken on ally tiles
• Boar - Fixed the second Conquest bonus not being offered

System

• Fixed an issue where changing the sound device after launching the game would not apply
• Ranked – Fixed clan selection when it was not the player’s turn
• Ranked – Fixed a case where a player could access a lobby while already having a clan selected
• Ranked – Added a safeguard to prevent the “Lobby Found” popup from appearing when you are already in a lobby
• Ranked – Fixed GP/Rank icons not displaying correctly
• Ranked – Fixed an issue where team/all chat did not work correctly
• Building – Fixed colonizing a tile with an enemy Forge from allowing ongoing projects to be cancelled for resources
• Notification – Fixed an issue where warning notifications incorrectly indicated the player was attacked when a scout on an ally’s tile was attacked
• Notification – Fixed military notifications deselecting buildings.
• Fixed decolonization not granting Fame when a sheep or foe was present on the tile.
• Fixed mirrored maps not mirroring foes correctly
• Added security to avoid being disconnected from lobby due to micro disconnection
• Fixed spectator issues
      ○ Corrected fog not updating properly when switching view modes
      ○ Spectators can now see fame information for each clan
      ○ Knowledge tree now correctly shows the clan being spectated
      ○ Not able to join a full lobby
      ○ End game screen correctly displayed

Owl

• Fixed Source of Urdarbrunnr blessing not granting full bonuses from upgraded camps
• Fixed Parasitic Vegetable not reducing food consumption
• Fixed descriptions for Feeling Safe and Legendary Heroes
• Fixed Terraforming Ground giving resources from Brazier production
• Fixed a crash caused by Invasive Fruit when two Owls in the same team give it to each other

Hounds

• Fixed carcasses not being gatherable (new ability for Berserkers)
• Fixed Foxserker freezing when reaching high attack speed
• Fixed an exploit with the conversion cost of Brawlers
• Fixed an issue with Bloodthirst healing not respecting the max health cap

Dragon

• Dragon - Fixed merchant being in no work sometimes
• Dragon - Fixed trading values from thralls with Miklagard
• Dragon - Fixed military path being all unlocked once reaching 3000 military XP
• Fixed enemy captured military units not updating color on the mini map
• Fixed military path icon not displayed in end-game statistics

Southern Kingdoms

• Fixed Catapult not staying selected after being packed/unpacked
• Fixed Catapult SFX not playing when packed/unpacked
• Fixed free Happiness upgrade being incorrectly proposed in Conquest
• Fixed bonuses/knowledge affecting military units not working for Varangians (stat buffs, price reduction, etc.)
• Fixed an issue where mining outside Sindri’s territory could remove ore from the deposit without granting it to the player
• Fixed Catapult not validating clearing of certain tiles (Wyvern, Bifrost Portal, etc.)
• Fixed multiple Sindris being able to mine the same deposit
• Fixed Catapult triggering war against neutrals when attacking them during an assault

Lion

• Fixed second Conquest bonus not working for Paladins
• Fixed female Paladin sometimes playing male SFX

Stoat

• Fixed Sentry cost with March of Brittany knowledge

Goat

• Fixed Warchief ability not usable if an enemy scout is present on the same tile

Raven

• Fixed Guardian’s Tower not granting Lore when scouting

Horse

• Fixed conquest bonus decreasing forging speed not working

Owl

• Fixed an issue where Fertile Soil and Lynx Lure did not allow caravans to produce food from wheat or deer

Turtle

• Fixed trading stopping on caravans if a deposit finished on a tile with multiple deposits

AI

• Snake – Fixed an issue where the AI would send Signy into enemy territory unnecessarily
• Fixed an issue where the AI would not use the Giant hero

UI

• Fixed an issue with filters on the minimap
• Fixed UI overlapping when setting up AI players in custom games
• Fixed end-of-game stats not showing the icon for forged military units
• Fixed UI issue in diplomacy menu with 5 neutrals

Text

• Russian - Fixed a missing letter in localization
• Italian - Fixed Ranger Knowledge localization
• Kingdom - Fixed description for upgraded camps
• Kingdom - Fixed description in Fairground for Marmenill trade route
• Kraken - Fixed Spanish localization in Expeditions
• Owl - Fixed missing localization in Guardian of the Realms’ description
Post edited December 04, 2025 by Hustlefan
high rated
Foundation

Updated to 1.11.0.10 (Galaxy & Offline Installer)

Changelog from SteamDB:
Hotfix 1.11.0.10 is live

Hello everyone!

We have just released Hotfix 1.11.0.10, which resolves several crashes that some players have encountered.

• Fix: Crash when moving a Gate near two curved control points that are in close proximity
• Fix: Crash related to Housing creation
• Fix: Crash when destroying all parts of a Monument
• Fix: Crash when using the ‘Esc’ key at the same time as confirming changes that would destroy all parts during Monument editing
• Fix: Gates snapped to an existing wall could cause the wall to appear as under construction upon reload
• Fix: The last separator of a Wall wasn't displayed when a snapped Gate was near
• Fix: Exiting the Wall edit mode with the ‘Esc’ key after moving a Wall could break the recorded Undo/Redo steps and displace the wall to a different location
• Update: Added entrance arrow on input/output of Weaver Hut
• Update: Community translations
high rated
Flotsam

Updated to 1.0.0 (Galaxy & Offline Installer)

Latest changelogs from SteamDB:
Early Access 0.9.0f6

Fixes

• Fixed issue where loading older saves could reset all Drifter priorities to 0, causing them to stand idle and not perform tasks. Now, if a Drifter’s priorities are all set to 0 on load, they will be reset to 1.
• Fixed issue where the first rescue quest triggered landmark markers too early.
• Fixed issue where fishing rarer fish types gave the same experience as common ones, despite taking longer.
• Fixed issue where the Town Tugger would incorrectly display a connection error, even when properly connected to the Townheart.
• Fixed issue where some shortcuts could be triggered while typing.

Misc

• Added various additions to the Drifter looks.
+++
Flotsam 1.0 launches with its biggest update ever!

Your floating town is ready for its biggest adventure yet!

After years in Early Access, Flotsam has officially reached Version 1.0, bringing a fully playable main story, new specialists, new regions, building upgrades, and a wide range of improvements across the entire game.

Here’s an in-depth look at what’s new:

Main Narrative Questline (Finish the Game!)

For the first time ever, you can play through Flotsam’s full story from start to finish.

What’s in:

• A complete main questline
• Story progression tied to exploration and old-world discoveries
• A proper ending to your drifters’ journey

Specialist Quests + 4 New Specialists

Every specialist now has their own questline, bringing new buildings, tasks, and small adventures to your floating community.

New specialists added in 1.0:

• Chemist
• Electrician
• Birdkeeper
• Aquaculturist

What’s new in this system:

• Specialist-specific quests
• New buildings tied to each role
• Progression choices through the new Radio Signals system (pick which specialist or quest you pursue)

Two New Regions to Explore

1.0 expands the world with two new biomes, each with its own look, dangers, and resources.

Industry Region

The most polluted area yet, filled with Polluted Goop, Electric Eels, and hazardous waters.

Polluted Woods

A new take on the Woods biome, now split into healthy and polluted sections.

Upgrade System + 10 New Advanced Buildings

Constructions can now be improved with installed upgrades that change how your town functions. (Example: adding an Air Filter to drifter homes to reduce pollution every sleep cycle.)

1.0 also adds 10 new advanced buildings, introducing new resource chains and new pipelines such as:

• Bio-energy pipelines (convert bio-waste into energy)
• Advanced production loops tied to the new regions and specialists

These additions expand mid- and late-game depth significantly.

Quality-of-Life Improvements

We’ve improved dozens of systems based on community feedback, including:

• A reworked School
• Smoother flow for early progression
• Clearer UI and visual feedback
• Performance and stability improvements
• Many small fixes across the entire game

Thank You for Being Part of the Journey

Flotsam’s full release is a huge milestone, and it would not have been possible without everyone who sailed with us during Early Access.

From all of us at Pajama Llama and Stray Fawn Publishing: thank you for helping us bring Flotsam to 1.0.

If you enjoy the update, a review helps the crew a lot.

Now set sail, rescue survivors, and keep your floating town thriving!
high rated
Whiskerwood

Offline installers have been updated to v0.6.173

v0.6.173 [no changelog]

v0.6.172 Patch #12


Features
- Add upgrading of houses in-place if same shape higher tier is available

Gameplay
- Increase plank cost portion of Large Warehouse from 34 planks 55 planks
- Increase plank cost portion of Giant Warehouse from 55 planks 144 planks
- Add extra option to only show Status & Problems Only for show icon setting instead of the prior all or nothing
- Boost trade value of Hearty Meals from 21 to 34
- Boost trade value of Savory Meals from 21 to 34
- Boost trade value of Fancy Meals from 21 to 34
- Boost trade value of Jam Pastry from 13 to 21
- Boost trade value of Mushroom Stew from 13 to 21

UI
- Improve ui scaling of pirate menu at high populations
- Scale down event icon blips as the camera zooms out
- Show version number on pause menu
- Add Management Office to workplace overview
- Ensure research is always at bottom of sidebar

Bugs
- Fix resources clipping and overflowing the resource screen
- Fix expectation stars appearing over ore
- Fix mismatch of free construction worker count between HUD and workplace overview
- Fix tree decorations not occupying second cell vertically in blocking grid
- Fix Whiskers clipping through the sides of bridges
- Fix stone paths and pipes incorrectly blocking heat, light & pollution.

Crash Fixes
- Fix crash that could happen when filling in enclosed sections of water

Mod API
- Add Optional prepending of date log message modapi

Acknowledgements
- Thank you to many players who requested the ability to upgrade houses in-place
- Thank you to the players on the Discord who commented on how they’d be willing to pay much more for the larger warehouses.
- Thank you to Gardlt on Discord for reporting the ore expectations bug
- Thank you to IronJack on Discord for reporting the resource overflow on resource screen bug
- Thank you to Madame Hardy and VisceralRevolt on the Discord for suggesting the addition of the version number to the pause menu
- Thank you to Morwenna on the Discord for suggesting the meal trade values were too cheap
- Thank you to Lord Yanaek and xs4nd3r for reporting the construction worker mismatch
- Thank you to KatherineOfSky for suggesting the research button always be at the bottom of the sidebar
- Thank you to Buckminster for suggesting the date logging for the mod log message call
- Thank you to Khemoterropy on the Discord for reporting the missing cell block in the tree decoration
- Thank you to KriticalSquid on Discord for reporting that Whiskers can clip through the sides of bridges
- Thank you to DeathWolf & Halhozo on Discord for reporting the crash that could happen when filling in enclosed sections of water
- Thank you to slavic on Discord for reporting that stone paths & pipes were incorrectly blocking heat
Songs of Syx

Updated to 0.70.14 for Windows, Linux and Mac.

Changelog from SteamDB:

V70 - Riders of Doom Available Now

PATCHNOTES

New quick battle mode
New unit cards, tooltips and QoL for divisions.
Division flags
Improved AI tactics, and division maneuvering.
Remade combat mechanics and stats (New battle engine)
Cavalry (livestock equip). Increases mass, offence skill, decreases defense skill
Spears. Increases formation defence (defence gained in the front of on guard divisions)
Visuals for all battle equips.
10 new soundtracks
Advisor.
Resettle option (start over but keep level + resources)
Labs and libraries have non-recource options, enabled by default.
Limits on techs in tech tree.
All titles can be unlocked per race for more effect.
More efficient janitors
Hunters effective for a bit longer, but diminishing returns per employee.
Autumn tree colors more prominent.
Lifebringer achievement fixed
Fixed stalled invasions
Fixed buggy caravans
Region delivery of farmed goods fix
Vagrus - The Riven Realms

Updated from 1.2551105G to 1.2601203J for Windows, Linux and Mac.

Changelog from SteamDB:

Patch 1.260 – The Gangs of Varnurud

New Content

• “The Gangs of Varnurud” questline was added. It is a difficult set of challenges you can attain after the Ember Mines are conquered and conclude the fate of the lunatics that prowl Varnurud.

• Ancients’ Causeway has changed to a Point of Interest with its own Story Pane and Exploration Encounter

• Scavenger gangs received a few new improvement texts (choices that react to certain quest or world states)

New and Improved Features gift

• Fog of War was added to Varnurud

• Ancestor Spirits (summoned by Orc Spirit Shamans or encountered in the wild) now deal magical damage as intended

• Various smaller Exploration Encounter tweaks

• Re-formatted several Gear effect properties for better tooltip texts

• Comitati can now only equip one set of backpacks at a time

• Comitati can now only equip one dowsing item at a time

• Hauling Litters can no longer be assigned to the Tools Equipment slot, but can now be slotted into the Cargo Equipment slot (alongside Miscellaneous, as before)

• Applied various improvements to Crew tooltips (for example, added Cargo capacity to Fighters and Scouts, and removed tooltips from Beasts when they are not available)

Bug Fixes bug

• Fixed an issue that caused a crash to desktop related to certain Journal actions

• Missing images in the Glossary are fixed (again!)

• Fixed the issue that caused Passenger-triggered messages to get stuck during the descent to Scrapheap (from Varnurud)

• A rare soft-lock on the camp screen was fixed

• Fixed the issue with retaliate-type combat Skills that prevented their triggering due to a lack of POW

• Removed summoned Obstacles that (hilariously?) got stuck as stowaways in certain comitati

• Fixed various Event soft-locks and text issues

As ever, more is coming, so stay tuned and conquer the wasteland!

- The Lost Pilgrims Team
Mount & Blade II: Bannerlord

Updated from 1.2.12.54620 to 1.3.9.103334

Changelogs from SteamDB:

Patch Notes - WS v1.0.1 / BL v1.3.5

Greetings Warriors of Calradia!

We’re thrilled to see so many of you exploring War Sails and returning to Bannerlord. Thank you for all the feedback so far — we’re monitoring your reports closely. Here’s the initial batch of fixes on the way.

War Sails v1.0.1

The following changes are specific to the War Sails expansion and are not part of the base game.

Changes

• Reduced the speed and HP of Fahda's ship in the naval storyline (ramming mission).

Fixes

• Fixed a bug that allowed parleys with towns to be initiated from sea or rivers - causing a crash.

Bannerlord v1.3.5

The following changes are part of the base game and apply to the War Sails expansion as well.

Fixes

• Shifted a loading operation to after the initial window creation to prevent game unresponsiveness.

• Fixed a build error to resolve launcher issues that some players experienced.

Crashes

• Fixed a crash that occurred when ending a quick talk using the Space button on PC.

• Fixed a crash that occurred when the target faction was eliminated during a peace vote.

• Fixed a crash that occurred on the initial loading screen.

Patch Notes - WS v1.0.2 / BL v1.3.6

Greetings Warriors of Calradia!

Here’s our second round of improvements and fixes. Nord troops have been strengthened, and initial game loading times are now significantly faster. Thank you all for your continued support and patience.

Please note that there may be a delay between the download of the base game and the download of War Sails. If you launch the game prior to both of them being updated, you will crash. If you face this issue, please verify your game files.

War Sails v1.0.2

The following changes are specific to the War Sails expansion and are not part of the base game.

Changes

• Improved the initial loading time of War Sails.

• Troops

--• We increased the armor of high-tier Nord troops to enable them to fulfill their intended roles.

----• High-tier Nord armors have been buffed. This includes both body armor and shoulder pieces.

----• Nord Huscarls are now equipped with their intended armor.

----• Nord troops now use their intended helmets.

----• Nord troops also use gloves and vambraces in higher tiers.

----• Replaced high-tier longbows on lower-tier Nord archers with short bows.

--• Other

----• Added helmets to the northern marine troops who were missing them.

----• Nerfed Aserai mariner troops’ Bahriyyah's bow.

----• Nerfed Battanian mariner troops' javelins.

• Further decreased the HP of Fahda's ship from 4800 to 3100.

Fixes

• Fixed an unhandled case where the Vlandian Merchants are defeated in the mission, but the player wins the mission (in the "Escort the merchants" quest).

• Fixed a bug that prevented seeing quest-related dialogues after a save is loaded during the "Speak to Gunnar and Sister" quest.

• During the second phase of the "Defeat The Sea Hounds" quest mission, ship controls for the captured enemy ship would stop working if the player exited the direct control mode. This was fixed.

• Fixed an issue that prevented ally ships from attacking Purig's ship and crew in the final storyline mission.

Crashes

• Fixed a crash related to boarding in the second storyline mission. More specifically, this could occur after defeating the first sea hound ship, when making the choice about which ship to control in the dialogue with Gunnar.

• Fixed a crash that occurred if you spammed F in conversation transition between Gunnar and your sister when the "Speak to Gunnar and Sister" quest was active.

• Fixed a crash that occurred when trying to barter with your sister.

• Fixed a crash that occurred when a lord party was trying to disembark.

Bannerlord v1.3.6

The following changes are part of the base game and apply to the War Sails expansion as well.

Fixes

• Fixed a bug that caused troops to leave their party if given the retreat order during the mission.

Crashes

• Fixed a crash that occurred in stealth missions.

• Fixed a crash that occurred while dragging a corpse in stealth missions.

• Fixed a crash that occurred when pressing the play button from the Epic platform.

Patch Notes - WS v1.0.3 / BL v1.3.7

Greetings Warriors of Calradia!

Third day, third round of improvements! Boatswain XP is now earned through ship repairs, Shipmaster XP gains have been doubled, and friendly troop banners display correctly. We’ve also added more refinements to the naval storyline, and Xbox players will be able to exit the smithing screen with improved stability. Massive thanks for all your feedback, support, and patience.

Please note that there may be a delay between the download of the base game and the download of War Sails. If you launch the game prior to both of them being updated, you will crash. If you face this issue, please verify your game files.

Please also note that Console hotfixes arrive with a delay, as their release processes take a bit more time. Releasing to PC without waiting on this process allows us to gather data and feedback more quickly - benefiting all platforms.

War Sails v1.0.3

The following changes are specific to the War Sails expansion and are not part of the base game.

Changes

• Added a warning and blocked launching the title if the versions of War Sails and Bannerlord are not compatible. This can occur after a patch release when there is a delay between the downloads. Launching the title with such a mismatch would cause a crash. You can verify file integrity to resolve this.

• Repairing ships now grants Boatswain XP.

• Doubled the Shipmaster XP gain for travelling on water.

• Scouting XP is no longer given when travelling on water.

• Slowed down the enemy ships in the final battle of Hunt Down Emira al-Fahda and the Corsair quest. Also decreased the consort ships' maneuverability to give players more time to try again after an unsuccessful ram.

• Increased the turning arc of basic and fire ballistas on ships. They should now allow you to shoot at the “Floating Fortress” while still circling it in the storyline mission.

• Increased the time allowed to return to the naval playable area during storyline missions from 10 to 30 seconds.

• Improved GPU performance during the final Naval Storyline quest mission.

• Changed the culture of several helmets used by the Nord troops to Nord, making them available in their towns.

Fixes

• Improved the ability of troops to find the last remaining enemy units during naval battles.

• Fixed a bug that caused all troops to have the same face in naval battles.

• Fixed the ship connection errors that occurred during Quest 5 Phase 2.

• Fixed a bug that prevented you from exiting the storyline from a hostile town.

• "Amnesties For Pirates" kingdom policy fixes:

--• Fixed a bug that caused garrisons to be overflown with troops, bankrupting clans in the process.

--• Fixed a bug that prevented the 5% daily chance from working.

--• Instead of merging all members of the pirate party into the settlement's garrison, only some members (~25%) will join the garrison.

Crashes

• Fixed a crash that occurred during the Speak To the Sailors in Omor quest (fireship) when the player died before ramming the enemy ship.

• Fixed a crash that occurred on the campaign map due to siege blockades.

• Fixed a crash that occurred during Quest 5 Phase 3.

• Fixed a crash that occurred when electing the new ruler of Nords.

Bannerlord v1.3.7

The following changes are part of the base game and apply to the War Sails expansion as well.

Fixes

• Fixed a bug that prevented friendly troops' banners from being displayed with DLSS on.

• Fixed a bug that caused the selected formations to become deselected after every given order during deployment.

• Fixed a bug that prevented players from launching the game via the Epic platform.

• The Kick hotkey no longer disables mouse movement.

Crashes

• Fixed a crash that occurred when exiting the smithing screen on Xbox.

• Fixed a crash that occurred on the campaign map when a garrison decided to sally out but had no healthy troops.

• Fixed a crash that occurred during stealth missions.

• Fixed a crash that occurred when selecting the first option during the Water Supplies random event.

• Fixed a crash that occurred when a column formation was following the player.

Patch Notes - WS v1.0.4 / BL v1.3.8

Greetings Warriors of Calradia!

We are now on a four-day streak!
Cargo capacity is increased for all ship types, and lighting for darker atmospheres has been adjusted. Bow skills of Fian Champion and Khan’s Guard have been reduced, and we have made further tweaks to the naval storyline.
Thank you all for your support and patience. We’re following your feedback and reports closely.

Please note that there may be a delay between the download of the base game and the download of War Sails. If you launch the game prior to both of them being updated, you will crash. If you face this issue, please verify your game files.

Please also note that Console hotfixes arrive with a delay, as their release processes take a bit more time. Releasing to PC without waiting on this process allows us to gather data and feedback more quickly - benefiting all platforms.

War Sails v1.0.4

The following changes are specific to the War Sails expansion and are not part of the base game.

Changes

• Reduced enemy reinforcement ship count from 3 to 2 in the “Free the Sea Hounds’ Captives” quest.

• Increased cargo capacity for all ship types.

• Increased Trade Ship prices to better reflect their improved trade capacity.

• Reduced the cargo capacity cost of pack animals to avoid overly penalizing trade gameplay and to reduce potential issues for AI nobles. Still subject to balancing efforts.

• Vlandian and Sturgian mariner troops now use culture and tier-appropriate shields.

Fixes

• Fixed a bug that caused the naval storyline alley-fight dialogue with Gunnar to trigger inside the port scene, which would cause a crash.

• Fixed a bug that caused pirate parties to have too many ships.

• Fixed a bug that caused ships from disbanded parties to be distributed incorrectly among clan parties.

• Fixed a bug that caused inventory capacity tooltips to display incorrect weight values.


Bannerlord v1.3.8

The following changes are part of the base game and apply to the War Sails expansion as well.

Changes

• Reduced the bow skills of Fian Champions and Khan's Guards. This reduction should have a more pronounced effect on naval combat (War Sails) than on land battles.

Fixes

• Improved lighting for night and overcast atmospheres.

Crashes

• Fixed a crash related to mounts that occurred while saving the game.

• Fixed a crash related to expanded tooltips on the campaign map.

• Fixed a crash that occurred when attempting to retreat from an army during a siege.

Patch Notes - WS v1.0.5 / BL v1.3.9

Greetings Warriors of Calradia!

After a short breather, another round of improvements is here!
Continuing with refinements to the naval storyline, added the ability to receive crash dumps for launcher-related issues, and further polishing with bug and crash fixes.

Please note that there may be a delay between the download of the base game and the download of War Sails. If you launch the game prior to both of them being updated, you will crash. If you face this issue, please verify your game files.

Please also note that Console hotfixes arrive with a delay, as their release processes take a bit more time. Releasing to PC without waiting on this process allows us to gather data and feedback more quickly - benefiting all platforms.

War Sails v1.0.5

The following changes are specific to the War Sails expansion and are not part of the base game.

Changes

• Updated the “Visit” and “Talk” tooltips to display “Take a walk around the port and find Gunnar to talk to him.” instead of “This feature is disabled.” when the “Speak to Gunnar and Sister” quest is active.

Fixes

• Fixed a bug that caused AI behavior issues during the escape phase of the final storyline quest.

• Fixed a bug that caused troops in the player’s party to lose their experience when entering and exiting the naval storyline.

• Fixed a bug that prevented troops from leaving the oars to use the hooks.

• Fixed a bug that caused ship debris to spawn during the Naval Order of Battle phase.

Crashes

• Fixed a crash that occurred when loading a save file created immediately after concluding the “Free the Sea Hounds’ Captives” quest mission.

• Fixed a crash that occurred during land and naval battles related to the physics simulation.


Bannerlord v1.3.9

The following changes are part of the base game and apply to the War Sails expansion as well.

Changes

• Players will now be able to send crash dumps for launcher-related crashes. This should help resolve launch issues sooner.

Fixes

• We included a set of bug fixes that are meant to return your family to you (if you lost them after completing the naval storyline) and prevent them from disappearing in the first place.

--• As family members can be in a number of different states, your experience may vary a bit:

----• Family members like the younger brother and sister are disabled as long as their relevant quests are incomplete. This was already the case and wasn't changed.

----• If your sister was spawned before becoming an adult, this version should despawn her when you load your savegame. She should spawn again upon becoming an adult.

----• If you rescued your younger sister and she is an adult but she wasn't added to your clan, this version should add her to your clan and place her in a fugitive state when you load your savegame.

----• If the adult sister disappeared in prior versions, she should enter fugitive state upon loading the save in 1.3.9 (and newer). If it happened after you made her a governor, she should be immediately spawned and returned to that position.

--• Should another family member be missing (like the younger brother), the same rules apply.

--• Please note that "fugitive state" has a 30% chance to spawn the character daily. So if this applies to your case, the sibling/s should spawn after 3-4 days.

• Fixed a bug that caused the Transfer Troops action not to work correctly.

Crashes

• Fixed a crash that occurred when the leader of a siege leaves.
Post edited December 05, 2025 by (ø,ø)
high rated
About a week ago...

Dragon Age Origins got the "Classic" version installers added as extras, alongside the "Not Classic" ones.

Imperialism 2 had its soundtrack extras replaced with different versions --- only slightly changed it seems for FLAC, but significantly so for MP3. I am not equipped to evaluate the nature the MP3 change, except to say the files are now smaller. For both soundtracks, the accompanying JPGs are gone.
(from Steam)

Monsters are Coming! Rock & Road update for 3 December 2025
Patch 1.0.12.0

Hello Heroes,

We hope you’ve been enjoying the recent changes to Monsters, including the new Pick & Banish feature. As we’ve gotten closer to the Holiday Season, we wanted to make sure we got at least one more patch out.

This new update focuses on the UI and UX elements of the game surrounding how the various building types are presented, as we’ve read that several of you have found it confusing and unclear. Alongside some additional quality of life improvements and balancing tweaks, we are hoping this will address some of the pain points you have had.

As always please let us know your thoughts over on Discord and in our Steam forums, and we are excited for that 2026 has in store for Monsters.

Here is the changelog for Patch 1.0.10.0

Balance and Changes
- Craftmen’s Houses, Farmhouses and Statue Plaza now affect both your Hero and your city.
- Supporting Crowd now increases Hero damage by 7% (instead of 5%).
- 3 new meta-upgrades have been implemented.
-- Reinforced Tank Tracks: Increase the city's damage to obstacles
-- Bank: Start every game with a certain amount of Gold
-- Stone Pile: Start every game with a certain amount of Rocks
- The "Rerolls" meta-upgrade has been moved to a new section called "Special Upgrades."
- Building categories now have distinctive icons that are displayed in gameplay effects and objective descriptions.
- Filters have been implemented in the Collection:
-- Type (Weapons, Towers, Adjacent Supports, etc…)
-- Locked/Unlocked
-- Picked/Banned
-- Tags (Hero, Fire, Gold, Minion, etc…)
- There is now a button in the Collection to pick or ban all the available items at once.
- A preliminary version of the weapons and city statistics is now accessible via the Pause menu.
- The Farmhouses unlocking condition has been clarified. It is now ”Road of Ice – Hard: Reach the Ark without ever placing more than 4 different buildings (multiple copies of the same building are allowed).
- The Servants’ Crypt unlocking condition has been clarified in French.

Bug fixes
- Added security checks to prevent corruption of saved data.
- If you launch the game with a corrupted save, the save will be reinitialized. Progression will be lost but the save won’t cause critical issues, such as recurrent crashes or shelters gates that won’t close).
- 4 backup saves are now stored locally: the 2 most recent saves from your last or ongoing session, and 1 save from your 2 most recent sessions.
- Fixed a bug that could prevent confirmation of the Pick and Bannish pop-up at the end of the run in certain circumstances.
- The BigBloatoad boss can no longer corrupt items that are out of Hero’s reach. You should now be able to destroy them all to break its invincibility.
- The 3 copies of Vacated Houses and Farmer Houses can no longer appear during your run if these buildings have been banned in the Collection.
- Fixed an issue with minions behavior that could occur when the building that generated these minions was replaced.
- Stability improvements

Development Roadmap

What comes next?

More balancing! Some towers will become more powerful. Others might be slightly nerfed. We are also fine-tuning the overall difficulty as well. We are developing new upgrades that will allow you to ban certain buildings during your run or to skip a level-up if you don’t like any of the available options. We are doing our best to meet your expectations and implement as many changes as possible before the Holiday Season. We are also working on other topics for 2026.

This is just the beginning of the road for Monsters are Coming! We’re glad you’re joining us on this journey. Thank you for your feedback and support!

Onward to the Ark!

-

Ludogram & Raw Fury
AI War 2

Updated from 5.720 to 5.722 for Windows, Linux and Mac.

Changelog from SteamDB:

5.721 Armada Tweaks
(November 22nd, 2025)

Forge of Empires

• Armada tweaks
--• Nerf producers a bit
--• Nerf the health on some terran ships
--• Update the gimbal sizes and icons for more readability
--• Fortresses build faster
--• Locusts and Rangers can no longer be repaired

5.722 Exo-War Exos
(November 28th, 2025)

• The game once allowed Extragalactic War units to lead Exogalactic Strikeforces, but this was broken at some point. This behaviour is now restored and on by default.
• There is a setting (under "AI Behaviour") to disable this. It is forced on for Expert or higher difficulties.
• Extragalactic War Units are eligible primarily to spawn for Exos against the Spire (Fallen, Infused, Sidekick), and the Nomad Crash/Showdown Device win conditions
--• Thanks to Arc-3N-4B for suggesting

Forge of Empires

• Continue to lean the Terran and Kilrathi into their glass cannon/tank styles

• Update the Armada Empire description to suggest to players that they should want to build both Terran and Kilrathi

• Most Armada structures (Vaults, starbases, etc) are now tankier

• Blaster tower is more tanky

• Terran/Kilrathi fortresses can now be upgraded, but they are capped at 1 per planet

• Rangers should no longer contribute to counterattacks

• Buff the terran warleader's damage but give it a bit less health

• Increase the range of the Aprahanti Dreadnaught's bow cannon but reduce the damage a bit
--• Big thanks to Slayer for feedback

• Add some new map types
Timberborn

Updated to 0.7.11.0-4e4c4a9 for Windows and Mac.

Changelog from SteamDB:

Patch notes 2025-11-25 (main branch and experimental branch)

Misc.

• Added the merch store button to the main menu.

Alright, now go and buy something, or we will not release the 1.0 files.
Post edited December 05, 2025 by (ø,ø)
Rain World

Updated to 1.11.4

Changelog from SteamDB:

Patch Notes 1.11.4 - Fixing creatures failing to spawn

Hey slugcats,

New Patch Alert!

This patch fixes regions in the Watcher campaign sometimes failing to spawn any creatures, fixed tracked key items sometimes respawning in previous shelter, and more.

If you would like to read full patch notes you can read them below!

Patch Notes

• Fixed regions in the Watcher campaign sometimes failing to spawn any creatures depending on how the warp points were interacted with.

• Fixed tracked key items sometimes respawning in the previous shelter that they were stored in, rather than the most recent shelter location.

• Fixed the screen sometimes shaking violently or the screen going black in certain scenarios where lizards interacted badly with sloped terrain.

• Fixed the Passages perk in Expedition mode freezing the game.

• Fixed some information in Expedition mode's menus failing to display on certain consoles.

• Fixed the Jukebox menu in Expedition mode freezing depending on your music settings.

• Fixed a warp point issue with Watcher's final ending that would cause the ending to break if you replayed the ending a second time shortly after the first time playing through that ending. (For players who already are experiencing the glitch in their current save file, this won't retroactively fix it, but hibernating for at least 5 cycles before replaying the ending will also fix that issue in your current save)

• Fixed an additional console-exclusive hardlock that would occur after spawning ripple rifts at higher ripple levels and hibernating in the same region as the rift(s). Or equivalently, warp points crashing if warping into a region that includes those player-spawned ripple rifts.

• Fixed visual glitches that would occur when entering the void sea while in ripple space.

• Fixed the void sea sequences in non-Watcher campaigns breaking in various ways if you were in Jolly Co-op mode and one or more of the characters were playing as The Watcher.

• Fixed a bug that caused the wrong illustration to show on Watcher's statistics screen depending on which installed DLCs were enabled/disabled.

• Improved the lighting interactions with sloped terrain.

• Fixed some memory leaks in the Remix menu.

• Fixed a glitched piece of level geometry in the Sinkhole arena that would instantly kill the player.

• Fixed an incompatibility with the Region Kit mod that would cause the Heat Ducts region to crash the game for players using that mod.

• Updated the speedrun validation strings to include info for cheat configs for Watcher and Remix.

Thanks for reporting these issues to us. If you run into any bugs please report them here!

https://bugs.akuparagames.com/rain-world/bugs