Hello everyone, the game has been updated! Now the game's development will continue outside of early access. This update is more focused on optimization and loot balance.
Changelog 1.0:
Improved optimization (on average, an increase of 15-20 fps)
Loot balance
Fixed a bug where in multiplayer the helicopter was not visible for clients
Added 3 new zombie skins
More sounds added
Changed respawn points (now you will appear more often near the city)
Fixed collisions in some places
Fixed the issue with not receiving achievements
Added more loot boxes to the map
Removed punching and plant picking skills, now available by default
We are only 10 days away from launch! We have some awesome news directly from The Citadel...
✅ STEAM DECK VERIFIED
Drop the clutch and buckle up, Badlands Crew just got the green light. That’s right, we’re happy to announce that we are fully Steam Deck Verified, so get ready to tear up the Wasteland from your couch, on the road or train. The possibilities are endless when you can build and ride, verified!
💬 REDDIT AMA WITH DEVELOPERS - DAVE AND JON
Being so incredibly close to launch, we want to give you all an insight into the creation of Badlands Crew. Have you ever wondered what’s under the hood of the building mechanics? How were the environments created? Enemy AI mechanics? Now is your chance to ask away! On April 22nd we’re going to be running an AMA with Runner Duck developers, Jon and Dave.
How do I ask a question? Head over to the r/curvegames subreddit here and simply ask your question in the AMA thread pinned to the top of the page. We encourage you to drop your questions in the thread right now!
When will Jon and Dave be answering questions? Jon and Dave will be online between 5-6pm UTC on April 22nd answering your questions directly on Reddit during a live event.
Thank you, Crewmates, for your continued support. We really can’t wait for you to experience the game in its entirety! If you haven't already, make sure to Wishlist the game to be among the first to know when the game drops.
It’s official — Soulslinger: Envoy of Death has left Early Access and launched into version 1.0! After four years of development, your journey through the afterlife reaches its most intense and personal chapter yet. And trust us, this update is massive!
💀 New Realm: Trauma
Step into Trauma, the darkest and most dangerous realm yet. Twisted memories, shattered souls, and haunting fragments of the past swirl together in this new endgame zone. It’s a brutal, atmospheric gauntlet designed to test everything you’ve learned so far. Only the strongest Soulslingers will survive.
🧨 Face the Final Villain: Victor
At the heart of Trauma, you’ll face Victor — the elusive and powerful mastermind behind the soul-corrupting horrors you've been fighting all along. This is the ultimate showdown, and it introduces brand-new, never-before-seen mechanics that will challenge even the most seasoned players. Victor isn’t just another boss — he’s the boss.
🚨 Launch Sale — 50% OFF!
To celebrate the full release, Soulslinger: Envoy of Death is 50% off for the first 14 days!
🗓️ Starts: Thu, Apr 17 🗓️ Ends: Thu, May 1 💸 Launch Price: 8.99€ (down from 17.99€)
After the launch sale ends, the base price of the game will increase to 19.99€, so this is truly the smartest time to jump in, or to grab a gift for your favorite rogue-loving friend.
🎁 And Much More...
Version 1.0 includes plenty of quality-of-life improvements, bug fixes, visual polish, and additional lore to uncover. Here's the full changelog:
CHANGELOG FOR VERSION 1.0
NEW FEATURES
New realm: 'Trauma' with four new, incredibly challenging enemies
New boss: 'Victor' can be defeated at the end of the Trauma realm
New weapon: the 'Phantom Triad' can be unlocked in the middle of the Forgotten Graveyard realm
New crafting category: when crafting 'Tomes', new perks and ultimate abilities are unlocked for each essence
Added a brand new game mode 'Trail of Ghosts', an endless survival mode with new and unexpected challenges
Added new conversations with NPCs in Haven that wrap up the story of most characters
Added new items to purchase from the pirate vendor
Added 20 new achievements
Redesigned gamepad controls from scratch for the main menu, in-game menu, workshop and totem screens
BALANCE
Bullets of Vitality are now limited to only healing once (even if it kills multiple enemies with one shot)
Bullets of Vitality are now affected by healing power
Increased the chance of a Healing Shrine spawning from 30% to 50%
The 'Fond Memory' Nia Blessing now gives 15% bonus attack each time an active ability is used, and is reset at the end of the battle
The 'Initiative' Nia Blessing now deals 200% damage instead of 250%
Increased the health bonus provided by the 'Essence of Life' Blood Essence perk from 10 to 20.
Enemies are much tougher in difficult mode
Wraiths (Land of Memories secret challenge enemies) have more health and more of them appear now
IMPROVED FEATURES
Vastly improved enemy pathfinding
Improved the Land of Memories challenge arena collisions to allow free movement and a more challenging fight against Wraiths
Added gameplay option to disable headbob
BUGFIXES
Fixed a bug where the Bestiary icon was not removed after visiting the Bestiary
Fixed a bug where in the temple arena, enemies would get stuck on the top of a rock
Fixed a bug where Wraithshot bullets would stop dealing damage to bosses
Fixed a bug where Wraithshot bullets would not be piercing enemies after a while
Fixed a bug where the Cursed King's rotating markers would remain on the battlefield after the bossfight
Fixed a bug where time would remain slowed down during a cut-scene if any time altering abilities were in effect
Fixed a bug where the healing shrine sound would not stop upon exiting to the main menu
Fixed a bug where you could glitch through the cave ceiling in one of the Land of Memories maps
Fixed a bug where the King's Guard would get stuck on top of the warp gate or one of the rock edges
Fixed a bug where the decorative bars in the secret challenge arena would block enemy attacks
Fixed a bug where the Contagion perk would restart the poison delay on already poisoned enemies
Fixed a bug where the heat gauge would be visible when using the Silver Defiler
Thank you to every single Soulslinger out there who’s joined us during Early Access — your feedback, passion, and support helped shape this final release. This is your story as much as it is ours.
Easter has arrived, and your villa is burning with desire. You've never seen your girls like this before—every one of them in heat, eyes locked on you like you're the last drop of water in a desert. And as the only man around, let’s just say… you have a massive target in your pants.
Then you hear it—clap, clap, clap. Not hands. No… that’s the unmistakable sound of ass claps. Someone—or something—is coming.
You turn, and there she is… a raccoon girl? Definitely not the stealthiest thief around, but who cares when she’s got an ass like that? Round, juicy, and bouncing so hard it claps with every step. She’s not just here for golden eggs… she’s here to play.
🦝 Trick Audrey - This mischievous thief seems more interested in sex than in valuables—she steals orgasms, too. 🐰 Baa Baa Bunny - She’s in heat, and you’re the lucky prey. She’ll ride you ‘til your legs give out—then crawl on top and go again. 🌸 Easter Bitch Tanya - Wrapped like a gift to you, Tanya is unstoppable, she won't stop until she gets what she wants—tip: it's inside your pants. 🤖 Balls Lover Lena - This cyber vixen milks you like a machine—because she is one. When she’s done, your “eggs” won’t even rattle.
📅 Mating Season: April 17 - April 22
Find the Golden Eggs, earn juicy rewards, unlock legendary skins, and spread your seeds deep inside these beautiful girls.
Greetings, mercenaries! To all the Gloomhaven and Frosthaven veterans - you know your way around, to all who are new - welcome! My name is Hristo Petkov and I am the Game Director for Frosthaven. Today, with me is Rossen Cholakov, our Lead Game Designer, and in our first Dev Diary I wanted to share with you what the team at Snapshot Games has been working on for the past three years.
First, a Thank you
To kick off our first Dev Diary, I want to take a moment to thank all of you for the incredible support following the announcement of Frosthaven Digital. Seeing the excitement from the community means the world to us as developers.
A huge thank you to everyone who joined our Discord server - we absolutely love seeing your fan art, reading your epic war stories from your Frosthaven campaigns, and hearing about the must-have features you want for the digital version.
And of course, a special thank you to everyone who joined our Closed Beta and shared invaluable feedback. Your insights help us shape the best possible experience.
In this first diary entry, we want to give you a behind-the-scenes look at our development process, the challenges we've tackled, and the exciting features we’re implementing. From the intricacies of adapting the scenario environment for digital play to refining the UI for a seamless player experience, there’s a lot to uncover. So, let’s dive in!
The Journey
Bringing Frosthaven to the digital realm has been an incredible journey. The board game is a vast and deeply strategic experience, filled with choices, rich storytelling, and tactical combat. Our goal has always been to capture that essence while also leveraging the strengths of a digital format to streamline gameplay, improve accessibility, and enhance immersion. Over the past three years, we’ve worked tirelessly to translate this epic adventure into an interactive experience that stays true to its roots while making smart, quality-of-life improvements.
Who are we?
For those unfamiliar with us, Snapshot Games is a studio with deep roots in tactical and strategy gaming. Founded by Julian Gollop, the creator of the original X-COM, we’ve spent years crafting complex, rewarding experiences that challenge players to think critically and adapt to evolving battlefields. Our previous games, Phoenix Point and Chaos Reborn, reflect our love for deep tactical gameplay, meaningful choices, and rich world-building—values that align perfectly with what makes Frosthaven such an incredible game.
You might be wondering how Snapshot Games became the developers of Frosthaven. Many of us at the studio are passionate board gamers (you may have even spotted some of us at conventions like SPIEL Essen). So, when we approached our friends at Asmodee Games, we were looking for a project that would combine our expertise in tactical games with our love of board games.
As luck would have it, they were searching for a developer to bring Frosthaven to the digital world. But the final decision rested with Isaac Childres, the creator of Frosthaven. To make our case, a small team from Snapshot Games flew to San Francisco to meet with Isaac and present our vision for the game. The meeting went incredibly well, and we were thrilled to win both Isaac and Asmodee over.
The beginning of the road
At first, the project felt daunting due to the sheer complexity and depth of the game. To ensure we stayed true to its vision, we set up weekly meetings with Isaac, and let me tell you—working with him has been an absolute pleasure!
From day one, we knew that understanding Frosthaven inside and out was key. So, as soon as we got our copies, we divided the entire company into teams of four and started playing—kicking things off with Gloomhaven while we waited for Frosthaven to arrive. Meanwhile, our development team began diving into the codebase, eagerly sharing some of the wildest scenario rules they could find.
The challenges we faced
Frosthaven is a colossal game, packed with thousands of abilities, items, monsters, and countless other elements. At its core lies a key rule: "If things are equal or unclear, the players decide." But that kind of ambiguity doesn’t work for computers. So, our challenge was to clarify and streamline the gameplay for a digital environment.
We wanted to create a welcoming experience for board game veterans, but we also saw the potential to reach a broader audience of gamers. To do that, we focused on making the game more accessible—reworking everything from onboarding and terminology to visual language in UI/UX.
So, what’s changed? For starters, there’s no fudging in the digital version—no take-backsies. That meant we had to take a hard look at the outpost flow and pinpoint moments where players might accidentally lock themselves out of their preferred path. The solution? We reworked the outpost phases, moving downtime and the adventure selection to the very end.
We also introduced a more forgiving difficulty level—one designed to let players immerse themselves in the story and art, without the pressure of the toughest decisions found in higher difficulties.
Right now, we’re confident that the game strikes a great balance of challenge for a wide audience. This takes me back to a story from our early development days, specifically our coding team’s first encounter with Frosthaven. To illustrate the challenges of bringing the board game to digital life, we chose a scenario called the Dancing Iceberg. In this scenario, players must carefully balance on a floating ice chunk to avoid capsizing while battling Lurker enemies. As we progressed through the scenario, our coders grew increasingly confident in their chances of winning and started to think it was a walk in the park... until the boss showed up.
What’s next?
We are very excited for the future of Frosthaven and are looking forward to revealing more of what's to come in the near future! The community has been awesome in providing the much-needed feedback to create the best experience possible and we are very thankful for the opportunity to build and improve together.
I hope you enjoyed walking with us down the road to Frosthaven. We want to show you many more interesting things we’ve created over those past three years but there is a time for everything. Check back next month for our next Dev Diary where we will talk about working with Isaac on the art of Frosthaven - creating the identity, art style and design considerations that the team faced. We will also present our Lead Concept artist on the challenges of recreating hundreds of characters and their unique visuals and animations.
If you like what you see, consider adding the game to your Wishlist and join the community. Stay frosty!
Hello everyone, my name is Jadin the creator of Chronal Stasis.
I can't begin to describe the feeling I have now that the demo finally has a release date! May 19th, so mark your calendars and please wishlist and follow the main game if you haven't already to be notified when it launches :)
I've been working on this game for almost 3 years now mostly solo, but I have had some help with the environment art (shoutout to Judson!). I have learned so much from developing this from scripting to music and sfx to becoming a better 3d artist.
I've always been fascinated by the time travel genre in storytelling and the plot twists and mind blowing that it can bring. While the demo doesn't reveal much about the story, the full game does feature a story I'm quite proud of and can't wait to show to everybody.
While the full game is still a ways off from being released, I genuinely hope you have fun and enjoy the demo.
Discard those weather forecasts! Extreme cold is imminent with the upcoming playtest for Permafrost. You’re up for it? Then register for it on the Steam Store page here:
The demo was very well received by you, and we thank you for giving us your feedback and for playing it. But the ravages of time are also taking their toll on it, because the development of the game has progressed significantly in the meantime. So, look forward to the playtest! This also means that the demo is only available for a limited time now. Play it soon, if you have not!
We regularly get questions about other languages. The best way for you to help is to add the game to your wishlist on Steam! This helps us to see which languages have the greatest potential for being added to the list. Spread the word!
If you have any questions or thoughts to share, please let us know here, on our Discord or our social media channels!
Talk soon!
The teams from SpaceRocket Games and Toplitz Productions
During last month’s Dev Diary, we briefly touched upon the architecture in Town to City. In this Dev Diary, we will be diving deeper into the inspiration behind the architecture and going into more detail about the type of buildings within the game.
So, what IS Art Nouveau?
Art Nouveau is a style of decorative art, architecture, and design, which flourished throughout Europe and the United States between 1890 and 1910. The style is defined by its use of long, sinuous, organic lines, and used most within architecture, interior design, jewelry, posters and illustration. Inspired by the curves and flow of flowers and plants, Art Nouveau creates a sense of dynamism through the use of asymmetrical lines.
The Art Nouveau inspiration in Town to City stems from unique buildings in both Utrecht and France.
Examples of Art Nouveau buildings in Utrecht and France.
It’s not just the buildings within the gameplay that are inspired by Art Nouveau, but elements of this style can also be seen within the UI itself. The Town to City UI was inspired by the jugendstil posters from Alfons Mucha, jugendstil being the German counterpart of Art Nouveau.
Town to City Concept Art.
Examples of jugendstil posters.
As your town develops, you will begin to unlock new and more intricate looking buildings. The elements of Art Nouveau are strong in the higher class buildings in Town to City, such as the Theatre, the Pattiserie, and the Jewellers.
Buildings in Town to City.
Alongside the Art Nouveau elements, other buildings draw inspiration from that feeling of a warm, summer vacation in France and other Mediterranean countries, such as Italy and Spain. Create a vibrant, colourful town, and watch it grow into a thriving city in our cozy city builder!