Melted Valor - Code 33 Productions

Today's patch focuses on allowing a wider range of systems to play Melted Valor™. There are now video settings in the main menu. It should be noted that these are brand new experimental implementations, but it was a top priority to add them in as it was a big request from many people. With that, on my system resolution only worked when it is in window mode - it may vary between system to system.

Changes and improvements

  • Video settings in the main menu which allow altering of:

    • Window Mode

    • Resolution (On my system it only changes in Window Mode, just FYI)

    • Shadow Quality

    • Texture Quality

    • Shader Quality

    • Anti Aliasing

    • VSync

    • Frame Rate Cap

  • Made changes to the Main Menu background as well, depicting an Enforcer Robot in the background along with dead Ants, Green Forces and Tan Forces.

This is the first patch release since the Free Expansion Pack, which itself contained many patch and quality of life improvements. As a solo dev, I strive to perfect the game as much as possible - but with indie game quirks, I certainly appreciate your patience and support of Melted Valor™.

Reviews help immensely - If you've played and enjoyed anything about Melted Valor™, please consider leaving a review, together we are building something awesome and I'm honored to have been able to share it with you all.

Cheers friends!

SILENT BREATH - EXODIAC STUDIOS

Update Notes – Multiplayer & New Beginnings

Hey everyone,
It’s been a while—I know. During this time, I’ve been dealing with major engine updates, performance adjustments, and technical challenges, all while thinking about how to properly thank you for your incredible support.
Without the patience, feedback, and dedication of this community, SILENT BREATH wouldn’t have come this far.

So, consider this a small token of my gratitude:
The Multiplayer Mode is here.

Bringing a system of this scale to life as a solo developer wasn’t easy—but it’s thanks to your support that it became possible.
This update isn’t just another feature; it’s a major step toward the game’s future.
You no longer have to wander the forest alone. The silence, the fear, the unknown—now you can face them together.
Of course, there’s still much to refine, and your feedback will continue to shape this journey.

Also, I didn’t want to limit this update to just a few testers.

I wanted everyone to experience it, help refine it together, and make sure that new players don’t miss the discounted price before it’s gone.

This is something we’ll build together, as a community.


Multiplayer Mode

Multiplayer is now live!
You can now explore the same world with your friends, survive together, and try not to lose each other in the dark.

  • Added pair animations and emotes

  • Integrated lossless VOIP system for crystal-clear communication

  • Gestures, movements, and voice now feel far more natural

  • The Sisters and Deadly Threats are now more aggressive and unpredictable—by the time you notice them, it might already be too late

I’ll be monitoring your feedback closely to patch bugs and improve balance rapidly.


Single Player Updates

Singleplayer is now divided into four unique modes:

  • Normal Footage

  • Screamer Footage

  • Hiker Footage

  • Hell Footage

Multiplayer features two distinct modes:

  • Normal Mode

  • Hardcore Mode

Each mode is designed to deliver a unique atmosphere and difficulty.
AI behaviors have been deeply refined, and several visual horror effects have been reworked.


New Systems & Features
  • Compass & Coordinate System: Losing your sense of direction is no longer that easy.

  • Endgame Statistics: Every multiplayer session now shows detailed post-match results.

  • Arachnophobia Mode: An accessibility option for players with spider phobia.


Technical Improvements
  • The entire engine has been updated for stability and smoother performance.

  • Optimizations now deliver noticeably higher FPS on lower-end systems.

  • FSR & DLSS updated for better clarity and frame-rate balance.

  • UI and settings menu redesigned—faster and more intuitive.

  • Microphone system rebuilt with improved noise filtering and voice detection.

  • Flashlight lighting rebalanced; shadows now interact more realistically.

  • Night scenes are now cleaner and sharper—grain issues resolved.


Bug Fixes & Balancing
  • Numerous small bugs fixed

  • Resolved potential memory leak issues

  • Improved several scare effects and camera transitions

  • Rebalanced Hide and Seek mode (AI logic, duration, visibility range)


Closing Words

This project has been far more than just a game—it’s been a journey of learning and growth.
Every bug, every update, and every bit of feedback has taught me something new.

The Multiplayer Mode stands as a thank-you to everyone who’s been part of this process.
See it not just as an update, but as a gesture of appreciation.

In the coming months, I’ll keep refining the multiplayer experience, adding more content, and pushing performance even further.

And yes—
🎉 Before 2025 ends, the Full Release will arrive.

Thank you for walking this path with me.
See you in the forest. 🌲

Exodiac Studios

Maou's Crucible - Xurzie

Changelog:

  • Different types of enemies now drop different values of coins.

  • Adjusted the overall difficulty of Presence 8.

  • Fixed an issue where the Tier 2 upgrade of Arzenic's Odachi-Kodachi did not increase his attack speed as intended.

  • Fixed an issue where Gydralionth's Energized! ability had an unusually low drop rate.

3:22pm
TRACHI – ANARCHY - nory
Salut, Friends! 👋

Welcome to our first proper preview of the year.

Although I'm still busy with you-know-what, I couldn't let the game sit still. In fact: we've made great strides since August 28th! As of today, everything up to Kenovice is in. That puts us just a handful of scenes away from a playable build.

I'd like to take this opportunity and present you with a prologue you might recognize. We'll focus on the story for this one, covering about 80% of InvitAtion's events. As you'll shortly see, the prologue receives what the prologue needs.

So before I retreat into the final stages of my PhD, let's talk politics and history!

Launch

Our road starts where the games began. Trachi's Eastern Checkpoint was created in 2016 – making it the oldest piece of in-world content. Suffice to say: The story and the world have grown tremendously since then. Although the Checkpoint got updated countless times, the core ingredients remained the same.

A crowd, three people and an adjutant. Two differing opinions make a disagreement. Access to the barracks requires Trachian citizenship – or at least a visa. While the Customs Office is right next door, we can't help but ask ourselves: Why?

Those that played the original were satisfied with our explanations to varying degrees. Overall, we found out politics aren't everyone's cup of tea. ANARCHY's success certainly proved that person right. On the other hand, my love for matters of state is only surpassed by my proclivity for self-sabotage.

AUTONOMY (U) is a kiss on the cheek for people that adore complexity. The revised prologue will be full of acronyms, paragraphs and terminology. After all: Our first interaction has three agents of the Ionian Intelligence Service (IIS) – itself part of the Secretariat for State Security (StateSec) – being frustrated by a Sergeant of the Trachian Republican Guard (TRG).

Most of that knowledge comes from the dialogue, but the environment plays a vital part as well.

Customs

Compare, for example, the crowd outside to the queue inside the customs office. I'm sure some of you pondered the shape of this administrative bottleneck. In the future, I'd like to reward your investigative gaze.

Remember the application form's thirteen pages? The scene's a bit tacky, but at least the protagonists fill the forms out by themselves. – Or did they, actually? My memory's a bit fuzzy. Although I DO remember wanting to make the game more interactive.

Now I obviously can't let you short-cut your way into the city. We could give you a special ⭐ for good behavior, though. Perhaps there's even a way for you to get a visa and walk into the barracks prematurely. It'd feel like winning for about five seconds, before we remember Sergeant Samuil Rybar's words: The Lieutenant's out, anyway.

DMZ

Among the many things we didn't do justice in AUTONOMY (R), the legal status of the DMZ is one of the top contenders. Mind you: we're talking about an area that is internationally defined as no-man's land. In technical terms, neither the TRG nor our three StateSec protagonists are allowed to act on behalf of their governments in the DMZ.

Wearing a uniform is a big no-no – restricting free passage even worse. The TRG is guilty as charged – but what about StateSec? We don't see Atlas waving around a badge, but the deals he strikes are backed by Ionia. This kind of private / official multi-hat drifting is the basis of most agreements, although it shouldn't exist in a world subscribed to institutions.

In short, the DMZ is a place where de jure and de facto come apart. Beyond that, its remained a surprisingly quiet strip of land lodged between Amryn, Trachi and Ionia. Though the latter should already give it away that the DMZ is also the perfect hub to get things in – and get things out.

Apprehension

With a bit of extra context, we understand the gravity behind Lieutenant Tanner's raids. Apprehending people in foreign countries – even your own citizens – is illegal. Yet the man is holding people hostage as he's interrogating a suspect outside his jurisdiction.

Luckily, we can look to countless similar examples in our own history. Let's hear a few justifications: Security of the state, housing international terrorists – or being a bridge-head for narcotics. Turns out there's a whole buffet of reasons to pick from!

In our case, Julius Gaston was accused of smuggling. That's a felony, alright. Though we could raise the stakes just a tiny bit. Recall that arteria aims to replace Trachi's civilian administration. That makes the leadership of the TRG – or rather its Colonel – our best bet.

But what if he doesn't come through? Who else commands the respect of the city?

Major Navratil

Technically, he's still in the Republican Guard. It makes for a better picture, you see? Heinrich is the hero who stopped a terrorist attack on Fredrick Dam. Even if you account for the fact that the operation was a false flag – the explosives were as real as the fourteen people who lost their lives.

As someone who prides himself on honesty, discipline and decency, killing isn't the thing Heinrich wants to be remembered for. I'd assume part of him always wanted the truth to come out. If only someone would stand up and admit that Trachi's independence emerged from a lie.

Until that day comes, the city needs a symbol. Heinrich provides, although he doesn't live in the city anymore. His tiny cottage sits a stone-throw away from the barracks, where Guardsmen remain in awe of him. If you ask someone in Trachi, Heinrich keeps an eye on the DMZ. On the other side, Nestville's people see Heinrich as the man who keeps the TRG in line.

Should there be an escalation, both sides will look to Major Navratil.

Guns

As you can see, Nestville is ready to defend itself. Tilian introduces himself as leader of a militia, but we never saw his crew. The armed civilians in the later stages of the game could either be from Nestville – or Ionian sleepers.

We'll maintain the ambiguity until the end, but the relationship between Ionia and Nestville deserves clarification. Recall that Nestville is a village formed by Trachian exiles. More precisely: Trachians (mostly from Rondham) that refused to give up their Ionian citizenship. It's reasonable to assume that these people want to return to the city. This would require a change of constitution – which in turn requires a change of government.

From a foreign policy perspective, Nestville's value to Ionia is hard to overstate. It stands to reason that Ionia would funnel a tremendous amount of resources – food, building materials, utilities and perhaps even weapons – into their pseudo-colony. Nestville is not just Ionia's base in the DMZ, but a bridge-head into Trachi actual.

Nestville

On the civilian side of the village, we remember Kristofor De Bloom. He used to be Rondham's administrator, before being voted out – largely due to changed demographics (caused by the Ionian exodus). Although not a natural Ionian, Nestville's people naturally accepted their former administrator as head-councilor.

You can imagine that De Bloom has been in constant contact with Ionia. Beyond the management of goods and people from Trachi to Nestville to Ionia and back, he also supervised the flow of information. That includes the collation of reports on the strength, composition and movements of the TRG – and the insight provided by a long-term sleeper close to the Trachian government.

A particularly relevant piece of information arrived in spring 1923: One of the agents involved in Ionia's first attempt at the city – operation effigy – was spotted in Trachi. Contrary to earlier reports, De Bloom confirmed the sighting.

Although we can't say for sure if this triggered the Secretary for State Security's (Teron Pravoskos) decision to go ahead with arteria, it undoubtedly served as extra motivation. Even if Ionia failed to take the city, it could at least snatch / cut one or several loose ends.

Reunion


Here's where AUTONOMY (R) got good. The scene holds up incredibly well – even by today's standards. And for good reason! Marina De Bloom is one of the characters that write themselves.

Granted, she's a bit pushy. Yet there's a sense of highborn politeness – not to speak of an expertly-crafted meal. Given that our StateSec detachment has been frustrated half-a-dozen times at this point, there's really no reason not to dig in.

Besides: Marina's portrait and lines expose her as extraordinary. Perhaps our (planned) venture across the DMZ is not just a public broadcast that arteria is underway, but an encounter with a person we've been looking for. That would explain why Marina poses a question to Atlas specifically.

Whether you played AUTONOMY or not: I'd like to confirm that this scene is AUTONOMY's overture. There will be references to historical events – from Calpoli to Fredrick Dam to Kenovice. The latter is especially important, as that's exactly where we're going next time.

Ceremony

To sum up, there's two things I'd like for you to take home. First and foremost: I broke my promise and already revised a couple of things. I hope the improvements make up for the fact that we'll ship AUTONOMY (U) as a remake straight away.

Secondly: The primary threads (trying to get into the city, Tanner, Julius, Heinrich, Tilian, Eury, De Bloom et al.) remain completely intact. We're replacing fillers and fluff within the existing conversations with a bigger focus on the politics in the DMZ – bolstered by historical references and foreshadowing. By the time you see the boat, you won't just be curious, but also informed to a much larger degree.

Most of all, I hope it's clear that I've finally started to appreciate AUTONOMY's prologue. I've more or less cried in detail about it for four years – now it's time to man up and polish until it shines. Which brings us to our most important question!

When

To be honest, I still can't say. The next months will see me run double-shifts finalizing my thesis – and apply for jobs that allow me to work on the game consistently. Either way: I'll try to get InvitAtion wrapped up towards the end of the year.

Given that I published the original during my Bachelor's in 2019 – and AUTONOMY 1.5 while writing my Master's in 2021 – it'd be great to bring you the first bit of AUTONOMY (U) as I'm handing in my dissertation, right? At the very least, it would be a small consolation for your troubles.

That is to say: I want to express my immense gratitude for your continued patience and trust. It's been a rough 18 months, where I fluctuated between big visions and few results. But at the base of it all – neither TRACHI nor you ever left my heart. ❤️

See you in December, friends!

much love
nory
3:14pm
Core Of Magic - Developer_HellgateGames
New items:
-Added 5 unique armors

-Added 2 unique helms

-Added 1 rare ring

-Added 3 unique rings

Improvements:

-Waypoint error messages are now displayed in the middle of the screen
One Potion Please - CoderGuy111

I am delighted to announce that all temporary artwork in the demo has been updated with final art, including monster artwork from Dr Wahee and some item artwork from Burhuru!

The UI has also been spruced up, and is at long last looking nice and polished.

Endless Mode has been given a couple extra features! The Bimbonomicon and Gothnomicon can be enabled, adding an additional challenge and extra transformations! More such items shall be available in the full version of the game!

With this major milestone reached, the Demo is essentially complete (bar any minor improvements and overarching features I come up with between now and full release)! I hope this is enough to tide you all over until the FULL release in Q1 2026! There is much more magic, kinky chicanery, and soft, jiggly BIGGNESS on the horizon!

Black Fog - polaris
  • Added potential fixes to bugs relating to the smartphone's state

  • Fixed issues with the smartphone when certain events trigger at the same time the player is using it

  • Added a clarifying text to the tutorial

No One Leaves the Field - Jarusa

It’s been a hauntingly exciting week in No One Leaves the Field!
Between Steam Scream Fest and Halloween, the cursed wheat has seen more visitors than ever.
Watching players wander through the fog, light their first candle, and catch that first glimpse of the scarecrow has been incredibly rewarding for our team.

We built the demo as a slow burn—a story that creeps up on you.
Seeing players experience that tension firsthand has been the highlight of the season.
The field is doing exactly what it was meant to do: draw you in, keep you guessing, and make you wonder what waits beyond the next row of wheat.


🌾 How Long Do Players Survive the Field?

Since launch, over 900 players have added No One Leaves the Field Demo to their Steam libraries—and the brave ones are sticking around.

The average playtime is 28 minutes, showing that players are exploring, discovering secrets, and venturing deeper into the mystery before the scarecrow finds them.

Every play session gives us valuable insight into how people move through the field—where they linger, what moments hold their attention, and how long they survive once the curse awakens.


🧩 Indie Playtest Fest

We’re currently taking part in Indie Playtest Fest, where anyone can play the demo and share feedback.
Anyone who leaves feedback during the event will be entered into a raffle for prizes!

👉 Learn more and join the raffle:

https://digitalsagas.com/playtestfest2025

Streamers will also be showcasing participating games live on Twitch this week.
Check out the featured streamers and our full showcase here:

https://indiesagas.com/indie-playtest-fest-2025/

For full event info:

https://www.indieplaytestfest.com/


🛠️ In Development

We’ve begun building new environments that will appear beyond the demo.
The barn structure is now under construction, and new areas will include a windmill, a pumpkin patch, and eerie signs of those who never made it out.

These additions will deepen the mystery and expand the world—helping to uncover why, in this place, no one leaves the field.


🕯️ Previous Devlog

Missed our last update? Catch the October 26 Devlog for our demo launch recap, Scream Fest preparations, and early feedback:

https://indiesagas.com/devlog-october-26-2025/


Join the Saga.
Wishlist No One Leaves the Field on Steam and keep an eye out for more updates soon.

https://store.steampowered.com/app/3652690/No_One_Leaves_the_Field/

Fokkland - Vendeur2Beignets
-Traps now trigger again when Mara steps on them and will impale even without the adult file.

-Added kiss selector on secondary input (right-click/secondary trigger): Normal Kiss or Death Kiss (instantly kills small animals or goblins).

-Minor performance improvements and stability tweaks.
LHEA and the Word Spirit - soulfuelgames

Hi everyone!

After playing a lot this week while preparing things for the next major update, I've decided to deploy a small list of improvement and bug fixes. Here they are:

Version 1.1.00598 - Release notes

GAME FLOW

  • Final objective to complete a run on Year 1 can now only be complete during Transcension X

  • Goals menu button is now visible when you complete the game

UI

  • You can now click/tap through essence meter to skip dialogues

  • Harmony feature unlock tutorial image updated

  • Accelerated State of mind feedback text's lifetime in 'Fast duel speed' mode

BALANCING

  • Tier 1 entities are entirely excluded in the 5th realm generation (last realm before source)

  • Choosing a state of mind now also pauses the 'No preset' cooldown timer for entities (it used to only pause LHEA's timer)

  • Updated Ikenga's flute preset to increase chances of preset swapping

BUGS

  • Fixed: Transcension menu button appeared in the black realm map

  • Fixed: Camera zoom level was different in black realm map compared to all other realms

  • Fixed: Conflict between Defend casts and State of Mind dodge when entity cast a basic word

  • Fixed: Missing sound FX for preset swapping

  • Fixed: Wrong font size for colored words in Transcension menu

Enjoy and have a great week <3

Jo @ Soul Fuel Games

...

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