3:59pm
The RPG - Dionysus Acroreites
  • Added "toggle sprint" option, a highly requested feature from players with controllers.
  • UI fixes.
  • Localization fixes.
  • Improved Achievements support when transitioning from the demo to the full version.
DeadHex Playtest - electrumlabs
General
• Added Match Results caching.
• Increased enter sound for Bazaar from 8 seconds to 12.
• Increased enter sound for Teleporter from 8 seconds to 12.
• Made Queue Pop sound louder.
• Added Spawn Invulnerability FX and Buff Icon.
• Respawn timer for Blitz reduced by 15%.

Maps
NP_Ballroom
• Adjusted stair collisions to be smoother.
• Added Faction colors.

Minions
[##]Neutral Creeps
• Reduced Neutral Creeps field of vision by 40 degrees.

Armory
Hand Cannon
• Increased ammo count from 6 to 7.

Zipper
• Range Modifer decreased from 0.82 to 0.7.

Items
Cloak of Toph
• Added activation sound.

Toy Cannon
• Added SFX and VFX.

Comet
• Added SFX.

Jump Pad
• Added SFX.

Banner of Regeneration
• Added SFX.

Banner of Frenzy
• Added SFX.

Knife of Aistrek
• Added SFX.

Bug Fixes
• Fixed a bug where Net Worth wouldn't account for items in inventory.
• Fixed a bug where players could access the shop from above, indefinitely.
• Fixed a bug where Warlord's Horn and Nova's Necklace shared the same cooldown.
• Fixed a bug where Headshot Multipliers, Deny Multipliers, and Range Multipliers weren't applying properly.
NightMaze Playtest - Névyr
💬 Patch Notes

NightMaze – New Build Available! 🕹️

This update brings a lot of new features and improvements to enhance both immersion and gameplay:

🎬 Cinematic Intro

- A brand-new starting cinematic sets the tone as soon as players enter the game.

🧟 New Gameplay Systems

- Revive System: revive your teammates in the brand-new Revive Room.
- Looting System: loot items from NPCs and fallen players.

🗺️ Maze & Map Expansion

- Added a new maze type, procedurally generated with unique rooms, traps, and challenges.
- New Sewer Areas have been added to the map for more exploration.
- Improved patrol points in sewers for better AI behavior.
- Custom Boss Room.

🔦 Gameplay Additions

- Added ladders and flashlight upgrades for better navigation.

✨ Visual & Network Improvements

- Improved post-process volume for better lighting and atmosphere.
- Corrected maze replication and network stability.

🛠️ Fixes & Adjustments

- Fixed drag & drop damage issues at world end.
- Various map tweaks and bug fixes.

👉 Download the update now and dive into the chaos of NightMaze!
3:42pm
Sub Terra - artescape
    Changed the wording of the check outside the window current task to make the directions more straight-forwardAdded some extra decorations pointing towards the dev roomMinor bug fixes
Estranged: The Departure - Alan Edwardes

Update 1.5.51 is now available for Estranged: The Departure, which provides support for the "Auto HDR" feature of Windows 11, and other minor fixes.

Auto HDR Update

Here's a preview using YouTube's HDR support (you will need a browser and display with HDR support to see the expanded color range and brightness).

HDR could be supported natively in the future, but for now this approach does provide good HDR results without the need to re-work assets, levels and post-processing.

Enabling Auto HDR

If you have an HDR display, auto HDR can be enabled in the Windows 11 "Graphics settings" menu:

Windows 11 requires that the game is in exclusive fullscreen mode to enable Auto HDR. Enable exclusive fullscreen via the in-game Options -> Screen menu:

The HDR intensity can be controlled via game bar, with the Windows key + G, then heading to "Settings", "More settings", and "Gaming features" menu:

For the technical details as to why this feature didn't work before: Estranged: The Departure was previously using an HDR back-buffer, but only rendering into the SDR color range.

This wasn't a problem for the GPU, but it did make Windows 11 believe The Departure was already rendering in HDR. Estranged: The Departure now runs with an SDR back-buffer, which enables Windows to detect that it can use Auto HDR.

Other Changes

Other changes in this update:

  1. Added the flyspeed <speed> cheat, which controls the noclip speed (used in conjunction with a gamepad to capture the video at the top of this post)

  2. Improvements to the soundscape in Wentworth, including adding a soundscape to cover the gate control area (a bug caused the existing outdoor soundscape to end without looping - something you notice if you spend a while there capturing video 👀)

  3. Steam branding has been tweaked the better reflect the title of the game, since while the older cave branding was quite visually striking, it didn't really reflect what the game was about.

Thank you for playing Estranged!

Alan

The Doors of Trithius - Sineso
This update adds support for eight new languages:
  • Chinese (Mandarin)
  • French
  • German
  • Japanese
  • Korean
  • Portuguese (Brazilian)
  • Russian
  • Spanish
You can set your language under game options. This will change all text, including the user interface, tooltips, dialogue, everything.



Please note that these translations are in alpha and should be considered an early build. We ask that you please report any typos, grammar issues, or odd phrasing you encounter. Some minor UI issues, such as text going out of bounds, still exist and will be fixed over time.

Thank you for your patience and support.

(To those waiting on a new content update, this update is focused only on the new translations. Another update is coming soon)

Save files from v0.5.17 are compatible, but it's always a good idea to back up your saves just in case.

Translation Process

For those who are interested, this section outlines our translation process. We want to be as transparent as possible about our use of Large Language Models (LLMs).

This is a detailed and somewhat technical explanation, so feel free to skip if you prefer.

When it came to translating The Doors of Trithius, we faced several significant challenges:
  • The amount of text: around ~103,000 words to translate.
  • Unique vocabulary: hundreds of unique terms related to the game's lore or specific gameplay mechanics.
  • Maintenance over time: since the game is under active development, we needed process to ensure translations are kept up to date every update as new content is added.
For our approach, we created a comprehensive glossary of unique terms and lore, used automation (Gemini Pro 2.5), and developed highly specific, context-rich prompts.

For example, when translating a quest, we included not only the dialogue but also quest details, character descriptions, and other related text to ensure tonal consistency. We did not want to fall into the trap of over-reliance on Gemini, which for all its impressiveness, like all LLMs, can produce inconsistent results unless given specific surrounding context about the text it is translating.

Context Clues
Our first step was to add context clues directly into the games data files. We added these wherever we thought they would be useful. This was especially important for character dialogue, which is often unclear when taken out of context.

These clues are not visible to players. Instead, they are collected by our later extraction script to be included in the prompts we send to the LLM.



Initial Glossary
To ensure consistent usage of the game's large and unique vocabulary, our next step was to build a comprehensive glossary.

We started by manually defining terms based on our lore documents and knowledge of the game:



Glossary - Extraction
Next, we used Gemini Pro 2.5 to scan all the 103k words of the game's text for additional unique terms that we may have missed in our manual pass. This was necessary for identifying abbreviations or jargon, for example "2H" (meaning two-handed), that will require consistent translation everywhere they appear.



Glossary - Disambiguation
The next challenge was disambiguation. A single English word can have multiple meanings that requires different words in other languages. For example, "Chest" can refer to a storage container or a piece of body armor.

For any of these words we were able to identify, we separated them explicitly in the glossary.



We then went through the game's text and replaced the original generic word (like "Chest") with the new, disambiguated term (like "Chest_::_storage") so that during the later translation process the LLM would know exactly which meaning is intended in each context.



Glossary - Translation
With the glossary finalized, the final step was to translate every term into our target languages. To ensure maximum accuracy, we provided the LLM with deep meta-context, including detailed descriptions of the game's lore.



We started with Russian, as our programmer, Myrix, is a fluent speaker and could directly review the output. This allowed us to judge the translation quality and iteratively tweak our process for better results.

Text Extraction
The next step was to create a script to extract all the text from the game files (there are mountains of text!). The script pulled everything: combat log messages like "X creature dealt Y damage", UI strings, quest updates, lore books, item descriptions, stat names, and more.

The extraction script also gathered metadata alongside every piece of text. This provided context for the translation, such as knowing whether a word was part of a quest, an item description, or a UI element. The resulting file was 242,000 lines long with a file sizeof 11.4 MB.



With this step complete, we had two key pieces ready: the finalized glossary and the complete list of text to be translated.

Lemmatization
This left one more technical hurdle: how do to reliably match the words in the game's text against the terms in the glossary.

A word in the text isn't always an exact match for its glossary entry. For example, a phrase might contain the word "activated" but the relevant term in our glossary could be the root word, "activate".

To solve this, we first had to lemmatize the text. This process analyzes each line and generates a list of all possible forms and root words. This will allow us to accurately match all relevant words in the text to their corresponding glossary entries.

See below for an example snippet from the output:



Translation
Finally, we translated all text into our target languages. This was done in multiple prompts, breaking our text into small word chunks.

The biggest risk in this process is inconsistency. For example imagine a character's tone and personality changing from one line of dialogue to the next, or referencing the same lore term using different words. To prevent this, every prompt was packed with information. For example, a single dialogue tree was translated with the benefit of the entire quest script, character descriptions, relevant glossary terms, and world lore.

Our testing process for the final text mirrored the one we used for the glossary. We started with Russian so Myrix could review the translations in-game. After refining the full pipeline, we moved to Spanish with the help of community testers (shoutout to "Beep Beep Im A Jeep"), and then expanded to the other languages once we were confident in the results.

On Using LLMs
As a small team on a limited budget, hiring professional translators was not an option for us. Especially for a game that's constantly being updated with new quests and lore. Despite these constraints we still wanted to ensure the best quality possible, which is why this work has been ongoing since the start of this year.

We know there is some contention in the gaming community about using LLMs. However, in my opinion (Sineso), this is an ideal use case. These translations wouldn't exist otherwise, and this work is not related to the core creative work or vision for the game.

Like any tool, Large Language Models (LLMs) can be used lazily to produce slop, or used thoughtfully as one part of a wider human-guided process. In our case, we've used the best possible tools, as part of carefully planned multi-step process, with human oversight throughout.

Next Steps
Once we've received enough community feedback we'll remove the "alpha" tag from the options menu and officially list these languages on our Steam page. From what we've seen so far, the quality is solid, but since we don't speak many of these languages, your feedback is essential.

Finally, a special thanks to Myrix for all his incredible coding work on this system, and a huge thank you to everyone in the community who has already helped us review the translations. We look forward to future feedback, and to continue working with the community to improve the quality of these translations.

Bug Fixes
  • Fixed "Static Lance" exception when ability is used while completely surrounded by blocked tiles.
  • Fixed "Reinforced Quarterstaff" not two-handed, as everything about it implies.
  • Fixed Gremlin Totem still resurrecting Gremlins, even after being destroyed.
  • Upon donating to the governor of a settlement, player reputation is now increased with the settlement's faction (in addition to the prosperity increase).
Uh Oh Airlines Playtest - HoonShuber
**Optimizations**
- optimized menu so we now get more fps

🐛**Bug Fixes**
- mostly fixed a bug where you could push the cart in further than you should have been able to
- fixed a bug where siren wasnt being turned down with SFX slider'
- fixed a bug where you could delete stuff while holding the trash bag
- should now get stuck less easily between bathroom and fire extinguisher
- medkits should no longer cause spasms while holding during ragdoll
- shoving a passenger with a bag should no longer cause them to fly away
...

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