Update 1.0.7 notes:
Improved pause menu with a popup animation
Added sounds to all UI buttons
Thank you for the continued feedback. This build focuses on a major visual refresh and tighter moment-to-moment gameplay.
What’s newPilots, we’re building Zaetherfall with you. Share feedback in the Community Hub or join our Discord: https://discord.gg/3C66edJj5k
See you in the next update — and thank you for the support!
In addition to the current story mode, we are presenting a new daylight game mode. Make your way through the level by using only a few mirrors. Taking advantage of the occasional sunlight falling into the level.

This mode allows you to start your company back in 2008 and unlock new technologies exactly when they appeared in the real world.
At the start of a new game, you’ll be able to choose your starting year. If you want to truly experience the evolution of modern devices, 2008 is the perfect place to begin — the dawn of the smartphone era.
As you play, you’ll regularly receive notifications about newly discovered features. The game includes an enormous database of historical tech milestones — over 500 categories of features, each containing more than 100 individual technologies. That’s more than 50,000 features waiting to be discovered!
[carousel]

[/carousel]Real History Mode doesn’t just cover technical specs — it also reflects how devices looked and evolved over time. For example, in 2008, most touch smartphones still had mechanical buttons, just like the first iPhone.
[carousel]
[/carousel]When you receive a message that engineers have invented a new function, it doesn’t mean every company is already using it. This is your chance to be the pioneer — integrate newly released features into your devices before anyone else!
Relive the past, reshape the future, and experience the full evolution of technology — one breakthrough at a time.
Thank you to everyone who continues to add Devices Tycoon (PC) to their wishlist — your support means a lot! ❤️
Version v0.2.0: Getting Hints fast!
Added a hint system.
Added a speedrun timer. :)
Add one more info to the geneator to help players.
Rework the central cellar a little bit to make it look nicer.
reduce the gpu memory for central by 70mb by moving textures to be streamed on demand.
Continues with development of further puzzles which are not part of the Demo, but may impact the size of the demo since new Assets were added.

Some puzzle parts where always loaded for calculations. Those are now loaded but not displayed untill the zone is loaded. This should also improve fps.
Demo end screen animation was not visible when the camera was not looking forward when you got teleported to the demo end room.
Fixed an issue where you can get out of bounds. (Thanks to DaPodato and Sl1me_y)
Close network connection safely after clicking the back to menu button.

If you have any feedback or bugs, please report them in the Steam discussions or on our Discord. We can make the game better together :)
Have a nice day.
Check the public roadmap to see what's next, and join our community on Discord!

\[Feature] Added a custom monthly game mode that changes every first day of the month
\[Feature] Added a customizable rule that allows to normal summon in Battle Phase
\[Change] it's no longer possible to upload images containing text
\[UX] made it easier to click buttons of game modes in Play View and other screens
\[UI] (Play) Added button to access Monthly custom game mode
\[UI] (Home) Added a button to redirect to the monthly custom game mode
\[VFX] When opening boosters or the weekly vault, each reward is displayed individually first
\[Bugfix] Fixed "Allow Banned cards" custom rule not working
\[UX] Improved appearance of error messages related to artwork uploads
\[Bugfix] Fixed copyright-related checks not being applied everywhere
\[Balancing] Laeniss' Passive triggers also when keywords are applied by units; No longer buffs himself; Power: 4 -> 7; Healing: 2 -> 3
\[Balancing] Hephaestus: Mana threshold 30 -> 20; no longer grants tenacity
\[Balancing] Decker: Summong condition threshold: 8 -> 6
\[Balancing] Laverna: "Ambush" and "Double Trouble" are no longer Fleeting
\[Balancing] Luna: created card is no longer Fleeting
\[Balancing] Loki: summoned Units are now silenced; removed mana threshold.
\[UX] Improved positioning of Settings button + Added a button to see the custom rules
\[UX] Removed uneeded decorative sprites from the board that were more noise than decorations
\[Bugfix] Fixed Laeniss healing when a keyword was added to an ally spell (I.E: Ypsilon Execution)
\[Bugfix] Fixed game getting stuck if failed to retrieve remote config on startup
\[Bugfix] Fixed players getting their leaderboard score reset if they lost connection while the leaderboard was retrieving their scores
Deleted all automated tests and test data, including 254 files and nearly 100,000 lines of code. This slims down the repo considerably and I wasn't using or maintaining the tests anyway, so there was no reason not to do this.
Reviewed Ugly/Deformed traits for mutant categories. Now all categories except Medical, Alpha, and Sylvan can get Ugly, and Deformed and Badly Deformed extend to those which are farther from human or are common sources of disgust or phobia (e.g. Batrachian, Chiropteran, Insect). Grotesque is reserved for Gastropod, Slime, Chimera, and Insect. None of these traits are massively impactful, but they should help somewhat with flavoring the mutation lines.
Added a hint in the messaging that sometimes displays to suggest what not to do when the Hounds are after you, which is more clear if you're intelligent.
Made parasite and some disease messaging a little bit less clear so that you can't instantly divine what is wrong with your character because they have a tummyache.
Updated several mutant dream messages, better describing the state of mind such a creature might be in and what sorts of concerns they may have.
Fixed a longstanding issue where the EoC queue was triggering crashes by deleting EoCs from memory before immediately trying to access them again. This should resolve most of the random crashes anyone has been experiencing for the last several months. As far as I'm aware, this was a DDA bug, so it's been with us forever.
Made the potato field at NECC less overstocked. It now only has plants growing in like 1/3 of its plots.
Fixed an issue where joining NECC wasn't giving you sleep permissions if the person you spoke to about this was Gemma and not Julian. Similarly, Julian's joinee dialogue was missing a separate toggle for joining the faction. Now speaking to either NPC should give identical results.
Added a ton of new billboard snippets and cleaned up the old ones, removing a stray reference to Foodplace in the process.
Removed dissoluted devourers, the zombie_fuse special attack, the experimental science bot, and a ton of unused/outdated monster special attacks. Devourers were just bad enemies that didn't do anything useful for their side, weren't very interesting for the player, didn't accurately simulate what they were trying to be, and generally caused problems on the coding side. The experimental science bot was just a dumb old lab enemy that made a bunch of noise but didn't do anything that mattered.
Added more costume recipes to the Boston Anime Con magazine.
Made the maid outfit recipe use lycra instead of cotton, and made it a bit more difficult to make.
Cleaned up some bizarrely unkind player responses to the "codger" NPC survivor story. If you want to roleplay that your guy is hurling abuse at a septagenarian, that's your prerogative. I'm not going to force you to do that.
https://store.steampowered.com/app/3104590/_/?beta=0
**Release Date: November 25, 2025!!