Here’s what’s new compared to version 0.1:
Content Overview
New Story Chapter
Word Count: 33,219 → 43,155.
H-Scenes: 20 → 31.
Updated scripts.
Bug fixes.
New achievements.
This update concludes Zelra’s storyline, featuring her final chapter and ending - including pregnancy content.
Thank you to everyone who’s been patient and supportive during the development!
The game demo has also been updated.
It now includes Zelra’s complete first chapter, along with the tutorial minigame and alternative scenes.
This will likely be the final version of the demo.
With Zelra’s story complete, my focus now shifts to developing a new girl for the next major update.
Since each update adds a full chapter, this will take some time — but expect a character design reveal later this year, along with a new thumbnail featuring her.
I hope everyone enjoys Zelra’s final chapter - our beloved hypno lamia deserves some love.
And don’t worry - the remaining three girls will bring their own cozy (and lewd) adventures soon enough.
This update changes how fights work, how maps read, and how the game looks in moment-to-moment play. It also adds some quality-of-life changes in the Sanctum and UI, and we want to be very direct about how we build things.
Let’s get to it.


Combat is more tactical now. Positioning actually matters.
True Line of Sight
Certain walls now fully block vision. If you’re behind one of these, enemies literally can’t target you. You can break aggro and force them to move.
Partial Cover
Some objects don’t block sight, but they do protect you. If you stand directly behind them, incoming damage can be reduced by 50%.
This is a core step toward “tactical deckbuilder,” not “stat check brawler.”
We’ve added new combat maps designed around Line of Sight and cover.
More tight corners and firing lanes.
More hard blockers (you can’t shoot through them at all).
More half-cover objects that let you survive instead of just melt.
Early encounters now feel less copy-paste. Fights are starting to play like puzzles instead of just damage races.
Maps now use dynamic lighting and real-time shadows.
Why that matters (besides looking better):
You can visually “read” where cover is and where the threats are.
Depth and shape are clearer at a glance.
Corners and occluders are easier to understand mid-fight.
This isn’t just visual polish. It supports the new combat rules by making the field readable without needing a tooltip on every tile.

The Sanctum (your hub between runs) is no longer just a vertical list of options.
You now interact with specific locations in the Sanctum by clicking on them.
Upgrades / services / points of interest are tied to where they physically are, not just to a menu entry.
Long-term goal: the Sanctum should feel like an actual place you return to, not a lobby screen.

We’ve replaced the old placeholder card animations with newer ones:
Plays, attacks, and ability triggers look cleaner, hit harder, and are easier to follow.
Timing is snappier so you can actually tell what just resolved.
Important note on production:
We’re a very small team doing this project after hours. Some of these new animations were assisted using ComfyUI to generate motion/poses that we then clean up and integrate. We’re not going to pretend it’s all “mysterious internal tools” or hide that we used generative tech. When we use AI-assisted content directly in the game, we will say so, clearly.
Our goal is to land a consistent style and ship something that feels alive, even while we’re still in this “built at night after work” phase. Long-term, we want to move to full-time development on Ashes of Morgravia. For now, this is still evenings/weekends and honesty matters more to us than marketing fluff.
We touched a lot of surface-level readability:
Reworked / replaced multiple UI icons.
Updated certain backgrounds and interface elements for better contrast.
Cleaned up parts of the presentation so it matches the tone we’re going for: grim, cel-shaded, structured.
You’ll notice it in combat HUD, resource indicators, and general screen clarity.
We adjusted balance around the new systems:
Early enemy pressure has been tuned so you actually have time to use cover instead of getting rushed turn 1.
Some abilities and cards were rebalanced around damage reduction from partial cover.
General tweaks so one or two builds aren’t automatic best-in-slot.
This will keep moving. The new cover/LoS rules expose what’s broken fast, and we’ll keep reacting.
Combat now uses real Line of Sight and real cover.
Some obstacles block all attacks; others give up to 50% damage reduction if you’re behind them.
New maps are built around that positioning game.
Maps now have dynamic lighting and shadows to support readability.
The Sanctum is now interactable as a location instead of a plain list.
Card animations got upgraded. We used ComfyUI in parts of this process and we’re being open about that.
UI icons / backgrounds / visuals got another pass.
Balance updated to fit the new systems.
We’re building Ashes of Morgravia with limited time but full intent. Long-term we want this to become our full-time focus. Until then, you’ll always know what was handmade, what was assisted, and why.
October was about one thing: making destruction feel better.
A few highlights straight from the changelog:
Switched to radial shrapnel destruction — walls can now protect you.
Final bomb version feels and sounds deadly.
Explosion sounds reworked, large blast added.
The evac route is now shorter, harder, and far more chaotic.
Falling blocks, random delays in explosions, improved storytelling, and new ammo upgrades along the path.
A hall of hammers is being prepared. It’s exactly what it sounds like.
Added shotgun slug power-up: double recoil, longer range, heavier sound, stronger dash.
Different shells now match different ammo types.
Introduced the .45 Magnum with new sound, bigger flash, and proper punch.
9mm vs .45 sound comparison included — headphones recommended.
Pump-action reload now has an initial delay for balance.
Reload animations no longer cancel instantly.
Power-ups blink before collection and display on the HUD.
Power-up removal fixed after death (no more ghost effects).
Ammo packs are brighter and easier to spot.
Steam hiss added — sometimes from nowhere. Works as intended.
Electric puddles and vents under power.
Improved grenade man AI and fixed submachine gun feeders.
New sound words depending on the bullet type.



The game’s evolving — more readable, more reactive, and more ridiculous.
If you haven’t yet, wishlist on Steam and join our Discord to get early access to the next wave of chaos.
Stay operational,
— Artificials
Hello, bugkeepers! Happy Helloween, in this update, we added some holiday element into the paludarium. Go into the game and check them out!
If you’ve run into any issues with your save data, please refer to the pinned post in the Steam Discussions or check out our previous announcements: \[Urgent Notice]Solution for Save file Issues
· Added 9 new decorative objects
· Added bat-themed holiday feed
· Removed the Beta branch and merged its features into the main branch
· Fixed an issue where the UI at the bottom of the shop and warehouse interfaces duplicated in wallpaper mode
· Fixed an issue where the UI in the landscaping items interface was obstructed in wallpaper mode
If you run into other bugs or issues, you can go to: Settings (bottom-right corner or ESC) → Function → Bug and fill out the bug report form. For tricky or complex issues, feel free to join our Discord! You're also welcome to join our official player community to raise bugs and chat all things buggy with us! Thanks again for your support and for playing Bugtopia!
Play now for free!
Play now for free!
Play now for free!
Play now for free!
Play now for free!
Play now for free!