Hi there freaks. We have opened a playtest for everyone and it will last until the release of FreakShow. Which happens on October 31st!!!
To join it just come to our Freakshow Steam page and join the playtest under the trailer
Also join our Discord to organize a team to play with: https://discord.gg/dCWEu3pFEM
If at any point you find an issue or bug please report it on discord or here so that we can take a look and fix it in a timely manner! Bug Report: https://forms.gle/fLiSSxsQLXU3my186
Wow - thanks to all of you, we’ve already hit 35% of our goal in just two days and Steam wishlist count just breached 30k - the streets of Carbon are buzzing thanks to you!

We also want to give a big shoutout to our friends and fellow devs at Madfinger Games and IGS - your encouragement and kind words mean so much to us. Thank you for rooting for us!


It’s been amazing watching streamers dive into Carbon world. Fighting through monsters and discovering the game firsthand is incredibly valuable; it helps us make the game even better for all of you.
Network boost required!
Every pledge, share, and comment strengthens the link. Help us upload Carbon World into existence - the future is coded by you!
https://www.kickstarter.com/projects/carbonarpg/carbon-scifi-action-arpg/?ref=kicktraq
Thanks from Carbon Team




Hello,
We are excited to announce that Strategos will launch into Early Access in January 2026. Thanks to a few extra months of development, players will be stepping into a more refined experience: an overhauled UI, gameplay improvements shaped by demo feedback, and a complete, map-based campaign ready to explore from day one.

An update has been pushed out to address a vulnerability in the Unity engine.
Hello again, today I have another update for the beta. Other than the 2025, scenario this one is miscellaneous so there are no new major features, but there are alot of changes.
I have more or less finished the 2025 scenario, but it may not be balanced properly so keep that in mind when playing. 2025 differs from 2092 in quite a few ways, the most important being the Polycrisis Situation that most countries have, as well as a much more polarized level of development/education across the world.
"The Polycrisis" refers to the collection of problems that seem to be facing practically every major country right now. I decided to represent all of these problems as a single Situation for simplicity's sake, as having 4-5 simultaneous crisis situations demanding attention was kind of annoying to play with. For the most part, the Polycrisis makes expansion more difficult, but allows you to more easily reform your government, which should make the early game more focused around building yourself up for domination once everyone emerges from the problems of the current day.

The world in 2025 is split primarily between three alliances, NATO, CSTO, and the Belt and Road. Almost half of the world's nations are involved in one of these alliances, making expansion difficult, since a single guarantee of independence could spark World War III.
The US, China, and Russia all possess very large nuclear stockpiles, and are not afraid to use them if needed to achieve victory. You should be careful to avoid escalated warfare with any of these three powers until establishing point defense around your Empire to lessen the damage done by these weapons of mass destruction.
The AI loves intervening in conflicts and with how many organizations there are, you should prepare for nuclear war.
Some things about the 2025 scenario are not going to be 100% accurate to reality since Solar Nations 2 is not a hyper realistic game. There have been some alterations made to the scenario in order to make it more fun and balanced than realistic.
In order to maintain stability, you need to keep your factions happy, as the stability you gain from Culture Tech is now dependent on the approval of your factions.
Faction Privileges now have their own icons, which are color coded to the faction they belong to. In addition, Factions' desire for reforms have been slightly altered, making them more interested in reforms that they should like, and there is a larger penalty for going against your Factions' wishes.
There are also some new privileges that allow you to take advantage of a faction or reduce its power, but for a cost.

There are a few new reforms which go over government spending. These are sort of WIP, especially for the balancing side of things. Not really sure how I want fiscal policy to work yet.
Regional Faction control is now determined by many more factors, and no longer has seemingly random oscillations. It is now significantly harder to monopolize the politics of your entire country to a single faction, but it is also more rewarding to do so.
A number of miscellaneous improvements have been made to the UI, especially in regards to Terrain view, something which I didn't explain very well. It is now very easy to see what terrain any region has, as well as what that means for units there.
Current Character System definitely doesn't produce the most accurate results
We sincerely apologize for the negative experiences some players have faced.
We’ll continue to keep the demo updated, balanced, and smoother than ever.
This update brings major performance, network, and graphics improvements.
Extended Network Optimization
The network system has been reworked to ensure less jitter, lag, and sync delay.
DX11 Transition with FPS Boost
The demo now runs on DirectX 11, resulting in up to 50% higher FPS and a more stable gameplay experience.
DLSS Compatibility Fixed
Fixed an issue preventing DLSS from working on NVIDIA 20xx and 30xx series GPUs.
DLSS now functions properly on supported hardware.
Hunt Trigger Issue Fixed
Fixed a bug where hunts could start while players were outside the house.
Temporary Character Removal
The characters “Nun 2” and “Priest 2” have been temporarily removed due to technical issues.
They will be reintroduced after fixes are completed.
Language System Update
Fixed issues where some languages were not loading properly.
Added new language options and improved overall translation handling.
A More Detailed Demo Is Coming
We heard your feedback!
A more extensive demo is in development — bringing new mechanics from the main game in upcoming updates.
Brightness Adjustments
We’re working to address reports about the game being too dark.
Our goal is to improve visibility while keeping the horror atmosphere intact.
Gameplay Balance
We noticed some players finish the demo too quickly.
We’re rebalancing both demo and main game for longer, more consistent gameplay pacing.
How to Play & Easy Mode Tips
We’re developing a new “How to Play” tab and an in-game tip system for Easy mode to help new players understand the mechanics better.
🎮 Your feedback is invaluable to us.
We’ll keep improving the demo together — thank you for your support!
— Triangle: Cursed Town Dev Team