Small Gameplay updates:
Orders will not have a timer for the first two shifts in career mode
Soda machine will now be unlocked by default
Added option to play with or without order timers in sandbox mode
Removed customers from leaving if you haven't taken their order after some time
Increased the prep time by 10 seconds

The biggest year in Black Ops history starts with BO7 launch, and it's just the beginning. Season 01 will be our most massive season yet!
- 18 MP maps and 2 Zombies experiences on Nov. 14
- Nuketown 2025 on Nov. 20
- 7 Multiplayer maps in Season 01
- 3 Zombies maps in Season 01
- Even more to be announced
• Fixed T/A-30 Compass livery opacity issue in cockpit area
• Fixed cloud particles not spawning when far from map center
• Fixed cases of overexposed horizon brightness
• Fixed cases of stars visible in sky during daylight
• Fixed cases of stars and moon visible below horizon at high altitudes
• Fixed cases of Multiplayer lag spikes caused by invalid network positions
• Mission objectives on map now display the name of the objective instead of the type of objective
• Fixed instances of vehicles getting stuck inside Maris Airport Terminal
Hey y'all!
Thank you to all of those who have decided to take the plunge and check out the playable teaser for my upcoming game Project Songbird! It truly mean the world to me!
I'm taking all of your feedback deeply to heart, and I've pushed an update, version 1.0.1, with some fixes and QoL improvements!
There is now a setting called "manual flashlight" that allows you to toggle the flashlight on and off at will. The control for this is C on keyboard, and D-pad Up on a gamepad, and all control menus have been updated to reflect this.
Enemy health has been reduced
The sound made by photographs has been changed to a low drone instead of the ringing sound.
I will be investigating some performance concerns people have been having, and hopefully I can get a new patch with those fixes rolling soon. But until then, thank you for enjoying Project Songbird Teaser Faceless, and I can't wait to talk to you again. Until next time :) !
Conner
We just pushed a small update fixing a Unity vulnerability (https://unity.com/security/sept-2025-01) and tweaking the UI slightly for a better experience on the SteamDeck. Cheers!
Dear Tacticians,
Can’t believe it has been already 2 weeks since we’ve entered official release!
Thank you so much for your support and great feedback. After the last dev log and update, we have been working diligently on items which take more time to review and implement. We are in the midst of preparing our next update and it will be quite a major one as we are making a few important changes and adjustments based on feedback.
We would like to share what we have been working on with today’s dev log.
We have been taking feedback after the previous dev log, and also tested various difficulty adjustments to ensure we are providing players with the right options. After testing various configurations and modifiers, we concluded to make the following changes.
We'll be updating the UI and adding the below difficulty options when starting an expedition. Similar to Darkest Dungeon and other titles, each difficulty level will feature a distinct labeling and clear description.
Witch's Wrath
Sable is watching your battles closely, but offers no aid. Enemy attacks are fierce and your skills will be put to the test. A tightly tuned challenge for seasoned tacticians who want the intended experience.
Witch's Whisper
Sable's influence lingers on the battlefield. Enemy attacks are reduced in ferocity, but letting your guard down would be a mistake. A forgiving mode suitable for adventurers seeking a casual challenge
The new difficulty options at the Set Out screen will be replacing the current God Mode toggle found in Settings.
In addition to the overall difficulty of expeditions, we also worked on more balance changes to ensure the game provides the intended experience. For the upcoming patch we are planning to update game balances as below:
We have been carefully reviewing the balance of all battle variations and will be making updates to some of the battles. More detailed adjustments will be shared via patch notes prior to the patch.
Bernhardt Boss Fight (including some of the alternate versions)
Vermilith Battle
On top of making tweaks to these battles, we are making some of the challenging combat scenarios not show up in the very first expedition by adjusting the backend conditions.
We are improving the following relics to ensure they provide the intended impact on the overall gameplay. Detailed changes to the relics will be shared via patch notes!
Cracked Wind-Up Soldier
Scholar's Candelabrum
Luminescent Box
Bloody Effigy
Tattered Banner
Notched Hilt
We are rebalancing following traps – making them better:
Pillaging Trap
Bomb Snare
Based on feedback, we are making the following metagame changes:
Lowering the requirement for certain achievements
Allowing tracking clues for new characters from the very start, in order to reduce the time it takes to unlock new characters
Below are changes we made to improve the overall gameplay experience:
Adding tutorials for certain new enemy mechanics (including boss skills) to facilitate strategizing in difficult fights
When rerolling skill/stat cards, the immediately preceding choices will no longer be part of the pool. When we left things to be completely random, there were cases of the same exact choices showing again, so we wanted to prevent that.
Adding the option to toggle screen-shake off
Again, thank you so much for your support and feedback on Veil of the Witch. To share our appreciation and for those Early Access players who missed the special skin set for Ashe – we would like to re-release the free DLC for a month with the upcoming patch.

So please do not miss the chance to download it! 😊
We’ll keep improving the game with your feedback in mind, so don’t stop sharing your thoughts.
- ODS Team
Hello,
Larimar is doing better, with this release of Update3 it is a great step closer to a functional beta for further testings and advancements.
There is still much to look forward to!
The Vision behind Larimar is clear and we hope to give you this view on Larimar in its current state.
We wish you all the best fun with this new Update!
Right so in an effort to communicate my intent better I have made some changes on the beta branch and they're starting to feel really good. Thus it is time to alert you all to some changes that are coming soon.
This buff has always felt wrong, it makes task speed buffs irrelivant and overall I never really had a solution until now.
Slipstream is now a game speed modifier, it still only lasts to a certain distance but that distance isn't affected by cauldron cards anymore. Instead they affect the amount speed increases.
It was never the intention that you could get vastium super early game within an hour. As such we have decided to remove the chance for cores to roll gear above the rarity of the core you are using.
This change makes gear feel far more rewarding for far longer and as a result I have been able to increase the caps on Damage, Armor, Health, Movespeed, and Regen
Originally I tried changing tasks to be unlocked via milestones. This change felt good to me but would have required a rather big overhaul to the quest system. And ultimately it felt very overwhelming and had a huge chance of letting down people who love the existing questlines.
I reverted this change and instead I have added the weights and some toggles to the tasks tab in the statistics tab.
The way this works is that when you toggle the task to an on state its weight (A kind of chance mechanic) is adjusted to be double what it was. Along with this almost every task in the game has received new weightings as they used to all be 1.
A major impact of this is that later tier resources will now feel a lot more rare.
Along with the doubler I have added rewards to certain threhsolds of task completion
10% bonus base weight when the toggle is on per tier. starting at 10 completions and again at 100, 1,000, 10,000 and 100,000. For a total of 50%
Example
A task with 1000 weight and 0 completions would have 1,000 weight with the toggle off and 2,000 with it on.
That same task with 100k completions would have 1,000 weight with the toggle off and 3,000 with it on. 1000+50% bonus = 1,500 then doubled for the 3,000.
Finally I am considering changing leaderboards to submit your time when completing the final quest in the game which I feel would be a far more accurate representation of someones skill. And actually represent a competitive edge to the game. Realistically the current rank system is a glorified stat tracker and I feel this could be a lot more fun for everyone involved.
I need a bit more time to test this so we're looking at at least another week before I release this update. I would love any feedback if you're willing to try out the beta branch. Beta has completely separate save files to live and your progress will not be at risk. It is also now available on all 3 platforms!
Thank you for taking the time to read this, and a huge thank you to everyone who has and will support this project by purchasing it. You've made it possible for me to keep doing what I love. Making games!
Hello dear players,
We’re back with the second content update after Early Access! This update also includes several bug fixes. Don’t forget — your feedback is very important to us. Have fun! ⚽
Optimization Update:
This update doesn’t include any major optimization changes, only some data synchronization and code optimizations.
Work on a large optimization package is still in progress ⌛⌛
New Mechanics:
Added a hand truck for players to carry items. (You can purchase it from the computer.)
Added a worker who handles game consoles.
Added a 6-player mode 🔥 — you can now play with up to 6 friends.
Improved Mechanics:
The frequency of customer arrivals has been improved.
Credit cards now work much faster.
Bug Fixes:
Fixed an issue where worker salaries were overpaid or underpaid.
Fixed the credit card freezing issue.
Adjusted market customer movement issues. (Another update on this is coming soon.)
In addition, dozens of other bugs reported on Discord and in the community have been fixed.
Players who still experience these issues can contact us through Discord. We’ll continue improving the game constantly.
Your feedback means a lot to us — thank you, and enjoy the game!