Rabbi Yolly is the spiritual leader of the Pastafarian community in the Colandia solar system. With his famous motto, “Make Pasta Not War”, he cooks large amounts of pasta in giant space bowls to feed the hungry space travelers. As a zealous devotee of the Flying Spaghetti Monster, Rabbi Yolly strictly opposes violence. When things go sour, he calls upon His Noodliness to protect his crew members, soften the ship's collisions, and cook divine pasta to pacify enemies.


We've finished working on the ability system for the crew members.
Now that the system is in place, we are working on the actual abilities.

Rabbi Yolly summons a cloud of sauce around the ship. The ship glides through the sauce cloud, ignoring the ship's rotation, but reducing its movement speed by 25%.

Rabbi Yolly summons a web of noodles that wraps around an enemy's ship and prevents it from moving and attacking for 5 seconds.

When Rabbi Yolly mans the Deck or the Weaponry, his prayer to His Noodliness has a 20% chance of turning enemy projectiles into harmless meatballs.


Rabbi Yolly cooks pasta in a giant Space Bowl, feeding the pirate crew and granting them 200 Mood Points.

His Noodliness conjures a giant ramen bubble around the ship. Enemy projectiles caught within the bubble turn into harmless meatballs. Lasts 30 seconds.

The Flying Spaghetti Monster personally touches the pirate ship, fully repairing it. When the ship is destroyed, the Flying Spaghetti Monster resurrects it with 50% hit points. It can only occur once every 180 seconds.


Our next major milestone is a demo for Steam! We aim to release the demo in Q2 2026. But we will be posting updates once every 1-2 months
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Increased EXP rewards across all modes.
Fixed an issue with ammo recovery in Zombie Mode.
Improved object rolling physics.
Defuse Ops: bomb countdown increased from 1:00 to 1:30.
Defuse Ops: match time limit is now selectable from 5 to 10 minutes.
Limited the amount that can be regenerated by the "Gladiator's Resolve" enemy skill;
Fixed a bug that caused the final boss of the last dungeon to not spawn correctly;
Fixed a bug regarding status effect maintenance;
Hello all !
Here is a new patch for the game. Most importantly the zoop mode optimisation issue was completely solved. We are also adding another turret from a new nation, Italy ! Finally I changed many missions and improved torpedoes a bit in order to fight against the fact that floating fortresses is too meta in my opinion. Here are the full changes :
- changed cosmetic shifts with steps of 0.25
- slightly buffed torpedo speeds
- changed binoculars to help with aiming
- 50mm armor is now unlocked 1 mission earlier
- made many missions feel less like a 1v3 against larger ships, now additionnal ships are either small or compensated with an ally
- updated all 4 rangefinder models
- added italian 203mm model 1924 gun
- updated the double 340mm turret
- added keybinds to switch up/down keys for submarines
- greatly optimised zoop mode for placing and deleting objects, it is also now works with overlapping in mirror mode

See you on the seas !
🕯️ The Riese Project – Prologue
In Riese, every echo has its own accent.
Today, a new one joins the silence — German.
It’s another voice in the same corridors,
another way to hear a story that refuses to be forgotten.
This update isn’t just new words.
It brings refinements that make sound, motion, and atmosphere flow more seamlessly — both in VR and on screen.
Riese breathes deeper now. Runs smoother. Speaks louder.
🔧 What’s New:
– Full German localization (UI, subtitles, dialogues)
– Improved stability and performance
– Further VR refinements
🌍 What’s Next?
The localization system keeps growing — and you decide where it goes next.
Leave a review, share your voice.
Your words will shape where the echo of Riese travels next.
Play. Listen. Answer the echo.
1. You can now switch the multiple blood bar settings in the options
2. Fix potential issues caused by scope picking


https://www.youtube.com/watch?v=EMmNdExS_gk
Updates/Additions:
New Ghost crossbow
New Ghost Armor
New Ghost challenge random event
Updated all character dialogue
Added dungeon wide AI optimizations
New POI event that spawns when all three main bosses are destroyed and triggers the end of the first major section of the game.
Lots of cleanup and fine tuning
Added the Lightning Rod to the player's starting weapon loadout.
Added the option to change UI scale.
Added the 'Too Late' achievement.
Slight visual changes to Lantern.
Added submenus for the game's settings.
Added version number to the bottom left corner of the main menu.
Added a new background element to the main menu.
Hey folks!
Hope everyone had a wonderful and safe Halloween! Few small updates made to refine the game for official launch. One of the hardest things for me to test effectively is the client-side experience. This patch should help with that issue on the level change.
- Player controllers setup the UI on earlier
- Writings spawn lower to make them easier to navigate near
- Nav mesh variables adjusted
Please comment below if you find any bugs or experience issues that I can improve. Teamwork makes the dream work!
Thank you for following the development of Mythic Factor: Leaving the Labyrinth <3