With her descent into the ๐๐ซ๐๐ง๐ ๐๐ฅ๐๐๐ข๐๐ญ๐จ๐ซ ๐๐ซ๐๐ง๐, the balance of power has shifted once more. The Dark Lady commands the battlefield through relentless control and devastating synergy โ whether empowering allies through fallen souls or crippling her foes with divine curses.
๐ฅ ๐๐๐๐ฆ ๐๐ข๐ ๐ก๐ฅ๐ข๐ ๐ก๐ญ๐ฌ & ๐๐ญ๐ซ๐๐ญ๐๐ ๐ฒ ๐๐ง๐ฌ๐ข๐ ๐ก๐ญ๐ฌ:
โข ๐๐ฎ๐ซ๐ง ๐๐ฎ๐ฌ๐ก ๐๐๐๐ฆ:Focuses on explosive openings. Every fallen unit feeds strength to allies, allowing for rapid momentum against burst-heavy lineups. Maximize Skill Haste and energy control to strike first and finish fast.
โข ๐๐ฎ๐ฆ๐ฆ๐จ๐ง๐๐ซ ๐๐ซ๐จ๐ฐ๐ญ๐ก ๐๐๐๐ฆ: A battle of endurance โ let summoned creatures fuel the Dark Ladyโs passive for continuous healing and buffs. The longer the fight, the stronger your team becomes.
โข ๐๐๐๐๐ง๐ฌ๐ข๐ฏ๐ ๐๐จ๐ฎ๐ง๐ญ๐๐ซ ๐๐๐๐ฆ: Built for survival and retaliation. Stack Resistance, sustain through healing, and let her ๐๐ฎ๐ฉ๐ซ๐๐ฆ๐ ๐๐ซ๐จ๐ฐ๐ง turn endurance into offense. Perfect for stalling and breaking enemy formations.
Her presence alone reshapes the Arena meta โ a divine force of order and ruin.
๐ผ๏ธ Check the full infographic for optimal builds and unleash the Dark Ladyโs might in the Grand Gladiator Arena!
๐ฅ Download the Reborn version and enter the world:
https://dragonheir.sgrastudio.com/
๐ Explore the official Wiki for guides & tips:
#Dragonheir #Dragonheirsilentgods #Reborn #Downloadnow

Hey everyone! First of all I'd like to give a massive thank you to everyone whom have tried out the Gridle demo and wishlisted it thus far! Hearing from people who have played and enjoyed the game means the world to me <3
Now I have another big demo update for you all! It has added a few big things and tweaked some other smaller things. More specifically:
Added Pumpkin smash event, acquire a halloween tablet from a special new enemy or from the shop and send your party on a Pumpkin smash event!
Added Party presets
Skills can now be used per member instead of per class and now have their own separate cooldowns (you can still shift click skills to use the same skill on ALL duplicate party members)
Skills can now be max bought by shift clicking the buy slot (same as with upgrades)
Bosses now have footstep sounds and makes the screen shake
The mages spells are now penetrating, you can also click their spells to have them bounce back at the enemy in front
Moved some mage rebirth knowledge forward in the rebirth tree
Cursor charge (rebirth knowledge) now adds a slider under the cursor to indicate its charge
Replaced Knight skill "skillful damage" with "Blade clash"
Chests can now drop an item when destroyed
Added an option to disable screen shake & Big texts (the accumulated Multiplier texts that appear in the middle of the screen)
And some other smaller tweaks that I probably forgot to list ;)
Gridle was originally planned to Release on December 2025, due to time issues and December generally being a bad time to release an indie Game, I have decided to push the release date back a month to January 20th 2026, this delay will allow me to polish Gridle into the awesome game I think it can become. So mark your calendars and I'll see you then :)
Dont forget to Wishlist the game
The air is getting thick with fog โ which can only mean one thing: Halloween is coming! This year, Gennady joins Steam Scream Festival.
The smell of baked green goo and cold coffee has mixed with something new โ sweet, yet heavy and unsettling.
To celebrate the occasion, weโve dressed up a few corners of the demo-version's dark corridors with our signature visuals to match the festive mood. Itโs the perfect time to wander through this alien labyrinth once more. And if itโs your first time here โ tighten your underwear and punch some chthonic monsters right in their twisted faces.
Trick or treat?
Gennady doesnโt choose โ he takes it all. ๐

Event Duration: ๐
Event Start: October 27, 2025, 08:00 UTC
Event Finish: October 27, 2025, 23:00 UTC
Event time: 15 hours
Included:
+50% HXP (Hero Experience Point)
We hope all our players make the most of these exclusive benefits.
Have fun!

Get ready to uncover all the hidden treats in our Halloween challenge, but beware, some surprises might scare more than they share! Dive into our spooky Trick or Treat mini-game and test your luck.
Have a spook-tacular Halloween! May your night be full of tricks, treats, and micro drones buzzing with eerie delight!
New tasks, new bosses and a bunch of new items!
The biggest part of this update is the new Valley of the Gods boss, Mesines. Most of the new content in this update is in some way connected to it, either in the form of equipment or necessary preparations. Preparing to successfully fight Mesines takes a considerable amount of time, but if you commit and succeed, you'll have a chance of finding Otherworldly ore, which is used to create new Otherworldly armour with the smithing skill.
Also, as was was forecasted, completionist capes now require the Exterminating skill as well. You'll be unable to equip existing completionist capes if you don't meet the Exterminating level requirement for them.
Onto the patch notes!
Exterminating
Exterminating mastery capes have been released. Fighting your Exterminating assignments will raise your damage output by 6%, 12%, 18% and 24% respectively when equipped
Exterminating enchantments have been added. Similar to mastery capes, they also boost your damage output against active assignments. Boosts are 1.5%, 3% and 5% for Common, Rare and Exceptional enchantments
Exterminating crates can now be purchased with Exterminating points or found from Exterminating demi-bosses. More on those below
Exterminating demi-bosses
Grimwark
Level 110 Exterminating requirement
Drops Grimwark's sigil, which is used together with Bulwark shield to create the Grimwark's shield with Smithing - a new BiS offensive melee shield
Otherworldly executioner
Level 115 Exterminating requirement
Drops Otherworldly coreplate, which is used together with a Dragonscale shield to create Otherworldly dragonscale shield - a very powerful shield against dragons of all types. When equipped, raise your damage against dragons by 20%
New Valley of the Gods boss, Mesines
An extremely strong dragon that'll put your defensive abilities to the test
Uses both melee and a dragonfire magic based attack. The dragonfire attack has a chance of one hitting anyone not using dragonfire protection (dragonfire potions)
Weaknesses
20% damage boost from Otherworldly dragon slayer crossbow
20% damage boost from Otherworldly dragonscale shield
Drops Otherworldly ore
Available as a weekly quest as well
New tasks and quests
Ignis log
Requires level 105 Woodcutting
Ignis heartwood
Requires level 105 Carpentry & x3 Ignis log
Smoldering mushroom
Requires level 105 Foraging
Sunfire seed
Requires level 105 Farming
Produces x5 Sunfire berries
Dragonfire potion
Requires level 105 Brewing
Blocks 75% of dragonfire damage
Costs
x5 Ignis heartwood
x30 Smoldering mushroom
x10 Sunfire berries
x100 Otherworldly essence
Sunfire summit
Requires level 105 Agility
Unlike other courses, this one has an item reward: Sunfire seeds
Provides slightly less experience per hour than the previous course due to its lucrative item reward
Not a new task, but Ancient tribe has received a new item in its loot table, the Ancient crossbow string. This is one of the item requirements to create the new Otherworldly dragon slayer crossbow
New items
Otherworldly key
Obtainable from Exterminating crates and needed to fight Mesines
Untradeable
Exterminating crate
Drops
5% chance to find an Otherworldly key
Various supplies. Seeds, leather, arrows and such
Obtaining
Bought from the Exterminating shop for 100 Exterminating points. Purchasable at most 70 times per week
Exterminating demi-bosses (Drake & stronger) have a low chance of dropping them
Untradeable
Otherworldly ore
Obtainable as a very rare drop by killing the new boss, Mesines
Otherworldly bar
Requires a smithing level of 102 and the following items:
1x Otherworldly ore
2x Astronomical ore
10,000x meteorite ore
5,000x titanium ore
Otherworldly helmet
Requires a smithing level of 104 and the following items:
2x Otherworldly bar
1x Astronomical helmet
Otherworldly platebody
Requires a smithing level of 110 and the following items:
6x Otherworldly bar
1x Astronomical platebody
Otherworldly platelegs
Requires a smithing level of 108 and the following items:
4x Otherworldly bar
1x Astronomical platelegs
Otherworldly shield
Requires a smithing level of 106 and the following items:
4x Otherworldly bar
1x Astronomical shield
Otherworldly dragonscale shield
Creation requires a Smithing level of 112 and a Crafting level of 110
Requires an Otherworldly coreplate (from Otherworldly executioner) and a Dragonscale shield
Provides a 20% damage boost against dragons
Otherworldly dragon slayer crossbow (shortened Otherworldly DS crossbow)
Created in the Item creation tab
Requires an Otherworldly crossbow, Dragonslayer crossbow and an Ancient crossbow string (obtainable from Plundering the Ancient tribe)
Requires level 115 in Smithing, Crafting and Archery
Provides a 20% damage boost against dragons
Retains the effects of Dragonslayer crossbow and Otherworldly crossbow
Grimwark's shield
Created in the Item creation tab
Requires 1x bulwark shield and 1x Grimwark's sigil
Requires level 105 in Smithing, Crafting and Defence
Stats similar to the Bulwark shield, but better. Best-in-slot melee strength
Reckoning of the Gods changes
Monsters can now drop the Otherworldly gem
You now have a low chance of plundering basilisk and Astronomical gear
Warrior belt was appearing more often than it should have
A new tab was added to the bottom of the activity list, called "Item creation"
The goal of this tab is to have a single place for all miscellaneous item creation tasks that have versatile requirements
The Primeval fangblade, Divine hide buckler and Naga's blessed crown tasks were moved from the Smithing page to this tab
Smaller changes
One of my personal favourites, pressing the small button next to the "Activities" text on the left no longer opens a popup displaying available activities. Instead, it'll show activities below in a compact way so that you can see all available activities at once without needing to scroll. This setting is remembered and persists between sessions
To better control the currently massive influx of chests of all types and to return to their original goal of being items that you have to obtain via skilling, you no longer receive any chests from Reckoning of the Gods and no Exceptional chests from combat. Common and rare chests are still available via combat for enchantments to not be too big of a drag early game
The Valley of the Gods bosses now drop less gold than before. Their drop tables are already lucrative and we should aim to decrease gold influx where we can
Brewing tasks were slightly visually modified to be more compact and fit more item costs
Loot is now aggregated when opening multiple chests to reduce the amount of item entries you have to look at
Items powerful against specific monsters now display their damage boost percentage in their item description
Items in the Item creation tab can no longer be produced in double with Smithing gloves
Kronos' book was renamed to Book of Kronos
Attempting to enter Kronos' lobby without a Book of Kronos now gives a more informative error message about obtaining said books
Received clan credits from Skilling party is now multiplied by amount of tickets used
Sobek kill count now counts towards RotG entry requirement
Potato seeds were replaced with Tomato seeds in the Ancient tribe drop table
Bug Fixes
Fixed an issue where auto exterminating would cause your loot info to be inflated visually as your kills and loot were getting incorrectly multiplied
You're now able to interact with chests even if your inventory is full
Fixed a few items not being sorted correctly in the inventory
The item info popup when hovering quest item requirements no longer goes as far away

Hello, everyone!
Before we begin, thank you everyone who played the <Fatal Claw> demo, joined us for Steam Next Fest, and supported our Kickstarter. Your feedback has been invaluable.
In todayโs Dev Notes, weโd like to share the heartfelt effort behind the recently released demo build.
If this look behind the scenes helps you feel the teamโs intent and care, that alone makes us happy.

Although this is the first time the Fatal Claw demo has been released online, we previously showcased an offline build at TGS 2024 and several expos.
As we prepared the online release, we took another hard look at the demo. We found many areas to improve, and we couldnโt ignore them.
We moved back and forth across the intro, completed sections, and later areasโtesting, fixing, and re-testing.
The result of that process is the demo youโre playing now.
In the previous demo, gameplay began immediately after the opening cinematic as Kisha with just one HP in Origin Laboratory.
Many players took this as a simple start signal, and it didnโt spark enough curiosity about the world.
So we added direction right after the opening to naturally draw you in and raise questions.
โWhat is that number?โ
โWhose voice was that?โ

You wonโt grasp the entire world at a glance, and thatโs okay.
As you follow Kishaโs story, those early questions resolve and immersion grows.
The demo covers the early game, where only the basic Mutant Abilities are available.
That made it hard to showcase the late-game, Mutant Ability-driven thrill.
To address this and to preview the game's core thrills, we added demo-exclusive modes.


- Speedrun: Grants Mutant Abilities normally obtained later, so you can sample dynamic action and exploration ahead of time.
- Boss: Introduces a โteaserโ boss you wouldnโt meet early in the main game, letting you experience the direction and pattern concepts of future boss fights.
As weโve shared before, Fatal Claw reduces path-finding stress using region-specific colors and landmarks.
However, the minimap still made orientation tough at times.
We improved the minimap by adding key landmark images as signposts.
Now, when you glance at the minimap, it naturally recalls the corresponding environmental features.

This change may feel subtle at first.
But as you keep playing, the icons and the real spaces click together, and navigation becomes much easier.

This is a tiny detail, but it carries our intent to provide an early boss hint.
You donโt have to use downward attack to beat Mirkam.
But if you employ it well, the fight gets much easier.
Small hints like this stack up and help you enjoy <Fatal Claw> in richer ways.
This improvement came directly from offline demo feedback.
In the earliest demo, only the drilling site visibly restarted.
Many players missed that the entire village had brightened.
So we added a sequence where power spreads back through the village.
Through Kisha, you feel the world changing, and sense what Aurora Village is meant to be.


Weโre also developing more scenes with NPCs to sustain immersion as your journey continues.
Beyond the points above, we added and refined many other elements.
If youโre playing the demo for the first time, some changes may not stand out.
But no detail is too small if it makes the game more fun, so weโll keep working on it.
Early Access and full release still have many milestones ahead.
Weโll keep communicating openly so <Fatal Claw> can become a welcoming, beginner-friendly Metroidvania game for everyone.
Even brief impressions are welcome. Please share them on Steam Discussions or Discord.
๐ \[Discord]
๐ \[Steam Discussions]
One more thingโweโve uploaded a Developer Q&A video on the official <Fatal Claw> YouTube channel.
Itโs packed with insights: controls, art, supported languages, and plans for release. Check it out! ๐
Thanks for reading todayโs Dev Notes.
See you in the next update. ๐
Hyperspace Warfare Schedule:
2025/10/29, 00:01 UTC
229 vs 230
War of Goliath Schedule (Single-Server):
2025/10/31, 00:01 UTC
240
243
2025/10/31, 4:00 UTC
241
2025/10/31, 8:00 UTC
239
War of Plane Goliath Schedule (Multi-Server):
2025/10/31, 00:01 UTC
213|214|215
2025/10/31, 4:00 UTC
216|217|218
232|233|234
2025/10/31, 8:00 UTC
237|238
Hello, this is SILOEGI Operation.
Because we were busy preparing for Tokyo Game Show and Gamescom Asia, updates and news have been a little quiet. During that time, based on your feedback and bug reports, we focused on core improvements to the game.
In this dev log, weโd like to share two main areas of progress.
Controller support is now almost complete. After we finish the key layout, sensitivity tuning, and vibration settings, it will be added to the demo soon.
'BLACKOUT: Zero Point' requires a lot of inputs, so weโve put serious thought into how the controls should feel on a gamepad. Your feedback will be crucial after the update.
Among the ideas suggested on Steam and Discord, the most common request was the addition of **strategic equipment and items**.
Since the current demo focuses mainly on gunfights, weโre preparing new systems that enable more tactical play.
[carousel]



[/carousel]
Deployable special equipment:
Weโll first introduce defensive/support tools such as barricades, sentry guns, and drones. More tactical equipment will be added in later updates.
Melee weapon system:
In addition to sidearms, we plan to add melee sub-weapons such as hammers, axes, and knives. Each weapon is being designed to have a clear role and identity.
In parallel, weโre developing new stages and additional modes, plus a class/skill system to deepen player combat options.
Weโll be back soon with fresh content. Thank you for all your support and feedback!
Hi everyone!๐
Weโve officially released Campfire Stories: The Giant of Green Peaks โ and now weโre fully focused on making it even better.
So, whatโs happening right now?
The launch was just the beginning. Now, weโre deeply immersed in:
Gathering and analyzing your feedback,
Hunting down bugs and glitches,
Implementing polish and small improvements based on what you share.
How can you help?
If youโve encountered a bug, have a suggestion, or just want to share your thoughts โ weโre all ears. The best way to reach us is through our Discord server in the #feedback channel. Your input directly influences what we fix and improve next.
