
"Stories aren’t just told. They’re lived, remembered, and reshaped."
Welcome back to On the Record, our behind-the-scenes series exploring the minds, methods, and inspirations of the Hopetown team.
This time, we’re joined by writers Dan and Varia, who’ve been helping shape the tangled narrative threads of Hopetown. From inspirations drawn from books, games, and real-world influences, to what it means to write for a “psychological RPG driven by story, depth, and danger,” they share how narrative forms the backbone of the town.
In our conversation, they talk about:
✏️ How they became involved in the project
✏️ The inspirations shaping Hopetown’s world and dialogue
✏️ What “a psychological RPG driven by story, depth, and danger” means to them
✏️ The feelings they hope players take away
And of course, they take on a round of quick-fire questions — from NPC archetypes to their strangest Google searches.
Hopetown is a narrative-first RPG without combat — where words carry weight, and the world bends around your perception. Wishlist now on Steam:
https://store.steampowered.com/app/3481610/Hopetown/Closing Note
Every detail in Hopetown — from a fragment of dialogue to the way memory twists — is shaped by the writers who breathe life into its world. Dan and Varia’s work helps ensure the town feels alive: imperfect, layered, and impossible to forget.
The Next Lead
Our next On the Record will bring another corner of Hopetown’s development into focus, sharing new insights from across the team as the game continues to take shape. Keep an eye on our socials and the dev blog for the next instalment.
Join the Conversation
We’re building more than just a game with Hopetown — we’re building a community. Share your thoughts, theories, and favourite details from Dan & Varia’s interview on our Discord, where you can meet other players, chat with the devs, and get the latest updates.
Until then,
— The Hopetown Team
Greetings, Rivals!
We're thrilled to announce the upcoming patch drops on October 30th, 2025, at 09: 00:00 (UTC)! This update will be deployed seamlessly, with no server downtime required! Simply log in after the update and jump right back into the action.
Here's what's coming in this patch:
Good news, everyone! Galacta brings a fresh wave of gifts. Complete her quests to claim: - 300 Units - 300 Unstable Molecules - Halloween Commemorative Nameplate - 1 Costume Coin The Exchange Store has also been updated with new costumes for more choice than ever! Event Duration: October 30th, 2025, at 09:00:00 ~ November 14th, 2025, at 09:00:00 (UTC)
Don't miss this chance to grab some great gifts~

The timestream is in flux! As the season comes to an end, a fresh Chrono-Storm is about to land! Complete Weekly, Challenge, Season and Season Event Missions during the Chrono-Storm event to rack up double Chrono Token rewards. Harness the power of Chronovium and earn up to 2,000 bonus Chrono Tokens before the storm subsides.
Storm Period: October 30th, 2025, at 09:00:00 ~ November 14th, 2025, at 09:00:00 (UTC)
1. Upgraded the Marvel Zombies mode Nightmare IV completion title from Basic to Legendary quality.
2. Marvel Zombies leaderboard now displays more detailed team composition info.
3. Added Marvel Zombies-exclusive weekly missions. Now you can claim all weekly mission rewards by just completing the Marvel Zombies mode-related weekly missions.
1. Iron Man - Big Shot Bundle
2. Scarlet Witch - The Queen Of The Dead Bundle
3. Spider-Man - Man-Spider Bundle
Available from: October 31st, 2025, at 02:00:00 (UTC)
The Marvel Rivals IGNITE 2025: Grand Finals kick off October 27! Twelve teams from five major regions (Americas, EMEA, Mainland China, Asia, Oceania) gather in Atlanta, USA, for seven days of high-stakes action, vying for a US$1,000,000 prize pool and the title of World Champion.
Catch the action live in the Marvel Rivals channel and cheer for your favorites! Follow official Marvel Rivals accounts for all the latest IGNITE 2025 updates!
1. Fixed an issue where sending emojis in chat could cause the sender's name to be invisible to other players.
1. Marvel Zombies Mode: Career defeat records now correctly use the actual Final Hits count.
2. Marvel Zombies Mode: Fixed several issues where zombies could get stuck in certain locations.
3. Domination Energy Shuffle: In Domination mode, reconnecting during a round switch could sometimes zap your Ultimate Ability charge down to 50% if you had more. We've stabilized the power; no more energy resets worthy of a reality stone twist!
1. Loki's Trickster Troubles: We've fixed a bug where Loki couldn't deploy his doppelgangers on Cyber-Webs left by Peni Parker's Ultimate Ability after round swaps in Competitive. The God of Mischief is back in action, no more outwitting himself on the Spider-Bot's turf!
2. Hela's Haunted Hijinks: Hela had a ghostly glitch where if an enemy hit by Piercing Night respawned at Rocket Raccoon's beacon, the Nightsword Thorns would still detonate after the delay. The Queen of Hel has relinquished her extra hits; no more double jeopardy from the beyond!
3. Blade's Whirlwind Woes: Blade's Bloodline Awakening Whirlwind Slash was unexpectedly interrupting Scarlet Shroud. We've sharpened his technique; now he slashes only what he's meant to, not his own abilities!
4. Black Widow's Sky-High Stumble: Natasha's Power Jump could launch her to S.H.I.E.L.D. satellite heights if she were hit while airborne. We've clipped her wings, now the Widow's leaps stay covert, not cosmic!
5. Spider-Man's Speedy Slip-Ups: Spidey's Ultimate Ability in certain situations sometimes failed to stun Captain America and Black Widow when they were sprinting faster than a New York taxi. Peter's got his groove back. Now, nobody escapes the wall-crawler's webs!
6. Invisible Woman's Stealthy Slip-Up: Using Veiled Step, followed immediately by Force Physics, sometimes would only trigger its sound effects without actual damage or control. Now, her powers are as solid as the Fantastic Four, no more invisible mishaps!
7. Storm & Jeff's Tornado Tangle: A bug let the Jeff-Nado appear even if Jeff the Land Shark was KO'd the moment when he and Storm initiated their team-up. We've calmed the winds, no more ghostly (and bitey) gales on the battlefield!
8. Jeff O'Lantern Spooky Snafu: After equipping the Jeff O'Lantern's upgraded Ultimate Ability VFX, the effect stubbornly stuck to the default look in Marvel Zombies mode. We've exorcised the glitch, now his Halloween havoc looks as frightful(ly cute) as intended!
The Marvel Rivals universe is ever-evolving, and we have plenty more surprises and updates on the horizon. Stay tuned to our official announcements for more!
The Soldier Update (Version 0.10) is now live!
This update puts the soldiers themselves even more in the spotlight: their development, their relationships, and their role on the battlefield. In addition, two new faces are joining the troops, Georg Ackermann and Jan Fleckner, who bring new dynamics to everyday life in the trenches with their own stories and personalities.

The core features of this update are:
Experience and skill system with 13 unique abilities for soldiers
Two new soldiers: Georg Ackermann and Jan Fleckner
Relationships between soldiers: friends and rivals system
Troop morale, revised NPC logic and further adjustments in battle
Expanded content: journal entries, projects, illustrations
Improvements to project view and readability
In our Dev Diaries, we delve deeper into the new content:
https://store.steampowered.com/news/app/863500/view/812455995175338572https://store.steampowered.com/news/app/863500/view/516346126609155886https://store.steampowered.com/news/app/863500/view/543368994111883427https://store.steampowered.com/news/app/863500/view/543369627969783475https://store.steampowered.com/news/app/863500/view/543370896223502726https://store.steampowered.com/news/app/863500/view/658213406635984849https://store.steampowered.com/news/app/863500/view/538868565209517666
For those who would like to finish their current playthrough: Version 0.9 will remain available via Steam Beta. Since save files are not compatible across versions, you can continue your current game there.
We wish you impressive, moving and exciting experiences with the new update!Your Totally Not Aliens Team
Added Experience and Skill System
Soldiers now gain experience both passively and through projects
13 new, unique skills can be unlocked over time
Positive traits can be learned and negative traits removed, depending on a soldier’s actions
Added two new soldiers: Georg Ackermann and Jan Fleckner
Introduced Friends & Rivals System:
Relationships change dynamically based on personalities
Mini-events trigger depending on relationships between soldiers
Relationships influence performance when soldiers work together
Introduced Troop Morale:
NPC troops now behave differently depending on their morale level
Morale affects various factors in battle
War fatigue, exhaustion, and fitness are simulated at battle start for each soldier individually, influencing troop morale
Added general content:
5 new projects
18 new journal entries
New illustrations for the journal
New loading screens featuring artists from KG Brücke
Improved project view: layout adjustments, new tooltips and added right-/double-click functionality
Added a new sans-serif font option in settings for easier reading
Increased text size and adjusted UI elements where needed
Complete overhaul of NPC troop logic
Reworked logic for separated soldiers
Reduced lag during NPC troop calculations by spreading certain computations across multiple frames
Prevented unfitting journal entries from appearing for soldiers with less than one month of service
Prevents certain attributes (e.g. grief for deceased soldiers) from being set for soldiers who did not actually know the soldier in question
Added relationship value display for Elisabeth, Laroche, and Hennek
Project danger display in the trenches now now adapts dynamically to the circumstances (e.g. the effects of 'Under Artillery Fire')
Unified sorting of feedback indicators in projects and attributes
Loading screens now scale better with different resolutions
Soldiers are no longer removed from projects when the target changes (e.g. during suppression)
Adjusted cutscene camera when highlighting shots
Tutorial battle cutscene now properly waits for artillery
Reworked stress mechanics in battle:
Increases more slowly
Regenerates faster
No regeneration while flanked, suppressed, or in melee range
Stronger impact on morale
Reduced impact on exhaustion
Reworked fervor mechanics in battle:
No longer has tiers
Higher chance to gain
Reduces stress more effectively
Stronger impact on morale
Adjusted melee combat balance:
Troop morale now plays a role
Slightly reduced randomness
Defeated units in melee can no longer be dragged into another melee fight while retreating
Adjusted general impact chances:
Increased chance of 'Staying Behind' for cautious soldiers
Slightly reduced chance of injury
Slightly lowered injury severity from gunfire
Increased hit and 'near miss' chance for grenades at close range
Increased time before retreat decisions are made in battles
Troop morale now influences retreat decisions
Reworked balance for getting wounded in the trenches
Reduced number of bandages distributed by Hennek
Guaranteed a new recruit in turn two if the player has fewer than three soldiers
When a soldier gains a mood, there’s now a chance that an opposing mood is removed if the soldier already has three different moods
Prevented certain events from triggering in the first turn of a new phase
Slightly adjusted chances for some journal entries
Fixed error when requesting new recruits from the lieutenant
Fixed machine gun-related error
Fixed error during battles involving separated soldiers
Fixed rare error in a Schmidtbauer journal entry
Fixed attributes incorrectly applying to deceased soldiers, which caused follow-up issues in supply calculations and more
Fixed issue with escorting prisoners not working properly in battle
Fixed potential incorrect troop positioning after melee when soldiers were in different positions
Fixed cases where a broken rifle could no longer be repaired
Fixed soldiers occasionally being unable to move after loading a battle save
Fixed some dead soldiers not being displayed after loading a battle save
Fixed minor issues in the “Eating Rats” event
Fixed UV issues for camp clothing
Fixed minor issues in shooting animations
Fixed exhaustion not being shown in the stress tooltip
Fixed several ration display errors
Fixed incorrect page display in the load game sub-menu
Project window now shrinks relevant attributes instead of hiding them
Revised some English translations in journal entries
Updated several English translations from v0.9
Fixed multiple typos in both German and English
“New Soldiers” start option (available only in this update!)
Added new credits screen
Added “Messenger Curse” Easter egg
Various smaller changes, tweaks, and fixes
Hello! As promised, this is the start of our monthly news updates for Space Dingus development. I'll be posting big summaries of what we've done in the previous month.
This update was on the last Thursday of the month, but future Developer Logs will be on the last Friday of each month. The next one will be on November 28th.
You can also see more frequent news posts in the #future-preview channel of our Official Discord, and on the site formerly known as Twitter. We've posted a bunch of things over the last few months, especially on that Discord channel.
Let's begin!

Currently a lot of what's keeping us busy is getting the Playtest started.
Our goals for the first Playtest:
A selection of weapons, showing off a new weapon system we haven't talked about much yet.
Functional co-op multiplayer with easy drop-in.
Showing off one location, but with a lot of good randomization and variation. Also, as much polish as we can do!
Decent placeholder UI. It doesn't have to be perfect, but it should show the basis of a powerful and easy to expand User Interface.
Optimizations, so we can fit MORE ZOMBIES onscreen in multiplayer. The group can spread out now, so it means I'd like even more stuff onscreen so everyone can get swarmed.
#1 is something I'll talk about in the next Developer Log. #2 is something that didn't exist in Death Road, but we already have a really solid basis for. #3 and #4 are what's taking most of our time at the moment.

In Death Road to Canada, we ran into tons of problems in updates due to how simple yet hard to change our User Interface system was. In Space Dingus, I want a UI that is easy for us to add things to, very slick overall, and mouse controlled with lots of options.
Here is our placeholder UI so far, which will be our version of the Swap Meet / Inventory menu:
The first segment is showing off the mouse controls for moving the weapons around. Now you can also quickly drop weapons and items by dragging them to the ground, outside of the inventory window.
The second part of the video shows off the new "Stash Section", which is the window on the right. The Stash is a shared inventory for your group, both AI followers and in Multiplayer. The second player shown has someone controlling it, in our tests with online multiplayer on.
Dragging something to the Stash means that anyone in the group can see it and use it. It has 9 slots that everyone shares. This also means that you have a much bigger list of things you can drag out of each mission, instead of having to show up with empty inventories and place things in the Trunk like in Death Road.
We have a lot of things to work on for more of the UI, such as the different tabs, menus, and right mouse button support for extra features. I think what we have is a really good start, though it will likely change a lot in its presentation as we keep developing the game.

Another big thing in Death Road: It was really hard to make new locations. We have an all new map generation system now, and we're focusing on making one good first example location: The Derelict.
Derelict Missions will involve looting an abandoned space station, then getting out before the Monster of that location starts to swarm heavily. There will be a lot of different types of space station. The one we're making right now is more of a general "work, rest, and light research station" type. Aka: GENERIC STATION.



There are a lot of plans for more specific themes. We also have a bunch of different plans for sub-types for the Derelicts for locked doors, and how to open them. Each of these will have both a hard way to open the doors, that doesn't require any special skill. And then various shortcuts for this, involving Hacking skill, Mechanical skill, or other methods.
An example is the LOCKDOWN ALERT mission type. The location has gone on lockdown, You can disable this lockdown by finding a console deep in the location.
However, you could also do things like go through the maintenance tunnels and mess with the wiring with Mechanical skill. This will cut the power completely, forcing the ship into low-power mode, making most doors open. Or you could go in there without mechanical skill, and blow up power nodes and generators.
The mission info would give you a warning on what the mission type is, and a possible shortcut method. Example: LOCKDOWN mission, with a HACKING skill icon and info mouseover saying you could maybe remote disable the Alert from various computers if you brought a skilled Hacker (because their wi-fi password is just the Captain's dog's name).
We want as much meaningful randomization of each location as possible, so that you can be surprised after 1000 hours of play. This was a big goal in Death Road, and we want to expand on that for Space Dingus.

It starts with a simple first step: Have each room have a lot of little variations. The picture above is the same room, but with randomly placed furniture and wall covering.
We've also been working on having the total structure of a Derelict have more randomization. That is, the overall shape of the hallways, and how the rooms are arranged via the hallways. There's also been a lot of experiments on maintenance tunnels: How common should they be, how they should be handled. Current thought is that they're somewhat rare, and a big indicator that there's stuff in there for a Mechanic to mess with.
Each Derelict will also have special rooms that can only show up once. Things like the Head Engineer's Office, Captain's Quarters, Medical Research Lab, Genetics Lab, Anti-Space-Ant Pest Control Room. The mission info may show you the existence of one special room as a preview, but sometimes extra ones can be generated.
As we build on this, we'll add more rare rooms, and super rare rooms, and 1 in 10 thousand ultra rare rooms.
That's it for the first Developer Log! This one was a little rushed, as I just got back from a trip. I originally also wanted to do a bigger retrospective of work so far, but I ran into filesize limits for Steam Posts. I'll plan ahead of time for this next Dev Log.
In Developer Log #2, I think I will mostly talk about the new weapon system and control scheme. There will be a lot to cover for that. I will also have a section for how close we are to the Playtest launch at that point.
Let me know if you have any more questions or comments, I'll be checking them!





























