Gameplay Trailer is out now and it comes with a little surprise: The Bakerville Case will release early this 2026, stay tuned for the release date.
Thanks for everyone trying out the demo! A quick patch to fix some issues:
Add German localization
Enemies no longer get invisible on later floors on Low graphics settings
Fix an issue where a controller would switch back to mouse mode after a while of not inputting anything
Nerf Cluster Ejector a bit, buff Caustic Secretor a bit
Helical Proboscis no longer destroys enemy bullets
Slightly lower drop rate of mitochondria
Add more varied props to the first floor
Hey Delvers,
Itās been so amazing to see the support for the game following the Showcase and the Demo launch. We canāt thank you enough for showing love to a project we have both been dreaming about making for over a decade.
From the very beginning, the goal was to evoke the vibe of playing those games with your friends, probably in a basement, maybe in Ohio. Thatās a tricky thing, of course. It was months of experimentation and iteration until it even started to get there. We wanted to pay tribute to all the things we loved from that era, namely the stark B&W line-art, the rules that are both simple and arcane, and the pulpy stories.

The first hurdle was to create visuals that conveyed almost being inside that stark, often somewhat crude, art from the earlier TTRPG books of the day. Sean spent the better part of a year tinkering off and on creating a custom shader that let us dynamically generate cross-hatch shadow and lighting effects to complement the plan to have the 3D environment rendered with black and white line-art textures.
Thereās so much art in the rulebooks and modules that the player never gets to enjoy, and we wanted to create something that gave a look from both sides of the screen.

Once the nuts and bolts of rendering the environment was sorted, the real work began, which of course led to the next thing that makes the game visually what it is⦠so, so much art.
Very much like how the original Dungeons & Dragons books (especially Basic/Expert, but 1st Edition AD&D as well) showcased an assortment of artists in the rulebooks, monster manuals, and other places, we wanted to do the same. The sheer volume of work involved would make it difficult for a single artist to keep up, but also the varied art styles of the old books are part of the charm we wanted to also bring to our game. Uniquely familiar, where itās cohesive, but yet we still get to enjoy the individual style each artist brings.

Our memories are full of imagery from all the greats from classic TTRPGās, names like Erol Otus, David A. Trampier, David Sutherland, Jim Holloway, Darlene and countless more. We both have our favorite pieces from many, though long ago agreed that weāre both huge Trampier (RIP DAT) fans (Sean of the classic AD&D Monster Manual Goblin, and Hunter of āEmirikol the Chaoticā above all).
We knew weād need to assemble our own rogues gallery of artists if we were going to make anything worthy of paying tribute to the greats, so we set out to find a selection of artists to help us illustrate the monsters, treasure, and possibly-doomed adventurers we needed to tell our tale.

The groundwork was done by Ian MacLean and Tommaso āTomā Galmacci. They did the initial illustrations used for everything in what became the prototype build of the game.
Once Hunter signed onto the game, and DreadXP picked it up for publishing, we really got to work. The demo is based on a much more developed framework, and of course, has far more artwork than the prototype.

The big splashy things we wanted to have finished for the demo were the opening illustrations, as well as the tavern scene at the opening where you select your characters. Those first moments of the game are so important for setting the tone, and helping draw you into the world and experience of what we think makes āWeepstoneā what it is: a gritty, downtrodden, mostly forgotten town. The goblins were the work of Ian, and the opening cinematic slides & character portraits were the work of Tom.

Itās easy to overlook all the additional art needed such as UI elements and 2D equipment. Another huge artistic contribution is the voicing. There is voice acting for all the characters in the game, but also the narration of the game text thatās read to you by the disembodied voice of the āGame Masterā (by far the most spoken lines in the game). The incredibly talented Steven Kelly serves as the voice of our GM, in addition to likely showing up in other places throughout the game (for example, Oswald).
The goal for the GM was to be casual and conversational, as a real GM would be. Not overtly campy, and riding the line cinematically. We think he nails it. We have been lucky enough to work with a few more voice artists (so far) with amazing range, so most of the non-GM characters in the game are currently voiced by Ellis Knight (including several monsters) and Sophie Roberts (Loronya, Starla and Della). It would be really easy to go on and on about all of the love and intent that weāre putting into the game, but I think it would be more fun to save some of that for another post.
Fear not, weāve got more to share than any sane person would want to read, so post more we shall. Again, it means so much to us that so many have taken the time to play the demo. The enthusiasm for what weāre creating is such a morale boost and the kind of push any developer would dream of.
Signing off for now, but looking forward to more,
Hunter & Sean
Hello, everyone, and Happy Halloween! A new Halloween's update is available. Try it now. Boo!
New update v1.50 is here!
This version introduces new CNC control features and important fixes improving usability and accuracy.
š Added
Rapid Move (Space key) ā quickly reposition the tool.
G10 Offset Setting Command ā set and adjust work offsets directly from G-code.
š ļø Fixed
Ball-nose tool name now displays correctly.
Tool tooltips now update properly when language changes.
Issue where tool change was sometimes unavailable.
CNC tool auto-change now functions correctly again.


Hey everyone š
this is the final patch of the release week frenzy. Some great quality of life stuff this time:
The tavern animation has annoyed people after a while, so you can skip it now by clicking on the "Enter Tavern" banner. Then I further improved the armory chances, so you do not gain duplicates as often. And the auto-disabling of special jobs has been removed. It was not necessary anymore now that the descriptions are more clear.
One great idea came from Caidryn in the steam forums. Hero equipment slots are unlocked with total glory now, which should make it a lot more motivating to try another hero. He has the slots you unlocked already, and it helps you to unlock more of them for all other heroes as well.
And then we have the usual improvements in clarity: A new tutorial for fate and the undead graveyard function, the markers are more noticable, and multiple descriptions have been improved.
It does also seem like the balance is finally getting into a better spot. I am so happy to see more of you having fun with the game now, and there also seems to be a lot less frustration. Looking back at this week, I think the progress has been phenomenal. Eight patches with substantial changes in seven days. Also, how we had no big or game-breaking bugs. I rarely talk about it, but this is my first game. I should be proud about that.
I'd love to take this energy and determination into the whole early access period, but I will need your help on the next steps. Please come into Discord and help with suggestions for new and existing content. Do not forget to leave a review, that helps so much. Or share the game on any other way.
But, due to popular demand, I will take it a bit slower now š After all his patience with me, I do want to take Mio on some trips. And I do have a few "I'll do that after release" appointments next week.
Hope you have a great weekend! Ėsfk_mioĖ
Feryaz

Clicking on the "Enter Tavern" banner skips the tavern animation
Hero equipment slots are unlocked by total glory now
Further improved armory chances so it's more likely to get one of each first
All siege engines have individual coin costs now
Added a tutorial for fate selection
The graveyard gets explained during the undead tutorial
The markers are a lot more noticable
Evolution building vanishes if the evolved unit is gone
Item Rejuvenation cannot be equipped by mana units
Added targeting mode for units that attack a fixed position
Curse requirement description a little more clear
Undead Hunter upgrade improved description
Humans reduced some star requirements
Thickets removed flowers so it looks even less like a bush
Removed the special job auto-disable thing
Paladin increased base damage
Bone Golems are slightly slower
Demon Spider reduced damage slightly
Dragon's fireball does not apply burning anymore
Dragon's fireball vanishes on his death now
Gyrocopters's bomb vanishes on his death now
Magister reduced damage very slightly
Phoenix comes 10m closer now
A lot of monster adjustments in the last week
Fixed Mort last quest step
Fixed negative faith maybe
Fixed pause menu corpse keyword
Fixed training grounds not clickable
Fixed experience scroll not clickable
Fixed flag mode button vanishing when hovering lumberyard or farm
Fixed Crossbowman not displaying pierce stat
Fixed Dryad applying water damage instead of plant damage
Fixed inactive swarms being hoverable
Fixed Humans geologist hut description
Fixed fate selection cards border
Come be part of the Super Fantasy Kingdom community. Join us on Discord to talk with other players, share your kingdoms, and see what others are building. You can also find updates and discussions on Reddit, follow news and posts on Bluesky and Twitter, and YouTube.
If you'd like to get a leg up on ruling your kingdom, we do have a beginner's guide for you to check out and a free community wiki updated by members like you.
https://steamcommunity.com/sharedfiles/filedetails/?id=3595551008
If you'd like more consistent, bite-size updates, or don't want to miss the updates on the single-player version, consider joining our Discord, where Iām more active. Alternatively, we have a newsletter for milestone community polls and major game updates.

I've just uploaded a small patch to address a few issues related to private messaging.
And since thatās how my Saturday went anyway, I also added a short note to the main menu explaining how the demo works and what its goals are.


Added a quick status summary to the main menu to help newcomers understand how our Open Alpha demo differs from traditional marketing demos. It also includes short answers to some frequently asked questions about the demoās goals.
Fixed some reliability and visual clues issues with Chat related to the new Private Messaging functionality. The currently active private channel is now also more clearly highlighted.
These are small things, but I didnāt want to hold them back until the next update.
https://store.steampowered.com/news/app/473750/view/650333379098575535?l=englishhttps://store.steampowered.com/news/app/473750/view/500578636064096396?l=englishhttps://store.steampowered.com/news/app/473750/view/517463149097517701?l=englishhttps://store.steampowered.com/news/app/473750/view/517457440980076182?l=englishhttps://store.steampowered.com/news/app/473750/view/761771476129940762?l=english
Until the next update... Enjoy Feudums!

Join the Noble Houses! ā» āļø Newsletter | š¬ Community Discord | šPatreon
Hey Club Members,
Hope you had a nice Halloween! Thereās been a lot happening on our end this month, so letās get into it.
With todayās update (1.5.0), weāve just added the new side story āRecollections of the Great Hero.ā This oneās a little different, so weāre really excited to hear what you think! Also worth noting: this is the last piece of new content before I Wanna Be A Game Dev! - Expansion comes out on December 19th.
Weāre currently holding a fanart event about what Halloween costumes the IWBAGD cast would wear! While this was originally meant to end tomorrow, we're **extending it to November 9th**, so make sure to get your submissions in!
Now that Update 1.5.0 is out, the DLC is now our only major area of focus. A lotās been coming together with it lately, so we hope youāll look forward to whatās coming!