
We’ve decrypted some of your questions and uploaded the answers to the main feed.
If your curiosity still burns or you’ve got new intel to share - drop a comment below and we’ll plug in with more data soon.
Q:When Carbon will be released ?
A:We are currently planning a Closed Alpha in Q3 2026, a pre-Early Access phase in Q2 2027, and Early Access in late 2027. The full release date is not finalized yet, but our goal is to offer a feature-rich Early Access version with a lot of content already available.
Q:What platforms will the game be available on ?
A:At launch, the game will be available on PC (Steam). Later, we plan to bring the game to consoles, such as PlayStation and Xbox.
Q:Will the game be playable offline, or is it online-only ?
A:Yes, the game will also be playable offline.
Q:Will the game be end-game focused, or more focused on the campaign ?
A:The game will offer a meaningful, replayable, and fun campaign, but our long-term focus is on strong end-game content. After launch, we plan to expand the experience with seasonal updates featuring new content, features, and improvements to keep the game fresh.
Q:Will the game support more languages ?
A:Yes, the game will offer localization in multiple languages, including Czech, French, German, Spanish, Italian, Polish, Portuguese, Japanese, Chinese (Traditional & Simplified), Korean, and Russian.
Q:Is this a single-player or multiplayer game ?
A:Both. You can play the whole game solo, or team up with up to 4 players.
Q:Will the game have controller support ?
A:Yes. The game will include full controller support for a smooth and comfortable gameplay experience.
Q:Will it be possible to shoot while moving ?
A:Yes, absolutely. You will be able to move and shoot at the same time for smoother and more dynamic gameplay.
Q:Will there be more skill slots on the bar in the game ?
A:Yes. Because the game offers a lot of skills to choose from, players will get more space for them on the action bar.
Q:Will the game have a loot filter ?
A:Yes. The game has a strong focus on loot, so a loot filter is important to prevent the screen from being cluttered with item text on the ground.
Stay connected, Augs.
Launch day was a very surreal moment for me. I'm a solo developer and I just wanted to thank everyone who has checked out the game, Wishlisted it or sent feedback.
I will be rolling out a patch soon fixing a couple of bugs that I have been informed of.
Every single piece of feedback, review or criticism genuinely helps and is much appreciated.
Thanks for being part of this first step into the Continuum!
Increased the Coin sound level
Changed the Main Menu and In-Game music to match the action
This update expands the realism and depth of the world of Aradia. Farming systems have been refined, new automated events have been added to gathering skills, and cities — starting with Eloria, the capital of Virelen — now feature functional districts, scheduled vendors, and the foundation for early civic quests.
Numerous bugs and quality-of-life issues have also been addressed to improve consistency across gameplay systems.
Introduced new and distinct herb seed icons for all herb varieties.
Adjusted the planting system: crops now require three seeds to plant.
Fixed fertilizer and compost bonuses to ensure proper growth speed and yield effects.
Implemented automated events that can trigger during normal gathering sessions.
These events may yield rare rewards such as Strange Seeds, Crystals, and Pearls.
Added a new hunting activity: Falconry.
Players can train and command a falcon to hunt small animals and collect diverse feathers.
Falconry requires no arrows—only a trained falcon companion.
Falcons and rats (for training and feeding) can be purchased from Kellan in Thalara.
Added a new smeltable material: Gold Bar.
Gold Bars are now integrated into crafting recipes for upcoming jewelry, accessories, and decorative trade goods.
The capital city of Virelen, Eloria, now features multiple functional districts and realistic vendor behavior. This marks the first step toward a fully dynamic city simulation in Tales of Aradia.
King’s Court
The royal palace where the King of Thalara holds court and issues royal decrees.
It serves as the political and ceremonial heart of Eloria, managing matters of law, diplomacy, and royal governance. Future updates will expand this area with royal contracts and decree systems tied to Diplomacy progression.
City Hall
The administrative center of Eloria.
Handles city affairs such as trade licenses, taxation, and civic management. Acts as the coordination hub for regional quests and permits related to city expansion and governance.
Market
A lively marketplace filled with vendors from across the realm.
Now operates with defined open and closed hours, reflecting the in-game day cycle. Inventories rotate daily and may shift depending on weather or city events. Players can trade, discover rare imports, and interact with traveling merchants.
Apothecary
A specialized shop offering potions, herbs, and remedies. Provides ingredients and consumables essential for the Alchemy skills. Future expansions will include recipe crafting, brewing quests, and potion commissions.
More cities upate to come!
Fixed an issue where Sylvia (Thalara) did not display a Buy option for players.
Resolved a bug where the Aradian Arts mini-game displayed an empty interface.
Restored the missing Aradia Essence icon in the Aradian Arts skill panel.
Construction now correctly recognizes coins stored in the player’s inventory.
Fertilizer and compost bonuses now apply properly.
Farming sound effects no longer persist when SFX are turned off.
Fay the Farmer in Virelen now correctly accepts crop deliveries.
Fixed missing icons for Aradian Shards, Cloth, Shadowfern Seeds, and Nightbloom Seeds in Exploration.
Corrected a region synchronization issue where changing regions in the Market affected Woodcutting.
Updated all new herb seed icons to display properly across inventories, tooltips, and vendor menus.
Hello! The Warrens has received a number of updates and changes since the demo has been out, but I haven't made a post listing everything in one place. So here's all the major changes up through v2.5.1 of the game:
Fixed an issue causing the game to randomly crash on some Windows systems when loading a new area.
More difficulty options!:
By default you can take one hit before dying when you use the shield item, but now you can get up to 5 shields total.
Normally you will gain one shield each time you use the shield item, but you can also make it give you the maximum each time.
You can also make the game give you max shields when using a save point.
Steam cloud saves are compatible between the demo and full game, so you won't lose your progress if you start the game in the demo and then purchase the full game!
Now that you won't lose your progress when purchasing the full game, more of the Mansion Grounds are available to explore in the demo.
The game gives you just a little more guidance as to your long term goals during the introduction of the game.
Many small balance tweaks to items and enemy behavior.
New features
Wavebursts are now more accessible and can be executed with a controller: when running on a platform, aim your burst under the platform forward to waveburst. Do it multiple times to gain more speed.

Steam cloud support: your progress can now be shared across multiple devices
More keyboards options for the lazy: turn around on platforms using arrows, commit suicide to return at nearest checkpoint using F and press V to restart at level 1
Improvements
Improved shrink worm visuals in endless mode
Greatly improved leaderboard load times
Worm in endless mode will now follow its path and stop unfairly lunge at player
Endless mode bonus will no longer feature shield restoration when all players have 4 shields
Fireballs cooldown now starts at 4 seconds (before at 2 seconds)
Display level name even when toolbar is disabled
Added a restart button on endless mode
Level buttons in level list are now colored depending on the difficulty level you finished them in
Bug fixes
Fixed a bug where game speed would change after a tutorial or when exploding a gas cloud
Fixed a bug where gaining infinite bursts in endless mode would not refresh bursts
Fixed a bug where ghost ropes would still appear when ghost was disabled in settings
Fixed a bug where losing a shield during the restore shield animation would trigger a permanent shield artifact on UI
Fixed a bug where entering a gas cloud when invincible would add a bubble on the preview ghost
Fixed a bug where invincible achievement would not trigger when restarting level 30
First off, thank you for the incredible reception to the Begraved Steam page launch! Honestly, we weren’t sure how things would go with Halloween and so many amazing indie games out there, but the hype has been amazing.

We still need those wish lists though! If you’ve already added us, thank you! If not, please consider hitting that Wishlist button. It’s the easiest way to support us and helps more players discover Begraved.
A big part of Begraved’s development is your feedback ahead of our Early Access launch. But we want to set some expectations.
Early Access won’t be in 2025, but it’s not too far off.
This gives us plenty of time to polish the game and squash bugs with your help.
We will have small playtest in waves so we can take time to really listen to the feedback.
You may have noticed the Playtest button on the page, click it to be considered for future playtests! However, that option may be removed soon as we focus on smaller groups via our Discord.
👉 Join our Discord:

We’ve seen great traction on Twitter/X and other socials, so if you want to keep up with updates, dev blogs, and sneak peeks:
Follow us on social media
Join the conversation on Discord
Wishlist on Steam
Regular dev blogs are coming soon with more info about the game, features, and behind-the-scenes content.
Thank you again for all the support, you’re helping us make something truly special. Stay spooky, stay cozy, and we’ll see you in the hideout!
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Youtube - https://www.youtube.com/@Begraved
Instagram - https://www.instagram.com/playbegraved/
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