Dear Lord of the City:
As the clock tower of Kuroland is shrouded in the thin mist of late autumn, we have prepared an autumn treasure box adorned with maple leaves and starlight for you. This exclusive gift code is a blessing woven by the maidens with the fragrant steam of tea brewed with morning dew and the rustling of whispering ginkgo leaves—
Special Gift Pack for You: tm-JG1W55KA
⏰ Instructions for Claiming
Valid until: November 15, 2025, 23:59
🍁 Three-Step Redemption Guide
1️⃣ Tap the in-game 【Avatar】→【Redemption Code】
2️⃣ Enter the code like solving a puzzle of fallen leaves
3️⃣ Check your mailbox and let this autumn gift leap into your palm. The golden leaves will remember your every act of courage in protecting your city.
—The Girls and Lords Operations Team
	
	We've put together a simple inventory system in order to track which objects each character is holding onto! It'll keep track between mind swaps and you'll be able to see it next to your pager. You can hold up to three items at once per character you control. You can drop items wherever you're standing at any time and pick them up with a different character. This should help you as you explore and navigate the facility and allows for a bit more creativity in accomplishing various tasks.
We've also prepared a save system that will allow you to put the game away and come back later. Not exactly revolutionary, I know. But it'll be nice be able to pick up where you left off! Still a roguelite too. No save spamming. Only one save file allowed.
	
	We will implement an early Christmas update.


	
	The game will be released on November 16, 2025, Pacific Time (which is November 17th in Japan Standard Time). Your comments on social media and the Steam Community during development have been a huge source of strength for the staff. We believe we've packed a lot of care and dedication into the game to make up for the wait.
Furthermore, we are releasing a new demo starting today!
The save data from this new demo can be carried over to the full version of the game.
The key differences from the previous demo are as follows:
An additional song is available to listen to during the scenario.
Three new sound effects (SE) have been added.
The playable time has been doubled to 5 hours.
Backgrounds will now be unlocked just like in the full version.
Save data can be carried over to the full version.
Numerous other small corrections and improvements.
Stay tuned for what’s new between the demo and full release!
We also have some other exciting news in addition to the full release, and our staff is currently hard at work on it.We would be thrilled if you could wait just a little longer and share the news about Chill With You with your friends on social media!
See you all again soon!
	
	
Unique Character: Fighter - Fighter is the default player character, using Primary weapons as the flagship theme, equipped with the Death Blossom Ability, and starting combat with Spray as the signature weapon.
Unique Character: Chemist - Chemist uses Burst weapons as the flagship theme, equipped with the Jetstream ability, and starting combat with Needle as the signature weapon.
Unique Character: Vampire - Vampire uses Sustain weapons as the flagship theme, equipped with the Scattershot ability, and starting combat with Leech as the signature weapon.
Unique Character: Mage - Mage uses Summon weapons as the flagship theme, equipped with the Repel ability, and starting combat with Sphere as the signature weapon.
Unique Character: Assassin - Assassin uses Bleed weapons as the flagship theme, equipped with the Blink ability, and starting combat with Drone as the signature weapon.
Unique Character: Cyborg - Cyborg uses Laser weapons as the flagship theme, equipped with the Blitzkrieg ability, and starting combat with Beam as the signature weapon.
Step-By-Step Tutorial - There is now a fully implemented tutorial as the first mission, focused on explaining the gameplay loop, and the hotkeys to use for specific actions.
Custom Particle Effects - Explosions, Shaders, Confetti, and more! Heavy weapons cause enemies to scatter their remains in the direction of impact.
SFX - Enemies, the Player, the Environment, and Weapons all have unique SFX implemented to improve the feel of Astrolite.
Hitmarkers - Enemies will now flash white briefly when hit by any weapon.
Primary Weapon: Spray - Spray is a 3 projectile spread weapon.
Primary Weapon: Bomb - Bomb is a timed explosive, that releases shrapnel on detonation.
Primary Weapon: Scatter - Scatter is a rapid-fire spread of carnage.
Primary Weapon: Cannon - Cannon is a piercing slug.
Primary Weapon: Flare - Flare prioritizes enemy bullets, nullifying them.
Burst Weapon: Needle - Needle locks onto the closest target to your cursor, exploding when enough shards are embedded.
Summon Weapon: Sphere - Sphere floats towards your cursor, releasing spiraling bullets.
Summon Weapon: Drone - Drone locks onto the highest quality enemy, shooting an onslaught of bullets towards them.
Laser Weapon: Beam - Beam releases infinitely piercing devastation to any enemies within its radius.
World Guardian: Hades - Hades is the guardian of Pluto, and is a two stage boss fight involving bullet hell mechanics, and is meant to be the introduction to the World Guardian Mechanic.
World Guardian: Poseidon - Poseidon is the guardian of Neptune, and is a two stage boss fight involving summons, water themes, tridents, and the Dash enemy.
Enemy Events - Enemies now come via. events that are randomly selected every 15 seconds. The type of events depend on Threat Severity, which is determined by:
1. Length of time spent fighting in a planet.
2. Planet type, more difficult the closer to the Sun.
Mini-Bosses - Bosses still exist within the game, but are now stored within events. Bosses can be seen as early as Neptune.
Level Ups - Levelling up will provide randomized weapons or passives to select, each having 6 levels max per specific upgrade.
Weapons - Weapons can be selected up via. level up rewards until 5 are equipped. (4 + signature weapon) Weapons have 6 levels each, and gain powers like projectiles, rate, damage, size and more.
Passives - Passives can be selected via. level up rewards until 5 are equipped. Passives have 6 levels each, and their power increases linearly per level.
WASD Movement - WASD is now smoothed to match Controller movement, using linear interpolation. Both control schemes will now feel nearly identical, bridging any potential gameplay differences between the two schemes.
Mouse Movement Removal - Mouse Movement has been effectively removed from Astrolite, it was far too unique and challenging for new players to adjust to, and hurt the continuity of the game.
Elements - For the time being, elements have been removed and will be reintroduced at a later time once balancing has been completed for the current changes.
Challenges - For the time being, challenges have been removed and MAY be reintroduced at a later time.
Achievements - New achievements have been implemented, focusing more on completion and challenge than raw stats.
Unique Bug Report System - Bugs and Crashes are now auto-reported via. Sentry, crashes also now have a unique message attached, that ought to make you laugh... although if I did my job right, you should never be seeing that.
Various Gameplay Fixes - More fixes done than can be listed. QoL should be noticeably better,
	
	
	
	The Kaigaku Character Pack, which adds Upper Six Kaigaku to VS Mode as a playable character, is out now. We have also released the value-packed Infinity Castle Character Pass, featuring Kaigaku and all seven upcoming characters.
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	There has been some really cool feedback so far that is legitimately inspiring to me.
I remember being younger, wanting to play an odd game, and going down one rabbit hole or another to figure things out. Sometimes it was looking for an English translation. Sometimes it was trying to figure out how to get the game to run at all. Whatever the reason, the hunt was all part of the fun.
I've heard that some Neverspring players have done the same. One player e-mailing himself save files to play here or there. Another player scouring Reddit for solutions to Mac compatability. These experiences that make their way back to me are like the realization of exactly what I was hoping to do by being an indie game dev: sharing those experiences I had along the way.
So in an effort to continue improving the game, I was finally able to get in there and get some cloud save features up and running.
Thanks again to all the awesome players out there who continue to help make all this possible!
