Hello everyone, New version of Forbidden Offering is now available.
Major release:
Infinite mode available. Cut through even more hordes of enemies.
Unity security update
Minor fixes for game balance.
~Binah games.
Fixes - Player fall through doorway to gallery
Fixes - Player fall through bedroom
Fixes - PC Maze darkness
Fixes - PC non grabbable boxes
Fixes - Player stuck behind corridor doors
Thanks for playing and letting us know when the ghosts are dropping some players out of the game!
Let us know any issues in the bug report form: https://docs.google.com/forms/d/e/1FAIpQLSfkS0ZRAvUYXQQewMKxOp5Aaw-ivLZ5Q-GLvto54h7mexOX4g/viewform
Or in our Discord:
( Shizuru post)
Discord:
Facebook:
Official Website:
Achievements have been added.
Achievements can be unlocked through your actions and discoveries during gameplay.
Escape
Discover your first anomaly
Discover all anomalies
Read all notes
Try to complete all achievements!
• We're excited to announce a major update to the Seven Sinners Demo! This is a limited, pre-release version of the full game, featuring all the latest innovations, features, mechanics, and final polish.
• Many aspects that needed fixes have been addressed. With more intuitive tutorials, a comprehensive training system, and balanced difficulty, the demo - and the project as a whole - is now much more player-friendly. That said, the sinful seven's journey through the outskirts of Salmon Creek hasn't lost its edge; it still presents a solid challenge, ensuring the thrill and immersion remain.
• The demo is limited to a certain number of in-game days per session. However, this condensed gameplay segment is designed to give you a complete understanding of what makes Seven Sinners unique.
• Give the update a try, leave your feedback, and of course, report any bugs you might encounter. With the release approaching, this is the perfect time to find out: do you have what it takes to load all 6 bullets into the cylinder in one go?
Hey everyone!
It's been 4 months since Dead Watch was revealed. I'd like to keep the community updated with the game's development every now and then, so it's time for the first public update!
If you watched the trailer (which, if you haven't, how are you here???), then you should know Capi, the little capitalist gremlin girl who is Mr Krabs reincarnated.
Guess what? Dead Watch is a murder mystery game, and murder mystery games MUST have a pair of twins.
That means Capi has a sister! She represents communism, a rival economic belief to Capi's capitalism. The sister's name is Comi:
Although they are twins, Capi and Comi don't like each other very much...
Who is your favorite twin? Don't let me know in the comments because this isn't YouTube and the visibility algorithm doesn't care about engagement!
Capi, Comi, and Lumi have all received several new professionally drawn sprites!
Just for comparison, these were Lumi's and Capi's old sprites from the trailer
The demo content is complete. We started internal playtesting this month, and I've been working on addressing playtesters feedback and fixing bugs. I hope to be done with that by the end of October or early November.
Although the demo content is complete, the demo is still not ready to be publicly released. I still have to work on adding a pause menu, a settings menu (big feature), a proper save system, achievements, localization, replacing some placeholders, and polishing the game a little more.
The demo will most likely be ready in December. Even though it might be ready this year, I'm considering postponing its release to January or February.
The main reason has to do with marketing. Releasing it during the Christian holidays is a risky move, and I might have a better opportunity in the following months.
Regardless of when the demo will actually be released, Patreon supporters will get to play it earlier. More about it in the next paragraph
Dead Watch has a Patreon page. Pledging allows me to hire professionals more often, which not only makes the game better, but also helps it release sooner because it frees me to work on content. The highest tier even lets you try the game before it's released to the public ːsteamhappyːːsteamhappyːːsteamhappyː
If you'd like to follow Dead Watch's development more closely then generally I post a development update once a month on Patreon. These updates also contain more stuff than the public ones.
That's it, folks! Now say it with me! Together!
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Fixed an issue where the +1AP from the Tempest Title didn’t get added
Fixed an issue where the Gold Cost for crafting the legendary Spear of the Champion cost only 1 gold
Fixed an Issue where Kaede’s clone would not spawn with the same hit points as the original if the difficulty settings increased the enemy’s hit points
Fixed missing sneak attacker skill on ninja class
Fixed missing True Sight Skill for Kaede on lvl 20
Fixed some visual bugs on the Quest Map for the Quest "Old Grudes"
2025.10.19 Upgrade Patch
Added a button system for switching between fully automatic and semi-automatic shooting modes of ship weapons controlled by players
It's finally time to return to the grove.
This update contains a bumper pack of new Potions, Catalysts and Upgrades alongside some pretty significant reworks to some of the game's jankier systems. You'll also see some added visual improvements that give the game a bit of extra charm.
I won't post the full patch notes until the update releases, but here's a taster of what's to come.
First up are two new potions that utilise new Status Effects. These potions show off new systems that were created for Status Effects.
Corruption Flask focuses on Stacks that can continually debuff your enemy over time - don't worry, this effect doesn't disappear until the enemy is defeated.
Overloading Potion gives a delayed hit that will deal massive damage. This delay can help you stack up a ton of damage at once or perhaps you want the initial weaker hit to take out a shield for you.
v1.1 includes 5 new Catalysts for you to augment your Potions with. Catalysts provide extra uniqueness for each potion that make each run different, and these new ones are no different.
Patient Catalyst signficantly reduces your damage output, but on the 5th potion hit you'll get a massive strike that exceeds the power of all five normal hits.
Stealthy Catalyst simply gives you an increased Dodge Chance when holding it. Dodge is a new stat that lets you avoid an instance of damage. Time your potion switches and this could be a lifesaver.
Bonded Catalyst focuses on those complex potions that use multiple molecules in their recipes. Your potion's Crit Chance and Crit Damage are increased based on how many molecules this potion uses that are different.
Fortunate Catalyst gives you a chance to double the damage of your potion. Pretty simple, but extremely powerful when used on the heavy hitter.
The 5th one is... huh? One's not here. Must have slipped out my hand, sorry!
Alongside these new catalysts, coming in v1.1 is a rework to Catalyst Rarity. This rework lets all catalysts have all potential rarities and will adjust their power accordingly, and gives each catalyst the same chance to show up in your runs.
A good amount of time in this update has been focused on tidying up parts of the game that weren't up to scratch. Some was jank that made development harder and some were core systems of the game that have been brought to a much better standard. There's a few to go over, so let's get into it.
Status Effect System
The previous system for Status Effects was... well, not great. After a lot of head bashing, this new system is cleaner and more usable than ever.
For starters, you can now have multiples of the same effect (provided they come from different sources) at once. For example, you can utilise your Burn effect from both Combustion and Sunburn potions at once! The effect icon will be recoloured to show the difference.
This should make bleed builds a lot stronger, and give this playstyle a fighting chance at saving the grove.
This update also comes with brand new icons for each effect, as well as a visual rework for the Status Effect Bar.
Damage Reduction & Overheal Replacement
These two stats weren't doing the job I wanted them to and were difficult to balance. This lead to a brand new system called Ward. Your Ward is a shield that halves incoming damage, at the cost of your Ward Strength.
Ward Strength is obtained via places you'd be able to get Overheal previously, such as the shop or through enchantments. This update will also provide some new upgrades to get Ward Strength, but I won't reveal those yet.
Hopefully this new stat provides a good defensive option, whilst also not.. breaking the game completely.
Molecular Imbue Rework
After beating Wave 5, you'd be offered a choice of Molecular Imbues that act as Special Enchantments. These are powerful upgrades that were meant to give themed effects based on each molecule, but they fell flat in what they did. Some were insanely strong and some were useless.
In this update, these have been reworked to grant effects that relate to collecting or owning molecules. The intention is to focus on these molecules and give you a push towards potions that might utilise these molecules.
As a bonus, Molecular Imbues are included in the pool of Special Enchantments that are granted after a miniboss wave. This means you can have multiple, or none if you really want!
I won't give details on each individual one in this post, so look forward to more details on Friday.
New Enemy Sprites
No longer will you see a ton of Barcs chasing you endlessly. Well, you'll still see a bunch of those, but also some of the "Barc Variants" have their own unique sprites. This should improve the visual clarity of each enemy and grants them their own unique identity.
Here's the new sprite for the shield-focused enemy, previously known as "Berserk":
Introducing... Mosscrab! This little friend is immune to Status Effects until its shield is broken.
Barcs have also been shrunk by about 25% to account for just how many there are, but also it makes them look really cute. You'll still have to destroy them though.
That's a lot already, but this doesn't cover the full extent of the update. Expect more visual improvements, balance patches, and bug fixes to come next week.
On a personal note, I'm grateful to everyone who has been patient with this update. This year has been super busy! I've finished my degree at university, started a new job and a new life. Catamyst is my personal hobby, so I use my free time to work on these improvements.
Going forward - expect smaller updates incrementally adding new stuff to play around with. The next update shouldn't take over a year to come (don't hold me to that).
That's all for now! Make sure to follow me on my new Bluesky to keep up to date with everything to do with my games (including upcoming projects).
I'll see you next week in the Grove - good luck!