
Heroes of Arkesia,
We wanted to provide a quick update to confirm our plan ahead with the region merge, and touch on a few other topics that our team is still working on.
It’s been nearly a week since the region merge, and our team has loved witnessing the new relationships forming and increased opportunities for players to adventure throughout Arkesia together. We've been monitoring data, reviewing player feedback, and after many of hours of sleep post-merge, have been hopping in-game to test the new network structure ourselves. We're happy to see that it's been holding up well, and are excited to announce that we will be keeping this structure (so no need for the back-up plan we announced before the merge). The only update we plan to make is regarding Party-Finder and Matchmaking rulesets. In case you missed the first announcement, we have improved logic planned that will arrive in the November Update:
Party-Finder: Instance will be created in the world of the lobby leader.
Matchmaking:
A full group of players from the original NA West worlds will have an instance created in NA West.
A full group of players from the original NA East worlds will have an instance created in NA East.
A mixed group of players will default to NA East. For players that rely on ping to NA West (such as those connecting from Oceania) we recommend using the party-finder tool to ensure they can find or create a lobby that best meets their needs.
With the merge completed and the October Update featuring the Kazeros Prelude finalized, our team is now working to finish some upcoming plans. In the coming weeks, you can expect team updates on the following topics, and for players who missed some of our recent communications, here’s a few reminders.
We recently announced an updated plan and shared the dates for the release of Act 4, Kazeros, and the race to clear the First Mode. If you haven’t read through it, you can find it here: Team Update - Kazeros Release Plans.
While the race was pushed back until December 3rd, we are working to finalize the race guidelines and plan to share them in the near future for the full details of what participants can expect from the competition.
After locking in everything for Kazeros, we’ll be turning our eye toward the future of Arkesia, and preparing the roadmap for 2026 featuring Matt, Henry, and Roxx, which we plan to share in December. We’re working to finalize the content plan for the end of this year, along with the next chapter for adventurers. We’re extremely excited for the upcoming journey and for players to learn about what’s next.
In the meantime, we wish you luck as you prepare for the war against Kazeros, starting with the Prelude available in the October update, followed by Act 4 and the Final Day raid against Kazeros himself— both arriving next month.
Next content patch is in the final stages of tweaking and testing. No exact ETA other than "quite soon", or early November at latest (well, almost certainly).
The next galaxy, next version of reactor, sectors up to 142 or so, bunches of upgrades, eoc balance tweaks (read: slight nerfs sorry T.T), some QoL changes and bug fixes.
The most major thing to be aware of is that Corruption Points will be capped at 700 Corruption. Meaning if you have over 700 corruption and the points from them, it will be reset to 700 and the appropriate number of points. This was just way over scaled with all the corruption cap upgrades (those have been reduced).
Additionally, a reinforce will be required to unlock the next galaxy and trigger another feature, this is mostly relevant to someone who is finishing galaxy 6 artifacts soon. Unless you are a fairly active player and confident you will speedily get back up to the sectors you were at, you might want to wait to reinforce with the artifact grid done until after the patch. This will just save you a potentially "lame" feeling reinforce.
Beyond that, the last update ended with people getting quite a bit further then originally intended in terms of total power. So this patch will trim the top off of that a little bit. Shouldn't be much (if any) direct combat power lost, but expect a slight hit to most systems if your sitting pretty at sector 130+. However, these losses will be regained almost instantly when you hit reinforce after loading up the patch, part of the reason for reducing them here was to be able to put a bit more power into some of the new upgrades with this patch.
Fighter targeting priority settings

New late game utility core for everyone's favorite system

A nice Reinforce QoL upgrade from the new galaxy

See the previous teaser post if you want a few more tidbits of info.
Just a quick patch today with some minor QoL improvements:
Fixed Health Pips, Missiles and Bombs ammo to be correct when loading the save file. This won't take effect until after your next save of the file, so the first load of the file in this build will still have the refilled bug ;).
Mecha Scorpion's weak points will now bounce projectiles off when they're armoured.
Ending Cinematic will now show the player in the Lava suit if it's obtained in this run.
Something’s off at SideEye High.
A string of student deaths. A nervous principal. And a very tired detective sent to “audit safety procedures.”
This first look pulls you inside the investigation—dust for prints, inspect the halls, and meet the cast that definitely isn’t hiding anything.
Every locker has a secret. Every hallway has a story.
And every ending? Twisted.
(💡If you like what you see, wishlist SideEye High to stay on the case.)
It seems people are enjoying the update, and I wanted to clean up some rough edges before moving onto the bigger changes that will likely be v1.4.
Mostly focused on making working with everything feel a bit better, as well as giving some extra modding capability, so if you had some issues before I hope I've at least addressed some of them!
Mod Clearly Ore, this is a demo mod for texture packs and asset overrides, it makes it clear which ore is which.
Inventory shift clicking! You can now shift click items to move them between inventories.
Crafting shift clicking! You can now shift click while crafting to mass craft.
Pickup Log, when grabbing items they're now listed on the left side of the screen.
Pipes now display a guide when configuring, showing which side is which with a respective shape and color.
The slot selection and interactable icons have been replaced to be less obtuse.
The "Flip" indicator now only appears when building, similar to the interactable indicator when not building.
Reduced render distance max from 24 to 16, as people love to crank this setting before putting it back down, bloating saves and destroying FPS.
Similarly the "Omega" and "Galactic" lighting distances have been disabled (but still available), as these currently just chew GPUs.
Grass and plants now sway slightly.
Pressing Q in the inventory will now clear the selected slot.
Machine input slots now ensure the items inserted are valid input items.
Pipe colliders have been changed to the inner 0.5m^3 cube until I fix the collision properly.
Pipes now show the correct directions in the configuration menu. Gaslight, gate keep, girl boss.
Item and player models should now have reduced or remove "hair" / visual artifacts.
Saw blade now has the expected texture with Carbon Steel markings, I saved to the wrong folder.
Removed some unused assets.
Flore now provides 2x stone with the Clockwork Drill, in line with breaking by hand.
Pipes now support machines that push more than 1 item stacks, they output 1 at a time.
The game should no longer fail to launch if the "ext_extended_dynamic_state3" Vulkan extension (used for MSAA via rasterization samples), however 1x MSAA will always be applied.
On Linux, borderless fullscreen should no longer result in a black image on some configurations.
Inventory transfers have been broken, again, this is a small change to make shift click work.
Adding an asset via "override" will replace an existing asset, allowing texture packs or overriding of existing content.
Basic dependency resolution / ordering, ensuring the above override has needed assets loaded.
New API "get_item_recipes", which provides the recipes an item is used in.
New API "get_container_keys", which provides all key names for the provided MetaDataContainer.
New API "get_crafter_processable", which provides all items a crafter can process.
New API "is_crafter_processable", which indicates if the provided item can be used by the crafter.
New API "click_held", which indicates if left click is held on a UI element.
Circle-A studios is a small, self-funded team of queers not just building this game we care about but also ways of working less hierarchically and more co-operatively, whilst surviving capitalism ourselves. Our team has backgrounds in professional game development, organising for collective liberation and lived experience of squatting.
If you want to help us make this game, or you just think what we're doing is cool and want to support us, you can now do that through our new Liberapay account, an open source, non-profit platform that lets us receive regular, transparent donations - no paywalls, no exclusives, just community-backed creation. You can set up a weekly or monthly contribution and even a small amount helps enormously. Thanks for all your various support for this project.
BE GAY DO ANARCHY!

* Version 1.1.4
* Enabled cloud save syncing
* Enabled vc++ redist on install
* Use selected steam UI language in-game
* Removed debug key
* Fix malfunction of interact key when changing keyboard input profile using mouse
* Fix sticky weapon discharge after continue or game save
* Fix item/weapon hotkeys activating during cutscenes and causing mischief
* Fix bug splats from gross white to intended grosser green
* Fix juddery vsync on some systems (work in progress)
