
Greetings Pilgrims;
This minor update includes many fixes and tweaks to existing issues.
There are a few bug fixes for minor issues, such as drill salvage containers spawning incorrectly when destroyed by alien bugs, and other minor issues with customization and colonists.
There are also many improvements and tweaks to drones, auto machinery, and colonists.
These include fixes, optimizations, and some rebalancing of drone carry amounts and auto machine crafting speeds.
There are still potential issues when combining automation, such as drones bringing food to an auto-cooker to be cooked, while other drones take food from that machine to the mess hall, where colonists automatically take food to eat.
When things occur randomly close to one another, we can get unexpected results. Such as a colonist selecting what food and water they want from the mess, then just as they try to collect, a drone drops new food and water off, which can re-arrange and extend the inventory array at just the right time to make a colonist grab the wrong item or the wrong quantity of items. Or when drones drop materials into an auto-refiner right as it is taking materials to create the next bar, potentially grabbing the wrong materials or amounts, flagging the bar as unable to be made.
I have added a variety of checks and balances into these systems to avoid such situations, but it is not 100% perfect yet.
The next major update I hope to release will be a rework of the visuals for machines and facilities. Once that happens, we can remake base visuals and tie those in even deeper with customization options from the new customization center. But to do this, I am looking to work with professional 3D artists to deliver high-quality visuals that match the depth and quality of the gameplay and systems.
This update will take some time to complete, but while I hope to bring in artists, I will continue to refine and improve all existing systems as we wait for them to elevate the game visually.
I don't have a large budget to hire artists, but I am working to find some small but talented help that will work for reasonable pay. I don't expect the visual update to land before 2026, but in the meantime, I will refine systems and start prototyping additional game ideas for the future. If you want to stay up to date or be the first to check out my next rough prototypes, consider joining the Discord, where I am always active.
Thank you to everyone for their continued support of the game, and I hope to bring the visuals up to the level the gameplay systems deserve, followed by a free DLC additional map if everything works out as I envision. But since I rely on others, I can't make any promises. I just wanted to be very transparent with my plans and where I am with the game.
Greetings Fellow Effigies!
So as many may know, we started our playtest in the middle of October with the intent of testing many of our systems on a broader scale, finding bugs, and seeing what the community thought of what we have been working on.
And the response has been absolutely overwhelming. We cannot thank everyone enough for coming and trying out our game and leaving feedback and helping us get the game to a better place.
We were planning on originally briefly taking down the playtest at the end of October to give us enough time to clean up bugs and prepare for our next big playtest where we roll out our co-op for testing, but due to the amazing response from everyone, we have decided to keep it up for now.
We will keep pushing minor patches and bugfixes, but currently our main priority is working towards our multiplayer patch, which we are currently aiming for the end of November.
So feel free to keep playing, breaking and enjoying everything that Saltport has to offer!
If you have any questions, suggestions or just want to hang out with the developers, feel free to join us on Discord!
Regards
George
Hi guys!
We are thrilled to announce that The End of the Sun is part of the Ancient Costume Game Festival,
Taking place 3-17 November on Steam.
Check out all these amazing games!
https://store.steampowered.com/app/912840/The_End_of_the_Sun/

Explore The End of the Sun and Arctic Awakening — two story-driven adventure games connected by atmosphere, mystery, and emotion.
👉 Available now together on Steam! Check out!
https://store.steampowered.com/bundle/61807/Arctic_Awakening_x_The_End_of_the_Sun/
Hey everyone!
We're so excited to announce that Otterly Lost demo is finally here!
The demo covers a small piece of Otto's adventure. We hope you'll enjoy getting to know the characters, exploring at whatever pace feels right, and discovering a bit of the story along the way.
It's been such a journey getting here. Please feel free to share your thoughts, any issues you run into, or just moments that made you smile. Your feedback helps us make it better as we keep developing the full game.
If you want, you can also join our Discord from here:
Thank you for being part of Otto's journey 💙
https://store.steampowered.com/app/4079110/Otterly_Lost_Demo/
There was a small bug where buying the chef skin said you had the seraphim skin when you didnt, and buying the seraphim skin said you didnt have it when you did. This is fixed, I also tweaked the dashing so you dont feel so slippery, as well as adding an inventory system instead of picking up items and dragging them around. You can hold up to 3 items at once and they travel between levels, so you can stockpile bombs or something
Also real quick, 3 crying kids wanted to review bomb my game cause I called out one of them for their dumbass racist reviews, so it would help a lot if you left some positive reviews.
Gonna leave these here :)




This update brings significant stability, balance, and performance improvements to Desktop Heroes. It also introduces key quality-of-life changes and sets the stage for larger content and balancing updates coming soon.
We’ve been investigating reports of save issues but haven’t been able to fully reproduce them yet. As an interim solution, we’ve added an error notification that appears when a save fails. This allows players to notice failed saves early and take corrective action (such as restarting the game).
We’re also gathering more feedback to identify when and how the issue occurs. Expect further improvements to error handling in upcoming updates.
Idle gameplay has been optimized for smoother and more efficient progression.
Skill bar slots increased to 8, giving you more flexibility in combat.
Auto Skill Mode: You can now toggle auto usage by holding down a skill icon.
Added clearer Auto Skill indicators for better visibility and control.
Adjusted gear EXP income to better scale with higher-level equipment.
At later stages, gear that provides higher EXP income will become more common, improving long-term progression.
Fixed the pause overlay sticking issue.
Cleaned up events not being cleared during dice rolls, improving stability during repeated rolls.
General performance optimizations across multiple systems.
Updated several assets in preparation for an upcoming major balancing update.
While this doesn’t include visual overhauls yet, it lays the groundwork for future improvements.
Fixed an issue where the Assassin’s Toxicity skill could prevent the game from saving.
Thank you for your continued support and feedback. Each update brings us closer to a smoother, more balanced Desktop Heroes experience. Keep sharing your thoughts to help us improve even further.
After having been part of the Community Vote at the DevGAMM Awards 2025, Backrooms Level X is now in its Steam event! The DevGAMM Awards Celebration is taking place between the 3rd and 9th of November, and you’ll be able to see all the highlighted titles of the event during this time.
If you’re interested in finding more about Backrooms Level X, the game has just received a huge update with new content, more specifically two whole new levels and many other improvements. Make sure you check it out if you’re a fan of the backrooms!
https://store.steampowered.com/app/3303230/Backrooms_Level_X/