 
	
	While our whole feed is buzzing about Ocean Keeper: Co-op, our devs have been quietly locked in their office room… (totally voluntary, we swear!)
Inside that little room they’ve been flipping through the tenth volume of “The Complete Fish Encyclopedia” and moving UI buttons around the screen trying to find the perfect spot (totally not a joke…)
All that hard work brings you something fresh and shiny – a brand-new and longawaited update for Ocean Keeper: Dome Survival!

So let’s not pull the squid by its tentacles, here’s what’s new in the Deep Tides update!

You can finally track your current objective directly in the HUD, no more wandering around wondering, “Wait, what was I supposed to do again?”

We also added a mission token that points toward the mine you need to visit. Consider it your personal underwater GPS (without the annoying voice)

 [/carousel]
[/carousel]You’ll also notice a new low-health indicator and a cool Mech repair effect. It’s our subtle way of saying: “Hey, you might wanna fix that before you explode” Oh, and we moved the Repair button closer to your abilities.

For all dialogue enjoyers out there: you can now manually skip lines! Auto-skip is off, delay between skips is minimal, but yes. Mech still talks too much. We love him.
We also gave relic upgrade cards a little visual pop, they look as fancy as the treasures they represent.

And oh, we’ve added Hungarian localization!
The tutorial just got a quality-of-life changes!
We added a new step explaining Mech repair mechanics (because, apparently, just throwing duct tape at the player wasn’t enough).
The Hub interface is now fully unlocked, so you can browse all upgrades right from the start.
Plus, we sprinkled in a few micro UX tweaks to make your first dive smoother than a dolphin’s backflip.
We’ve added new ability for your Digger!
X-Ray – see through walls, grab more ores.

Also, we reduced the number of sessions needed to get a new task from the Collector (he finally learned how to multitask)
We’ve rebalanced waves, improved enemy variety and adjusted difficulty progression so you’ll face less hardcore… well, slightly less.
Meet the newest troublemaker of the Ocean Keeper ecosystem: the Aura Worm – a cute (not really) mini-tank that buffs enemies around it. You’ll hate it. >:3

 [/carousel]
[/carousel]We tuned meta-upgrades, making them cheaper for a smoother start
Beating a boss now means extra upgrade picks. Treat yourself.

Ah yes, everyone’s favorite section, where we pretend those bugs never existed.
Titanic Softlock (aka “Box vs. Door Saga”)
If you placed a box near the door, hit the button, and somehow trapped yourself forever – congratulations, you discovered a feature. Well, it was a feature. Now it’s fixed.
Blocked Mines
Some mines decided to generate unbreakable blocks and block progress. We told them to chill. They now behave like proper mines again.
Laser Digger Visual Bug
That mysterious gray square following your laser? Gone. It had a good run, but it’s time to say goodbye, Squarey.
Story Mech Light
The flashing light that could blind a whale has been toned down. You can safely look at your Mech again.
Rays From the Sky
The heavens have returned! Missing light rays are back where they belong, dramatically shining through the depths once more.
Gamepad UI
Added the missing “(X)” icon to the Buy button in the Customization > Upgrades tab. Both Digger and Mech now officially recognize your inputs.
Xbox Login on Steam
Some players got an unexpected Xbox login popup when launching the Steam build. The console gods have been appeased – it won’t appear again.
Graphics Settings
Your graphics settings will now actually save. No more eternal “Low graphics” life.
Reports Window
It finally opens! And doesn’t immediately throw an error at you. Small miracles.
Localization Fixes
Fixed overflowing text in several places. Letters now stay inside the boxes.
That’s the Deep Tides Update. Now it’s your turn: dive in, test the waters and tell us what you think!
Join our Discord to share your feedback, report what still bites, or pitch your wildest ideas for the next update – our devs read everything (sometimes even at 3 AM).
And one more thing before we swim off...
Ocean Keeper: Co-op is heading to Early Access at the end of November!
https://store.steampowered.com/app/3937360/Ocean_Keeper_Coop_Drill_Multiplayer/So keep your sonar tuned and wishlist the game ;)
See you, Guardians!
– The Ocean Keeper Team
Check out our very-very serious video about Deep Tides Update on YT!
 
	
	Captains,
In today’s update, October 31, we adjusted the composition and score values for NPC ships in Raider Port Battles.
For all Raider Port Battles (shallow and deep) the NPC lineup is now 12 warships and 4 trader ships.
Points awarded to trader ships for entering the capture zone lowered from 325 to 150.
Points awarded to warships for entering the capture zone increased from 15 to 35.
For ports with BR 1450 and BR 325 the NPC ship composition has been adjusted (made easier).
Spotlight image from Alexenyanna from the May 2021 screenshot competition
 
	
 
	Hey Survivor!
We have received many reports on inability to start the game in certain regions, and issues concerning sound and microphone.
Hence, we are actively working at this moment to improve the game’s stability in CIS and Brazil region.
Since we do not have any resources and team at these locations, I would like to ask for your help on testing our fixes.
If you are one of those people who are influenced by the error, this update may be a fix.
** Important: Make sure to update your graphics driver and do Windows updates to the latest.**
** How to Access the Beta branch **
MIMESIS (on steam library) > Cog button > Properties > Betas tab > select Pre-release build at the drop down button


Make sure to instruct your teammates to download and update to the pre-release beta in order to test together.
Finally, if you encounter any errors, mention it on our separate channel <prerelease-report> and please send us your logs through ModMail as usual.
Find your Player.log and Player-prev.log from this address <%USERPROFILE%\\AppData\\LocalLow\\relugames\\MIMESIS>
Thank you for your participation!
We genuinely couldn't do this without your help.
 
	 
	
	
NEW CONTENT
Gear Set Bonuses
Equipment names now follow the format: [c]\[Origin] \[Material] \[Name][/c].
Different Origin sets provide unique bonuses. Six set effects are now available. View your owned set bonuses in the "Affix Details" panel in the equipment menu.
Different Materials unlock additional mobility abilities for the player: Double Jump, Glide, and Dash.
Quick-Use Kit
Players can now assign frequently used consumables to a Quick-Use Kit for automatic use via hotkeys.
Buff Orbs
Digging up dirt blocks can now occasionally reveal various Buff Orbs, most of which are beneficial.
Digging can now also yield equipment and medical items.
Player Negative Status Effects
A full suite of negative status effects has been implemented for the player: Poison, Burn, Corrosion, Freeze, and Blind.
Enemy Negative Status Effects
Enemies can now suffer from negative status effects inflicted by the player's elemental attacks.
OPTIMIZATIONS
Monster Hit Feedback
Added new sound effects for monster hits, deaths, and attacks.
Added various explosion sound effects.
Adjusted the attack power of some monsters.
Fixed several potential bugs.
DEVELOPMENT ROADMAP
Act II
Added multiple new flying enemies, trap monsters, and monsters hidden in dirt blocks.
The second boss, The Second Angel, is complete and undergoing further testing.
November Plans
Develop the second harbor room content.
New scene levels.
New scene boss fight: The Third Angel.
Future Possibilities
Map Amalgamation (procedural generation?).
Monster Card Collection System.
In Progress / To-Do
Complete re-recording of sound effects.
Implementation of character voice-overs.
 
	
	We've been listening to the community chatter—you want more regular, structured play with high stakes. We get it. Ranked is great, but sometimes you need a different kind of challenge, something that hits closer to a major.
So, we built two new, weekly tournaments to give every player a place to prove their skills, earn some cash, and get their name on the leaderboard. Whether you’re just hitting your stride or you’re already a certified veteran, we’ve got a bracket waiting for you.
New to the competitive circuit? Just unlocked Bronze rank and want to test your mettle? TRIALS is your weekly proving ground—a low-stress way to start your journey into organized play. Fight, learn, and win.
When: Every Friday
How to Join: Exclusively through our Discord (link below).
Format: Starter Decks only, Double Elimination, Top 4 qualify for the Monthly Final with even
Rewards: Enter the TRIALS for booster packs. The higher you climb the ladder, the more packs are unlocked! Those who reach the Top 4 will enter the Monthly Final to earn more awesome prizes!
Stay tuned for a collection of toys and gadgets to be announced soon!
Join TRIALS here: https://discord.gg/DMGdjbdpv4
More info here: https://playlostglitches.com/tournaments/
Gold or higher rank is locked and you’re hungry for the most aggressive competition. This is where the veterans battle it out. No excuses, just high-level play and real cash prizes.
When: Every Wednesday
How to Join: Exclusive to Discord members.
Requirement: Gold rank or higher to participate.
Format: Players bring three different mono-colored decks. Outsmart your opponent during a pre-match veto phase, where each player bans one of the opponent’s decks.
Rewards: Cash and in-game rewards, plus a $10 bounty for each match video you upload to YouTube. Get paid to flex!
\[/list]
Join the COMMANDERS FIGHT CLUB community: https://discord.gg/DMGdjbdpv4
亲爱的《R2Beat:音速觉醒》玩家:
为了给玩家更好的游戏体验,我们需要进行服务器临时维护,预计维护时间1小时,维护期间无法登录并进行游戏。
维护时间:2025年10月31日18:15
预计维护完成时间:2025年10月31日19:15
维护内容:修复游戏内bug;
本次维护给您带来不便,敬请理解!
维护完毕后,我们将会对所有玩家发放临时维护补偿金钥匙*1,请在邮件保管箱查收。
《R2Beat:音速觉醒》运营团队
2025年10月31日
 
	Optimize the subscription response logic of creative workshops
 
	
	
Messages from the LET IT DIE: INFERNO Developers!
This message is from Daisuke Oka, Level Designer:
・Role in Game Development
I work on level design, which involves creating the stages players play in the game.
This includes not only the layout of spaces and obstacles, but also the placement of enemies and items, as well as adjusting rules and overall game balance.
・What I’m Particular About
In level design, my goal is not only to make the gameplay enjoyable, but also to create spaces that feel story-rich and immersive, drawing inspiration from real-world architecture and terrain.
・What I Think Makes "LET IT DIE: INFERNO" Special
The tension of facing strong enemies and risking loss, combined with the joy of finding rare items or successfully returning and leveling up, creates a deeply satisfying experience.
Even if you’re defeated, there are elements that carry over, which adds a nice layer of casual accessibility to the game.
・What I Hope Players Will Notice and Enjoy
In addition to the core gameplay reminiscent of "LET IT DIE", this title features a chaotic world that’s been carefully crafted.
We’ve also incorporated Japanese cultural elements, so I hope players will take time to notice the details while exploring the stages.
・Message to Those About to Play "LET IT DIE: INFERNO"
It’s a game packed with depth and replayability.
I hope you’ll dive in and discover what awaits beyond Hell Gate!