Back again with another update. This marks 5-month streak, woohoo!!
Last month I mentioned my focus was cleaning up maps, improving the game "feel" (polishing sounds, lighting, ambience, and more.), and making a few UI changes. All those are knocked out!
I did not start on steamworks integration or Act 3 writing I had mentioned. In hindsight, something else took priority. More on that later. Let's dive in.
This is a lot of small things: improving sound variety for skills (the rabbit attacks now make a cute chomp sound) and giving each enemy type distinct sounds when encountering, damaging, or defeating them. I've also added varying footstep sounds (and tools to make defining those sounds very easy.)
On the visual side, I've cleaned up the lighting, updated some maps to use the new shader style water effects, and added just a bit of bloom for style.

Fran has also been very busy adding running poses to characters and overhauling some of the character sprites to be a bit more readable. They're looking so awesome.

The old HUD took up too much space. It made the chatter text overlap at times and generally took up way too much space, especially when the party size hits three members. I took inspiration from xenoblade chronicles, got a lot of great feedback from the discord community, and came up with something a bit more compact.
I died taking this screenshot. Too much sass, Amalia?
Added experimental mouse support if for some reason you want to play with a mouse.
Added a couple more tutorials, making sure everything still plays nicely with ultrawide.
Implemented support for follower running poses. Since their move speed somewhat depends on how far away they are from the player, they will often swap between walking and running.
Improved a longstanding issue with the cart switch puzzles where it was incredibly difficult to tell what switches did what. A combination of particle effects, improved graphics, and scripted events when switches are pressed make this puzzle feel like slightly less of a slog.
Added configurable lighting intensity.

The Alcuria railway connects the capital to many of its colonies. Trains are equipped with defensive measures (sealable windows, filtration devices) to prevent harm to passengers from the Umbra. The noxious fog does not seem to affect raw materials, which are also often transported from the colonies via train.
I realized the trailer I have on my steam page is fairly ineffective and out-of-date. I'm working on one that showcases a lot of the recent changes: from new environments to polish, improved UI, and more. This one actually has sound effects and music. I'll share it soon.
Insert 2010 buzz lightyear meme: "Additive Blending, Additive Blending Everywhere"
I think I'm close to announcing a date for the demo. You can expect the content to be the same as the older betas, just with a level of polish I'd expect the final game to reach. It will also likely be localized to other languages. Please send me recommendations of translators you've worked with. (Paid opportunity!)
Part of this will include sharing a new trailer as well, so keep an eye out for that.
On the game content side, my focus for November will be:
Preparing for localization: Removing all hard-coded text, tagging all dialogue (including NPC dialogue) correctly.
Preparing for Steamworks demo submission, prepwork.
Writing some Act 3 dialogue. Even if it's just one scene, I need to get moving on that.
As always, thanks for your support and attention.
Take care,
Andrew
	
New Update – Version 8.052
NEW:
MAP: Morro (SINGLEPLAYER LAJE 2025).
MAP: Morro Festival now includes the Balloon Drop event (prize delivery) — 1 of 3 events.
MAP: Morro Festival now has double XP zones that change every 15 minutes — 2 of 3 events.
YT Pass: Line prices updated — 5500 and 6000 diamonds.
New LOBBY system: play with friends (voice chat temporarily off).
New in-game Rank Division info interface.
Lines: 8 new lines available in Levels, Ranked, Pass, and VIP.
Player Levels: 3 new levels added.
AUTO-DESCARREGAR mode: new carretinha animation when using auto-descarregar mode.
Vertical Mode: game adapted for vertical mode (not available in menus).
Tail (Rabiola): 3 new sound effects.
Battles: new indicators showing enemy angle and HP during combat.
Tail (Rabiola): new customizable designs.
Graphics: new lighting and shadow system across all maps.
Models: 2 new 3D models added.
New kites from the Discord community.
Online: location detection based on IP to connect to the best server.
Configurable sounds: 3 new victory shouts and 1 defeat shout in battle.
IMPROVEMENTS:
Unload Line: improved gameplay — now you must wrap the enemy’s line before pressing unload.
AI: bots now chase cut kites using bamboo when needed.
Camera: improved third-person view while flying a kite.
Maps: Aldea and Templo updated with visual and gameplay improvements.
Ranked: ranked rooms now require 14+ players.
FIXES:
Voice chat rooms temporarily removed (bugged) — voice will return soon with the new lobby system.
Luck: improved probability system.
Anticheat: updated to detect new hacks.
General bug fixes, tournament timing adjustments, and gameplay improvements.
	
	
	
	As one of the upcoming contents in the next update,
we’re developing a Codex where you can check not only character and item information,
but also read more detailed story backgrounds.

We’ll also add support for other languages soon!
We’re also preparing new event maps with special choices,
and a New Game+ system that lets you restart the game from the beginning
while keeping your growth progress — and face even stronger enemies!

NEW GAME +1!
Along with various other improvements,
this update is planned for late November.
Please look forward to it!
	
	This update is "part one" of a large graphics overhaul, and only a few minor game changes. Check out the changes below!
The main UI colors have changed to be more neutral and easy on the eyes.
All provinces now have brand new meshes that look a bit more natural.
All provinces now have a hand painted texture including cliff side textures. (Land props soon to come)
The ocean now has sea foam when it collides with the provinces.
The ocean now has underwater terrain features and a texture.
The ocean colors have been made more transparent and rich with various shades of blue.
Clouds have been completely remodeled and now cast shadows!
The in game lighting has changed to be more vibrant and the angle of lighting has been changed.
\[Boats have been scaled up and the game will have more in the ocean at any given time now.[/p][/*][/list]
Giving food to increase population approval has now been seriously nerfed due to exploits of taxes.
Penalties for setting tax to 30% and 50% have been drastically increased.
Though this might not be a minor change... the attack damage calculations have been completely reworked for the battle fields. Players may notice the changes right away?
	
	
	Are one of the most important things to combat in this game! Each companion helps you kick some major butt, each one has a different moveset that are either universally helpful, or has a few moves that can be quite helpful in some specific situations.
Right now, we're gonna take a look at what each stat does before we get right into these four...
Quick disclaimer: Some of these stats, attacks, numbers, attack names, etc. will change since the game is still W.I.P.!
Stat Name
What it does
PHYSICAL STATS
Strength
Determines most melee damage + some world interactions involving muscle.
Defense
How much physical damage you can resist.
i.e. damage from punches, kicks, etc.
Dexterity
Each point increases your Melee Attack Hit Chance.
Oh yeah, I forgot that you can whiff attacks if your Dexterity is low!
Vitality
Each point increases your health + decreases damage from Status Effects!
Effects like On Fire!, Electrified!, Corroded!, etc will do less damage!
MENTAL STATS
Perception
This affects Ranged Attack Hit Chance.
This chance is naturally lower than the Melee one, so each point here has a way higher boost!
Intelligence
Not only does this increase XP gain, but also how some people perceive you in the game, and also which sources give and don't give you XP!
Social
Social interactions + support actions are affected by this stat.
Healing attacks in combat becomes stronger, some people will have different dialog, etc.
Wisdom
Each point increases your Power.
Power, by the way, is the fuel for Special Attacks!
Willpower
This can reduce the amount of Stun! time you receive, and can resist the effect of frickin' dying in the overworld via death traps!
CHANCE & CIRCUMSTANCE
Luck
Probability for good stuff to happen in the current moment.
Destiny
Affects pre-determined outcomes of events further down the line.
Fate
Fate is determined by many factors...

The leader and the person that started the whole West Clement Resistance movement, The Gunslinger uses attacks that are very similar to what the cowboys of the west had to do, or his perception of it.
Although he has no ammo for his revolvers, only having 6 rounds for his right-hand gun and is saving these bad boys for a special occasion, he does have a solid pellet pistol shaped like a revolver that he uses instead!
Relatively neutral in a combat standpoint, he deals good damage to a single target but his special attacks are quite draining to his Power! and may need a boost or two.
Here are his stats!
GUNSLINGER'S STATS
Strength
5
Defense
4
Dexterity
7
Vitality
4
Perception
8
Intelligence
2
Social
5
Wisdom
1
Willpower
4
Luck
8
Destiny
0
Now for his attacks!
GUNSLINGER'S ATTACKS
BASIC ATTACKS
These attacks use no Power Points!
Punch
A universal punch that most people have.
Kick
A universal kick that most people have.
Pellet Revolver
Fire a strong round from the trusty, plastic revolver!
None
No attack here.
SPECIAL ATTACKS
These attacks indeed use Power Points!
Canteen
Water on the ready, this cowboy can replenish his thirst.
Restores 20% Health + 20% Power
Fire Bottle
He saw this in a video game once.
Costs 30 Power Points and gives the Fire! status effect for 3 turns!
Knife Slash
Using his big ol' knife, he sends a gnarly cut to his target.
Dealing a massive 50 Base Damage, it costs a hefty 50 Power (he has only 105 max!) and gives more damage via the Bleeding! status effect!
Pistol Whip!
Crack the jaw of that guy, right there, with the revolver!
Gives a 2 Turn Stun! and deals a hefty 60 Base Damage with the cost of 65 Power Points!

The second-man-in-command for the West Clement Resistance, The Wizard uses genuine magic and spells to cast attacks. He wears his robes with pride and honor even though he isn't in any mage sect because, well, there aren't any around.
He drags around a spell tome that's just as important as the beard he wields as well.
The Wizard is both a mix of defense and offense, and tosses status effects like they are merely sugary confections. His high Power Point pool allows him to use more Special Attacks! than anyone else on this list. His basic attacks, deal little and minimal damage. So when he's out, he's OUT out.
WIZARD'S STATS
Strength
3
Defense
2
Dexterity
4
Vitality
3
Perception
8
Intelligence
7
Social
1
Wisdom
8
Willpower
8
Luck
4
Destiny
2
Now for his attacks!
WIZARD'S ATTACKS
BASIC ATTACKS
These attacks use no Power Points!
Punch
A universal punch that most people have.
Kick
A universal kick that most people have.
Ring Power Draw
Grants a status effect that gives 7 Power per turn.
None
SPECIAL ATTACKS
These attacks indeed use Power Points!
Fireball
Burn that fool with your grand magic, Wizard!
Deals a good 40 Base Damage, Uses 40 Power.
Lightning Strike
Unleash the power of Zeus on this poor soul!
Deals 25 Base damage and gives an Electrified! status effect for the price of 40 Power!
Magic Healing
The Great Wizard grants healing.
Heal a base 50 Health with the same power cost of 50 Power.
Dark Magic
Call for power from the dark side of the mystical arts!
Deal a base 80 damage at the cost of 75 Power, but watch out, this hurts the Wizard as well!

The powerful Knight as well as one-of-the-two scouts of the team, he covers himself in powerful armor as well as wielding a sword that he also uses as his secondary job of "Feral Zombie Hunter".
Wielding his trusty sword, he wishes to continue to defend his hometown with shining armor and a gleaming sword.
The Knight is obviously meant to tank attacks, he is very defensive and can give Shield Points to allies. Shield Points acts as a second health bar, by the way. His high Defense allows him to take more hits compared to anyone else on this list, but has overall low Vitality, so status effect damage is more harmful to him than on anyone else! He deals high damage as well, but drains more power than most other companions!
KNIGHT'S STATS
Strength
5
Defense
10
Dexterity
6
Vitality
3
Perception
4
Intelligence
4
Social
5
Wisdom
4
Willpower
6
Luck
3
Destiny
1
KNIGHT'S ATTACKS
BASIC ATTACKS
These attacks use no Power Points!
Gauntlet Smash
A punch that is only more powerful due to The Knight's gauntlet
Supply
Gain some shield, man!
Knight gains 25 shield points!
None
None
SPECIAL ATTACKS
These attacks indeed use Power Points!
Mighty Slash
The Knight performs a powerful slash towards his opponent.
40 base damage with Bleed! effect! 50 Point cost.
Stalwart
The Knight supplies armor to his target.
Give a good 75 Shield Points for 75 Power Points!
Handle Bash
A short bunt of the sword's handle will surely stun any foe.
20 base damage but gives a 3 turn Stun! at the cost of 40 Power
Sword Thrust
A violent stab of the blade has been the end of many a bad dude.
An astounding 80 base damage that is boosted by his Strength stat, 75 Power Points.

Violet is only kinda here because her mom is tired of her being home all day and is forced to go outside. So she was recruited by The Gunslinger and is now the second scout of the team!
She wields a hammer! A claw hammer she found in the hideout.
VIOLET'S STATS
Strength
2
Defense
4
Dexterity
3
Vitality
3
Perception
6
Intelligence
7
Social
2
Wisdom
4
Willpower
2
Luck
0
Destiny
6
VIOLET'S ATTACKS
BASIC ATTACKS
These attacks use no Power Points!
Punch
A universal punch that most people have.
Hammer
Claw hammer to the rescue.
None
None
SPECIAL ATTACKS
These attacks indeed use Power Points!
Claw Hammer Smash!
An even more powerful hammer attack!
35 base damage at the cost of 25 Power! points.
None
None
None
Thought it would be nice to show some of the stats of the starting four companions! More will be explained in the next West Clement Info entry! The next one will explain the combat mechanics as well as status effects!
It's been quite hard re-writing most of the code for the game, but work is getting done as well as real-life situations slowing down speed of everything. Worry not though, the game has not halted!
It takes a lot to release a game, especially on a larger platform like Steam, so we need a bit of growing room.
The release date may still need to be pushed to 2026, unfortunately...
Anyways, we'll see you later and hope you'll stop to see exactly How West Clement Was Kinda Won!
	Hello, players!
We have news! This update brings a series of improvements, fixes, and important new features to the game experience. Check out what has changed below:
🛠️ New Features and Improvements:
✅ Updated page images.
✅ Graphical enhancements.
✅ Added support for gameplay with Gamepad (Xbox controller).
✅ Multiplayer Campaign Mode is still in testing and correction phase based on feedback received, and we are updating it.
✅ Updated gameplay balancing.
✅ Polished for game optimization.
✅ Completely redesigned the game save system.
✅ Added character creation system.
✅ Computers without powerful GPUs will be able to run the game; fix for computers without GPUs that experienced overexposed colors and crashes.
✅ Various bug fixes and updates.
✅ Added upgrade purchase system.
✅ General game adjustments.
✅ AI improvements and edits.
📌 Note: Achievements will be included in the final version of the game.
📌 An important message from Clovek Games:
This project is being developed by only one independent developer.
We will continue to actively work on the game with updates, fixes, and improvements based on community feedback, until we reach the complete version of the project we want to deliver to you.
📌 Future plans:
We are working to improve game performance, improving AI, adding new mechanics and achievements, and receiving community feedback!
📌 In the full version of the game, we will have the following translations:
Brazilian Portuguese
French
German
Chinese
Spanish
Korean
Japanese
Italian
🙏 Thank you to everyone who believes in our work and continues to support the development!
See you in the game!
	By default, do not print the "Experiment Summary".
Fixed the bug where the localized language was not correctly selected during startup.
	
	CASTLE DOOMBAD CLASSIC
v1.4.2 Build 7133 - 11/2/25Today we have another small hotfix patch with incremental fixes and improvements, including:
TODAY'S BUG FIXES:
- Fixed the "Event Daily Quest Reroll" sometimes not working
- Fixed several possible crashes with the game's new content
- Fixed several errors that could cause slowdown (we are continuing to look into more performance improvements)
We are planning to provide additional fixes and improvements this week. If you encounter any issues, please feel free to let us know either on our steam forums or via the contact info or form on https://www.castledoombad.com Thanks!