We’ve been hard at work on a big update, Operation Overhaul, for the past year and a half, and it’s almost ready to playtest. The update includes a ton of changes to gameplay, levels, UI, QOL, balancing, graphics, and many other areas.
We know it’s been a long time, and we know that we haven’t shared much for the vast majority of that time. We're in a position now where we finally feel things are ready to be put in your hands for testing, and we hope you're happy with what we've been cooking up.
First test is targeted for end of November 2025 (next month).
There will be multiple tests, all of which will be scheduled for weekends.
Accessed via the Steam beta branch of BBR (a guide will be provided, don’t worry it’s pretty straightforward).
This is a technical playtest, so expect bugs and iterations.
This will be our first opportunity to hear your feedback on Operation Overhaul.
Here’s a peek at what Operation Overhaul looks like in our current development build.
We also want to give a heads up that we just pushed a patch to fix a security vulnerability with our game engine, Unity. We have no evidence of anyone being affected or impacted, and it’s also been addressed by Steam and Windows. However, as with other games on the market right now, we wanted to be safe and address this on our end too.
Thanks for your patience, and we’ll see you at the end of November!
Added new necklaces
Added new Druid Skill
Updated various Item tooltips
Updated various Quest tooltips
Updated various Skill tooltips
Darkened Chat background slightly
Various tweaks to UI texts
Updated class trainers subtitles to specific classes
Levelling up now restores players health and mana to full
Added Profession filter to crafting recipe list
Removed old sale items from various vendors
Increased density of monsters in various areas
Druid's Restore spell cast time removed
Increased drop chance for Green Ghar Crystals
Increased Barnacled Crab and Soul-Shackled Crab damage scaling inline with the area
Druids Anglers Wind skill has had spirit scaling reduced, but added intelligence scaling.
Fixed issue with Kraken skills
Additional possible fixes for issue with monsters becoming invisible
Fixed an issue preventing Shanks' Sigil questline to progress
Fixed incorrect skill needed for Flax to String craft
Corrected positioning for active buffs icons
Added potential fix for sound volume options not working
Fixed issue with quest rewards not being shown on quest dialogue window
Fixed issues with character creation not showing correct options in preview
Barnacled Crabs have had their damage and cast range reduced slightly
Druids Anglers Wind's Spirit scaling has been reduced slightly
More potential fixes for desync and invisible monsters
Fixed for cast bar issues relating to druids
Fixed missing quest reward from Captain Stevie's sigil quest line
So what are you seeing in this trailer? Lets show you some of it and explain :)
This is a Springrana nest! These are creatures who like to charge at you when you get close to their nest Be careful as they will try and ram you with their party hats.
Here we are using some of our player forms. In the game you will collect resources to craft these forms that give you the ability to Smash, Glide, Jump and more!
Dont forget, Trash is a multiplayer game! You can play it by yourself or with up to 3 friends in online co-op! Here we are having a little just interacting with not just creatures, bu eachother!
A new pre-release build (“1.41.1.3-rc1”) is now available in the CS2 beta depot. This build is not compatible with public matchmaking.
For instructions on how to opt into a CS2 beta depot build, visit the following page:
https://support.steampowered.com/kb_article.php?ref=9847-WHXC-7326
\[ ENGINE ]
Updated engine code to the latest version of Source 2.
Reworked bullet penetration simulation to reduce CPU usage.
Improved core utilization of some client particle and sound effects processing, reducing overall CPU usage when players are shooting.
\[ GAMEPLAY ]
Defusing C4 will now lower the viewmodel weapon, prevent scoping, and delay firing the weapon by 150ms after exiting the defuse.
Fixed a case where 1 tick was incorrectly subtracted from sv_predictable_damage_tag_ticks.
\[ UI ]
Major Highlight clips are now viewable from the Spectator Loadout.
Selected player is now more visible in the Team Counter.
Context menu in the Inventory now opens in a position relative to the cursor.
HUD weapon mode indicator has been moved to the ammo count.
\[ MAP SCRIPTING ]
cs_script enums can now be imported and behave the same as TypeScript enums.
CSWeaponType.PISTOL == 1
CSWeaponType\[1] == "PISTOL"
Added enums CSRoundEndReason, CSHitGroup, CSLoadoutSlot, CSDamageTypes, CSDamageFlags and CSWeaponAttackType
Added BOOSTS value to CSGearSlot. This is the gear slot for healthshots.
Updated Instance.OnRoundEnd to now receive the reason
Updated Instance.OnBeforePlayerDamage to now receive damageType and damageFlags and the result can now modify damageType and damageFlags
Updated Instance.OnPlayerDamage to now receive damageType and damageFlags
Updated Instance.OnKnifeAttack to now receive attackType
Updated Instance.TraceLine, Instance.TraceSphere and Instance.TraceBox
The trace config now accepts an array of ignore entities or just one
The trace config can specify to trace against hitboxes
The trace result will include hitGroup if tracing against hitboxes
Updated Instance.BulletTrace result to include hitGroup
Updated Entity.TakeDamage to accept damageType and damageFlags
Added CSWeaponData.GetGearSlot()
Hello! I wanted to share some of my recent progress on Shifter. I have started to get help on some areas like 3D-modeling, but I won't share those things yet because many of them are still a work in progress.
At the start of the year I started adding new weapons and abilities/skills, and making some changes to the way the procedural generation works, but that is not yet in the game. I've made systems that allow for more unique weapons by adding "abilities" to weapons themselves, allowing for weapons to have their own attacks. One example is the head spear, which allows you to collect the decapitated heads of enemies after killing them, put them on the spear, and then swing the spear in such a way that the head goes flying, exploding upon impact. I added portals that allow you to spin the whole world map on the UI, and then select another discovered portal and teleport there.
We have updated Queen's Wish: The Conqueror to v1.1. This patch fixes a number of smaller issues, and completely reworks how the game is drawn and animated. Includes full screen scaling and magnification options for those with vision issues. Enjoy!
Version 1.2 Patch Notes - October 13, 2025
- The Queen's Wish engine now supports proper monitor scaling, and everything should be drawn at a much more legible and attractive size. In Settings, you can toggle between Fullscreen and Windowed mode. You can also set magnification to zoom the view in or out.
- Animations should be much smoother.
- A longstanding Mac issue with corrupted screenshots should be fixed.
- A variety of minor improvements and typo fixes.
Are you ready to plunge into a world of shadows, mysterious creatures, and relentless soldiers?
We hope so, because Beneath is rising from the depths on October 27th
Think you can handle it? Prove it - play the free demo on Steam today:
https://store.steampowered.com/app/3238080/Beneath_Demo/
But first check out the brand new trailer!
Of course, very few products launch without bugs, and we are no exception. The following issues and bugs are currently known and are what we plan to fix:
UI during Trickster purchase and body change: User interface problems have been detected.
Loot from quick access slots: Items cannot leave the dungeon after a raid and stubbornly remain there.
Lighting: The lighting manager is slow to react to location changes. We aim to maintain optimisation while ensuring high-quality lighting for our locations.
Sounds: We've received feedback regarding the sound design and are already refining sounds across locations.
Trap Improvements:
We are improving the active area of the mushrooms and the visualisation of their effect.
It has proven more difficult to escape the bear trap than we anticipated; in certain cases, the ability to break free is missing.
Interaction through walls: A handy feature, but we will fix it!
Multi-use of consumables: This will be fixed after we finalise the loot system rework.
Controls:
We will add the ability to exit the inventory not only with TAB but also with ESC.
We will fix the operation of hot keys, including the ESC menu.
Merchants: We will improve the visualisation when dealing with merchants, as each of them only sells and buys a specific type of goods.
Dungeon Building Validation: Sometimes, the validation works incorrectly, allowing players to save an incorrect module placement or, conversely, not saving a correct one.
Parkour Elements: We will refine the parkour elements within modules, as we've received feedback about problematic spots.
Thank you for your help and patience! If you encounter a bug that is not described here, we would be happy to receive details in our Discord server or via the ESC menu under the "Report a Bug" option.
Are you ready to plunge into a world of shadows, mysterious creatures, and relentless soldiers?
We hope so, because Beneath is rising from the depths on October 27th
Think you can handle it? Prove it - play the free demo on Steam today:
https://store.steampowered.com/app/3238080?snr=2___
But first check out the brand new trailer!
Mark your calendars, the free demo for Phasmonauts arrives October 24th!
Grab your gear, rally your crew, and step into the woods to uncover which cryptid is haunting the campsite. Find 3 clues, piece together the evidence, and face off against the monster that lurks in the dark.
You’ll use both traditional ghost-hunting gear like the EMF Reader and Spirit Journal,
and some... less conventional methods - ever use concrete to catch a ghost?
Each character offers a different playstyle and set of perks:
Mae – Lightning-fast with low health. Double-dash and slow sanity loss.
Otis – Ammo specialist for automatic weapons; medium sanity drain.
Isaiah – Marksman with pistols; deals +30% pistol damage.
Champ – Tanky powerhouse. Slow, but deadly - his Comet Dash damages enemies on impact.
Vacuum up spirits to collect souls, then trade them for sigils - powerful upgrades that let you build your ideal hunter. Experiment with new playstyles each run and see how far you can push your luck before the cryptid finds you.
Once you’ve uncovered the truth, prepare for a challenging boss encounter that will test everything you’ve learned.
Thank you all for your patience while I’ve been radio silent. I’ve been hard at work getting this demo ready for you to play, and I can’t wait to see your reactions when it drops on October 24th.
-Dougie
Wishlist now and get ready to hunt the unseen.