
Hi everyone! Sergio’s here.
Finally, I got some good news.
I’m releasing not one, but two new games today.
One is called Elsewhere. It’s a game inspired by Yogscast’s Jaffa Factory series, and is essentially a throwback to the old Tekkit days. I’ve been working on it since before Hearthlands and in 2018 switched to it almost full time. So, yeah, it took a while.
The game turned out to be huge and there are still many things I want to do with it (like adding an ending), so it’s gonna keep being updated for a while.
I wouldn’t go as far as to say that things are looking up after 3.5 chaotic years, but at least I can release my games and get paid for it (hopefully enough to survive, since I don’t have anything else going on) – which is new.
Also, the Yogscast people loved the game and let me use their stuff in it. Which is something I myself can’t still fully believe.
Here it is:
https://store.steampowered.com/app/1271150/Elsewhere/
If you already own Elsewhere, you should be able to grab a Steam key from Humble if you go to the link that was sent to you when you purchased the game. If you can’t figure it out email me (
) and I’ll get you the key.
A positive review will go a long way. This is a decade worth of work and I’m terrified to set it loose onto a largely unsuspecting audience and just see what happens. First impression is very important and I would very appreciate if you take a minute to write something.
Please remember though – this is a work in progress, and I’m not trying to one-up or recreate Minecraft (or Yogventures for that matter). Much like with Hearthlands this is something I always wanted to play, so I had to make it myself.
The second game is called YogLabs: Testing Initiative. It’s a free game based on the old-school Yoglabs series. It’s a standalone puzzle/adventure game made in Elsewhere.
It’s gonna have at least two episodes (the first one is complete; the second one is about 60% done).
I really liked making these adventures, so ideally, I’m planning release new ones from time to time (considering Elsewhere is successful enough to let me do this).
YogLabs is voiced by Lewis, Boba, and Duncan, to whom I’m very grateful.
Here it is:
https://store.steampowered.com/app/3962400/YogLabs_Testing_Initiative/
I know how fans can be highly critical of other fan’s work, so just keep in mind that we all see the things we love from a different perspective and this one is mine. I’m not forcing it on anybody, it’s free, and the Yogs themselves loved it, even though it’s very different from what they’re doing in Yoglabs 2.
I’m also releasing my music collection (around October 30th), which combines higher quality tracks from Hearthlands with 20 years’ worth of music from my other games. It comes with a little career retrospective in a pdf.
I don’t expect it go platinum:) It was something I did while I was waiting on other things and it was very fun for me to remember and re-record this stuff. Hope you’ll find it interesting too.
Here it is:
https://store.steampowered.com/app/4102510/Sergios_Music_Collection/?beta=0
That’s it for now.
There are many other things that are in the works from ideas to demos, to 90% completed games that I’m not gonna talk about, because I’m too superstitious:)
Hopefully there’s gonna be more stuff to share with you soon.
This is my dream that you helped me live, I'm infinitely grateful for it, and I’m not giving up.
Thank you all and take care,
Sergio
Please allow us to express our sincere gratitude to everyone who participated in the second closed beta test (CBT2) of KILLER INN. Thank you for taking part over the course of the 10 days. We learned even more than during the previous test and received a great deal of valuable feedback from all of you.
We made many improvements and adjustments for CBT2 based on your feedback from the previous CBT back in July, such as the Safe Zone invincibility timer and retaliation kills.
In the last CBT, the Wolf team often appeared to be overwhelmingly favored, and match balance was one of the major issues. This time, however, the win rate between the Wolf and Lamb teams was nearly 50-50, showing great improvement in that area. Many matches stayed competitive right up to the end, and we were once again reminded how meaningful your feedback is and how directly it contributes to improving the gameplay experience.
KILLER INN is a game built together with all of you. That’s why we read and take seriously every piece of feedback and suggestion we receive. While we’ll continue sharing our improvement plans mainly through Discord, we’d first like to address the issues we currently recognize as particularly important.
Combating all forms of cheating and unsportsmanlike behavior that brings down the player's experience is an absolute priority for us. We have a team that is carefully reviewing and analyzing all the reports we received during CBT2 regarding suspicious behaviors. We have not found any evidence of widespread cheating, but we take all reports from our community seriously and will continue to investigate. Our goal is to fight for the best and most fair player experience.
In this version of KILLER INN, matchmaking based on player skill and experience had not yet been supported. As a result, beginners and advanced players had to be matched together.
It is not our intention for beginners, who are still learning the mechanics, to be taken down by experts before they can even gain their footing. Building an environment where new players can grow step-by-step alongside others of similar experience and gradually advance toward intermediate and expert levels is of vital importance. Skill-based matchmaking will be one of our top priorities moving forward.
We also confirmed that pre-made parties, especially on the Wolf side, often gave a major advantage. From the perspective of solo players, this understandably created unfair situations. In future versions, solo players will ideally queue with solo players. Similarly, parties will ideally queue with other parties. This will create the most balanced experience for all players.
From the middle of the CBT onward, some players began leaving matches before they even started if they weren’t assigned to the Wolf team. This not only reduced the number of Lamb players and disrupted game balance but also introduced a strange meta-logic where people could assume like “this person isn’t leaving this time, and that means he’s a Wolf.”
Intentional match leaving (lobby dodging) cannot be tolerated. We recognize the need to introduce automatic detection and clear penalties for such behavior. We will never allow rule-abiding players to have unpleasant experiences because of unsportsmanlike behavior of others.
In particular, many players felt that the Club was “unreasonably powerful,” and the dev team shares that view. Final statistics showed that the Club’s usage rate was quite high—on par with the Revolver—making it clearly one of the game’s top-tier weapons. Especially when upgraded with the Stagger effect, the Club remained dominant until the final day of the beta test.
As mentioned in our mid-test update, melee weapons were originally designed to make KILLER INN accessible even to players without strong shooter skills—we didn’t want it to be a game only sharp shooters could enjoy. However, considering the ease of obtaining and upgrading these weapons, as well as matches where beginners and experienced players fought together, it’s clear there was significant room for balance improvements.
We plan to adjust this “all or nothing” balance—where you can counter something only if you’ve taken the right measures but otherwise will be helplessly defeated—so that combat feels fairer and more strategic.
At the same time, we noticed many players, particularly the experienced ones, began developing counter-strategies against the Club and Revolver. KILLER INN features a wide range of characters, weapons, armor, upgrades, and support items, and watching players bit by bit develop new tactics—and counter-tactics against those—was an invaluable learning experience for us.
We will review not just specific weapons and items but everything from top to bottom. Beyond simple numerical tweaks, we aim to deliver changes that make the game better balanced, deeper, and more engaging in future versions.
Watching everyone experiment with different characters and strategies was incredibly inspiring for the dev team. The constantly shifting character usage rankings and how you utilized them led to many unexpected discoveries.
We have an “everyone is the protagonist” philosophy behind KILLER INN—every character has a reason to survive and make it home. Our hope is for players to find their favorite characters and for popularity to spread more across the cast.
You have given us a wealth of feedback and suggestions regarding character abilities. We also have many ideas of our own to make them more intuitive, impactful, and distinctive. We hope you’ll look forward to seeing how some of the lesser-used characters evolve in future updates.
KILLER INN still has many areas for improvement beyond those listed above, and there was so much amazing feedback. Some other items we are looking into are:
“Block(avoid) list” feature desired to avoid griefers
Not enough clues appearing in early game (more chances for clue gathering desired)
Too risky to inspect corpses due to the chance of being killed
Still hard to tell who killed you and how
Want easier non-vocal communication (preset messages)
Player names in foreign languages are hard to recognize
Want better Key Remapping (EX.: supporting side-buttons of mice)
KILLER INN has not yet fully achieved our vison of a true Murder Mystery Action game.
Our goal is to maintain tense, thrilling battles while fostering a murder mystery experience built on mutual deception, trust, suspicion, and unmasking the Wolves through deduction.
In CBT2, we tried to make it little more slow-burn by lowering the risk of death in early game, but this unintentionally decreased the chances of collecting clues and narrowing down suspects due to a lower corpse count. We believe the feeling of weeding out the culprits is essential for our game, and we’ll continue step by step refining the game so players can feel and experience the murder mystery elements more in the future versions.
We still have a lot of exciting work ahead of us, and as with the end of the previous CBT, we will be using this time to refine the game and make sure your next experience at the inn is even better.
We have many ideas for improving the game, inspired by the feedback and experiences you all shared during this CBT2 and rest assured we will be back with a better version of the game, so we ask for a little patience. While you wait, we’ll continue sharing updates mainly on the Official Discord. Where we’re also planning more community events, so keep an eye out for them and hope you join in!
In the meantime, above all, we will continue listening to all your feedback, ideas and suggestions!
Once again, we are truly grateful for each and every one of you that took part in this very important beta test, and thank you, as always, for your continued support of KILLER INN.
—The KILLER INN Team
Hello folks,
The release of All Under Heaven is just a few days away, and we want to share the changelog ahead of time to give you an idea of what to expect once the update goes live. We're also including a release schedule so you can tell what date/time All Under Heaven will release for you.
All of us at Studio Black, here in Stockholm, are so excited to share this with you. All Under Heaven might just be the biggest expansion we've made for Crusader Kings 3. Growing the map by roughly 30% has definitely had its challenges, but it's been a long-term ambition of ours to establish a complete map of the Old World as a base to build on. While working on adding east Asia, we've had the chance to meet and talk with so many members of our community. All Under Heaven flourished with the aid of so many useful insights, and so much fruitful collaboration with our fans. We have a lot to thank you all for.
The accompanying 1.18.0 free update for the base game is called ‘Crane’. For the cultures we’ve striven to represent in-game, the beloved crane symbolizes happiness, longevity, and the connection between heaven and our mortal world.
We hope that you all will have as great a time playing All Under Heaven as we did creating it!
Signed,
Alexander Oltner, Game Director
Henrik Lohmander, Design Lead
Lucia Dzediti, Producer
Daan Broekhof, Programmer / Code Owner
Jacob Blakey, Community Manager
and everyone else at Paradox Studio Black and Paradox Interactive


You can read the full changelog by following this link to our forums.
As a reminder: This update is NOT live yet!
Hi there!
I hope you're doing well - I've managed to align the sales dates for all my games and they are all currently on sale for the next two weeks. They are also bundled for additional discounts if you pick up both turn based games (7%) or all three titles (10%). Below you'll find a little about each – if you have any comments, questions or suggestions, let me know – happy to chat!
https://store.steampowered.com/app/1208110/Prometheus_Wept/While development has proved more challenging than expected, I'm happily working away on Prometheus Wept. The last update, which added a gameplay affecting day/night & weather cycle, went out a week ago, and work has commenced on act 2. There have been tons of improvements since launch, and I'd love to get your feedback to further improve it.
https://store.steampowered.com/app/545600/Vigilantes/Making Vigilantes seemed like it might be impossible at first, with such limited resources, but with Steam Early Access and Kickstarter support, and tons of help from the Steam community, it turned out to be a better game than I thought it would be possible to make for a mostly solo dev.
https://store.steampowered.com/app/327150/Deadstone/Everyone starts somewhere, and while Deadstone reviewed fairly well, it didn't sell a great deal. Without the several 1000 hours figuring out how to develop games, none of the later games would have been possible.
Anyway, thanks again if you made it this far, and feel welcome to drop in for a chat :)
Daithi
Key Change: Hold to Attack!
You are no longer required to mash your mouse button or keys! Now you can hold down the attack or skill key to continuously attack or cast spells. This should make combat feel much smoother and more responsive.
Other Fixes:
Fixed an issue with buff duration.
Various minor fixes and stability improvements."
Next week on Thursday, October 30, 2025, the time has finally come: Update 6 will be officially released. You have been waiting a long time, you have shared countless requests, and we are excited to now announce that the release is just around the corner. It is especially important to us to emphasize that the update will launch simultaneously on all platforms, PC, PlayStation 5 und Xbox Series X/S. No one will have to wait – everyone will be able to jump in at the same time.

One of the central highlights of this update is the brand-new graphics overhaul. We didn’t just improve individual elements—we started completely from scratch. The entire graphical foundation has been rebuilt to not only significantly improve performance but also to deliver a truly natural and realistic lighting experience at every time of day. As a result, the game doesn’t just look more modern—it feels entirely new and atmospheric in a way that transforms the overall experience.

There are also major improvements to gameplay. In Berlin, the radio system is now fully functional, enabling realistic operational procedures for the first time. At the same time, in Hamburg, players can now explore the new BSA and LSA areas introduced in preparation for the upcoming Akkulok AL1 DLC. These areas were previously unused but are now coming to life. You can already walk around, explore, and familiarize yourself with the environment to be ready when the DLC launches.

Another major focus of this update is the overhaul of Berlin’s tunnel network. All tunnel sections have been fundamentally redesigned both visually and technically to meet modern standards. In addition, a dynamic tunnel lighting system has been implemented that randomly illuminates or darkens tunnel segments. This creates a unique atmosphere on every journey and delivers the authentic feeling of real underground railway operations.

Of course, no major update would be complete without improvements to the trains themselves. All vehicles have been thoroughly reworked: bugs have been fixed, sounds have been redesigned for greater authenticity, interior lighting has been adjusted, and headlights now function correctly according to real-world standards. A special highlight is the G1E series—also known as “Gisela.” Previously limited to the U2 line, it can now occasionally be encountered on the U1 or U3 as well. The Gisela features its own unique sound profile, a fully functioning destination rollsign, and realistic headlights, earning its rightful place within the Berlin network.

We hope you are just as excited as we are. Update 6 is the biggest update in the development history of SubwaySim 2 and marks a true milestone that elevates the entire gameplay experience to a new level. With the combination of new graphics, redesigned routes, dynamic systems, and improved vehicle technology, the game now feels fresher, more realistic, and more alive than ever before. We cannot wait to see you driving with all the new features starting next week and we are looking forward to your reactions!
SubwaySim 2 is now available on PC, PlayStation 5, and Xbox Series X/S. We’d love to hear your thoughts in the Steam Discussions, on our Discord server, or via Instagram. Also check out the game on the PlayStation Store, Xbox Store, or Epic Games Store!
Yep, another small hotfix patch, anymore issue please let me know and thank you to the community for reporting these bugs.
PATCH 0.25.10.24
• Fixed Bringer of Death Quest.
• Added new DLC supporter pack item - Skeleton Torch Holder.
• Glass roof panels now allow sunlight for items like gardens and solar panels.
• Fixed Survival level 1 Attribute not applying.
New DLC supporter pack item - Skeleton Torch Holder.

This also works with the skeleton torch steam skin.
known issues • There is currently a UI bug within the engine which causes the UI to not render correctly, I have been trying to track this issue down but it's very hard to reproduce my end, I am sorry for the inconvenience this issue is causing ːsteamsadː.
• There are currently some known issues with vehicles not always syncing correctly when being dismounted when moving, this seems to be related to chaos physics in Unreal Engine 5, to avoid this issue I would recommend stopping before exiting your vehicle for the time being.
• Local Server - Due to level streaming trees will respawn if a player loads in away from their base location.
• Local Server - Some map stands are showing the incorrect positions for markers.
Localization updates do take time so if there are any missing translations, please be aware these will be translated in future updates.
If you wish to keep up to date with the games progress and current road map, please come join the official Rem Survival discord group.
As always if you find any issues or bugs, please report them in-game or via the discord group, if there’s major issues or you wish to discuss them in more detail feel free to on the discord group, I do try my best to test every update best that I can but at the end of the day I’m only one person :-). Thank you everyone for your support and feedback.
Catamyst has received a major update and it's finally yours to play!
To celebrate the release, Catamyst will be 50% off for the next week!
Expect a ton of improvements, polish and some new content to sink your teeth into. I already went over the content of the update in the previous post, so I'll keep the overview brief.
New Content
Five brand new tiers of difficult from 0 - 5 titled Enrage.
Enrage 3 is the previous version's standard mode
Enrage 5 is the previous version's Hard Mode (Agitation Ritual).
Two new types of Potion to use in runs.
Overloading Potion: Deals massive damage after a short timer.
Corruption Flask: Applies stacks of Corruption that reduce's enemy damage.
Five new Catalysts to enhance your potions.
Patient Catalyst: Deals 95% less damage, but every 5th throw deals a massive hit.
Stealthy Catalyst: Increases Dodge Chance when holding the potion.
Fortunate Catalyst: Has a chance to deal double damage when thrown.
Bonded Catalyst: Increases Crit Chance and Crit Damage based on how many unique molecules are in the attached potion.
You'll have the find the fifth one in-game... I seemed to have dropped it...
Some new Enchantments!
\[Special] Molecule Master: Increases Potion Damage, Crit Chance and Crit Damage based on how many unique molecules are in all your potions.
\[Novice] Stealth Skills: Increases Dodge Chance by 3%.
\[Expert] Stealth Tactics: Increases Dodge Chance by 6%.
\[Novice] Protection Ward: Start each wave with +10 Ward Strength.
Reworks & Improvements
Status Effects have been reworked to allow multiple effects of the same type (e.g. Burn) from different sources. Status Effect code as a whole have been reworked from the ground up to feel better to use.
Damage Reduction and Overheal have been replaced with a new Ward stat.
This is shown in a new bar under your Health.
Ward Strength reduces damage by 50% and is consumed by the amount reduced.
Any Enchantments that used Damage Reduction/Overheal are replaced with Ward-related Enchantments.
Catalysts will now be offered in random rarities between Novice, Expert and Master.
The Catalyst's base modifier will be improved on higher rarities.
Each Catalyst now has the same base chance to be offered.
You can now move the position of your Potions on the Potion Bar by dragging them.
This, however, does not include Vis Vial as this always sits in Slot #1.
"Molecule Imbue" upgrades have been reworked to better represent the idea of collecting Molecules.
Read more in-depth about these in the Patch Notes below.
Molecule Imbues are now pooled with all Special Enchantments, and are offered after every miniboss wave (now including Wave 15!)
Now for the Patch Notes! Prepare for a long read...
General
Added an animation for throwing potions.
Added dissolve animations to enemies on death.
Updated the sprite for Vis currency.
Updated all Status Effect sprites.
Artifact-related enchantments are no longer offered if you did not select an artifact.
Physical contact enemies (such as Barcs) now no longer deal damage when Stunned.
A crash when failing a run has been fixed.
A situation where the player would die twice and cause a crash has been fixed.
Enemy Shield bar now correctly depletes.
Projectiles now correctly get removed at the end of the wave.
Updated the Credits page.
Added a noticeboard to the main menu.
The “Run Start” menu has been reworked, and now includes 5 levels of difficulty.
Overhauled the “Run Stats” menu, including a complete backend rework and visual redesign.
Balancing
Reduced Willow’s hitbox slightly to match their body better.
“Respiration Potion” now gives a consistent Movement Speed increase when thrown, rather than a % based chance to get the buff.
“Respiration Potion” now increases the Movement Speed buff by 0.25% when leveling up.
Enemies can no longer spawn underneath players, and will respawn elsewhere if this occurs.
Changed “Extra Life” (now “Orchid’s Blessing”) to a Special tier enchantment.
“Master of Attunement” (now “Attunement Master”) no longer grants 75 Inert Essence, but instead increased Vis Collection rate by 15%.
Starting Crit Damage increased to 1.5x (150%).
Displacement Draught now has a +25% throw distance modifier that increases as the potion levels up.
“Potion Mastery” now increases potion start level from 3->5, and increases potion XP gain from 25%->50%.
“Sacrificial Power” has been changed to reduce 50% of Current Health, instead of Max Health modifiers.
“Slow Learner” wave modifier now reduces Potion XP from 50%->25%.
“Sacrificial Crit” now reduced Potion Damage from 50%->30%.
“Lights Out” wave modifier has been removed, to be reworked in a future update.
“Vis Packs” (now “Coagulated Vis") now also grants 50% of its base healing value, alongside 15 Vis.
Enchantments
Added “Stealth Skills” and “Stealth Tactics” Enchantments (Novice/Expert).
Added “Molecule Mastery” Special Enchantment.
Added “Protection Ward” Novice Enchantment.
Reworked all “Molecule Imbue” upgrades to focus on collecting molecules.
All: Increases molecule weighting for the imbue picked.
Hydrogen: Now increases Potion XP gain by 0.05% per Hydrogen owned.
Carbon: Now increases Crit Rate temporarily by 2% per Carbon collected (for 5s, up to 10 stacks).
Oxygen: Now increases Movement Speed by 0.02% per Oxygen owned.
Iron: Now increases Ward durability by 1 when collecting an Iron molecule.
Photon: Now increases Potion Damage by 0.03% per Photon owned.
Nitrogen: Increases bleed duration by 0.03% per Nitrogen owned.
Gold: Increases Ward Strength when you collect a Gold molecule.
Molecule Imbues are now classified as Special Enchantments.
Defeating Waves 10/15 now allows players to select a Special Enchantment.
“Steelskinned” has been replaced with “Empowered Ward”.
Removed “Thick Skin I-II” as Damage Reduction is no longer utilised.
Renamed “Master of Attunement” to “Attunement Master”.
Renamed “Obelisk Agitation” to “Magic Agitation”.
Renamed “Extra Life” to “Orchid’s Blessing”.
Potions
Renamed “Respiration” to “Respiration Potion” for consistency.
Renamed “Hydrocyanic Acid” to “Hydrogen Peroxide”, as well as changing its recipe to HO2.
Enemies
“Berserk Barc” enemies have been reworked, renamed to “Mosscrab”, and given a unique set of sprites.
“Mosscrab” enemies are now immune to Status Effects when they have their shield active.
“Barc” enemies have had their size reduced by about 25%.
The larger Barcs have been given a unique set of sprites, including a cute set of horns and a tail.
Enemy Burn effect now deals 1/8th of their damage.
Enemy Acid effect now deals 1/10th of their damage.
Enemy status effects now display a timer for their duration and a counter for stacks.
Mycellius projectile travel speed has been reduced by about 33%.
Mycellius attack speed has been slowed by 1s.
That's all for the patch notes. I really hope you enjoy this update. Catamyst has grown alongside me as a developer, so I hope that shows in this new update :D
Any feedback you might have, please send it my way prefarably via Bluesky!
Good luck in the Grove!
bugsaretasty~