Hello, this is developer RasEn.
Through a series of posts in the form of “Coffee, Code, and Ashes”, I plan to regularly share reflections, development directions, and progress updates to help ease the wait for those looking forward to Ashen Dungeon’s updates.
It’s been about 20 days since I uploaded the demo of Ashen Dungeon.
Many players have enjoyed multiple playthroughs despite its shortcomings, while others couldn’t overcome the lack of a tutorial or the game’s initial entry barrier.
To everyone who played and shared their thoughts — thank you sincerely.
Based on both the data and player feedback, I’ve been deeply reflecting on the game’s future direction.
Some players have enjoyed over five runs, taking the time to experience each piece of content the game currently offers — yet it’s clear there are still several weak points.
Even considering that Ashen Dungeon only contains early-game content, I know there are many areas where it still falls short compared to other games.
Skill descriptions are often difficult to understand, the interface only provides the bare essentials, and the visuals and presentation still have plenty of room for improvement.
Beyond that, there are numerous aspects that need refinement.
However, I believe that if I can establish a foundation where players can clearly feel the game’s core direction — especially for those who enjoy forming their own party and nurturing mercenaries — it will give enough reason and confidence to keep waiting for the game’s growth.
Still, there were many regrets.
At first, I thought fixing the most noticeable visual issues—especially the animations—would be enough.
But looking from another angle, I was reminded that there are many so-called “god-tier games” that succeed not because of their graphics, but because of their depth and completeness.
That realization made me refocus on what truly matters: the content itself.
Rather than stopping at visual improvements, I’ll continue refining the game’s core fun so players can enjoy Ashen Dungeon more deeply and immersively.
So I started rethinking what kind of content direction players are truly expecting — starting from the very first element they encounter: the temperaments.
Sure, players understand that these give their characters some sort of change, but could it also feel frustrating? Could they imagine what each trait really means?
While discovering these traits through gameplay has its own charm, I wondered if I’d become too fixated on that idea.
In the end, I realized: I need to make these temperamental traits something players can imagine and have fun with from the start.
As with this example, I reviewed every piece of existing content and reconsidered the overall direction of the game — constantly asking, “What do players find most fun?”
Of course, it’s not just the content I’ve been thinking about.
I’m also reflecting on the negative feedback and will continue doing so.
In particular, I realized that to make exploration more enjoyable, I first need to address elements that make it feel frustrating.
That’s why I’m planning the following changes:
Animations, visibility, and atmosphere will all be enhanced to make the experience more immersive.
As I continue testing the scenes, the overall shape is taking form.
I’m eager to update it as soon as possible so players can feel the changes themselves, but I’ve found several technical issues that must be fixed first.
Once they’re resolved, I’ll prepare everything as quickly as I can to show you the results.
There are many other things currently being tested, but I’ll stop here for this post.
Thank you again for your continued interest and support.
Sincerely,
RasEn
The wait is over — Greedy Darts is officially available in Early Access!
Thank you so much to everyone who followed the development and supported this project.
This Early Access version represents the foundation of the full experience.
You can enjoy multiple game modes like Count-Up, Zero-One, and Cricket, combined with the strategic depth of deck-building and artifacts.
We plan to add more cards, artifacts, and modes in future updates.
We’d love to hear your thoughts and feedback!
If you encounter any bugs or issues, please report them in the Bug Report Thread.
Your feedback will directly help us shape the future of the game.
Please share your feedback with us on \[Discord] or in the Steam Community — it really helps shape the game as we move toward Early Access.
Thanks for playing, and enjoy!
We're excited to announce that you can now wishlist our latest game: time-looping puzzle ballad The Marvelous Raincaster of Yell Holler!
Unravel the tale of a (somewhat) legendary weather-making rooster, told in verse.
💧 Navigate a story-based time puzzle
💧 Gain the assistance of a traveling conman salesman
💧 Orchestrate a shindig and other such matters


Hey Panda Peeps,
Struggling with writer’s block? Maybe you just need some visual inspiration in the form of a scantily-clad, sensitive wordsmith! This pinup featuring Poe is back in the Limited Time Event, and all you have to do to unlock it for your Memory Album is log in every day to collect all your Daily Tokens!
We love you so hard,
The Pandas

Are you ready to suffer like never before?
Because for the last few months, we've been suffering around the clock to bring you the biggest update since ANEURISM IV opened its gates in March. New jobs, new cosmetics, new weapons, and tons of major improvements make this the ANEURISM we dreamt of initially.
We sincerely hope you enjoy this update for all the usual reasons.

So what exactly is Misery? Without going into too much detail, it's for you to find out. But we know how excited you must be to know just a little bit about your new workplace, so let's get acquainted with the basics.
Behold, the new metalworks. This time, with a convenient access to the mining hall. It's time to maximize productivity! Too crowded? No worries! You can always transfer over to the second metalworks. Glory to the Cortex for the marvellous infrastructure!
Soup KitchenWhat was once known as the Ration Factory is now the Soup Kitchen. It might not be actual soup that you'll be cooking here, but there is slop and you can become one of its ingredients if you really want to. If you don't, then we advise you watch your step...
Apartment BlocksWith 3 massive apartment blocks, the Consul has provided once more. As reward for your hard work, you'll now be able to upgrade your apartment with extra storage, very useful furniture, a workbench, and even a fresh rack of Capitron 3000s if you're kind enough to your local banker.
The UndergroundSome will call this their new home. It's big, it's dangerous, and it's at least 2.5x more rotten than before. Citizens should not traverse these halls, as the environment will prove fatal to those who do not belong.


There's a lot of changes to go over. That's why the changelog is so bountiful. We know how much hard working proles enjoy their weapons and funny shirts, so here's what we've got in store.
CTX Valta: A powerful assault rifle. Hot off the press from the Cortex Munitions Depot, the CTX Valta has been deployed for field work assigned to high-ranking Cortex personnel.

Nothing would be complete without cool new cosmetics. Here they are.


Frommer, jerry can, and repair kit added to the Night Market
Added new map: Misery
Added Propagazers (breakable propaganda device)
Added Sepsis (can be contracted from rot nodes and zakazen)
Added Zakazen (faster-growing rot variant)
Added grease traps and a craftable grease siphon
Added gutter oil (used to craft food items)
Added new propaganda from the High Propagator
Added a food packaging table
Added craftable Capitron Assembly Kit
Added apartment upgrades (purchasable through the Prole Depot)
Added coughing
Added falling boulders to the mining hall
Added two new medicines for sepsis
Added new Telescreen broadcasts
Added new foods: Eldritch Beans, Sievert Sushi, Bone Scones, Rat Glizzy, Tumor Crisps, Bougie Bigos, Magot Cheese, Chleb Naziany Kiełbasą
Replaced Methadone with Crack Mef, Evil Crack Mef
Added Peet Rock
Added Basketball
Added weapon: CTX Valta
Added eight new cosmetics
Added protective barriers at Cortex outposts
Added property price fluctuation
Replaced Epinephrine with "Adrenipen"
Dumpster rat now faces you when being held
Only neutral fates can eat Kevlar
Combat Juice now lasts 15s but grants major resistance
Damage resistance buffs no longer stack
Speed buffs no longer stack
Most foods rebalanced
Changed all fate post-processing filters
Changed all main menu splash screens
Changed jump and land sounds
Buffed Vomit Coffin damage and range
Lowered Vomit Coffin HP
Food Stands are now persistent and each item can be edited
Explosions now factor in wall thickness and distance
Increased property limit to 1 residential and 1 commercial property
Capitrons are now persistent and part of apartments if stored properly
Improved security cameras (lowered FOV, reduced spam)
Dealers can now fulfill their own orders
Pushing now actually pushes the target instead of teleporting
Push force can be increased with strength buffs
Increased the Dealer’s discount at the Night Market; lowered the Banker’s
Improved reliability of interaction with objects
Improved rot algorithm for more stability
Fixed missing Czech characters
Fixed items being uninteractable when placed on top of planters
Fixed exaggerated camera shake in third-person view
Fixed gunfire VFX auto-playing
Fixed inaccurate player model in the corpse inspection menu
Fixed “laundry stealing” exploit
Fixed loading crate exploit
Fixed stamina exploit
Fixed shooting direction imprecision when crouching
Added anamnecyte stat to server monitor
Brand new Halloween 2025 crates have 2 reward slots, 1 which contains previous years Halloween items and 1 which contains TD items.
Potential crates you can get are:
Halloween crate
Halloween Stickers crate
Halloween Neon crate
Torque Drift crate
Formula Drift crate
Sponsor crate
Neon crate
How to earn these new crateAchieve all the score targets in the "HALLOWEEN ESCAPE" challenge for a chance at a combined 4 crates
Purchase 12 Daily Crates for 125 Bullion
Normal Halloween crates will also be purchasable for the duration of the event!
As per usual if you have any feedback or suggestions for us we would love to hear all about it in our discord!
Keep your eyes out for a certain event that will be taking place at the end of this week!
Stay Sideways everyone!
-J

So here's the first small hotfix for the remaster. Changelist as follows:
added a deflection indicator to show where your bullets might land relative to the reticule
removed reflections from clouds and splashes
increased the epxlosion trigger range for the dropable seamines
removed the block from aim assist when targeting friendlies
removed a floating item at peteh's
The deflection indicator is just a spur of the moment idea, let me know if it's a good addition.