By popular demand, you can now add custom music! Here’s a quick setup guide.
Open Steam → go to your Library → right-click the game → Properties.
Open the Installed Files tab and click Browse
Open the folder CustomMusic
Drop your audio files (.mp3 or .wav) into one of the folders below—depending on where you want to hear the tracks.
race_music — music during races
radio_streetbeat — radio while free roaming
radio_styling— radio in Styling
radio_tuning — radio in Tuning
radio_showroom — radio in the Showroom

You can split your tracks across multiple folders—the game will pick them up automatically.
🎃🕯️ The Darkness Is Gathering... 🕯️🎃
From the depths of the void, whispers arise — the gates are about to open.
Our silence was never absence — it was preparation. While you heard nothing, we were lurking in the shadows, sharpening the blades of code and purging bugs with sacred fire. ⚙️🔥
Very soon, the world of SmutStone will unfold before you — to welcome those who crave power, temptation, and madness.
Every card, every soul, every choice... has a price. 🖤
Stay tuned.
🕸️ Winter is coming… and with it, the game shall awaken. 🕸️
💀 Coming. Very. Soon. 💀

Added the ability for players to create and upload their own mods, these can be monsters, human skins or maps.
Here is a YouTube playlist with modding tutorials: thttps://www.youtube.com/playlist?list=PLS6RTe0IV7IqB8YHzV7kEdJI_W0BGaaDS
If you're downloading a mod from the Steam Workshop, you will have to move the mod's content folder into the Mods folder in Horror Royale for it to actually show up in game. Here's a video on how to do that: https://youtu.be/ilxsnB-IyAc
Added four new throwable items: Molotov, Flare, Smoke Grenade and Stun Grenade
Changes to Mannequin monster
Bug fixes
Hello everybody.
We’ve got a ton in the works for the next patch, and all of this is gearing up for a larger content update in the near future.
Till then we figured we should show off the behind the scenes, for what’s going on in the Renown Development world, at the moment.
Introduction to one of our Mystery Programmers – It was Phanzor the whole time!
We are delighted to introduce one of our programmers, Phanzor, who recently transitioned from a long-standing role as a Discord moderator to a full-time developer on the project. Below is a brief message from Phanzor:
“Hello all
I’m Phanzor and I’ve recently been fully onboarded to the project after being a long-time moderator here on the discord.
I am currently working on the siege system. This has involved reworking projectiles to increase their impact with players. We’ve done this to improve the feeling of being involved in a siege. It also lets us make them more modular, allowing us to implement newer variants (i.e. flaming boulders). This opens up the entire system for easy development for some cool ideas, such as; Anti-Personal Catapult shots, Cheap Tracing/Guiding shots, and maybe even an airborne human option at some point.
This also comes with fixing up and adding in the trebuchet. We’re also making it so raid sounds are heard from farther away. Previously the impact and feel from being under attack was underwhelming. It also missed out on a key Survival Raiding troupe, of being able to hear a raid from a long distance and act as a 3rd party.
Recently also I finished up the new wipe system making it more reliable and introducing a scheduler to ensure servers wipe at the correct times and advance the date correctly afterwards.”
We’re super excited to have Phanzor full time working on the team. While there is still a lot of sharpening and fixing still to be done, we’re really excited for the future of the game. Next time we’ll hear from Moxie a long-time programmer on our team and our other “Mystery Programmer” mentioned last week.
KZ has mainly been hard at work with Combat Feedback and improving the direct feel of the combat system. We’ll have a whole dev blog dedicated to just the Combat system and its changes coming in the next week or so. Till then KZ has also been modelling and animating some cool new features.
The Carraige and Caravan System

The first of these are the new traveling event in game. These are the Merchant Caravans and the Royal Carriages.
To begin with, these will be AI controlled Carriages which travel around the map. If players find them, and can do enough damage, the Carriage will be stopped and lootable.

They’ll have a basic foot escort of Mercenaries for the Merchants, and Knights for the Nobles. This should add some excitement to the mix and gives us system to scale with the value being carried.
In the future KZ has mentioned he’d like to have the AI escorts riding on the carriage. For example, the back of both the noble and merchant vehicles has a step for riding along, or places at the front to ride “Crossbow”. This should also add a level of dynamic fun given the carriages could move a lot faster this way.
Further beyond this, we’d love for players to be able to create and ride along in their own carriages or caravans. KZ already had a video from a WIP riding system, but it’ll need a fair bit of love before it’s in game ready. However, this is stil a tangible step toward to the mighty medieval wagon fort!
The Ferrymen – A new fast travel system

The other area KZ has been working on, is the design and implementation of our new fast travel system “The Ferrymen”.
In this case we’re still looking to redo the entire vehicle system in game when we add in horse and cavalry. Till then we’ve got a fairly large map, and not a ton of ability for players to move around.
The quick solution for this in the meantime, is a simple network of Fast Travel points separated around the coast of the map.
The main idea being this should help with greater player interaction over the map, and better Quality of Life for any longer journeys the player regularly takes.
We’ll be starting with it fairly unrestricted, but we’ll be looking at options to add fees or other balance gates if it’s causing less fun than it’s helping to make.
This of course hints at a greater system of player rideable, and then controllable boats and other watercraft, after the aforementioned Vehicle system can be overhauled. River logistics was a huge part of the medieval world, and who doesn’t love a good sea battle at the end of the day.
Stay tuned for next week's "Fresh of the Forge" update. We'll be covering Combat changes and various other exciting bits planned for the next patch.
Improvements:
Reduced the NG+ level increase of enemies
Nerfed the damage scaling of enemies in higher NG+ cycles
Option to lock items in the inventory
Option to mark items as junk based on rarity
Option to show / hide junked or locked items
New Armor Prefixes
New high-level Artifacts
New high-level Weapons
New gems and enchantment recipes
Nerfed luck bonus to item find and magic find
Capped the maximum item level of random loot in the Standard game mode. High-Level items are obtainable starting NG+
Changed the handling of "on kill" item modifications
New chest placed nearby Jesse's chest for a lockpicking intro
Stamina consumption is now visible for most skills
Text highlight in the player window the after reaching the maximum amount of -Damage Taken
Saving is no longer possible in the Endless Tower game mode
Teleportation is no longer possible in the Blood Dungeon
XP information when hovering over the XP bar
Bugfixes:
Changed the Critical Hit Bonus on random items
Fixed several item inconsistencies
Resolved crash when interacting with the altar immediately after sacrificing a heart
Resolved crash when selecting a skill after increasing the attributes
Resolved issue where stashed item icons were not shown


Added a new Stage 3 - 11.
Improved player stun time is now reduced to get you back into the fight quicker, you can use dodge to get up straight away.
Improved reflections, they now have far less distortion issues.
Adjusted Tyler's starting position to make him easier to tag.
Improved path finding enemies won't get stuck behind breakable objects under overhangs.
Fixed mirrors not breaking.
Fixed some stages windows would break, but then appear non broken when entering a building.
Fixed issue where sometimes enemies would not get stunned correct when hit (for example if the enemy was taking a weapon out)
Fixed issue where some enemies would get stuck not attacking you.
Fixed issue where some enemies would get stuck waiting for your character to recover even though you already had.
Fixed an issue where enemies would get stuck trying to pick up heavy items.
Fixed an issue where all enemies would attack you as soon as the stage started on later levels, after finishing a longer stage than the current one.
Fixed Mellon issue - where broken pieces weirded out.
Fixed couldn't sit on bench issue
Fixed issue with enemies not sitting in cars correctly
Fixed issue in Chapter 3-2 with slowdown after defeating the first 3 enemies and then restarting multiple times.
Fixed Chapter 3-4 path finding issue caused by explosion.
Fixed toilets sit-able.
Chapter 4 will be dropping very soon! Thanks for you patience, I appreciate you all.
Jon
Based on feedback from the first batch of testers, the playtest version has received the following updates:
Fixed character stuttering bug
Fixed the bug where interactions could only be triggered after multiple clicks
Fixed save file error bug
Added support for 16:10 and 21:9 screen resolutions
Fixed restaurant exit error bug
Corrected some text issues
Fixed UI not responding bug
Optimized character animations
The testing is ongoing! We welcome you to continue your experience!
Feel free to report any bugs you encounter:
https://docs.google.com/spreadsheets/d/14TRkW9NaQ0yTUP0Tth0B8rCVsbcktoUYFdqiwUrxsJg/edit?gid=0#gid=0