Super Jump Dude is added to the collection!
Click with the mouse to jump and try to land on the crates.
Every first level of each world is already unlocked!
Get 40% overall completion to get achievement!
Hi everyone!
Huge thanks for all your feedback since yesterday’s release ❤️
Here’s the first update to address issues reported by the very first tavern keepers:
Fixes
Fish no longer all turn into roach.
Improved furniture colliders for more precise placement.
Round tables can no longer be placed too close to walls (stools won’t clip into walls anymore).
NPCs no longer get stuck around tables due to chairs.
Several English and German translations corrected.
Weaver stand name and description fixed in the skill tree.
Chair preview no longer remains visible after removing a table while holding a chair.
Merchant’s iron stock increased.
Kitchen assistant quest no longer asks for chopped carrots.
Dishwashing sound is now 3D and reduced in volume.
Round table blueprint is no longer available before you unlock it.
“Game Paused” is now shown on the end-of-day summary screen.
Wool, thread, shirts, pants, and fish now save correctly.
Wishlist mentions removed in the Early Access version.
Thanks again to everyone who reported these issues!
This first week will focus on stabilization and quality-of-life improvements. Keep the feedback coming.
Florian
Aspic Games

Optimized Map Event Unlock System
Reduced the affection level required to unlock girl events on the map
A “Not enough affection” message now appears when clicking a locked girl icon
You can now replay completed girl events by clicking their icons on the map
Adjusted all Combo QTE Text Descriptions
Added “Repeated Tap” hints to all combo QTEs for clearer operation types
Improved Chapter 9 Node Traceback
Late-stage Chapter 9 levels can now be revisited for story review
Enhanced Timed Choice Stages
Adjusted limited-time options for smoother access to hidden scenes
Performance Optimization
Further improved stability under specific conditions to reduce stuttering
Adjust video content with poor player feedback
Optimize routes to the “Jokester” and “Penny Pincher” endings
Continue improving video playback logic to reduce lag and crashes
Discord: https://discord.gg/uxXgTuk9XF
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Support Email: https://support@such-one.com
Hello everyone!
Thank you for your continued feedback for the game. We have just pushed a new update live on the opt-in beta branch, which was discussed in detail in our last update post here: https://store.steampowered.com/news/app/1598780/view/771930569635267646
As a reminder, you can access the beta branch with password "wantacracker" (be sure to remove quotes). This will give you access to the current balancing-in-progress version.
Remember - this current patch is a WIP! Changes present in this version are not final.
Here is the changelog for this update:
Further small tweaks to balancing
Additional fixes for possible soft-locks
Fixes for edge-case soft-lock conditions
Additional graphical fixes
The main branch should have an update soon based on this build. Thank you again for your continued support!
Once again, please be sure to leave feedback (either in comments here or on the forums) with feedback on this update. As stated prior, our goal is to provide a definitive middleground to address valid critique without overcorrecting and removing difficulty altogether. This version takes into consideration prior feedback from our last opt-in version and also fixes some additional bugs in regards to soft-locks.
You can also join the developer's discord here for quicker feedback and question submissions: https://discord.gg/TzKH63a4
We are excited to announce we have now launched our official demo of Dragomir the Dreaming. We hope you enjoy this demo, and remember game development is a tough business. We hope we squashed all the bugs out of the demo. Thank you for all your support and patience as you waited for the demo! Your feedback is invaluable to us, and we look forward to hearing your thoughts as you explore the world we've created. Stay tuned for more updates and features as we continue to refine the game based on your input!
Upon first acquaintance, the true scale of the Casting is not immediately realized. It's not just about the diversity of biomes and the complex terrain – the 2x2 km state of Wellandor is only the first part of the planned territory. But it is important to understand that for us the world is not just a backdrop for movement, but a full-fledged part of the game with its own story. Right now, we are just trying to fill every corner of the Casting with details and riddles that will encourage you to study closely and immerse yourself in the plot with your head.

According to the idea, the world should be large, open and interactive. However, there were only three people in the team at the start, so it would be extremely difficult, if not impossible, to build a huge landscape and fill every corner of it. "Therefore, we decided to make a knight's move and started drawing the general image of the territory: first we worked out the main contours of the territory, then identified important places on the map, and then delved into the details of each sector," recalls game designer Alexander Ostup. - "We managed to make the world diverse in biomes, but we didn't want the player to just run through empty space, completing tasks. A large area should be filled with riddles, mysteries, and obstacles (and it's not about bugs, of course!)."
After working on the design of the map, during the testing process, the developers focused on making sense of each location and building the logic of tasks in accordance with the specifics of the area.

Our key task is to create a space where it will be interesting to linger between the key points of the quest. We strive to make the Casting feel like a living world that exists independently of the main character's storyline. It's important for players to "cling to" something, to truly discover this world, and not just move mechanically between locations. "Now the world is gradually being refined and filled, the locations are becoming "alive" — they are interesting to solve," says the environment artist. — It's not just two kilometers of forest. These are ruins with a history, caves with secrets, magical anomalies, interactive objects that you want to explore, and puzzles that require non-standard solutions."
We design the world so that the player does not feel lost in the void, but finds a mini-adventure in every corner. "I don't want to make interactive elements simple. Every time we try to diversify them with new interesting mechanics," adds the designer. The same puzzles are solved quickly, so we try to come up with a new approach for each interactive game, whether it's a unique physical puzzle or a puzzle based on an analysis of the environment. This helps to keep the player interested throughout the study.

The whole team is working on filling the world. Every developer, from a screenwriter to a programmer, regularly plays the project and offers options for improving locations. "The imagination of each team member draws certain events for a particular place. We immediately raise these issues for discussion: "Can we implement this idea?" — says the developer. — Everyone can offer their own vision of the territory, history or mechanics of the puzzle. This creates a whole library of ideas that we use not only for current, but also for future locations."
We follow a simple rule: the solution should not be trivial, but with proper attention, it should be possible for most players. In modern games, it is often customary to lead the player by the hand, constantly prompting — we also sometimes give hints, but we strive to preserve the atmosphere of old retro RPGs with their full immersion in adventure. Therefore, we follow another important principle: to solve some puzzles, not only the characteristics of the character are important, but also the attentiveness of the player himself. We want him to feel like a pioneer — this is the only way to truly experience immersion in the world of Foundry.
Exploring the world in Strings of Destiny is not just about moving from point A to point B. Every puzzle you find can lead to unique rewards: whether it's a rare artifact that sheds light on the history of the Foundry, or an upgrade in skill level that opens up new paths. At the same time, some mysteries require thorough preparation from the player — without upgraded characteristics, be it intelligence, strength or magical flair, the solution may remain inaccessible. To make the gaming experience truly variable, we use a system where a combination of factors plays an important role: the distance between key objects, the time of day, or even a certain sequence of actions. Only by taking into account all the elements of the puzzle, you can find the right way to solve it.

Yes, many locations are still waiting to be filled - we are honest with you. But the team's plans are to ensure that each of them receives unique challenges that will reveal the world of Casting in its entirety. In subsequent issues, we want to tell you more about the very history of the Casting from the first sketches to the current state. Believe me, this world holds a lot more mysteries than it seems at first glance. After all, only a third of what we have planned has been opened so far. The rest is ahead!
Stay tuned, and see you again in the vastness of the Strings of Fate!