A softlock bug was introduced with the first patch today and we wanted to resolve that before the weekend.
Bugs:
Fix softlock bug that occurred when the game was saved with the welder in hand, preventing the player from picking up any items.












Last he rode four years ago
One more haunt before the snow
Spun in long lost tales of old
Secret hidden ounce of gold
Find it and it's yours to keep
Sunrise he'll forever sleep
To start, the nosteamworks depot has been removed and merged with the normal default depot. There was a bug that was causing the game to stay running in the background rarely if run through steam, and I believe this should at least help fix it.
If not, the game is now runnable directly through the file browser now, where it wasn't before. Thanks.
- You can now double click on items to add them to the raid staples list on Hero Info popups and pins. Double clicking equipment will make the hero equip them as well.
- New Mission! Champion's Corner: Tournaments now run every week, and negatively impact the guild if you don't come in at least third. Build a Hero Lodge in your guild with a combined stat total of over 4.0 to win.
- The Dungeon Map and Torch recipe has been flipped back again, sorry. I want relic recipes to all start with a refined material to make recipes more consistent.
- Holding mouse to move the scrollbar now only works if you're currently dragging something.
- Cleaned up a lot of text positioning to be more consistent.
- Receiving a rarer drop from an order now displays an alert!
- Heroes will no longer ask for training to unlock skills before they can even use the skill.
- Some text has been changed slightly.
- Tournament teams when signing up will now default to the last team that entered a tournament.
- When editing guilds with the bulk editor, furniture is no longer clamped to the room grid if the room selection is off. Holding control now unselects rooms and furniture, and holding shift will allow you to select more than one section at a time.
- The hero portrait on popups now updates all the time, not hourly.
- When double clicking on a Skeletal Hero in the item storage to add them to a start raid popup, the selection will now skip raiding skeletal heroes.
- Automatic scrapping (when the item storage is full) now scraps for the selling price of the Scavenger at the moment. (Technically a notable buff, at base this was 0.5x and now it is 0.7x at base.)
- Cramped-In-Castle's mission now requires an upgrade to Advanced for both the workshop and the gymnasium. Haunted Halls now also requires 3000 guild rating.
- Further order scale refinements.
- Enemies in tournaments now scale up slower, the level is now only decided when the tournament starts, too.
- Relic and furniture drops can now only be obtained with orders. When the items dropped in dungeons, problems were being caused.
- Relics have been increased in price, both normal and rare relics. Rare boss drops have also been tweaked.
- Negative values on the audit viewer no longer have an absurdly high increase in %.
- "Random" order drops can no longer contain Unstable Mana Crystals at level 1.
- Fixed the bestiary filter on the guide.
- Tournaments will no longer reward the 2nd place reward even when you win, I believe this was making the achievement impossible as well, sorry.
- Tournaments no longer start later if the previous day was delayed.
- Fixed some crashes caused by enemy rival clothing sets.
- Tournaments are no longer delayed an hour occasionally without reason.
- Tournaments no longer crash when the dungeon expires.
- Fixed a bug where the guild's tournament entry would get overwritten by a bugged guild in a tournament bracket if saved and loaded.
- Fixed the Cabinet furniture item's visuals when above Basic.
- It is now possible to actually drop out of tournaments.
- The guide will now properly say when a service can be hired.
- The Major Mimic's eat attack and Smasha/Slamma's stomp attack have been slowed down.
- Fixed a crash with the Crow's Feather, which was also only working if a hero with the Reaper's set was also in the raid.







Hi everyone.
We’ve just rolled out a new update that adds more customization options and polishes up a few areas of the game. Thank you so much for all your feedback and reports!
Here’s what’s new and improved:
Added support for Windowed Fullscreen mode
Added an option to disable motion blur
Added options to invert look controls (X/Y) for controllers
Added a screen shake intensity slider
Improved UI scaling in the options menu for better readability
Adjusted certain interaction points for smoother gameplay
Fixed several collision issues throughout the world
Tweaked some event triggers to behave more consistently
Updated a few props and visuals to better reflect their in-game use
Added new environmental details that enhance immersion
Supports Proton Experimental for compatibility.
To enable this:
Go to the game’s settings
Open the Compatibility section
Check ‘Force the use of a specific Steam Play compatibility tool’
Select ‘Proton Experimental’
Updated and expanded translations for multiple languages
Thank you for being a part of this journey with us. 🌺
If you enjoyed the demo, please leave a Steam review and help others find their way into the garden.
Hi,

In this update I’ve added a new projectile type and a bunch of real improvements. In short: a knockback projectile, smoother pushback on fortifications, autosave and boss fixes, optimizations, and nicer post-effects in cutscenes.
⮞ See it in action first:
🔹 What’s new / Highlights
NEW projectile type: “knockback.” Turn on pushback and play with wave physics on the screen.
Fortifications with bite. Pushback on defenses is smoother and easier to read.
Safer campaigns. I improved the save system and autosave in the campaign.
Bosses polished. Fewer “weird” cases, better telegraphs.
Better cutscenes. Upgraded post-effects — the image “breathes” nicer.

🧾 Full changelog 1.3.5
Added a “knockback” projectile (preset: WALL DEFENSE + knockback setting).
Smoothed pushback logic for projectiles and fortifications (more stable collisions and feel).
Improved the save system and campaign autosave (fewer edge cases after cutscenes/map screens).
Emitters: fixes + new feature: “empty emitter” (handy for spikes/fort defense).
Bosses: behavior and hitbox tweaks in selected phases.
Polish: animations, VFX, minor UI tweaks.
Performance: several internal CPU/GPU optimizations.
Cutscenes: upgraded post-effects (clearer contrast, more cinematic vibe).
Balance: fortifications push +100 units farther.
Gamepad: small mapping/vibration fixes.
Other minor fixes and code cleanup.

🖥️ Included builds
Windows (32/64-bit), macOS (64-bit), Linux (64-bit) and the browser version.
❓How to update
Steam will do it automatically; if not — click Verify integrity of game files in Settings, or restart the game.
The demo has this patch too — you can quickly try the new knockback without touching your saves.
💡 GIF tip
Use the WALL DEFENSE preset, enable knockback, trigger a high-density wave — 5–8 seconds and you’re set. A perfect evening pattern.
Thanks for the feedback and reports — they help me ship these “mini-revolutions” faster. Got an idea for the next preset or a quality-of-life tweak? Hit me up. — Airem (solo dev)
Changelog (Current version 1.3.5 — 01.01.2025) :: Pattern Survivors: Bullet Hell General Discussions
Hey Deathliverers!
We've got a big update for you today. First, we've optimized the game, so you should notice a big difference (especially in terms of fps). We've also updated the city, with a Halloween theme, of course!
We have completely reworked the game's graphics, display distances, fog, and lighting. The goal was to increase and stabilize the FPS for each configuration. It should work and you should have a high and stable FPS. However even if we have tested as much as possible on our end, should you still encounter problems then please contact us via:
Discord,
We notice complaints from AMD users. If you have AMD hardware, let us know if this update helps or not
The city of Meast is getting ready for Halloween! Its streets are now paved with pumpkins, coffins, and other decorations... but also candy! Find them, they're sweet and boosted! And if you run into the locals, they've also dressed up for the occasion...
Optimization
Changing the render path to reduce lighting calculation on the CPU,
Better rendered batching object together to reduce calculation on the GPU,
Fine tune the render distance of objects,
Replace outside map terrain by lighter models with less meshes for similar result,
Tweak terrain parameters to better batch vegetation and reduce render distance,
Changing fog parameter to get similar result with better performances,
Texture size reduce and mesh compression increased to take less memory,
And many more hidden tick box activated or deactivated here and there,
Halloween
Enemies have new skins,
New hats are available for players,
Consumable candies can be found in the city,
The city has been redesigned with a Halloween theme (decorations added),
The forest now has spider webs blocking some paths (but no spiders, we promise!),
Bugs:
Fix: Money bug if you try to take it right after a delivery,
Fix: Grow back to full size in a place you don't fit,
Troublesome known bug:
Whenever someone (other than the host) grab an object and drop it then disconnect before someone else touched the object, it will be invisible and "un-grabbable" by all other players (A hot fix will come as soon as we can)
We know a bunch of other bugs that will be fixed next week, but the previous one is kind of vicious...
We wish you a pleasant Halloween evening, eating candy, pizza, and getting scratched.
In the most recent Update, a bowling alley has been added. Currently, the balls can be thrown down the lane at the pins. in future updates the game will be updated for a full minigame in which the player will aim to get the highest score in 10 frames. The building also has seating for a restaurant which could make for a job for the player as well as a place to get food.

The Russian Roulette meets Blackjack minigame has been added into Flying Scrap. I had to change a few features when porting this over from the original game on my website.

In the flight rework section the player is now able to travel between countries when they fly to a border of a scene. When entering a travel point the player will have the choice to continue or turn back to where they were flying from. currently there are 4 other locations not including the main map. The flight rework section should be accessed on a new launch of the game as the menu's may conflict with the main game.(I promise I will fix this when I incorporate the flight rework into the main game).

Overall this update isn't too big since I spent a lot of time working on models for future updates as well as the logic for flying between countries, it was surprisingly complex. There will be quite a few bugs I'll have to patch ready for the next update. Speaking of the next update since It will be the 0.4.0 update It will be a big one compared to previous updates, I won't spoil anything yet.
Patch Notes:
Version 0.3.9
31/10/25 - Flight between countries, Bowling, Roulette/Blackjack game , upgrade to secure unity patch , flashlight added