Fixed a bug that could block progression after treating extra patients in Ward 2.
Fixed a bug that prevented NPC dialogue from triggering correctly in key story moments.
Fixed a bug that caused the gramophone to start/stop when closing the Diagnostics Catalogue.
Fixed a bug where pressing (B) on Steam Deck could close both the catalogue and patient file.
Fixed a bug that prevented closing patient files in certain save states.
Fixed a bug where prestige values did not update correctly after release.
Fixed a progression issue in Ward 1 where prestige stayed maxed with no way forward.
Fixed a bug with the typewriter sound setting not saving properly.
Fixed a bug where undiagnosed patients appeared late and blocked treatment.
Fixed incorrect log entries in end-of-day summaries.
Fixed a bug that allowed shop cards to be clicked before they were visible.
Fixed a bug where the gramophone would not appear after purchase.
Fixed a bug that caused evidence items to appear in random briefcase locations.
Fixed a bug that prevented cards from being removed after use.
Fixed a bug that blocked release after completing the murder mystery.
Fixed a bug that prevented picking up files after dropping them twice.
Fixed incorrect boiler room variables.
Fixed a bug where card removal didn't trigger correctly in some wards.
Fixed a bug with lingering effects from certain card interactions.
Fixed memory leaks when changing rooms.
Fixed inconsistent UI feedback after long sessions.
Increased delay for interaction lockouts during card effects to avoid premature input.
Improved shop drag-and-drop behavior to prevent accidental purchases.
Adjusted treatment card hand position for better visibility.
Lights now retain their correct state across room transitions.
Added internal safeguards for logs, effects, and room transitions.
Moved card removal to ward start for better consistency.
Updated localizations for:
Simplified Chinese
French
Russian
Italian
Japanese
Korean
Brazilian Portuguese
Spanish (EU)
*Some translations may still contain missing text or layout issues.
Diagnostics catalogue can be unwieldy with Steam Deck controls.
Some UI elements may appear blurry on very high-resolution displays.
Thanks for all your reports and log files — we're continuing to monitor feedback and fix the last blockers before release. If you spot something odd, let us know on the Steam forums or Discord.
	Fixed a bug that could block progression after treating extra patients in Ward 2.
Fixed a bug that prevented NPC dialogue from triggering correctly in key story moments.
Fixed a bug that caused the gramophone to start/stop when closing the Diagnostics Catalogue.
Fixed a bug where pressing (B) on Steam Deck could close both the catalogue and patient file.
Fixed a bug that prevented closing patient files in certain save states.
Fixed a bug where prestige values did not update correctly after release.
Fixed a progression issue in Ward 1 where prestige stayed maxed with no way forward.
Fixed a bug with the typewriter sound setting not saving properly.
Fixed a bug where undiagnosed patients appeared late and blocked treatment.
Fixed incorrect log entries in end-of-day summaries.
Fixed a bug that allowed shop cards to be clicked before they were visible.
Fixed a bug where the gramophone would not appear after purchase.
Fixed a bug that caused evidence items to appear in random briefcase locations.
Fixed a bug that prevented cards from being removed after use.
Fixed a bug that blocked release after completing the murder mystery.
Fixed a bug that prevented picking up files after dropping them twice.
Fixed incorrect boiler room variables.
Fixed a bug where card removal didn't trigger correctly in some wards.
Fixed a bug with lingering effects from certain card interactions.
Fixed memory leaks when changing rooms.
Fixed inconsistent UI feedback after long sessions.
Increased delay for interaction lockouts during card effects to avoid premature input.
Improved shop drag-and-drop behavior to prevent accidental purchases.
Adjusted treatment card hand position for better visibility.
Lights now retain their correct state across room transitions.
Added internal safeguards for logs, effects, and room transitions.
Moved card removal to ward start for better consistency.
Updated localizations for:
Simplified Chinese
French
Russian
Italian
Japanese
Korean
Brazilian Portuguese
Spanish (EU)
*Some translations may still contain missing text or layout issues.
Diagnostics catalogue can be unwieldy with Steam Deck controls.
Some UI elements may appear blurry on very high-resolution displays.
Thanks for all your reports and log files — we're continuing to monitor feedback and fix the last blockers before release. If you spot something odd, let us know on the Steam forums or Discord.
	Hello everyone!
This post marks our first development update where we will be discussing various things related to The House of Hamelin to try and keep the community updated on what is going on inside Wither Studios. We will be shooting for doing a new post semi-regularly depending on how we busy we are.
So, let's get into it!
We wanted to include a small introduction to our team in this post to provide more insight into the company. We are a small independant studio based out of Pittsburgh, PA in the United States. As of right now, we have 4 team members working on The House of Hamelin. Each of us do this on the side as we have since the inception of our studio meaning we are driven purely out of our passion to make (hopefully great) games.
The inner workings of our company is perhaps a bit more fluid than most. Each time we start a new project we do internal pitches and select amongst those to start as a next project. We then decide who is going to serve as the "director" of that project (typically whoever pitched it) which we have found is needed in order to maintain a consistency in what the project is. However, we all work in a more relaxed environment and are able to freely collaborate on the various aspects of the game.
So who are we? Well, our main team consists of...
Steve Gabry - Director, Writer, Game Design, Card Art
Michael Thomas (that's me!) - Programmer, Game Design, Enemy AI
John Cobb - Character Artist, VFX, Animation, Technical Art
DD - Level Designer, Environment Construction
The House of Hamelin started its life known as Project Unending Death. This early version was a smaller scoped version than what we have now which saw players going through dark caverns battling monsters using cards along the way. It was meant to be infused with survival horror elements in order to try to bring something new and interesting to the deckbuilding genre.
Early on, we actually did a physical prototype to test out our ideas and develop the fundamentals of combat. In fact, we have a picture of just this!

After that, we started work on the game itself. During this phase, we played around with the different mechanics as well as presentation. It didn't take long for us to learn just how important UI is when it comes to deckbuilders! Here is a screenshot of the early prototype which was initially designed to be 2D:

Since that early prototype, we have went through many different ideas and iterations of the core mechanics established in those early prototypes. Additionally, we implemented what we refer to as "exploration" which is the part of the game where you wander the house between combat segments. At one time, this actually worked in more of a free roam style where you would move in a more typical first-person style (using WASD or an analog stick).
This brings us to now which has been (checks notes and gasps) almost 3 years since we initially started what is now The House of Hamelin!
With the recent release of the demo through Steam Next Fest, the public got a taste of what we have been cooking up. We were able to collect some valuable feedback and now we are looking to re-work some aspects of the game alongside continued development of new content.
Some of you may be wondering when we plan to actually release into Early Access. Well, we are not ready to share any release date quite yet. I can say that it will not be coming anytime soon as there is still much to be done! When we do share a date, it will most likely be multiple months out from the announcement.
So that ends this first post! If anybody has any questions feel free to respond to this post or in our steam discussions. You can also follow us on social media (Instagram, TikTok, X), sign up for our newsletter, or join our discord where you can talk with us directly.
Thanks for being interested in our weird little project!
- Michael Thomas
	
	Hey all,
I've spent the past few months rewriting the vehicle architecture from scratch, both to massively improve the physics (especially for the bike) but also in preparation for the Steam-exclusive features like customisation and manual transmissions. While there aren't any new vehicles yet, and the interiors are still lacking detail, this rewrite has been a huge and important hurdle to clear. It should be the last big refactor needed before release.
This update is now live on the web version at https://slowroads.io - give it a try and let me know how it feels.
Version 2.1 also adds a handful of quality-of-life upgrades, including improvements to controller support, autosteer/autospeed modes, one-pedal driving, and a mouse-draggable camera.
Next up, I'll finally be getting back to work on some of the highly-requested visual features - in particular:
Improved weather effects and rain
Improved time-of-day effects, including a day/night cycle feature
Improved vehicle art, including interiors
...after which I plan to focus on some Steam-exclusive features, put out a demo, and then follow through with the full release.
I'm afraid I'm not able to estimate dates for any of these milestones, but I'm regularly posting day-to-day development updates in the Slow Roads discord server - check in there for the latest!
Much appreciated,
Anslo
	It’s been a whole year since we decided to keep working on this little game-jam project from last November. Back then, it was just a scrappy idea with potential, but something about it stuck with us.
We kept building, experimenting, and learning. And now, we’re excited to share a new chapter in that journey. Since launching the Steam page for UNDERNEATH, we’ve crossed 150 wishlists, which is wild to us.   
Thank you also to everyone who’s shown interest in our Instagram, shared the news around, or just clicked that little Follow flag. It means a lot.   
Around July, we took a hard look at our goals and decided to pivot. We started working on a new game; something smaller in scope, something we could realistically finish and use to self-fund the studio. That shift wasn’t easy, but it was necessary. We’re building this studio from the ground up, and we want to do it sustainably.
UNDERNEATH is still very much alive. 
It’s a bigger project, and it’s going to take time. But we’re committed to it. We’re also committed to keeping it free-to-play because we believe in what it can be and how it can grow with the community.
There’s more to come soon. If you haven’t already, hit that Follow button on the store page so you don’t miss future updates. 
We’ve got some cool stuff in the works, and we can’t wait to share it with you.
Thanks for being part of this journey 💛
	
	Please report any issues (or feature requests) on the DFHack GitHub issue tracker. When reporting issues, please upload a zip file of your savegame and a zip file of your mods directory to the cloud and add links to the GitHub issue. Make sure your files are downloadable by "everyone with the link". We need your savegame to reproduce the problem and test the fix, and we need your active mods so we can load your savegame. Issues with savegames and mods attached get fixed first!
This is primarily a compatibility release for Dwarf Fortress 53.01.
We updated the stockpile import and export tools to understand the new color and dyed/undyed filters. This fixes reported issues with quickfort-created stockpiles, including QSPs.
The new "fix/symbol-unstick" tool can remove the assignment of a symbol to a noble that no longer exists. If you had assigned that spiffy amulet to your baron only to have it go missing when he got promoted to count, this will let you get it back.
The "resize-armor" tool will allow you to change the size of any item of armor or clothing to fit any chosen creature. Mainly useful for adventure mode, especially if you're playing as an animal man race much larger or smaller than human for which there just isn't that much clothing available otherwise.
Archery practice appears to be finally and fully fixed in 53.01, and so the "fix/archery-practice" tool has been deprecated in this release. You can still use it if you want, and it shouldn't hurt anything if you do, but it's no longer needed.
As always, remember that, just like the vanilla DF game, DFHack tools can also have bugs. It is a good idea to save often and keep backups of the forts that you care about. Some DFHack tools that worked in previous (pre-Steam) versions of DF have not been updated yet and are marked with the "unavailable" tag in their docs. If you try to run them, they will show a warning and exit immediately. You can run the command again to override the warning (though of course the tools may not work). We make no guarantees of reliability for the tools that are marked as "unavailable". The in-game interface for running DFHack commands (gui/launcher) will not show "unavailable" tools by default. You can still run them if you know their names, or you can turn on dev mode by hitting Ctrl-D while in gui/launcher and they will be added to the autocomplete list. Some tools listed as "unavailable" in the docs do not compile yet and are not accessible at all, even when in dev mode. If you see a tool complaining about the lack of a cursor, know that it's referring to the keyboard cursor (which used to be the only real option in Dwarf Fortress). You can enable the keyboard cursor by entering mining mode or selecting the dump/forbid tool and hitting Alt-K (the DFHack keybinding for toggle-kbd-cursor). We're working on making DFHack tools more mouse-aware and accessible so this step isn't necessary in the future.
"fix/symbol-unstick": unstick noble symbols that cannot be re-designated.
"resize-armor": resize armor or clothing item to any creature size.
"autotraining": squads once used for training then disabled now properly are treated as disabled.
"stockpiles": add support for managing the dyed, undyed, and color filter settings.
"fix/archery-practice": removed from the control panel's bug fixes tab.
	Step into the role of an undead knight on a relentless journey against hordes of dark enemies. In Dimachaerus, Gigantic G’s latest hack’n slash, you dive into a medieval world with cartoon-style visuals, intense combat, and thrilling challenges.
Explore dangerous environments, battle through armies, dodge deadly traps, and switch weapons to unleash unique combos. Thinking fast is your only chance to survive.
Download now and unleash your fury from the shadows.
	New position for female-female, female-shemale, male-male and male-shemale couples
