Let us start out by saying thanks! With 10.000+ Scyrons defending Bastion, we are truly humbled by your dedication. With a lot of great new insights from this past playtest, we are getting ready for November.
If that’s even enough at this point.
Because to be real, we have no idea how you do it, but you keep doing it.
Every playtest we see more sessions, more Scyrons and more feedback!10.000 players? It’s crazy! Thanks so much 🙏
Yeah, okay, okay, we also invited everyone that was enlisted this time around, but still. Your enthusiasm and dedication truly speak volumes, while we are just over here taking notes.
And its moment’s this time of the month, where we share our notes with you.
Ready? Ready!
It truly is as Uncle Ben once said: with great participation comes great analysis – and analysis we did.
Not only do we now know that there is a big bunch of Warcraft III players among you, but also that we had a good bunch of new players. (“Hello!” to all of you 👋)
Our main goal for Playtest 3 however, was to collect input on the newly enriched solo play & adapted tutorial. Seeing through your feedback, we feel confirmed that we are on the right path and made the right calls on certain elements in the game (pacing on unlockables, changes to totems & more).
We also received very insightful feedback on included WIP features such as the “battle prep”-menu and the new ages “constellation”-visualization.

And your constructive feedback didn’t stop there.
We hear your concerns with spikes in difficulty (especially following Day 3), missing info in the game’s tutorial, requests to polish control schemes and game feel more. Which is why we are happy to let you know that we are well underway on exploring and addressing these mentions.
For the tutorial and explanation of features, we are working on a more dynamic way by introducing information via tooltips. In the controls department, we are making “running” the new default movement over “walking” (toggleable), look closer at pathing issues and ways to better visualize traversable objects.
Balancing – we won’t lie to you here – will be an ongoing topic for us, especially as we are still working on new elements for the game like new mobs.\[/p[/p]
💡If you want to have a look at other community introduced topics and their development status, have a quick look right here.
Now, speaking of new elements, here is our freshly updated roadmap for the game.

So, what is coming next?
Well, the roadmap is pretty clear on that, only missing the exact dates:
A Co-Op Technical Test in November
A Demo in December
Please take note that the Technical Co-Op Test will be restricted to our Discord only and won’t be public. So, if you want to join it, please join us on our server and keep your eyes peeled for an announcement in the coming weeks.
See you there,
https://store.steampowered.com/news/app/3363680/view/528732295326072936https://store.steampowered.com/news/app/3363680/view/501707621168840889https://store.steampowered.com/news/app/3363680/view/547864982714322905
When it comes to virtual photography, the DEATH STRANDING community knows exactly how to get the most out of the tools in-game. We are always blown away by your talents and we love that so many of you are sharing your journey with us.
Want to be in with a chance of getting featured in a future Steam announcement? Upload your photos and link us up in the comments below. We’ll keep a close eye on submissions and showcase our favourites.
Keep on keeping on!
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◄ TATARELKA ►

Together We Run, Bound by Destiny
Greetings, Star Guardians.
This is <The Seven Deadly Sins: Origin>.
During the additional participant selection process for <The Seven Deadly Sins: Origin>’s Closed Beta Test (CBT), we identified a case where duplicate CBT access codes were sent to some Star Guardians.
We sincerely apologize for any confusion this may have caused.
New participation codes will be distributed sequentially today to newly selected Star Guardians who have not previously received a CBT code.
We would like to express our gratitude once again to all Star Guardians who have been patiently waiting to join the test.
We will continue to do our best to ensure a smoother and more stable Closed Beta Test experience.
For more information, please refer to the details below.
🔹 Closed Beta Test Schedule
- From the server opening on October 30 (Thu) to November 6 (Thu) 6:59 (UTC)
🔹Additional Participant and 2nd Code Distribution Deatils
- Additional Participant and Access Code Email Delivery Date: October 31 (Fri)
- An email titled ‘\[The Seven Deadly Sins: Origin] Additional CBT Selection! Your Access Code Has Arrived!’ will be sent to all selected Star Guardians using the email address provided at the time of application.
* The winner announcement email and Closed Beta Test access codes will be distributed sequentially to the email addresses entered during the Closed Beta Test application, and delivery times may vary by individual.
* Please note that Closed Beta Test access codes cannot be reissued if lost or deleted, so we recommend storing them safely.
🚨 Notes
- Applicants who are not selected will not receive a separate email notification.
- The Closed Beta Test schedule and content may be changed or terminated without prior notice.
- Temporary system load or device-related issues may occur during the test. For a smooth experience, we recommend participating in a stable environment.
- Please note that compensation may not be provided for any inconvenience caused by data loss, network instability, or similar issues during the test, in accordance with applicable laws.
- Certain features, including payment, may be unavailable on the test server, and some content may differ from the official server.
- The Closed Beta Test (CBT) build is a work in progress, and server instability or bugs may occur. Maintenance may be conducted during the test period if necessary.
- Gameplay data and results collected during the test may be used to improve game quality and future service development.
- The test is limited to the applicant only. Sharing, transferring, selling, or lending your account to others is strictly prohibited. If such activity is detected, participation eligibility may be revoked.
We will continue to do our best to provide you with an enjoyable experience.
Thank you.
Whats new ?
30 New English language levels
fixed bugs
didn't save money when comeback to game-fixed
in Lithuanian language chapter 0 level 30 when press answer creates big back button - fixed
In the world of Mercenarian, there are several new additions. There are some more environment-related particles. Along with that, I also added some minor details that have a chance to be triggered during your journey, such as the Flower particle and Grass particle. Now, we can even hit the trees and bushes, and a reaction will occur in response.
You can watch this short Devlog to know more about this!
You might notice that at the end of the video, there is a shot of the Main Character smiling.

That's an example shot of the new Cutscene. Yes, I remade the entire story cutscene and the cutscene BGM. You will find that this new story cutscene is more detailed and gives more information about the Mercenary's motivation, and a very simple background.
I remade the story cutscene due to a lot of graphical changes in the game, and a lot of changes too in the world itself. Other than that, the Story cutscene is just too simple and doesn't give a lot of information about the Mercenary. Rather than creating another "slideshow", I put more effort into this one and tried to enhance the quality. Still maintain the "slideshow-like" cutscene, but upgraded with a different approach.
I personally think that this is A LOT better than before! Therefore, I hope that you will enjoy it too in the future!
Lastly, I also did a lot of bug fixing in the game. While doing this and that, I noticed some bugs that can ruin your immersion in the game, but now they are fixed. However, there might be more undetected bugs in the game that I really hope to be fixed, so you guys can gain the best experience when the game is ready!
Why don't you guys tell me what you think I should add for the world?
Follow Good Spuun Twitter: https://twitter.com/GSpuun92889
Join Discord Server: https://discord.gg/VqZJsyB545
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Devlog and updates will be shared there! I hope you love it, don't forget to wishlist the game if you love it! You can also share the game to your friend if you think they will love it!
The highlight of todays patch is two crash fixes, but there is some general bug-fixes in there too
Bugs:
- Fixed wrong material on gas station.
- Fixed a bug where the handbrake remained engaged when exiting a vehicle without releasing it, forcing the next driver to release it before driving
- Fixed bug where items fell through the carpet in front of the driver's seat due to missing collision
- When attaching winch hook back to winch we reset it like the prompt says
- Fix crash FWasapiDeviceEnumeration::EnumerateDefaults crash that happens when players try to enter the map without a microphone connected
Tweaks:- Added missing (Light Flare) prompt on flares with correct keybind.
- Welding machine now a have max cable length
Features:- Moose can now be cooked
- Added option to disable scene captures (mirrors). Temporary fix to allow some specific cards to run the game (mostly low end). If you are running an intel integrated card this will be enabled by default. Can be turned off in settings
We’ve been hard at work making many updates & improvements to Platypus Reclayed. There are so many it’s hard to know where to start so let’s dive straight into the big one - we navigated the uncharted waters of music licensing successfully and so the oft-requested Ocean Loader music has been added to Platypus Reclayed!
Ok ok, so that’s the biggest community request sorted but there are more significant changes, such as the official addition of Steam Workshop support and associated modding tools. Our Discord community has been hard at work developing several mods and add-ons. From today they can be easily shared, played and managed via Steam Workshop. We’ve also provided much more functionality, such as Lua support, to allow modders to get more creative going forwards.
Do you want more Platypus levels? We can fix that! We’re giving away free bonus DLC to celebrate spooky season with ‘Spooky Platypus’ and you’ll soon find our free Desert mod and other mod concepts of our own on Steam Workshop. Along with community mods, we hope this will keep you returning to Platypus Reclayed for many a year to come.
Patch #2 also brings a whole bunch of quality of life features requested by our community including scoreboard filtered by difficulty, multiple user profiles, 7 new music tracks, music selector for the primary Reclayed mod, streamer-safe music options, revamped options menu, two new galleries including fan art and the National Video Game Museum feature on Platypus, and much more.
Oh and… Steam Trading Cards are now live in the ecosystem!
Download the update, share with your friends, and check mods out on Steam Workshop today!
DLC and Modding
Official free DLC, Spooky Platypus, can you defeat death!?
Steam workshop tool - turn on ‘tools’ in the library listing and install from there.
Steam workshop support - subscribe to mods and they'll appear in the game.
A new mod selection screen that lets you pick mods and add-ons.
Content highlighting system to indicate when there are new mods to play.
Players can now decide whether or not to disable achievements when using mods.
Example starter mods and addons for Steam Workshop.
Customise entity behaviours with Lua scripting.
Music
Platypus Reclayed music selector - customise your music choices selecting from 21 tracks.
7 additional music tracks including community favourite Ocean Loader 4.
Streamer safe music option, swaps out known copyrighted tracks when streaming Platypus Reclayed.
User Interface
New Save profiles! On start up you can now select from 1 of 3 profiles to keep your scores separate.
New high scores filtering by difficulty.
New options screens with joystick dead-zone support.
Improved Pause menu.
Confirmation dialogs when restarting and quitting.
New Gallery Panel featuring Fan Art and photos from the National Videogame Museum.
Many many bug fixes and balancing tweaks.
Steam eco system
Steam trading cards are now available to collect and trade.
Quit and restart now have a confirmation panel,
Notification panel dynamically resizes to better fit all location text,
Updated the icon that indicates achievements are off,
No longer consume fireballs when charging,
Fix nudge and dink sounds happening when something deals 0 damage,
Removed invisible 0.25 multiplier addition when using BasicGuns,
Always spawn fireballs when consumed,
Added skySprite level parameter,
Added print command,
Add missing setFighterScript to documentation,
Simplify and remove hardcoded default for groundSprite,
Updated localisation,
Updated Rewired plugins,
Added spawnEntityRandom command,
Centered the main logos,
Remember last applied resolution, use it when going full screen,
Implement a backup system for save files,
Added graphics option menu,
Added mouse guidance image on level start with option to permanently hide,
Implement CustomBalloonBehaviour,
Fix a wrongly labeled cheat option: "Weapon Increment" is now "Reload Mods",
Added CustomSafeBalloonBehaviour,
Added an example fire turret,
Don't allow mods to be reloaded while the game is paused,
Added fireSFX to ReclayedTurretBehaviour,
Fix ReclayedTurrets sometimes disconnecting from their shadows,
Tweaks to Level 5 enemy spawns,
Added shield count and score multiplier to ship panel stats,
Added some better UI icons for the player keys with mouse,
Options panel split up into sub pages
Options panel now has mouse only buttons for easy options cycling
Fix an issue that made the fireball deal way less damage
Enabled score text for mounted guns
Upgraded Unity version to mitigate Unity's security vulnerability
Added "firstShotDelay" to Octopus weapons
Added waitForDayAmount commands
Replaced level 3 music with Ocean Loader 4
Rework entity explosion offsets to be configurable, explosionX and explosionY added to all entities using explosions
Allow importLevel command to insert directly into the command handler
Added support for subCommand handlers
Updated icons for check boxes and left right arrows
Changed score difficulties on classic's starting score table
Added Moonsharp to allow for Lua scripting support
Added system to load lua behaviours from disk
Expose a few proxies to the lua environment
Added LuaBehaviour to interface with a Lua script
Rewrite SaucerBehaviour in lua as an example
Added example lua files to "Platypus Original"
More fruit for purple un in 2-4
Looping/cut-off cloud fixes
Added support for enum definitions to Lua integration
Allow use of the "X" level in classic
Added example level files for command handlers
Make it possible to spawn entities in lua
Pause menu, main menu and practise screens will now last selected button when returning from other panels
Updated the lives bar to look more like clay
New combined mods and add-ons menu
Added isOfficial flag to ModMeta
Added a Claymatic icon to all official mods
Give homingShipBehaviour a minimum of 500 ticks before it can despawn
Users can decide if they want achievements active or not with the mods they're using
Allow users to filter scoreboards based on selected difficulty
Steam workshop integration
Reclayed Music selection screen
Implemented multiple save profiles
Added icon and flag to indicate if a mod comes from the steam workshop
Added systems to deal with unread messages and new content
Added a copyright symbol for track names to indicate those which are not safe to live stream and option to remove them from the playlist
Fix for front end “Press fire to start” prompt sometimes ignoring inputs
Added fall back tracks to known copyrighted tracks (Platypus Original)
Some scoring adjustments at the suggestion of Psychosquid
6 new music tracks added to the Reclayed music selector
Difficulty sprite no longer looks squished on the classic new highscore panel
Do not store last player ship selection in endless mode