

Weâre opening sign-ups for the Closed Playtest of Grind Survivors!
The playtest starts on Monday, November 10th, and is expected to run for at least one week.
This time, weâre focusing on testing difficulty balance and progression, and weâre counting on your feedback to help us tune it just right.
Biome 1 â fully playable across five difficulty levels
Updated UI â reworked screens, improved navigation, and a refreshed visual style (this is still work in progress, though)
Revamped content â redesigned Origins, balance tweaks, and updated unlocks
How the overall difficulty feels
How players progress through Biome 1
Your feedback will directly shape the balance and progression curve of the final game!
This build is rough and unstable - weâre releasing it midway through a full UI overhaul, so expect unfinished screens, placeholders, and a few bugs.
Weâll share a list of known issues before the playtest goes live.
âĄď¸ Click Request Access on the Steam page to sign up.
âĄď¸ This is a closed test, and access will be granted gradually to selected players.

Weâll also share a few extra keys on our Discord for the most eager testers. Join us there if you want to increase your chances of getting in early!

Got feedback to unload, builds to forge, or just want to sharpen your skills with fellow demon hunters and chat with the devs before the next hellgate opens?
Join our \[Discord] and step into the fire early!

The wait is over, Jammers! Devil Jam is officially out now!
Grab your guitar, and dive headfirst into the chaos.
The gates of hell are open, and itâs your turn to shred your way through waves of demons to the rhythm of pure metal madness.
We want to thank every single one of you who supported us, gave feedback, and followed the journey so far. You made this possible, this game exists because of you. â¤ď¸
Hereâs whatâs waiting for you right now:
- Play as the lead guitarist and unlock more playable characters
- Jam to new soundtracks
- Complete quests to earn powerful new items
- Collect sins and discover even darker upgrades
- Experiment, survive, and see how long you can last in the pit!
Share your favorite moments, clips, and high scores right here on the hub, or on our official discord channel, weâll be keeping an eye out for the most devilish players.
See you in hell,
The Rogueside Team đ¤
The AS Orbion is a versatile spaceship that shoots homing orbs!
Primary weapon: Hull Detonator
Secondary weapon: Shield Breaker Orbs
Utility: Energy Thrust
Passive: Energy Converter
Ultimate: Orb Generator
The AS Orbion also has alternate components to discover as you level it. There is also a new achievement for AS Orbion Mastery that comes with its own avatar border.
That's a lot of orbs.
Every spaceship now has an unlockable utility, so that's a total of 9 new utilities. The new component is unlocked when reaching level 15 with a spaceship. We'll leave these new components for you to discover in Cosmula!
There are now two additional turret types that can spawn in a game. The flak turret deals high damage at close range but struggles to hit enemies from afar. The railgun turret pierces enemy shields and deals direct damage to their hull.
Two new anomalies have also been added to the game. Nanite swarms heal any spaceships that enter their radius. Anomaly storms introduce chaos with every anomaly in the game spawning at once.
Let the nanite swarms do the repair work.
Reduced the size of all map sizes to lead to more frequent combat
Adjusted boost platform positions and balanced the amount between different game modes
Adjusted some spaceship component names
Adjusted the menu stats UI
Adjusted SS Siphon Boost Siphon Drone spawn position
SS Siphon Energy Harvester now only effect energy orbs
Fixed the SS Interceptor speed boosters in animation
Fixed a bug which caused the SS Interceptor missiles to spawn in the wrong direction
Fixed a bug which caused siphon weapons to sometimes siphon the incorrect amount
Fixed a visual bug when some projectiles overlapped
Fixed a bug which caused the utility UI to display the wrong colors
Fixed a bug which caused bots to not choose their own alternate components
Fixed a bug which caused the bots for disconnected players to change alternate components randomly
Fixed a bug which caused shields to not regen when repairing
Fixed a bug which caused the error sound to not play when failing to use a utility
Improved performance when anomalies spawn
Minor changes and performance improvements
Thanks for playing Cosmula and we will continue working on the last 2 updates.
Stay tuned!
Hello Survivors,
The world of No More Light keeps changing and so do you. Every day out there is a fight for survival, but also a fight to adapt. The swarm grows stronger, the storms wilder⌠and whatâs left of humanity must change to stand a chance.
In this new entry, weâll dive deeper into some of the abilities and powers that define your path: from controlling the enemy through parasite control, to shaping the weather itself, to facing the terrifying transformation within.
Because⌠Power always comes with a cost.
The first time I used it, the parasite, it felt like my mind cracked open. A whisper crawled in, cold and curious. Through it, I could see what they see, feel what they feel. I reached into the swarm and took control. The body wasnât mine, but it moved as if it were.Â
This is how we fight back now. By infecting the infected.

Use Biocores to take control of alien creatures through Parasite Control. Each host has its own instincts, attacks, and abilities. Itâs more than just fighting, itâs sneaking, planning, and turning their own power against them.
Become the enemy⌠to outsmart the hive.

The aliens learned to twist the HAARP systems, turning nature itself against us. Storms hit without warning, blizzards tear through the ruins⌠I can call down rain to open biomass eggs and collect Biocores.Â
Every change in the sky can kill you⌠But some of us have learned to fight fire with fire.

With the interactive Weather System, survivors can fight back by controlling the elements. Shape storms, fog, and rain to gain the upper hand and shift the tide of battle.

It starts small⌠glowing veins under your skin, strange sensations, wounds that heal too fast. Then come the instincts, the power⌠and the fear.
Every day, Iâm becoming stronger but less human.

Your body changes, merging with the very biomass you were meant to destroy.
Faster reflexes, rapid healing, alien strength â every gift comes with a price. How far will you go before youâre no longer human?

In No More Light, power always comes at a price.
Control the parasite. Command the storm. Embrace the metamorphosis. But remember: every gift the swarm gives⌠takes something from you in return.
â˘ď¸â Wishlist No More Light on Steam
https://store.steampowered.com/app/1363400/No_More_Light/Â
đŹ âAnd join the discussions on Discord
Â
Weâll share more soon, survivors.
Until then, stay in the light, while it still exists!
â
Para 51 Games, Invictus Teams
Hello!
Artists are finishing their tasks. Fennec received her new scene. You can check it out here. We expect 2 more scenes to arrive before the release date, plus one scene may get stuck between versions and arrive in the next update. Stay tuned!
Iâm done with jackal mommyâs fan service mini-story logic-wise. Everything is ready. Iâm just waiting for the scene to arrive so I can properly link all the scripts for proper testing of the entire content pack. Doing it a bit differently this time for the exploration zones/evening dates. The scene option will not be available until you progress with Eveâs quest. After that, the new scene type will be available everywhere. Unlocking the scene via the gallery code wonât count for the story, though you will be able to watch the base version in the gallery.
Next on the list, Cordeliaâs quest. The main special encounter is more or less done, and now Iâm focusing on the narrative both for her new story piece and her scene. Thatâs right, her anal scene will finally be available to the public. Iâm going for the same setup as with other plot scenes where you can choose between the narrative and animation-only versions. It doesnât matter which one youâll pick for her story, though the original author would like to hear your feedback.
Got feedback about misaligned symbols on the keyboard change config window. It shouldnât be like that, and I want to check it out. Sadly, Iâm fighting some bureaucracy in real life and am not sure if I will have enough time for this before the update rolls out.
As for the release window, we are aiming for the usual November 14th-16th. If something changes, Iâll make a separate info post closer to the date.
Â
As always, if you donât like something about the game â tell me, and if you like it â tell your friends ^^
Sifd managed to break our game but we got that fixed now, when you obtain every available trinkets, you now get a default trinket in shops and other areas as rewards
Fixed an issue where tooltip for keywords and game mechanics were not showing
Fixed option for Evolution being available at campfire even when you don't have enough elixir
Fixed an issue where melee units could attack targets that are not close to them if their previous target died during attack animation
Fixed issue where you could not cancel an evolution at potion maker when you get 2 potions maker in a row
Last boss now gives less of his health and attack power to his clones
Updated some localization and text issue
A small update for Mythbeasts demo
- 88 Achievements have been added plus integrated with steam
- Graphical alignments fixed for some sprites
- Added more storage boxes around the map
Thanks for reading and hope you enjoy playing
Itâs been a while since our last post. However today we're happy to bring you the next update to Roguefall. Possibly you've already seen the last update and even played a little and discovered some of the new things we added. Nevertheless, here's an overview of whatâs changed:
In our previous update, we introduced a crafting system together with a single Treasure, the Chalice. In this update, we're expanding upon Treasures. We've introduced Simple and Unique Treasures.
Simple Treasures like the Chalice, can be used for crafting. Each Simple Treasure can now have up to 1 defensive and 1 offensive attribute. In contrast to most Unique Treasures, Simple Treasures have a implicit effect that cannot be changed, like the Chalice, which regenerates Life. There are 6 types of Simple Treasures in total.

Unique treasures are a way to enhance and change your build significantly throughout your run, beyond just simple stat changes. Overall their are currently over 30 Unique Treasures to discover!

Multiple Shop rooms have been scattered across the map. In these, you can spend your hard earned coins to buy some resources and Treasures. The Shop rooms are intended to let players have more control over their build. Additionally, in most Shop rooms you can reroll the current inventory to gamble on items that fit into your current playstyle. Of course you can also sell items you don't need.

We have reworked each weapon to have a scaling effect unique to that weapon. Weapons are now treated as Special Treasures, that have their own slot in your inventory so they don't use up your usual Treasure slots. These can be changed in limited ways using the Fluxstar Essence, but cannot be unequipped during a run.

We decided to overhaul the Scythe, as its previous mechanic was clumsy, hard to understand, and quite restrictive. Now you can control which minions you summon via Skull Treasures. Skull Treasures are a type of Simple Treasure, but they also enable you to spawn different types of minions. The manual summoning has also been replaced with an automatic summon and resummon once an encounter starts.

In addition to the aforementioned changes, we have added many QoL improvements (like reloading on right mouse button press or being able to switch between menus without having to close them first), as well as smaller bug fixes. We have also adapted the tutorial, to be more streamlined and integrated into the overall gameplay loop. There was also a security vulnerability reported in the Unity Version we used (and many others). Therefore we also updated the used Unity Version to mitigate this vulnerability.
Overall, the game changed quite a lot (again), but we are quite happy with the state of it and where its heading. We feel that with the Treasure and crafting mechanic in place, we have a good system which we can expand upon. Unfortunately, we were still not able to implement a system for meta progression. Our goal was to first have a proper run progression that allows us to actually build upon with the upcoming meta progression.
You can check out all these changes and more in our free demo!
We are happy to hear your feedback.
With many systems already in place, we want to focus on meta progression for the next update. We already have the system planned out and have started the implementation. There will be two meta currencies you can earn during you runs. These are used to unlock and upgrade the meta progression. These may contain simple boosts, modify the rooms, or your inventory. There will also be progression through achievements by simply playing the game.
We will also continuously add new Unique Treasures to further increase build diversity and gameplay choices.
The current Infusion system (like Aftershock, Flame, Chill) will be removed and instead added as additional implicit effects on Treasures in the form of Effect levels, where the total level determines the strength of the effect. These additional effect levels will roll randomly on Treasures and will not be craftable. We decided to restrict the crafting on these effects, as we want to have players really think about which Treasure to slot in to their current build.
In the next update, you will also have the chance to face new enemies and explore a completely new biome, in addition to some changes to the final boss.
Stay tuned for future updates and in the meantime, we hope you enjoy the most recent changes and additions!