Thanks to everyone who has already followed, wishlisted, or checked in on the game. We wanted to share a quick, simple update and make sure you have the right links to keep up to date with the latest news.
BrokenLore: DON’T LIE continues the psychological-horror direction of the series, focusing on Junko as she tries to reconnect with the outside world while her apartment - and her sense of reality - starts shifting around her. The game blends grounded psychological tension, surreal moments, stealth sections, and a small but important cast of characters tied to Junko’s past.
If you’ve added the game to your wishlist already: genuinely, thank you. It helps more than people often realise on Steam. If you haven’t yet and you’re interested in first-person psychological horror with a heavier, character-driven focus, hit the button below!
https://store.steampowered.com/app/3886200/BrokenLore_DONT_LIE/
Did you see Playstation Japan's State of Play this week? Discover more about the two BrokenLore titles shown there - ASCEND and UNFOLLOW - in this blog by Serafini Productions : https://blog.playstation.com/2025/11/11/brokenlore-unfollow-out-jan-16-on-ps5-brokenlore-ascend-revealed/
Follow Brokenlore Games at the links below:
Greetings, Commanders.
This is the last batch of your questions - and we want to thank you for them!
It’s been a real joy going through everything you sent. We hope you learned something new about the game and what’s coming next.
For now, stay tuned and keep an eye on your email - something is brewing…
Now to Q&A:
Question
Answer
Seems a bit annoying to have to go to one ship, setup what you want to build, then switch to another ship to do the actual building. Be smoother if the builder ship could just designate what it wants to build itself, then do the build.
This is absolutely possible. One ship can do everything, but sometimes it is more viable to have specialised ships that excel at one task.
Way better than crap team complex made, but, sadly single player only. i hope multiplayer will be added at some point like the riftbreaker did.
The multiplayer feature is high on our priority list
Solar? I'd think nuclear would be better for deep space operations.
There are also nuclear power plants, but they are more expensive to build and require special fuel to be manufactured.
How the multiplayer would work, if there is any? Is it going to be one server with an open galaxy for all players (MMO like), local servers where you can invite your friends or leave it open for any people (something like Rust)
Initially the multiplayer will likely be a coop mode for 2-4 players and deathmatch style on one large map.
And if we speaking about multiplayer: Will there be a PvP?
Yeah, it's definitely planned.
Will there going to be different NPC enemies along with pirates? Some sort of space fauna for example
Yes, there are aliens!
How much different resources will be in game?
There are 6 types of resources from asteroids: Silicates, Iron, Cobalt, Thorium, Eonite and Water. From these, players can manufacture three types of "products" - nuclear fuel, ordnance and plasma cells. Then there are also colonists, credits and research points which can also be considered as resources.
Will there be a free customization of in game UI, and how easy it would be to modificate it? Would it be like the EVE UI, or WoW with addons?
There will be some form of customisations in the future, mainly where you want certain panels to be placed on screen.
How does the Single Player/Story mode play out? Is there separate missions that you’re given specific resources to complete, or do you have numerous different objectives to complete, using the resources and ships you’ve been collecting from the start?
There is a main mission chain, with several side chains and simpler tasks/missions. You mostly need to complete these missions by acquiring the resources needed yourself.
Any Plans for VR Support?
Not currently, but it might change in the future. We are a very small team, so adding VR support is not viable at this point.
Is the Game Made in Unreal Engine? If yes 4 or 5?
The game is made in UE4.
Hi, any clue if the game will have support for 3D mouse? like SpaceMouse from 3dconnexion
This is something we'd definitely want to implement. The SpaceMouse is cool but we currently don't own one to test it out.
Will there be an ultra hardcore mode where if you die the game deletes your purchase so you need to buy it again?
Haha, no - we’re not that hardcore. Permanent death modes are fun to think about though!
adding to that question above...will there be a ultra hardcore PvP mode where the game deletes itself when you get destroyed and your killer gets your copy of the game?
See above.
What languages will be available at launch? Could the community contribute to translate the game? (I'd be volunteering for the italian localization 🫡 )
English, German and Chinese. Not sure about the community translations at this point.
I wonder if there will be an option to set "behavior" of ships when enemy is detected. For example - stop mining and redirect all the energy to shields
Not yet, but it is a good idea and we will likely implement it during the EA.
"build limits" - Can you give a rough estimate on what is possible with an minimum specs machine and for an recommended one?
Something along the lines of "20 medium ships with 40-60 modules per ship", so we can have a rough outline of the scope of this aspect of the game?
So is it more like Space Engineers, where you reach the limit of simulation speed pretty quickly. Or is it more like Dyson Sphere where the ships aren't getting simulated in detail after they leave render distance? Or more like some 4X strategy games, where you can zoom out and have hundreds of ships on your screen?
Yes, the ships aren't getting simulated fully at certain distances so there is some degree of optimisation regarding this. Up to ten medium sized ships with smooth gameplay should be possible on minimum specs.
Do you plan on allowing mods such as custom star systems, or maybe some kind of procedural generation beyond the 3 systems I believe you talked about during Dev Update 1
Yes, we would definitely like to offer expansive modding tools to the community and we will work on that after release.
Will there be different company/faction/alien technology trees for different kinds of modules? Like Company-A style equipment is tidy and energy efficient but lacks firepower, Company-B is rough around the edges but has overload power, and Alien is a sleek and sexy series of glowing spheres joined together by lightning?
Currently, there is only single tech-tree, but this is something we may also expand upon during the EA cycle.
Will there by support for Steam Deck?
There likely will be, but don't hold us on that, we still need to do more testing on the deck.
Fly safe!

The Forts community has always been full of creative minds building everything from crazy new weapons to full blown gameplay overhauls.
These creators shape how we all continue to experience the game, and they often do it out of passion.
As a team, we've come to recognize how that passion can come with its challenges. We've heard the feedback, we understand the frustration, and we want to make sure our modding scene feels supported, appreciated and celebrated for what it brings to Forts.
With that in mind, we are introducing the Forts Modder Showcase:
A Monthly Steam Spotlight that highlights one community mod and its creator, sharing what makes their work special and how it came to be;
A Modder Wall of Fame, on the Official Forts Discord, where we'll archive spotlights and provide all the necessary links to keep supporting your favorite modders.
https://steamcommunity.com/sharedfiles/filedetails/?id=2970318195
It's not every day a mod completely changes how you play Forts, but Landcruisers does exactly that.
Instead of your run of the mill base-building, you're now building rolling, roaring machines of war. Using a mix of suspensions, engines, transmissions, and controllers, Landcruisers lets you take your fort on the move and rethink what "base defense" even means.

(I see you out there, jousting your artillery heavy forts | cr: georgiy15r)
Greetings, my name is DeltaWing and I spend a large portion of my free time, in some capacity, writing code and modding. If there isn’t an official API, I’ll make one! My programming journey began back in high school - around 2017, I picked up Scratch and was immediately hooked. I had been playing Minecraft on and off since 2011, and even before that,I was always tinkering with construction toys or taking things apart just to see how they worked. Nowadays, I’m still assembling and disassembling, but in code blocks rather than toy blocks.
Q: What inspired you to start working on Landcruisers, in the first place?
It’s hard to say. At the time, I was very into tanks. I had made a few stationary maps at that point that had resembled tanks, but they lacked a key element; movement! I can’t take credit for the concept, as the idea of Forts moving along the ground had been kicking around the community for a while; although the exact implementation details were up to me to figure out.

(Early Landcruisers prototype)
Q: How long has the project been in development, and what was the biggest technical hurdle?
About two and a half years at this point. I’m still updating it when I feel the need to change or add a new feature. The largest hurdle was and is technical debt. That is to say decisions early on in the project actively make it harder to develop as time goes on. Landcruisers was my first step into collision detection math, and there are definitely things I’d do differently now.
Q: If you could go back and give yourself, or a budding modder, one piece of advice at the start of this project, what would it be?
I’d tell myself or them to look at existing solutions before starting and understanding the problem fully before trying to solve it. When I started, I had no idea what spring dampening was, for instance. In a lot of ways, Landcruisers was reinventing the wheel (pun intended); all of the problems I was attempting to solve at the start had already been solved in many ways prior in many different places.
Q: The Forts Community can be pretty passionate, what kind of feedback has meant the most to you personally?
I love to hear thoughtful and constructive feedback! It also really makes my day when I hear about how people are playing with the mod.

Q: How do you balance listening to community feedback with staying true to your own vision for the mod?
For the most part, I’ve been able to implement things to my vision without trodding on anyone’s toes. For example, the materials, I always envisioned some kind of material that is less cost effective as protection than bracing but offers greater structural strength. When I implemented structural beams, most were pretty happy with it conceptually. There was feedback around things like health, cost etc, but I’m happy enough to balance those values and I’m still able to fulfill my vision.
Q: Are there any features or experimental ideas you’ve been itching to try?
Something I’ve been wanting to do for ages is implementing a proper traction system. Currently the wheels don’t actually spin, it’s just an illusion. Such a change would require rewriting the entire mod from the ground up though.

Q: Landcruisers briefly disappeared from the Workshop last month, and it sparked a lot of conversation. Now that it’s back in all of its glory, how are you feeling about returning to it and the community’s response?
Essentially, I felt like I had lost control of my own project. I was starting to feel frustrated with the community. There was a trend of me only getting feedback when things were broken or people didn’t like changes. I wasn’t hearing about what I had done well. For instance, I had just implemented a brand new HUD. Pretty much spent 8 hours straight editing and tweaking it and creating new systems until it was in a place I liked and I hoped the community liked, but I didn’t hear any feedback on it whatsoever. Additionally, I felt torn between feedback as some peoples’ opinions directly conflicted with each other. And at the end of the day, I’m just doing this for free in my own spare time.
Q: What helped motivate you to bring Landcruisers back?
I definitely wanted to bring it back in some capacity. For the most part, I felt like the time was right to return it to the community. Moreover, I understood that a lot of people had built their fun in their free time exclusively around the mod. There were also many maps and mods that had Landcrusiers as a dependency that failed to function properly once it was gone.

Q: Where can people find you?
I sporadically post videos to my YouTube channel. This is mostly gaming footage, usually of things I’ve made. If you wish to support me, I can be found on Buy Me A Coffee. I haven’t set up any rewards… yet. The source code of most of my projects and mods can be found on Github if you wish to do your own tinkering! If you want to chat with me, the contributors and others that enjoy and play with the mod, you can join the Official Landcruisers DIscord Server here.
Our modders create and maintain their projects in their spare time, purely out of love for the game. If you enjoy what they've built, consider supporting them directly through a kind comment, commending their mod on the workshop or contributing to their Patreon/Ko-Fi/Support Page.
You can find more community creations, or share your own, on the {LINK REMOVED}.
(Check out the new #mod-wall-of-fame channel, under the 'Announcements' category, where we'll archive each feature and prominent Forts Modders.)
To be featured in the Forts Modder Showcase you need to:
Have been awarded the Modder Medal
Answer a Q&A and collaborate in good-faith
Provide gifs/clips or images that best showcase your creations
To start things off, we're featuring a few selected mods that have made a big impact on the community. In the future, we'll open the floor for modders to reach out and put their creations forward!
(Disclaimer: While the Forts Modder Showcase is a monthly feature, releases may shift depending on game updates, End of Season announcements, or FPL coverage. We’ll always aim to spotlight creators as regularly as possible!)
Earlier last month, Landcruisers was briefly removed from the Workshop before being reinstated. We're grateful to Delta for his willingness to bring it back, and we understand that moments like this are a reminder of how much passion and personal effort go into community projects. Our goal moving forward is to make sure creators like Delta feel supported, heard, and celebrated for the work they do.
The modding scene is one of the best parts of this community. Every map, every mechanic, every idea adds something new to Forts, and we're beyond grateful for the passion you all bring to the game. For that reason, we urge you all to help us celebrate every small victory so that we can all benefit from our shared passion for Forts for many more years to come!
Cheers,
EWG

A very hot hotfix has been deployed out of the turtle's oven to fix some changes. Thank you for those who messaged me early!
Fix an issue where returning home or reloading the game after expanding the resource currency panels required a second click to re-open them
Add ability to use middle mouse to pan the camera right
-YYZ


Deleting save files now requires players to confirm by typing the world “DELETE”
Sprites of playable characters now display correctly when fighting them as enemies
Sprites of playable characters now appear correctly in the turn order display when fighting them as enemies
The buff outline now displays correctly on enemies

Features:
Achievement Rewards
Completing achievements will now grant bonus GP Rewards. Claim Achievements can be found in the Guild Shop menu.
Quality of Life:
Restore, Revitalize, and Rejuvenation abilities can now heal all allies in the menu. (Just use the Left/Right Arrow keys or D-Pad to toggle between single target and multi-target)