Welcome to the final patch of the Cursed Temple themed updates! Today we are bringing long-awaited features into Curse of the Dead Gods. We hope you’ll enjoy it while waiting for the upcoming Serpent Temple!
Remember that if you want to have a peek at the first tier of the Serpent Temple, you can join our beta branch by following the instructions below 🐍
:: PATCH NOTE ::
Version 0.18.3 - June 10th, 2020
🍉 = Community additions
New features
Global Stats: In the codex, you’ll now have access to your global stats! Check out your most used weapons, best scores, and other cool stats related to enemies, curses, and deaths Design note: Stats aren't retroactive, except for the general ones (Victories/Defeats). That is why most of the previous stats aren't counted and displayed, but they should be from now on!
🍉 Multiple save slots: You can now have up to 3 different saves!
Fixed bugs
🍉 Parry pushback: Enemies are no longer affected by Parry pushback when they resist a Parry
Beta Branch
Interested in playing the Beta of the first tier of the Serpent Temple? Thanks for your support! Your impressions will tremendously help us shape the Serpent Temple until we are able to fully release it to a wider audience. If playing betas is not your thing, that’s okay! Grab a cup of tea and enjoy the newest features of the Jaguar Temple ☕️
A few things to know about the beta branch before hopping on it though:
The beta branch builds will have bugs, you gotta catch’ em all!
Visual effects, level design, animations, 3D models, music, etc. are, of course, not final.
Your save will be different from your main one.
We are eagerly waiting for your feedback on it, and we can’t wait to see your impressions of this first taste of the Serpent Temple!
You can post about your feedback in the dedicated thread on Steam and on our Discord server (#beta-branch)
How to access the beta branch?
If you want to help us and participate, right-click on the game’s properties and select the Betas tab. You will be able to opt into the beta branch called “serpent_beta”.
This week, we are taking the time to look and answer to some feedback from you, the community (comments either posted on Steam forums, Discord server, or Reddit). We’ve already done one of those “addressing regular feedback” post, so if you’re interested in reading episode one, here it is!
Before we dive in it, just a reminder that last week, we pushed a little patch full of new content and features for the Cursed Temple themed updates. Check out all the details in the patch note!
About some Curses not having pros
AGREED
It is totally right. Shadow Word and Vision of Madness are the only two Curses that have downsides and no upsides. The decision of having double-edged Curses is actually pretty recent, therefore the older ones were not fully redesigned for the launch of the game in Early Access. We know we’re going to make some people happy because we do intend to rework both of those Curses so they can have upsides as well!
Although, like a lot of stuff, this is not our current priority. We thought you’d like to know that we are aware of that unbalance and that we intend to do something about it. Just know that once we decide to redesign it, it won’t take too much of our time. In the meantime, you’ll have to suffer just a little bit more with those two Curses. Sorry…?
Additionally, we are aware that Shadow Word is really, really, mean. Some balancing is to be expected.
About Multi save slots
AGREED
We can officially announce that our next minor patch will feature multi saving slots! That is something that has been requested a good amount of time by the community, and we’re bringing it to you soon!
About Skins and Visual impact on the character
MAYBE
Obviously, it would be so cool to have skins, or a visual impact on the character’s model (sporting a crown, wearing a cloak…). But to be entirely honest with you, it takes a bit of time to produce it and we rather prioritize new and more effective content at the moment (TEMPLES!!!). Be sure that, if we have the opportunity to add cosmetics, we’ll make tons of badass, funny, or scary skins. We’ll keep you posted if we ever decide to go on that road (basically, if we have time and money to do it). Who wouldn’t want to roam in the Temple in underwear, right?
About different playable characters
MAYBE
This feedback is kind of connected to the one above. For the same reasons, creating different characters is not a priority of ours, but we’d love to (specifically for a woman explorer, that one is highly requested and we understand why). Of course, making those additions is not cheap because it automatically says: new 3D models and animations. Moreover, when we add content or features to our game, we like to do it the right way. By that, we mean that playing different characters should actually bring something more / different than playing your good ol’ British explorer (story-wise, gameplay-wise…).
About Champions’ rewards
DISAGREED, kind of
It is interesting to see how much feedback we got about the rewards given by the Champions. Our initial design was to give you the opportunity to lift and remove a Curse. You can also get two pieces of equipment (up to five with a Blessing) and a special Cursed weapon for the braver ones.
Since then, we’ve read quite a lot of good ideas that suggest bringing more variety in the rewards of the Champion, but also some others that didn’t really fit with our vision of the game. One of the main suggestions was to be able to keep Curses when defeating a Champion (there are some of you that enjoy suffering, we guess). That’s an interesting idea, but we’ll have to figure out how to make it fair if we decide to follow that feedback.
Other ideas suggested to gain a Blessing or a Divine Favor instead, and that’s where we have to disagree here. Blessings and Divine Favors have their own way of functioning and can be bought only in the Underworld with Crystal Skulls. By giving you the ability to gain more of those elsewhere, we’re taking out their primary interest. This is not an idea that can go completely to waste, though. We could imagine something else in that direction, perhaps having the possibility to change one Blessing mid-run when defeating a Champion.
----------------- There you go, that’s our two cents about some regular feedback given by the community. We hope you like that kind of little post. If you do or have a way to make it better, please tell us in the comment section below! We’re looking forward to reading more of your feedback on the current build of Curse of the Dead Gods, and even in the beta of the Serpent Temple!
You seek untold riches, eternal life, divine powers - it leads to this accursed temple, a seemingly-infinite labyrinth of bottomless pits, deadly traps, and monsters.
Collect mystical Relics and an arsenal of weapons to make yourself unstoppable. Battle through hordes of enemies in dark, cavernous passages filled with traps and secrets of all sorts - fire-spewing statues, explosives, hidden spikes, and worse. Corruption builds in you with every step - encourage or ignore it, but each powerful curse can be a double-edged sword.
Your greed will lead you to death, but that is not an escape. Rise to fight again. Delve deeper again. Defy the malignant deities that linger in this place.
We have some exciting news about this week! Curse of the Dead Gods will be 15% off from 05/25 to 06/01 on Steam! To celebrate, we are releasing some new content and features for the Cursed Temple updates! Everything is detailed in the patch note underneath.
Today is also the launch of our beta branch that will contain a first taste of the upcoming Serpent Temple. Learn more about it under the patch notes 🐍
:: PATCH NOTE ::
Version 0.18.2 – May 25th, 2020
🍉 = Community additions
New features
3 new Curses: + Divine Pact + Gold Puncture + Dark Mysteries
Codex:+ Full bestiary for the Jaguar Temple+ Lore and codex entries to be unlocked with special conditions+ New names for enemies+ New portraits for the Blood Priest and the Dark Avatar of the Jaguar
Visual changes
Haven rooms: Changes made to the Haven pool, making it even more gloomy than before. The level of blood in the pool decreases with use.
Fixed bugs
🍉 Map/Pause: Fixed a bug where menus would overlap each other if buttons where pressed at the same time
Map: Closing the map with B button (with a controller) won’t trigger the two-handed attack anymore (or other actions if binding had been modified)
🍉 Life after death: Fixed an issue where players would gain HP after dying if they add a lifesteal weapon or relic.
Quality of life
🍉 Contextual action: The contextual action can now overlap other gameplay keys/buttons
Map: Small delay added when opening the map, to avoid involuntary inputs.
Map: Scroll speed has been adjusted (now depends on the exploration’s length)
Serpent Beta Branch
Interested in playing the Beta of the first tier of the Serpent Temple? It's finally here!
Thanks for your support! Your impressions will tremendously help us shape the Serpent Temple until we are able to fully release it to a wider audience. If playing betas is not your thing, that’s okay! Grab a cup of tea and enjoy the newest features of the Jaguar Temple ☕️
A few things to know about the beta branch before hopping on it though:
The beta branch builds will have bugs, you gotta catch’ em all!
Visual effects, level design, animations, 3D models, music, etc. are, of course, not final.
Your save will be different from your main one.
We are eagerly waiting for your feedback on it, and we can’t wait to see your impressions of this first taste of the Serpent Temple!
You can post about your feedback in the dedicated forums on Steam and on our Discord server (#beta-branch)
If you want to help us and participate, right-click on the game’s properties and select the Betas tab. You will be able to opt into the beta branch called “serpent_beta”.
Great news for the hardcore fans of Curse of the Dead Gods (or the curious ones). We have decided to set up a Beta branch where we’ll regularly drop work-in-progress builds about the upcoming content and features of the game.
If you are familiar with Beta branches, that’s good! For the new folks, let us warn you that builds uploaded on beta branches will be buggy, gear & enemies may be overpowered or underpowered, visual effects, 3D models, and animations will not be finished. Globally, the whole thing could be a mess. KA-BOOM 💥
By uploading betas, we are seeking some more feedback on features or content that have not yet been implemented to the main branch for a wider audience. We want to thank you in advance if you decide to join the beta-fun, and we are looking forward to your suggestions and reports about those builds.
So, what are we going to upload for our first beta?
The Serpent Temple Beta branch
It’s time. Are you ready to roam in the corridors of the Serpent’s den? 🐍
This first beta build will let you test the first section of the Serpent Temple (Chucwic - exclusive new name released!!!). A first taste of what to expect for the full official release of the Temple. What will the beta include? - New atmosphere and decors - New enemy types - New traps - The first Champion fight
As we said before, we are expecting a lot of reports of wobbly or unbalanced things, so if you have any comments you can put them in the special categories that have been added to our Steam forums and our Discord server (look for Curse of the Dead Gods Beta Branch thread on Steam and the #beta-branch channel on Discord).
What about my saves?
The Beta branch will function with a different save than the one on the main branch. A new local file named “_BetaSaves” will automatically be created when switching to the Beta branch. This means everything you do on the Beta branch won’t be replicated onto your main save.
To use your main save again, you will need to switch back to the main branch by following the same steps below.
How to access the Beta branch?
The beta branch will be available next week and you will need to complete a small process to access it.
If you want to help us and participate, right-click on the game’s properties and select the Betas tab. You will be able to opt into the beta branch called “serpent_beta”.
----------------- Thank you to the few warriors that will try these betas. We are happy to move forward with the game and the new Temples with this new beta system, and we hope you’ll enjoy this little sneak peek of what’s ahead of us. If participating in betas is not your thing, that’s totally fine! You can still join us on social media or talk about the game online, this helps us as well!
Oh, almost forgot! New content for the Cursed Temple update is on its way 👀
Addressing the recent changes with the contextual action button
Last week, we pushed a small update that fixed the issue that a lot of players reported since the launch of the game: the contextual action button wasn’t displayed properly on the screen (check the patch note here). This “bug” would also create weird situations where, when wanting to open a door or a chest, you would accidentally strike your torch instead. Our fix consisted of separating the contextual action from the torch, and putting it by default on another key/button.
After reading some feedback from the community, we have decided to create a new fix that’ll let you decide what you want to do with the contextual action. This will be ready by the end of May. Basically, you’ll be able to go back the way it was before, leave it the way it’s now on, or create another combination. The contextual action button will be bindable on any other key/button, even if already used in the game, and will be prioritized when opening a door, chest, or picking up an item on the ground.
However, the Confirm and Cancel buttons will stay unbindable (A/B with a controller; Space bar/Esc with a keyboard), because we are following the norm that you can find in most video games. This only matters in Menus and certain types of windows. These buttons are still available for binding gameplay actions, don’t worry!
Anyway, we hope these changes will resolve the situation for most players! We’d like to take the opportunity as well to thank the community for giving us such regular feedback and suggestions, always in the goal to make Curse of the Dead Gods the best version of what we envision for the game.
New artworks for upcoming Bestiary
The Blood Priest and Dark Avatar of the Jaguar were the only enemies that didn’t benefit from a proper portrait. That mistake is now fixed, as our Art director Valentin took the time to redraw their pretty faces for the upcoming Bestiary. You can already witness them in-game as your nemesis - but for the unlucky ones, here they are:
This brings us onto the subject of our next minor update. After releasing The Cursed Temple update, we are now working on new content for this theme. This update will be released in May, and will bring its own eagerly awaited surprises.
It will be called: Lost journals 📖 Expect a full Bestiary of the Jaguar Temple with unlocking entries, as well as new Curses to make the Temple even more of a living hell.
You may also know that we are working hard on a new Temple, the Serpent Temple. We are making great progress, and even though we do not have a definite release date for it, you can expect to roam the narrow corridors of the Serpent’s den by the end of June.
In the meantime, why don’t you...
Meet the Serpent Cultist
Its name may change until the official release of the Serpent Temple, but here it is! The Serpent Cultists are the greatest fanatics of Sich’al, the Serpent Goddess. Xbeltz’aloc got in the way of their worshiping, and the Cultist are now out to get you with their vile spear.
Congratulations to the few sneaky ones from the community who recognized it from our previous trailers. If you missed it, have a little peek at the Serpent Temple here (beware, this is old, work-in-progress footage):
This week we have a small update that fixes some small issues and some small balancing adjustments. Have a look at the patch notes below to see which terrible bugs were slaughtered and what changed in the Temple.
:: PATCH NOTE ::
Version 0.18.1 - May 7th, 2020
🍉 = Community additions
Balancing
Healing Rooms: During Short, Medium and Long explorations: 2 Healing Rooms are now generated on the same line instead of just one Design Note: Having just one Healing Room generated per line limits map tactical choices, it should now be easier to access these rooms when needed without compromising other map choices.
Healing Rooms: For Hard Explorations: 2 Healing Rooms are now generated in the second section instead of one. They cannot be on a common path (only one is reachable) Design Note: Same idea as above, it allows for more control to choose when to heal if required.
🍉 Critters/Bats: Critters/bats generated by the “Infected Corpses” Curse don't collide anymore with other enemies or the player character. Design Note: No more bats pushing enemies :) That also means you cannot be "body-blocked" by bats.
Fixed bugs
🍉 Contextual action binding: Now possible to bind contextual action on another key/button than the Torch. Should be displayed correctly on screen too! Dev note: This change will affect players who rebinded the Contextual action on another key/button; a red cross will appear instead. We made this change because it was causing some issues with the input display for doors, chests, etc. and was highly reported by players. We hope you’ll get used to it very fast!
🍉 Keyboard mapping: Fixed some issues related to keyboard binding
Last week saw the release of our first major update during the Early Access of Curse of the Dead Gods. How did you like it? We are very happy with the reception of the Cursed Temple update, and we can’t wait to show you what we have in store for later!
We were so glad to introduce these new features into the game, especially some that were highly requested by the community. We are going to continue creating more content in the Cursed Temple theme, but our main focus right now is the Serpent Temple 🐍
Here’s a little snippet of a new enemy for you:
Can you guess what it is and its name? 😏
Of course, you can keep up with our updates by checking out the Roadmap for the upcoming months:
Official Curse of the Dead Gods Wiki
Our official wiki got a small facelift on Gamepedia. If you’d like to contribute, you can add content or update some pages to help the community! We’ll appreciate it!
We’re very active on Discord, and it’s also a great space to share thoughts and feedback with other players. If you feel like it, join us! Cool stuff is coming (live Q&A and more!)
-----------------
That’s all, Pretenders! We are working on a small batch of fixes that should be ready next week (no promises). If you have any bug reports or immediate feedback about our latest update, please share them with us on Steam, Discord or Reddit. Have a good one in the Temple!
With the Eternal Curse game modes, rediscover the Jaguar Temple and each Exploration with different rules and thematic runs. New ways to play, creative challenges and unpredictable themes are available to unlock in our first MAJOR UPDATE for Curse of the Dead Gods: THE CURSED TEMPLE. We have lined up some fun modes for each level of difficulty in Curse of the Dead Gods and we are excited to share them with the community!
https://youtu.be/lWfxyDue7pM Step foot in the Temple and face a new batch of Curses: turn them to your advantage, but don’t be too greedy. The new set of Cursed weapons and relics may also aid you in your quest to defeat the Dark Avatar of the Jaguar.
⚠️ Beware, this update may delete your current run (only the run, not your unlockables). Remember to finish it before updating the game on Steam or it will be lost.
:: PATCH NOTE ::
Version 0.18.0 - April 22, 2020
🍉 = Community additions
New features
8 Eternal Curse Game Modes: + Old Nightmare + The Cursed Marksman + Mad Temple + Bullet Hell + The Darkest Explorer + Fire Purge + For Gold and Blood + Game of Death
Unlock all Eternal Curse game modes and uncover new ways to discover the Jaguar Temple
The Torch of Sorrow can put out fire and so much more. Use it wisely.
2 New Cursed Weapons: + Fulmination, Death's Rampart: Parrying reflects projectiles Design Note: We are introducing reflected projectiles with this weapon! According to community feedback, we may extend this mechanic to more weapons or even to generic parry itself. + Annihilation, Bow of Madness: Perfect Shots explode on impact in a Dark blast, dealing damage to ALL characters around
1 New Regular Weapon: + LeMat Grape Shot Revolver: Perfect Shots deal damage to all targets in a cone behind the impact
2 New Cursed Relics: + Accursed’s Codex: +50% to all weapons’ base damage, +50% to all damage taken Dev Note: Localization for other languages than English and French will come soon! + Glyph of Darkness: Level +1 on Cursed weapons Dev Note: Localization for other languages than English and French will come soon!
Fulmination, Death's Rampart in action
Balancing
🍉 Weapons: Two-Handed Heavy Standard Attacks preventing dodge and parry for a time can now be dodge/parry canceled as long as the attack has not reach active frames. Change also applies for Sword Charged Attack, Mace Charged Attack, and Two-Handed Spear Charged Attack. Design Note: Heavy Weapons were uncomfortable to use when facing fast attacking enemies due to the long defense lockdown. You can now safely dodge/parry cancel your moves until they actually hit (you still have a defense lockdown from there). Note this does not apply to Heavy Charged attacks!
Weapons - Two-Handed Spears: Charged attacks now deal 2x 75% damage (from 2x 50%) Design Note: 2 Stamina for a better AoE effect was too expensive, now with a damage buff as well, charged attacks should be more attractive
Weapons - Two-Handed Heavy Weapons: Charged attacks now deal 150% damage (from 100%) Design Note: Similar to Two-Handed Charged attacks' buff, spend more to deal more damage!
Weapons - Two-Handed Bows: Recovery time of special dash has been reduced to 0.4s (from 0.5s) Design Note: Dashing right after a shot was slightly less effective than just standing and chaining shots, it's now even.
Weapons - Two-Handed Bows: Dark Swiftness Curse no longer prevents special dashes with bows
Weapons - Off-Hand Pistols: No more aiming assistance for “Off-Hand” combo Design Note: Aiming assistance for large AoE attacks has a tendency to limit the ability to target "between" enemies to damage them all.
Weapons - Stonebreaker: Charged attack now deals 100% + 75% +75% (from 100% + 50% +50%) Design Note: Adapted this weapon's charged damage to match other weapons of this category.
🍉 Weapon - Barbed Javelin: Raw Damage decreased to 24 (from 30) Design Note: Barbed Javelin was a little too powerful compared to other Spears, especially considering the new Charged Attack buff.
🍉 Affixes: + Main/Secondary Weapons Affinity Base Damage increased to 20% (from 10%) + Simple Base Damage increased to 10% (from 5%) + Lightness Base Damage increased to 15% (from 10%) Design Note: These affixes were considered to be "bad" ones, having a too-small impact to be attractive. They should do better now.
Relic Stat Affixes: Stat Affix value is now dependent on Power Level and Rarity (was only dependent on Power Level before). Better quality Relics now give greater Stat upgrades than lower quality ones (it was totally random before). The formula has been reworked Design Note: It feels more natural that the best relics (in terms of rarity) bring more power. It will also give more incentives to pay for the Rare relics in shrines rather than relying on random common drops with high stats.
🍉 Relic - Gleaming Sapphire: Max damage increase reduced to 20%/40%/60% (from 100%) Design Note: Common Gleaming Sapphire required 50 (1000 Gold) stacks to be fully effective, which was quite unattainable unless using a very specific combination of blessings. In this case, the relic was too powerful and outclassed other damage increase relics. You can now consistently know that 10000 Gold in stock is enough to max out these relics.
All Weapons Codex and Manuals add 20% damage to specific weapons category (from 10%) Design Notes: Codex was quickly outclassed by other relics, having a good combination of weapon and relic is now more powerful.
Blessing - Brutal Temper: Killing Window to activate Fury effect reduced to 1 second (from 2) Design Note: Changes made on Two-Handed Weapons' Charged Attacks make this blessing more efficient. 1 second window should be enough to be both challenging and rewarding.
🍉 Dodge: Dodging window time is now consistent if you are under the Haste (Move Speed Buff) Design Note: Dodge window was previously reduced due to speed buff, making it harder to use. It should now be more comfortable to perfectly Dodge while being under the Haste buff.
Poison review: Change Poison attacks application to "100% immediate damage + 50% Poison damage over time" (was 100% immediate damage + 100% damage over time). Poisonous Weapons' raw damage have scaled up to fit their previous overall damage Design Note: Poison attacks relied too much on damage over time, they should now be more punchy on hit with still a correct bonus damage over time.
Annihilation, Bow of Madness makes devastating damage
Visual changes
Greed Kills: New icon and overall FX for greed kills
Fixed bugs
🍉 Timer: Timer is no longer running in Sanctuaries (for you speedrunners!)
Enemies: Enemies will be properly alerted when an unalerted neighbor is killed in a single blow
🍉 Weapons - Poison kill: Special effects such as Stamina recovery on Kill or Weapons' affixes like Healing or Corruption Removing now properly trigger when an enemy dies from poison applied by weapon
🍉 Enemies: Fixed a bug that made intangible enemies such as teleporting Sacrificed Virgins vulnerable to other enemies' damage
🍉 Enemies: Fixed a bug that made Sacrificed Virgins not reveal themselves when attacking with their AOE blast attack while concealed by the Shadow Word Curse
🍉 Enemies: Fixed the "Fear of light" behavior of critters/bats: they now fear all illuminating source carried by the explorer (including being on fire!) and also fly away when the character is in cinematic mode
🍉 Blessing: Skillful Adaptation can now properly trigger from one room to another
🍉 Jaguar Statues: The Jaguar Statues' fireballs can now be properly parried when handling a Shield
🍉 Collision: Fixed some general collision bugs where your character would get stuck behind Jaguar head statues or Shrines.
🍉 Level design: Fixed an issue where, in one room type, the door could close in front of you if you’d shoot an enemy from a distance.
🍉 Level design: Fixed a level design bug where a secret passageway was inaccessible because of decorative elements.
🍉 Input delay: Added a small input delay when interacting with a Sanctuary or after using a Diving Favor to avoid unintentional quick validation
PS4 pads delays: Fixed an issue where PS4 controllers had a delay of 0,1 to 0,5 sec.
🍉 Controller input: Fixed issue where contextual action was incorrectly buffered when switching to torch stance, often causing double-quick validation on shrines or doors
🍉 Disconnecting pad: Fixed a random behavior where a run would be successful or the game would crash if the pad was disconnected in-game
Disconnecting pad: Fixed a bug where the disconnected pad message wouldn’t let you navigate the map
Localization
🍉 Full Korean localization
🍉 Full Japanese localization
Known issues
In "Game of death" mode, the timer can run out during the death animation of the Champion or Boss, resulting in the death of your explorer
The Bloodblade doesn't heal while under the effect of the "Bloodlust" Curse
We’re very happy that you enjoyed our latest news update, addressing some of your feedback and suggestions for Curse of the Dead Gods. It’s something that we’ll gladly repeat later on in development because we believe it’s important to be transparent with our community. Today, we’ll talk less and show more things from our upcoming CURSED TEMPLE updates! Without further ado, let’s begin:
When we say CURSED TEMPLE updates, that obviously means new Curses. Over the last few weeks, you got a glimpse of some of the new dangers coming into the Temple.
This time, have a look at an old friend turning against you:
Dancing Flames
Flamethrowers activate automatically if players enter their AOE. A powerful tool, that if well used, can do dramatic damage to your foes. Or yourself...
Introducing the Dark Torch
The Dark Torch is not a new weapon (stay tuned for that), but you’ll be able to use this cursed source of fire while under the effect of a special Curse.
Last but not least, new Cursed weapons are coming to Curse of the Dead Gods! This one was highly requested by the community, meet the newest addition to Xbeltz’aloc’s arsenal, a reflective shield:
Fulmination, Death’s Rampart
“Smell the gust of putrefaction, Pretender, coming for those who shall soon be pierced by Fulmination. Those who sow the winds of death plow their own grave.”
Of course, more content is coming for the CURSED TEMPLE updates in April and later on in May. Keep yourself up to date with releases by following us on social media, joining our Discord or checking our Steam community page! Here is our latest living Roadmap:
Contest: Your most painful death
Our first contest “Your most painful death” is over! Thanks to everyone who sent a video or a gif of your most atrocious moment in Curse of the Dead Gods. It is now time to reveal our favorite picks:
Yes, we have a tie for the last position! You all won a Steam key of Curse of the Dead Gods to gift to your friends, family or online communities! Please note that you cannot resell the key.
We should be able to get in contact with you through Steam, Discord or Reddit, so don’t worry! If you haven’t received anything from us in a couple of days, contact us directly at contact@passtechgames.com and we’ll see what we can do then!
Congratulations, and thanks to everyone who participated in our first contest! Stay tuned for more contests in the future!
-----------------
That’s all, Pretenders! Next week, our major CURSED TEMPLE update will finally be live! We are very grateful for your patience in these difficult times. We understand that you’re excited to play new content, and we can’t wait to see your feedback. France, where our studio is based, is still in confinement for at least one more month, meaning updates are taking a bit more time than usual. Don’t worry, our production schedule is not too disturbed by it, though! Stay tuned for more information soon.