Dec 20, 2024
Pedro Land DX - mr_pedro_sombrero
Fixed some player detection glitches for a few bosses.
Backroom Company - ķ•˜ģ“ķ¼ģ„¼ķŠø
Hello, this is the Backroom Company development team!
In this v95 patch, we have introduced new systems, AI improvements, and graphical and gameplay updates to provide an even more immersive playing environment. We hope this update brings you joy, and your positive reviews and feedback are a great source of motivation for us. We will continue to strive for a better gaming experience! šŸŽ®

The patch on December 21th has been successfully completed. (KST 05:00)

The updates added in this patch are as follows.
Please check the details below for a better playing experience.



Table of Contents

1. Content Updates

  • New Swimming Pool Entrance and Graphics Enhancements
  • Lumen Lighting Technology Applied

2. Balance Patch

  • Reduced Death Penalty for Small Teams

3. Improvements and Bug Fixes

  • Locker Character Display Function Added
  • AI Improvements
  • Gameplay and UI Enhancements
  • Fixed Uneven Terrain Attack Animations




1. Content Updates



New Swimming Pool Entrance and Graphics Enhancements

"šŸŠā€ā™‚ļø Dive into a new level of immersion and exploration!"
  • The swimming pool entrance has been reworked with finer details and improved realism.
  • Textures and lighting have been enhanced for a more immersive visual experience.




Lumen Lighting Technology Applied

"šŸ’” Lighting and shadows come to life!"
  • Lumen lighting technology has been applied to provide real-time reflections and natural lighting effects.
  • Intricate details of lighting and shadows are expressed in complex environments, enhancing player immersion.




2. Balance Patch


Reduced Death Penalty for Small Teams

This update adjusts the death penalty for small teams, allowing more flexible gameplay for fewer players.
  • Previously, the high penalty made it difficult to progress for small teams. Now, the penalty decreases incrementally with fewer players.
  • This adjustment improves survival chances and enables more strategic cooperative play, providing a fairer environment for solo or small group players.




3. Improvements and Bug Fixes


[Creatures]

  • Adjusted the hitbox of the creature 'Inmyun-kyun' to align with its attack animations for better clarity.
  • Improved awkward attack animations of 'Inmyun-kyun' in areas with uneven terrain.
  • New AI navigation system enhances creature movement for more realistic behavior.
  • Optimized for smoother performance even during high creature spawn situations.
  • Fixed the unnatural 1-frame turn movement of creatures.


[System/UI/Settings]


  • Updated to show hidden characters inside lockers for more immersive gameplay.
  • Resolved an issue where the player icon would disappear when switching floors in the minimap.
  • Added zoom-in and zoom-out functionality to the handheld camera.




This update focused on improving AI, significantly enhancing creature movements and network performance. Additionally, the new lighting technology creates a more immersive environment, and refinements to UI and gameplay ensure a smoother experience.

Your reviews and feedback are the driving force behind Backroom Company’s progress. We hope you enjoy exploring the enhanced world of Backroom Company with this update!

Thank you!
Backroom Company Development Team 🚪✨
Dec 20, 2024
Valor Of Man Playtest - Traian
Read about the changes in version 0.5.5 in the Dev Blog.
Valor Of Man - D Goat
Greetings, Wardens!

Update 0.5.5 is live, bringing improvements inspired by all the feedback we received from the community (thank you a lot for that!), new features to enhance the experience, and some thoughtful tweaks to balance the gameplay. Let’s take a closer look at what’s changed!

Improvements

Customizable Player Experience

We’ve introduced an option for players to choose their experience level with turn-based RPGs.
  • For Beginners: A small health boost for heroes to make the first playthrough more manageable.
  • Optional Help: Players can choose to cure all conditions that would otherwise be inflicted during the first fight.
Dev Comment: These changes aim to smooth the onboarding process while keeping the challenge intact for veterans.

Casting and Combat Enhancements
  • Standardized and improved casting animations across all abilities.
  • Added distinct visual effects for spells, with unique styles tied to the Seer and Occultist mage classes (coming in future updates).
Dev Comment: Even though the Seer and Occultist aren’t in the demo yet, their personality shines through in their animations, FX, and staff designs.

  • Undead Improvements:
    • Added different hit effects for undead enemies.
    • Improved animations for collapsed enemies, like the Undead Dragon and Ogre.


Dev Comment: Let’s be honest—undead blood didn’t make sense.

  • Enhanced attack sounds for better timing, volume, and impact.
  • Improved Action Camera dynamics, which now rotates and follows targets for a more cinematic feel.


Enemy Card Overhaul
  • Simplified visuals and deemphasized flavor text for clarity.
  • Grouped similar enemy reactions for better organization.
  • Improved descriptions to reduce clutter and confusion.

Dev Comment: Feedback from the community inspired these changes to make understanding enemies easier and faster.

User Interface and Tutorials
  • Updated Miscast and MP keyword colors for better clarity.
  • Simplified descriptions for effects like Stun, Knockback, and Poison.
  • Reworked icons for abilities with limited charges.
Dev Comment: Icons were too similar before—this update makes them distinct and intuitive.
  • Added new tutorial tips:
    • Explaining hero exhaustion and conditions.
    • Clarifying movement mechanics when another action is selected.
Dev Comment: Some unique mechanics weren’t explained well, so we’ve added tutorials to ensure players have all the necessary information.

Music System Revamp
  • Reworked the music system for smoother transitions between songs.
  • Added new combat and map-phase tracks.
  • Default music volume now set to 75%.
Dev Comment: The old music system’s abrupt transitions often disrupted immersion. These improvements aim to keep the audio experience seamless and engaging.

Balance Changes

Heroes balance:
  • Disabled Legendary Conditions.
Dev Comment: These were too punishing for new players since there isn't an easy way to remove them at the moment.

Starting Fights Tweaked:
  • Adjusted enemy reactions to make the early battles more welcoming for new players.
Dev Comment: The opening battle against Zephyrath was a little too punishing for first-time players.

Boss Redesigns:
  • Tormentor: Now only terrifies heroes pulled with hooks, allowing for more positional counterplay.
  • Succubus: Fewer Seduce abilities to give players more opportunities to strategize.
Dev Comment: Bosses should be challenging, but they should also allow room for players to outsmart them.

Boss Nerfs:
  • Tormentor damage reduction: 20%(from 32%).
  • Spider evasion: 24% (from 32%).
  • Succubus health: 100 (from 105).

Bugs & Stability

- Fixed miss sounds not playing sometimes.
- Fixed hero banter appearing too early in fights.
- Resolved UI overlap issues between items/artifacts and progression dials at the end of runs.
- Fixed Scorpions showing -1 Terror in some cases.
- Corrected Inferno Burn stacking display values.

That’s All for 0.5.5!

We couldn’t have made these improvements without your feedback—thank you! Keep sharing your thoughts via the in-game feedback form or on our community Discord.

We wish you all a Merry Christmas and a Happy New Year!

— The Dev Team
Survival Machine - Berdol
Co-op is here!
Did you sign up for our closed co-op tests? If so, check your inbox! If you’ve been selected for the closed co-op tests, there might be an email waiting for you with instructions on how to download our alpha!


As soon as you redeem the key we sent, nothing will stand in your way to jump into Survival Machine with your friends and see how our game performs in multiplayer!

There's plenty of time to test out our multiplayer mode during the holidays — testing will run until January 10th. After that, your keys will be deactivated.

We’re very eager to hear your feedback and see how you rate the co-op experience! Its super important to us, and we’re counting on your engagement!

Be sure to share your thoughts here on our Discord or on Steam!

Have fun, Survivors, and don’t get eaten! Don't forget to add us to your wishlist too!

Dec 20, 2024
Storage Anomaly - CinrGames
Storage Anomaly - Patch 0.2.0

Hello everyone! Here are the new features, changes, and fixes included in the 0.2.0 update of Storage Anomaly. Thank you for your feedback, which helps me improve the game!

šŸ› Bug Fixes

- Fixed the bug where the fallen cardboard anomaly wouldn't reset.
- Corrected the invisible WC sign that still had an active collision.
- Fixed an issue where the battery would become incorrect when spamming the plug.
- Corrected a bug on the boss’s PC screen when double-clicking.
- Resolved a blockage in the reserve tables.

šŸ”§ Changes and Improvements

- Added the "Early Access" text to the game versions to clarify its status.
- Modified the AZERTY/QWERTY buttons to make them more understandable.
- The clues have been better hidden... And the code has changed.
- Displayed the selected language directly in the settings.
- The office plant has been removed.
- The display when you make a mistake in anomaly detection has been improved to make it more polished.
- The map has been slightly modified for better gameplay.
- Two difficulty modes have been added: Easy and Normal. The Easy mode allows you to revisit the default storage (as at the start of the game) after each failure, while the Normal mode does not let you revisit the default storage, and you must continue searching for a new anomaly.


Thanks for playing Storage Anomaly and helping me refine the experience! Feel free to share your feedback on Discord ( https://discord.gg/rvNSSWKDMQ ). šŸš€
Frogsong - Bee Braun
Hi everyone!

I’m SO excited to finally announce the new game I’m working on with the team…

Stomp and the Sword of Miracles!

https://store.steampowered.com/app/2837590/Stomp_and_the_Sword_of_Miracles/

Stomp and the Sword of Miracles is a 2D exploration platformer with a strong focus on story and characters. Embark on a mission to save the world from the god of chaos! Explore a world full of lost secrets, make new friends, and use strange creatures to your advantage to reach new heights!

I learned a lot while working on Frogsong, and it's been a lot of fun using that knowledge and experience for a new project. If you enjoyed Frogsong... I think you're gonna love Stomp and the Sword of Miracles!






A demo will be coming early next year... stay tuned for more info!
Legacy of Defense - ģ§€ė‘„ģ“
Join our Discord server and connect with others!šŸ’”

https://discord.gg/99dWnGtXBv
Dec 20, 2024
Grime&Gold Playtest - Pemdora
Come playtest our new game update v3.0!

Gameplay
- Quest Seller
- Money Balacing
- Dungeon
- Player can engage combat
Interface
- Moon Cycle
- Pause icon when game paused

Notes :
Essential artwork and sound FX are intentionnaly missing!
For next version update (4.0)
- Gobelin upgrade is planned! (Spawn rate and duration)
- Seller stand will be removed! (You'll get a single card seller that will be transform with an empty stall when seller is not available)
Ready or Not - catindabox
Attention Officers,

Welcome to our 81st Ready or Not Development briefing, December 20th, 2024!

To start off, we’ll see you all again with more development briefings in 2025! With our studio going on holiday over the next weeks, we wanted to do a special development ā€˜debrief’ in the form of messages to you— our community— from across the team here at VOID Interactive.

We’re immensely grateful for the support you have shown Ready or Not since our 1.0 launch in December 2023, and for your reception to the Home Invasion and Dark Waters releases that have happened since then. It’s remarkable to leave things off on a high note and to work towards an even better future for Ready or Not and our community next year!

Note: These development briefings serve to keep you in the loop about parts of our ongoing support for Ready or Not, however the briefings do not encompass everything that we’re working on at a given moment. Please keep in mind that the content in our development briefings may still be a work in progress and subject to change.


Messages from the VOID Team

Our team strove to learn as much as we could from our 1.0 and Home Invasion releases and to put those into practice in delivering the Dark Waters Release. Communication, coordination, and iteration across the board pulled together to a new degree, spanning quality assurance, narrative, engineering, animation, game design, playtesters, level design, audio, art, production, operations, our partnerships, marketing, and more.

We’ve also been paying attention to countless community posts and reviews, tracking feedback/bugs in the process and ensuring that your voices from all angles are able to be heard in the development cycle.

Without further ado, here’s some of our teams’ messages to all of you in our community heading into the new year:


As the Art Director on Ready or Not, it always fills me with such joy and motivation knowing we have an incredible, passionate, and supporting player base. Really, it’s the fans of our game that are our biggest inspiration for what we do, and I am personally very grateful for the opportunity to wake up each morning and keep making content for you all.

For all those who have been with us on this long journey to where we are now, in all our triumphs and struggles - I want to personally give a huge heartfelt thank you for the continued love of RoN. We wouldn’t be here without you all, and I personally can’t wait to keep growing the game in all kinds of fun directions.

Thank you again fellow LSPD officers, I salute you all and I hope to see you in the game.


Best,
― Mark, Art Director

From all of us in the audio team - sending season's greetings to new and veteran players. We're delighted with the response to the Dark Waters DLC and are very excited for next year. Keep your ear to the ground... put em on safe and let em hang!

― Zack Bower, Sound Director / Composer

Among many things, I would like to acknowledge all the fantastic work that our Engineering department has accomplished this year.

From our internal VOID Interactive developers, to our development partners, they have all put in a massive effort to get this update over the line and work on the game over the year. Each of them have helped to deliver a fantastic end product all within the timeframe we set out to deliver in.

Their ability to work multi-disciplinarily with teams such as Design and QA departments have been inspiring; all while facing and overcoming some of the challenges of working fully remote across multiple different time zones.

In recognition of our team's work, VOID as a whole, and our community, I believe that there is wonderful space to grow as we continue to improve RoN into the future!


― Kobe Taylor, Programming Team Lead

Being a part of this amazing community has made the experience one of the best I’ve ever had. Thank you all for contributing to such a positive and inspiring environment! Wishing everyone a fantastic end of the year, and I look forward to seeing you all in multiplayer lobbies!

― Alan Keune, Lead Technical Artist

Hey, it's Dan, VOID’s SWAT Technical Advisor. It's been a great year working with the team here to bring some really cool content out for Ready or Not. Since the beginning of the project, the goal for me has always been to bring authenticity to the game while still working within the artistic and creative visions that have made RoN so much fun to play.

There's certainly more work to be done, with some reworks and tweaks from my list on the technical accuracy side of production, and a future with still more content, but boy how far we've come!

It's always satisfying to lurk on the internet and find fan comments that hit on suggestions I've made knowing that the team is working on something, sometimes entire systems to address them while keeping RoN's unique gameplay and style. 2025, here we come!


― Dan, SWAT Technical Advisor

I’m very appreciative and incredibly lucky to be able to work among such talented and passionate people, and I can’t wait for what 2025 will bring :)

― Sam Beaman, Associate Lead 2D Artist

As the team behind Ready or Not, we're blown away by your fearless dive into the intense and raw reality of Los SueƱos. Your bold engagement and feedback challenge us daily, pushing us to grow and inspiring us to enhance and evolve this wild ride we are on together. Keep on bringing order to chaos and keep your feedback coming: we are here for it. On behalf of the entire team, thank you for your incredible support this year.

― Behrad, Marketing and Brand Lead

Wow, what a year! I’d like to extend my deepest gratitude to our incredible team for their diligence and hard work throughout 2024. Following a monumental year like 2023 was no easy feat, but I’m fortunate to work alongside such talented folks who got us there. Also a huge thanks to our community; your attention, feedback, and support make all the difference. The critique, praise, suggestions, modding, and thousands of hours of content online is what makes RoN something truly special.

This year began with a clear focus: improving the 1.0 release content, introducing new features, and kickstarting work on our DLCs.

As the year progressed, our team expanded. With growth came the need for better processes, and while those presented challenges, it also laid the groundwork for long-term improvement. Growth can be tough, but it brings subtle, foundational shifts that strengthen the team. We came out the other end stronger.

2024 was a year of continuous improvement—for the game, our team, and how we release updates. Thanks to this mindset, each release this year saw fewer issues, greater attention to QA testing, and stronger production practices. This culminated in the successful launch of DLC 2, Dark Waters, a testament to our evolution as a company and as individuals.

Looking back to the Steam Early Access period, where we often worked right up to deadlines, cramming content without adequate internal QA or enforced timelines, the difference is night and day. While that period allowed for a free environment to experiment and add more content quickly, it came at the cost of content quality and team quality of life, often resulting in late nights patching and amending builds, attempting to quell issues highlighted by dissatisfied players.

Today, I’m incredibly proud of how far we’ve come. I’m personally very grateful that our workflow has been improved to a point where after a release we can close the Jira boards, log off Slack, and touch some grass.

Thank you all for an amazing 2024. We have exciting plans ahead for Ready or Not and VOID Interactive. This journey is far from over. We’re just getting started.


― Stirling Rank, Game Director

Conclusion

Ready or Not would not be where it is today without each one of you, and once again for that we are unendingly grateful.

Next year will be an eventful process of improving the game in concert with continuing to grow our small but mighty team. We’ll see you in 2025 and wish you all a restful period accompanied by friends, family, and fun.

If you’re looking to bring more officers into the fold or get into it yourself, Ready or Not and its LSPD Bundle are now on a major discount for the Steam Winter Sale:
https://store.steampowered.com/app/1144200/Ready_or_Not/
https://store.steampowered.com/bundle/48378/Ready_or_Not_LSPD_Bundle/

You can also now find our merch on 20% off for the Winter Sale period too!: https://merch.voidinteractive.net/



This concludes our 81st development briefing, thank you for joining us. Be sure to fall in next time for more development news!



Follow Ready or Not on Steam here.
Our other links: Discord, X, YouTube, Instagram, Facebook, Spotify.

Stack up and clear out.
VOID Interactive
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