After nearly three years of solo development, I’m proud (and slightly terrified) to announce that Astrumis - Survive Together will officially launch on Steam on the 26th of May 2025! 🎮💀
To mark the release date, I’ve put together a brand-new trailer, offering another look at gameplay. It dives deeper into the team-based terror, the growing tension, and the unexpected twist that turns cooperation into something far more unsettling.
Playtests are now live on Steam—just hit the “Request Access” button on the store page to join in. Try the game early with your coop partner and feel free to share your thoughts after playing. 🧑🤝🧑 Every bit of feedback helps.
If you’ve been following along, thank you—it truly means the world. And if this is your first look, welcome to the darkness. 🌑 Astrumis is all about sticking together, talking things through, and relying on each other when everything starts falling apart.
For more regular updates join the discord here! Tycjan Woronko / Tyci
Flocking Hell keeps growing, and I couldn’t be happier to welcome so many new players to the flock! Thank you for the love and feedback 💜 This patch brings exciting updates: a new difficulty mode for the bold, better chances at epic cards, two new crystal-focused islands, and a few balance tweaks to keep the game fresh.
(As always, the full change log is below.)
New Difficult Level: Competitive²
Full disclosure: my personal win rate on Competitive is around 40%. But based on your feedback, some of you are way ahead of me! A few brave souls even asked for a harder mode, so here it is.
In Competitive², your crystal production is reduced by 25% and imps start with +0.5 strength. Think you’ve mastered Flocking Hell? Time to prove it! 🐑😈😈😈
Higher Epic Drop Rate
Epics are some of the most powerful and flavorful cards and guides in Flocking Hell, and in my opinion, among the most fun. But their strength means they can occasionally trivialize a run. Because of their rarity, I spend relatively little time balancing epics. If you find one that fits your build, your odds of winning go up significantly. That’s by design. They balance mayhem by their rarity.
However, I feel epics are a bit too rare at the moment. So in this patch, I’m slightly increasing their appearance rate. Previously, rare cards had a 5% chance to convert into an epic. That chance is now 7.5%.
Stronger Tunneler
Tunneler is the first rare guide that I designed. I was showcasing the game to designer friends and wanted something fun that breaks the game rules in an interesting way. Tunneler was a great fit, and it’s still one of my favorite guides. However, it’s clear that it’s weaker than other rare guides that were developed later in the design process (such as Potholer, which has a similar role). Therefore, I’m giving Tunneler a hefty buff, increasing the crystal gain and adding a tile reveal to every road build.
New Crystal-Focused Islands
This patch adds two new islands with unique twists on crystal production. Roots of Industry starts with –25% crystal production, but you can boost it by connecting fortified cities. Veinbound makes all mines start with –10 max size (meaning you can’t assign sheep at first), but rewards you with free mine size as you connect cities. Both islands encourage hybrid strategies that blend mining and city building.
Related to this, some playtesters noted that many existing islands (like Jealousy) interfere with Flocking Hell’s core city-connection gameplay. Moving forward, expect more islands that support your building efforts, not just complicate them.
Nerfs to Card Cost Reductions
I really don’t like nerfs.
Nerfs are often used in multiplayer games to address frustrating or overpowered mechanics. Neither of these arguments is relevant for Flocking Hell, a single-player roguelite where every campaign has its own “meta”.
However, after much consideration, I decided to nerf Charming Ritual III, Comptroller, and Scribe (which is now named Clerk). All three provide consistent, predictable reductions to card costs, which creates two major design problems:
One, they make it difficult to design new cost-reduction mechanics. For example, Mason and Tinker often feel underwhelming by comparison to Comptroller and Scribe. Every new discount guide ends up being measured against these two, which limits creativity.
Two, they skew how I evaluate every new card. When I buffed city size cards in Patch #1, I had to balance them for both Scribe builds and non-Scribe builds. That added complexity complicates playtesting, slows down development, and restricts card design.
The end result is that Charming Ritual III, Comptroller, and Scribe limit future design space and make it harder to introduce fun new options. My goal with these nerfs is to keep them strong and enjoyable, while giving the rest of the game more room to grow.
Full Change Log
New difficulty level: Competitive²!
[CRYSTAL] production decreased by 25%.
Imps spawn with +0.5 [STRENGTH].
Campaign
The chance of a rare converting into an epic is now 7.5% (previously 5%)
Cards
Charming Ritual III [2] (special), now gains the Scribe charm for 6 turns (previously 9 turns).
Guides
Comptroller (rare), ability updated: “Building a road and assigning to a mine cost 1 less [SHEEP]. City growth and mine production reduced by 15%.” (previously “All actions cost 1 less [SHEEP]. City growth and mine production reduced by 25%”).
Scribe (rare), now says “Playing common cards costs 1 less [SHEEP].” (previously “Playing a card”).
Tunneler (rare), building a road through a mountain will now gain 30 crystals (previously 20 crystals) and will also reveal all adjacent non-mountain tiles.
Islands
Emberfrost Expanse (late-game), slightly reduced the minimum distance between cities (from 3.5 to 3.25) and updated the description to “at most 8 cities”.
Roots of Industry (early-game), new island: “Crystal Mines produce -25% [CRYSTAL]. Crystal Mines produce +10% [CRYSTAL] for each connected, fortified city.”
Veinbound (late-game), new island: “Decrease the maximum size of all mine by 10. When you connect one or more new cities, the nearest mine is marked and gains 5 size.”
Bug Fixes
The starting tile can no longer be on a farm or adjacent to the Hell Gate.
Pioneers+ now correctly reveals a pasture next to an unrevealed city (as opposed to a pasture next to a revealed city).
This update fixes a few bugs and has improvements to the user interface, like improved messages and popups. There are also some improvements to the AI and the performance of huge battles has been improved. There are also a bunch of new stuff for modders as well.
General
F9 throne screen now has a popup showing number of claimed AP
New launch option: --nouwthrones (to prevent underwater thrones)
Battle performance improvement for large battles with spellcasters
Can expand unit/commander entries in Income Overview
Nexus can show more gates on the map
New graphics for gate from Nexus
Most rituals can no longer trace through void/non-void planar boundaries
Secondary effects on missile weapons didn't always take effect properly
Nbr of possible players was calculated incorrect for maps with multiple planes
Battle enchantments could remain if enslaved and then killed, fixed.
Better messages for Strands of Arcane Power
Improved message for Ritual of Rebirth
Ritual particle lines on map now shows movement towards destination
The key 0 can now also be used to copy/paste orders everywhere
Phoenix pyre triggered weapon blesses, fixed
Can now use wait order in allied territories
New gem selection box for messages
AI can now use Arcane Analysis
AI is now a bit smarter regarding dispel casting
Fixed problem with spell targeting vs flying targets
Commander popups now show destination of move orders
Removing a magic item did sometimes not remove effects on unit, fixed
Throne defender tweaks
Charm could remove target's commander status, fixed
AI better at equipping gems before being stormed
Spell AI tweaks
Icon for decay immunity
Projection looked too small, fixed
Fix for scout report when allied forces are not actually sieging
Better assassination texts
Fix for communion backlash not occurring
Log text for phoenix pyre
Event fixes
Stat and typo fixes
Modding / Map Making
New monster item commands: #growthpower, #grandcom
New site command: #copysite
New weapon mod commands: #defroll, #morroll
New monster/item mod command: #unseen
Two new event commands: #req_realmnr, #req_norealmnr
Magic item type 10 for bardings didn't work
Improved name pluralization
Fixes for some places where drawsize didn't work
Temp blood slaves do not cause bleeding after gem longevity has occurred
Air shield on magic items didn't show up in stats
Reanimator is now shown on magic item info
Major performance improvement for events using req_mnr & req_nomnr
Here's a small update to alleviate some of the issues introduced in v0.1.4
Fixed an issue where the enter button wasn't working. This also fixed the case where the leave early button would disappear, so now if said button is missing it's only because you need to get to the point where you're chatting first.
A fix to how corridor dates invites are tracked so there should be less issues with those getting voicemails for missing dates even though you went, or from accepting invites but closing the game and having to reject them later.
A couple fixes to save files introduced by Steam Cloud integration.
Speaking of save files, if you have issues with save files transfering from old versions of the game then check out the save file entry in #FAQ channel in the discord where we have a tutorial incase of any issues.
Thanks so much for everyone's patience and support!
Quick gift to all of the lovely people who have supported the game so far! I'll be off for a few days, but figured I can leave you with something nice to play until I come back: the first ever, custom map! And yes... it is... The Hanseatic League! The city positions and names are the ones you expect, but the economies are not. In fact, they're still driven by seed numbers. I set up a default seed so that you can play in Luebeck, if you're nostalgic for any specific game...
Jump into the latest player-driven topics with THRONE AND LIBERTY Globalization Design Manager, Tico. This episode of Tico Talks covers fair play issues, Tier 2 gear progression, game performance, and Trait Resonance. Watch the full video below for everything you need to know, followed by details for the upcoming Loot Goblin Festival event.
Loot Goblin Festival Event
Trouble securing extra loot? Starting on April 24, hundreds of Loot Goblins will attempt to run away with riches every 3 hours. Their escape only takes 15 minutes, so act fast for bountiful spoils, including Sollant, Growthstones, Crystals, a Playful Morph, Gear, Nebula Chests, and more. The Loot Goblin Festival event will end on May 1.
Join the THRONE AND LIBERTY Discord server or visit this episode of Tico Talks on YouTube to answer our latest community question. With the recent release of the Weapon dye system, which weapon do you want to see enabled for dyeing next?
Thank you for your support and we’ll see you in Solisium!
Universal Converter + Nitro Bottle Array is now officially the most played combo, towering all other builds.
It was fun while it lasted, but it was simply way too strong. In the new update, the Nitro Bottle Array only drops with the "Time Capsule" ?-event (where all the other formerly broken modules are still waiting to break a game once in a while). Universal Converter comes with the Overload status now
In return I offer you new pieces to fill that bottle-shaped hole in your heart.
NEW MODULES:
Nitrous Dispenser
Nitrous Bottle Factory
Plasma Induction Cell
REDESIGNS:
Acceleration Cell The old design wasn't too popular. I've redesigned it so it can actually save your run.
Chain Amplifier now only counts modules of a distinct type
Duplicator ?-Event now simply hands out the duplicator module
LOOT TABLE REWORKS:
Transmogrifier is back in rare (from "time capsule")
Exploiting Turbocharger is now uncommon (from rare)
Polluting Aggregate is now common (from uncommon)
Emergency Aggregate is now common (from uncommon)
BUGFIXES:
Fixed a bug with the epilogue event not spawning properly
Fixed a bug that prevented module unlocks after finishing a run
Improved performance
UPCOMING FEATURES:
New ice biome (ETA: June)
PLEASE CONSIDER LEAVING A STEAM REVIEW
Thank all of you so much to everybody who left a review already. If you're having fun with Rogue Voltage, please consider leaving a Steam review. If we cross the 500, that would be amazing. You don't have to write a novel, just a couple of words or a little meme why you think the game is fun.
As usual, huge thanks to the lovely Discord-Community, who is extremely helpful and creative to give feedback, post ideas, help brainstorming for new content and report bugs. Everybody is invited. Come nerd out with us!
Enjoy wiring up the new version, let me know what you think in the comments or on the Discord.
Added a Volumetric Fog checkbox in Settings. It improves visuals but may affect performance.
Updated resolution settings to hide duplicate refresh rates and redundant values for multi-display setups.
Improved gunfire VFX to reduce performance impact.
Bug Fixes
Fixed an issue where resource tooltips would disappear.
Fixed the Final Lab mission not triggering correctly.
Fixed the event marker not spawning properly near the emblem.
Fixed multiple issues with repairmen: Not repairing certain damaged buildings and structures; Not repairing fortified buildings; Ruined gates not turning green after repair.
Fixed temporary saves causing issues when stored on a different disk than the main game.
Fixed trees and debris being marked red after saving and loading.
Fixed a trade panel not responding to the X button.
Fixed an exploit allowing trees to be planted in the same spot.
Fixed movement speed penalty not applying to vehicles with no fuel after save/load.
Fixed the research icon not showing progress after save/load.
Fixed saves failing when a horde destroys a structure during paused deconstruction.
Fixed errors caused by repairing a damaged vehicle.
Fixed squads not gaining EXP after enemy kills in some cases.
Fixed squads moving through towers when entering a gate.
Fixed bridges being impassable when terrain elevation is turned off.
Fixed farmland outlines not displaying correctly with terrain elevation enabled.
Fixed loading tips sometimes appearing in the wrong language.
Fixed fuel bar displaying the wrong color after scavenging on an expedition.
Known Issues
Some equipment might disappear while replenishing squads. Avoid this feature.
Today we launch our very first Hero Spotlight, featuring Hahlgrim Ironsword, a character sheet inspired by the RuneQuest RPG format, adapted for RuneQuest: Warlords, our battle-scale turn-based strategy game. Each spotlight will focus on four heroes, offering a deeper look into the legendary world of Glorantha and its fiercest champions.
Hahlgrim Ironsword is the incarnate of the storm - a mighty warrior who cuts down his foes on the battlefield and a measured commander beyond it. He is the main protagonist of the campaign and a champion of the Talastar. In his cruside for vengeance against Dorastor, he must prove himself both as a formidable frontline fighter and as an inspiring leader, guiding his people to victory.