We have a massive update coming this week, while we're saving the full details of the announcement for the launch post, there are a lot of awesome things to look forward to.
TLDR;
Hatchery adds egg purchasing and hatching, which gives your monsters permanent stat upgrades and eventually unlocks new monsters
Awesome new player abilities
QoL improvements like frame limiting, vsync, save file clearing
Performance optimizations
We're uploading a playtesting build right now, if you'd like to get your hands on it early, just switch to the beta branch and give it a shot! For the best experience, we highly recommend clearing your save and starting fresh!
Fun news as well, we just hit our first 1000 units sold! So a huge thank you to every one of you who joined us on this adventure in our infancy, we appreciate you all and can't wait to show you where RMR is heading.
We would like to inform you about the issue that has been identified in the 2025.05.15 (KST) Scheduled Update.
▶ An issue where the final node of Story Dungeons cannot be interacted withWe are currently investigating to resolve the above issue as soon as possible,and we will inform you again via an additional notice when this issue is resolved.We sincerely apologize for the inconvenience.
Bug Fixes & Improvements - Tutorial UI Persistence: Fixed an issue where the tutorial UI would remain indefinitely after completion. - Disassemble Trigger Bug: Fixed a bug where the Disassemble passive did not trigger on the casting player’s screen. - Game Over UI Misplacement: Fixed an issue where the Game Over screen would slide off in the wrong direction. - Ice Not Clearing in Multiplayer: Fixed a bug where bots could slide on tiles that were iced earlier in the game but should have been cleared. - Jericho Hook Multiplayer Targeting: Fixed an issue where Jericho’s grappling hook could not target Socket in multiplayer matches. - Opto Passive Desync: Resolved frequent desync issues caused by Opto’s passive ability. - Nail Gun Targeting Bug: Fixed an issue where the Nail Gun could not target bots. - Network Flags on Shutdown: Closing the game now clears all network flags properly to avoid lingering data. - Slam + Disassemble Double Trigger: Fixed a bug where the Disassemble passive would trigger multiple times when activated by a slam. - End Turn Timing Bug: Players can no longer end their turn while actions (like enemy sliding) are still playing out, preventing unselectable bot issues. - Health UI Persistence: Bot health bars will now remain visible and never auto-collapse. - Attack Animation Sync: Fixed an issue where attack animations did not play for the other player in multiplayer matches. - Place Bot Timeout Cleanup: Fixed a bug where being kicked for a placement timeout didn’t correctly clean up network state.
Fixed the issue where the Fishman exit button in the upper right corner disappeared after the player controlled the character to move in battle. Although it was not a fatal bug, it affected the game's appearance. Therefore, the exit button has been made visible correctly
Adjust the upgrade curve of one's own character, currently focusing entirely on the main attributes, to better fit the character's own characteristics
Slightly lowered, the normal attack calculation formula for some characters on our side has been reduced, making them less supermodels. The average drop is around 20%
Refined the prompts for combat standby and combat defense, making them easier to understand
As we get closer to our July 25th release date, we'd like to give an update on what's in the game, what's not in the game and what we plan to include post launch. First, a bit of background.
We developed this game in cooperation with Darwin's Toys with a single goal in mind; a desire to be able to play with friends online because getting physical time to play the board game version was difficult. We're betting that we are not the only players that struggle to find 4-5 hours of board game time in our busy schedules and demanding family lives. This singular goal has driven almost all of the direction of the initial game.
At launch, we will have cross platform play using dedicated Zombie Possum Games accounts and Steam accounts. Our initial map is the current map known as "Eurorails" though we have rebranded the game to be consistent with the Empire Builder: Europe Kickstarter that Darwin's Toys, Mr. B Games and Mayfair Games has executed to bring the physical board game back to the market. You'll recognize the map, the demands, load tokens and the events from Eurorails. Now that the Kickstarter is funded and nearing its own production release, we hope to quickly add the new map with new map, tokens, demand cards and events as DLC in the coming months after release.
The launch release includes multiplayer play via matchmaking or private lobby invites using the Empire Builder: Europe rule set strongly influenced by the official tournament rules that you encounter at the various gaming conventions. We've been working with Jeff and Trella at Darwin's games to clarify all of the quirky edge cases that you see when playing the physical game to make sure that the digital version is as faithful to the board game as possible.
At launch, we will not have support for a single player experience. This is by design. Too many board games have trivially defeated AI players. We don't want that. Instead, we're going to capture real game play over the first few months and use it to feed/train AI that we hope will give you a better single player experience once implemented. That's the goal and so we need real world play patterns to emerge before we implement a single player version. In today's day and age of smart AI, we believe this is the correct strategy and that delivering a sub-par single player version of the game just to check a box on Steam's catalog page is not in the game's best interest. We hope you agree.
Post launch, we have a roadmap that includes a release to iOS for the iPad. We're of the opinion that this game will not work well on a phone. The mileposts on the map and the amount of data that needs to be on a screen at one time is pretty large. As such small screen devices are not on our roadmap at this time. The iPad and eventually, Android tablets are fair game.
Roadmap Post Launch: - Release an iOS version for the iPad - Release an Xbox Game Pass version for the PC. - DLC for the new Empire Builder: Europe game. - Irish Rails to keep pace with the planned production of the physical board game. - Single player experience. - All of the remaining maps as DLC.
Mixed in all of this, we plan on releasing various cosmetics for your player profile, Steam/Xbox achievements, player stats, and controller support. Once we have full controller support, releasing to Xbox and PlayStation consoles is on the table but that is getting way ahead of ourselves. It's easy to get caught up in all the things we could do once the game is released but we're excited to be able to play this game with friends and with everyone online.
In this latest iteration of The HELL, we’re excited to introduce Tooltips to the game! This first rollout focuses on the Top HUD, giving you clearer insight into each resource—no more guessing what every icon means. Just hover over the icons at the top of your screen to see what they do!
This is just the beginning—our goal is to make your experience smoother and more intuitive, and we’ll continue expanding Tooltip coverage in upcoming builds. Stay tuned!
For those in the Playtest build, you’ll also notice visual updates to key structures like the Dreadful Tree and Pandemonium. The world of Hell is getting grimmer—and better.
We've also made numerous bug fixes and performance improvements to keep your city-building chaos running more smoothly than ever.
As always, we deeply appreciate your support. Keep the feedback, suggestions, and bug reports coming—we’re building this hell together.