Okko The Exiled - frozenflameinteractive
Hey everyone!

This is a small QOL update of sorts.

The Patch Notes are as follows:

  • Gamepad [Left Analogue Stick] now works for game menus. (Previously it only worked for Okko's movement).
  • When playing on a gamepad, [D*Pad Up] and/or [Left Analogue Stick Up] are now used to "Interact" with NPCs and the Checkpoints (when using the Checkpoints to access the World Map.) This is to further prevent players from accidentally firing off projectiles when interacting with those types of objects in the game world.
  • Added an extra Bounce-Skull to Level 2, to make one of the jumps easier.
  • Adjusted the height of a couple of moving platforms that hover above the water in Level 1, to prevent an audio bug that happened if Okko repeatedly scraped against the top of the moving platform.
  • Extended the ground in an early-ish part of Level 1 to make the jump more fair. (Prior to this update, you almost had to rely on "Coyote Time" to pull off the jump, which wasn't the intent.)
That's all for this update!

Thanks as always!

— FFI Team
EXFIL - LoveBoatGopher
First order of business- shoutout to everyone that checked out the EXFIL demo over our free weekend. If you were playing, you may have noticed we added several new features to the demo that were not previously present in the retail build. This update adds these features to main game.

===================================
# BUILD 0390-5586
## Main Branch
===================================


Added:
  • New weapon: DesertTech SRS bolt-action rifle (long and short variants),

  • Secondary (top) sight on some scopes! Use mousewheel to switch when in ADS.,

  • New scope: CQBSS 8x,

  • You can now heal others, press H in front of them if they are injured (this will likely move to the F interaction menu in the future for better UI),
  • White camo variants for snow ops (or summer if you want to stand out),

Edits & Tweaks:
  • Made VIP visually more distinct.

  • Increased GPS maximum zoom to show more of the map,
  • Improved VIP mode objective highlight on GPS,
  • Misc optimizations to sound concurrency for bullets and footsteps. General optimization is ongoing.,

Fixes:
  • Fix Helicopter sometimes being the wrong team for some clients on VIP and Seek&Destroy.,
  • Fix suppressor floating in front of M39 when ADS,
  • Fix AI targeting friendly drones just after they were deployed,
  • Don't log bleeding damage as it could make the logs very large,

Known issues:
  • Game freezing while in spectator view has been reported. This is being looked into.,
  • VIP mode voice lines are not in yet. We're in the process of recording all new voices.,

Lots of exciting stuff being worked on, so stay tuned for future updates!
Our Journey: The Silent Voice - Thibault
Hi,

A user reported an issue regarding an offset of the game window.
We added an option to switch between fullscreen and windowed. We hope it fixes the problem.

Please note that the game is currently locked in 16:9 ratio because we have to sync the position of the cards bewteen the 2 players. The synchronisation is not possible if the two players have different screen ratio.

We are working on a solution for the release !

Thank you and enjoy !
Jun 2
AChat - rbskft
New position for female-female, female-shemale, male-male and male-shemale couples

Into The Grid - mainframe

Hello everyone!

We are euphoric to announce that after months of blood, sweat and tears (literally all of those!), our new demo is here!

It will be taking part of the Next Fest starting on June 9 and during this week, we will be following your comments and feedback closely as we polish rough edges, fix minor bugs and keep adding vfx, sfx and content.

Now more than ever, your feedback is crucial!

Leave us your message in the Steam Forums, or join our Discord and chat with us live!

Rogue: Genesia - PlexusDuMenton
Hello everyone, time for the (not so) monthly dev blog of April May June!!

Before we start, I would like to announce that I am looking for a freelance Sound Designer.
You are welcome to share your application at roguegenesia@gmail.com

Rogue Genesia 1.1

Focus on "Smaller" Content
The current focus for Update 1.1 is the addition of many new content elements—a ton of small things that the game definitely needs. This means there will be no new World Rank.

A big issue in the game currently is that many runs just end up with very similar builds. There simply aren’t enough cards in the game. It's not unusual for a run in High Rank to end up having only Tainted cards by the 4th or 5th zone.
Especially now that there are a lot of small mechanics to allow players to more accurately target the cards they want, adding more cards to the game should avoid bloating the card pool too much.

The current target for the update is the addition of hundreds of new soulcards, doubling the number of different events you can encounter, a few dozen additional artifacts, as well as reworked challenges.

What's Done So Far?

So far, a huge part of the work has been focused on expanding the capabilities of the game...

Unity 6.1
One of the biggest changes development-wise is the upgrade from Unity 2022 to Unity 6.1.



Changing engine versions is not a casual change that you want to do all the time...
To be honest, it's something you usually don’t want to do at all. Upgrading engine versions usually creates issues that you have to fix (and with this one, I had quite a few issues that took me a bit of time to fix).

But doing so has its benefits, which is why I spent the time to do it!

Reasons?
First off are performance improvements
(Unity 6 has better visual effect batching, better draw call handling, and better performance on DX12/Vulkan compared to Unity 2022)
From preliminary measurements, I noticed reduced CPU lag spikes and slightly improved GPU performance.

Another reason is new tools for future development.
Notably, Shader Graph for UI or the support of custom HLSL nodes for Shader Graph
(and oh boy, that allows me to fix all the issues damage number scaling could have)

Reworked How Stats Work
Another big rework is the code for how statistics were calculated.
Until now, there were three hardcoded "layers/steps" used to calculate stats: the "Base" stats, the "Multiplier," and the "Post," with the final value being equal to "Base" × "Multiplier" + Post.
However, while this allowed handling many different cases, it was still lacking flexibility for a lot of situations.

I'll explain two examples that are common in the game—effects that increase one stat based on another.

Hermes Hood
Hermes Hood is an artifact that increases your attack speed multiplier based on your movement speed multiplier.
However, at which point do I take the value? Because doing so during the stat calculation could result in incomplete results. And what if later on there’s another effect scaling from attack speed?

Until now, the game used a "hack" where during stat calculation (after picking a card), the game would create a fake step that happens after the multiplier but before the post (called "Late Multiplier"), but it was still added to the "Multiplier" of attack speed.
The issue with this is that it only grabbed the value during the stat calculation, and other effects that might use "dynamic modifiers" wouldn’t be properly updated.

Blood Transmutation
Transmutation cards are also another example of conversion cards.
These grabbed the Base × Multiplier value of a stat, and then applied the change to Post.
But it led to a few issues (like the impossibility for conversion cards to scale off Post values, or some bugs that some players experienced with health being set to 1 for a frame).

New System
The new system now has dynamically defined "Layers." Each layer has an order and a type (additive/multiplicative).
A layer keeps different values like the default value of a layer, its current static value, the dynamic value due to modifiers, as well as the final value of the layer.
In addition, a statistic remembers the actual value and static value after each step (for example, getting the value of a statistic after Base × Multiplier without recalculating it every time).

I’ve also added 2 new layers: Late Multiplier (used for now only by Hermes Hood) and Conversion (used by transmutation/stat conversion).

Here is a simplified graph of how statistics now work:


Extended Game Possibilities
The game uses a lot of "Events" to allow many modifications to effect behaviors.
For example, an event is created anytime an enemy takes damage. Then anything in the game can hook into the event and modify parameters (like disable damage if time is lower than 5 sec), when an ability is activated, when a card is picked up, when the player levels up...
This also allows the game to be heavily modified/customized by modders.

I’ve spent some time expanding the number of events. Recent additions include:
- During soulcoin calculation (to allow more complex modification to the soulcoin formula)
- When buying anything in the shop
- When entering or leaving a shop
- When calculating player level for card/artifact effects
- When checking if an item can be dropped
- When the player gains experience

In addition, I’ve also expanded other functionalities outside of the events system, by allowing equipment to be separately locked, having separate item efficiency per slot...

This kind of change allows for new artifacts such as this:


(Artifact sprite and name are placeholders)

Custom Run Backend
While there is nothing functional to the player yet, a lot of preparation work has been done to support custom run parameters in the future, allowing players to apply any stat modifiers they want or enable any challenge at any level.

While all these backend improvements don’t add new content or anything exciting to show (which is partly why this dev blog is more than one month late), they are important to allow the game to improve in the long term.

Well, enough with the boring stuff—here are the new shinies:

Black Market
A new type of shop, unlocked by investing enough into the shopkeeper, can sometimes appear naturally in A-rank runs.
Only sells items that you cannot obtain otherwise (other avatar-exclusive weapons/cards, banned cards, and Limit Breaks).
Prices will quickly scale based on the player’s total gold.



Talent Loadout
Similar to equipment loadouts, this allows multiple talent loadouts for each avatar, making talent swapping between runs less of a hassle.
The only drawback of this great addition is that saves are not backward compatible (which means once the beta is out, you won't be able to load your save if you return to the main branch).



Soulcard Pinning
This allows you to pin any card in the encyclopedia during a run and have them (or their components) highlighted during card selection.
When the pinned card is picked up, it is automatically unpinned.
(The reason is that cards usually have a much higher drop chance once picked at least once, so it's usually less of an issue finding them again.)



I'm not excluding the possibility of upgrades that increase the chance of pinned cards appearing.

Improved Card Selection
The recent Unity 6 upgrade also allows for better visual effects related to the UI.
The first place to benefit from it is the card selection menu, with Banishment, Rarity Reroll, and Reroll now having a little bit of "juiciness" added.



New Artifacts
I teased a few new artifacts earlier, and some are now added to the game.
These artifacts were made by Fernanda, who is now helping me create content for the game. I trust her a lot with content—she’s played a *lot* of the game (likely more than 99.9% of players) and has a very good grasp of the game mechanics and balancing.

Here are a few (again, sprite and name are placeholders):





New Challenges and Challenge Reworks

Challenges are an important aspect of the game, and their capabilities have greatly evolved since their first implementation back in 0.7.
The issue is that many of the early game challenges were made back then and barely received any changes. While they were fine at that time, with the current content, they feel mostly shallow since they’re mostly just "here is a small change that barely affects your run."

1.1 will change some of these challenges to make them a more unique experience that adds variety to the game. One such change is the Cursed Challenge (D-rank).

Cursed Challenge
Now, an unkillable & unstoppable ghost will spawn and slowly follow you. Being in contact with the ghost will quickly damage you.
Additionally, on each level-up, you'll gain a random Cursed card. Each cursed card you gain will slightly speed up the ghost.
To help manage the cursed cards, new events are added that allow you to get rid of them.
This challenge will, in addition to what is already unlocked, also add new events (and event options) to remove cursed cards in the game (allowing new events that add cursed cards as a drawback).

1.1 will also add new challenges—particularly to Survivors Mode, which definitely lacks challenges for C+ ranks.
Two of them are "Kill’s Them Up," which basically turns the game into a side-scroller,
and "Infinite Descent," a super late-game challenge for veterans looking to spice up A-rank Survivors Mode.




(yes, spoiling a B-rank Hardmode rog challenge)

Rain!
Some challenges will now also add variations to stage selection, with a few of them enabling rain!



Others
There are a lot of smaller things that got changed/improved, but it would take too long to speak about all of them (and there’s a bit of fun in keeping a few surprises).
So here are a few additional spoilers while you wait for the beta of 1.1
(which will be out when it’s ready—there’s still way too much to improve to give an ETA for the next beta)






Paradise Beach Simulator - Maenora
Hello friends,
Here is the first early access patch with some fixes and feedback that you have submitted to us (thank you very much!)

✨ Improvements

  • Time now consistently stops at 5:30 for night owl players. You can play all night, enjoy the early morning in peace, without pressure, and do whatever you want. Prepare, explore, without any time constraints if you wish. To bring back new customers, you will simply need to go to sleep to restart the cycle.
  • Mangoes now have a different color to better distinguish them.
  • Beach balls explode less often.
  • Stereos break down less often.
  • Added an unlock button from the escape menu. It brings the player back to the island with his jet ski.

🛠️ Fixes

  • When the player stays awake and does not go to sleep, customers reappear correctly the next day,
  • Fixed clothes that were displayed incorrectly and exposed parts of the body,
  • The heart of the temple statue no longer makes objects disappear,
  • The objective that is launched to find the temple ends correctly when the temple is found,
  • Snappers can be cut on the cutting board,
  • After a save, the items kept on the shelves have their correct quantity per box saved,

Thank you for this first day full of emotions <3
See you soon in the steam discussions and on our discord to make the game even more fun!

Teddy and Marine
Last Epoch - EHG_Kain
Welcome, Travelers to the Eterra Monthly May 2025 Edition. This month we have a smorgasbord of recaps, summaries, and a brand new Community Build Spotlight, so let’s dive in!

Patch Review

May brought three significant Patches, addressing several bugs, improving visuals, and adding QoL changes based on your feedback. Below are the highlights from each update as well as links to each full Patch Notes post!

May 8th - Patch 1.2.3

  • Fixed an issue where player was unable to properly use Flame Rush while channeling Focus with Mana Guide equipped.
  • Fixed Crest of Unity not forcing Elemental Nova to have all elemental tags.
  • Fixed a bug with Volatile Reversal where allocating Immutable Past did not prevent triggering effects that require being able to jump backwards in time, such as Warped Time.
  • And More

May 15th - Patch 1.2.4

  • Improved environment visuals in the Desert Canyons.
  • Improved environment visuals in the Great College.
  • Improved environment visuals in the Storm Swept Isles.
  • And More

May 22nd - Patch 1.2.5

  • Fixed a bug where effects which recover a flat amount of remaining time from a skill’s cooldown were recovering a percentage of the skill’s cooldown as if it had no sources of Increased Cooldown Recovery Speed.
  • Fixed a bug where Rive, when used with a two-handed weapon and shield due to Forgemaster’s Might, would use the two-handed visual effects, rather than the one-handed effects.
  • Fixed a bug causing Raptors to be summoned above the Companion Limit when the number of available skill points for Summon Raptor changed, while also having summoned other companions.
  • And More


Hotfix Rollout

We released six Hotfixes this Month, below you’ll find a list for each Hotfix and a link to each thread.

May 2nd - Hotfix 1.2.2.2
  • Bug Fixes
    • Fixed an issue where some players were blocked from unlocking Empowered Monoliths.
    • Fixed issue where item links only showed white text with a colored underline.
  • Other Changes
    • The time it takes for a tooltip to appear when hovering an item label on the ground has been reduced.
    • Eternal Supporter packs have been removed from the store.

May 8th - Hotfix 1.2.3.1

  • Fixed an issue preventing the use of abilities in WASD mode after interacting with objects.
  • Fixed an issue causing items in the stash and vendor window to become greyed out.
  • Fixed issue where loot filter rules could end up being endlessly duplicated.

May 9th - Hotfix 1.2.3.2

  • Reverted a change that caused erroneous skill point loss notification spam. As a result, we’re still working on a fix for the skill panel blinking indicator that is meant to fire when an item with +X to skill is unequipped.

May 15th - Hotfix 1.2.4.1

  • Reverted a fix for labels not always updating when you turn off the filter.
  • This resolves an issue introduced with the 1.2.4 patch where item labels would move around making them hard to click.

May 23rd - Hotfix 1.2.5.1
  • Fixed Minions and Companion portraits not showing in the top left corner.
  • Fixed Stash Button not working in certain UIs.
  • Fixed an issue that caused loot labels for Runes, Glyphs, Shards and Woven Echoes to not disappear after the item was picked up.
  • This was a visual only bug and any Runes, Glyphs, Shards or Woven Echoes that appeared to not be picked up were correctly sent to the players Inventory.

May 30th - Hotfix 1.2.5.2

  • Fixed an issue where some item labels would not be visible after a significant amount of loot dropped in a short period of time until the loot filter was disabled then re-enabled.
    • This was most noticeable when triggering Prophecies.

Eyes on Eterra

Season 2 Stats

New Season. New content. New Bosses. New Stats! With a significant amount of new content to explore and a near-complete overhaul to the Sentinel Class, it’s no surprise that a large portion of Travelers fell in to the Void Knight path or became a Paladin of Eterra before doing their best Lara Croft impressions.

Though once Tombs and Cemeteries were raided, after Woven Echoes had been exhausted and Travelers stood over the slain body of Aberroth, a new challenger called from the Threshold of Eternity. Uber Aberroth, and with a KDR 122.5 times higher than their classic counterpart, he was not merciful, likely contributing to a good portion of the 10.6 million SC player deaths.

The 392 player deaths that occurred at Level 1 cannot be blamed on Uber Aberroth however, so don’t try.



Twitch Drop Redux

While this Redux is now over, we hope you were able to snag any cosmetics or pets you didn’t grab the first time around! If not, not to worry, as this likely won’t be a one-off, so keep your eyes on our Socials and Discord for any future reruns of past Twitch drops. Please let us know below if there is a particular item you want to have the opportunity to earn again!



Mike’s Teasers

May 2nd

Mike’s in game deaths left us dying to know more about these teaser images, though try as we might, he wouldn’t give away anything else - stirring an almost primal rage in us….



May 9th

This week Mike showed off two new Acolyte teasers for Season 3 and to paraphrase his descriptions, we have something old, something new, something borrowed and something blue!






May 16th

Another week means another Stream means another teaser, and Mike shared this cutey with us as a preview for Season 3!



May 23rd - LORE STREAM!

Our very own Lore Master, Kyle, joined Mike to delve deep into the dark and bring to light to Last Epoch Lore! You can watch the entire VOD on our Youtube Channel





May 30th

To close out the month, Mike shared this bitey shield. If not defensive, why defensive shaped?



Community Build Spotlight

The month of May is always filled with possibility. Perhaps a more fitting title would be the month of “Maybe.” This month’s community spotlight goes to someone who took this into consideration and ran for the finish line.



PotatoFalz sought to create a Forge Guard build that went back to the roots of what Last Epoch is all about: having fun in your own way! William Weaver, The Oxy Moron, is a build that tries to utilize as many Weaver’s Will Items as physically possible. Now, PotatoFalz, by their own admission, has stated “This build is - in no way whatsoever - deterministic. Nor is it good. But, it did let me kill Aberroth.” and we feel like that’s enough. It’s fun, it’s a little wacky and relies on a whole lot of “maybe” but if you’re enjoying yourself, WHO CARES?!

Normally, this would be the part where we break down the build and explain what to expect, but… how can we when there is so much left up to chance? For this reason, we want to invite you to check out PotatoFalz’s reddit post and the Build Guide they created to see for yourself.

Meet the Team

The month of May was chock-full of new and exciting things, but it also brings with it a close to a beloved segment of our Blog. Meeting the Team here at EHG has been a joy and, in many circles, a highlight of this monthly review. With that said, I want you all to know that Meet The Team will no longer be a part of Eterra Monthly. Instead, it will be moving to a much more refined and deserving blog, Making Last Epoch. A once-monthly look behind the curtain at the development of the world of Eterra and the uniquely gifted individuals behind it.

We hope you will all join us there, but until then, please join me in thanking our Senior Digital Artist, Cory Freeman, for sitting down and answering our questions.



Tell us a little about your job and what it includes.

EHG is a pretty scrappy studio and there are plenty of us who wear a lot of hats. My official title is Senior Digital Artist (which is kind of silly because it’s not like we have any Senior Analog Artists). Most of my duties are in supporting the Marketing team with art and design assets. I lead the charge in developing our key art and logos for each patch along with creating graphic assets we need along the way (we make hundreds with each release). I also help to shape our trailers through storyboarding, art direction, writing, and more.

What inspired you to get into Digital Art, and how did you end up at this studio?

Like a lot of kids, I always loved to draw. And when I was six, my big brother bought a Super Nintendo. I already had a Pong system and a Gameboy and was already enamored with video games, but now I could play games in color! A couple of years later Mario Paint came out and introduced me to digital art (and using a mouse) and I’ve been making art with pixels since.

I always wanted to get into video games, but knew that would be crazy hard, so I followed the “realistic” career path of graphic design while I continued to hone my illustration and concept design skills. Over the course of a couple of decades, I worked on a few personal video game projects, created art for several board games, and had my illustration work licensed by brands like Star Wars, Dungeons & Dragons, Marvel, and more. I had no professional game industry experience, but I built up a portfolio that was plenty relevant.

After years of working a big corporate design job that wasn’t particularly fulfilling, I was on the hunt for something new and one day my awesome wife sent me a job opening for a Marketing Artist at EHG. I hadn’t heard of the studio or even of Last Epoch, and wasn’t sure what to expect but thought it was worth shooting in an application. And here we are… three years later and still having a blast!

How does working at an indie studio differ from working at a larger studio?

This is my first video game gig, so I have no frame of reference within the game industry, but I’ve worked for many companies, some much bigger and some much smaller, than EHG. For most people a job is a job. At EHG, people really care about their work and that passion means we’re always setting our own bar higher and higher.

How do you balance working from home with your home life?

It’s honestly not always easy. Having a job you care about, where you can always elevate the project by putting in more time, means you have to be careful not to over do it. When my kids are around, it makes it much easier to unplug from work because I simply can’t pay attention to both at the same time. I’m also very fortunate that everyone at EHG seems to understand how difficult the balancing act can be, so there’s lots of support from my colleagues to make sure we stay on that tight rope.

How do you balance creativity with practical constraints like time, budget, or technical limitations?


We just never have the time or resources to do everything we want to do. But that’s pretty much the reality of any creative job. We earn our name, “Eleventh Hour” every patch, because we’re always trying to jam as many cool new features in as possible, even right up to our deadlines. Everyone on the team really wants to make the game the very best it can be.

What’s the most impactful lesson you’ve learned while working in an indie studio?

You can do a lot with a little if you have the right people.

We’re a small studio up against competitors who have teams and budgets many times larger than our own. I think it would surprise a lot of folks just how small our teams are, but I think we’ve gotten pretty proficient at making a big splash from a relatively low diving board.

How do you stay motivated and creative, especially during long or difficult projects?

Making a live-service game means there’s never much rest because we’re always grinding on something. Fortunately, everyone on the team is super passionate and that enthusiasm is always infectious for me. Plus, when we get a new launch out there, seeing players share their favorite builds or discuss new features always helps fill the tank.

What kind of feedback from players do you find most helpful or motivating?

This feels like a bit of a cop-out but I tend to find all kinds of feedback pretty helpful. Constructive criticism is always appreciated and those are probably the notes I spend the most time with because they tend to be the most thought-out and actionable.

Is there anything you’ve worked on that you are particularly proud of? Anything that stands out as an achievement?

When I first came on board at EHG, the studio was in the early stages of a visual rebrand. That kind of project is a dream design gig, but they had already started the process with an external design agency. Even still, I asked to be able to present some logo concepts. Judd said that for new employees (this was technically before my start date) they try to start them in the shallow end of the pool. I kept asking and he agreed to give me a shot. The concepts I showed were promising and ultimately I was able to design our new studio logo.

The lesson here: if you want something, ask for it. Be your own biggest advocate.

What advice would you give someone who wants to get into this industry?

From an artist’s perspective, make sure you show your work. Make a portfolio and fill it up with the type of work you want to do. Show that you can be really good at that thing, but that you’re curious and capable of doing more. And talk to others in the industry. When I was a middle-school kid (before social media), I would find e-mail addresses of artists I loved and just ask them questions. Few would respond, but those who did gave me loads of valuable insights, but also reminded me that the industry is made up of people who had a dream once and just kept working on it. It may sound cliche, but hard work really is a huge part of it.

Is there anything else you’d like to tell our readers?

I just want to say “THANK YOU!” for playing Last Epoch and supporting a small studio.

Community Fun

Discord

Discord user Olvrin continues to impress with their Item Art! We’d love to see what you can create too!



Reddit

The Turtle giveth, the Weaver taketh away. Many Legendary Potential has been lost upon the back of the Farsight Turtle but not for An0therOne, who seems to have found all of it on their Palarus’s Sacred Light. In the words of EHG_KissingAiur - “bruh”.

We know it can take a while to get a Red Ring, but it doesn’t take this long! Reddit user kkassius_’s grandpa won’t stop searching though!



We all strive to make each attack count, though sometimes less is more. FadingGrin proves this on Reddit with their perfect Cinder Strike DPS. Nice.



Also, for the love of Eterra… please turn on Advanced Tooltips if you’re going to share an item



Looking to the past is part of Last Epoch, so we thought we’d share some of the amazing artwork shared on Reddit from days gone by. Here you can see Necromancer and Her Minions by Nerva1 , Heorot Fanart by Drikrystal and Character Select by leiftronbravo! You can see these artworks in all their glory by following the embedded links!



Thank You

This has been Eterra Monthly; a report on the happenings and changes in the world of Last Epoch. We hope you have enjoyed this month’s report and will see you all again soon.
Jun 2
AdventNEON Playtest - CryoGX
  • Fixed an issue where part of the main hub intro scene got skipped, leaving out some context
  • Addressing an issue where Hexane Act 1's little scene softlocks under certain conditions
Iron Onslaught - Saudade Software
Iron Onslaught now has a 7-hour free trial, where for 7 in-game hours, you can play the game to see for yourself if you wish to buy the full product.

The free trial does not include the following
  • Achievements
  • Cloud saves
  • The Steam Leaderboard
The release date for the free trial is June 6 at 10:00 A.M. Visit https://saudadesoftware.com/ to see the countdown.
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