Well here it is. a little monthly newsletter from your friendly local dev.
Firstly, thank you to all who have wish-listed the game, and followed the community page, Follower growth has been really amazing, especially in the last month. It's so encouraging to see people interested in an RPG set in a prehistoric age - I was a little unsure the idea was going to "hit", but it really has.

Scourge featured in both Turn Based Thursday Fest and Best Indie Games Summer Showcase this month, and the exposure was outstanding. TBTF was on the Steam Front Page for 4 days - I had a hunch it would kick off, but it just exploded. All 400 games in that Fest experienced insane wish-listing, Scourge included.
If you haven't seen it yet, there is a new trailer on the front of the Steam page! Its short and epic. The music is wicked.
But this is actually a Dev report, as I am sure at least some of you are keen to know WHEN WILL THIS GAME COME OUT!! I'm proud to say that Dev is coming along at a good pace. Most likely the game will be well completed and polished by the end of this year. Not that long at all right? Scourge will no longer launch Early Access, and will instead do a normal 1.0 release, with a preview demo for Steam Next Fest. I also tightened up the Act 2-3 levels to make a more focused storyline that will be about 35h long instead of 45h. Still plenty long enough, right? Opinions welcome.
Act 1 is now complete, and fully tested. So thats 14 hours of gameplay across 9 scenes and about 40 different monster/animal/dino types to fight. The test run of Act 1 took 3 months to finish! Instead of a content check it turned out to be a really good way to do QA on everything that appears in the game - every spell, skill, npc chat, and UI element, etc. A lot of it was improved, and 900 bugs/changes were fixed/tweaked...
What that means is that Act 2 and 3 will take just 3 months to construct, leaving about 4 months for QA. Trust me, I won't launch Scourge until its super polished, and as fun to play as possible. RPG's are notoriously difficult to polish so be patient and you will be well rewarded! That said, the game is very playable right now, it totally meets my vision of tabletop-rpg style CRPG with a retro look and unique premise (Dinosaurs) - and the hex based party combat is both performant and fun. I keep finding tricks to improve the visuals too. For example, this week I managed to tech-art a nice looking swimmer so you can now swim in freezing cold lakes and rivers to get to tasty secret loot.
Just finished the 6th ridable mount out of about a dozen - 2 new modular armour sets have been rendered and look fantastic - but I can't show those to you due to spoilers! In fact all promotional art will be limited to Act 1 scenes, the back 2/3 of the game will be entirely spoiler free...so stop asking me if your favourite obscure dino is going to be in it :)
See you next month! Scourge is off to Anime and Video Game Convention in Adelaide, South Australia next month, so come play the new demo build if you're local.
If you are thirsty for weekly updates, BlueSky is the best social platform to find it, or X/Twitter, and please join the discord if you want to ask questions.
Greetings, Agents!
The Early Access release of Heist.exe has been put on hold until further notice. Why? Well unfortunately, for the third time Steam was unable to run the review build through the steam client. My attempts at fixing this issue failed.
I believe trust is built on honesty and transparency, so I'm unable to confirm a release date at this time. What I am able to do is take responsibility for not properly configuring the game's launch settings. BUT, with time--hopefully no more than a week or two--I will get this issue fixed, and the heist will begin in earnest! And once the review build gets approved, I will hit the launch button and let you all know it's out.
As excited as I was to release the game today, there's nothing I can do besides fix the problem in front of me. Please wait a little longer until I'm able to fix it. Thank you for your patience.
That's all, Agents. Take care!
š® Ping Profit Live Stream ā June 14 & 15 @ 2:30PM ET!
Join the dev team for back-to-back streams during Steam Next Fest!
We'll be playing our new binary build, answering questions, and talking all things hosting tycoon. Donāt miss it!

š Watch on our Steam page:
https://store.steampowered.com/app/3605560/Ping_Profit__Internet_Tycoon/
š® Ping Profit Live Stream ā June 14 & 15 @ 2:30PM ET!
Join the dev team for back-to-back streams during Steam Next Fest!
We'll be playing our new binary build, answering questions, and talking all things hosting tycoon. Donāt miss it!

š Watch on our Steam page:
https://store.steampowered.com/app/3605560/Ping_Profit__Internet_Tycoon/
This is mainly a housekeeping update but includes changes requested by new and old players over the last couple of days! It took a few more days to push out this patch due to being out in the country.
Nin Online no longer requires .NET 6 installed to run. It is self-contained. This also means Steamdecks should now be able to run it!
OpenGL 3.3 Fallback support for when OpenGL 4.1 is not compatible. This should alleviate the need for third party software to use software rendering for older devices.
Lowered required kills for all early game mob killing missions by about 10-20.
Level 30 Arc Mission Giver NPC now appears consistently to other arcs.
Talking to Mission Assignment Desk now immediately triggers Welcome to Village Questlines.
Tournament UI no longer appears when you are on different maps.
Consistently now, you should be able to pass through all players unless combat status is active.
Added a "Are you enjoying Nin Online?" notification that appears when you reach level 11 and 20 for Steam Reviews.
Added new graphics to be implemented for content soon.
Jumps are now more responsive, you will jump before the Leap indicator appears.
Separate Keybind for Leaps added if you want (completely restores old jump)
'H' Keybind for Hiding UI now only hides the UI when you have it held down.
Fixed logins to use updated method of retrieving server listing (regression).
Crafting menu should no longer hang the client when relogged into different character.
Fixed login screen 'Register' button sending players to old cash shop store page before registration page.
Fixed a hanging issue caused by messenger hawks and reflections.
(Developer Only) Changed Stat Scaling option in Jutsu Editor to use Dragging Slider.
Fixed Top Up Starter Pack not working.
Fixed Mounts teleporting visually when you dash with a mount.
Fixed a bug to do with assemblies causing the client to crash when you change maps.
Fixed a hanging issue caused by selecting null guild members.
We have posted a teaser trailer for our game in a super cute, zombie-crushing cinematic fashion. Now as we steamroll to release, we wanted to give you more information regarding the launch of our game!
We are currently taking part in Steam Next Fest, ongoing since June 9th and ending on June 16th. During this time, we are focused on posting promotional content including teasers and short forms of varying gameplay to get everyone excited about the release!
With this participation, our latest Demo and final version is currently playable! Make your way over to the Steam Page to get your taste. For survivors both new or veteran, the moment has never been this fitting to try our apocalyptic roguelite world and see if you can command the last ship in the sea of treasures and zombies.
Surrounding our launch, we will have community contests as well as influencer content events that you, the community can take part in, we highly encourage creating and posting any content that the community puts together for our game!
š Join the community below!
š¬ Discord: https://discord.gg/vNGssanw
š¦ Twitter: @ZombieRollerz
Thank you so much for your continued support! With the full game almost here, we hope you are excited to try our game in full!
Donāt forget to wishlist Zombie Rollerz and check out our socials for more content and news, that way you donāt miss a thing when the full game launches!
See you all at launch!
āDonāt ask what survival is. Just keep firing!ā
ā With love from the Zombie Rollerz Dev Team
Howdy folks!
We've finally reached the Alpha phase of the Update 118 cycle! All reflex sights have been migrated to modern systems (better rendering, consistent UI like Scopes, physical controls, wider zeroing ranges, overriden colors, more realistic reticles, and a bunch of other QOL improvements). Next week we'll be migrating to main branch along with some more Night Vision toys.
Let me know if you run into any bugs, and I'll see y'all next week!
-Anton
Right click H3 in Steam
Go to Properties
Click Betas
Click The Dropdown
Select Alpha!
Added New Attachment: VUH1 Reflex Sight
Added New Attachment: Holosight Long FDE
\[Qualification Range] Added Range Attendee Config Panel
\[Qualification Range] Added Further Scene Props
Sustenance Mp7 no longer has reflex sight built in, but spawns with an attachable version
Replaced Models on Holosight Short & Long
ACOS TA31 Set now has functional fiberoptic driven reticle brightness
Ham Comboscope Aux Red Dot migrated to new Reflex Systems
G36 and G36 comboscope Reflex module updated to new Reflex Systems
Fixed a couple broken Reflex Sights
Fixed a whole bunch of missing and incorrect Itemspawner images
Fixed Com4 interaction zone placement
Fixed EM5 front sight flipping not working
Removed Old Holosight Short
Removed Old Holosight tall
Removed Old 3x Magnifier







