Dear Adventurers,
We are truly sorry. Less than 10 hours after our game launched, our servers were hit by an unidentified attack. We are urgently investigating the source and method of the intrusion. Unfortunately, some data has already been lost, and a number of players may experience issues such as missing save files. As a result, we’ve made the difficult decision to seal the affected data and temporarily shut down the game's online mode.
The internet is a powerful place—something we are only now beginning to fully understand.
The server was attacked at 11:32 AM UTC on June 17
This incident has left us shocked and confused. We honestly don’t understand why a game like ours would become the target of such an attack. We are deeply, deeply sorry for the inconvenience this has caused. Rather than asking for your forgiveness, we are working with Steam to open a special refund channel so that affected players can request a refund. This will require Steam’s special approval, so it may take some time.
We’re also preparing a compensation plan to make up for this unfortunate situation. In the meantime, the offline (single-player) version of the game remains fully playable, with the same content as the online version—only trading with other players is unavailable.
Loot of Baal is a labor of love, and we believe it still has many moments worth experiencing. We sincerely hope you'll give it a chance.
Thank you, from the bottom of our hearts, for your patience, understanding, and continued support.
— Gleamer Studio
10,000 Copies Sold!!! Thank you all!!!
* Players can now travel between Yellowstone maps and Lost River (DLC) map. (The usual restrictions apply.) (While we still like the idea of Lost River being isolated from the realworld game maps, with the Saga and especially Pack Succession, it can be extremely limiting to be restricted to one map, so we decided to enable map-moving to/from Lost River.)
* Game Settings: Gameplay: New option to show/hide HUD in screenshots.
* Added toggle in Account: Friends tab that allows player to accept pack invites only from friends.
* Increased mortality odds for very old NPC wolves.
* Tweaked the Eating AI to refine movement and behavior around carcasses (but more tweaks to come).
* Limit number of coyotes at a carcass based on player pack size.
* Refinements to crowding issues around carcasses.
* If a wolf save file is corrupted, game breaks on startup (multiple wolves, unclickable buttons).
* Pups seemingly "not following" on home site moves (occurs after very brief, probably unintentional, hunting trip by the player and the mate which can leave the pups in the "mate sent you inside" mode if the parents are back before they make it inside.)
* Can get "Takeout" achievement outside of homesite quests.
* Multiplayer: Client player got incorrect notification about pup being too sick to eat.
* Multiplayer: Health can sometimes get out of sync between host and client.
* Multiplayer: Players who disconnected while away are still marked as away after reconnecting.
* Multiplayer: Client can target former packmate who left the pack after courtship.
* Multiplayer: Game gets broken if a disconnection happens while loading into a multiplayer game.
* Player-wolf rotates in place if reloading multiplayer save when wolf was near-death.
* "Pup Returned After Dispersing" notification not popping up.
* Placeholder "\[pupnames]" can appear in "Pups have dispersed" notification.
* Known Wolves: Dead yearling listed as sole member of player pack.
* Known Wolves: Some offspring no longer bolded after selecting mate as pack heir.
* Known Wolves: Mate listed after upgrading pre-Saga save to Saga.
* Known Wolves: Wolf killed by players is marked as dead for host but not for client players.
* Known Wolves: Unspawned known wolves no longer updating on multiplayer clients.
* Animals walk very slowly, running into each other.
* NPC pathfinding issue in tricky terrain.
* Packmate standing on top of food.
* In some older game saves, rival wolves still have 0 xp and weight.
* Rival wolf progression (XP, weight etc.) not applied when simulating time away on map revisit.
* Wolves lie down in shallow water.
* Hostile wolves stop fighting midway through a hex invasion but fight is still technically active (and so it prevents sleeping).
* In certain situations, no home hex dot on map during homesite quests.
* Eagle stuck flying in place.
* Packmates get stuck when multiple are trying to eat a meat chunk.
* Lost River-Classic: Some errors because game expects a Find Den quest.
* Minor grass fixes and refinements.
* Occasional glitches with grass rendering and movement when changing quality settings.
Hey all! We're aware of countless issues and have compiled a long report of issues we need to fix asap.
Weve have been working essentially 24/7 to get the game in a playable state. I understand how frustrating this is espcially considering the fact that you paid for the game. My and my brother failed to do enough play testing prior to releasing. We had gotten used to many of the flaws and issues of the game and were blindsided to them since we had been so used to the workarounds.
Since yesterday, we have fixed countless issues. We haven't taken the time to write them all down since we've been locked in on fixing them.
Some of the issues we have fixed include:
Crocodile killing player and sending them to the void
Respawning bug on the swamp map
Fishing pole not dropping correctly
Player could store infinite bait
Fish could despawn on catch
Fish falling through the ground
Can't buy totems when player has exact amount of gold for the totem
Trader UI bugs
Poor performance issues due to lighting and shadows
Network issues
Infinite lizard spawning
Minnow trap could spawn minnows infintley
UI bugs on ultrawide monitor
End game screen said demo over
Fish size in hand vs not in hand
Players dying even when quota is met
Missing fish pictures for end game leaderboard
several ai pathing issues
issues with equipping bait and using inventory while fishing
and many other small fixes...
We are aware of an issue where players cannot rejoin a lobby if they leave or are booted from the lobby. The current work around is to just restart your game then you can rejoin!
I will be pushing patches with fixes and updates over the next 16 hours so keep an eye out for updates!
We are extremely grateful for any and all bug reports in our Discord as well, it allows us to fix issues much faster and make the game better for everyone else. My brother and I are extremely grateful for your patience and help, thank you!!!!
v3.7.28.42180
Brazier split production will now always have a total value of 150% if more than one production is active
Hippogriff
Fixed conquest achievement not granted (for real this time)
Fixed Hippogriff IA not expanding
Fixed catapult not dealing damages to the Gate of Nidavellir in the final conquest
Fixed free camp upgrade bonuses in Conquest and Bifrost
Fixed free unit bonuses for Varangian in Bifrost
Fixed Abbey counting fame in production for Brazier
Fixed Military town hall upgrade not granting 1 more Varangian warband for each Varangian camp
Fixed Mining/Forging speed bonus not shared
Fixed "Rock Solid Statement" achievement granted when doing less than 200 damages in one shot
Modified text for: Ignite, Ignite information above the map, Sharing Ignite button, Furnace Keeper, tavern, Livability tooltip, Cathedral upgrade,start-with
New UI for sharing Ignite button
System - Fixed decolonisation reward granted to the wrong player
Event - Fixed participation on competitive event not working after loading a save
Bifrost - Fixed crash when checking relation with neutral if the player name have a special typo
Bifrost - Added missing description for Muspelheim realm
Stoat - Localization on lore building added
Hippogriff
Brazier UI overlapping on build menu
Brazier UI Scaling on the right
Hi everyone, usually, Styx would be the one writing this kind of article himself, snarky tone, suspiciously self-glorifying, maybe a few insults thrown in for good measure. But let’s just say… he’s busy right now (don’t ask).
So this time, it’s us, the devs at Cyanide, who are stepping in to answer the big question: why now? Why bring back Styx after nearly a decade in the shadows?
It’s been almost ten years since Styx, the wisecracking goblin thief, slipped into the shadows. But even after all that time, players never stopped asking the same question: “Is he ever coming back?” We’re thrilled to finally say: yes!
With Styx: Blades of Greed, the master of stealth is back in action, and we wanted to share a little more about the journey that led us here.
https://store.steampowered.com/app/3290690/Styx_Blades_of_Greed/
A lot has changed over the past decade, especially in game development. Thanks to tools like Unreal Engine 5, we can finally realize the vision we’ve always had for Styx’s world, both artistically and technically.
After spending the past few years on very different projects (Werewolf: The Apocalypse, Blood Bowl 3, Pro Cycling Manager, Tour de France...), we were ready for something more personal. Styx has always held a special place in the hearts of our team, and when the opportunity arose to team up with Nacon, everything fell into place.
We didn’t want to reinvent Styx’s world, we wanted to evolve it.
That signature darkness, vertical level design, and the feeling of being small in a dangerous place? It’s all still there. But this time, we're taking you to places we only hinted at in the past. Visually, the game reflects where Cyanide is headed as a studio, more detailed, more atmospheric, but always true to Styx’s gritty tone.
Over the years, we kept receiving messages from fans, DMs, emails, fan art, heartfelt posts, asking if Styx would ever return.
That kind of passion sticks with you. We knew that if we brought him back, it had to be for the right reasons. We weren’t interested in a half-hearted sequel. We wanted to do it properly, and make something the community could truly get excited about.
Creating a stealth game today is no small feat.
AI is more important than ever, it has to be smart, believable, and readable. That balance is critical: delivering a real challenge without crossing into frustration. We’re staying true to Styx’s hardcore roots, but refining the experience to be more accessible and intuitive without watering anything down.
Styx has always been about pure stealth. No brute force, no loud gunfights, just strategy, timing, and careful movement. And if you mess up, you deal with the consequences. That core hasn’t changed.
What has evolved is the tone: his sarcasm is still sharp, but the writing now has more weight and consistency. We’ve taken a more mature approach to both the narrative and the character, less noise, more focus.
We’ve updated the game’s rhythm, mechanics, and controls to meet modern standards, while staying faithful to what fans loved about the originals. We’ll dive deeper into level design in an upcoming post, but know this: every system, every decision has been made with both legacy and new players in mind.
Switching to Unreal Engine 5 has opened the door to a whole new level of quality.
For the first time, we can fully realize Styx’s world without compromise. More than just a visual upgrade, the new tools also give us room to offer players more flexibility, more ways to approach each challenge, more creative freedom, all while staying true to the core principles of stealth gameplay.
We can't wait to show you more of Styx: Blades of Greed in the months ahead. Whether you’re a longtime fan or discovering Styx for the first time, we’re building this game with you in mind. Stick around, there’s a lot more lurking in the shadows!
And if you’re excited about Styx’s return, there’s one small thing that makes a big difference: wishlist the game. It helps us out a lot, boosts visibility on Steam, and makes sure you don’t miss any updates. Plus, Styx swears he’ll stop judging you (silently, from the shadows) if you do.
So hit that wishlist button, it really matters.
https://store.steampowered.com/app/3290690/Styx_Blades_of_Greed/
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