Greetings, medievalists!
Update (0.26.4) is now live on the experimental branch. It is compatible with the old saves. Once it is properly tested, we will push it live in the official update! Here are the notes for what awaits you in this version:
You can finally visit other parts of the map with your settlers through various events and activities. Visiting a different map will load a predefined area where the player can pursue a variety of tasks and objectives. When it comes to these secondary maps:
Your settlers will always be spawned as drafted units, but you can choose to undraft them.
You can save while on another map.
You will not be able to return to your settlement until you leave the secondary map.
You can take resources from secondary maps, but you’ll need enough space for them, so keep that in mind. The good news is that you can send a new caravan to collect the remaining resources.
You can build on secondary maps, but keep in mind you won’t be able to turn them into new starting points for separate settlements. These maps serve more of a temporary purpose - the game isn’t designed to handle multiple fully maintained settlements in different locations at once. That said, nothing’s stopping you from bringing siege weapons to these maps and stirring up a bit of chaos.
And these are the events that you can have on those maps:
There is a chance that your caravan can be ambushed. Don’t worry - the ambush chance will be shown on the create caravan screen while the caravan is being prepared. Here are some good things to know about this event:
The amount of wealth and number of settlers influence the ambush chance the most, along with the trip length.
If the caravan is ambushed, the player will have a choice to negotiate with the attackers (by giving them resources), try to fight them off, or run back home. Each choice will have a different outcome.
Negotiate: The enemies will demand a varying amount of resources depending on how much wealth the caravan is carrying. After that, the caravan will continue to its destination, and no one will be harmed.
Run away: The caravan will lose a large amount of resources, and the settlers will return home.
Fight: Choosing to fight will load a secondary map, which will differ depending on the biome.
The ambush chance can also be influenced by the difficulty setting. A higher difficulty will increase the likelihood of an ambush.
A beggar event has been added to the game. These events will trigger from time to time - a beggar will appear at your settlement asking for a small amount of food, gold, or resources. Giving the beggar what they’re asking for may result in the beggar disclosing the location of a loot stash on the region map. These locations will remain on the region map for 10–15 days. Loot stashes are essentially small map locations that have some resources stashed away. They come in two varieties:
Puzzle loot stash: Your settlers need to be able to pathfind to the resources to collect them. So you’ll have to instruct your settlers to dig, build ladders, or break down doors to reach the loot.
Combat loot stash: These contain various wild animals that need to be dealt with before you can take the resources.
There are also other ways to get a loot stash on the region map:
Hosting a high-quality event with NPC guests has a small chance of revealing a loot stash location.
Giving a merchant a gift (offering them resources without asking for anything in return) also carries a small chance of granting you a loot stash location.
NOTE: Due to community feedback on the combat-focused loot stashes, we’ve added a notice before sending caravans to these locations, warning that wild animals might be present. Additionally, combat loot stashes now have a lower chance of appearing.
Merchants will sometimes give you information about the location of a bandit camp. When they do, a bandit camp marker will appear on your region map. Sending a caravan there will allow you to attack the camp with your settlers. It’s worth noting that:
Bandit camps, like loot stashes, will have various resources that you can claim if you’re victorious.
Destroying a bandit camp will increase friendliness with the factions that have the nearest settlement.
Bandit camp difficulty does not scale with the strength of your settlement.
If you have a faction that is hostile or permanently hostile on your region map, you can send a caravan to attack them. This is a completely optional, yet major goal for those of you who enjoy combat and fighting scenarios. With that in mind, you should know that:
Enemy settlements have the most loot (the same loot they would offer in barter).
Enemy settlements are intentionally stronger, with larger numbers of enemies.
Defeating a settlement will not erase its marker from the region map, but will instead disable it and leave it as a ruin for the next 50 days, after which the settlement will regenerate.
Defeating a settlement will improve your relations with factions that the defeated settlement’s faction was hostile toward.
All these additions led us to make some changes to the region map:
Region maps no longer have static bandit camps, as bandits are now factions that exist on the map without a fixed settlement. They are still used for raids, ambushes, and bandit camps.
Saves started in peaceful mode will now also have bandits as factions on the map. They still can’t attack the player, since raids aren’t allowed in peaceful mode, but you can trigger a raid via dev tools if you want to test out that badass settlement you built. This also prepares the game for future updates where we plan to let players enable raids in peaceful mode if they want to (more on that later).
We plan to add even more content for this update through upcoming patches - more loot stashes, bandit camps, and enemy settlements - so hang tight and thank you for your patience!
The wrong text appears when selecting a settlement after defeating it.
Settlements are not lootable after defeating them (it should still be lootable for 10x days after defeating it. Now it is disabled for 40 days.
When defeating an enemy camp, you need to clear the map of enemies or wait for them to run off before you can take the resources of the map. Resources should be available as soon as you are victorious.
If your settlers are experiencing weird animations with some actions, be sure to turn off V-sync and cap the game's FPS in the game's options. Cap it to 60fps. If the issue persists, cap it at 30.
Some items are missing icons and localization values.
Player-triggered events don't have sound effects.
Settlers will not refuel torches if there is no floor/ground beneath them.
Settlers will not choose the closest production building (if there are more of the same type), but the one that has a production set first in the global list of productions.
That’ll be all for the update notes. New patches and improvements will be deployed accordingly. As always, use F10 and/or the experimental bug subforum for reporting experimental issues. If you want more dynamic/direct communication - head over to our Discord server. Even though we might not reply, we are reading everything. Thank you!
DISCLAIMERS:
⚠️ We decided to keep Dev version of the game on the experimental branch, and that means that a Dev log with red text will appear from time to time. This will help us get more info from your side when crashes and bug reports occur.
⚠️ Also, at the moment, the experimental and the main branch are very different. You should not play saves from the experimental branch on the main one as it can cause various bugs - please avoid doing this.
Foxy Voxel
Hey everyone,
I’m happy to announce that Home Path is now Free to Play!
This game was one of my very first projects developed under LilithGuild, and while it’s a small and simple experience, it’s close to my heart. I’m making it free so anyone can try it out and enjoy it without any cost.
Thank you for your support throughout my development journey — and feel free to share the game with your friends if you’d like to!
– Lino
Hey, cool rebels, good evening!
This is an important update aimed at significantly reducing crashes, and it's also our first optimization for the combat performance!
In this update, we've made multiple changes to the combat UI avatars, including adjustments to the health bar, damage numbers, animation, and buff displays.
Thank you all for your patience! We have completed a full overhaul of the combat avatar code.
The estimated update time is around: July 16, 2025, 19:30, EA V1.52.
Highlights of this update:
Fixed the persistent crash issue when switching backgrounds on Steam Deck
(This bug has been a long search, and it turns out to be caused by a bug in the engine's media plugin.)
Reconstructed the combat UI avatar code
Completed the iteration of the combat UI, with clearer and more intuitive health bars and health text.
Implemented Chinese battle voice for the linker【Cardano】.
New UI
[]
Old UI

*The DLC of this game does not affect the story or game balance. If you like the main game, please support us!
We are also working hard on future content.
Currently, the text for the sixth stage of Kami's affection is mostly finished,
and the remaining CGs are being drawn. Once the CGs are done, we will update it.
Roguelike content has also started being developed!
Hey everyone,
We’ve officially made Run From the Hunt free to play!
This was one of my first indie projects under LilithGuild, and I’m making it free so more people can enjoy it.
Thank you for supporting my early work and feel free to share it with others!
– Lino
Bug Fixes:
- Characters shaking intensely at low FPS (below 20) - Fixed
- Other players (COOP) not getting targeted by Target Lock - Fixed
Those are currently all the known bugs. If you discover any, makes sure to let me know by either posting in the Community Hub, or Emailing me - https://amel.gamedev@gmail.com
General Improvements:
- New Camera Mode
Optional Centered camera, in addition to Shoulder views. To switch camera modes, press C on keyboard. I Don't remember the Gamepad button for this, check out the Controls section in the Menu.
- Physics Improved
Made smoother and more pleasant
- AI Improved
Increased Aggression for some of the AI, since the Lower Tier NPCs most of the time weren't attacking the player, which was too easy and boring. Now should be a little harder.
Added TRU knobs
Edited TRU sight
Added Fire Control System Screen

Gallery
Can now re-publish already published worlds to update them.
Playing worlds from the gallery that were updated will now update them locally.
Added button to open the gallery details for a world you published.
Servers
Added a new server setting for whether to enforce applicator limits. When enabled, players without the "Bypass Applicator Limits" setting are unable to set component properties outside of the slider range, with either the applicator or wires. This settings defaults to off because it might break contraptions you download from the gallery, as the creators may not have this permission on your server, but it should be enabled for freebuilds.
Added a new server setting to limit the maximum number of physics objects for each player. Can be bypassed with permissions.
Can now control what dedicated server opens with -Environment="Plate" (opens empty) and -World="Stuff" (opens Saved/Worlds/Stuff.brdb).
Minigames
Default minigames now always consider all bricks relevant.
Audio
Replaced "The Academy" with a longer version, making the tutorial sound less repetitive.
Packaging
Removed package encryption and signing that was left in from the demo.
Localization
Fixed more Japanese strings appearing in French localization.
Bugs
Attempted to work around high AMD crash rate on DX12 by defaulting all AMD users to DX11. We also bought the affected GPU and will try to track down the actual cause of the crash.
Fixed thread safety issues regarding our PhysX integration that caused mysterious physics bugs, arbitrary memory corruption and eventual crashes.
Fixed server crash if a player attempts to play emote after dying.
Fixed server hang if physics simulation passes nan position to brick collision detection function.
Fixed server hang if players reload specific weapons while having no reserve ammo.
Fixed server crash if one shot audio player is removed while repeat timer is active.
Fixed crash if builder was never wielded before closing the game.
Fixed crash while using gallery search.
Fixed crash destroying input icon widget.
Fixed crash displaying hint message.
Fixed crash due to brick cluster build tasks still running when leaving server.
Fixed being able to disconnect all players by entering a too long message in the hint component.
Fixed being able to play online without owning the game on steam.
Fixed annoying resizer sounds playing on joining a server.
Fixed hitches when adding or removing bricks from a physics grid.
Fixed hitches when updating a custom mass component from a wire.
Fixed incorrect inertia behavior for certain rotated physics grids.
Fixed being able to load corrupted entity positions from worlds.
Fixed tutorial breaking if roles were modified on a server previously.
Fixed non-functional "marker" variables showing in the applicator.
Fixed wrong map picture shown in the server list.
Fixed wrong number of inventory slots shown on first spawn.
Fixed text in catalog labels scaling down making them unreadable.
Fixed unreliable status messages showing in server language.
Thank you all for your suggestions for improvement. (づ ̄3 ̄)づ╭❤~ We hope that everyone can offer more opinions. We will also strive to optimize our game to ensure a better gaming experience for everyone!
Update Contents:
1. Fixed the issue regarding the price of the coffee machine.
2. Fixed the problem where the description of the printer was inaccurate.
3. Fixed the issue with the high-resolution screen UI.
4. Optimized the judgment for the achievement of catching small animals and fish, categorizing more states as the "fishing" state.
On Thursday, July 17, 2025, from 11:00 AM to 5:00 PM (UTC+9), a game update will be conducted.
During the maintenance period for the update, you will not be able to access the game. Please take this into consideration when planning your gameplay.
Hello, ASURAJANG users!
Finally, the long Season 0 and Pre-Season are over, and the first regular season, Season 1, is about to begin!
We would like to express our deepest gratitude to all users who have waited patiently for this moment. As previously announced in the developer's notes, Season 1 includes numerous changes. Due to the volume of updates, we will first share a brief summary at the beginning, followed by detailed update notes in the latter section.

With the start of the new season, Season 0 records have been reset.
3v3 Arena Mode has been added.
A Rank Rating system has been introduced.
New character Brunn joins ASURAJANG!
New character Erin joins ASURAJANG!
A Pre-made Party Restriction feature has been added.
A Rank Placement system has been introduced.
An Account Icon system has been added.
A feature preventing party formation with blocked players has been added.
The Battle Pass has been updated.
XP gained from Missions have been significantly increased.
Numerous new Achievement missions have been added.
Character balance has been adjusted across the board.
The Asia server will be merged with the East Asia server.
Season levels have been reset.
The number of Battle Shards possessed by players has been reset.
Rankings have been reset.
Arena Mode is a 3v3 mode where players engage in duels based purely on skill to determine the winner.
It is played in a series of rounds, where the first team to reach 3 round wins claims victory. A maximum of 5 rounds can be played before a victor is determined.
Rounds 1~3 are 3v3 team fights, while rounds 4~5 are tag team matches.
In Arena Mode, you do not participate using the character selected in the lobby; instead, there is a Character Pick Phase.
Teams with lower MMR start with the first pick, and subsequent picks alternate between teams. The player with the lowest MMR gets the first pick.
Picking the same character is not allowed.
Character combinations can result in significant advantages or disadvantages, so strategic character selection through active communication is advantageous.


The Rank Tier System is a system applied to Battle Royale Mode and Arena Mode.
Rank Tiers are divided into two leagues.
These are the [Challenge League] and [Master League].
The [Challenge League] consists of five tiers: Rookie, Initiate, Expert, Elite, and Champion.
In the [Challenge League], you earn RP, and when your RP reaches a certain score, you are promoted to the next rank.
When your RP reaches 3,500 or more, you are promoted to the [Master] rank and move to the [Master League].
The [Master League] is divided into three tiers: Master, Grand Master, and Asura.
Once you reach the [Master League], you cannot be demoted to a lower tier, and you begin earning CP points. Additionally, you must reach the [Master League] to be listed on the rank leaderboard.
If you enter the top 100 overall rankings in the [Master League], you will be granted the Asura rank. The Asura rank is updated once a day.
As explained above, only users who have reached the Master League will be listed in the rank leaderboard.
Users will now be displayed together across all servers, rather than separately by matchmaking server.
Brunn from Vergerant joins ASURAJANG.
He is a character who fights with a giant partisan, characterized by his long range, powerful damage, and toughness.
Can be purchased using Fight Money or D-CREDIT, and is available for free for those who purchase the Season 1 Battle Pass.
Erin from Vergerant joins the battle in ASURAJANG.
Erin is a mage character who uses elemental magic in cycles, and has various combos and crowd control abilities through element cycling.
Can be purchased using Fight Money or D-CREDIT, and is available for free for those who purchase the Season 1 Battle Pass.
Pre-made party restrictions have been introduced.
Players who have reached [Master League] in the ranks mentioned above will receive pre-made party restrictions.
Players in the [Challenge League] can form pre-made parties.
If a player in the [Master League] is in the party, matchmaking will be disabled.
A Placement Match system has been introduced.
Applies to Battle Royale Mode and Arena Mode, and Placement Matches will be conducted over 5 matches.
Players' initial Rank Tiers will be determined based on the results of their Placement Matches.
An Account Icon system has been added.
Acquire Account Icons through various routes to express your individuality!

All Battle Pass items have been replaced.
The new Battle Pass can be purchased for 2,000 D-CREDIT.
When purchasing the Battle Pass, the Brunn and Erin characters are provided additionally.
The number of obtainable items has increased from 41 to 85.
You can receive 900 D-CREDIT from completing it.
You can obtain 10,000 Fight Money.
You will no longer be able to join the same party as blocked players.
The more you are blocked, the more likely you are to be excluded from party matching, which may result in longer matchmaking times.
XP provided by missions have been increased by approximately 5 times compared to the previous version.
30 new Achievement missions have been added.
Some missions with difficult requirements have been removed to make Daily Missions easier to complete.
The Asia server has been merged with the East Asia server.
The existing Asia server had too few players, resulting in very little matchmaking.
We felt that maintaining the Asia server under these circumstances would only be detrimental to the player experience and ASURAJANG, so we decided that merging it with East Asia to increase the matchmaking pool was the right decision.
With the introduction of the arena, the importance of windup and recovery animations has become very significant. To address this, we have adjusted the windup/recovery animations for all characters. Specifically, to distinguish between risk and reward, we have made it impossible to cancel recovery animations following attacks with dodges, which was previously possible. However, since the overall post-attack recovery animation length has been reduced, we anticipate that the sense of frustration will be slightly reduced. Additionally, to prevent jump attacks from becoming low-risk, high-reward actions, we have increased jump stamina consumption and adjusted jump attack stamina consumption and damage. Furthermore, we are improving actions that were statistically underused to make them more balanced. Please refer to the details below for more information.
Jump stamina has been increased from 100 to 130.
The windup/recovery animations of all characters has been adjusted.
Stamina recovery speed has been increased from 240 to 280 per second.
The stamina consumption of long-range actions has increased by approximately 10% to 15%. The actions that have been increased are as follows.
Vikarala - Normal Action 1 and 2
Shoyo - All hits of Normal Action, Extra Action
Rei - Normal Action 1 and 2
Muimui - Normal Action 2 and 3
Bharata - All hits of Normal Action, Extra Action
Payra
Parry window has been increased from 0.1 seconds to 0.12 seconds.
Payra's Extra Action has been separated into a parry and a slash.
After successfully parrying a melee attack, press the Extra Action key again to perform “Swift Slice,” in which Payra performs a wide slash as she did previously.
“Swift Slice” consumes stamina.
The hitbox duration of Normal Action 1 has been adjusted to match other characters.
Hanuman
Extra Action 1 stamina consumption has increased from 300 to 350.
Extra Action 2 stamina consumption has increased from 100 to 150, and the damage has decreased from 360 to 300.
Special Action - Grab attack final hit DMG has increased from 240 to 300.
Tetanuchi
Base HP has been changed from 1300 to 1200.
Movement speed has been increased from 420 to 450.
Tetanuchi is currently undergoing a full action design overhaul, and we will share further updates as they become available.
Vikarala
Normal Action final hit’s DMG has been reduced from 250 to 220.
Rei
Dodge Attack DMG per hit has been increased from 40 to 50.
Baju
Extra Action Somersault Kick DMG has been increased from 175 to 200.
Kaisachi
Special Action stamina consumption has been slightly reduced overall.
Stamina consumed on the 1st use is 150, and increases by 30 each time her Special Action is used, up to a maximum of 270.
Yeoul
Dodge Attack explosion now lands 1.5m to the front of the character.
Shoyo
Normal Action 1 windup animation length has been slightly reduced.
Extra Action recovery animation length has been reduced.
Dodge Attack recovery animation length has been reduced.
The Stun Gun and Grappling Hook now fire in the direction the character is facing (previously fired in the cursor direction), and their flight speed has been significantly reduced.
Mythic Astra - Taotie’s Orb [Devour]'s effective range has been reduced from 5m to 4m.
Mythic Astra - Dudu's Wisp Bead's special effect has been changed from [Strip] to [Wisp Flames]. The [Wisp Flames] effect causes wisp flames to explode from the owner's body upon being hit, dealing damage to surrounding enemies.
A BGM has been added to Team Deathmatch Mode.
Season 0 Battle Pass items and Shop Bundle items can now be purchased in the Locker.
Victory Ceremony animation items have been added for some characters in the Locker.
Blow FX and K.O. FX items have been added to the Locker.
Remains items have been added to the Locker.
Diorama items have been added to the Locker.
Fixed a bug where Ryuan and Yeoul could use their Dodge Counter Attacks while being attacked.
Fixed a bug where the Astras equipped upon winning in Battle Royale mode were not displayed in Match Records.
Fixed a bug where items occasionally floated in the air in Battle Royale mode.
Fixed a bug where party recruitment was not canceled when joining another party during party recruitment.