Hey everyone,
I'm Gonzalo, the Game Director of RHL at EF Games
We're finally here, just a few hours until you can actually play RHL! We can't be more excited and terrified at the same time!
This is a special Dev Diary because this Alpha Demo marks the culmination of seven incredibly intense months of work by the amazing team at EF Games. During these months, we faced the huge challenge of transforming our promising vertical slice into a stable foundation capable of supporting thousands of players. And trust me, it wasn't easy.
Our vertical slice, the early build you usually prepare to pitch to publishers, already featured the 7 vehicles and 3 arenas you'll see in the demo. In fact, they looked pretty good. All our early trailers and private playtests used that build. The issue was that, behind the scenes, everything was barely held together with duct tape. Most systems had been hastily thrown together to get something playable as fast as possible. The netcode was smoke and mirrors. It seemed to work fine but in reality, vehicles passed right through each other, shots appeared differently for every player, and plenty of other "small" issues that were okay at that early stage but definitely not good enough for a proper public release.
So, instead of patching up that shaky version, we decided to rebuild everything PROPERLY. It wasn’t easy, and without the trust and support from Krafton, it would've been impossible. Seriously, what other partner lets you work for half a year, only for it to look like you're releasing the exact SAME game? 😅
But believe me, this is NOT the same game. While on the outside it might seem familiar, we've practically rebuilt everything from scratch, except models and textures. Imagine a reverse remake: you keep the visuals but redo everything else! To pull it off and ensure RHL can stand shoulder to shoulder with the big players, we had to choose the best possible tech solutions.
Since we're a pretty small team and RHL is a very ambitious game, we can't afford, and frankly don’t want, to waste time reinventing the wheel. Our goal is clear: focus 100% on making the best possible game, leveraging top, notch third, party technologies to build a stable, tested, and scalable foundation. So, over the last months, we’ve integrated several key technologies that now form the core of the demo you’re about to play:
This was by far the biggest change, in terms of time and impact. We needed a reliable networking solution with stable, proven servers worldwide, which also allowed us to keep our carefully crafted driving physics intact. After extensive research, we chose Photon Quantum, a deterministic game engine. Adopting Quantum meant rebuilding ALL gameplay elements from zero: physics, input, AI… literally everything. Thanks to their constant support, we not only matched the original driving feel but significantly IMPROVED and expanded it. Controls are now tighter and more responsive, hover mechanics have way more depth depending on activation and speed, and there are countless other subtle improvements. Thanks to Quantum, we finally have stable collisions between vehicles and, crucially, a future really powerful replay system. We really wanted to include replays and kill cams in this demo but ran out of time. After all, what's the fun in pulling off crazy moves if you can't replay or share them later?
As we develop RHL, we know certain online features (matchmaking, friends, cross, platform identity, etc.) require a solid account system. That’s why we integrated Krafton ID, provided by our publishing partner. It was an easy choice, it solves tons of backend headaches, they can customize it to our needs and is totally free for us :D. Plus, this system enables cross, platform play and progression without extra work from us while also helping us navigate the complex realities of operating a global, cross-platform game. A definite win, win.
⚠️ IMPORTANT:
The first time you launch RHL, you'll need to log in or create your Krafton ID account. This links your Krafton ID to Steam, so future logins are automatic. It’s a quick process, but we know even minor extra steps can be annoying, so thanks in advance for your patience! Plus, your reward for playing the demo will be tied directly to your Krafton ID.
Audio is key to immersion, so choosing the industry, leading audio technology was a no, brainer. Although sound effects and music in this demo are still far from our final vision, the foundation is fully implemented and performing exceptionally well.
Another crucial component is our game's UI. Every developer knows how tedious implementing dynamic UI can be. That’s why we chose Noesis GUI, also, their office is literally around the corner from ours! 😄 With Noesis (used by big AAA titles like Baldur's Gate 3 and most 2K games), our artists can directly implement UI, freeing developers to focus on what really matters, the gameplay. Our UI is still not finished, but this demo is powered by Noesis. And we’re just scratching the surface of what's possible with this powerful tool.
Since RHL is multiplayer, we knew from the start that we needed a reliable anti-cheat system. We integrated Easy Anti, Cheat (EAC), widely used in many popular games. It's effective, less invasive, and plays nicely with platforms like Steam Deck. Honestly, there weren’t any other good alternatives!
These past few months have been a true rollercoaster of intense work, rebuilding every system and adapting each one to the new technologies. I’ll be honest: the day we finally managed, after at least four months, to play a proper match together as a team, laughing and yelling like kids again… I almost cried. You make big decisions based on logic, prototypes, and trust, but you never really know if the pieces will click until they do. That moment when it just worked was a huge relief and one of the happiest points of this whole year. Every single tech decision we've made was about one thing: being able to build something solid and efficient that lives up to what you all deserve.
If you've taken part in early demos or playtests before, you’ll know the drill, there will be bugs, crashes, little oddities here and there. Hopefully nothing too serious! We’ve focused all our efforts on delivering a strong, fun gameplay experience: that feeling of flying at 200 km/h, hovering through a sharp turn, and taking out the rival behind you. And we truly believe we've nailed that part, better than ever, actually.
Everything around it is still temporary and very much in progress, but we hope you're having SO much fun mastering the controls and destroying each other that you’ll be happy to overlook the rough edges. That’s the main goal of this version: that you have a blast. And as a bonus goal? That you send us tons of feedback so we can keep making the best version of RHL possible. Like I always say: we’re in this together. Let’s make RHL the best game it can be!
Thank you again for being part of this journey with us, and see you in the arenas! 🚀🔥

New Additions
Added new enemy lineups.
New achievement: Endless Legend (Clear 50 floors of Endless Hell).
New hero: Lu Lingling ("After a friendly character dies in battle: A random friendly unit gains their original skill.")
Adjustments
Tachibana Ginchiyo: Skill changed to "Non-token units summoned by your side in battle gain half of this character’s stats."
He Lingsi: Skill changed to "When a token is summoned by your side in battle: Its stats are doubled."
Lady Zhurong: Skill changed to "On attack: Drain 10% of the target's Combat Power."
Qing Yan: Skill changed to "When a friendly female character dies, a random friendly female character gains their pre-battle stats."
Mo Ling: Skill changed to "When selling a character card: A random friendly unit gains the sold character’s Spirit."
Ishida Mitsunari: Skill changed to "On death: Summon 1 \[Koga Ninja]. Summon Overflow: Ninjas summoned this game permanently gain +1 Armor."
Imagawa Yoshimoto: Skill changed to "While on the field, whenever a friendly Ninja dies, Ninjas summoned this game permanently gain +2 Combat Power."
Fixes
Fixed incorrect description for Moonlit Sword.
Fixed issue where Nether Sword only carried buffs on its first revival.
Fixed issue where Nether Sword did not carry traits upon revival.
Fixed incorrect skill amplification for Zhen Mi.
Developer Notes
If no major issues arise, this will be the final update before the new Ladder Battle Mode.
Expected features in the next version:
Ladder Battle Mode
Ladder Leaderboard
Complete game UI overhaul
Balance adjustments
We have another update today which contains more fixes and improvements straight from your reports and feedback. This includes more crash fixes, stuck prospectors, non-working feeders.
Ingots take more time to produce, making one miner serve 2 furnaces
Lucrum progression trades in late game give more time and are less demanding
Default Mining Destroy Chance was Halved
Increased energy usage of combustion furnaces
Slightly increased Coke Energy Value
Fixed issue where agents would get stuck performing a store item action (Thanks DD)
Fixed carried items not properly being re-assigned to agents on load (Thanks DD)
Fixed potential crash from invalid feeder registered connection
Fixed issue with placed blueprints not properly being cleaned up if they have invalid registered connections (Thanks Yeyo4 & Dirt)
Fixed issue with built blueprints not building if they have invalid listeners (Thanks Yeyo4 & Dirt)
Fixed issue where merged items could be counted twice (Thanks AnaBanana)
Patched issue with orphaned stockpile groups
Patched issue with creating terrain collider if the min terrain height is negative
Added additional interaction positions for items
Added logic to ignore and deny items that agents can't reach
Added additional heuristic for node level during coarse pathfinding
Added edge interaction points for buildings and blueprints
Added basic logic to reload the original voxel object after repairing is completed (Thanks Jets63)
Increased repair speed of agents
Fixed increasing priority of blueprints pushing other blueprints out of the construct list
Increased EntityQuery block allocator size (Thanks ShadowMorph)
Fixed agents getting stuck in a IsAttacking animation state after finishing their attack action (Thanks ShadowMorph)
Fixed issue where converter could have invalid SpawnedLights buffer (Thanks ShadowMorph)
Fixed issue where a target entity might not have local to world component when displaying attack line renderer (Thanks ShadowMorph)
Fixed agents taking items not properly updating feeder valid/want items
Fixed running out of fuel not updating ApplyValidItemsAction at correct time
Updated weapon swap logic to use goal overrides which forces the agent to replan for the swap
Fixed issue with previous weapon not being placed in proper agent carrying position
Fixed missing ItemData when storing carried weapon causing crash
Added a gif preview to the quest list for all quests that have a linked video clip
Increased the size of cursor icons by 60%
Increased size of priority modal by ~30%
Clicking agent names in the priority modal now selects and locates them (Also added this functionality for the schedules modal and the locate button in the company modal)
In the next update we will be greatly improving some pain points for prospectors, specifically them not being able to build or use items directly from the ground. This can even lead directly to a softlock! So you can look forward to that early next week.
Thanks for playing everyone and we can't wait to hear from you!
Till next time!
The best place to get in touch with us and see what we are working on is by joining our Discord server. So if you haven't yet, stop by and let us know your thoughts!
Hello Inmates!
Thank you everyone for your support and feedback!
Here are the details of this update:
Soda can now be consumed in batches;
A new prompt for the steps to claim the Supporter Pack DLC has been added to the main menu;
The option to apply for a psychiatric evaluation from Dr. Beth has been adjusted, and it has been moved to the same floor as the injection. It will no longer disappear after chatting;
The use of the inspection doors on both sides of the pipe area has been optimized. You can now unlock and enter and exit freely from the Recreation Yard;
Changed the jumping conditions of the jump point at the Recreation Yard's sewers. Now you can perform the jump challenge when the power is off;
Fixed the issue where the rooftop jailbreak might fail to trigger the action of hiding the glider component;
Fixed the issue that Black Panther did not receive the betting point bonus after buying 10 lottery tickets;
Fixed the issue that the infinite mode of "Mineworld" could not be played in segregation;
Fixed the issue that Thomas and Bill behaved abnormally when bathing in the bathroom at night on D19;
Fixed the issue that the seating arrangement of prisoners in the church was wrong in the afternoon on D19;
Fixed the issue that there was a chance that the animation could be triggered and the opponent could not fall to the ground after being defeated in battle;
Fixed an issue where the "Not enough time" dialogue would still trigger even if the player completed the action within the required time limit.
If you come across any issues, please let us know by filling out our bug report form. Your feedback is crucial in helping us improve the game and ensure your prison escape experience is as smooth and thrilling as possible.
Hello survivors!
We hope you're okay! In case you missed it, last week we unveiled a brand-new look at Dead in Antares, focusing on the battle system. Next month we’ll explore the new features a bit deeper in a captain’s log, but for now as everyone in the team is focused on polishing a playable demo for the end of this summer, we’ll share some more details about our main crew.
Fans of our previous games know that it wouldn't be a proper "Dead in" without a memorable cast of characters that you will need to keep alive.
For players of Dead in Vinland, you might remember that in this one, you had 4 main characters (the family), and then you could recruit up to 8 optional characters that were found on the island.
Losing a family member meant a game over, but losing a recruitable character did not.
For Dead in Antares, we knew from the start we wanted a different direction. In this one, we wanted every character to be as involved in the story as another, enabling us to write interesting dynamics between them. We wanted a real “team” spirit in the writing, contrary to our previous games where the cast was more or less forced to stick together. That’s not to say there won’t be conflictual beliefs in the group as the story unfolds and the tension ramps up.

In terms of gameplay, this means that losing any of the 10 main characters will lead to a game over, as anyone is mandatory to the plot. We survive in this together, or we die trying!
In terms of writing, it enabled us to write more dynamic dialogs as any character can intervene in a scene and speak his or her mind, at any moment. Some scenes focus on different pairings of characters which leads to interesting interactions.
A little bit of secret info here, that we will talk a lot more in another captain’s log: we went completely over our heads designing the relationship system between our characters… You can expect A LOT of possibilities, much more than in any of our previous games.
But enough with that, let’s start by giving you a bit more info about the past of some of our crew!
Don’t be fooled by her looks, Amelia is quite the military veteran… Daughter of a decorated and renowned father, she aced her military studies in the hope of living up to his unreachable expectations. She then was sent in various extremely dangerous commando and secret service missions which led her in particularly tricky situations - and morally ambiguous ones.
Among the crew, she has the most battle and survival experience and she knows that sometimes you have to take very hard decisions as a leader, but since the beginning of the mission something seems slowly crackling inside her. Will she manage to bear the incommensurable burden of this mission on her strong shoulders, or will she completely fall apart?

On the surface, William is this big-hearted giant that is “too good for this world”. Gentle, friendly, calm, he will lend an empathetic ear to anyone coming to him for medical care. But under this - some would call bland - personality lies a terrible past riddled of tragedies.
This past has made him tormented over the thought of losing anyone in the crew, which can become quite the curse for someone whose task is to coexist with sickness and death on a daily basis.

Liu’s proficiency in everything tech and craft would be a real asset to any team, especially in this kind of situation… He knows the Ixion like the palm of his hand, or an extension of his body even. He more often than not feels that it’s easier to deal with the spaceship than it is with his fellow comrades. They are so tiring with their constant futile chatter.
Physically, he is not really fit for this kind of harsh environment, more so that he was severely hurt by a landmine when he was young, leaving an impressive scar on his chest.

Double PhD graduate, both in Theoretical Physics and Quantum Physics, she is the daughter of the renowned Professor Shevchenko, a genius scientist who led the Ixion project and is a member of the Global Committee.
Despite her immense knowledge and proficiency, she fears that the others think her presence on the mission is only due to her father… But which kind of father would send his daughter to a certain death in an impossible mission in space? Unless there is something more to it?

And that's all for today! Those 4 characters will be playable in the upcoming demo of Dead in Antares, coming out on August 27th for free on Steam!
Take care! <3