1.121 Hi everyone, just a couple of fixes for reported bugs! -Fix rogue finale achievement not unlocking when beating rogue in Under The Clouds (If this happened to you make sure the main menu says version 1.121, then load the save then go to pause menu -> settings -> gameplay -> refresh achievements.) -Fixed incorrect totals in load profile menu along with completionist badge not showing for Under The Clouds
Over a year later, we are finally wrapping up some unfinished work – mainly the music.
Several areas were still using placeholder tracks, and I had planned to remix some of DarksSilencer's pieces. Key spots like the S.P.A.R.K environment, quantum labs, and even the common boss theme were left incomplete. I always wanted the common boss theme to echo Lord Ashen's motif, so we have revisited and updated them.
By the way, give @DarksSilencer a YT sub - such neat indie music artists deserve more especially now!
The event lined up with chocolatecake5000's run uncovering another softlock – perfect excuse to bundle bug fixes and music updates together.
Fixed Library Tunnel softlock reported by chocolatecake5000
Fixed potential softlock in Quantum Power Area
Replaced S.P.A.R.K., Quantum, and Storage Area themes with original music tracks
Replaced common boss theme with a new track by DarksSilencer
Updated Tomb and Arcade Boss battle themes with new originals
Our first year was rough. We need your help to bring Desaturation more visibility. Share it with streamers or creators you know – most players who tried it enjoyed it.
Thanks for being part of Splatland and helping close the book on the Desaturation project.
The Tides of war rise once more, as Saladin renews his marches upon the west, the people tremble in fear. Some have even fled fearing a repeat of the Genghis invasion, or the El Cid invasion, or the other Saladin invasion. One thing is certain, our people are in great peril, and we are in need of warriors capable of putting an end to this vicious cycle.
The Saladin Event Returns, better than ever.
BalancingHoly Lance: We have increased the Holy Lance’s entourage from -3 to -2. (They have 1 more unit now.)
Damage falloff for the Handgonne has been reduced from 50% to 40%, this means the minimum splash damage is 60%, up from 50%. (This is a buff)
Saladin Sandstorm: Now applies +100% Evasion to Saladin during the Sandstorm
Saladin: We have increased Saladin’s base evasion by a factor of 1.81 (at max level, base evasion goes from 55 → 100)
We have fixed an issue causing the negotiation Clan Research to not work.
We have fixed several performance issues with Battle Passes.
We have fixed skins in the skin merging selection - now only a single skin type can be select in a melting or merging function.
We have fixed the research donation target initially set being cleared.
We have fixed the resource display in the Refinery.
We have fixed the skip level animation on the skip by gems function.
We have fixed Battle pass skip costs..
We have fixed the shop rewards layout.
Wake up pinche ninja, we got a city to burn. 🔥
Our newest gameplay trailer just dropped. Watch it before the Narkuzas do. 🥷
This week’s update focuses on improving gameplay balance and expanding customization options. We’ve fine-tuned the Dragon Boss encounter for a fairer and more exciting challenge, fixed minor bugs, and enhanced the upgrade system to give you even more ways to personalize your class builds.
Expect new loot options, including additional clothing and accessories to make your hero truly unique. Astraphia continues to evolve every week — your feedback is shaping the journey!
Hi everyone,
We're excited to announce that Bullet Noir will leave Early Access with the release of version 1.0 on Wednesday, September 10, 2025!
In our brand-new fourth devlog, we detail the improvements and additions made in preparation for this milestone and since the Early Access launch, including the introduction of a brand-new Chapter 5, an enhanced arcade mode and speedrun options for all four characters, as well as technical upgrades, overhauled graphics and cinematics, a refined UI, and additional languages.
Play the Demo and buy Bullet Noir to get ready for 1.0!
Hey there! We've moderately rebalanced the game's difficulty curve, made some critical camera fixes, improved the capture mechanic a bit, made some usability & translation improvements to the shop, major card visual fixes, and fixed a few other bugs.
Enemy units now scale more dramatically beyond the first boss defeated, and still receive a bump in difficulty for every boss defeated.
The amplify card is now much cheaper to cast.
The capture card displays a new success/failure message on cast.
During battle, walls and roofs now fade out more quickly, and fade back in much more slowly.
Card drop areas (discard, send to pouch, etc) now flash to more clearly indicate that cards should be dragged onto them to interact with them.
Shop service clickable items now flash and have improved hover effects for clarity.
Card pack highlight color change for consistency.
Cards no longer frequently shrink/grow permanently from most mouse events.
All roof and wall models are now occluded during battle, as opposed to only occluding roofs with a wall beneath them. Previously, this was causing the camera to frequently be blocked during battle within dungeons or near mini-dungeons, and it would occasionally even get stuck. This should no longer be the case.
Numerous shop service translation fixes.
Fixed corrupted cosmic elementals, which were becoming invincible after approaching max level.
Any feedback is welcome! You can post new threads in the community hub if you encounter bugs or just have questions/suggestions.
Steam reviews are also deeply appreciated. We read them all, and take them to heart.
Thanks for checking out the game!
This build resolves the following issues:
Removed Crimson Curse requirement for travelling to the boss region
Creature Den spawn chance while on the quest step to collect resilient blood is now guaranteed
Fixed issue where The Purifier was cleansing the crimson contagion when arriving at camps when it should only cleanse when arriving at inns
Fixed cases of Bloodsuckers missing Hive buffs
Fixed an issue with Veteran Fighters not triggering the En garde! achievement if they killed an Esquire with Riposte
Fixed "Social Distancing" achievement from completing in the wrong module
Updated logic to award the Killing Moon achievement to players who completed the Coven module on Blood Moon difficulty before we added the achievement. (Will also handle any other gang and/or difficulty achievement types that didn't get awarded for whatever reason)
Fixed an audio issue where combat and driving music would overlap in the K3 Kingdoms Module at Resistance Encounters choice screens
Fixed an input issue when pressing Inventory hotkey at the moment you open any Kingdoms Inn Section resulted in the Inventory not appearing
Attempted fix for soft lock that could occur after revealing skills on Embark Screen
Attempted fix for a soft lock at Victory screens in modded runs
Gamepad: Fixed an issue where users were able to access the Inventory while at the Crossroads in Kingdoms
Gamepad: Fixed an issue where users could not navigate between Encounter Story choices