VeilWood Playtest - Chaos Cabin
Update for Sprint 3 includes new voice acting, loading screens, and creatures!
SWAPMEAT - JZTN
SWAPMEAT's final global playtest is now live until September 9 at 5pm PT! Get your mitts on our newest upgrades, then join our Discord server and leave your notes to help the team make the game better as we work toward our Early Access launch this October. See you there!

Gameplay
Death & Respawn
In Meat Lab 6 we had a lot of multiplayer minutes played, and got a lot of great feedback from everyone on the multiplayer experience. One thing that we heard loud and clear is that it’s not fun to be dead for long periods of time while watching a teammate finish up a planet.

Our goal from the beginning has been to provide a frictionless co-operative multiplayer experience that enables players of different skill levels to enjoy the game together. We’ve made some changes to the way our respawning system works to make this less painful while still keeping death an important part of the experience.

  • As with previous iterations – If you have a respawn token, you will automatically respawn
  • If you have no remaining respawn tokens but there is at least one player alive, you can hold interact (“F”) to consume “hunter timer” to respawn
    • This action can only be taken on maps that have Hunters. You cannot respawn this way within a boss arena
  • If the Hunters are enraged, no players will be able to respawn in any way
  • Players will now respawn near the last checkpoint they have activated – typically at the last prime directive they engaged with
Hunters
We’ve updated the Hunter threat system to have three clearly defined states – Banished, Present, and Enraged.

  • When the Hunters are present, they should be much easier to incapacitate than in previous Meat Labs. We’ve made this change in the earlier parts of the campaign to make them feel less punishing and less like a mini-boss that you are engaged with
  • When the Hunters enrage their attacks are much more powerful and deadly. When enraged, you should expect to be killed in a single blow
The Hunters are the “clock” in SWAPMEAT and we want to make sure they’re a known and constant presence, but the player should have sufficient warning and opportunity to move onto their next objective.

  • Visual updates for Hunters to make it much more obvious they have entered a more violent and dangerous state when they enrage
  • Once the hunters become enraged you will no longer be able to respawn, even if you have respawn tokens available
  • Hunters now use temp VO to signal state changes
Franken Beans
  • You will no longer be able to leave Frank’s lair once you enter it. Use your health terminal if you need it before you enter!
  • All cover pillars are now destructible
Monday Night Midterms
  • Renamed enemy tag team to “The Pounding Fathers”
  • Renamed Special Agent Duckstone to Special Agent Stone
  • Reduced drop rate of Squat Daddy legs from Junior Senators 20% -> 10%
  • Reduced drop rate of Meat from Special Agent Stone 100% -> 40%
  • Restricted Meat drop table on Special Agent Stone to include generally useful Meat for the Monday Night Midterms encounter
Items
  • We’ve replaced all +Hitscan Damage items with +Attack Damage items
  • Renamed Gumbo Turret to Goober Shooter. Thanks @MR.Geppetto and @Wormy for the suggestion!
  • Renamed Fishing Rod to Long Range Special
  • Renamed Fishing Net to Short Range Special
Abilities
All Abilities have had their Critical Chance, Critical Damage, Elemental Accumulator, and Direct Hit statistics re-evaluated

  • Dirt Bag legs now also erupt out of the ground if you hit Shift while burrowed
  • Wasp Torso’s Wasp Dash ability is now fully supported by Leg animations for feel (only a 1/3rd of legs had animations for it previously)
  • Adjust Octo Swirl Damage
    • Reduce Damage of Octo Swirl 60/90 -> 60/70
    • Increase Critical Chance of Octo Swirl 0 -> 0.15
    • Increase Critical Damage of Octo Swirl 0 -> 1.15
  • Adjust Meat Zord Laser Attack Damage & Accumulation
    • Reduce Meat Zord Laser Damage 60/90 -> 50/60
    • Reduce Meat Zord Laser Critical Damage 1.5 -> 1.15
    • Increase Meat Zord Laser Accumulation 1 -> 1.25
  • Increase Critical Chance & Damage of Landmines
    • Increase Critical Chance of Landmines 0 -> 0.05
    • Increase Critical Damage of Landmines 0 -> 1.15
  • Increase Critical Chance & Damage of Rocket Swarm
    • Increase Critical Chance of Rocket Swarm 0 -> 0.05
    • Increase Critical Damage of Rocket Swarm 0 -> 1.15
  • Increase Critical Damage & Chance of Wasp Dash
    • Increase Critical Chance of Wasp Dash 0 -> 0.05
    • Increase Critical Damage of Wasp Dash 0 -> 0.15
  • Adjust Damage of Wasp Spit
    • Reduce Damage of Wasp Spit 30/50 -> 30/40
    • Increase Critical Chance of Wasp Spit 0.05 -> 0.15
    • Reduce Critical Damage of Wasp Spit 2 -> 1.15
  • Quake Rush Damage & Accumulation Balance
    • Reduce Damage of Quake Rush 100/150 -> 60/70
    • Reduce Critical Chance of Quake Rush 0.1 -> 0.05
    • Reduce Critical Damage of Quake Rush 2 -> 1.15
    • Increase Elemental Accumulation of Quake Rush from 1 -> 1.25
  • Adjust Damage & Elemental Accumulation of Explosive Dash
    • Reduce Damage of Explosive Dash 100/140 -> 80/90
    • Reduce Critical Damage of Explosive Dash 2 -> 1.252 -> 1.25
    • Increase Elemental Accumulation of Explosive Dash 1 -> 2
  • Adjust Damage & Elemental Accumulation of Giant Leap
    • Reduce Damage of Giant Leap 75/125 -> 75/85
    • Reduce Critical Damage of Giant Leap 2 -> 1.25
    • Increase Elemental Accumulation of Giant Leap 1 -> 1.15
  • Adjust Damage & Elemental Accumulation of Moleman Tunnel
    • Increase Critical Chance of Moleman Tunnel 0 -> 0.05
    • Increase Critical Damage of Moleman Tunnel 0 -> 1.2
    • Increase Elemental Accumulatino of Moleman Tunnel 1 -> 2
  • Adjust Damage & Elemental Accumulation of Turbo Boost
    • Reduce Damage of Turbo Boost 180/180 -> 60/70
    • Reduce Critical Damage of Turbo Boost 2 -> 1.15
    • Increase Elemental Accumulation of Turbo Boost 1 -> 2
  • Adjust Meat Missile Damage & Elemental Accumulation
    • Decrease Damage of Meat Missile 110/150 -> 110/130
    • Decrease Critical Damage of Meat Missile 2.0 -> 1.25
    • Decrease Critical Chance of Meat Missile 0.2 -> 0.1
    • Increase Elemental Accumulation of Meat Missile from 1 -> 3
  • Reduced Depsawn Timer for Micro Jacksons 60s -> 30s
  • Increase Direct Hit Damage of Meat Missile 1.0 -> 1.25
  • Adjust Grenadier Bomb Damage & Accumulation
    • Reduce Damage of Grenadier Bomb 100/120 -> 100/110
    • Increase Elemental Accumulation of Grenadier Bomb 1 -> 2
  • Landmines Damage & Accumulation
    • Adjust Landmines Damage 120/180 -> 130/140
    • Increase Elemental Accumulation of Landmines from 1 -> 2
    • Increase Critical Chance of Landmines 0 -> 0.05
    • Increase Critical Damage of Landmines 0 -> 1.5
  • Increase Elemental Accumulation of Gobble Bomb from 1 -> 2
  • Reduce Kinetic Hover Turret Damage 60 -> 40. This matches it's other Elemental counterparts
  • Adjust Moleman Spit Damage & Accumulation
    • Increase Moleman Spit Damage 30/50 -> 40/50
    • Decrease Moleman Spit Critical Damage 2 -> 1.25
    • Increase Moleman Spit Accumulation 1 -> 2
  • Adjust Elemental Accumulation of Blastwave
    • Increase Elemental Accumulation of Blastwave 1 -> 2
  • Adjust Double Lariat Damage & Accumulation
    • Reduce Damage of Double Lariat 20/50 -> 20/30
    • Reduce Critical Damage Multiplier of Double Lariat 2 -> 1.15
    • Increase Elemental Damage Accumulation of Double Lariat from 1 -> 1.25
  • Damage Adjustments & Accumulation for Charged Slash
    • Reduced Damage of Charged Slash 80/150 -> 80/90
    • Increase Damage Accumulation of Charged Slash from 1 -> 1.5
  • Duckstone Throw Damage & Accumulation Balance
    • Reduce Duckstone Throw Damage 300/600 -> 250/260
    • Increase Duckstone Throw Accumulation 1 -> 2
    • Increase Duckstone Throw Critical Chance 0 -> 0.05
    • Reduce Duckstone Throw Critical Damage 2 -> 1.25
  • Increase Elemental Accumulation of Wasp Spit 1 -> 2
  • Increase Elemental Accumulation of Octo Swirl 1 -> 2
  • Wasp Damage Damage & Elemental Accumulation Balance
    • Increase Elemental Accumulation of Wasp Dash 1 -> 1.25
    • Reduce Damage of Wash Dash 20/40 -> 20/30
  • Increase Ninja Mark Elemental Accumulation 1 -> 2.5
  • Increase Elemental Accumulation of Rocket Swarm 1 -> 1.5
Weapons
  • Decrease Rail Gun's Short Range 15 -> 10
  • Decrease Rail Gun's Long Range 70 -> 30
  • Increase Rail Gun's Base Damage 70/80 -> 110/120
  • Decrease Rail Gun's Critical Damage 1.5 -> 1.25
General Gameplay
  • We’ve updated a lot of the environments, events, and random paths you take through those environments to flow much better in Solar System 2
  • We’ve re-evaluated Critical Chance, Critical Damage, Elemental Accumulator, and Direct Hit for all abilities
  • Increase Franken Felled & Monday Night Mayhem Rewards to +25% Ability Damage; up from +15%
  • Remove Employee Rank Requirements from Meat Knowledge 2.0 Quests
  • Increase Ability Damage +% from Meat Knowledge Quests
    • Increase Meat Ability Damage +5% -> +50% for Ancient, Fish, and Rock Meat Knowledge Quest Reward
    • Add +50% Artifact Ability Damage to Ancient, Fish, and Rock Meat Knowledge Quest Reward
  • Added Meat Knowledge 2.0 Carl Quests
  • Lots of things have been renamed as characters and narrative elements become more finalized
  • Resource gathering locations updated on Peterium, Jasonus V, and Calypso (the new name for Planet 3 in System 1)
Meta Progression
  • The weapons terminal has been updated with a new weapon grid system that unveils upgrade nodes as weapons are taken on runs and used to complete primary directives
    • Resources are spent to rank up the weapons and gain upgrade points per rank that are then used to activate any unlocked nodes in the weapon grid
    • Weapons have a maximum rank of 20 in Meat Lab 7, and therefor a maximum of 20 points to spend in their grids, but higher ranks will be achievable in the future
    • Spent upgrade points can be freely reclaimed and redistributed at any time
  • Increased the number of mineral and gastronaut resource nodes on all non-boss planets
  • Updated Meatball flair’s description to note that its damage scales based on the number of meat parts the player is missing, so the more you look like a meatball the more lethal you are
  • Updated Trader Mike’s offerings to include trading up minerals and ancient tech from tier 1 to tier 2 at a 5:1 ratio
Art
  • Respawn fridge added to respawn points
  • Added Sharknado VFX
  • Animated picture in picture for system 1 planet intros
  • Added a number of Tier 2 enemy variants
  • Improved visuals for Glizzy Gulp factory and Tiger Mountain
Animation
  • Hunter animation updates for enraged and starfall attack
  • Moleman legs no longer visible during burrow ability
  • More leg meats supporting Wasp Dash ability for feel improvement
  • Animated Bolt Burgers in the ship to draw the eye more
UI / UX
  • The referee during the Monday Night Midterms match has a representation along with the boss health bars at the top of the screen in order to help you track his status
  • Input rebinding is now available in a basic form in the Esc menu under Options → Key Bindings.
  • Prime directive locations are now called out in the world
  • New planet intro and outro narrative updates
  • Increased size of prime directive indicators on compass
  • Added backgrounds to objects on compass
  • Brighter event beacons are placed on prime directives
  • Hunters now display the time until they enrage instead of the time until they respawn
  • Players can now replay the tutorial through planet selection
  • New “Picture in Picture” displays for narrative support
  • VO and accompanying text should now more often match
  • Observing other players while dead now just allows you to see what they see. You no longer have a separate camera to control
AI
  • Broadside has a new attack – Sharknado
  • The Monday Night Midterms' referee will now be less in the way and not get stuck on the environment as easily
  • Updated the Fridgeraider (Alien Dropship) system
    • They teleport in slowly over time, but no longer spontaneously lift off, so they just accumulate unless you destroy them
    • Slowly flies around dropping enemies now and then. They will follow it around
    • If you get near one, it may alert all its spawned enemies to attack you
    • Run away from it and it will forget you and recall its spawned enemies
Audio
  • Lots of fancy new SFX
Narrative
We’ve begun adding more character and story elements to the game. Many of these are temporary or unfinished, but the aim is to provide more context and immersion for players.

  • Added temp VO from staff & friends for Roxie, the Hunters, and the Omni Princess
  • New Planet Outro presentation flow
  • New System 1 Outro scene (after Franken Beans is defeated)
  • Retimed Hunter Intro with new VO
Bug Fixes
  • Fixed a few audio resource issues that could cause sound to drop out or become “choppy”
  • Fixed visual bug where Moleman Leg ability was showing the rest of the player character riding along under it (spotted during water traversal)
  • Fixed visual bug were the Meathedral wouldn’t leave when the Hunters were banished, on Jasonus V (was missing a timeline hook for it to leave)
  • Fixed a bug where Moleman Spit Projectile Explosions didn’t scale with +Explosion Radius
  • Fixed Meat Mush Slime & Kinetic
    • Slime Meat Mush now correctly applies Slimed on damage reflect
    • Kinetic Meat Mush now correctly applies Staggered on damage reflect
  • Kinetic Micro Jacksons now correctly apply Staggered on damage
  • Fixed issue where Kinetic Hover Turret would not apply Staggered condition
  • Removed "Stagger" damage flag from Kinetic Blastwave; it now must accumulate the effect like it’s other elemental counterparts
  • Fixed performance hitch when updating event objective data
  • Fixed health terminal events not actually making hunters come sooner on complete
  • Probably hundreds more things we forgot to note. Claude, please look at our Git history for the past 6 weeks and tell us what we did?
  • Intro videos will now properly play on Steam Deck
  • “Event Completed” banner is no longer displayed on event failure
  • Fixed weapon reticle being hidden behind reload mini game
  • Fixed an issue that was keeping the player from receiving their 8 second invulnerability buff when respawning during boss fights
  • Butcher Flair now correctly grants +100% Melee Damage
Known Issues
  • Playing in native Linux mode on Steam Deck is not yet supported
  • No significant performance tuning has been done yet. If you are graphics bound, you can try lowering the quality settings in the Esc menu via Options → Video, but systems with more constrained hardware may struggle
  • Not all input buttons and keys have icons in the UI yet. Text descriptions (eg. “J”, or “Button West”) will show up for things that do not yet have an icon in the input glyph map
  • When observing other players, some UI bits such as the reload HUD don’t show accurate information for the observed player
Black Desert - Black Desert Online





[Gain Knowledge]
Trailblaze into the Fabled Land of Edania!

  • Sept 4, 2025 (Thu) after maintenance - Sept 18, 2025 (Thu) before maintenance
1. New Edanian Fish and Gatherables!
Acquire Newfound Knowledge for Rewards!

  • Obtain knowledge of at least one of the following [color=#ffdc00]rare fishes[/color] in Edania
  • Obtain knowledge of at least one of the following [color=#008e02]gathering resources[/color] in Edania

Rewards

All Adventurers who obtain at least one [color=#ffdc00]rare fish[/color] and [color=#008e02]gathering[/color]

resource knowledge entry will get:

[Event] Life Enhancement Help Kit III x2
Magical Elixir Box x1
[Party] Harmony Draught - Edania x5

  • Rewards will be distributed during the Sept 18, 2025 (Thu) maintenance.
  • Even if you’ve acquired the respective knowledge entries prior to the event, you will still be eligible for rewards.
  • You can check your collected knowledge entries under Knowledge (H).

2. Weekend Buffs via Challenge (Y) for Edanian Knowledge!
  • Period 1: Sept 5, 2025 (Fri) 00:00 (UTC) ~ Sept 7, 2025 (Sun) 23:59 (UTC)
  • Period 2: Sept 12, 2025 (Fri) 00:00 (UTC) ~ Sept 14, 2025 (Sun) 23:59 (UTC)

Weekend Challenge


[Event] Wise Housekeeper

- Life Skill Mastery +50 - Life EXP +20% - Weight Limit +100 LT - Gathering Item Drop Rate +5% - Mount EXP +15% - Auto-fishing Time -10% - Chance to Catch Rare Fish +5% - Duration: 10 hr - Cooldown: 30 min * [Event] Ready to Subjugate, [Event] Leap of Growth, [Event] Wise Housekeeper, [Event] Wind's Jockey, and [Event] Best Fisher effects do not stack. Any pre-existing effects will be overwritten with the most recent one.

  • This Challenge (Y) reward can be claimed daily, once per Family, during the event period.

Learn More!






BDAcademy: Class Wars Return!

  • Be sorted into Class Grána, Calpheon, or O'draxxia, and let your lessons begin.
  • Collect Fall Semester’s Certificate Seals for outfit boxes and other bountiful rewards!
  • Sept 4, 2025 (Thu) after maintenance - Sept 25, 2025 (Thu) before maintenance



Choose Your Own Class
Speak to “Old Moon Guild Manager” Jetina in Velia
Accept the [color=#c19e00]"[Event] Enrollment Congratulations"[/color] Quest.
  • Check Quests (O) - New to get started.

Quest Reward

Old Moon Fortune Scroll Box


Listen to Jetina Describe Each Class
Accept the Quest for [color=#c19e00]Your Chosen House![/color]

Class Introductions

Class Calpheon
Class O’draxxia
Class Grána
Accept & complete “[Event] Welcome to Class Calpheon”
Accept & complete “[Event] Welcome to Class O’draxxia”
Accept & complete “[Event] Welcome to Class Grána”
You have the heart of a true adventurer—fearless and ready for anything!

With bravery and passion, you'll stand alongside those who dare to face the unknown.

Welcome to class Calpheon, where courage and glory await!
You wield sharp strength beneath your elegance.

Among adventurers who thrive on ambition and hidden power, you'll find your place.

Welcome to class O'draxxia, where secrets and strength reign supreme.
You possess a sharp mind and a soul full of depth.

Among adventurers who seek knowledge and embrace the light of wisdom, you will truly shine.

Welcome to class Grána, where intellect and insight guide the way.

Quest Rewards

Your class’s unique title

Your class’s unique chair!
[Event] Academic's Chair

Old Moon Class Title Box

  • Titles will be removed during the Sept 25 (Thu) maintenance.

Work Together with Your Classmates
[color=#c19e00]Class Rank Rewards at Event’s End![/color]

  • Class rank rewards will be distributed to every adventurer who completes their “[Event] Welcome to Class Calpheon/O’draxxia/Grána” quest.

Class Rank Rewards

[1st Place]
Cron Stone x500

[2nd Place]
Cron Stone x400

[3rd Place]
Cron Stone x300


All Class Rewards

[Event] Enhancement Help Kit III

Ellie's Magical Elixir x2

[Event] Golden Blessing of Agris x2

  • All rewards will be distrubuted after the event ends after the Sept 25, 2025 maintenance.

Special Class Earring for the Winners!
[color=#c19e00]Only One Class’s Emblem Will Be Engraved.[/color]


▲ Of the three classes, only one emblem will be immortalized!

Learn More!




All Ongoing Events
Animas - apamatestudio

Hey everyone!

The day the global gaming community has been eagerly awaiting is finally here. That's right, you guessed it: today marks the launch of the first-ever public Playtest for Animas! You can request access right now on our Steam page, and if all goes well, you'll get to explore the Blanco family home for the very first time.

After months of intense work on this project, we're dying to share it and start hearing your first impressions. We know there's still a LONG way to go, but we feel that developing without player feedback is like working in the dark, and your eyes will help us find the way.

What will you find in this Playtest?

This test is a very early version of what will become "Animas: Prologue," a free, standalone chapter that we'll release later as a demo. This prologue tells a self-contained story that won't be in the final game, but it serves as the perfect introduction to the mystery of the Blanco family and the world of Animas.

An Important Warning on Spoilers

We want to be completely transparent: this playtest includes almost the entire story of the prologue. If you're the type who avoids spoilers at all costs to enjoy the full, polished experience, you might want to wait for the official release of the Prologue.

For the brave souls who decide to jump in now, your feedback is golden. At the end of the test, you'll find a link to a feedback form with several questions that would be a huge help to us. You can also leave your comments, report bugs, or just hang out with us on our Discord.

Current Status and Known Issues

As we mentioned, this is an early build. To save you time reporting things already on our radar, here’s a list of what we know is incomplete or needs fixing:

  • 3D Models and Textures: Several objects are temporary (placeholders) and don't have their final textures yet (you'll see them as solid white or gray).

  • Sound: Many sound effects are missing (especially for doors), and the music has not been implemented yet.

  • Animations: Some animations are still pending; you'll notice this most in the dinner scene.

  • Dialogue Volume: We are still adjusting the levels of some voice lines.

  • Save System: It's not functional yet. If you exit to the main menu, you will have to start the game over from the beginning.

  • Options Menu: It has not been implemented yet, so you cannot change graphics or other settings.


Thanks again for joining us on this journey. Your support means the world to a small studio like ours.

In the meantime, we'll be playing Sil... ahem... working very hard on Animas. o.o

Best,

Wilmar & Wilderman

Apamate Studio

Rise Of Transport - Lonewolf_14
- limited velocity in which you can push or pull the vehicles by hand.
- Fixed corrupted animations on helmans stations of the Sloop and Brig that were causing incorrect head positions
- Removed physics to books and other house decorations. (polstergist effect)
- Fixed Jobs desk in Lumen showing incorrect area.
Adaptory - jevon

I’m very happy to launch the latest free update to Adaptory today! Alpha 13 features CHARLI, your adorable helpful tutorial and guide. There’s also more unusual buildings and objects to discover, and plenty of tweaks and polish to the demo.

You can https://soundasleepful.itch.io/adaptory, or play the game on Steam:

https://store.steampowered.com/app/2201620/Adaptory/We’re also excited to share that Adaptory will be part of the ANZ Indie Showcase 2025, and our dear friend Zeppy will be streaming Alpha 13 live! Set your reminders, because Jevon will be hanging out in chat 😊

CHARLI

Introducing the brand new Computational Holographic Assistant for Resources, Logistics and Information – also known as C.H.A.R.L.I., as your helpful guide and tutorial to Adaptory:

https://stormcloak.games/assets/screenshots/2025-09-04-introducing-charli.png

CHARLI is introduced at the start of the game and gives you information, guidance, goals, and background information as you play through the game. If you’re very experienced, CHARLI can be minimised at any time, but otherwise they’ll just hang out in the top right corner, giving you guidance and help. Our new animator Kat did an amazing job animating CHARLI and I can’t wait to get more of her animations into the game 😊

https://stormcloak.games/assets/screenshots/2025-09-04-charli-low-oxygen.png

We’ve also rewritten the entire introduction and tutorial sequence in Alpha 13. The tutorial is now more flexible, with multiple steps and stages, based on what is actually happening in your game. We’ve tested the tutorial in many different scenarios, and hopefully all of the bugs are ironed out, but please let me know if it breaks!

Mysterious alien ruins and artefacts

https://stormcloak.games/assets/screenshots/2025-09-04-uncovering-ruins.png

What have we found?

While the planetoid you landed on initially appeared to be deserted, as you dig down deeper, you will start discovering evidence of an ancient civilisation. With research, you might be able to gain knowledge from these abandoned artefacts to look after your crew and ultimately resume your journey home…

(Ancient civilisation buildings and artefacts will only be generated in new save files.)

Better control over prioritisation

I’ve tweaked explorer priorities to make a bit more sense, to be more controllable, and with better defaults:

  • If two possible errands have an identical priority across all priority categories, they will now fallback to the left-to-right order listed in the priorities dialog.

  • Explorers will now prioritise toggle errands over build errands, and build errands over dig errands.

  • The “go to bed” errand has been moved into Personal, but explorers will still run to their assigned bed if they’re close to passing out.

This should improve explorer behaviour for large bases, and this should also improve your ability to configure who does what, and when.

https://stormcloak.games/assets/screenshots/2025-09-04-explorer-priorities.png

Explorer prioritisation has been improved in Alpha 13

A lot of polish and tweaks

This release also has a lot of tweaks and improvements suggested by players at Gamescom and PAX West, and by our amazing community. Thank you very much for all of your feedback and ideas! These include:

  • The breathability overlay (F1) now also shows areas of unblocked space exposure

  • Added “edge offset” option to increase the horizontal padding of user interfaces for ultrawide monitors

  • Added option to show or hide the UPS/FPS panel

  • Improved performance of user interface rendering by up to 50% by using runtime texture atlases

  • Improved pathfinding performance

  • Fog of war is now revealed as an ellipse, rather than a square

  • Fixed looping sounds not restarting when a save file is loaded

  • Fixed the user interface not working correctly in Turkish locales

The full patch notes are listed below.

What’s next?

Importantly, this is planned to be the final demo update before Early Access, so that we can put all of our efforts into polishing our EA release. The specific launch date for early access has not been announced yet, either. Watch this space!

The unstable demo build will continue to be updated for our community testers, so we can have an updated demo at launch; if you’d like to continue playing the latest features, test improvements, and generally contribute ideas and feedback for the development of Adaptory, we’d love to have you join the community testers group on Discord 😊


Release notes for Adaptory 0.15 (Alpha 13)
New features
  • CHARLI

    • Rewrote introduction and tutorial sequence

    • Added guide for helping stranded explorers

    • Added guide for building your first bed when you have a sleepy explorer

    • Added guide for reading your first diary entry

    • Added guide for building and connecting power wires and liquid pipes

    • Added guide for building your first oxycan holder

    • Added guide for accessing the breathability overlay

    • Removed old alerts panel

    • Removed “tutorials enabled” options

  • World features added to in-game database

    • Added “space exposure” as the first documented world feature

  • Distress transmitter sequence updated

    • Once the transmission is sent, the transmitter does not require any additional transmitite

    • The transmitter can now be deconstructed after the transmission is sent

    • A “ready to transmit” bouncing overlay icon is also shown when ready

  • Added mysterious alien buildings in world generation

  • Added explorer conversations when uncovering artefacts for the first time

  • The breathability overlay (F1) now also shows areas of unblocked space exposure

Simulation
  • If two possible errands have an identical priority across all priority categories, explorers will now fallback to the left-to-right order listed in the priorities dialog

    • For example, explorers will now generally prefer to do building over digging, and digging over supply

    • “Go to bed” errand has been moved into personal, although this has not changed any behaviour; explorers will still prefer going to bed if they’re about to pass out

  • Explorers will now prioritise toggle errands over build errands, and build errands over dig errands

  • Fog of war is now revealed as an ellipse, rather than a square

  • Added “stranded” debuff when an explorer can’t access the distress transmitter

  • Reduced frequency of object emissions by 50% to reduce visual and aural noise

  • Fixed a bug where liquid drops dissolving into a tile could incorrectly merge with another drop within the same tile

  • Fixed a bug where a liquid pump could get stuck in a flickering loop of blocked/unpowered while blocked

  • Improved pathfinding performance

  • Explorers will no longer idly wander for 5 seconds after being told to move somewhere

  • Increased explorer conversation length from 0.02 world days to 0.025 world days

Balance
  • Updated world generation to create a more consistent and configurable balance of plants, world features, buried resources, and general world debris

  • Buried artefacts are no longer generated in one of the first tiles your explorers will likely dig up

Accessibility
  • You can now click anywhere within the Resource counter to toggle visibility

  • Added “edge offset” option to increase the horizontal padding of user interfaces for ultrawide monitors

Internal
  • Slightly improved rendering performance of gas and liquid layers

  • Improved performance of user interface rendering by up to 50% by using runtime texture atlases

  • Improved performance of rendering explorers

    • The game now requires a graphics card that supports 4096x4096 textures

  • Updated nekohtml, CSSBox, jstyleparser libraries

  • Improved startup performance when loading the story database

  • The distress transmitter can no longer be used multiple times per game

  • Added “new game” and “main menu” buttons to the “everyone is dead” dialog

  • Buried buildings, plants, and explorers are now also rendered with a buried item texture

    • Partially buried buildings and plants are no longer listed in the tooltip when a cell is hovered over

    • Vastly improved buried object textures

  • Added “blocked” overlay icon to liquid pumps when the liquid network is backed up

  • Added option to show or hide the UPS/FPS panel

  • Reduced vertical whitespace in the options panel

  • Made solar flare overlay icon more easily understandable

  • Added more information about plant growth mechanics in the growth tooltip

Fixes
  • Fixed the play/pause sound sometimes playing while starting up a new game

  • Fixed postcard seeds not setting explorers’ genders

  • Fixed looping sounds not restarting when a save file is loaded

  • Fixed a memory leak that could occur when multiple games were started in a single session

  • Hopefully fixed the user interface not working correctly in Turkish locales

  • Fixed a rare bug where the game could crash when loading or starting a new game

  • Fixed a crash when explorers would try to talk about a meteor shower that had occured in the past

  • Fixed a crash that could occur when an explorer tried to pick up an item that had a tiny fraction more mass than the usual unit mass of that item

  • Removed duplicate “light sensitive” trait

  • Fixed 3D spatialisation not being updated for moving objects that have a sound loop (such as meteors)

  • Fixed a crash that could occur when trying to supply two storage boxes with one item, and one of the boxes was almost full or almost empty

  • Fixed mouse cursors not being reset between new games

  • Fixed space exposure not applying on the crashed ship top wing

  • Fixed some repeating textures and overlays having seams at certain zoom levels

SolForge Fusion - Lucas L

Hi Forgeborn!
Got some updates here for you!

-Fixed issue with the ordering of triggers
-Fix on a few Forge Cores in campaign mode
-Undoing a SolBind Creature no longer has it stuck in your hand
-Forgeborn abilities can now be seen in the game log
-Added small pop up for when the opponent passes priority to you due to an effect like Reveler.
-Solve for some of the client crashes. Please continue to submit reports when you have these crashes, every bit of info helps!

Here are some of the things in the background we are working on:

-Tallying up Season 1 Points and finish setting up a way to distribute prizing

-Working on Season 2

-Mobile app development

We also have an event coming up soon!

September 27th - Storyline Event - The Tempys Trials!

The Tempys are known for their ability to brave the elements to become more powerful warriors. Every once in awhile they challenge the other factions of Solis to compete against one another in these trials. Being the first to complete certain challenges will bring pride and glory to their faction. Speed, skill, and adaptability are needed for this event as each team races to complete certain challenges within the digital app! More details will be shown at the event! The event will at most take 2 hours. Registration starts at 4:30pm ET/1:30pm PT with event starting at 5pm ET/2pm ET.

In addition to signing up for this event you must also fill out this form to see what team you will be put into, the sooner you submit the more likely you are to get your top choice: https://forms.gle/V2JZUYpZjGSEfWr38

Event Page: https://events.solforgefusion.com/event/XLEQEAH090

Airship: Kingdoms Adrift - jay.ss

Greetings, Skyfarers!

Airship: Kingdoms Adrift has been a completed game for a while now, and by now, many of you know it well. While the team has since moved on to other projects, we’ve continued collecting feedback throughout. One of the earliest major issues, the December GPU performance bottleneck, was thankfully resolved. And since then, we’ve seen no reports of it reoccurring.

Over the course of 2025, our full effort has gone into securing the funding needed to kickstart development of our next title. We’ll have good news to share about that later this year. But in the meantime, with some time and resources finally freed up, we want to revisit Kingdoms Adrift and fix what we can, especially things that we now understand better thanks to your feedback.


Why a roadmap now?

To set the tone: this roadmap is not about transforming Kingdoms Adrift into the perfect game we dreamed of. Instead, it’s about making sure that anyone who discovers the game from today onwards can enjoy it for what it is, without being turned away by pain points that we can still realistically fix.

This is our first title, and as we move on to the next big thing, we want Kingdoms Adrift to remain something we're proud of; something that invites new players into our world of fantasy flying ships, and, just maybe, earns a lifelong fan or two along the way.


Coming Soon: First Steps

Better Troubleshooting Tools

We’ll be introducing a new “Development Build” branch to help us and the community track down bugs more effectively. Unity doesn’t give us much to work with in terms of diagnostics unless we're running a full dev build, so this new branch will let us capture the data we need on your end when issues happen.

We’re still a small team, and we simply don’t have the resources to replicate every hardware and gameplay setup — but this is a step toward better transparency and faster fixes.

Community discussion

Later in this article, we’ll share a full list of issues we plan to tackle — spanning both upcoming patches and longer-term goals. But we also want your help in deciding what comes first.

We’ll be opening up individual discussions on each topic so we can walk through the ideas and proposed changes together with the community. You’ll be able to track progress and fix status in real time through a dedicated thread on our Discord, which will be kept up to date as work moves forward.

https://discord.com/channels/824584233149923340/1413261736999518288


Acknowledgement (and a Heads-Up)

This is going to be long and detailed. We recommend skimming for the topics that matter most to you. We'll break things into smaller update posts soon, so you can follow or deep dive into the areas that interest you most.

The list of fixes and improvements that follows is based on a year of feedback, filtered down to issues mentioned repeatedly or that we believe we can realistically fix without exceeding our technical limits.

If you believe we’ve missed something that is both important and achievable, please don’t hesitate to let us know in the comments.


🛠️ Other Improvements
  • Allow saving and auto-save beyond the point of no return

  • Automatically return players to the point of no return after the end credits
    Add more item recipes to production facilities

  • Enable recipe selection by clicking on ongoing productions

  • Link buyers and sellers in item info to their respective merchants

  • Ship selling now includes the value of onboard parts

  • Add an “X” button to close menus and UI windows more intuitively

  • Improve the tone and presentation of important pre-battle dialogue

  • Entering aggro range no longer cancels cruise mode

  • Fine-tune enemy spawn and detection ranges for smoother pacing

  • Increase engagement distance to give larger battles more space

  • Correct and update DLC descriptions

  • Add easier ways to access the map when many facilities are on-screen

  • Add a unique "conglomerate trophy" item for sale at Silberblum Store

  • Fix issue where disabling production notifications hides item rewards

  • Clarify that stripped ship parts are moved to the ship’s cargo, not the fleet cargo

  • Improve visibility range for certain quest-related encounters to make them easier to find

  • Display the map automatically when receiving quests


🧩 Legacy Bugs That We Thought We Couldn’t Get Rid Of (But We Should Be Able To Now)
  • Save loss and crash on "Continue"

  • Cadenza’s trait stops working after combat

  • Roadblock sometimes occurring after picking up Helmut

  • Captured ships not counted toward "Ships Owned" achievements

  • Boarding orders accelerate ships beyond their speed limits

  • Remove 3D render behind opening cinematic (causes performance issues)

  • Fix broken quest sequence in Helmut’s storyline

  • Officer discount traits not applied when they’re not in the active fleet

  • Remove context-sensitive prompts (WASD to move, Space to fire) after first display

  • Prevent sending ships to ports that are already full

  • Fix issue where sold ships still carry out freight routes

  • Make speed calculation and display consistent across all interfaces

  • Auto-hide initial combat prompts after a short time

  • Ensure conglomerate trophies have valid places to be sold

  • Ensure production notifications are fully disabled when toggled off

  • Clarify where stripped ship parts are stored (cargo vs. fleet)

  • Fix cases of data loss when using cloud save

  • Fix crash in the Logistics tab when using Simplified Chinese

  • Investigate and fix intermittent failures of the auto-buy feature

  • Correct inconsistent distance displays to ports

  • Fix issue where remote inventory transfers select the wrong ship


💬 Let’s shape the future together

If you’ve made it this far, thank you. We’re reopening this journey not just to patch up what’s broken, but to make the experience more welcoming for every new commander who climbs aboard. Your insights have always guided us, and now, more than ever, we’re listening.

Jump into the Discord thread, or share your thoughts here, tell us what matters most to you, let’s make this next chapter of Kingdoms Adrift and beyond something truly worthwhile.

RIG Riot Playtest - Superb Television
Changelog
Changes & Balance
  • Updated animations for Energy Blades
  • Updated animations for wall jumps

Bug Fixes
  • Players should no longer be trapped when Heavy Tank spawns above them (let me know if this is still happening to you)
Atomic Picnic - Dabzord

Hey Loners,

 

We’ve been cooking more updates for your next Picnic. This one polishes the core loop, makes Peace Time sound even better (and really Brazilian), and throws in a brand-new way to understand Evolutions as you level up. Let’s dig in:


What’s New
  • Evolutions Recipe Pop-Up → See what ingredients unlock each Evolution while leveling up.

 

Visual Improvements
  • Forest biome bushes reworked

  • Better legibility on sand, grass, and snow surfaces

  • Enemy size now reflects their level differences

  • Fresh VFX for Friaca and Chamusca 🧊🔥


Quality of Life
  • Rebalanced SFX volume for Cocó and Banish Curio


Changes
  • Offering Life Debuff → Now temporary. Life returns once the debuff ends.

  • Peace Time gets a new Original Song (name TBD)

  • Offering Event removed from Tutorial

  • White Wing (Original Song) moved from Peace Time to Camp

  • Rose now says “Choose a Map” instead of “Start a Picnic” for clearer communication


Fixes
  • Warren’s ring attack no longer moves on Pause / Level Up screens

  • Lightning Orb frozen properly on Pause / Level Up / Taka-chan screens

  • Correct weapon name now shows on pistol discovery

  • Camp's original songs loop as intended

  • HUD animations for objectives & events no longer glitch


Known Issues
  • Lightning Orb Weapon Skill SFX may loop endlessly when triggered

  • Charger SFX might get stuck in a loop while on the pause screen

  • Some enemies' hitboxes are misaligned, especially larger enemies, such as Charger and the Elite Snacks

  • Snowbro VFX area is broken

  • Midnight Thread meteor VFX is not working

  • Coco's revenge VFX is not working

  • Figure skating crystal VFX are not appearing

  • Sometimes, when opening Taka-chan, there will be an overlay of the game bushes


Directors Comentary

More evolution stuff!

You've been asking on our Discord for more ways to see evolutions, and we're obliging!

As always, we're continuing to slowly improve the game until our next major release, which will shake things up.

I'm also interested in hearing from you all what the game is currently missing the most: characters, maps, weapons, or is it something completely different? What do you want to see added to the game? Let us know!

 

Jump back in and test the new Evolutions Recipe Pop-Up! It changes how you plan your runs. Drop feedback, share your OP builds, and keep helping us shape Atomic Picnic into the co-op roguelike chaos we all want it to be.

 

See you in the Zone,

The Atomic Picnic Team

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