Weekend Challenge
[Event] Wise Housekeeper
Quest Reward
Old Moon Fortune Scroll Box
Quest Rewards
Your class’s unique title
Your class’s unique chair!
[Event] Academic's Chair
Old Moon Class Title Box
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
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.
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.
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.
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
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 😊
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!
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.)
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
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.
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 😊
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
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
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
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
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
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
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
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.
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.
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
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.
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
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.
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:
Evolutions Recipe Pop-Up → See what ingredients unlock each Evolution while leveling up.
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 🧊🔥
Rebalanced SFX volume for Cocó and Banish Curio
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
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
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
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