Hello again!
We're opening the door to fan translations. To apply, go to this discord server and ping @mechano stating the language you want to work on. I'll give you access to the files and dedicated channel so you can start right away!
Here's the link
https://discord.com/invite/N8AWj9gHZp
And, if you didn't know, we're release October 2nd on Steam and consoles! We spent a long time on QA and porting but it's finally over!

See you october 2nd everyone!
Hotfix – thank you for your feedback!
Thanks to your sharp eyes during the DA VINCI stream we managed to quickly catch and fix a few small bugs:
fixed drink machine functionality,
fixed furniture counting in rooms while furnishing,
small fix for the selling animation (spotted during the last internal tests).
Thanks a lot for your support and feedback! 🙌
Red Phoenix Team
Added several new scenarios to the scenario pool
Cleaned up scenario pool to allow more of the newer scenarios first in matchmaking
Added more variations in terms of tornado shape and size, along with the dust cloud on all new scenarios.
Fixed players not able to exit other vehicles if their vehicle is in motion
Fixed "Refuel At St. John" daily contract task not completing from the correct gas station
Added a fail safe to help prevent certain parts of the world from disappearing when game files are corrupted.

Since we were (hopefully!) able to fix the performance issues at night that many players struggled with, we have a second small patch for you today. Further, the amount of prayers especially at night that many players reported as redundant during mid and late game was reduced.
fixed the nightly performance issue bug
reduced occurence of prayers in night and day per settlement
Open your Steam Library
Right-click on Fata Deum → Properties
Go to the Betas tab
Select Open - Beta from the dropdown menu
Close the window – Steam will now automatically download the Beta version
Dear community, the next major update V0.7.0 is finally complete, and I'm really happy that so many essential topics have been addressed in this update. In the last developer diary, you could already see the core points of the update, but as promised, a few surprises have been added that fit thematically very well into the update.

The new version fulfills a community request that has been expressed many times: seeing what drops as loot in the game instead of just collecting bags that are revealed at the end of the map.

As announced, the adventure publication process is changing. After an adventure has been validated by the creator with 3 stars, it can be published via the save dialog. Additionally, the adventure information (top left) has been revised to accurately reflect the current state.
Technically, a copy of the current adventure is created upon publication, so subsequent adjustments do not affect the published version. Only when the adventure is republished will it be overwritten.
From now on, rule violations can be reported and described. This allows us to administratively respond to inadmissible content.
Important: Adventures that were already in the release process at the time of the update still need to be validated by the creator with 3 stars and can then be published manually.
In preparation for the new league system, the League Token Shop is being introduced, and some of the rewards will be converted to the new tokens so that they can be actively spent in the shop. Even if the current rewards aren't "special" yet, we want to give you the opportunity to collect your first league tokens now.
The next major update will implement the new league system and include a variety of new loot items that can be used to permanently improve units and will also be occasionally offered in the League Token Shop.

This topic has never been raised as a major, important issue, but I've heard in individual conversations that players want a better gaming experience. This particularly affects sound effects, which have received little attention so far.
Both the inventory and the talent tree have received their first overhaul, and each item type now has its own sound effect.
In addition, the minimap interface has been redesigned and the current state of the stars has been added.
Over the past few months, it has been repeatedly noted that the 3-second countdown is annoying and has also shifted the times in the replay. From now on, there is no longer a cooldown and the timer no longer runs when the hero moves for the first time or performs a game interaction (e.g., a skill).

Two new Iguana monsters will be added in the next update. They are simple monsters with slow but relatively strong attacks and lightning damage.
This is the first cosmetic we plan to offer as a visual enhancement via the Steam Inventory System. Of course, many more cosmetic changes are planned to make fortresses look as unique as possible.
In the coming updates, more new room cosmetics, as well as themes and backgrounds, will be added.
As announced, this patch contains significant balancing changes, which primarily strengthen the weaker weapon types, greatsword and bow. As promised, there are very small changes to the Mage Staff's skills, including a complete overhaul of the Cold Ray, which penetrates enemies.
Values of newly found Absorb-Armor is increased by ~25%
damage deviation of base value is reduced from 20% to 5%
Whirlwind: movement speed increased (40% > 75%); damage increased (380% > 440%); cooldown reduced (3s > 2s)
Call for Armor: physical and trap resistances increased when active (15% > 25%)
Call for Resistances: fire, lightning and cold resistances increased when active (15% > 25%)
Threaten: damage reduction increased (35% > 50%)
Bleeding: mana costs reduced (30 > 24); cooldown reduced (8s > 4s); damage increased (680% > 720%)
Stun: cooldown reduced (15s > 12s); damage increased (260% > 320%)
Arctic Spear: cooldown reduced (8s > 6s)
Slash: damage increased (150% > 160%)
Iron Blow: damage increased (240% > 260%)
Strafe: movement speed increased (60% > 75%); damage increased (360% > 400%); initial mana cost increased (6 > 8)
Dodge: evasion increased when active (16% > 20%); cooldown increased (16s > 20s); duration increased (8s > 12s)
Multishot: cooldown reduced (6s > 4s); damage increased (480% > 600%)
Magic Bubble: damage reduction by resistances is taken into account instead of catching the unreduced damage
Explosive Arrow: mana costs reduced (35 > 32)
Fire Arrow: damage increased (190% > 220%); mana generate increased (7 > 8)
Cold Arrow: damage increased (170% > 200%)
Reactive Armor: reactive attack will only trigger every 0.25 seconds
Cold Ray: ray penetrates monsters and affects all monsters in ray; initial mana costs increased (4 > 8); damage increased (400% > 420%)
Firewall: mana costs increased (8 > 10)
Meteor: mana costs reduced (35 > 30)
Ice Storm: mana costs reduced (50 > 32); duration reduced (10s > 6s); cooldown reduced (20s > 8s); storm pulse interval reduced (2s > 1s)

Unit levels are displayed in the editor.
Damage range of monsters and traps is displayed in the editor.
Strange behavior of monsters at the limit of their maximum range (from the spawn point) has been fixed.
Full player information when clicking on player names in chat clicks
Level change is now recognized after completing a task
Your own castle no longer has an influence on the loot in adventure levels
Adventure levels can now be replayed from a completed adventure
Expansion of the level-up information regarding changes in your own castle
Overlapping SFX when opening and closing the menus for Hero, Blacksmith, and Auction House fixed
Positioning of Iron Maiden and Pillory fixed
Improved fading of walls
Tooltip for dodging after level-up Fixed
This major patch was pre-tested for the first time with a small, select group of players who showed great interest and commitment. I'm very grateful that the community initiated this process a few weeks ago – this allowed many bugs to be identified and fixed in advance. I will further improve this process in future major updates and establish an official beta build on Steam. Interested players are welcome to contact me for further details.
The next major update will primarily focus on the new league system. This will also include the Bestiary feature announced above, which will allow units to be permanently passively improved and customized.
If you have any ideas or comments, we would be delighted to hear your feedback. I will introduce the Bestiary in more detail in a separate post very soon.
I hope you enjoy the new Tormentis update!
https://store.steampowered.com/app/1782480/Tormentis/

Tokatonton: One-Armed Blacksmith is coming to TOKYO GAME SHOW 2025!
Please visit SANDY FLOOR debut demo booth in Japan and try playing Tokatonton: One-Armed Blacksmith.
We hope to see you there!
■ TOKYO GAME SHOW 2025 Details
Schedule: September 25, 2025 (Thur) - September 28, 2025 (Sun)
Location: Makuhari Messe convention center (Chiba Prefecture, Chiba City, Japan)
Booth: Hall 11(Indie Game Area) 11-E31
Thank you!