
Howdy Miners!
We always love to hear your feedback, so we're back with a handful of fixes today that should improve gameplay and increase the fun you're having playing the game.
Killing Space Zombies isn't exactly a clean job. So from now on, whenever you strike a zombie with a pickaxe, corpse, or any other organic matter, or whenever you perform a finishing move, your Miner's hands will be covered in blood.
If you save and reload the game, or take a dive into the water, your hands will come out clean. So don't be surprised if you don't see blood stains on your hands after loading the game: it's not a bug, it's a feature. To get them all messy again, just dip your pickaxe into the head of the next zombie you run into.

We've polished the item pickup system. From now on, picking up even small objects from the floor or shelves shouldn't be a problem.
We've increased the distance at which zombies can approach the player. This should make combat more orderly.
We have taken another step towards NPC optimization, thanks to which you should gain from a few to a dozen or so FPS, depending on your hardware configuration.
We've added two new attack modes for Screecher Zombies (the skinny ones) making them more deadly.
More is to come.
Stay tuned!
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The game has received the improvements of the SGS 1.5 version of the engine and contains now the following additional elements
New Units: a new unit representing the German hospitals at Bagamayo is present (will provide 1 extra German replacement per turn). Also added 3 Askari scouts (more powerful scouts) and a new small reconnaissance cavalry squadron (all German).
Battle view: Battle location highlighted on the map for easier recognition.
Battle List: the participants appear in a popup over the battle location name in the window, allowing examination of the units involved on both sides, quite useful to make later use of battle cards, among other advantages
Ergonomics: WASD keys to move the map (is QZSD on Azerty keyboard)
Information: more detailed Terrain info now provided in region windows, dynamically calculated from map conditions.
Combat System: new feature with specific modifiers now possible for some specific units in specific rounds.
Movement: Right click move on stack with immobilized units will select only the units that can move (no longer need to split them out of the stack to activate a move)
Fighting Retreat: now, you can retreat into a battle location of an unresolved battle if this is the sole possible way of retreat. The old tactics of encircling the enemy’s main force with yet unresolved battles to force him to surrender (i.e. be eliminated) after a rout no longer works.
Retreat: land retreat is now also possible if the region contains only camouflaged units of the other sides (they no longer prevent retreat)
Naval retreat and embarkation upon port capture: naval units in a just captured port will sail away, and land units inside port will embark (loading space permitting) on the retreating ships.
Combat: combat bonus are capped at -4/+4 (all modifiers of all kinds added). Morale boosters are capped (designer choice, this is +4). Morale can not exceed 9 (this is max cap, all modifiers from all kinds added)
FoW: reconnaissance cards can only view units not under fog of war now (but may be changed by specific scenario rules), so you no longer see or select yellow spots not visible normally.
Video Tutorials: the progress bar progression is now working as expected
Everything you're about to see is in the "betafromnowon" branch, but should reach all players within a week, as long as everything checks out. Anyone can play the beta branch, and it won't break your saves.
Last week, someone here on Steam mentioned have switchable device load-outs. I had tried that over a year ago and ran into problems, but my mind was in the right place now: I came up with a new approach, worked 8 hours straight, and got it. I spent the rest of the week testing it. It's in beta now.
Builds are permanently unlocked once you reach sector 10+ in your current game, or if you've ever reached sector 100+. This is to avoid confusion for new players, since there's already so much to learn.

There are 9 "build" buttons in total: 3 for ship components (weapons, defenses, engines, etc), 3 for ship devices, and 3 for away team gear. This allows for maximum customization and purpose-built load-outs.
Change your focus to missiles or beam weapons, stealth, efficiency, cargo, power, or crafting, all with the push of a button.
You can find info about builds in Options => Help => Items & Stats => Builds

This is a new ship device that lets you rescue those poor creatures trapped in cells on shipwrecks, without having to kill them. You can then sell them to various stations for money, or you can release them in their natural habitat for an XP boost.
One Creature Cage device can hold any number of a single species.
I added information popups regarding cells on shipwrecks.
Intelligent beings can not be put into creature cages!
Creatures in cages no longer count against being able to tow a shipwreck.
Each faction prefers a certain kind of creature, but they also despise some kind. For instance, the Gruff prefer predators but hate prey. The Limoquee like insects but hate silicon life (go figure).
I fixed a bug where all uniforms were not shown on the officer change uniform screen.
I fixed the math to agree with the words : resistance stations can train your officers up to level 12
I fixed the visual bug in crafting that says you're missing parts but doesn't take into account your "essence efficiency" power.
I fixed my previous changes to cloaking: with proper powers, you can make your ship basically undetectable to all but the most powerful scanners.
Knives, swords, and hammers now have more than 1 possible icon image.
If you do a lot of smuggling, eventually Limoquee will create "patrol" and "scanning" ships that break cloak much more aggressively.
Scanning ships can partially see through smuggler's compartments, cutting their power in half!
Beyond sector 9, stations now sell 3 additional devices each.
Beyond sector 33, in "normal" sectors, there can be 2 embassies.
The Sil, when "appeased", will drop more antimatter and leave you alone for longer. They'll also vacate sectors where they were previously hostile.
Amoeba Scoop device now works automatically by proximity, not just by bumping into the target. And the range is dependent on the power, so higher levels matter.
In inventory, in "list" view (Options => Text => Inventory (List) ), you can see how much cargo space each item takes up. Zero is not shown.
Hello Drivers!
We’re excited to announce the release of Version 4 of Ojol The Game. This update comes with fresh content and improvements to make your ride even smoother.
Expanded and improved map for a more immersive driving experience.
New areas to explore and better navigation flow.
Improved performance across devices.
Reduced loading times and smoother gameplay.
Added brand-new items to enhance your journey.
More customization options to make your driver truly unique.
Thank you for supporting Ojol The Game! Your feedback keeps us moving forward. 🚖💨
Sometimes the best place for an RPG isn’t fullscreen at all - it’s right there in the corner of your screen while you do other things.
Here’s how Idle Squire looks running alongside a regular desktop. The squire trains, fights, and grows stronger quietly in the background, while you keep working, browsing, or gaming.

The idea is simple: a small companion RPG that’s always with you, leveling up as time goes by.
Hey Myth Requiem community,
Straight to the point: We have to move the full release date to Q1 2026.
We had hoped to have a demo ready for the October Steam Next Fest, but it's just not where we want it to be yet. We refuse to show you something that isn't ready.
But here's the good news: The demo is almost finished and will be released by the end of October.
This isn't a cut-and-paste slice of the main game. It’s its own complete story where you’ll hunt down the legendary Lernaean Hydra and uncover the reason behind its rampage. You'll get to use the game's core mechanics and test out a small roster of creatures from different mythologies.
We know news has been quiet while we've been laser-focused on the demo, and we apologize for that. Starting now, we're committing to biweekly updates to keep you all in the loop.
Here's a quick sneak peek at what's been improved during this time:
Reworked Combat: The small scale combat has been redo, with visuals attacks and creatures.



[/carousel]Capture System Implemented: The full pot system has been fully implemented, where you can select a pot from a mythology and select runes, alchemy elements and galdrastafir to refine the catch rate or the rewards.


[/carousel]New Challenges and plethora of improvements! We will talk about it in more detail during the biweekly updates!








[/carousel]Thanks for sticking with us. We're determined to make this game worth the wait!
Mythos Anvil team
new model of photo lady,
new main menu music by James Fox,
no more tank controls,
running,
shoe as artifact,
sun icon when not in shadow,
sound settings in main menu,
bug fixes,
Download on itch.io: https://ovo6.itch.io/digsite