Hi all!
Quick hotfix coming up to address issues raised by people in the Discord server, Steam community, reviews and Chinese players hailing from QQ.
Summary:
Fixed a bunch of bugs
* Turn tracker UI wrongly centered.
* Leadership display UI overlapping with turn tracker in certain situations.
* Fix Bandit Pikeman having wrong description for his weapon.
* Fix Quickstrike effect from Leadership Tactic "Coordinated Assault" causing a crash in combat. Furthermore, added a robust-ness to the system so that such similar issues won't crash the game in the future.
* Fix Bonebreaker ability applying wrong effect in a certain upgrade path.
* Fixed some issues with stamina calculations in combat, making some abilities appear unavailable when they weren't.
* Fix pile-on effect persisting even if Pikeman dies.
* Fix some tooltips that were wrong or misleading.
Content:
* Add Maulman, Pikeman, Bounty Hunter, etc. idle animations
Design:
* Significantly reduced the difficulty in Merciful.
* Decreased raw enemy strength across all zones by about 33%
* Removed accuracy increase on player. Previously, this resulted in an increase of 10 in Accuracy Rating to most player units. Now, the player and the enemy has the same accuracy -- no hidden modifiers.
* Doubled the time it takes for an injury on a unit to worsen.
* Reduced the difficulty in Indifferent.
* Decreased raw enemy strength across all zones by about 15-20%.
* Reduced the difficulty in Cruel.
* Decreased the raw enemy strength across all zones by about 9%.
* Decreased the scaling of enemy strength within a zone by about 8%.
* Increased the difficulty of the royal guardsman boss encounter slightly.
The difficulty nerf should help players have a much better time in Merciful, and allow them to learn the game mechanics over time. The removal of the accuracy buff on Merciful should also give a more authentic experience for the player -- no hidden modifiers to Accuracy for either side. Enemy units still do slightly less damage to player units. We will consider changing this based on player feedback. Indifferent is still quite rough, and Cruel is very difficult.
Thank you very much for purchasing and playing the game!
Many of these fixes are a direct result of players giving feedback and making bug reports.
We'll continue to patch and fix things as we gather feedback.
NOTE: Difficulty changes only apply to new playthroughs.
Cheers,
Black Voyage Games
A smaller patch this time, mostly focused on community-requested features and general improvements. Thanks to everyone for your feedback and support!

Company Management:
Mergers and full buyouts are now separate actions with their own dedicated menu
New salary adjustment panel for your employees
Department view now shows icons for required character traits
If you run a large industrial company, you might now see your own brand cars on the market
If your company exceeds the staff limit, Amy will automatically fire the weakest employees to stay within the cap
Friendship & Contacts:
New achievement + fixed some achievement icons for Steam
If friendship is 40 or more, you can now invite a character to hang out downtown (not just the bar)
Close friends are now more likely to call you instead of random contacts
You can now ask friends about the company they work at; these tips may also appear randomly in the bar
Some rare events now give fewer new contacts
QoL Improvements:
You can now switch between text input fields using Tab (without weird character bugs)
When playing with a gamepad, a virtual keyboard now appears when selecting a text input
"Back" and "Continue" buttons now have hotkeys during character creation
Your car’s condition is now displayed as a percentage on the Home screen
Scrollbars are more visible for long messages, with improved controls and a tooltip
Stock Market:
New bulk buy option: x500 shares at once
Market won’t react as strongly to small trades anymore, making it harder to artificially inflate stock prices
Time is no longer spent when adjusting (but not confirming) a stock order
Balance Changes:
Karaoke is now judged by performance percentage instead of points, making it easier to win
Building upgrades are slightly more expensive, but max-quality buildings are a bit cheaper overall
Pachinko ball physics are now a bit more random
Trying some improvements to AI behavior in poker
Fixes:
Fixed UI glitches in the fishing mini-game
Fixed bug where you could scroll other sections during character creation
Fixed issue where closing a contact screen during a phone call would freeze the sound
Fixed a bug where the day wouldn’t end after visiting certain locations (like the arcade or karaoke), which could result in your car’s condition going into negative values





Hi everyone,
for about four hours yesterday I accidentally threw you into the demo. If you got the “1 HP” message, that was me turning the wrong knob. It’s fixed now, so you can go back to having more than the durability of a wet paper bag. Sorry about that.

Hello adventurer! We're happy to announce that Rogue's Odyssey v0.45 is now live and playable BOTH on Itch.io and Steam! With this update, we're bringing many brand new contents as listed below:
Added 2 new classes:
Alchemist: Enhancing basic attacks, making them inflict status effects.
Cat: Outmaneuver your enemies, dealing extra damage when they're slowed.
Added 'On the Hunt' feature:
10 minutes after staying in the same map, 'Death Knight' will be spawned and hunt you!
Added Status text popup
Now playable without internet
Playtest is now available on Steam! ːsteamhappyː
If you encounter any issues, drop by us on Discord 🔗:
- Cargo Collection can now set "Required Quantity" and "Locked Quantity": Porters will haul goods from other Layers to meet the Required Quantity, while the Locked Quantity can only be used on this Layer and will not be shipped elsewhere.
- When building the Miracle Tower body, all parts from the second layer upward will now be forcibly aligned with the first layer.
- Added a notice in the Tower Body UI if the Miracle Tower Body is not functioning due to construction order or misalignment.
- After constructing a tilted tower body, the "Build New Tower Body" button will now follow the offset of the topmost layer.
- Improved the description of Residence work range: "Within 3 Layers (covers 7 Layers in total)".
- Improved the descriptions of some Wishes, such as \[Place of Meditation]: "If two Meditation Halls could be built on the same Layer I live on…".
- Added clarification for "Nature's Conquest Score": The more population in each atmosphere zone, the higher the score. Harsher atmospheres yield higher boosts.
- Fixed an issue where UI Scale Multiplier setting would reset after reopening the game.
- Fixed a bug where Demo saves could still be "Continued" in main menu despite being incompatible, causing load failures.
- Fixed an issue where the Wish \[King of Sea Buckthorn] might not complete even after reaching the required amount.
- Fixed a problem where items stored in a building could not be retrieved after the building was shut down.
New Enemy Playstyles
Enemies now use diverse and strategic deck combinations.
Some specialize in healing and tanking, while others focus on DPS, poisoning, and other unique tactics.
Armor Piercing Ability
Added to both player and enemy cards, bringing deeper tactical options to battles.
Revamped Upgrade System
Upgrades now enhance card abilities rather than providing static stat boosts.
New Achievements
21 new achievements are now available! I will add more as we proceed.
Improved gameplay balance across enemies, bosses, and stages for smoother progression.
Increased credit gain rate, making progression more rewarding.
Rebalanced several player cards to match the new upgrade system.
Intel per level is now more accurate and to the point, giving clearer mission insights.
Added story-driven transitions between stages for a richer and more immersive experience.
Fixed Sabotage 90 Mode. No longer unfairly difficult.
Fixed issue where the victory screen could freeze in the OUTSKIRTS stage.
Cards now update correctly at game start to reflect current buffs and nerfs.

With the help of our friends Matthias Schultner, and Amelie Eichinger-Noll, we headed into the Austrian wilderness to record the Bergara B-14 Wilderness HMR for Way of the Hunter. We spent the day capturing both video and sound—bringing the rifle’s real voice into the game.
Authenticity is at the heart of Way of the Hunter, and working with trusted hunting brands like Bergara helps us honor the traditions and respect for nature that inspire the game.
Title_Pending is 3 Years Old! Time really flies when you're trapped in a time-loop...
To celebrate, we're giving the game a 90% Discount for the weekend! Got a friend who's too broke to buy it at full price? Wanna give out a couple hundred copies for funsies? Actually... that's a really good idea. Buy as many copies as you can. We need the money. Please?
Please.
https://store.steampowered.com/app/1288900/Title_Pending/
Oh, and about that new project we've been working on, Dr. Finklestein's Marvelous Room; we'd hate to overshadow Title_Pending's Birthday, but we do have something small to share.
Until next time... Please Behave Yourself :)