Hi Wanderers!
This is the night when our souls will meet! We're livestreaming!
If you want to watch the developers play or just askabout Vespera, join us!
Thank you for your passion and support! We’ll see you in the streets of Bononia.
Patch 1.0.2 (Build #1170)
Developer Notes
The Early Access release left our team absolutely exhausted. This brief radio silence was us taking the time to regroup, focus, and work hard on key fixes.
We’ve concentrated on the most urgent issues reported by players, and from here on we’re fully focused on balancing the game to make it more engaging, challenging, and rewarding, while keeping the gameplay interesting and fun.
Important notice: Some players might find that older savegames may no longer load correctly after this update. While we can’t ensure full compatibility with previous saves, we’re actively working on a more robust and future-proof save system.
Fixes
Improved vehicle turning speed and responsiveness.
Savegame system stability improvements.
Medics no longer capture buildings.
Reconfigured default full screen key.
Fixed full screen and windowed mode focus issues.
Fixed cursor leaving the screen when using multi-monitor setups.
Fixed an exploit where the Commando could drop a bomb while attacking.
Fixed link to Discord invitation in main menu (Join us!).
Replaced EAO 6.1 Intro Video.
Improved video aspect ratio for full-screen playback without stretching.
Expanded mission selection menu for better usability and readability.
Map Adjustments
WWA 3.1 – Removed screamers on Easy difficulty and adjusted difficulty balance for smoother progression.
WWA 4.1 – Fixed bazooka soldier getting stuck underground.
WWA 4.1 – Fixed commando getting stuck in the cave.
WWA 6.1 – Removed Substance D, which was previously unreachable.
WWA 7.1 – Moved the computer for better visibility.
WWA 15.1 – Adjusted terrain to prevent units from moving over water.
EAO 14.1 – Adjusted terrain to prevent units from moving over water.
Thanks for the feedback on the latest build!
We’re continuing to refine Dying Breed and review all community input to make the Early Access experience even better.
If you’d like to share your thoughts, join the discussion on our Discord or Steam forums, we’re listening.
hey y'all, VCD here.
Going to keep this as brief as possible :D
Fixes and Adjustments:
-Reduced the time it takes for the triggered traps to cool down and also reduced their attack duration.
-Fixed jankiness in the dash ability. Pipit no longer suddenly falls faster or triggers a sudden unexpected jump when you dash.
-Tweaked the camera zoom values, to make them not zoom out as much as possible or stay fixed whenever it can.
-Removed Playstation button input(for anyone playing with a playstation controller, I'm sorry, but please use steaminput) T - T
-Fixed bugs that made accessing the map and main menu frustrating on controllers.
-Placed a pop-up banner at the Trigger Shrine to act as a reminder on how to use the unlocked ability.
-Fixed an issue where a slight drop in framerate on weaker hardware made Pipit unable to jump from ledge to ledge.
And that's about it for now. A huge thanks to the people who played the game and offered crucial feedback in the discussions as well as the reviews. We never would have spotted these issues or taken action as fast as this without your help.
To borrow Keanu's words: You're breathtaking!
Anyways, off to continue dev work on the game.
Thanks once again, and hope you have a great time! <3
-VCD
Wow — what a week. Seeing Venusville reach as high as #2 and stay in the top 5 in the Colony Sim and City Builder categories has been surreal.
I’m a solo developer, and I honestly didn’t expect this kind of response. Your feedback, playtime, and wishlists have been incredibly motivating — it really helps me push forward.
The new demo 1.9 (were released today) is live and will stay available after the festival, so feel free to jump in anytime, share your thoughts, or tell a friend who might enjoy it.
Thank you all for making this an unforgettable Next Fest! 💛
Hello Penguins,
We are happy to share the improvements thanks to your feedback!
Digging mechanic improvement
Jetpack improvements
Localization improvements
First card pack is easier to find
Live AMA - Let’s Talk “Quartermaster”
This Sunday, Oct 19th, I’ll be hosting a live AMA session about the development of Quartermaster: The Forgotten Front - an open chat where anyone interested can join, ask questions, share ideas, and discuss what they’d love to see in the game.
Whether you’re curious about the logistics systems, historical research, gameplay philosophy, or just want to chat about how the project is coming together - you’re very welcome to join.
I’d love to hear your thoughts, hopes, and questions directly.
Your feedback at this stage helps shape how Quartermaster evolves from here.
It's also a bit lonely just coding alone in my room. Which makes me appreciate any interaction with people interested in this game.
Once more:
Oct. 19th 11 PM CEST / 2 PM PDT / 4 PM CST / 5 PM EDT
Hope to see some people there. I don't even know how this steam news thing works, so it might be very likely I'll sit there all alone.
Combat System & Character
Buff System implemented: A basic buff system has been introduced.
Preparation for Armor: The character has been prepared for the integration of armor.
Attack Synchronization fixed: Issues with attack synchronization have been resolved.
Combat System refined: The combat system has been further developed and prepared for more complex interactions.
Demo Update — Patch Notes
Thank you to everyone who reported issues and shared early balance impressions. Today’s update focuses on stability and fair, readable combat pacing.
What’s new:
• Scene transition bug fixed. Resolved an issue during scene changes that could cause incorrect state carry-over or visual hiccups. Transitions are now cleaner and more reliable.
• Balance pass (pilot speed/HP). Adjusted movement speed and health values to better align each pilot with their intended role and survivability windows, improving dodge readability and mid-boss TTK.
We’re listening. If something still feels off—readability, balance, QoL, UI, or performance—tell us in the Community Hub or on Discord: https://discord.gg/3C66edJj5k
🧡 Thanks for playing and helping us improve.
Some minor tweaks to the demo:
fixed a softlocking bug with the tutorial
adjusted the Card Altar's assets to address clipping and visibility