Sound the bells! Roll with your army to victory!
Frogmageddon launches November 6th! Stay tuned for more updates as we get closer to release.
Watch the release date trailer:
Fullscreen mode on desktop.
Mushrooms! They leave behind a copy of themselves whenever they move.
Several bug fixes (profile restore, rename folder, bleeding heart, think crash)
Kill notification
Spy UI
Bounce sound for hamster (only works for host for now)
Copy Button in the Lobby
AK:
Damage 35 > 20
Better accuracy
Pistol
Range 300 > 500
Better accuracy
Shotgun
Range 25 > 35
Damage 10 > 12
Better accuracy
Today, we’re excited to release a major restructuring of the way we release and host DLC that puts the community spirit front and centre, while also delivering a bold price reduction: almost all asset packs are now radically reduced in price.
Over the past few years, DLC creation by the community has blossomed into a vibrant ecosystem producing countless assets, and we aim to support and encourage this for years to come.
Below, we’ll walk through why we made this change, what it means for creators and developers alike, and how you can get the most out of the new model.
1. Community First, Profit Second
By lowering prices, we lower the barrier for indie teams, hobbyists, and students to experiment with premium‑grade assets—ultimately expanding the audience that can benefit from community work.
2. Simplified Pricing Tiers
Previously, each pack carried its own pricing logic, called Booster, Asset, and Mini-Kit, at fixed prices. The new system allows artists themselves to decide on the content and value of their creations, providing more flexibility and freedom to creators and more choice to users.
3. Fairer Revenue Distribution
With reduced prices, we have increased the royalty rate to all DLC creators to 70%, with the remaining 30% paid as commissions to help prepare and manage the Steam listings. DBS now only make revenue on core product sales. This ensures that the community continues to earn sustainably, encouraging all the talented artists out there to contribute fresh packs.
Every single DLC currently available for purchase is community‑created. That means:
Authentic Diversity: The range of themes reflects the varied styles and cultural backgrounds of our global creator base.
Rapid Innovation: Community creators iterate quickly, responding to trends and feedback far faster than traditional pipelines.
Budget‑Friendly Prototyping: Build proof‑of‑concepts or early demos without draining funds.
Scalable Production: As projects grow, upgrade to higher‑tier packs for richer content while staying within budget.
Support the Creators: Even at reduced prices, your purchases directly fund the artists who made the assets possible, fostering a virtuous cycle of creation.
Leave detailed reviews and rate assets: High‑rating packs gain extra exposure, helping creators earn more and provide feedback and encouragement to produce additional content.
Participate in Discord Challenges: With the release of new, themed packs, you can engage in the Photo Competition on our Discord, with winners receiving general kudos and prizes!
We absorbed them all into a new Starter Kit: Admittedly, we only had 3 DLC, but in the spirit of the restructure, we have added Booster Pack, Aztec Game Kit, and Particles Pack to a new bundle and priced it as cheaply as Steam would allow.
More DLC Absorbed: When we consulted with artists a few months ago about our plan, some blew our minds by offering their DLC for the Starter Kit too, 16 DLC to be exact. So basically, thousands of additional assets, all thanks to our amazing artist community!
The Latest: At the time of writing, it was not possible to set the absorbed DLC to FREE for the Starter Kit Bundle, this needs to be done by Valve. For now, we have set all the prices to $1 and created a discount that effectively makes "MAX + Absorbed DLC" the same price as MAX alone for new users. For existing users wanting the absorbed DLC for "completely free", hold tight on buying the Starter Kit Bundle and keep watching our DISCORD channel news for the latest. If we cannot make the Bundle work for you (our preferred route), we will round up all the absorbed DLC and make them available via a lovely ZIP file :)
Please let us know if we have missed anything! We invite you to dive in, explore the new Starter Kit Bundle and the newly priced packs, and let us know which assets helped bring your vision to life.
If you’re an artist or sound designer and want to see your own creations as the next MAX DLC, please reach out to us at https://dave@darkbasic.com
Tweaked mask auto disappear thresholds
Changed default first boot fog to darker version
Fixed a couple soundboard typos
Fixed issue with music stopping when too many soundboard sounds were playing
- The inventory has gone through a major rework
-- This is part of a larger effort to revamp all the GUI elements of the game - more will follow!
- A social menu has been added to the inventory
- The journal is now integrated into the inventory
- Each room has been given a name and can be viewed in the journal to see where you are
- The "online players" have been moved into the social section and now also display the players' room
- Solar and Nocturnal stones can now be bought from the market - these will set the time of day to midnight or midday when used
- Additional anti-stuck measures have been implemented, this should hopefully eliminate edge cases where you could still get stuck on something while dashing
- The overshield bar has been made slightly transparant so that you can still see your actual health
- Some camera tweaks were done, making certain elements in view sharper
- Increased the deadzone on player controllers to make sprinting only happen at the edge of the stick
- The loading screen at the start when launching the game should now always display your character running (no more asset pop-in)
- The auto-screenshots functionality has been removed after you complete arena, because it was causing issues with the character swapper
- The purple and yellow cursor options now maintain their color in non-combat mode as well
- Added an additional check to prevent players from getting stuck when performing Foresight
- The Hallowed Guardian event boss can now also be farmed for paper and seeds!
- Slowness status effect on the player was broken and is now resolved
- Fixed an issue with fish flying into the void if you catch them and leave before you pick them up
- Fixed an issue with auto-aim override not working anymore on controllers (when using magic/ranged)
- Fixed an issue with the Wings Of Death store purchase
- An issue with Voidtouched Finley regarding his ranged phase has been fixed
- You can't enter the attunement training grounds anymore without owning an island
We have collected your key reports and have prepared this urgent patch, which addresses several important fixes and improvements:
Inventory: Fixed quick transfer between the character inventory and the Treasury Trove.
Traps: Fixed the functionality of the "Beartrap" trap.
Long-Awaited Fix: The ESC key now works correctly across all menus and screens.
Balance: The damage dealt by monsters has been reviewed; they now deal less damage.
Interaction: A new interaction mechanism has been added.
Purchase Interface: The currently selected character no longer appears among the purchased characters; their slot is now marked with a chain.
Dungeon Building: When placing traps and mobs, the selected Trickster is now displayed, not just Kaylin Dorn.
Settings: The screen resolution selection option has been restored to the settings menu.
Visualisation: Defenders and traps you have placed in a module will now always be highlighted.
Merchants: Items that the current merchant does not sell are now shown as inactive (greyed out).
Merchants: The "Sell All" function has been added.
Inventory: It is no longer possible to retrieve an item via quick slots while in the boat.
Login: Auto-login functionality has been improved.
Consumables: Consumable items now correctly disappear after use.
Our team continues to work on bug fixes, optimisation, and new content!
A tutorial and an in-game wiki have been added to the game!
I’m confident that onboarding will now be faster and smoother than ever.
You’ll also discover two new game modes.
I have a feeling the “Fair-Play Opponent” mode will quickly become a fan favorite!
This mode ensures your computer opponent always uses a competent AI, no matter the selected difficulty level.
The giant country side tooltips, which were unintentionally disabled in a previous patch, are now back!
Have fun!
Maestro Cinetik
Hey Renovators! 👋
In our last devlog, we revealed the upcoming Career Mode – a brand new way to experience Arena Renovation, where you can build your own renovation business, buy venues, and host events.
Today, we want to dive a bit deeper into some of the core systems we’re working on for this mode. These new mechanics will add more strategy, realism, and—most importantly—fun to your renovation journey.
In Career Mode, your success will depend not just on your skills, but also on the tools you use.
You’ll be able to purchase a variety of equipment. Each piece of equipment will give you different working time and precision. But that’s not all – tools wear out over time. You’ll need to monitor their condition and decide when to replace, or take the risk of working with less efficient gear.
Choosing the right equipment for the job—and factoring in its condition—will become an important part of your contract estimation and profit calculation.
We’re also introducing a new contract system, complete with a dedicated UI that lets you browse available renovation jobs across different venues.
Each contract will specify:
The type of the renovation,
Expected quality level
The client’s initial budget offer.
But here’s the twist: you’ll be able to negotiate the price! 💬
Maybe you think the client is underestimating the scope of work, or maybe you know your tools can handle it faster—either way, you’ll have a chance to push for a better deal. Of course, negotiations come with risk: push too hard, and the client might walk away or your costs might be higher than profit.
Career Mode isn’t just about spreadsheets and management—it’s still a renovation game at heart. We’re adding new tools (such as presented boom lifter), interactions, and mechanics that make every job feel more hands-on and satisfying. New specialized tools make the process more dynamic and rewarding.
You’ll feel the difference between working with a cheap, second-hand pressure washer and a brand-new industrial-grade one. Every upgrade will bring you closer to running the ultimate renovation company.
As always, we’d love to hear your thoughts:
💡 What kind of tools would you like to see in the game?
💬 Would you negotiate for every contract, or take the safe deals?
Your feedback helps shape Arena Renovation: Career Mode, and we can’t wait to show you more soon!
See you in the next update, Renovators! 👷♂️✨