Thank you, pirates
Our first public demo is now in the hands of nearly 6000 undead pirates who joined the Rotten Sails crew during Next Fest. It has been an incredible experience and we have learned so much from your runs and feedback.
The festival may be ending but the voyage is far from over. The demo will stay live a bit longer so you can still hop aboard and try it out if you missed the storm.
We are already working toward Demo v0.2 which will bring new content, improvements, and even more chaos on deck.
The community keeps growing fast and we would love for you to be part of it. Join our Discord, share your thoughts, and help shape the next version of Rotten Sails together.
Wishlist the game if you enjoyed the demo and stay rotten crew ⚓
Discord = https://discord.gg/b6xgGtTXpd
你好! Yo yo whaddup, as usual, heavily-based on user ideas (suggested in the Discord server):
MIDI Velocity Curve: You can now customize the velocity of your digital piano. Thanks Shinzui@ for the idea.
Favorite Sheet Library: You can now favorite QWERTY sheet music in the library by clicking on the star icon. Thanks bobberyross@ for the idea.
Microphone To Midi (Inaccurate): You can use a microphone to try convert to MIDI in real-time, but this is very inaccurate. This uses a TFLite model from the Magenta GitHub repository. It is released for early testing as it's not good yet.
Typing Test Mode Improvements:
Easier mode - now supports a config where you can enter a number and this is the number of notes required for you to press the chord (and the rest of the chord is pressed automatically). Thanks Hyrus@ for the idea.
MIDI keyboard input now works for the type test mode - thanks Runebill for the idea. The keyboard is also highlighted.
Thank you for the support and positive Steam reviews as it helps a lot - some reviews have been highlighted in PianoGlow's Steam Store Page!
Best,
TheAlanski@
Next Fest is coming to a close, but the battle never ends!
We've had a number of bugs/crashes/compatibility issues to overcome since the demo was released - but be sure that we are working through them..
SteelFront aims high but that comes with challenges. We're a very small indy team, with limited time and limited budget, and we've chosen a difficult path. Massive NPC battles with thousands of infantry, tons of weapon types, configurations, projectiles, aiming and homing systems - it's a challenge. This is has been as much a tech demo as testing interest in the game itself..
Thankfully, the detailed feedback everyone has been leaving on the demo has allowed us to identify and start to address the problems, and we've been hard at work on a battery of fixes. Also, getting a much needed moment to step back from continuous and ongoing dev work has given us a chance to see where we're at and where we need to be.
That said - in order to make sure these fixes work, we're keeping the free demo live after Next Fest ends on October 20, and plan to continue updating it until all the crashes, chugging frames, and other major bugs are resolved. After that, we can start looking into an Early Access release with more content, better maps, more destruction, and general polish.
Once again, we thank you all for your patience and support! Bear with us and we'll get SteelFront as awesome as we know it can be!
To marauding tentacle hordes and those who valiantly oppose them,
Following up on our last update, the team continues to plug away at everyone’s favorite octoblood guzzling simulator. Due to a bunch of boring reasons, things are going slower than I’d like, but the 2026 release plan is still on track.
We’re currently working on one of the last major dream sections, centered around a golden city and a cast of colorful weirdos who call it home. Karl (the concept artist) came up with many character designs and ideas, and Marina and Niko (the pixel artists) continue to flesh them out and create the necessary spritework and animations to bring these characters to life.
Concurrently, the demo was recently updated to bring it in line with the development version. While most of the changes were behind the scenes, there are some interesting additions I’d like to share with you.
A number of events were re-balanced to make certain outcomes more likely. For example, it’s now slightly easier to defeat a teenager in a knife fight, and a certain ruffian is more likely to attack Kaf after an unfortunate sewer encounter instead of making a deal. The changes were based on observing many playthroughs since the demo was released and noting how difficult it was to experience these scenes if the player wasn’t explicitly trying to trigger them.
Additional character responses were also added or tweaked to make them more natural and reactive to the player’s choices. For example, in one scenario where Kaf betrayed someone only to help them later, that person would previously continue to respond angrily without acknowledging Kaf’s subsequent actions. To improve this, I added additional dialogue and interactions to cover these gaps.
While the update isn’t about introducing new content, it does complete a quest involving an accountant and a cure for baldness (I doubt anyone will actually finish it, though; It only progresses after the main demo content and takes quite some time to advance). Other changes include a new opportunity to give Mom to a shady organization, and additional special comic issues to find.
A new addition that you might notice right away is the introduction of coins scattered around the city. Since you need money to buy centipede train tickets in the full version, the randomly generated coins will hopefully encourage exploration and provide a way to travel even if you run out of cash.
Beyond that, there were a lot of bug fixes, tweaks to the stress system, and several quality of life improvements. Many of the demo changes actually tie to content from the full version. That includes meeting the cyborgs in the Robot Graveyard, working with a shady “fixer”, visiting the Conman’s shop, and various dream sequences. Please let us know if you tried the demo and ran into any issues.
In the meantime we’ll continue to work on Octopus City Blues one tentacle at a time. Things have been busy and slow, but we’re getting there. You can expect one more update before the end of this year with more information. Until then, please continue to water your rambunctious pet appendages and avoid stepping on any wayward beetles.
Yours faithfully,
Ghost in a Bottle's Malevolent CEO (Creative Excuse-making Officer)
As we approach Closed Alpha 4, it’s time to share what we’ve been working on and when you can dive in! Here’s everything you need to know about the upcoming playtest.
The portals to the afterlife will be open for NA, EU, SA, and SEA regions during the following dates:
Date
CET (Central European Time)
PST (Pacific Time)
EST (Eastern Time)
BRT (Brasilia Time)
ICT (Indochina Time)
November 20
10 AM
1 AM
4 AM
6 AM
4 PM
November 26
6 PM
9 AM
12 PM
2 PM
--
November 27
--
--
--
--
12 AM
In Closed Alpha 4, Reapers will once again step into the afterlife to test new systems, features, content, and mechanics, this time, for a longer period. The game will be available in Traditional Chinese, Japanese, Simplified Chinese, Korean, Thai, Spanish, Italian, French, and Portuguese (Brazil), along with English. More languages will be added over time.
If you’re interested in joining the next Closed Alpha, you can sign up directly on Steam below with just one click.
https://store.steampowered.com/app/3086590/Gods_Death__Reapers/
If you’ve participated in any previous playtests, your access will automatically continue into all upcoming Closed Alphas. Already signed up but not yet selected? Don’t worry, your registration remains valid, and you’ll be contacted soon.
Closed Alpha 4 introduces a wide range of new systems and features, marking one of the biggest updates so far. Let’s take a closer look at what awaits you in the afterlife:
We’ve heard your feedback, and for all the lone Reapers out there, Story Mode is finally making its debut in Closed Alpha 4!
You’ll now be able to explore the afterlife fully offline, without engaging in battles against other Reapers.
Of course, if you prefer the thrill of competition, the PvPvE Extraction Mode will also be available.
Straight from your nightmares, our new map, Helheim, awaits you with mysteries to uncover and dangers lurking in every dungeon and corner.
The Unworthy
To the south of Helheim lies Nastrond, the corpse shore and the home of a new faction: The Unworthy.
Condemned by Tyr, these oathbreakers and murderers from life now wash up on the bone-sand shores of Helheim’s southern coast.
The Unworthy faction includes:
Bomb
Bomber
Dreadspawn
Shambler
Shambler Archer
Shambler Mage
Enemy names are a work in progress and subject to change.
Closed Alpha 4 expands the arsenal of skills and ultimates, deepening playstyle customization and replayability.
Javelin & Shield
Spartan Kick: Kicks foes in front of the player.
Javelin Thrust: Converts the basic ability Javelin Throw into a melee attack.
Seax & Axe
Pestilent Blade: Applies a stacking DoT on hit targets for a set duration.
Hook & Rend: Swings the axe in a vicious hook, pulling the target toward the player.
Shadowstep: Teleports the player toward a targeted entity.
Warhammer
Echo Blast: Slams the hammer down, slowing enemies caught in the blast.
Staff
Bile Sac: Throws multiple orbs that transform into bile sacs, exploding in contact. Explosions may trigger chain reactions.
Blink: Player teleports to a target area, leaving behind a damaging DoT zone.
Ultimates
Faultline: Tears open a violent faultline that implodes, damaging enemies and pulling them in before a final seismic burst.
Rolling Meteor: Summons a meteor that crashes down, dealing massive damage and rolling in a straight direction, leaving a blazing trail that burns everything in its path.
Weapon and skill names are work in progress and subject to change.
We have received and considered your feedback about the tutorial. Closed Alpha 4 introduces The Pit, a completely revamped onboarding system that helps new Reapers learn the basics of the afterlife faster and more intuitively.
Death welcomes you, now better than ever.
More crafting buildings and recipes are coming in Closed Alpha 4, allowing Reapers to explore new recipes and expand their gear collection.
Alongside these additions, the Sanctuary layout has been completely overhauled for a more compact composition and an improved field of view, creating a more immersive visual experience.
Reapers can now create, customize, and name their characters in Closed Alpha 4.
So, tell us, what will your Reaper be called?
Last but not least, Closed Alpha 4 brings global leaderboards and the first set of emotes, enhancing both competition and social interaction across the afterlife.
Closed Alpha 4 marks a major milestone in the evolution of the gameplay experience; packed with new systems, features, and ways to play. But we’re not stopping there. If you can’t wait until playtests, we’re inviting you to join our wishlist challenge!
Ready to become a Reaper?
Sign up for Closed Alpha 4 and join our Discord community. See you all in the afterlife.
If you have concerns/questions/suggestions/feedback etc., don't hesitate to chat on our Discord:
Official Wolcen Studio Discord Server
Sign up for the next Closed Alpha using the links below:
Closed Alpha - Sign up on Steam
Closed Alpha - Sign up on FirstLook
Follow us and stay tuned to more updates and announcements on our official channels:
https://store.steampowered.com/app/3086590/Gods_Death__Reapers/
Hey folks!
Firstly, thank you for playing the demo and sending all your feedback.
It means the world to us and helps make Cozyrama even better! ːbessie_loveː
Secondly, we'd like to show you some of the assets we've been working on recently. Those assets will be at your disposal in the full version 👀
[carousel autoadvance="true"]Finally, if you haven't seen the full release roadmap, here is what else you can expect from the game ːbessie_loveː
Remember, you can always join our Discord server to meet other cosy gamers!
- Cozyrama Team