Thanks to anyone and everyone who helped us to make our Demo Launch and Next Fest a success! A few quick numbers...
Days since Demo Launch: 8
Number of players who have claimed the IM Demo: 774
Number of new wishlists since Demo Launch: 203
These numbers are all in all, better than we had expected, and we are SO happy to see people interested in our quirky little game.
In addition to the new players, Next Fest resulted in us gaining some FANTASTIC insight and feedback on the demo. Some key takeaways...
There is still an issue with players getting stuck on some prop geometry. This is obviously a bug and will need more tweaking and testing before the game is fully ready for release, even in Early Access.,
Combat can feel sluggish and unrewarding, especially with poor investigator/weapon combinations.,
Lack in variety while exploring makes gameplay feel repetitive.,
Luckily, some of these issues we had already earmarked as potential pain points for the game, and as such we have some ideas on how to address them.
We have decided to push back our initially planned release of the Early Access version of the game, likely by about 2 weeks, in order to implement some feature changes based on the Next Fest feedback. We will likely also release a new demo with the new features prior to an EA release.
At the same time, the creative team is currently working on writing the new missions and storylines that will be included in the Early Access release.
Bottom line, we are still on track for a EA release later this year, however as players continue to get their hands on our work, and as we continue to get feedback, we may push back further. To us, it is more important to create a game that people love playing and want to interact with than it is to release early.
Greetings Soldiers!
It's been a long time since we gave you guys any update on the game or the current development state.
First of all, we are still actively working on the game. The reason we didn’t deploy any updates over the past few months is that we had to restructure a lot of code and other parts of the project, which took a lot of time and produced many new bugs we needed to fix. The main reason for this is that we started work on consoles, which also required an engine upgrade to a newer version.
As you might have already seen in previous messages, we started to deploy an update this morning. Unfortunately, AWS (Amazon Web Services), which we use for different services, had a major outage today and it’s still ongoing. Third-party services like Epic Online Services are also affected by this issue. So if you face any login or server issues in the near future, the reason is most likely AWS/EOS. I hope everything will be 100% functional again tomorrow. This update doesn’t feature any major new content, as you can see in the patch notes. We started to rework all weapon animations, but we’re not finished yet—so if you have any feedback or thoughts about the new animations, let us know.
Now that we have the big “compatibility” update deployed, we’ll start deploying updates (QoL, fixes, etc.) more frequently. Besides working on consoles at the moment, we’re reworking the whole custom game system. This will include adjustable custom-game presets and an in-game custom-level creator. Once we get into the flow again, we also want to start organizing community events (tournaments, giveaways, etc.).
If you have any ideas for that, feel free to let us know!
If you find any new bugs, please let us know so we can fix them ASAP. P.S. Max and I experienced that our settings were reset for some reason. I’m not sure if this is a global issue, but please back up your save folder before starting the game after the new update:
C:\\Users<UserName>\\AppData\\Local\\MiniRoyale\\Saved\\SaveGames (Make sure to copy the whole SaveGames folder. If you start the game once with the new update and your settings (including equipped skins) are reset, close the game and replace the SaveGames folder with your backup.)
Thank you, everyone, for being so patient and for playing!
Upgrades
Upgraded to the newest EOS SDK
Upgraded to the newest version of Easy Anti Cheat
Upgraded to Unreal Engine 5.6 (previously 5.3). This alone changed a LOT of stuff in the game. Note that this should also improve performance.
Proximity Voice Chat
The voice system has been rewritten for console support, we also fixed bugs & added features while doing that. The input & output device changing has been improved, more dynamic voice chat indicators, better quality & more bandwidth.
Animation Update
Reworked all first person animations, including reloading, shooting, handing and more
Custom Games
You can now create deathmatch games on custom games.
Party
Fixed issue where party invites would not show up for friends
Fixed issue where party members would not connect to a game when they should have
Fixed placement of the party players in the main menu
Anti Cheat
Updated anti cheat components to the latest versions
Misc
We now allow games to start with just one team if no other player joins the game during low player count periods. This will automatically spawn bots regardless of the poll that is usually used.
During low player count periods, we now show every warmup server that is currently allocated. This will help players find a more populated server, because it is really hard to tune the matchmaker for high & low player count.
Fixed several achievements that would not progress under certain circumstances
Fixed friend list not updating friend presence status
Completely rewritten the profanity system which should lead to fewer false positives and false negatives
Due to the improvements in map loading, we lowered the timeout for connecting to a server
Instead of ICMP pings for the region's ping, we now use more modern UDP packets. This improves the reliability and stability for the latency measuring, and also allows ipv6 only connections.
The remote time is now calculated securely on our backend, which should lead to less time screws for events & time based features
Fixed bug where custom games would not show up in the browser
Fixed some minor tutorial bugs
Added more details to the game version tag
Added more support for controllers in the menus
Added new toast notification when crashing due to anti cheat
Fixed issue where the steam_installscript would not install dependencies
Cleaned up the server startup code, this leads to a much faster startup which decreases connection time on initial join
several different performance improvements
Fixed bug where player data would not update correctly after loading the main menu from a game
Minor collision fixes
Fixed EAC bug that prevented native linux support
Better handling login failures
Fixed bug where bots would not react to damage
Fixed custom friend code & invite code not viewable on small monitors
Crashes
Fixed EOS Ecom crash when failed to query currency
Fixed crash on startup when login would fail silently
HELLOOOOO EVERYONE!!
I have once again found myself tracing the footsteps of Detective Rio and her ever-faithful assistant, Jules. Their latest case — known to the public simply as Blue Detective — promises to be one of their most complex yet.
From what I’ve gathered, Rio’s mysterious illness now plays a direct role in her investigations. It allows her to mimic the conditions of others, offering new perspectives that may help her solve crimes — or drive her deeper into the madness she seeks to understand.
The pair’s social interactions seem more crucial than ever. As they grow closer to the people around them, hidden stories and new playable moments emerge. And scattered across their journey are peculiar challenges — puzzles, logic games, word hunts, and even cards — testing both intuition and wit.
Interestingly, sources confirm that players will at times control both Rio and Jules, switching between them to uncover different truths. Certain confrontations even escalate into debates, where only sharp reasoning and quick thinking can sway the outcome.
As always, I’ll be following their progress closely. There’s more beneath the surface of this mystery than either of them realize — and I intend to uncover it all.
Hello gamers!
Trapformer has just released and it's your to get!
The first two weeks offer a 20% discount so get it while it's hot.
Unsure whether the game is for you? There's also a demo available you can play!
Thanks for the support so far ːsteamhappyː
First, thank you for all the players and wishlists this far! Based on the comments here and on other social media I decided to add couple things to the demo! More thoughts in the end of the post.
First and biggest thing:
Powerups!
there is currently 6 (and they are bit WIP):
SPEEDBOOST
PLASMA STORM: shoot lot of bullets to all directions (you will not grow from the killa)
ZAPPER: surgically on point zaps that kill humans (you will not grow with the killa)
REFLECTOR: bullets bounce from you
BULLET EATER: you grow with every bullet hit
AUTO GRAB: same as the normal but now automated!Other updates:
Other things:
-Radio radio radio goal should track better
-New alternative track to the demo level
-Resolution optionr from original chunky to less chunky to crisp (but all are chunky)
What next:
Some people have been wondering why there is no "winning condition". This is sort of built in the design itself, in monster movies the monster rarely wins. BUT since this is a game, there definetly will be a way to safely exit the levels when certain conditions are met. this is something that I want to get right and for that it needs more context of the full game. I want the game to play somewhat between Untitled Goose Game but where you are huge monster completing "tasks", just stress toy to absolutely wreck everything in sight and then also a story of sorts that has arch with the levels.
That said, big question is:
Demo will be up for couple weeks at least. Would people like me to cook this through or early access with maybe 1/3 of the content and levels?

We just received a message from Steam, saying that MISERY Demo did well and is a good demo.
300 000 players downloaded MISERY demo over the last week and roamed the once great Zaslavie Republic. Three. Hundreed. Thousand. Crazy.
Three hundreed thousand THANK YOU, survivors.
We hope you liked the demo. The release with new locations, monsters, and unlimited survival is coming this week. Hyped!
See you all in the Zone.
Love U,
Dev.
Brew up some spooky fun this October!
Lay claim to various accursed treasures!
Fell Lord Hollowjack Should you claim victory and complete the daily quest, you’ll be rewarded each day with a special Dremora Plunder Skull unique to Lord Hollowjack. Within this haunted container you may discover a rare jackpot similar to that from the Crowborne Horror. However, it also grants a unique achievement and trophy furnishing. You can sometimes acquire a matching collectible bust furnishing by looting Lord Hollowjack, too—good hunting!
Wildgrown Chapel of Julianos house Additionally, the Impresario’s colleague, Nenulaure the Indrik Vendor, has the following items available for purchase using Event Tickets: