Improvements
Restored the 3x game screen scale option.
If you do not press the confirm button within 5 seconds after changing the game screen scale, it will now automatically revert to the previous size.
Improved to display a red dot on empty skill slots when there are available skill slots.
Bug Fixes
Fixed an issue where the end of the text would not be visible when the Act Boss stage name in the Portal UI was too long.
Fixed an issue where weapon attack speed was displayed differently depending on the currently equipped weapon.
Fixed an issue where the red dot that appears when skills are not equipped was displayed in unintended locations.
Fixed an issue where moving the game screen position while clearing a stage would cause the camera position to become abnormal.
Fixed an issue where the Always on Top option would start enabled after restarting the game even after turning it off.
We will continue to update the game to provide you with a better experience.
Thank you.
Great news, Jackalopes - Heading Out is officially Steam Deck Verified!
That means your road trip doesn’t have to stop when you step away from your rig. Whether you’re stretched out on the couch, cruising on a train, or watching the sunset from a rest stop - your journey can keep rolling, anywhere you go.
This update also brings several improvements and fixes, including:
Better UI scaling for a smoother experience across all screen sizes
Tweaks and visual adjustments to keep the story sharp and stylish on Steam Deck
General performance and stability fixes for an even more polished ride
Every mile, every choice, every late-night radio whisper — it’s all running better than ever, wherever you play.
See you out there.
Job Board - you can finally see how many villagers you have assigned to what job.
New player guided tutorial - probably 1 or 2 days left to finish this.
Bug fixes for farming. I noticed villagers getting stuck while farming.
Bug fix for trash pickup. Switching jobs just as a villager is about to put trash in a furnace causes the trash to get stuck in midair.
More QOL features. Better idea of where your villagers are going/more mouse reactivity.
Better zooming in/out and setting to control zoom sensitivity.
Lessening sound attenuation so you can hear all the great sounds from farther away.
Escape should let you back out of menus.
Make food consumption/production calculation real time instead of the past minute window.
As always, thank you for trying the demo and the wishlists!
Best,
Particle Games

New Great One, the Gray Wolf, with 9 possible variations.
Rocky Mountain Bighorn Sheep on Rancho Del Arroyo got replaced with Desert Bighorn Sheep. The Desert Bighorn subspecies looks similar but has new fur variations.
This change will result in all Bighorn Sheep populations in the game being reset.
Introduced 2 brand new fur variations for the Moose – Mosaic (male) and Acromelanistic (male and female).
We also subtly adjusted the appearance probability of all existing rare and very rare Moose fur variations, which should make them appear slightly more often.
Gray Wolves will now attack players more frequently when threatened.
The Mule Deer trophy rack in the Parque Fernando trophy lodge has been updated to match one of the more recently updated Mule Deer trophies.
Using backpacks should now make the player significantly less visible and loud, particularly at long range, than it used to.
Issues with the volume and mixing of Black Bear sounds have been addressed. Your ears are now safe from their extremely loud calls.
We’ve fixed an audio bug where the rustling sound from bushes would follow players around.
Hybrid Snow Goose trophies now have the correct plumage.
We’ve fixed an issue where picking up a deployable item with a full item wheel would disable scope and ammo switching in the wheel.
An issue with Light Brown Puma visibility in the Parque Fernando trophy room during Parque Fernando Trophy Collection mission got fixed. Their trophy should not be invisible anymore.
Fabled Dusky Drift and Fabled Milky Way Mule Deer Great Ones will no longer have their names switched.
We’ve addressed multiple issues with the dog not teleporting to the player consistently, pathfinding too slowly, and running through the water too often while on the job.
Eurasian Lynx should no longer do a “mating” vocalization instead of their “alert” call.
We’ve fixed an issue where Beavers could get stuck while fleeing.
Wolves should no longer do an unusual hop to the side after being shot.
A graphical issue with the Iberian Wolf’s teeth got resolved.
Manitoban Elk male warning calls will no longer sound like mating calls.
We’ve addressed several issues with the animal senses on Askiy Ridge. Beavers and Manitoban Elk should be more cautious, Northern Pintail and Wood Ducks should no longer be able to smell the player, and Snow Goose should be less reactive in general.
We’ve fixed an issue where male Black Bears’ mating calls sounded like alert calls.
Female Cape Buffalo may now score slightly higher.
We’ve fixed an issue where Manitoban Elk would sometimes not flee properly.
An issue where dogs wouldn’t react to being pushed into water got fixed.
Cacciatore 12G will no longer eject an extra shell when cycling.
We’ve fixed an issue where semi-auto shotguns could skip chambering after firing the last round under certain conditions.
We’ve changed how all lever-action weapons work in the shooting range, so they should no longer have to be cycled manually.
We’ve addressed some inconsistencies with how revolvers handled manual chambering when combining hipfiring and aiming.
We’ve adjusted the aim position on the Giddings SSC 410 Coyote to reduce visual obstructions while wearing bulky outfits.
We’ve fixed the hammer inconsistency issue with the Giddings SSC .410 Coyote when hipfiring.
Several issues with the animations and positioning of the Vasquez air rifle got resolved.
We’ve fixed an issue where nearby animals would get spooked when the player entered hunting structures.
\[Vurhonga spoilers!] We’ve fixed an issue where the Ghost Jackal in the final main story mission on Vurhonga Savanna would not appear correctly. \[Vurhonga spoilers!]
We’ve fixed a crash that could occasionally happen when playing Multiplayer on PC.
Resolved a UI bug that prevented access to other pause menu options after opening the Codex via a tutorial prompt.
We’ve fixed some issues with collision and bullet hits on the campers on Emerald Coast.
We’ve resolved an issue where the player could get stuck under the Crane at the Tony Coal landmark on Askiy Ridge.
HOTFIX
Fixed an issue where the screen became blurry after dying and respawning while holding the air detector or compass.
Attempted to address the issue where the player couldn’t move after death. If this problem still occurs, please let us know the detailed circumstances — thank you!
We’re currently unable to fully reproduce the movement issue after respawning.
Only available for 24hrs....Chirp and Squiggles!

Jump into Project Freefall and grab that new Diver!
Very excited to say only 6 days until dead exhale release! https://store.steampowered.com/app/3305120/Dead_Exhale/
Very excited to say it's 6 days until the full release of Dead Exhale!
Hey everyone It's been a while.
I've been away from this game for a bit, mostly for financial and mental health reasons, but I'm here today to talk about what is happening with Neon Blight.
As you may have noticed, the game is sitting at mostly negative currently, which is unfortunate, but not unwarranted. I am aware of the bugs and crashes present in the game, and this is the large reason for the negative reviews. I'd be lying if this hasn't affected me and my relationship with the game. I've received truly vile comments from unhappy players. I had to step back.
My past strategy to tackle updating the game was to release larger updates, but this only lead to longer wait between releases and a higher expectation from myself. From now on I will be approaching releases differently.
Instead of larger updates every so often, I will be releasing smaller updates, more frequently. I think with this strategy, I can keep the players more informed on the development loop and not worry about packing everything into one update.
I'm not totally sure on the scheduling of these updates yet, but expect a small update soon.
My current focus is obviously bug fixing first, from there we will see where things go.
I've made a survey that I'd implore you to fill out, it won't take you more than 5 minutes!
https://forms.gle/4qLr2iP9rwV95HMt5
I want to hear from you and any feedback is valuable.
If you're still with me after all this time, I thank you endlessly. You're the reason why I want to keep going, because some of you see what I've built, and want to see it succeed. For you, I'll try my best <3
Crash down from the heavens and reshape worlds in your image. Monolith: Rogue TD is a stylish, villain-focused twist on tower defense, offering high replayability, brutal strategic depth, and evolving enemy threats. No two worlds are alike. No two conquests will be the same.
Key Features:
Summon Towers – Deploy three tower types and six unique attack styles as your loyal minions lay waste to the opposition.
Expand the Board – Reshape the battlefield each day as terrain shifts, paths split, and strange structures emerge to challenge your strategy.
Defend Your Core – The forces of good will stop at nothing. Face off against desperate defenders and powerful bosses determined to purge your corruption.
Pick Upgrades – Forge your own deck of upgrades from randomized pools. Enhance your towers, your core, and your potential for devastation.
Conquer Again – Procedural worlds, adaptive enemies, and escalating difficulty make each run a fresh opportunity for domination.
Monolith: RogueTD will be available on PC and Nintendo Switch. Follow Monolith on Steam to get all information, updates and devlogs that we're preparing with a developer of the game.
https://store.steampowered.com/app/3913970/Monolith_Rogue_TD