Hey all,
With over 10,000 players during Next Fest, we wanted to thank everyone who gave Dungeons & Kingdoms a try! The feedback we received has been extremely helpful in shaping bug fixes, updates and even our Early Access roadmap.
So thank you. All feedback was welcome whether positive, negative or anywhere in between. The goal will always be to make the best game possible. That starts with the players.
We'll never be able to include everything for everyone, but we take all feedback very seriously. So please keep sending feedback and chatting with the solo dev and other folks in the Discord.
We'll be announcing an Early Access release date soon. Stay tuned.
For the kingdom!

- Steam Deck resolution (1280x800) is now supported. Many adjustments were made to UI for smaller screens
- Second level of Ancient Armory (level 50) and new boss were added. Teleport monuments were added as a way to switch between multiple dungeon levels

- New secret safe zone with better potions/weapons
- Better tooltip for weapons/shields. Now also showing dps for transparency
- Now you can compare items with what you have equipped (shift or left trigger)

In case of rings I'm not showing all ten in comparison, just first two
- After teleporting current map is now briefly shown with it's recommended level
- Loot no longer drops in unreachable spots - BFS algorithm is used to check for valid cells
- Better high level potions: level 60+ health and mana potions now restore much more percent based health/mana
- Now playing teleport sounds when changing locations
- Small UI improvements
- Physics performance optimizations. Character AI improvements for performance
- More consistency of \[Shockwave] between danger zone visual and actual projectile
- Issue when double clicking player is main menu multiple times in a row
- Issue where boss exclusive \[Fire Probes] skill was in player's skill tree
- Equipment/inventory layout building
- \[Blade Field] and \[Ragebait] causing some issues when monsters just died
- Loot text display issue when position for loot wasn't found
- Now showing zero reset cost if free one is available
Added customizable asteroid belt which can be added to any star
Added customizable magnetospheres. Stars produce stellar winds that deform magnetospheres.
Added customizable temperature textures
Added comet C/2024 G3,
Added interstellar comet 3I/ATLAS
Added binary bodies option in the orbit helper
The orbit helper now also shows the orbital period of the selected object
Added basic tutorial in the Help menu
Collision now don't make craters by default. If you want collision craters, you can switch the setting on in the Physics menu.
You can now add objects using spherical coordinates (Right Ascension, Declination and Distance from selected origin). Spherical coordinates for any body can be found on Wikipedia among others. With this option you can add objects in their scientifically correct locations. To use it, press the sphere icon after clicking the "Add new body" button.
Performance improvements
Switched from Euler to Leapfrog integration for the n-body calculations. It should result in more stable orbits.
The simulation now runs much more smoothly when you select the "accurate orbits" option in the physics settings; when you select that option moons in tight orbits won't get flung out anymore
Removed the cloud save/load option as it caused too many bugs
Unity security fix
Fixed CJK glyph style bugs

Start your engines! This is not a drill! We are beyond excited to announce that Desert Race Adventures will be coming out on Steam on November 18! 🏁
Mark your calendars, and if you (for some reason) haven't wishlisted us yet - there's still time, we won't judge.
In the meantime, huge thanks to everyone who's played our demo during (and before) Next Fest!
Follow us on socials, so you don't miss any other news, and see ya at the races!
Our team has worked on a patch the following fixes:
Fixed voice chat widget overlap when spectating cameras.,
Fixed FAILED Stamp being displayed for Imposters in result screen.,
Fixed tutorial text being displayed when Imposters are unleashed at the end of a trial.,
Fixed time left before sale ends.,
Fixed Imposter NPCs having odd navigation patterns when the player is in a hidespot.,
Fixed Twitch Account Linking button focus on consoles.
Fixed invasion rewards not always being granted to Imposters.,
Moved Blackmarket sale info to the bottom right to avoid overlap with PSN store box.,
Fixed being allowed to spam quick slashes on gamepad.,
Fixed video appearing on top of the clues making them hard to read in the new Fun Park MK-Challenge Beguile the Children.,
Reduced amount of revive syringes that spawn through the Invasion Experimental Therapy.,
Gaining a Reagent level will now grant Event Tokens.
If you experience any in-game issues feel free to join our Official 18+ Outlast Discord Server and create a ticket to speak directly with our support team.
Remember you can also fill out our surveys for General Feedback on The Outlast Trials or submit a survey her for feedback on the new Invasion Experimental Therapy.
Thank you to everyone for taking the time to reach out to us with your issues and feedback, your input and we look forward to getting better together!
Catch you all in the Sleep Room very soon,
- Team RB