This roadmap outlines the upcoming features that will lead to our next major milestone: CRETE ALPHA II, a more polished and complete version of the game. More Biomes, more weapons, more crafting systems, more combat, more depth and more polishing.
Backers will see this progress with daily or weekly updates. And good news! All your progress done in the Playtest will carry over to your copy of CRETE.
You can learn more on our website or our Discord server: https://www.cretegame.com

Hi, this is Joel, the programmer from Muriki Studio! This is my second development news post about Zombies & Bullets, and I plan to post updates more frequently to keep you informed about what’s new. Since the last post, a lot has changed in the game’s demo and we didn’t report everything, so some smaller things might not be listed here.
Also, if you played the demo months ago, try playing it again because a lot of new content has been added — your experience will be very different!
The old upgrade system used orbs collected as a sort of currency to buy upgrades in the pause menu. This made it difficult to balance the cost of upgrades and the number of orbs collected throughout the stages. Moreover, after watching many player playthroughs, we realized that upgrade purchases were often ignored, seen as more complex than they should be, or not impactful enough.
With that in mind, we’ve reimplemented the upgrade system in a way that fits into the game world, simplifies balancing, and provides a greater sense of progression.
The collected orbs now act as experience points, and the player gains levels like in an RPG. When leveling up, the player earns a skill point that can be spent to acquire an upgrade.

Upgrades can now be acquired at camps, which are campfires found in almost every stage. When sitting at a campfire, the upgrade menu appears, allowing you to spend skill points to acquire new upgrades.
The upgrades available follow the same premise as in the previous version of the game — each has a maximum level that can be improved — but the difference is that every upgrade level always costs a single skill point.

We also took the opportunity to add several new upgrades that can be acquired, including:
Life Drain: melee strikes on enemies steal a bit of health
Damage Reflection: when hit by melee attacks, enemies take part of the damage back
Combo Time: the active combo lasts longer (more on this later)
Point-blank Distance: increases the distance at which point-blank shots occur (more on this later)
Quick Learner: increases the XP multiplier earned from enemies
Hunter’s Luck: increases the chance for ammo and healing items to drop from defeated enemies
Magnetism: increases the pickup range for XP and ammo (more on this later)
There are also new unique upgrades that can only be accessed through equipped backpacks, which we’ll cover next.

Taking advantage of the new camp system and greater flexibility in the upgrade system, we decided to add a collectible backpack feature, with each backpack offering a unique upgrade to the player. In the demo, there are four available backpacks:
Simple Sack: starter backpack, allows longer dodge distance
Dream Backpack: gives a small chance for enemies to miss attacks
Hunter’s Backpack: increases the chance for weapons to deal critical damage
Camping Backpack: converts healing items into XP when at full health
Additional backpacks for stages beyond the demo are already in development, along with their respective upgrades (such as increased movement speed, dealing damage to enemies passed through during a dodge, etc.).

Killing multiple enemies within a short period of time triggers a combo. Combos multiply the XP earned from enemies, encouraging you to kill as many as possible in the shortest time for more upgrade opportunities.

Shooting enemies at close range deals 50% more damage. This distance can be increased via upgrades.

With the melee strike, it’s now possible to deflect enemy ranged projectiles.

The weapon wheel is a great feature, but keyboard and mouse players suggested adding numeric shortcuts for weapons. Instead of assigning fixed shortcuts to each weapon, we decided to implement custom shortcuts directly within the weapon wheel: simply open the wheel, focus on the desired weapon, and press one of the shortcut keys (1, 2, 3, or 4 on the keyboard, D-pad on the controller). From then on, you can select that weapon directly using the shortcut, without opening the weapon wheel.
In the options menu, you can choose between holding the weapon wheel button or pressing it once to show and again to hide it.

Some keyboard and mouse players reported losing track of the mouse cursor when too much happens on screen and couldn’t tell where they were aiming. A suggested feature was a laser sight option, which is now available in the options menu (with several color choices).

Complementing the game’s cutscenes, there are now documents that can be found on corpses throughout the world, expanding the game’s story. All of them are subject to rewrites as the story continues to evolve.

Several improvements to 3D models, textures, particle effects, etc.
The user interface has been completely redesigned to take up less space and be less intrusive.
Ammo and XP orbs now magnetize toward the player within a certain distance. The magnetism range can be increased via upgrade.
In the last update, we shared a few ideas we had for future implementation, one of them being a rogue-like mode. This idea was in the plans until less than a week before this post, but unfortunately, the team decided to scrap it for scope reasons.
We still plan to add a local split-screen co-op mode, which will be our next major update. It might seem simple to just split the screen, but the game wasn’t originally built with multiplayer logic in mind, so it will be a significant effort to adapt the game systems for this functionality. However, we’ve studied it, and it’s completely feasible.
At the moment, we don’t have plans for online multiplayer, but that could change depending on how popular the game becomes. Still, players will be able to play online in split-screen via Steam Remote Play Together.
Of course, we wouldn’t make a co-op mode featuring a twin brother of Captain Jacob — so we already have the new character who will join for two-player sessions: meet Sergeant Erin!
We’ve already created concept art and even an initial model of Erin. On the left is an early AI-generated concept, and on the right, a sketch made by Diego (our artist). We’ll still make visual adjustments (especially to her face), but we’re very excited to add Sergeant Erin to the roster of playable characters!

Quick note: we do not use AI-generated art in our game — all 2D and 3D art is made by our artist, Diego Almeida.
That’s it for this update report! If you’d like to suggest something to see in Zombies & Bullets (or report issues), don’t hesitate to follow our social channels, send a message on our Discord, or visit the Steam Discussion Forum.
Also, since we handle all the marketing ourselves, you can help us a lot by sharing Zombies & Bullets with your friends and influencers.
That’s all for now — see you in the next one! ːsteamhappyː
IT’S TIME! Cut That Wire is officially LIVE!!
The full launch introduces "Meat Clock", a twisted map filled with deadly, SAW-inspired contraptions, along with Dr. Pawcho - a deranged, psychopathic cat who joins the roster as a new playable character!
It's your time to #CutThatWire

All existing licenses will continue to work permanently after this change, and everyone who owns a license before the transition will be eligible for complimentary bonus content as a thank-you for your support.
You will not be required to pay anything additional.
If you’d prefer to wait, we plan to fully announce the changes during FG Con on November 8th, along with several exciting new features. Stay tuned to our keynote panel at FG Con.
You can watch the panel and other live videos from FG Con on our Twitch channel at
https://www.twitch.tv/fantasygrounds
Dear Steam Community,
Enjoy double XP and double rewards until November 5th, 2025 to celebrate Halloween!
A few pumpkins have been added, along with some lighting changes for Halloween. We’ve also returned to our original branding.
Happy Halloween! ːsteammockingː

— Chreseeba (Solo Developer)
What a week!
Sproutmart took part in Steam Next Fest — and over 1,600 players added Sproutmart to their wishlist!
Hundreds of you visited the store, played the demo, and shared your feedback.
Thank you so much for all the support and kind messages.
Every wishlist and every comment truly helps this little grocery-shop dream grow. 🌱
Next up, I’ll be working on new features — mostly multiplayer and a tutorial — and improvements inspired by your feedback, as well as preparing for the Early Access launch in 2026.
Stay tuned for more updates soon and a look at what’s coming next for Sproutmart.
🐦 Follow Sproutmart on Twitter for cozy updates, dev progress, and sneak peeks!
💬 Join our Discord to chat, suggest ideas, and see behind-the-scenes progress:
👉 https://discord.gg/jHbQasgZFu
If you haven’t yet, you can still try the free demo and add Sproutmart to your wishlist!
🎮 https://store.steampowered.com/app/3859130/Sproutmart__Farm__Grocery_Sim/
Thank you again for making this Next Fest unforgettable.
You’re helping Sproutmart become something truly special. 💚
— Vasilis
One year ago today, Evil Awaits was released onto Steam as Chai Games' first full-length indie title. Since then, I've had many comments, feedback, reviews, and suggestions. All of which I've listened to and implemented across the 15 updates and 3 Major Patches Evil Awaits has received over the past year.
Evil Awaits received no funding, and Archdale was built running on nothing but pure passion for the genre. Thank you to everyone who has played and/or supported Evil Awaits in any way. You're the best, and this game wouldn't be what it is today without you. <3
In light of this milestone, enjoy the horror ambience of Evil Awaits this spooky season! With a new video showcasing the soundtracks and ambience throughout the game from talented artists: Dave Daville, Chai-T, and Polysonic.
https://www.youtube.com/watch?v=3Ot7tUGRupU
More content, improvements and features are being worked on. So if you have any feedback, feel free to reach out through Steam discussions so we can continue to make the experience the best it can be!








Many players have requested more costumes to unlock and buy, so here they are! Traverse the grounds of Archdale in style and enjoy 4 new costumes, all with 2 variants. That means 24 variants of costumes in total to choose from!
Just like the previous DLC, 100% of proceeds made by Chai Games for DLC go directly towards the further development of Evil Awaits and future projects. Thank you to everyone who has purchased DLC and enjoyed their dress-up thus far.
http://store.steampowered.com/app/4106440/Evil_Awaits__Bunny_Costumehttp://store.steampowered.com/app/4106430/Evil_Awaits__Sporty_Costume/
Lillianna can now fade from damage in phase 2 on New Game +
Fixed an instance that caused boss health bars to display incorrectly on starting the encounter in New Game +
Fixed an instance that would block 'The Saviour' achievement from unlocking when completing the story on New Game +
Several quality of life improvements to gamepad controls and gamepad ui
Fixed an instance that caused Skulls of Archdale to respawn in the level Garden
The Sniper Expertise Journal will now display correctly upon solving the puzzle in the level Cemetery
Fixed an instance that caused fire damage to tick on the player in the level Archdale Castle
Added Camera Distance setting
Patched an out-of-bounds area in the level Cemetery
Adjusted several video settings
Improved consistency of laser weapon attachments
Fixed an instance that caused laser attachments to stay visible when activating aim too close to an obstacle
Fixed a small area with a texture error in the level Docks
Collision on Gates has been improved in the levels: Garden and Cemetery
Luminescence is a parkour race against the clock across levels themed from the constellations of space! Give Luminescence a wishlist and look forward to some fast-paced platforming very soon!
