Hey everyone,
First off, thank you so much to everyone who played the demo and shared your thoughts. I want to acknowledge something upfront: the initial release had some glaring bugs, including crashes that disrupted the experience. I’m truly sorry for the frustration that caused.
Since then, I’ve been working hard to track down and resolve the major issues. Most of the critical bugs have now been fixed, and the demo should run much more smoothly. If you experienced crashes before, I’d love for you to give it another try and let me know how it goes.
Looking ahead, I’m also planning several updates to the demo, including:
🌱 Adding the remaining cutscenes and missing NPC townies
🖼️ Introducing a graphics settings page with a new font and reworked GUI
🧭 Reworking the tutorial to reduce long walks and introduce short-term goals
🏃♂️ Adding animations for running, holding items, and applying treatment to patients
🎮 Expanding platform support: controller, Linux, and Steam Deck compatibility
This demo is just the beginning, and your feedback is shaping its future. If you have thoughts—big or small—about what felt good, what felt confusing, or what you'd love to see more of, I’m all ears. You can reply here, post in the community hub, or message me directly.
Thanks again for being part of this journey. Your support means the world.
Update v1.2
• Added new skeleton enemies
• Introduced a redesigned labyrinth system
• Added two new powerful weapons

Only 7 days remain until the end of the BackerKit campaign, which has so far raised just $285.
Over the past few weeks, I’ve reached out to countless streamers, media outlets, and websites to help spread the word, but without funds for paid promotion, almost nobody knows the campaign even exists.
If the first funding goal isn’t reached, I’ll be forced to pause development of Gravewatch until I can gather enough money through other means. I might even consider finishing one of my smaller side projects first before returning to Gravewatch, as this game is simply too ambitious for someone with my current resources.
If you’ve been considering backing the campaign, now is the time. Every pledge, regardless of its size, helps keep Gravewatch alive. If the goal is not reached, all pledges will be refunded, so there’s no risk.
Thank you all so much for believing in this project. Your support means the world to me ❤️
Astro Company Playtest is now live!
We’re excited to announce that the Astro Company Playtest is officially open!
If you’ve requested access, keep an eye on your Steam client – we’re starting to grant access to testers.
Join the Playtest and help us shape the future of Astro Company with your feedback.
Every bug report, suggestion, and idea helps us improve the game before Early Access.
Head over to the steam page and click Request Access if you haven’t already.
Let’s see how long you can survive out there in space!
Thank you for supporting us!
And don't forget to wishlist!
https://store.steampowered.com/app/4042610/Astro_company/?l=english
Hey everyone! We've been working hard to get this one out..
This major update directly addresses core early access feedback regarding meta-progression, session length, and the economy. On top of fixing fundamental issues with the core loop, we have added tons of new content.
We are committed to building this game right, and your continuous feedback ensures that.
The New Quest System: The Quest Board is now the central way to play, giving you agency over your session length and objective.
Quest Types: We've introduced two types of quests: Treasure Hunt and Gauntlet, each offering a different objective and challenge experience.
Flexible Play: The Quest Board features various quests with different lengths and difficulties, allowing you to choose between shorter focused runs and longer expeditions.
Crucially, completing these quests is a reliable new way to earn Golden Shards.
Found Quests: Players will find randomized quests during runs, which are added to the quest board once back in the overworld. Obtained quests have a set difficulty level.

The Accolades System (Meta-Progression): We’ve introduced Accolades to give your long-term efforts more meaning.
Long-Term Rewards: These progressive milestones give you a consistent source of Golden Shards, helping players expand their dice collection quicker.

Challenges System Rework: We immediately tackled the issue of inaccessible rewards.
Improved Flow: We’ve greatly improved the flow and ease of completing existing Challenges, making the process of earning Golden Shards smoother and less frustrating.
Easier Targets: Initial challenge numbers were too harsh, so they have all been balanced accordingly—it should now be easier to grind for Golden Shards.
Difficulty Scaling (Quests): You can now tweak the difficulty of quests for greater or lesser rewards, putting you in control of the risk and reward for every run.
You can now escape the Arena on wave 5, instead of wave 10.
Enemy Health & Damage Decrease
Wand Damage Increase
Club Damage Decrease
Reduced cooldowns on class movement skills
Reduced the length of “Treasure Hunt” Quest
Smarter Enemy AI: We’ve fundamentally improved the enemy AI to make combat more dynamic and challenging.
Proactive Tactics: Enemies are now much more proactive in targeting and moving, constantly pushing players and forcing better positioning.
Effective Skill Use: Enemy AI will use skills more effectively on both offense and defence, making encounters feel less static and more strategic.
Synergy: We’ve also improved some higher-level enemies and allowed them to use team tactics and synergizing their skills together.
Better Friendly AI Mechanics:
Conjure Illusion now follows the player properly when outside of combat loops.

Gameplay
Fixed an issue where dropped inventories from dead players were too small to contain all their items.
Resolved a bug where Critical Hit and Dodge % boosts were calculated incorrectly in some instances, leading to multiplayer de-syncs.
Legendary (Tier 4) items can now be sold at shops as intended.
Fixed a bug where the “Inventory Full” message was incorrectly displayed to all players in a session when one player used Poisonous Plunder.
Corrected a bug where health bars disappeared while ‘Mimicking’ was active after using the Scroll of Mutation.
Fixed a bug causing the Plague Doctor not to use its healing skill when not at max health.
Resolved an issue with Venomous Strike not applying bonus damage and incorrectly inflicting Poisoned.
Fixed an issue where combat loops could merge when enemies were outside locked rooms - this sometimes broke boss animations and caused other unintended behavior.
Fixed a bug where the Lesser Staff’s skill attack remained linked to the original owner after being picked up by another player.
Addressed an issue preventing access to the hidden cache that can spawn behind the dungeon shopkeeper.
Increased spawn rate of shops in Arena Mode.
Fixed a lock-up that could occur when the game waited for enemy animations from a previous floor.
Corrected an infinite loop bug caused by combining Bleed and Temporal Displacement.
Fixed a bug where using Potion of Shift on a player in a turn loop could cause lock-ups and prevent AP regeneration.
Removed poison damage from the Throwing Dagger.
Fixed an issue where challenge progress was not tracking kills of stunned, poisoned, or bleeding enemies.
Corrected an issue where Illusions were being counted as "Enemies Left" in Arena and Gauntlet modes.
Fixed a bug where the ‘Attack and Move in Single Click’ setting interfered with some skill attacks.
Changed behavior for players in downed states - they can no longer revive themselves using consumables, or cast skill attacks.
Resolved a bug where enemies stopped using Attacks of Opportunity on players who had been revived.
UI Fixes
Fixed multiple issues related to UI layering.
Corrected a scaling issue where the ‘Hide Helmet’ button appeared in the wrong location at certain resolutions.
Fixed screen coverage issues on the End Game, Escape Arena, and Browse Lobby screens for various resolutions.
Resolved a scaling issue on the Dice Screen that made the Exit button inaccessible.
Fixed a bug where the Weekly Challenges timer was counting up instead of down.
Corrected display logic for the Revive Teammate button - it now only appears when relevant in both single-player and multiplayer shops.
General Improvements
Redesigned the Arena Shop and Rewards UI with improved visuals and functionality.
Players can now equip armor during combat - this is particularly useful in Arena Mode after acquiring new gear.
Poisonous Plunder can now target enemies that have already been plundered.
Disabled skill selection when it’s not the player’s turn, to reduce confusion.
Arena players now start in the center of the floor; enemies spawn at least 1 tile away.
Enhanced the dark wood texture on previously un-lootable props, to differentiate them from regular props.
Players trapped in an Arcane Pillar are now immune to damage, status effects, and knockback.
Added a general animation for scroll casting.
Thank you all your feedback so far. With your continued support, we hope to make Beneath The Six into the best possible game it can be.
Happy questing!
Check the download sizes below for today’s update on your platform of choice:
PC (Steam): 42.8 GB
Workshop Menu
Overwriting blueprint that causes a duplicate no longer results in crashing.
Items should no longer erroneously show the Atomic icon on Xbox.
Items placed on the first floor should no longer float.
When inside a shelter, the blueprinted subcategory is no longer available in Build Mode.
Build menu should no longer scroll faster as you change scroll directions.
The Fisherman's cooking station, Fish Display Plaque, and all three fishing plushies are now visible in the Workshop Menu once learned.
Decontamination Shower should no longer show as unlearned for players that have already learned it.
C.A.M.P. item names should no longer be cut off when selecting them in the Build Menu.
Players using gamepad can now toggle the free cam control mode while placing wires, unless they are targeting an item that accepts wire connection.
The “Blueprint Save” pop-up in the Workshop Menu now supports mouse input.
The "Options" button is again displayed when using the Replace option.
Last selected variant is now tracked separately between replace and build mode in the Workshop Menu.
Made some improvements to the blueprinting flow in the new workshop.
Blueprinting now reserves items.
A scroll bar has been added when players save their blueprints.
Added additional messaging when a lock is applied or removed from a Workshop item.
The Atomic symbol should now correctly update for purchased wallpapers.
Players should not get kicked back to the subcategory menu when selecting variants while building.
Players should no longer become stuck moving an object when editing furniture items.
Workshop background should no longer be invisible.
Help Menu
Help Menu now lists the correct Subcategory for Foundations
Made improvements to Help Menu information for “Free Camera Mode”, "Attaching Wires", “Item Lock” and “Death”.
Fixed an issue with the Help menu which listed the incorrect controller button for "Save Blueprint"
Items
The Atomic Roller should now be interactable.
Removed the Blood Punch Bowl from being buildable in shelters to be consistent with other dispenser type items.
Removed the Blue Nuka-Cola Vending Machine from being buildable in shelters to be consistent with other dispenser type items.
Removed the Crania Candy Bowl from being buildable in shelters to be consistent with other dispenser type items.
Atomic Shop icon no longer appears on the Sheepsquatch Poster
Fixed an issue which could cause players to be unable to enter their Power Armor suit until they dropped Fusion Cores in their inventory.
Fixing an issue where the Ultracite Stool and Ultracite Throne were no longer buildable under certain conditions.
Tiki C.A.M.P. kit should now display as a full C.A.M.P. kit.
Enemies will now display the correct icon for bleeding beneath their HP bar.
Nuke Silo Mainframes Cores should now be damaged by explosions.
Fixed an issue causing Scorchbeasts to focus on their audio scream attack.
Sheep Shard poison damage will now correctly scale with the player's level.
Mischief Night: The "Light the Mischief Pyre" objective is now translated in all languages.
Mothman Equinox: Fixed a formatting issue with all 6 of the Mothman Equinox event lore books.
“Jail Break” should now qualify for the repeatable Public Event challenge
Glowing Skeleton Costume and Glowing Skeleton Hood can be now sold to NPCs.
The Freezing Touch mutation now deals Cryo damage.
Decryption:
Removed the armor penetration and increased damage effects.
Enemies are now higher levels than you would normally encounter
The Big Bloom: Beezlebub's health and damage has been increased.
The Big Bloom: Increased performance with flower respawning.
The Big Bloom: Overgrown now have a chance to drop Carnal Weepers, Radlilies, or Crystalcups.
The Big Bloom: Lowered the active landmine count.
Becoming immune to fall damage while not in power armor now always prevents the stagger animation.
All Cryo damage now has a unified effect that slows the target and drains Action Points. This effect scales up the more Cryo damage the target takes and recovers over time when the target isn’t taking Cryo damage. Cryo resistance also plays a role in how quickly the status effect is built up and recovers. Weapons and effects that caused a slowing effect now deal Cryo damage instead.
Fixed a bug where applying slow effects to a target could make them move very fast.
RAD damage is no longer recovered to a minimum value when loading into the world. RAD damage is still recovered to a minimum value when respawning. This also applies to Glow for Ghouls.
Fixed an issue where damaging auras would not deal any damage in certain cases.
Fixed an issue where players could be stuck in a state where their AP constantly drains.
Cryo damage should now correctly trigger the Deal Sealer Perk.
“What Rads” Perk can now only be equipped by Humans.
Fixed an issue on the S.P.E.C.I.A.L. page which displayed "0 unused point" over full categories.
S.P.E.C.I.A.L. Loadout Manager should now perform better when scrolling.
Blood Sacrifice: AP should no longer continue to drain HP while outside of VATS.
The Cloaked icon should now be displayed for Escape Artist and Chameleon.
Twisted Muscles penalties to VATS accuracy and cone of fire are now reduced by the Class Freak perk card.
Four Leaf Clover: Now grants the correct amount of crit meter for multiple projectile weapons.
Fast Fighter: Now grants 50% of your movement speed above 100% (your bonus movement speed) as reload speed.
Improved the utility of Fast Fighter for Black Powder weapons.
Lifegiver
Fixed an issue where players could die when unequipping this Perk Card.
Fixed an issue where the players HP could be incorrect and overlapping the RADS portion of the HP bar when this Perk Card was equipped.
Night Eyes: Reduced cost to 1 point.
Number Cruncher: Now applies to weapon DoT effects.
Deal Sealer
Cryo slow now counts as an impairment for this Perk.
Poison aura effects now correctly inflict poison impairment.
United Ordeal: Now shows in the Pipboy Effects tab when active.
Rad Sponge: Thirst and Hunger should no longer be restored at different rates.
Increased the rate at which Thirst and Hunger are restored.
Good With Salt: Moved from LCK to INT.
Curator: Moved from LCK to INT.
Tightly Wound: Animation speed should no longer reset when entering or exiting Power Armor.
Bloody Mess: Fixed an issue that would allow this to proc on bleed immune targets.
The "Combat Knife" should now be properly translated in all languages.
"Rusted Glory Flag" should now be properly translated in all languages.
Players should no longer experience visual clipping when equipping a hazmat suit as a Ghoul wearing a disguise.
Unarmed Bobble Head now displays proper name.
Players should now be able to complete the Possum: Leatherworker challenge by building a Bear Skin Rug.
Chinese Stealth Armor should no longer stretch oddly at the neck of male characters.
Corn Cob Fasnacht Masks can now be placed in Chess & Pillar display cases.
Cranberries should no longer spawn as Blast Berries.
Big eared characters no longer have their ears clip through the Brother Hood of Steel hood apparel.
Improved textures for Drill Fist Ultracite Bits.
Light Machine Gun Prime 5.56 and .45 plans no longer keep dropping from Scorchbeast Queen once learned.
Improved VFX to better match damage inflicted by explosions.
Fixed a rare crash on the loading screen.
Silver Extractors should no longer produce Silver Scrap instead of Silver Ore.
Fixed missing armor names in the how to learn text.
Fixed an issue that would cause cut content to be displayed in the workbench.
Note: There was a patch note announcing that some items were added to vendors Samuel, Mortimer, and Giuseppe. This note was not intended to appear in today's patch notes. Please stay tuned to for future information on items being added to those vendors.
Bird Bones now displays its Fall Damage reduction in the Pip-Boy.
Fixed a bug where Herbivore and Carnivore mutations could be acquired at the same time.
If you currently have both mutations, they will be removed from your character.
Reading the Sacred Tomes of the Mothman now correctly progresses the hidden quest.
Mods
Damage from explosive launchers with the two-shot Legendary Mod is no longer duplicated.
US Covert Ops magazine now states its correct effect: Bonus damage against Humans.
Scopes that support multiple zoom levels will now display a button hint for zoom during use.
Cremator now deals the same damage after changing the color of the chemical fuel.
Alien Blaster Cryo mod now receives benefits from the Explosive Legendary mod.
The Bowie Knife Pioneer Scout Paint now appears with all other appearance mods.
Certain weapons should no longer increase in size as you scroll through their mods.
Ceremonial Mace Skin for Lead Pipe, Revolutionary Sword, & Tire Iron now use the correct appearance mod slot and can be removed after application.
Removed debug text from the Chameleon and Stealth Boy mods used in Power Armor
The Cryo mod for the Compound Bow now receives contextual ammo (Arrows)
Bleed damage has been added to the Cosmic Knife.
The Durability Legendary mod now correctly reduces but does not remove durability loss when attacking enemies.
The Gatling Plasma Stinging Core Receptacle now correctly notes as "piercing".
Icemen's Four-Star Legendary Mod effects have been replaced with 20% extra Cryo damage.
Pipe Wrench no longer incorrectly displays 2 cosmetic mod slots.
Weapons will no longer experience a delay in firing after being reloaded when using effects that increase reload speed.
The Light Machine Gun full stock mod no longer adds the Rifle tag to the weapon.
The Stalker’s mod can now be attached to melee weapons.
The Miasma mod has been reworked to always deal poison damage to nearby targets, similar to the Plague Walker mutation.
Miscellaneous
5.56 Ultracite Ammo will now unlock as expected for the LMG.
Improved the Cryo effects for multiple weapons.
Players should no longer be able to continue to use auto melee weapons after running out of AP.
Improved the ability to target bee swarms with VATS.
Nuka-cola Ammo is now an explosive ammo type.
Some HUD elements should no longer be hidden while the player is aiming with a scope.
Players should no longer see a blank confirmation window when choosing a loadout upon exiting Vault 76.
Damage over Time will no longer display as floating numbers when setting is disabled.
Floating damage numbers now correctly dynamically adjust.
Players should no longer be flagged AFK incorrectly.
The confirmation window should now display correctly when trying to delete a custom world.
Leaving the Steam Overlay by clicking the X button now correctly resets the game's input, allowing Pip-Boy to be opened with Tab.
Radiation gained by consuming irradiated food should now be displayed correctly.
Some UI elements should no longer disappear when a player disconnects from a controller.
Health and stamina bars should no longer become misaligned.
Rebinding an input in the Settings Control menu should now rebind correctly.
Fishing: Inputs are no longer influenced by remapping controls in the Options Menu.
United Ordeal will now correctly show as an active effect.
Fixed a display issue where Number Cruncher would increase the Pip-Boy damage values more than expected.
Fixed an issue where DoT floating numbers would sometimes display twice.
V.A.T.S. Accuracy is now correctly displayed with a percentage sign in mod properties.
Fixed bug that had patients spawn with a null symptom that couldn't be cured.
Fixed bug with saving and loading during the tutorial would sometimes cause a tutorial loop.
Tomorrow, October 23rd at
12.30 UTC
14.30 CEST (UTC +2)
08.30 EDT (UTC -4)
21:30 KST (UTC +9)
We will have a period of scheduled updates for backend services. Please pardon the Killing Floor 3 downtime that is expected to last up to 2 hours.