Fixed a bug where bugs could fall through the ground.
Reduced Mordak’s speed and lowered his spawn chance during the first minute.
Explosion effects toned down — the screen no longer gets cluttered with visual noise in the late stages.
The second enemy has been completely reworked — new animations, improved AI, and much more aggressive behavior.
The enemy appearing around the 4th–5th minute now has an AOE counterattack that triggers when you try to engage in melee. You’ll need a new approach to deal with him.
The Style Rating system has been reworked — it’s now more dynamic, more responsive, and expanded up to SSS rank.
Howdy, Rascals!
Every match is about to get way more rowdy in our latest update! Introducing two chaotic core components to Rowdy Rascals: modifiers and player interactions!
The new demo is more reflective of the final game that we’re continuing to work on behind the scenes. We hope you all enjoy it and enjoy shoving your friends around! Gameplay is also way smoother with our top to bottom netcode + movement overhaul.
Patch Notes
Added the Modifier Wheel gameplay mechanic to all mini-games
Removed previous pop-up stating “Not available in demo build”
The full list of modifiers include:
No Modifier - Classic experience
Double Points - effects scoring for all players
Only one winner - effects scoring for all players
Free 1 star - effects scoring for the roller of the wheel
Can-O-Beans - VFX and a forced player movement forward as your Rascal had too many beans
Flipsy-Daisy - screen periodically inverts (we tested this internally to get this right for motion sickness, we’re open to feedback on this one still!)
Hiccupocalypse! - VFX and a forced player movement backwards as your Rascal lets out a hiccup
Singularity - VFX and forced player movement into a singular space “blackhole” style - wiggle to get yourself free!
Last Is First - Turns scoring on its head. Whoever loses wins, score in reverse order
Slippery Slope - low friction for all players (Rinky Dink is permeating the other mini-games)
BEE-have! - a swarm of bees moves around the level stun locking players randomly
Tiny Trouble - players are shrunk and move faster while being able to dodge mechanics easier
Shake em Up - screen randomly shakes, making it hard to see (Again, we tested this extensively but open to feedback for motion sickness!)
Floatin’ -players get balloons attached to body, and they float more when they jump
Added player-to-player interaction in the form of a shove that pushes Rascals in front of you a short distance away. (Highly recommend shoving your friends in front of minecarts)
Added “BOP” mechanic that lets you get a higher jump if you land on another player's head.
Complete netcode overhaul - massively improves player position syncing and player-to-player interactions.
Added hitbox tracking so Rascals can no longer share a space
Wishlist now!
https://store.steampowered.com/app/1552650/Rowdy_Rascals/This is our first major update to the demo so we’re looking to hear how you all enjoy these modifiers! We’re a small team dedicated to bringing Rowdy to life and making it a community driven experience.
If you have any feedback or suggestions on new modifiers you’d like to see or anything at all - keep up to date with all things Rowdy Rascals in the Discord!




Unlock 2 new unique Halloween endings! Complete the secret puzzle and summon the Deer from the Forest! Plan a brand new grand escape!
The schoolboy turned the calendar page, and autumn has arrived in the village where his grandparents live. Now the schoolboy has new tasks to complete — like raking up the leaves. But what would autumn be without new endings? Unlock a new unique ending featuring the summoning of the Deer from the Forest!
Enjoy the Halloween celebration update and dive into the festive atmosphere! Create a grand escape, and see the game in a whole new way with bright autumn colors!

Hey Raiders,
Our next playtest is coming up soon in November!
Press Request Access on the Surfpunk Steam Page.

On November 7th, a limited number of players will be randomly selected into the playtest. You will receive an email on that day if you were selected.
Once you've been granted access, you'll be able to invite up to 3 of your Steam friends.
Create an account on our Surfpunk Community Hub.
Head to the Invite tab and share your personal referral link with friends.
Climb the leaderboard! The top 30 members on the Referral Leaderboard are guaranteed to receive playtest access.
⭐If you've been granted access in a previous playtest, your access will still be valid.⭐
The easiest way to get in touch with us is via the Double Stallion Discord server, so meet us there if you can and we can help you through any issues. It's also the best place to give us feedback and report bugs. We're counting on you to help us improve the game and really value your feedback.
https://discord.gg/doublestallion
Server selection is now accessible from the Title Screen
Removed the hard time limit on Missions
Improved online join flow
Enemy balancing
Metagame balancing
New Art & VFX
Improved UI/UX
See you soon!
- Eric

ACTION!世界由你主演!每一次点击,每一个抉择,都在改写剧本的最终结局。
欢迎来到一个由“你”来决定走向的世界!

2025年10月22日 Steam「沉浸式剧情游戏节」正式启幕!《你好!我们还有场恋爱没谈》已登录活动页面。
10月22日至11月4日节日期间,《你好!我们还有场恋爱没谈》Steam平台 -27% 限时折扣!
购买捆绑包可额外获得5%折扣!

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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 ❤️