We just wanted to say how fantastic it is to see so many new players jumping down into the pit! And to see some of you returning after a short hiatus.

The response has been amazing and we also want to take this moment to mention that a new patch is coming very soon. In fact this is going to be the biggest patch we've ever done and you won't have to wait long for it... (hopefully Friday!)
In the meantime please leave comments, feedback and suggestions on the discussion forums as we'd love to hear from you!
Good evening or morning or something
We've got a small update to the beta with some fixes and changes based on your feedback!
Fixed an issue where barrels wouldn’t respawn after self destructing them
You can’t switch employees while in a PTO mission (you can still switch weapons)
PTO objectives give XP and Gats
Added a vehicle tutorial popup the first time you play PTO
Hunk’s wheels can’t be fully destroyed by overclocked core explosions
Stopped monovan target locations from spawning too close to the edge of the level (I think)
The inventory background light is now a less saturated employee color instead of white
the mission select background light is now colored based on the region of New Atlas you’re currently looking at
Improved the upgrade list background
Added a background to upgrade grid slots
Mission select region labels are colored when hovering over them
Added an option to disable UI chromatic aberration
Added an option to enable the old UI distortion
Added a HUD info popup when a mission is selected in the drop pod
Fixed upgrade pattern previews going off the top of the screen in some cases
You can click and drag to rotate weapon/employee previews in the skins menu
Increased the range of the custom UI color picker
We don’t want to allow full white as a custom color because some parts of the UI are supposed to contrast against white
Abomination legs deal less melee damage when picked up by a smaller enemy

Notes de mise à jour :
Correction : les paramètres sont désormais correctement sauvegardés.
Correction : le bouton Reset dans les options fonctionne maintenant comme prévu.
Correction : il n’est plus possible de se déplacer rapidement en étant accroupi.
Correction : ajustement des interactions simultanées.
Correction : ajustement des objectifs secondaires.
Ajout : une fenêtre de confirmation a été ajoutée dans les paramètres.
Optimisation : la taille de la démo a été réduite.
Optimisation : amélioration du comportement et des performances des PNJ.
Modification : diverses améliorations et ajustements du tutoriel.
Divers : correctifs et ajustements mineurs.
D’autres correctifs et améliorations seront disponibles dans de futurs patchs.
The PROHIBEAST team

Just some quick fixes in response to early feedback from the Crystal Gyroscope Update.
Viridi will now launch in windowed mode by default.
The ESC menu has a button to toggle between windowed and fullscreen modes.
Viridi will attempt to remember your selected mode and resolution and will re-launch in that mode.
The bottom/main menu, spritz, and hoist buttons will now shift around as you resize the window, to keep a functional, good-looking layout. The minimum width of this menu area has been expanded to support even longer plant names.
The ESC menu will now unhide UI when it opens. (There is a semi-secret function of the Z key hiding/unhiding the UI. ESC will force unhide, which I think will be easier for people when they accidentally hide the UI without knowing what's up.)
The rename UI will now properly close when you click away from a plant without finishing rename.
Thanks for your feedback and your patience! Let me know if anything else is busted.
🐌
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!
