













Now the 16 levels plus the "Gran Finale" are ready. Of course, the game still needs a lot of polishing, which will be done gradually.
We’ve released a small hotfix to address several issues based on player feedback.
Thank you to everyone who took the time to report bugs and share your thoughts!
Bug Fixes
Fixed an issue where ingredients could overlap on the Roasting Spit.
Fixed a bug where filling the Water Bag with clean water could sometimes be recognized as dirty water.
Fixed an issue causing crystals to overlap when spawning.
Fixed unnatural leg movement during gliding.
Fixed an issue where the Toadkin Archer’s bow damage was not being applied.
Fixed a bug that caused the boss to be hidden during the clear cutscene under specific conditions.
Fixed an issue where the Wet status effect did not clear under certain conditions.
System Improvements
Improved dialogue UI layout for better readability.
Replaced the Toadkin wanderer’s voice lines.
Pressing the Tab key now properly pauses the game.
Added a Dragon Transformation icon to the right side of the hotbar for better visibility.
Added the ability to enter trade quantities when trading in shops.
When crafting more than one item in the crafting window, the recipe icon now displays the total quantity being crafted.
Reduced overall game size.
Known Issues
Some treasure chests may not contain items as intended.
In certain situations, the player’s face may disappear, making the character appear ghost-like.
Feedback
Your feedback helps us a lot in improving the game.
If you continue to experience any of these issues after this update,
please let us know in the Steam Discussions.
— The Dragon Survival Dev Team
Hi everyone!
Today we are officially announcing our game, which means you'll be seeing a lot of interesting materials and information about it soon. But first, the most important thing: the gameplay reveal trailer!
Don't forget to wishlist the game and follow us on social media!
Our Socials: https://taplink.cc/bright_spaghetti_cat
Discord: https://discord.gg/mM46r58xdy

Gameplay
Added Singularity passive ability that creates a pull and stun effect when enemies are destroyed.
Added Launcher active ability, a grenade launcher type weapon with an explosive projectile. This should work really well with Singularity.
Healing items now disappear after a few seconds, so you better pick them up fast.
Show auto-reload progress in the UI.
Added some invulnerabilty time after a level up.
Fan now gains a pierce modifier with levels, making it a much better AoE ability.
Seeker is now unlocked later in the meta-progression, as it is a bit harder to learn. Launcher essentially takes its place as an early AoE weapon.
Bugfix: Can no longer dash strike out of the map.
Bugfix: Enemies no longer try to fire outside the map.
Technical
Can now switch between windows, windowed fullscreen and exclusive fullscreen modes.
Fix over-long profile name input.
Overall, I felt that the demo was lacking a bit of the synergistic builds that are enabled as you unlock more active ability slots, which is why I added the Singularity ability which should combo real well with a lot of weapons.
For weeks, you've been tracking his reviews, and now you can track the man himself. The anticipated Bonegrinder quest, which many of you spotted on our recent roadmap, is available right now!
He's haunted your movies long enough. Those brutal, anonymous reviews have shaped fortunes and ruined reputations. Now, a break in the case gives you a name and a location. The elusive critic, Morty Spritz, is hiding in Felton. But he's clever, paranoid, and ready to run. This is your one chance to hunt the legend. How long can a ghost stay hidden when you know his name?
Alongside the new quest, this update includes a list of bug fixes:
Fixed a bug which prevented you from submitting a sequel film for the Pollux Award.
Fixed a bug which could cause a softlock during the policies tutorial.
Fixed several issues in the negotiation system.
Zooming in and out is now available with the “Z” key.
A few UI improvements.
As promised on our roadmap, this is just the first of the updates we have planned. Our team is already deep in development on the next treat for you: a Halloween Booster Pack, coming soon to get your studio into the holiday spirit.

As always, thank you for your incredible support and feedback. It’s what makes these updates possible.
Today, the demo version of Carcerem was released!
Following a closed testing phase, a small number of bugs were found and fixed.
Fixed various animations.
Fixed the saving of game settings (your settings will no longer reset after returning to the main menu).
Added fall damage mechanics (to be honest, it doesn't really affect the gameplay, but I like that the game world has become a bit more realistic).
I've done my best to release a demo version for you that is free of bugs and critical errors, so you can have the best possible experience with the game. You can report bugs and share your impressions on the game's Discord server.
The walls of the maze are waiting for you..
Improved lighting in dark areas for better gameplay experience
Corrected several in-game text errors for smoother reading and better clarity
Certain anomalies have been made more noticeable, helping players spot key interactive elements more easily
Greetings once again, esteemed guests -
Another patch is live. More bugs squashed. More polish applied. The hotel runs a little smoother tonight.
Added an option to limit the frame rate to 60 FPS in the Video Settings menu.
Adjusted the layout of the “Display HP Gauge Overhead” options in the Game Settings menu.
Fixed an issue where players could continuously gain boosts from continuous play bonuses beyond the intended limit when repeatedly looping through Stages 1 - 3.
Fixed an issue where the Reward Mission “Defeat 3 enemies at once” would not be marked as complete when achieved using a shotgun.
Fixed an issue where interacting with the mirror while the Final Stage was unlocked could cause the player to become uncontrollable.
Fixed an issue where interacting with a duct during multiplayer sessions could cause players to get stuck inside.
Adjusted input polling to match the monitor’s refresh rate.
Mitigated an issue where input detection could drop when the frame rate decreased.
Fixed an issue where the screen could freeze briefly at the start of a boss fight if a Slasher Phantom was present in the boss area.
Fixed an issue where, if the game was launched and settings were saved while using a monitor resolution below 1280×720, the Video Options would no longer function correctly and resolution changes would become unavailable when restarting the game with a resolution of 1280×720 or higher.
Fixed several bugs related to text display and localization.
From Osaka to wherever you are in the world!
- White Owls Inc.