The Playtest for Cinderia is now open for sign-ups!
You can click the Request Access button to join — we’ll be granting access to players in waves.
This Playtest will remain open for a long period, so feel free to jump in anytime and share your feedback with us.
In this build, you’ll be able to experience:
4 playable characters
3 available chapters
Several in-run progression systems that are functional but still being polished
Please note that many other parts of the game — including most music and sound effects, some meta-progression systems, as well as UI, environments, and story content — are still in early development and not yet complete.
Also, save data from this Playtest will not carry over to the full release.
Since this is a work-in-progress build, you may encounter bugs, unfinished features, or other rough edges along the way.
Thank you for helping us test and shape Cinderia!
Join Our Community
We also welcome everyone to join our official Discord to chat, discuss the game, and share your experiences!
Thank you all for your patience and support.
We can’t wait to let you jump into the world of Cinderia!
Hey everyone!
Thanks to Felix, we're pushing another update for Lyca that improves things significantly under the hood:
- Performance overhaul: The terrain system has been reworked into a tile-based system that drastically improves performance, especially on lower-end PCs
- Controller support overhaul: The controller functionality has been completely reworked to make it much smoother and intuitive to play!
- Other smaller fixes and tweaks
This update brings the Steam (Windows) version up to date with the Switch version.
Speaking of which,
Lyca is now available on Nintendo Switch (and Switch 2)! If you're wanting to relax, run through a meadow as a dog (or cat) and listen to chill lo-fi music, you can now do it on the go! (or in your bed or couch or wherever you play your Switch). It's been a dream of mine to have my game on the Switch, so I'm really grateful to be able to achieve that today! This couldn't have happened without Felix, who handled all of the porting, and Pretty Soon, who are handling the testing and publishing. But most of all, it's thanks to all of you, the players, who have supported the game and helped get it where it is now!

See you all soon,
- Shaun (dev)
As the nights grow longer and the frontier grows darker, Undead West is getting into the Halloween spirit. The Hub has been dressed for the season with a few festive touches - but the main focus of this update is on improving combat flow, and overall performance

Patch 1.0.5.3 brings a range of gameplay adjustments, level refinements, and bug fixes designed to make each run smoother and more consistent across all stages.
Increased player invulnerability after taking damage by 0.2 seconds.
Increased Rattler projectile damage from 2 → 3.
Increased Hand Cannon reload time from 1.2s → 1.4s.
Tombstone Golem spike summon now includes a warning indicator and executes faster.
Increased the speed of the Stage 2 Graveyard Large Skeleton Miniboss fireball line attack pattern.
Stage 1 - Catacombs:
Adjusted room layouts by removing some walls and expanding walkable areas to improve movement.
Removed colliders from specific wall pillars to prevent players from getting stuck during combat.
Added destructibility to additional objects: metal braziers, candelabras, minecarts, tall graveyard lanterns, standing mirrors, and tombs.
Stage 2 - Graveyard: Fixed minibosses taking damage from their own projectiles.
Stage 4 - Outskirts:
Updated Ranger enemies with red highlights to improve visibility against the environment.
Changed Scorpion Miniboss room spawn chance from 1/7 to 7/7 possible paths.
Fixed Dragon statue fire trap dealing contact damage on touch; it now only inflicts damage from fire.
Boss Rush Mode: Fixed boons not resetting upon death when using the Skeleton outfit.
Equipment screens can now be accessed directly by interacting with NPCs without needing
Slot Machine: Fixed issue where closing the UI mid-roll could prevent future spins.
Fixed Stage 6 - Man in Red boss health bar displaying empty during a specific moment in the encounter
Updated all enemy spawn indicators to flash red before enemies appear, improving combat readability and reducing unexpected spawns during boss fights.
Enjoy the seasonal atmosphere around the Hub, and have a safe, but suitably spooky, Halloween out there in the Undead West and beyond.




Hi everyone,
We're excited to announce that Nova Roma has an official Early Access release date: January 22, 2026.
We had originally hoped to release this year, but it turns out the three of us need some extra time to polish the game and make our Early Access launch as smooth as possible. It's definitely disappointing to have to wait longer, but we do have some good news: you'll be able to try the game this year! We will be releasing a public demo for Nova Roma on December 5.
We're excited to be getting closer to release (even if it's a bit farther out than we first hoped). In the meantime, check out our new launch date trailer:
While we keep working toward Early Access release, come chat with us on Discord or in our Steam forums. You can also read more about how development has been going in our recent development updates.
https://store.steampowered.com/news/app/2426530/view/505089031138182714https://store.steampowered.com/news/app/2426530/view/512954475614306567https://store.steampowered.com/news/app/2426530/view/4324102829992213855https://store.steampowered.com/news/app/2426530/view/4216006291773130588
Until next time! - Pete, Michael, and Sam
🎪Hello everyone! We’re here to announce that the long-awaited The Mare Show opens its gates to those brave enough to enjoy its attractions. The fun is so intense it might kill you.
Greetings Rebels new and old! Firstly, thank you all for being here. Our resistance against the Sun King Azra would not be the same without you. Your feedback and support has been inspiring for our Rebel Leaders (the Guard Crushers), and we cannot thank you enough.
Our crusade against the Crimson Order continues today, as we deploy a set of fixes fresh from the campfire (some may call them “hot” fixes - you see):
We have fixed a soft-lock where Azra knocking companions off screen would hinder transitions
Fixed a soft-lock where counter-clashing Azra explosions would lead to an infinite clash loop
Fixed an issue where overpressuring would lead to infinite overpressure
We’ve stopped adding chamomile and lavender to the Chicken feed (and so they will now enrage as intended)
Fixed a transition issue in the Mowlai Village to prevent out-of-bounds issues
We’ve fixed the visual issue where save slots would not reach 100% (the issue here was just the display - no content was actually locked)
We’ve also given all companions a pep talk to boost their bravery - meaning they can no longer be dismissed by Morta Mima
We’ve also fixed an exploit centred around Brome’s ultimate and the Chaos Past Echo ritual
That’s all for today, but keep a weather eye on the horizon, Rebels! And, once again, please continue to give us your feedback for bug-fixes and your experience in Talamh in general. Your support for our Rebellion means more than you could know!
May the Rituals be ever in your favour, and the Root Sisters ever at your side!
The Absolum Team @ Guard Crush, Supamonks, and Dotemu



Hi everyone,
We’d like to share an important update on the development of Nivalis and its release date.
As you know, our goal over the past year has been to launch the game within 2025. The progress we’ve made in recent months has been both steady and substantial, allowing us to refine every aspect of Nivalis – our unique take on the slice-of-life genre – including all the intertwined, dystopian, and mysterious stories unfolding throughout its streets. However, there’s still one final piece of the puzzle missing.
Right now, we’re deeply focused on the voice over: we’ve just completed the casting process for over 100 new voice roles after our first casting of 32 roles for our demo 2 years ago. We have received more than 8,000 auditions this time.
In Nivalis, there will be around 135 primary and secondary fully voiced characters, for a total of about 200,000 words. They will bring to life the multitude of complex personalities you’ll meet in the game. It’s a massive undertaking that we’re carefully overseeing, because for us this is a key element: as we’ve said many times before, we want the Nivalis experience to be as immersive as possible. So – as some of you correctly guessed after last month’s devlog – between casting, recording, and implementing the voiceover, releasing the game in 2025 would risk compromising its quality.
For that reason, we’ve made the decision to officially move Nivalis’ release a few months ahead into 2026. This will also allow us to dedicate all the time needed for additional testing, optimization, polishing, and balancing, to ensure the smoothest experience possible. We’re currently working closely with our publisher to determine a specific launch date – which we hope to share before the end of the year. Soon, we’ll let you know when we’ll be able to celebrate ‘Nivalis Day’.
Thank you all for your patience, understanding, and incredible support - it’s what gives us the strength and motivation to push through this final stretch.
The ION LANDS Team