The first post-launch update for the Break-In is now live! It features some long awaited levels and items, so I hope you enjoy playing. I'm delighted that I can continue working on the game and bringing new updates. Here's a breakdown of what's included!
I want to preface this by saying that I started working on this level a while ago, and it was not inspired by the Louvre heist which happened a few days ago. Although the coincidence is understandable suspicious. The museum features 4 different exhibits, ranging from ancient history to natural history, and capped off by the enormous T-Rex skeleton in the center! It is, of course, stealable, but it's a big challenge to any burglary squad. The museum also contains a vault full of relics, but it's very well guarded and there are alarms everywhere. Be careful!

The wild west train heist is here! I don't know if you traveled back in time, or are just harassing some train reenactment enthusiasts, but either way you're about to burglarise a moving train. Sneak or fight your way through passenger cars and freight cars to the front of the train to crack open the vault! Then struggle to get everything back to your getaway vehicle in the rear. Watch behind you for the cops!

As well as the new levels, there are a few long-awaited items added in this update.
The Keycard Hacker can replicate any keycard simply by pressing it to the card reader, allowing you to bypass them. It takes a bit of time though, so make sure you're in a safe place while you wait!
The Retina Copier scans an NPCs face to get a copy of their retina. Just touch it against their head and wait for it to turn green (or just throw it at their head from a distance), and then it can be used to bypass retina scanners.
The Night-Vision Goggles allow you to see in the dark and live out your splinter cell dreams. Just put them on your head and activate them with trigger or left click, and leave the flashlights at home!
To fit the theme of the train heist, I have also added some cowboy style clothes to the cosmetics menu. There is also a new secret cosmetic to be found, so good luck!
That's all for this update, I hope you enjoy the new content! For future updates, I'm planning on focusing on new maps, maybe around a theme. Let me know in the comments if there's anything you'd like to see in the game! And thank you to everyone in the discord server who suggested the items which made it into this update!

Release Date: October 27th
Halloween is officially taking over Hell. Weāve been summoning something spooky for a while (donāt ask where we found the bones), and itās finally here.
Each realm now comes with its own spectral friend. The ancient heroes have come to lend you a ghostly hand:
Needapu, the Mayan Warrior - Wrath Calls down lightning from the underworld, frying everything that dares stand still.
Milcah Kow, the Druid Queen - Lust Channels life and temptation into a healing surge, keeping your reckless hide alive with an AOE heal.
Spearatrix, the Spartan Champion - Greed Brings pure, glorious violence. Slams the ground with unholy fury, sending out a shockwave of AOE damage.
You can summon them with the G key (for ghost, obviously). Each can be used twice per run, so time your calls wisely. Each ghost has its own unique ability, so experiment, scream, and let us know which one saved your doomed soul the most. Weāre still tuning them, so feedback from the brave (and the reckless) is welcome.
Hell got a makeover. Expect glowing pumpkins, eerie candles, and a hub that looks like itās hosting a cursed party. Even the main menuās dressed up!
No more demons taking āleaps of faithā into the lava just to vibe. No more mobs getting stuck in weird corners pretending to be art installations. They actually want to fight you again. (Yay?)
Weāve reworked a few weapon VFX for better readability and extra oomph. Because if youāre going to shoot demons, you might as well look cool doing it.
Greedās boss prep room (well, half of it) is no longer an existential void. Itās now, once again, a room. You can walk, breathe, admire walls and rocks. Groundbreaking progress!
More performance and stability fixes to keep the heat under control. Smoother runs, fewer meltdowns, same amount of chaos.
Weāre part of Steamās Scream Fest from October 27 to November 4!
Grab Holy Shoot at a discount, jump in, and summon your spooky squad.
Play. Scream. Summon. Survive.
Hi everyone,
As Steam Next Fest comes to a close, we want to give a huge thank you to everyone who played the Chowdown Kitty demo, shared your reactions, and reported issues. Your feedback has been incredibly helpful and weāve already started putting it to work.
š ļø Latest Fixes & Improvements
š¾ Fixed a bug that could prevent powerups from appearing.
šļø Improved shop flow to make it clearer when itās restocked and to give players a chance to purchase old items before it updates.
Weāve been carefully reviewing player feedback and playthroughs throughout the event, and weāll continue to fix bugs, polish features, and make Chowdown Kitty even cozier.
Your support during Next Fest means the world to us. This is just the beginning ā and we canāt wait to share more soon.
š± Thank you for helping us grow this little game.

The Triminals is released today and thank you for your support!
Iām sharking around the office.
Because today is the day.
So far, this project has been handled by Stardockians working in their spare time: the same ones who made the original game 15 years ago. Itās a labor of love for us.
What Iām hoping is that weāre not the only ones who love this game and what it could be. Thatās what Early Access will tell us. If enough people join in, I can justify bringing on more engineers, artists, writers, and others. Weād love to grow the team and work on this full-time. Weāll soon find out.
The art in this game is old enough to drive a car, but the underlying engine is state-of-the-art. Weāve converted everything to 64-bit, HD, and FBX (which probably took 50% of our effort, with another 25% spent on localization, so youāll see a few broken strings at first).

Many of you are probably around my age. Iām 54. I was 35 when I started designing Elemental. I was 20 when I began writing the backstories that became Elemental and Galactic Civilizations. I wanted Elemental to mix Master of Magic, Populous, and Diablo. By release, it was a shadow of that. We fought so hard just to make it work that many features had to go. It was painful.
Those systems werenāt deleted, just disabled. Theyāre still here. All that depth and detail is still there. Each day, more of it returns.
This was a game made before every feature was analyzed for āmarket segmentsā or āengagement.ā Does it make sense that every unit has a backstory you can read? That you can modify and customize each one? Probably not, but the work was done.
When this is finished, the sheer amount of content will be staggering, even by todayās standards, and thatās before modders get involved. This time, everything uses standard formats. Music files are MP3s and WAVs. Quests are XML. Screens are INI (dxscreen) files referencing PNGs, and 3D assets are FBX.
Stability should be solid. The main bugs come from ongoing localization work. In the original, text was hardcoded in C++ or XML, so moving it out is a manual process. Youāll probably see some missed spots, but they wonāt affect gameplay.
The fun is there. Itās already more enjoyable than FE or SK. Weāve done significant balance work and restored many War of Magic items.
The UI is still a work in progress; some spells, tooltips, and info arenāt displaying correctly yet. That should be fixed in the next few days. Every day brings big improvements.
If you like fantasy 4X games, youāll probably like this.
Localization is our top priority. I apologize to our non-English fans that it didnāt make it into Beta 1. Every time we thought weād found all the strings, weād discover something like TreasureWnd.cpp with a hardcoded sprintf().
After that comes modding. We want Steam Workshop integration ASAP. Once people see how easy it is to share maps, dungeons, techs, recipes, items, monsters, and city improvements, itāll be clear:
This is awesome.
We were absolutely insane in 2010 to build this.
Then thereās the Dynasty System: a big deal. Breeding your heirs is a core part of the game.
Thatās the near term. What happens next depends on how many people join Early Access. Hence the sharking around the office ā seeing who I can pull onto Elemental.
Hi, players.
This update adds 12 new languages and introduces a range of gameplay improvements.
12-language localization support
Supported languages: Simplified Chinese, Traditional Chinese, Czech, Dutch, French, German, Italian, Japanese, Korean, Portuguese, Russian, and Ukrainian.
Enemy Reset on Death
When the player dies, all enemies now return to their original positions.
This change was made because facing a clustered group of enemies immediately after respawning created a poor gameplay experience.
Adjusted Enemy Awareness
Enemiesā field of view has been reduced, and the time they remember the player has also been shortened.
Improved Sanity Visibility
Previously, it was unclear what caused sanity loss.
A new UI indicator has been added at the top of the screen to display the number of enemies currently aware of the player, making sanity-related effects easier to understand.
Fixed Axe Hit Detection Bug
Resolved an issue where axe attacks sometimes failed to register properly on enemies.
Mannequin Behavior Update
Mannequins will still not chase the player while in the Calm state, but they can now attack during this state.
Fixed various minor bugs and UI issues.
Thank you,
Harkee

The wait is over... time to fly š
Grab the latest Speed Freeks update and play to unlock the new Deffkopta vehicle.
You'll need to travel 70 km in any vehicle to do so (don't worry, it doesn't take long - you can track progress in the Challenges menu)

Once you start flying around with the Deffkopta you'll notice that it controls a lot differently to any of the game's wheeled vehicles.
"No zoggin' guff, ya scrap fer brainz"
Well, the huge difference is that you can strafe from side to side, and you glide off of jumps/cliffs. You'll be rethinking the way you traverse the game's maps because of how different this vehicle is - in a great way.
This agile little fella also has a variety of weapons / abilities:
Kopta Rokkits which are consistently fired out of the front of the vehicle
Spinnin' Blades which is a smashin' n' slicin' melee attack, but also a movement ability
Deff From Above which is a single large bomb dropped from the bottom of the Kopta, causing decent damage and lifting enemies off the ground in a large radius
Kopta Control which lets you fly the Kopta closer to the ground for better chance at melee attacks, but also maneuvering under low objects like arches/tunnels

You'll be flyin' the Deffkopta through two new Maps for each of the main modes.
Kill Konvoy - Scrap in Da Yard is a giant scrapyard full of verticality that leads into a deep trench.

Deff Rally - Deff Gorge is a snowy version of the Kill Konvoy map Da Gorge, which has players racing through checkpoints - including a forest race full of corner drifting. If you like tight racing, this is the map for you.

Balancing changes, bug fixes and more. Point yer peepers below...
GENERAL
Wartrike Boomsticks, Scrapjet wing missiles, and Trukk main turret all can aim up to 80 degrees so they can interact with Deffkopta more easily
BOOMDAKKA SNAZZWAGON
Mek Speshul Burst fire rate reduced to 0.9 (from 1), damage decreased to 2 (from 2.2)
The much requested nerf to the Snazzwagon's alt weapon has arrived!
DEFFKILLA WARTRIKE
Speed reduced to 94.5 (from 99), now the same as the Shokkjump Dragsta
The Wartrike's ludicrous bomb delivering ability has been toned down a bit.
MEGATRAKK SCRAPJET
Fixed Scrapjet missiles frequently getting out of sync and dealing no damage
Missile proximity fuse increased to 3 (from 2), impact radius increased to 13 (from 10)
Recoil Rokkit cooldown reduced to 6 (from 8)
Rokkit Kannon damage increased to 30 (from 25)
The Scrapjet's two secondary weapons have been made more effective, either dealing more damage or getting shorter cooldowns, and the missiles hit much more consistently now. We'll keep an eye on the changes for balancing purposes.
SHOKKJUMP DRAGSTA
Fixed Dragsta missiles not firing in certain conditions
We added some killer new šµ MENU MUSIC šµ
Produced by our resident sound guys / musicians, Cave Bat šŖ
(We'll be adding this song to the Soundtrakk DLC as well)
Added a fix for preserving windowed screen mode
Trukk now has Ork VO comments play sometimes when using abilities (as they do for other vehicles)
Kustom Rally now supports up to 16 players instead of 8
Many small optimizations to ingame assets
You can now switch to the losing team at any time, as long as an empty slot is open
This is an experiment to see how it not only affects balance, but also gives friends a chance to put themselves on the same team (a workaround for the lack of a party system right now)
Player skill rating (used for balancing) now only considers the last 20 matches played
This keeps the skill rating relatively recent and more relevant.
In order to update skill rating, a player must be part of a match with 6+ human players for at least 75% of the duration
Skill rating now increases logarithmically, and there is a hard cap to make sure players don't falsely become god-tier rating and cause lopsided matches
Teams are now less likely to be balanced with a different amount of players on each team
Fixed a bug where opting out of leaderboard tracking also froze your skill rating
Added modifiers to the game browser legend for clarity
Added "GAME ENDING" text to game browser entry when the progress bar is red and the match is not joinable
Added a medal for finishing a capture point race in Deff Rally
Removed Quick Match option in PLAY GAME, as Game Browser is the optimal way of joining matches
General UI texture optimization, improvement and clean up pass
Some art tweaks to Da Gorge which are also present in the new Deff Rally - Deff Gorge
Improved performance on Da Dust Up and Da Gorge for lower end settings
Currently there is a severe issue with Steam Deck performance that we couldn't figure out before this patch was going live, so we're still looking into it and think we have a lead on when the issue started, which helps us narrow down the cause

Don't forget that next month's update will bring the much anticipated Level Editor and cloud Workshop support to share / download community creations.
You can see the buttons for these features are greyed out in the latest build, but they are already fully functional - just we're adding more functionality and polish before we release it.
So excited for this massive feature. Some madlad testers have already created a plethora of amazing maps and races, the latest more insane than the last.

Also coming with the Level Editor update will be another WAAAGH! Path, complete with a plethora of new items to unlock including clan kits and valuable pit bosses.
Plus there's a new menu scene theme with Deffkoptas flying around. It's awesome.
Hint: it's from an official Warhammer miniature pack.
And we'll be releasing more alternative versions of weapons for a bunch of vehicles, so you'll have even more ways to play.

In the meantime, we hope you enjoy playing with the Deffkopta as much as we've been having fun making it!
We look forward to seeing you gits buzzin' around ingame.
We've got an active and dedicated community already on the official SF Discord, so smash your way onto it if you fancy chatting and playing with other gits
Hey gang! This hotfix addresses some crashing issues, so I guess you could call it the ...crashout ...update..? Or whatever the kids say these days, we're on TikTok and we still don't understand half this stuff. Where were we? Oh yes, right, patch notes:
v 0.6.1850
Fixed crash that could occur when trying to exit the Vault
Fixed a couple more rare crashes related to neighbors and animals
If you haven't already, head on over and check out our beta branch to try what we've got in store for the next update!
//The FRAME BREAK TEAM