
How to connect to the Public Test Server (PTS):How to switch back to the live version of the game:
- Right-click Deadside in your Steam library; click on Properties…;
- Choose BETAS, then select the “public_test_server - PTS” branch from the drop-down menu;
- Wait for the update to download and launch the game;
- Connect to one of the available official PTS servers, which depends on your location.
- Right-click Deadside in your Steam library, then click on Properties…;
- Choose BETAS, then select the “None” branch from the drop-down menu;
- Wait for an update to download and launch the game;
- Connect to one of the available official live servers depending on your location.


Happy Autumn Climbers!
Tomorrow, the the Autumn Seasonal event for White Knuckle begins with a brand new content update: PARASITE.
Watch the trailer here:
With it comes a brand new challenge map with new items, denizens, and more!
Thanks for playing,
-Dark Machine Games
We’re kicking off something special!
Robin, our long-time community member and creator of fan-favorite rooms like It's All Led Up To This, The Glass Garden and Immortal Canvas, has joined our team to create a new video series for Escape Simulator 2 builders. Known for her calm voice and creative touch, she’ll guide you through everything new in the Room Editor 2.0.
This first video takes you through the major upgrade to the Room Editor, showcasing new ways to shape floor plans, build multi-level spaces, add complex logic, use Lua scripting, and craft detailed lighting and atmosphere. It’s the ideal starting point for discovering how much more powerful and flexible building has become in Escape Simulator 2.
Take a sneak peek at what’s new in the ES2 Room Editor:
See you soon in ES2!
Pine team
It’s hard to believe, but today marks the 1 Year Anniversary since the launch of Rivals of Aether II! After four new characters, 12 months of events, hundreds of tournaments, 75 million matches, and so much more, we want to thank all of our players and supporters for an amazing first year.
Here's some fun stats that show just a little about what everyone's been up to this first year:
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[/carousel]As many of you may know, we've shared an updated roadmap for our second year of Rivals II, and we're incredibly excited to start our second year of post-launch support. We just released Crew Battles as a beta game mode on Tuesday and are working hard on a closed beta program for Steam Workshop behind the scenes. Other big highlights for next year's plans include four more characters, item mode, and much more.

To further celebrate our One Year Anniversary, we’re releasing multiple bundles, the first being a FREE one that anyone can pick up in the shop. This includes the new ‘Game On’ icon and the ‘1 Year Anniversary’ icon to commemorate our first year of Rivals II.

Players have been asking us about the Retro Skin Line for our four newest characters, and we’re happy to announce that they’re finally here! These Retro skins return to our roots, and each come with their own matching icons, feeling right at home with our pre-existing 10 retro character skins.

Last but not least, a hotly requested bundle is here! Retro skins were initially available for free as a pre-order bonus that Kickstarter backers or Pledgemanager late pledges got with their game purchase. After a full year of Rivals II, we’re excited to make these skins available for purchase to newer fans in the coin and buck shop!

Brand new to the bundle are these adorable animated icons, sporting a classic look with looping idle animations for a special flair. If you already own the launch retro skins from backing or pre-ordering, our standard bundle protection applies here, and you'll receive 1,000 Aether Bucks for each skin in the bundle (10k total), plus the new icons if you decide to pick it up.

Hi!
Thanks to everyone who played the demo and wishlisted the game. It's really important to me and I will continue to work hard to improve the game more and more.
Gameplay:
I changed the tutorial to make it simpler and shorter.
Graphics:
Various graphical improvements, including improved shadows and improved terrain. Small improvement in creature graphics.
Input:
You can hold down the mouse to make changes.
Bugs:
Fixed minor bugs.
Any feedback or suggestions are always greatly appreciated. I am always available to solve any problem.
Thanks again and enjoy the demo.
Minerva Labyrinth will be released on November 5th, 2025! I will also be publishing an updated demo ahead of release (hopefully today or tomorrow) with all the latest changes, including some new character build options!
Bug Fix:
When Poison Potion is upgraded to +5 in skill Q,
other enemies were not receiving shields as intended.
Adjusted
text descriptions and overall enemy damage.
I’m happy to announce that the demo for Shroud of Gloom is out!
The demo explores some of the first areas in the game, to give you a taste of what the full game will be like - go play it, solve some puzzles and get a bit scared! I’ve worked very hard on this, and I truly hope you enjoy this experience!
Your feedback will help us improve the game - please consider leaving a review on Steam to let us know what you liked and what you think could be improved. There’s also a feedback form linked in the game where you can report any potential bugs or translation errors, as well as provide more feedback in general.
Join the Discord community:
https://discord.com/invite/cFFBq6g
Watch the development:
https://www.twitch.tv/madchirpy
Thank you for your support, MadChirpy
More Seasonal Content,This week's update brings some more seasonal content, this time of the spooky variety. We've added some new uses for your pumpkins to make them a bit more festive as well as a new furniture set for your house.
We also wanted to clarify that the fall seasonal resources (sunflowers and pumpkins) will be respawning from Oct 09 - Nov 20, after which they will slowly be let to go extinct as what's left is gathered.
Beyond the resources themselves, no recipes will be removed so any items still in circulation can be used to craft even after the event has ended.
This is something we've been working on for a while and it took some time to get it working properly. This is the first version of a system which allows players to create their own chat channels to make communicating with groups of friends possible, and allows for you to more easily form larger group chats, be it for a settlement, an empire or just some shared interests.
Currently you are able to own/administrate only 1 chat channel, but can be a member of up to 5. We will likely expand this in the future, but this limit allowed us to keep the current UI relatively unchanged.
Like whispers, these custom channels are not automoderated, however reports are still acted on and the community guidelines still apply. We hope that this gives players a space to take banter with their friends or townmates, without clogging up region chat, and without the risk of getting auto-muted.
We'll be listening to your feedback to decide how to evolve this feature going forward. We have a lot of ideas of how to expand to make it better but wanted to get the first version in your hands to hear what you think and see how it ends up being used.
We also have a few more highly requested quality of life features, including the ability to change the bind for (or unbind) moving on the map. Another nice one is the ability to see the wind direction near your minimap.
Halloween decorations and collectibles,
Gothic furniture set,
A new type of pet,
Private chat channels,
Separate keybind for moving on the map,
More stats to deployable tooltips,
Wind indicator next to the minimap,
Dungeon icons on the map now show the dungeon's name and tier,
'Fill deployables first' inventory setting to 'Disable auto-pickup',
Because of the confusion around the inventory setting changes we reverted the functionality to what it was on the server and we'll consider more what the best solution here is.
The intent was to give the option to go hunting without a deployable and have loot drop on the ground so it wouldn't slow you down by going on your back. However we are listening to player feedback and this was clearly confusing and had side effects that we hadn't considered.
The UI will still show the new text until a new client is available later today.
With regards to the barter stall change we are investigating a bug where market mode orders aren't showing up anymore after the update (they should have been showing as 2 distinct orders) and will look into ways to preserve old functionality like having 0-cost orders.
When a siege on a watchtower starts, all marks for siege are now removed,
Market-mode on barter stalls has been discontinued in favor of the marketplace,
Pumpkin and sunflower hats are now tradeable,
Not being able to interact with entities when the cursor is over a cliff,
Being able to phase through obstacles with deployables,
Position of the waystone not being updated on other regions after being moved inside the claim,
Deployable’s inventory window closing after picking up dropped items