Thanks for playing and for all your feedback! This update brings a big world pass, a new enemy variant, and a round of fixes and optimizations.
World density pass: Added more than double the number of buildings and enterable interiors across the map to improve exploration and route variety.
New enemy: Juvenile Zenith: A lighter, roaming variant that spawns across the world similar to the original Zenith. Expect ongoing tuning and behavior enhancements in future updates.
Enemy improvements: Baseline updates landed this patch; additional AI, balance, and readability improvements are planned and will roll out iteratively.
Radio startup delay: Fixed a rare issue where the Radio could have a short delay the first time it was switched on.
Oxygen draining: Fixed an issue where Oxygen would sometimes not drain in specific areas when it should.
Stability & polish: Various bug fixes, tweaks, and optimizations.
We’re incredibly excited (and a little nervous!) to finally show what we’ve been working on for so long.
What began as a small idea — a relaxing, satisfying cleaning simulator — has grown into something much bigger. After countless hours of work, we finally have something we’re proud to share with you.
🧹 What Ultimate Janitor Simulator Is About
You’ll take on real cleaning contracts — from real dirty bathrooms and messy coffee shops, to windows, trash, and pressure washing outdoor areas.
Each job earns you money, reputation, and new tools to tackle bigger contracts, and possibility to upgrade your office space.
🧼 Deep cleaning with brush, pressure washers, squeegee, and more
🏢 Multiple interiors, purchasable offices, and dynamic objectives
💼 Take jobs, earn paychecks, and expand your janitorial business
☀️ Relaxing, satisfying gameplay at your own pace
To celebrate this milestone, we’re proud to share the first official trailer — giving you a glimpse of the tools, jobs, and satisfying cleaning moments that define Ultimate Janitor Simulator.
🎥 Watch the trailer below!
🗓️ What’s Next
This is just the beginning.
We’ll be revealing new features, environments, and mechanics as we move toward release.
Make sure to Wishlist the game to stay updated and support development!
🎮 Thank you for following and supporting this journey.
Your feedback and wishlists mean the world to a small indie team.
Stay tuned for more updates and behind-the-scenes looks soon!
—
🧽 Kian Productions
The franchise's signature humor and charm is being unleashed on a 4 player multiplayer party experience - packed with crazy, fast-paced mini-games.
In case you missed it, check out the Dumb Ways to Party Announcement Trailer!
Get ready for laughter, chaos, and a bit of friendly sabotage as you and your friends compete to see who will be crowned the ultimate Dumbest of the Dumb.
We’re incredibly proud of our team for continuing to expand this iconic franchise and can’t wait to share more as we get closer to launch.
Wishlist Dumb Ways to Party now!
https://store.steampowered.com/app/2852140/Dumb_Ways_to_Party/
Hello Rampagers!
Here's a preview of what we've been working on for our closed playtest!
After kicking off our playtests last month, we noticed that some heroes were getting way more attention than others, and doing drastically more damage. So, we addressed this change 2 weeks ago by rolling out the patch bellow:
The Ranger has been overperforming, dealing a staggering 5 to 6 times more damage than our other Heroes per dungeon on average. We’ve narrowed the culprit down to her weapon stats. To address this, we’ve increased the mana cost of Regular Bow and Short Bow’s hold abilities and reduced their damage scaling in order to let the bows perform the way they always have, but no longer be spammed infinitely. We know that we’ve started this nerf with a pretty heavy hand and plan to closely monitor and tune these numbers as the playtest goes on. Our number 1 priority is keeping Ranger fun while bringing her damage output in line with our other Heroes. Hopefully we’ve created more room for the Long Bow (and other Heroes) to shine.
Soooo the health stats of Ranger were nearly the same as battle chef, allowing her to take attacks on the chin like a champ while dishing out tons of damage. We’ve reduced her max health, health scaling, and regen to match that of the Sorcerer, bringing her stats more in line with the sneaky backline rapscallion she is. Once again, this intends to give our tankier Heroes more room to shine.
We’ve added a warning popup before removing friends and fixed some collision bugs with the Princess Map. Also! On our ongoing quest to improve performance, we’ve squashed a few bugs that should keep performance stable over longer play sessions.
Thank you all for working with us to prepare Dungeon Rampage to take the world by storm, as always we couldn’t do it without you all! GLHF!
PS: Join our Discord for the latest updates & patches.
Hi there,
The update is now available for both the full version and the demo (Windows 32/64-bit, Linux 64-bit, macOS, and browser version).
Laser 2.0 — completely rebuilt hit detection system. The beam now precisely hits enemies and cuts through multiple targets along its line.
TOWER DEFENSE Mode — a brand new mode available in both the demo and full version.
Separate leaderboards for each difficulty level.
Full version: 40 handcrafted maps + Endless Waves mode.
Demo: a few selected maps + endless wave mode.
Display Option — added the ability to switch between FULLSCREEN and WINDOWED mode.
STEAMWORKS API — improved stability, achievements, and online leaderboards.
Bosses — improved logic, better attack balance, and fixed collisions.
Wave System — smoother transitions and more consistent difficulty progression.
Difficulty scaling has been fine-tuned to make each run feel more predictable and rewarding.
Enemy Kill Counter — now visible in QUICK RUN, SURVIVAL, TOWER DEFENSE, and SANDBOX modes.
Gamepad — new button icons, improved mapping, and better controller detection.
Settings — faster access to window/fullscreen toggle and automatic preference saving.
Reduced micro-stutters when generating bullet patterns.
Lower memory usage and improved stability during long sessions.
Optimizations across all platforms — Windows, Linux, macOS, and browser.
Fixed hitboxes for enemies and scalable objects.
Unified laser and boss sound effects.
Improved translations, refined challenge descriptions, and cleaner HUD.
Updated presets for graphic and display settings.

Each difficulty level has its own leaderboard.
Full version: 40 handcrafted maps + Endless Waves mode.
Demo: several selected maps + endless wave mode.
You can save the game at any time.

Changes to the laser and wave logic may affect previous routes and tactics.
Leaderboards are now version-tagged, allowing fair comparison between updates.
Update for both full version and demo (Windows, Linux, macOS, browser).
Laser: full collision and logic rework.
Added fullscreen/windowed mode toggle.
New TOWER DEFENSE mode with leaderboards and difficulty levels.
STEAMWORKS API fixes (achievements, leaderboards, overlay).
Bosses — improved logic and balance.
New enemy kill counter (for 4 modes).
Wave system improvements.
Performance optimizations.
Gamepad and icon updates.
Minor visual, sound, and localization fixes.
Thanks for your continued support and feedback — every update is another step toward perfecting the chaos.
A new patch for Wildgate is now available on Steam!
To share your feedback, join our official Discord server
To report bugs, visit our Bug Report portal
For technical or troubleshooting assistance, submit a help request
Keep reading to learn about the latest changes. For full details of all our Hallowed Beyond fun, check out our Hallowed Beyond Blog!
PATCH HIGHLIGHTS 🎃 Hallowed Beyond - Seasonal Event Launch!
🌌 New Reach Anomalies
⚖ Balance changes
🔫 Loadout changes in Pre-match/Lucky Docks
🐛 Bug Fixes
…and more!

DEV NOTE: Happy Hallowed Beyond! This is the time in the Reach where the Prospectors celebrate death and candy! You know. For reasons?
A Spooky Reach - enjoy an eerie Reach with clouds of ominous fog and scary storms in your matches, POIs ready for tricking and treating, and a Lucky Docks themed up for a party!
Beware of The Dark - a spooky surprise lies in wait for those who loot the carcasses of destroyed ships…
Hallowed Crates - now available in Reach loot rooms, with 16 new items to collect.
Login Reward - log in before November 6 to get a Space o’ Lantern firework surprise!
Shop Update - Phantom Mophs and Opulent Sal join the crew for the next two weeks.
‘Gate Crasher’ title grant - anyone who has bought and logged into Wildgate before 10am PT on Oct 21 will receive this title. Thank you for being here with us early on the journey!
NEW REACH ANOMALIESDEV NOTE: Historically we’ve added new gameplay content to the Reach roughly every two weeks since launch. This time we’ve released these items as part of a larger update in response to some of your feedback.
Crystals (Reach Resource)
A new resource mineable in the Reach, Crystals add max HP to your ship when mined and deposited in your ship processor.
Barrier Turbine
Thanks to new prototype Millkoh technology (Sal was bored), some turbines have been souped up with some extra shielding! Prospectors are immune to cosmic storm, shock-field and fire while using these handheld terrors. Fly responsibly.
Racing Booster
Gotta go fast(er)? If you’re looking for a bigger and longer boost, strap one of these to your ship - just control the resulting thrust a bit better than Adrian does.
Vampire Hardpoint
This succulent hardpoint feeds upon the souls of dead ships, slowly leeching health to heal your ship while within a short distance. Don’t touch the fangs.
THE REACHDEV NOTE: We found that ships rarely run out of ice, but often run out of fuel. Small adjustments here to allow for more maneuverability and to make ice a little more precious.
Fuel Chunks now provide 3 instead of 2
Ice Chunks now provide 4 instead of 5

DEV NOTE: Hopefully this adjustment will allow ships to maneuver a little bit against a lot of the close combat strategies we have seen in previous metas. This gives pilots some more options and makes ships feel 4% more agile. (We measured. Feels 4% better)
Ships now go in reverse at 60% of forward speed instead of 50% of forward speed.

DEV NOTE: We are seeing a lot of defensive cloaked Mophs players dominating ship defense. This small change makes that a little harder.
Sammo
Fixed a bug where Sammo would heal off a drone. This should now only work on NPCs and player characters.
Mophs
Mophs’ cloak is now less strong when he isn’t inside enemy ships.

DEV NOTE: We previously buffed Attack Drone and Impact Can as they were seeing little use. These buffs caused these items to dominate the game and so are being pulled back. Clamp Jets not being hit by ramming damage preserves these tools to be used by their crew rather than being randomly destroyed.
Attack Drone
Reduced attack drone radius to 7m (from 10)
Impact Can
Reduced impact grenade damage to 60 (from 80)
Clamp Jet
Clamp Jets are now immune to ramming damage

DEV NOTE: Due to extensive player feedback, we have increased the match timer in the Firing Range from 10 minutes to 11 minutes. This gives our prospectors significantly more time to read the tooltips on the various hardpoint devices, ship weapons and artifact mechanics that they will encounter out there in the Reach.
Preparation is the key to success in a place as dangerous as the Reach.
“There were so many tooltips to read, and before I could truly internalize all of the important information they were offering, I was being alerted that the match was almost over.”
“Honestly, the emotional toll of these alerts was so unexpected that my brain simply couldn't hold onto any information. With the increased time available to me, my Reach knowledge and overall performance as a prospector is at least 9% better." -Anonymous Discord Reach Legend
In short:
Increased Firing Range duration to 11 minutes (from 10)
(Just kidding, it’s a bit longer than that. Thanks to the Daily Discord Dev Chat crew for ongoing thoughts and feedback!)

Fixed texture seam and material animation for the Privateer Phantom Skin
Fixed dead ships never appearing on the map in Dead Sensors hazard matches. They should now properly appear if you scan them!
Fixed dead ships not appearing on the map if you board them. All ships a teammate has currently boarded should be appearing on the map
Fixed The Doctor not slowing you as intended while firing
Fixed Sal’s multitool bounce not working properly on occasion
Fixed issues with Infamy badges appearing incorrectly.

The 'Voyager' badge is temporarily disabled until our next patch. Apologies to all you clamp jet racing devotees!
Thank you to our wonderful community for your patience while we’ve worked towards our gameplay reveal at Galaxies Showcase
What you all see is a small slice of the immersive cyberpunk action that we hope to showcase more of as we move forward with development and towards launch.
So, what do you see in the trailer?

We begin as The System’s Police Forces during our load-in sequence aboard the police transport ship via your PDA. This is how every mission for the police begins and will be a key tool for you while you’re in the middle of matches by providing health, inventory and other key pieces of information during matches. Since we are a HUD-less game, information in your PDA, Scanner, Weapon Screen or game world become very important for you. While you’re mid-transport you’ll choose an objective and receive further intel from System Control.

You’ll be able to gear up for the match with choices found inside your police transport or gang hideout such as weapons, ammo, and gadgets. And some of those weapons have some pretty devastating impact…which you may have seen on our socials. There will also be a wealth of weapons and gear that can be found within the game world as well.

The sequence continues with system forces entering the territory of Nodrog - one of the leaders of a gang faction who speaks and taunts System Police throughout the mission. He also monitors them using surveillance systems that players will be able to hack into themselves during their runs.

Players can deploy scanners that see through walls to provide valuable recon information on enemy locations and objectives. You’ll also notice the stealth wall tool which can visually obscure you and your teams presence and a drone you can deploy to gain even more intel on enemy movement.

Our squad continues into a room with the data they must retrieve. There’s an orchestrator(more to come on this character at a later date) - highly illegal tools at the disposal of gang factions - in the room which gives a taste of the kind of advancements in bio-technology that have become commonplace in the world of DEFECT.

As our squad advances to another piece of data, they are ambushed by Nodrog’s forces and you get a sense of destruction and the chaotic action that emerges as a result of conflicting objectives for you and your opposition - in this case, the gang that attacked you. Those could include arresting or kidnapping players, assassinating players, or some more passive goals like robbing banks or dealing drugs etc.
We’re happy to dive into more of the destruction features in a later post. However, to name a few, we have multiple layers of destruction on each wall or item, and have features like dynamic dust that fills the room the more you destroy it. This can be used strategically to reduce visibility in a space if you have equipment like the tactical goggles, or as a way to quickly escape a dangerous situation. Everything you see will be destructible to some extent. You might have also noticed the player flipping a table which is an example of the layers of interaction we’ve built into certain items to create cover and block paths as well to create a more interactable world for players.

When one of the gang members makes a run for it, a System Officer is able to subdue him with a stun round and then replace the gang member’s mind with a previously downed teammate’s mind. This makes this gang member a part of your squad for the remainder of the match. It's one of a few solutions we provide players who have been downed in action. Internally we’ve been calling this a Body Snatch.
As we continue, you’ll notice that health does not automatically regenerate. You must find health stations to heal yourself if you’re going to stay in the fight. These health stations generally have 3 charges and require you setting up defenses like cover from your team if in a dangerous situation to use them.


In this mission's finale, System Police must override the data they found and reboot local systems in order to remove the custom OS gangs have installed into their building. This is not an instant process, however, and you’ll have to hold your ground and defend your position if you’re to succeed. Other teams will have to remove the access drive from this terminal to stop you.
Your actions will result in the game world's lighting changing and notifying others. Each mission you play has a completely different type of finale for your team which range from defending a terminal to escaping a building with multiple enemies pursuing you to get back to your transport to stealing something to carrying bags of drugs or money to fighting Nodrog and more. These finales can change dynamically depending on what is happening in the world and provide more emergent ways to change the flow of each game so they always feel different.
So, we finish with an awesome face-off between System Forces and Nodrog’s Faction complete with destruction, explosions, bullets flying and ruthless action set to an original track by the legendary Mick Gordon.

Oh, and there’s a little surprise at the end when the player spawns as an orchestrator. More on that some other time.
—-------------------------------------
So there you have it. We couldn’t be more proud to show you what we have been working so hard on and it’s just the beginning. DEFECT has been a pure passion project for the team here, and we’ve been very lucky to work on it so far! We’ve always been intrigued by the challenge of making an immersive multiplayer mode that is tied to narrative and cinematic moments instead of being something ultra competitive. This is just a small slice of the game, we’re super excited to show more of the game like our Co-op and Singleplayer modes in the future.
- Emanuel Palalic, Director of DEFECT and emptyvessel Studios
FOR THE LATEST NEWS AND ANNOUNCEMENTS, MAKE SURE TO FOLLOW OUR OFFICIAL SOCIAL CHANNELS
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After being in the cooker for three weeks, this patch for the ongoing Al Rilma Open Beta is a chunky one with improvements throughout the game! Let's get right to the full changelog.
Improved brake quality's effect on brake fade factors
Rebalanced Ladder and HD Ladder chassis weight, PU, and material costs
Unlocked scenario controls, added demographic validation for single- and multiplayer
Some additional single turbo configurations can now use twinscroll
Fixed issues with the over- / understeer warning system
Fixed props spawning at 0 when changing type
Fixed scenarios (SP & MP) sometimes being locked on body selection panel
Fixed and improved the test track UI
Fixed inconsistencies in exhaust header weights
Fixed clone in place hotkey not setting 3D state correctly
Fixed fixture changing altering state between 2D and 3D defaults
Fixed challenges menu throwing lua errors
Fixed various issues with the markets tab in the car designer
Fixed inconsistency in Model Body vs Chassis Tab locking state
Fixed prop UI not showing currently selected type
Reformatted car photo scene UI to allow access to animatics without scrolling
Fixed markets screen not initializing with pie graphs on the demographics
Fixed turbo bearing tooltip showing supercharger control tooltip
Fixed issue where you could get stuck in pop-up for clone AI tune and cancel
Fixed multi-stage turbo referencing wrong stage tooltip
Added new 1940s car body SoChaux40 with 6 families and 57 variants
Added new car body Bossa Nova with 32 total variants - replaces 90sMidcoupe
Added new fixtures - taillights, moldings, bumpers, and scoops
Added 2 new racetrack HDRI spheres
Split art for cast headers into Cast Low and Cast Mid
Improved several turbo race headers
Improved some cast mid headers that had "looping" bits
Improved cast V90 / V60 headers
Fixed rim_venom_classic7 not offsetting dish correctly
Fixed various issues with E90 Hatchback
Fixed transverse 4x4 and AWD with live axle spawning wrong meshes
Fixed some 94_jpn_permafrost variants missing D-pillar morph
Fixed JD1974_E3-E9_Coupe_270cm_BP body crunching on morphing
Implemented a mechanic for refunding of preorders of trims with significant delivery delays
Added factory addon specific logistics point costs
Expanded Offices -3, Maintenance +1, Staff Facilities +1"
Fixed Expanded Offices addon not reducing material costs by 10%
Improved how the Focused Market slider changes demographic desires
Improved forecaster projection accuracy
Improved forecaster to cope with more complex facelift situations
Fixed outsourced factories charging paused staff costs
Fixed issue where chassis material would be changed and removed upon facelift
Fixed there being no delivery delay penalty for trims in paused production
Fixed adjusting price in car designer not affecting preorders
Fixed negative value project creating massive loans
Fixed a crash moving between factories in Car Project
Fixed trim base price not being set on car projects without factories
Fixed some odd marketing behaviors where numbers would be inconsistent
Fixed car factories sometimes not running if the effective shifts is below 0.5
Changed campaign Hard difficulty preset to be HQ lvl 2
Added facelift number to markets tab in Car Designer
Added the "All" option to the Sales Breakdown Graph \[WIP]
Added scrolling to the trims list in the markets tab
Improved factory staffing UI and tooltip in main company hub UI
Improved factory utilization UI in main hub tooltips
Improved factory overstaffing warning thresholds
Disabled delete facelift / trim buttons during forecasting to avoid errors
Fixed placement issues of UI labels on finances tab
Fixed a UI scaling issue in Sales Breakdown tab for long company names
Fixed false positive warning of no engine production with factory assigned
Fixed scroll inputs not resulting in scrolling facelift UI
Fixed loan state confused messaging when turning off loan
Fixed issue with demographic selection filtering in Sales Breakdown tooltips
Fixed there being a "Sold Factory Company" in Sales Breakdown
Fixed error when moving between factories too quickly
Fixed issue where forecaster would not display cost ratio for in production trims
Fixed main hub factory shift UI not updating when switching between its instances
Fixed engine project disappearing from hub UI upon engineering completion
Fixed factory not unloading when using project map to go to car or engine designer
Fixed factory utilization to now be based on max shifts
Fixed total cost of factory being wrong on sign off screen
Fixed wheel wobble in Beam exports with MacPherson suspension
This mostly concludes what we have planned for the campaign for the Al Rilma update, barring any new or previously hidden issues that need fixing. From here we are going to mostly focus on giving the multiplayer aspect some much needed love before being ready to release the update out of beta into the public default branch.
Cheers!