Revamped Main Menu.
Private Matches temporarily disabled (because the Main Menu has been revamped).
Social Menu temporarily disabled (because Private Matches have been tempoarily disabled).
Revamped Commons Shop.
Commons Shop now broken up into supergroups: Gunplay (POWDERHOUSE), Fortitude (Bastion), and Hexcraft (H.E.X.).
Added Attributes and Gold inside the inventory section of the shops.
Added indicators for where lane minions will spawn.
Added visual indicator for when minions are attacking your base.
Added placeholder blockout mesh pieces.
Artifacts now spawn in every round except Round 0 (pre-game).
Jungle Camp initial spawn modified:
Easy Camp spawns at Round 1 (normal).
Medium Camp spawns at Round 2.
Hard Camp spawns at Round 4.
Starting the process of renaming items from fantasy item, to more lore-appropriate names, starting with Powderhouse.
• Renamed from Shortsword to Crude Powder.
• Renamed from Shiv to Quick-spring Barrel.
• Renamed from Bronze Hammer to Hollow Tips.
• Renamed from Longsword to Tempered Powder.
• Renamed from Knife to Spring Kit.
• Renamed from Sledgehammer to Piercing Rounds.
• Renamed from Greatsword to Volatile Powder.
• Renamed from Dagger to Auto-fire Compressor.
• Renamed from Steel Maul to Corebreakers.
• Renamed from Swiftblade to Fluxspring.
• Renamed from Skirmisher to Fluxstride.
• Renamed from Swiftfang to Fluxrend.
Thank you for everyone helping test EggDropSoup!
This update should add a simple UI feature and address some issues:
Resolution/Windowed Dropdowns now present in the Main Menu Settings
UI scaling should be improved for smaller/widescreen resolutions, especially the MainMenu
Fixed the Missions, which should now track properly and prevent players from beating too quickly
Hi all,
I've updated quite a few of the backgrounds and other parts of the game, and made some smaller improvements, including a screen central inventory (replacing the scroll bar inventory previously used).
While you shouldn't have any issues with previous saves, I have made the previous version of the game available in the beta named 'oldversion' available by opening your Steam library, right clicking 'Escape from Grimazel's Cottage' > 'Properties' > 'Betas', should you experience issues.
Thank you for playing, it means a lot!
An update has been pushed out to address a vulnerability in the Unity engine.
Added “Always on Top” setting option
Added “Hide Taskbar Icon” setting option
Added “Mirror Effect” setting option
Fixed popup display issue when “Auto-claim Outfits” is disabled
MacOS users may encounter an issue where global key detection stops working after the update.
To fix this, go to System Settings → Privacy & Security → Input Monitoring, remove BitBuddyDemo (make sure to use the “–” button to completely delete the entry), then restart the game and re-grant BitBuddyDemo input monitoring permission when prompted.
Added support for custom Action Result on Result Action Sequence Elements.
Fixed an issue with direction for blobber controls.
Fixed an issue with editing a doodad's position.
Fixed an issue related to doodad selection and closing/reloading projects.
Fixed an issue related to inline editors for Lights and Doodads.

Add it to your library on Steam VR and get ready for the upcoming Open Playtest Events!
The Playtest app is available for a limited time - grab it now and keep it in your library to access all future Playtest phases! Once downloaded and in your library, you'll have instant access to the Exoshock Staging Area, a hub designed to give playtesters a first taste of Exoshock's signature feel, look, and sound - while we gear up for the first Open Alpha SP Playtest Event!
🔫 Shooting Range – test all 8 weapons and experience Exoshock’s core gunplay.
🧪 Utility Sandbox (WIP) – Try out deployable gear and experiment with item interactions as grenades, drones, deployables and more.
🎨 Loadout Customization (WIP) – personalize your gear and weapons and droids.
🔌How to download Exoshock Playtest App:
1️⃣ Go to \[[url="https://discord.gg/QHKzGN4k8S"]https://discord.gg/QHKzGN4k8S[/url]] and follow the steps to get invited.
2️⃣ Download and install the Exoshock Playtest App for Steam VR
3️⃣ Jump into the Staging Arena to test every weapon, tweak your loadout, and experience Exoshock’s core gunplay.
4️⃣ Watch for Official Open Playtest events dates — be ready to deploy when the gates open!
Please help us by wishlisting the game & ensure you are the first to know when the Open Alpha Playtest begins!
Adressing feedback we recieved during Steam Next Fest.
I'll be speaking to you in the capacity of me, Mireneye, responsible for game logic, programming, studio/project lead & creator of the lore of Dynasthir.
I want to preamble this by saying that this is a first game for us. A small studio of two people. And that I don't have the greatest hardware.
1, The game runs badly on recommended specs.
You are probably right. On my limited hardware I pretty much would be happy with it running a locked 40fps. And I modeled the recommended specs after it. I recognize it's not ideal, and people expect a game that looks like a "Ps3 era game" to run at least 60 on modern hardware.
From what I can tell by our profiling, a strong cpu in terms of single core performance will help the most. As it appears to me we are primarily bound by game logic.
We try to simulate a lot of the world and how it moves without the player nearby. We had to give up a lot of that in order to get near good framerate.
Had I known years ago I would have done R&D into this specifically. I naively believed Unreal was going to scale nicely. It did not.
We WILL do our best to optimize. I've been on that train for the last two years; I have a lot to learn & a lot of profiling to do. We will continue to work on & improve performance as we go.
2, Game looks bad/monochrome/has bad filter effects/can't see anything
The world of Dynasthir doesn't have day/night it only has weathers. Dark & light come in that form, in various ways. This has been a challenge for us to design as for various reasons UE4 never matched visuals in editor and in game. I believe I've fixed this issue. And I hope you can see the difference yourself.
We tightened the Ambient Occlusion a bit. We reintroduced a bit of our colors from our desaturated set. We cleared up some fog that pushed up onto the camera. We no longer wash the entire scene towards red. We allow other colors to come through.

3, The game is empty.
We have some ideas we might try to make the start of the game feel more engaging and exciting as you are just starting off on your adventure. One of them is making the town be in a more active crisis. With more combat encounters across the starting town. And while still inhabited, a more hostile environment.
But ultimately there will be moments where you contemplate your journey and slow down. I want to give you the right impression of what we are building. We are building a conversation with a dying world.
Finally. Even after release we will continue to infuse the world with more things. There are things we have dreamed of but not have had time to get into.
I hope that our final polish on things before the release will elevate the experience for all of you. Be patient with us as we use every single shard of time we have to make this game into something special.
I'm very excited to let you guys travel beyond the demo walls. We have a lot of weird & strange secrets waiting for you. Or perhaps, for someone else. I suppose.. you might have to talk to each other?
Perish the thought.
- Mireneye
Butterfly Dream will be exhibited at the Guangzhou Wàn Wù Pò Yuán Souls-like Gamer Gathering.