
We've returned from PAX Aus, where we showcased a significantly expanded demo compared to last year's maiden voyage. This build is much closer to representing the core game loop and vision for the game!
The reception from players and onlookers alike has been incredibly positive. So many have been generous in offering thoughts and feedback, reflecting a genuine interest in both the concept and the development process. To everyone who took the time to play, watch, or share their input - thank you all very much. Your support and investment in this project means a great deal.

Hands are back on deck, and equipped with valuable feedback from the event, we're now focused on smoothing out and building out the demo further. It's designed to serve as the tutorial and onboarding experience for the full game.
Expected changes and additions include:
UI/UX fixes for optimal communication and flow
Doubling the number of abilities available
Added mob type
Arena battle
Boss battle
More excitingly, our next major milestone is getting the demo onto Steam and into as many hands as possible!

As we move towards the full demo release, we've transitioned our playtesting to Steam. We'll be conducting extensive playtesting sessions to identify bugs, test flow and communication, assess performance (both single-player and co-op), and refine balance.
If you'd like to join our playtesting group, use this link to join our Discord server, register your interest with the admin, and keep an eye on announcements for the next testing round!
Want to follow along with our development journey and help shape the game? Join our Discord and socials through our Linktree to stay connected, share your input, and be part of charting the skies of the Celestial Isles.
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Hello everyone, this is JipangYi Games.
We’re excited to announce that the demo for Haetae: Guardians is now live on Steam! 🎉
In this demo, you can experience:
Top-down action-adventure combat
The opening story and exploration
Core gameplay features like dodging, summoning, and skill-based combat
This version is still under development, and your feedback will be invaluable in shaping the final release.
Please share your thoughts, suggestions, or bug reports in the community hub —
we’ll be reading everything carefully. 💬

A new Arena of Solare season is just around the corner.This time, we've revamped the scoring system to better differentiate ranks based on Arena points, introduced a new battlefield, and made balance changes to certain equipment.
On top of that, rewards for matches above the Shining Spear emblem have been upgraded, and a new victory pose feature has been added to make your wins feel even more rewarding. We hope you'll dive into the new Arena of Solare season and enjoy all the new updates.





















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The Arena of Solare Victory Pose feature has been added with the Oct 23 (Thu) update.
You can now choose from a variety of Social Actions, including Dances, to customize your own unique victory pose.
- For more information, please go to [Update Details - October 23, 2025].

New Adventurer?
Adventurers logging in within 60 days (1440 hours) of creating a Family.
* New Adventurer benefits last 60 days after creating your secondary password.
Returning Adventurer?
Adventurers who haven’t logged in to the game for at least 30 days (720 hours) and haven’t used the Web Central Market (Black Desert+/official website) for at least 30 days
* Returning Adventurer benefits last for 30 days after logging in with the above conditions met.
※You can check the benefit periods for Newand Returning
Adventurers via the Black Spirit window at the top left of the screen.

























































Hey all, this patch mostly focuses on QOL adds and tweaks. Provided there are no big issues found, this will be the last patch for a bit while I work on a larger update with more content.
Near hit direction indicators
Voice input device setting
Change your loadout for 10 seconds after respawning, or until you attack
Vault control tip UI that appears when you’re able to vault
Grab control tip UI that appears when hovering over dropped items
Profile button in the player score popup which opens the player’s Steam profile
Stats button in the player score popup which opens the player’s stats
Mic icon in the scoreboard when a player is speaking
Relocated the blue flag on the Valley map for easier access
Improved direction indicator animation tween
Increased proximity voice chat distance
Removed invisible barriers along the center cliff on the Mountain Temple map
Improved space low/muffled audio effect
Incorrect crosshair when first spawning with a melee item in your loadout
Connection failures when joining servers
Able to jump over the invisible barriers in some spots
Which means it's just about time for Early Access Update #5. This update (releasing in four days!) will bring you the first of our survivor missions, an all new starting pair, as well as the ability to save multiple runs.
We're a New Zealand based team and we'll be releasing the update for everyone on Steam on Tuesday 28 October NZDT at around 1:00pm. This is:
Monday 27 Oct @ 5:00pm PDT
Monday 27 Oct @ 8:00pm EDT
Tuesday 28 Oct @ 12:00am GMT
Tuesday 28 Oct @ 3:00am MSK
Tuesday 28 Oct @ 8:00am CST
Tuesday 28 Oct @ 11:00am AEDT
You can find your exact local time (and a countdown!) on our Discord: https://discord.gg/Xd8RPnRZjx
We're also excited to announce that we'll be taking part in this year's Steam Scream VI. Hope you nab yourself a spooky deal...

(For all PR and content creator inquiries, get in touch with https://pikpok@deadgoodmedia.com.)
See you soon!
Harriet
& the Into the Dead team
Look out for the great thistles - these plants will provide your party with a free recovery!

The first piece of feedback I've focused on for this update was providing some kind of rest point/relief for players. Particularly in the early chapters where items can be most scarce. With this update you can now find scattered throughout Albaness a mysterious flower which when touched provides a one time full recovery for your party. This means you should chew through your items just a little less quickly.
A combat speed modifier has been added to the main menu

Another request was to add the ability to alter the speed of combat. To which you can now find battle animation speed settings within the options. (1 being default and 4 being the fastest). Currently the speed does not affect some animations, particularly party members who use skills with timed attacks. I'll include these in a following patch :)
Difficulty Changes!
Tweaked the difficulty of enemies in the early game (a little less intimidating)
Tweaked some late game bosses (a little more intimidating)

Some players were finding the early stages of the game a little tough or the later stages of the game (particularly the bosses) a little easy. These have now been tweaked and alongside the Great Thistles in the early game should help the difficulty curve across the game.
(Vile) Video Game Re-Seller!

Did you miss a collectable? Did you miss the chance to find that one time only video game? Never fear, for a nice chap who will sell you them for an extravagant price is here! Ok, maybe he's not sooo nice, but he will help you obtain those video games you missed the first time around. (Be careful though, it'll get expensive if you missed a bunch!)
Now for some smaller but nonetheless important updates and fixes!
Minor Updates:
Renamed for a similarly named character to Jim to not get mixed up
Some XP re-balance
Reworked some cave areas to not get lost! (and more spacious la-di-da)
Some item descriptions are more descriptive
Fixes:
Fixed an issue where enemies caused a softlock when fleeing
Fixed a bug with the VR sprite disappeared for normal Alex
Fixed a bug causing players to get stuck in a crypt in chapter 11
Fixed a SFX error when Hamish gives you an item
Fixed a couple of enemies with missing battle backgrounds
Correct some skill descriptions
Fixed some sprite errors in chapter 11
Fixed an issue with Peddler Pete not letting you leave a shop