"'Honneur et Humanité', remember?"
OK, OK, Spencer doesn't have to be nice - that's the whole 'roleplay' thing I guess - but when I play him he is. Because I am pathologically unable to play horrible characters without feeling really terrible. But soon, some of you will get to play him however you want! The first pre-alpha build of Travelling At Night will be available to a select few testers at the end of November or early December. AK finished writing the core narrative for the first part of the game last week, and you'll have the full run of the Sanitarium Aujourd'hui. Thank you to everyone who signed up to test: we'll pick 20-30 people at random and get in touch nearer the time if you're one of them.
I thought this would be a good time to (re)introduce your (tbc) three possible companions throughout the game. You'll only be able to recruit the first, Vincent, in this pre-alpha, but will be able to swap him out for Lalla Chaima or Corso Reverte later on.

Vincent and Chaima both have two outfits (Vincent sports the Sanitariuam Aujourd'hui uniform, then changes into his own clothes; Chaima wears her own clothes first, but changes into a theatrical Berber outfit when she's performing at the Rosa Mundi). The eagle-eyed amongst you will notice that both of them have had a makeover since you first saw them, as I wanted their respective Algerian and Moroccan roots to show more clearly. But I haven't touched a hair on lovely Corso's head partly because a) Adrien drew him and b) he's perfect. The key thing to know is Vincent and Chaima are exes (Chaima: 'I do not recall this man at all. At all.') and this means there is an extremely balanced and healthy relationship between them now, especially because Chaima's Rosa Mundi performance is her throwing knives and Vincent is definitely very happy to be there when she does.
We also have some additional characters you've not officially met yet - whom I've ingeniously dubbed The Blondies:

Meet Mathis, Vincent's laconic colleague at the Sanitarium with a past he's not thrilled for you to find out about. Then there's Maître Argant, representative of a certain power transmarine, with unclear intentions and exquisite tailoring. The next you saw in Dream form in a Reddit post a while back: here is Nina, Witch of Lagasse, in all her glory. And finally, taking her ease, is half-Canadian Bessy Bloom, jazz singer turned cook (to make ends meet) who never seems able to sit still...
You'll meet Vincent, Mathis and Bessy in the pre-alpha, but will have to wait for the others. In the meantime, though, we can share the second floor of the Sanitarium where you'll rootle about in this build in November/December. There's one place you're not allowed to see yet, but here's what the Suppression Bureau are happy to show:

The upstairs is a place for crafting (note the Verdant and Holy Places - with one other opportunity hidden beneath the Suppression Bureau's censored section), dressing (note your gigantic wardrobe) and sleeping. Your room's the middle on the left, decorated with some slightly troll-y touches by Dr Aubière. No prizes for guessing which is the room used by Rodia - the Greek singer-patriot rendered stationary by the Plague of Leaves - but many points if you figured that the largest, plushest room in the bottom right corner is Strathcoyne's, because of course it is. Please make sure to set your alarm for the middle of the night so you can sneak into people's rooms and see him sleep. Creepy? Yes - I told you you didn't have to be nice! But also rewarding because you get to see Strathcoyne look cute:
I leave you with a rapid-fire burst of smol but significant news:
Japanese localisation for BOOK OF HOURS now has a launch date and that launch date is Thursday 13th November;
French and Spanish localisations for Cultist Simulator's mobile port (App Store / Google Play) are still expected this year, but we are at the mercy of our mobile publisher Playdigious on this one;
AK and I are on holiday (!!!) next week (LAZY DEVS) so please forgive us if we are quieter than usual, briefly.
For now, happy Halloween. May the Watchman light your way at this most pervious time of the year.
Hey Clawpunks!
Today during the @GalaxiesShow, we revealed a brand new gameplay trailer for CLAWPUNK!
Play as nine fierce cat heroes and battle villainous gangs to reclaim Feral City in this chaotic 2D action game. CLAWPUNK throws you headfirst into a heart-pounding fighting frenzy where destruction isn’t just encouraged…it’s rewarded.
💥 Unleash Fury | Tear through fully destructible environments and obliterate everything in sight
🐱 Choose Your Fighter | Master nine characters, each with unique weapons, stats, and devastating special attacks
🏙️ Explore Feral City | Fight across five distinct zones, tackling the first four in any order from a central hub
🎴 Collect & Mutate | Discover cards to permanently upgrade and enhance your feline heroes
Get ready for a wild, adrenaline-fueled adventure where every slash, smash, and claw mark takes you closer to liberating Feral City. 🌆
CLAWPUNK launches November, 14th! Follow us on social media and join our Discord server to keep up with all CLAWPUNK news.
The hero panel has been redesigned. Now all heroes are displayed without the need to scroll
A mechanism has been created to restore broken saves when attempting to load them
Fixed a bug where heroes would get stuck at the portal
The number of squads has been increased to 5
Fixes for saving progress on maps 5 6 7 and 8
Fixed incorrect behavior of the “Delete” and “Load” buttons in the save/load menu
Fixed a bug where roads were sometimes not built after loading
Fixed previews for some heroes
Fixed a bug where builders stopped working
Fixed a bug where some units did not respond to being attacked
Fixed a bug where units did not leave the tavern
Fixed the behavior of heroes in a squad which caused them to converge at a single point
Fixed the altar defense stage on map 5
Fixed the merchant window on map 5
Fixed population recovery after death (Note that the population does not recover immediately but after 30 seconds when the body disappears)
Fixed stones disappearing after loading on map 8
Fixed defense towers after loading
Fixed dinosaur behavior on map 9 now they do not stray from their stones
Fixed the function of disbanding a squad
Fixed caravan navigation
Fixed the removal of the danger flag after loading the game
Fixed succubi joining the player on map 10
Fixed descriptions of some heroes and enemies
Fixed the icon on the tree of life effect
Removed outdated voice acting for some phrases
Fixed banshee voice acting
Set a limit on the number of decorations that can be placed on the map
Succubus can now summon imps outside of combat
Messages have been moved to the minimap where they are more visible
Fixed errors in tooltips
Fixed the requirement for building an ogre's lair
Increased the sensitivity of scrolls in the UI
Slightly weakened the power of the undead in map 14
Heroes are more afraid of lairs which reduces the number of reckless deaths
Thank you to all 50,000 of you who purchased Coal LLC! Big thank you to my Playtesters for helping it to become the best it could be, and thank you to the YouTubers and Streamers who shared my silly mining game with their audiences.
Big things coming,
Bye Bye Ocean

Today's Update
1. Fixed a white screen glitch occurring after successful QTE sequences
2. Resolved an issue where some players encountered abnormalities when obtaining the second “Gifted” achievement
PS: Following yesterday's update, several other bugs emerged. Upon receiving player feedback, we immediately rolled back the version. The previously announced updates have been successfully implemented earlier today. We sincerely apologize for any inconvenience caused!
Fix for petitioners being blocked in front of throne in Chapter 3 sometimes
Fix for Oleg's quest getting blocked in very specific situations
Bunch of UI input and visual fixes for Week End Screen, especially when using controller or keyboard
Fix for some interactables having both optional and main marker some times
Fix for extra Oleg optional marker remaining active when it shouldn't in Chapter 3
Added optional markers for when completing Finan's quests
Various fixes for new skip all feature (ie. it wasn't working fully with map and reminders) + added a tutorial for it after it gets unlocked
Fix for gold not being awarded in some Chapter 1 map quests
Long Drive North will launch in Early Access on November 6!
https://youtu.be/YY1KxW9r8tQ?si=FIuB55IL2ZOU-a8NSpecial thanks to Ullyria Rae-Leigh and Kiwadian, who feature in the trailer.
Join us for Early Access launch to explore and survive the endless American wilderness as you drive and repair your trusty old RV. Scavenge for parts, hunt and cook, all alone or with up to 4 friends in separate RVs.
We have lots of exciting content planned during Early Access, including our first major content update: shared RVs in co-op! Take a look at what's planned for early 2026 and beyond:

Features
Co-op: Shared RV option
Co-op: Usable passenger seat
Co-op: Ability to drive other players' RVs
RV
Usable ladder
Ability to place bed in RV overcab
Radio: Further LDN Radio broadcasts and music
World
New routes, areas and POIs
Unique lore items (notes, photos, posters etc)
Loadouts
New unlockable player character
New unlockable dog companion
Crafting
Additions to Tier 3 crafting
Tier 4 crafting
General
Bug fixes and quality of life improvements
Photo mode
Keybinds
Difficulty setting
Additional routes, areas and POIs
Further lore
RV customisation
RV functionalities (propane tanks, electricity system etc)
RV appliances (fridge, microwave, oven etc)
New RV types
New unlockable playable characters
New unlockable dogs
New wildlife
New forageables
New tools
Towing
Cassette tapes (music, diary entries, recipes, tips etc)
Usable instant camera
Mod support
Disclaimer: With larger updates which improve upon the game fundamentals, there is a possibility of save files being wiped. Roadmap subject to change.
See you at Early Access launch!
The first major update for The Field Between has officially released, bringing many new features and changes to the game. Watch the update trailer now:
The main goal of this update is to improve the general gameplay flow, by making the early game ramp up less punishing, and giving players another option for progression, as well as add some minor spooky events to keep the player on their toes while working. Initially, this was just a single update, but then I realised Halloween was exactly a week later, and I had to celebrate that! My two choices were pushing this update back a week despite it being on schedule, or planning another update for a week later. Is there such a thing as too many updates?
Added customer trades
Customers can now offer you additional rewards besides cash, these include seeds and fertilisers.
They will give you half these rewards for accepting their offer, and the other half for delivering it.
This should both incentivise players to accept more offers, and also provide them with extra stock, which especially helps early game.
Customers can offer seeds that the player doesn't yet have unlocked, allowing an alternate path of progression that doesn't require the player to upgrade their store as urgently.
Added seven new random events
As to not spoil the surprise, I won't discuss these events here, you'll have to find them yourself...
The intention was to add some more minor events, to keep the player on their toes without directly affecting anything important.
Added shaders to enhance visuals
Chromatic abberation, pixel jittering and dithering effects have been added to give the game more of a defined, horror aesthetic.
Lighting has been adjusted to better fit the skybox.
Please let me know if you detect any significant performance decreases from the new visuals.
Added three new music tracks
Added 'Ro-bop' as a new random daytime track - it's what robots like to listen to.
Added 'Robot's Lament' as part of one of the new random events.
Added 'Life & Death' as an alternate menu track for players who have unlocked every achievement.
Rebalanced store costs
Seed costs have been reduced, to help make early game progression feel less punishing.
Reduced robot costs, to make them more accessible at an earlier point.
Various bug fixes
Fixed an issue that prevented the robot's moving noise from playing correctly.
Fixed an issue that prevented players from rejecting offers after talking with the visage of death.
Fixed an issue where music would be automatically muted after starting a new game for the first time.
Various other minor fixes that I can't remember.