
Patch 0.1.7 is now available for everyone!
We’re excited to announce that Patch 0.1.7, which launched earlier this week on the Beta Branch, is now available for everyone on the Default Branch!
The highlight of this update is the introduction of the new elemental orbs. These powerful orbs grant you divine abilities to either grow vegetation or unleash destruction upon your enemies and cities. This marks the first step in transforming Fata Deum even more into the true god game you’ve asked for by adding more abilities for you to use.
But this is just the beginning — next, we’ll be adding two more elemental orbs: Wind and Earth, expanding your divine powers even further.
Stay tuned for more updates!
The ability has been added to summon a fire and water orb as new wonder from the early beginning on
up to 5 orbs can be carried by the imp at the same time
orb can also be placed somewhere for later usage
fire and water orb can both be thrown
fire orb acts as a fireball when thrown => destruction
water orb kills fire and lets vegetation grow
added tutorial explaining how to handle orbs
As promised in the last news, we'll grant you a quick peep at the orbs in action!
Let’s start with the Fire Orb, a tool of divine destruction that lets you rain devastation upon villages and enemy units.


In contrast, the Water Orb empowers you to grow vegetation, allowing forests to grow which provides wood for construction.


Further improvements:
improved settlement border calculation in complex cases
size for border extension via towers is now dependent on map size
Bugfix:
fixed issue with settlement border calculation on higher progression levels
fixed issues with old savegames on the first map since our last update
We’re incredibly grateful for all the feedback and support you’ve shared so far. If you’re enjoying the direction Fata Deum is heading, it would mean the world to us if you could leave a review on Steam — it truly helps us continue developing and improving the game!
Broke Signal Badlands is now out and ready to be played! We hope you enjoy your trip to the desert.
Also, a day 1 patch addresses some tiny bugs:
Fixed an issue where attempting to back out of the Jackrabbit Cabin would result in a softlock.
Fixed an issue where attempting to roll a dice when you didn't have any to roll resulted in a softlock.
Fixed the Stats screen showing "Dice Til Dusk" instead of "Till Dusk" over the player's Time units.
Depending on your OS, this should be no more than 315kb in size.
Please allow us to express our sincere gratitude to everyone who participated in the second closed beta test (CBT2) of KILLER INN. Thank you for taking part over the course of the 10 days. We learned even more than during the previous test and received a great deal of valuable feedback from all of you.
We made many improvements and adjustments for CBT2 based on your feedback from the previous CBT back in July, such as the Safe Zone invincibility timer and retaliation kills.
In the last CBT, the Wolf team often appeared to be overwhelmingly favored, and match balance was one of the major issues. This time, however, the win rate between the Wolf and Lamb teams was nearly 50-50, showing great improvement in that area. Many matches stayed competitive right up to the end, and we were once again reminded how meaningful your feedback is and how directly it contributes to improving the gameplay experience.
KILLER INN is a game built together with all of you. That’s why we read and take seriously every piece of feedback and suggestion we receive. While we’ll continue sharing our improvement plans mainly through Discord, we’d first like to address the issues we currently recognize as particularly important.
Combating all forms of cheating and unsportsmanlike behavior that brings down the player's experience is an absolute priority for us. We have a team that is carefully reviewing and analyzing all the reports we received during CBT2 regarding suspicious behaviors. We have not found any evidence of widespread cheating, but we take all reports from our community seriously and will continue to investigate. Our goal is to fight for the best and most fair player experience.
In this version of KILLER INN, matchmaking based on player skill and experience had not yet been supported. As a result, beginners and advanced players had to be matched together.
It is not our intention for beginners, who are still learning the mechanics, to be taken down by experts before they can even gain their footing. Building an environment where new players can grow step-by-step alongside others of similar experience and gradually advance toward intermediate and expert levels is of vital importance. Skill-based matchmaking will be one of our top priorities moving forward.
We also confirmed that pre-made parties, especially on the Wolf side, often gave a major advantage. From the perspective of solo players, this understandably created unfair situations. In future versions, solo players will ideally queue with solo players. Similarly, parties will ideally queue with other parties. This will create the most balanced experience for all players.
From the middle of the CBT onward, some players began leaving matches before they even started if they weren’t assigned to the Wolf team. This not only reduced the number of Lamb players and disrupted game balance but also introduced a strange meta-logic where people could assume like “this person isn’t leaving this time, and that means he’s a Wolf.”
Intentional match leaving (lobby dodging) cannot be tolerated. We recognize the need to introduce automatic detection and clear penalties for such behavior. We will never allow rule-abiding players to have unpleasant experiences because of unsportsmanlike behavior of others.
In particular, many players felt that the Club was “unreasonably powerful,” and the dev team shares that view. Final statistics showed that the Club’s usage rate was quite high—on par with the Revolver—making it clearly one of the game’s top-tier weapons. Especially when upgraded with the Stagger effect, the Club remained dominant until the final day of the beta test.
As mentioned in our mid-test update, melee weapons were originally designed to make KILLER INN accessible even to players without strong shooter skills—we didn’t want it to be a game only sharp shooters could enjoy. However, considering the ease of obtaining and upgrading these weapons, as well as matches where beginners and experienced players fought together, it’s clear there was significant room for balance improvements.
We plan to adjust this “all or nothing” balance—where you can counter something only if you’ve taken the right measures but otherwise will be helplessly defeated—so that combat feels fairer and more strategic.
At the same time, we noticed many players, particularly the experienced ones, began developing counter-strategies against the Club and Revolver. KILLER INN features a wide range of characters, weapons, armor, upgrades, and support items, and watching players bit by bit develop new tactics—and counter-tactics against those—was an invaluable learning experience for us.
We will review not just specific weapons and items but everything from top to bottom. Beyond simple numerical tweaks, we aim to deliver changes that make the game better balanced, deeper, and more engaging in future versions.
Watching everyone experiment with different characters and strategies was incredibly inspiring for the dev team. The constantly shifting character usage rankings and how you utilized them led to many unexpected discoveries.
We have an “everyone is the protagonist” philosophy behind KILLER INN—every character has a reason to survive and make it home. Our hope is for players to find their favorite characters and for popularity to spread more across the cast.
You have given us a wealth of feedback and suggestions regarding character abilities. We also have many ideas of our own to make them more intuitive, impactful, and distinctive. We hope you’ll look forward to seeing how some of the lesser-used characters evolve in future updates.
KILLER INN still has many areas for improvement beyond those listed above, and there was so much amazing feedback. Some other items we are looking into are:
“Block(avoid) list” feature desired to avoid griefers
Not enough clues appearing in early game (more chances for clue gathering desired)
Too risky to inspect corpses due to the chance of being killed
Still hard to tell who killed you and how
Want easier non-vocal communication (preset messages)
Player names in foreign languages are hard to recognize
Want better Key Remapping (EX.: supporting side-buttons of mice)
KILLER INN has not yet fully achieved our vison of a true Murder Mystery Action game.
Our goal is to maintain tense, thrilling battles while fostering a murder mystery experience built on mutual deception, trust, suspicion, and unmasking the Wolves through deduction.
In CBT2, we tried to make it little more slow-burn by lowering the risk of death in early game, but this unintentionally decreased the chances of collecting clues and narrowing down suspects due to a lower corpse count. We believe the feeling of weeding out the culprits is essential for our game, and we’ll continue step by step refining the game so players can feel and experience the murder mystery elements more in the future versions.
We still have a lot of exciting work ahead of us, and as with the end of the previous CBT, we will be using this time to refine the game and make sure your next experience at the inn is even better.
We have many ideas for improving the game, inspired by the feedback and experiences you all shared during this CBT2 and rest assured we will be back with a better version of the game, so we ask for a little patience. While you wait, we’ll continue sharing updates mainly on the Official Discord. Where we’re also planning more community events, so keep an eye out for them and hope you join in!
In the meantime, above all, we will continue listening to all your feedback, ideas and suggestions!
Once again, we are truly grateful for each and every one of you that took part in this very important beta test, and thank you, as always, for your continued support of KILLER INN.
—The KILLER INN Team
Slightly increased Poison Mushroom damage
Slightly enlarged the detection range for holding enemies
Fixed an issue where the final boss would not use skills under certain conditions
Fixed an issue where Tower could use its skill multiple times
Fixed an issue where Pani would occasionally fail to appear
Corrected a text error
Fixed a missing sound effect issue
From October 24 to 27, 12:00 UTC you can earn more Star Coins for completing any Hardcore locations!
A special event from the Goblin Bank appears in the “Best” section!
Offers unlock sequentially: buy Stage 1 → unlock Stage 2 → and so on.
Each stage is purchased individually.
🚩 Stages 1–3: Epic 1 weapons — your first trophies on the road to greatness!
🚩 Stages 4–5: Even stronger Epic 2 weapons!
Complete all stages to receive:
• 42 regular Prisms
• 37 event Prisms
Don’t miss your chance to power up your arsenal!
Available until October 27, 12:00 UTC!


Hello everyone! Thank you for your continued support and encouragement, and for all the constructive feedback and suggestions—we’ll keep improving! For those who’ve been following our next steps, here’s a summary of what’s coming.
The next version (1.02) will add LSC and Last Word spell cards. Community items will also launch simultaneously, including trading cards, badges, profile backgrounds, and animated avatars. This update is scheduled to go live on November 24—please look forward to it!
The subsequent story difficulty (Phantasm) will introduce new playable characters. As these contents require more development time, we’ll announce the release date once everything is ready. Thank you for your patience!
Lastly, beyond the above, we also have long-term plans to bring you even more fun experiences—don’t miss it!
We bring some exciting news! We're now collaborating with the amazing Arazhul to bring you a special collection of exclusive merch from the world of Wobbly Life. 
We couldn't be more excited about this special partnership, and we hope that you like the merch in this exclusive collection. Check out the items in the Arazhul x RubberBandGames collection here!
Rest assured that we are also working to bring our own merch store back so stay tuned for news about this in the future.
Don’t forget to join the Wobbly community so you catch all the biggest announcements!
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Wobbly Regards,
💛Dev Team

Pilots, the weekend begins! Time to prepare your fleet for new victories!
50% off Spatial Scanner and Extended Hull
+50% credits in battles
x3 first victory bonus
Spatial scanner and Hull extender can be bought in the ship menu from hull and CPU modifiers.
Boost your fleet! Let's win together!
Sincerely,
Star Conflict team