After a receiving your valuable player feedback from the last update and player survey, we are getting ready to launch another update with tweaks and changes reflecting some of your suggestions.
This update focuses on bringing a level of polish to tutorials and in-game VFX.
On top of this, we are continuing to adjust player AI, improving goalkeepers and increasing the challenge of harder difficulties.
We will have more news to share about the update soon, so keep your eyes peeled Speedball fans!
Friday 31st October 3pm - 5pm
With a new update comes another chance to play against the developers of the game!
Our well practiced developers will be queueing up with their banged up team of brutes between 3pm and 5pm UK time on Friday the 31st of October! Be sure to play online mode to have your opportunity to take them down!
Join the discussion and get more information on the upcoming changes and features in our dedicated Discord.
For all other latest news and updates be sure to follow Speedball on all our social channels: X, Facebook, Instagram and YouTube.
Gadzooks! Hot damn! Yahoo!
It's here! It's finally here!
We at Porcelain Fortress are absolutely elated to announce that Walk of Life has finally landed in Steam Early Access!
After years of gruelling work in the game development trenches the world's most hilariously depressing life simulator has hit the digital shelves of Steam! We want to start things off with a huge round of thanks for all of you that have been followed us on this journey and assisted in the form of feedback, testing, or just overall good vibes.
Our community is the reason we decided to take Walk of Life into Early Access. We want to continue shaping this weird little creation of ours with your help so that the end product ends up being something we can all love and share custody of.
There are some things that are a bit too WIP to throw them into the default build, but we still want to let you try them, so we've added an experimental mode to game setup if you want to give the WIP stuff a whirl. Try it out!
Here's a list of some thing you can expect to see in Early Access!

We hope you're into roleplay, you little freak, because we have a bunch of new roles that will be introduced to the game! They'll start off in the experimental mode and we'll work with the community to finetune the role before it leaves the nest and joins the roster in regular games.
While routinely banned from Goldeneye 64, we here at Porcelain Fortress love an Oddjob! Sorry. We want Walk of Life to be full of odd and quirky jobs that bring colour to your games, introducing new strategic choices to make with new job perks. Life events tailored to your current job are another feature that we hope will bring a level of immersion not seen since the days of Virtual Boy. That's it for Nintendo references.

Walk of Life's current education system is staler than its real life counterpart, and we aim to change that. We want players to make choices when it comes to education that allows them to specialize and aim towards different paths.
We will introduce new items and furniture to the game that give you special benefits (or drawbacks) that you can gain through various paths in the game.
Vexcorp's h̶u̶m̶a̶n̶ ̶e̶x̶p̶e̶r̶i̶m̶e̶n̶t̶s̶ quests are just the tip of the iceberg for the e̶v̶i̶l̶ ̶t̶e̶c̶h̶ ̶e̶m̶p̶i̶r̶e̶ friendly neighbourhood startup. Expect to see new rewards for doing stuff around Vexcorp.
The doors to the stock market remain closed, but will soon open to satiate all of you STONKS hungry maniacs out there. Line chart goes brrrr.

The game mode cauldron is currently bubbling with ridiculous new game modes that will turn the Walk of Life experience into something new and exciting.
As soon as the pawn reaches G8, the pawn shop will be upgrading to a queen shop. Haha. Seriously though, the pawn shop is currently rather static and we want it to be a fun place to stop by to see whatever oddities they might have on offer at any given time.
Waves of the crime and heat variety are meant to really mess with players if they don't invest in proper countermeasures. Items granting fire safety and security will allow players to keep their valuables safe and sound.
Different layouts of Calicornia should shake things up if games are getting stale. They put Clucker's next to the bank?!?!! Oh my god this will literally alter the metagame in ways no game has ever seen before!

Some of you seem hellbent to live out that Dr. Manhattan meme. We'll do our best to cater to you with a marathon mode where you can play some really long games.
We don't want you to end up washed up, having never left Calicornia. A new map with new mechanics, characters and adventures is something we're very excited about.
We realize that the current interface and overall experience can be a bit confusing, which is why we're designing new ways to shove information ever so gently into your pretty little heads.

More is more! You want more? We hear you! That's why we will more. MORE!
And that should about cover it for now! If you want keep track of our lofty promises, take a look at our roadmap that should be popping up on the storepage any second now. Until next time, go out and take a Walk of Life!
Ahoy, Sailors!
Next week we're releasing another update for the 30 Days on the Ship demo, which introduces significant changes to gameplay and performance. Thanks to your valuable feedback, we knew exactly what to focus on. Here are the details:
The enemy artificial intelligence system has undergone significant improvements. Pirates now:
React to their health status – wounded enemies may retreat or fight desperately
Have a hearing system – loud actions attract attention, quiet footsteps help you avoid detection
Behave more naturally – their reactions are smoother and more realistic
These changes open up new tactical possibilities – you can now sneak around the ship, distract enemies with noise, or exploit their weakness in combat.
We treated your FPS drop reports as a priority. Optimization results:
Fixed most performance issues
Increased frames per second in the most demanding scenes
The game should now run smoother on a wider range of hardware
We've also introduced a series of smaller bug fixes and quality-of-life improvements that enhance gameplay comfort.
Hey Wanderers!
With the 1.0 Steam launch of Escape the Backrooms now sent down the Overgrowth slides and onto your screens, we wanted to share a glimpse of what’s coming next.

We’re pleased to give a first look at the roadmap of planned content and support for Escape the Backrooms, for the rest of 2025 and looking into 2026. Fancy, Secret Mode, and our development support crew at Blackbird Interactive are working together to deliver the above to players, with more specifics and deets being worked on right now.
This includes the release of Escape the Backrooms on Xbox and PlayStation, which is currently slated for early 2026. For all platforms, we’re also planning fun content drops to mix things up a little, along with more surprises. Good surprises, honest.
This is all we’re able to share right now, as we wanted to give an update to Wanderers just as 1.0 has dropped on Steam, but we’ll go into more detail in the future.
The next thing to look out for is the first patch for Version 1.0, addressing some more community-reported bugs and topics. This will roll out in November and we’ll share full patch notes with it.
Thank you!
Have you ever dreamed of riding through Regnus on a mount so rare it hasn't even appeared in the public collection yet.
Want to know how it looks like? check this Gameplay:
The Lovely Pickup Pup this unreleased exclusive mount-can be unlocked for a chance to win just by joining our community event!

How to get it?
1. Join the Official Discord (https://discord.gg/starresonance)
2. Check the details of the event
https://discord.com/channels/594431022188331008/1405221598285533427
Event Duration:
Start: Oct 24, 2025 6:00 PM (UTC-2)
END: Nov 5, 2025 6:00 PM (UTC-2)
Rewards:
-Exclusive Lovely Pickup Pup mount in-game for the Top 5 Adventurers with the most reactions.
Hey Divers,
We’re hyped to reveal the official launch trailer for Beneath - which we've dropped a few days early to give our players a final peek into the depths...and also, just because it's badass.
Beneath surfaces on October 27th for £13.59 / €16.59 / $16.59, which includes a 15% launch discount for a limited time!
Watch the new trailer here:
To show our appreciation for the thousands of divers who explored the demo, we’re dropping a special Golden Gun DLC pack for free on Monday, October 27th, across all platforms. Shine bright beneath the waves.

Mark your calendars - Beneath descends onto Steam, Epic Games Store, and GOG on October 27th, with PlayStation 5 and Xbox Series X|S versions arriving the very next day, October 28th! Check out the map below to see what time Beneath goes live in your location.

“This is the kind of game we loved playing back on our PS3 and 360 days - fast, frantic, and fun. From both of us, thank you for all your support. We’ve poured everything into making Beneath an all-out, pulse-pounding riot beneath the waves, and we hope that you love it, as much as we have loved creating it." Bruno and Ricardo Cesteiro - Camel 101
Beneath launches October 27th. Prepare to descend - and remember: The deeper you go, the darker it gets.
Hello everyone,
Thank you for continuing to share your experiences and for helping us shape Battlefield 6 together. As we approach the launch of Season 1, we want to share another update on the changes and improvements we’ve been working on based on your feedback.

Our immediate focus is on overall performance and the combat experience. As we move forward we’re investigating potential changes on key areas such as weapon dispersion, balance, visibility, aim assist, progression, and more. A number of updates have already been made available and we have more that are planned to rollout over the course of Season 1.
Live Now:
Custom Search: We’ve made some adjustments to improve how accurately matchmaking aligns with your selected map and mode preferences. The system still maintains flexibility to support reasonable queue times, so players with more specific selections may notice slightly longer waits. We’ll keep monitoring Custom Search performance and continue fine-tuning as needed.
Vehicle Spawn Bug: We recently deployed a targeted backend change to address an issue where vehicles could sometimes fail to spawn as expected across certain maps and modes. The current results have shown that it has greatly reduced the number of occurrences and started to improve the balance issues on some map/mode combinations. We are aware of a few outliers that this fix did not address, and we’re working on a fix to resolve these outstanding issues. We also saw that this backend change had a slightly positive impact on Breakthrough win rates, but we are working on further balancing changes that are meant to be more impactful and bring the win rates into a better state.
Portal Server Availability: Earlier this week, we made XP adjustments for Community Experiences. In case you missed it, check out the details on how to get Full XP in Verified modes.
Upcoming Changes:
Player Movement: We are actively refining player movement to address areas that previously felt inconsistent, while staying true to the gameplay pace and maintaining the core feel of the launch experience. In parallel, we are enhancing sight stability by minimizing reticle movement during specific animations. These adjustments aim to deliver a smoother and more precise aiming experience, all while preserving an immersive first-person feel.
Progression: We are continuing to monitor the impact of the changes that were made last week and already seeing a smoother experience as we roll into Season 1. Some additional areas we are tracking:
XP earned in Escalation and King of the Hill is not always working as intended. We are planning to significantly increase the payout to bring them in line with other modes and will keep monitoring once the changes are live.
We’ve seen all your feedback about the challenges and their criteria, the team’s working on a series of improvements to make challenges more straightforward to understand and faster to complete. Given the scale of challenges, these changes will roll out over at least two updates. Some examples of what we are currently considering are:
Class Assignment - Assault 1 - Get kills while using the Adrenaline Injector - 30 to 3
Class Assignment - Engineer Expert 3 - Repair Vehicles in a Match - From 6000 to 1000
Weapon Assignment - Deadeye 2 - Get headshot kills over 200m with Sniper Rifles - from 150 to 5
In addition, a later game update will reduce the 200m distance
Visibility: We are actively looking into adjustments to exposure and brightness. This will lead to improvements in places where players have experienced blinding light when looking outdoors, overly dark interiors when looking indoors, and a lack of visibility around weapon optics when zooming in. These adjustments are part of a wider pass focused on improving visibility that we expect to complete later in Season 1.
Weapon Dispersion: As part of our Season 1 Update 1 (October 28), we’re making several adjustments to how weapon dispersion behaves. These changes are aimed at ensuring each weapon’s accuracy better reflects its intended performance over range. We’ve also fixed a bug that caused dispersion to not decrease as expected when transitioning from sprinting to a prone position.
We’ll continue refining how weapon accuracy behaves in battle to make your shots feel more consistent and rewarding across all weapon types. Our upcoming tuning pass will reduce the overall impact of dispersion across multiple weapon types while keeping the core intent intact. Burst-firing will remain the most effective way to control a weapon, and each weapon will still perform best within its intended range. We’ve also identified a couple of bugs that caused weapons to feel less accurate than intended:
Post-Sprint Firing: Weapons fired immediately after sprinting while zoomed could retain higher dispersion, reducing accuracy.
Movement Start: Dispersion was increasing faster than it should when players began moving, making even small adjustments unexpectedly impact precision. This was especially noticeable on controllers.
We are taking a brief hiatus on Battlefield Labs as we prioritize the rollout of Season 1 content. Labs is at its best when we can iterate quickly with you, and it was invaluable in how much it helped us prepare for the launch of Battlefield 6. More updates will be shared when play sessions are returning and we will continue to develop the future of Battlefield 6 together.
Speaking of Battlefield Labs, we have updates on the Battle Royale mode following the suggestions we received during our play sessions. Your Battlefield Labs feedback has helped us fine-tune key elements for this experience. Here’s a quick look at what changes you may notice the next time you play:
Close-range TTK: We’ve adjusted time-to-kill at close range for all weapons to reward clean positioning and tracking while giving players more time to counter attacks. We’ll keep monitoring this once it’s live.
Armor changes: Everyone will now have the capacity for 2 armor plates at the start of the game. All players will spawn with 1 plate, so you will have the chance to upgrade as soon as you start looting, giving everyone an equal chance at upgrading their armor fully.
World Improvements: We’ve been fixing pesky world bugs and optimizing areas to improve the environment. With these improvements, we made adjustments to the lighting as well as enhancing the visibility across the map.
Vehicle Balance: We’ve adjusted the balance for helicopters and combat vehicles to keep them as powerful tools showing off Battlefield’s core DNA, without making them necessary to survive or win the late game. This includes significant adjustments to the heli countermeasures and ammo economy.
We have also been working on providing smoother performance overall. We have identified and addressed a range of issues that affected performance that we simply couldn’t have done without our players’ involvement in the tests.
Thank you for continuously sharing your feedback and suggestions. All of your clips, bug reports, and discussion on community channels are shaping what we do next. We also welcome you to join us on the Battlefield Discord to follow along and chat about the latest news and updates.
The start of Season 1 is planned for October 28, so mark your calendars for even more exciting ways to play your way, including new maps, modes, weapons, and more!
//The Battlefield Team
This announcement may change as we listen to community feedback and continue developing and evolving our Live Service & Content. We will always strive to keep our community as informed as possible.




https://www.youtube.com/watch?v=qbQpUwhYZQQ
https://www.youtube.com/watch?v=gUjSQchuyhg
https://www.youtube.com/watch?v=wxOg6iEzxP8

https://steamcommunity.com/sharedfiles/filedetails/?id=3520447205































A new player created a video showcasing his journey so far in Nin Online. Thank you Criminal Man for making this!
https://www.youtube.com/watch?v=VmTsfn_7Ne0
Expect updates to slow down while we focus all our time and energy into creating content for the next expansion!
Waterfall Arena (TDM event)

New Mobs
Replaced Leeches with Wild Rabbits on Oak Trail Map
Carrot is now obtainable
Rabbit Paw is now obtainable
Added Keldo & Leno Bosses to Fallen Stones Gorge Map (in place of Leeches)
Thanks Luhan & Slugnir as always for working on this!
Bubbles weapon attacks no longer count as traps on No Trap tiles
Only long lasting projectiles like Bear Trap and Explosive Tags count now.
Fixed event timings on the tournament leaderboard
Fixed DPI Scaling with legacy login browser window
Fixed bug where if you are muted, you can't use /event leave and /buyhouse commands etc.
Fixed Team HUD not saving position on login
Chat/typing getting interrupted by Combat/CTF notification messages