We’re proud to announce our latest and biggest content patch “The Patch of Goblin” that we’ve been working very hard on the last couple of months. This patch brings an overhaul to several systems of the game and a lot of new content based on feedback we’ve gotten from our community and all the testing we’ve done since the release of Pit of Goblin. We hope you’ll enjoy everything that this patch has in store for you, and thank you for playing!
Players can no longer travel in upwards direction using the bucket, we must go deeper!
Instead of returning to the Home Base between trips, Players now arrive at the In-Between
Travelling into the Pit overhaul! Now it is easier to continue down into the depths without going all the way back up.
New area: The In-Between! Stock up with new gadgets and gear between trips and store collected foods for our beloved King-Queen!
Players may then choose to delve into a dungeon on the same depth, or go deeper…
There’s now always 2 trips before feeding, instead of the first one being 2, and the rest being 3.
New area: Somewhere in the depths, rumors about a secret village for the lost and found, with rare vendors…
The shop district has now been uh, slightly reduced in size!
The Low status Goblin area of the Home Base has been opened up! We can go there and hang out with NPCs with the same rank as us!
Goblin NPCs can now be attacked. But we would never do that, would we?
Actually, what do they carry in their pockets?
Goblins NPCs can now respond to being attacked. Uh-oh…
Shopkeepers can also be attacked… Be wary of the consequences!
Goblin Guards might uphold the peace if they feel like it
The feeding grounds and other various parts of the base have received some visual updates
Added more signs explaining how the game works
New stealth mechanic: Hiding spots!
Players can now Hide under tables, inside barrels and certain bushes among other things!
This is convenient when you do not wish to be attacked by enemies or wish for them to target your friends instead.
New Mechanic: Dive! - In a desperate situation - Attempt to throw yourself out of harm's way with F (by default)!
Ragdolled Goblins can now be picked up and carried!
This even works on some enemies
A Player being carried can break out by using Spacebar (by default) after a duration has passed
Enemies that don’t like being carried will attempt to break free, so be careful
It’s easier to carry defeated things if you worry about them breaking free
Altar of Resurrection; carry a defeated friend here, whydontcha!
Defeated players are now revived with half health instead of full health, and lose their gear as usual
Defeated players whose body was retrieved to the bucket or resurrected revives with full health and gets to keep any equipment that they were wearing!
Vast Improvements have been made to all Dungeons
Dungeons are generally now smaller and much more consistent in size
Dungeons are now more packed with things to interact with, break or hide in
Action happens much faster, whatever that means!
New level pieces have been added to the mix for every dungeon
Some dungeons have received a stronger identity or gimmick
New Combat Mechanic: Weak Spots!
Most Enemies and players now have weak spots assigned to them. Such as perhaps heads or big eyes but don’t tell anyone we told you that
Landing a Weak Spot hit with a thrown item or a ranged projectile grants extra bonus damage and makes it likelier for you to topple the target over!
Dungeons are changing every time, so do potions and mushrooms! You won’t know what they do until you try them out.
Dungeons, potions and mushrooms are now unknown by default
New and improved Combat Systems: Gear up for a fair fight! Combat and weapons have been tweaked across the board to give goblins a fighting chance. However, there are still enemies that are very strong…
Food items now restore health based on the quality of the food!
Inventory can be upgraded!
New inventory system: Pockets for Tools and Weapons have been added.
Improved enemy combat difficulty
Torch duration is now displayed in the interface
Dynamite fuse is now displayed in the interface
Remaining Potion sips is now displayed in the interface
Rebalanced Health & Stamina
Rebalanced Player Speed & Sprinting
Improvements to “Adrenaline System”
Enemy and Ally hurt hitboxes have been reworked to represent the visual representation much more closely in all aspects!
The hit detection of Attacks have been reworked, vastly improving stability and how it feels to hit things.
Attacks have been simplified and improved and thus no longer have a Light/Heavy attack depending on holding the button down
Weapon Durability across the board has been tweaked for sturdier weapons
Improved tutorial signs in the Goblin Village
Rebalanced Gambling mechanics
Locked chests actually show a physical lock on them now. Bring a key!
You can now smash inanimate skeletons on the ground to find loot
Item tooltip now shows descriptions!
More accurate network synchronization of ragdolled bodies
The fire system has gotten more love, more stable than ever!
General network performance improvements
Less breathing sounds when stamina is low
Adjusted the way goblins hold some specific items
New settings
Toggle sprint / crouch
Invert look
The Knight finally draws his sword. Goblins beware!
Rats are no longer lords of destruction and are actually possible to defeat
Enemy movement speeds adjusted to match player speed changes
More enemies now make sounds related to gaining or losing aggro
Backpack: Carry even more items!
Item Pouch: Let’s you carry extra items
Tool Belt: Let’s you carry extra tools
Weapon Sling: Let’s you carry extra weapons
Pebbles: Used as ammo for the Sling, collected from broken Rocks.
The Grill! Cook Fish and Meats here using a torch, or purchase the brazier to make it hassle free!
Repair Anvil: Use this to repair weapons
Goblin Spear: Long reach poking stick!
Ranged weapon: Slingshot
Ranged weapon: Crossbow (or from a goblins’ perspective; a ballista!)
Certain traps can now hurt enemies as well!
Damage reduced on some previously very powerful traps
Various fixes to pathfinding navmesh for enemies. They should be able to chase you even better now!
Fixed issues with joining friends on steam sometimes not working correctly
Stand up animation was not playing every time a goblin got up, which has been fixed
Remaining duration of torches now properly synchronizes between players
… And other various fixes!

We are back with another patch. This time, small update
We wanted to release a quicker patch to deal with some critical stuff that we've discovered. Biggest was AI not spotting certain static weapons and angled-armor ballistics fixes.
Next patch is planned for 10.11.2025 where the game will be on sale for 7 days. We want to deliver another set of fixes and promised suggestions for that date, especially the battle save system and more optimizations for CPU + new gunner command control.
We've discovered big issues with ballistics and coop gameplay, especially client shots are not always registered on host side and we need to deal with this as soon as possible.

Below is the full list of changes being made:
Added:
Notification when player converts tanks through squad manager about where the converted tanks were moved
New filter for captured tanks in squad manager menu
Evacuate now works for repair scenes
Soviet VO for cannot shoot
VO for our gunner when he cant make the shot as well as a purple line will be shown towards the object that blocks the view
Repair contract, repair vehicles and recycle vehicles - Repair Station tasks will highlight the spawned tank that is part of the task
Search bar for keybindings menu
Fixed:
Units weird behaviour while leaving trenches
Game won't show different tank details on repair section when you approach another tank
Error that caused AI units to not spot static weapons
Ballistics error for ricochets, that caused ricochettes to occur more when they should be rare
Issue where the game did not update vehicle status panel on repair section when player rearmed or refueled the tank
Game should now handle friendly fire better (voice overs)
Modified:
Drasticly increased the ability to penetrate angled armor for every weapon
Change to impostor view distance for crucial objects v2
Changed the way how the game calculates combat readiness based on fuel in tank. It was based on individual fuel state in each fuel tank, now it's summary of every fuel tank state.

Thank you for your support, we are working. See you next time!
DeGenerals


It’s been a week since the launch of Keeper, and we’re so happy with the reception. On top of some incredible reviews and scores, we’ve seen so many amazing messages from people who have played, thank you so much!
We always knew this game would not be for everyone, but it’s so gratifying to see how many people are enjoying themselves in this strange, surreal world that we’ve been building these past few years.
If you’ve played and had a good time, please do spread the word. As you’ll know, there are many unexpected secret moments that we’ve gone to great lengths to conceal, word of mouth is how some of those magical things will spread, so please tell your friends - but be elusive, of course. Huge shout out to all the reviewers who did an amazing job of keeping those elements a surprise too, thank you!
Yesterday the New York Times awarded us a perfect score of 100, the first game they’ve bestowed that score on since Half-Life 2 came out over 20 years ago. Quite the honor!
Here’s some more quotes we’ve been enjoying…
“A Mind-Blowing Adventure”
-The New York times - 100
“A truly magical jaunt through one of the most beautiful video game worlds ever made”
- Eurogamer - 5/5
“...a brain-tickling odyssey that’s stuck with me far beyond the credits”
- IGN 9/10
“Keeper is like taking all the best psychedelics in the world all at once, and it's pure artistry”
-Windows Central 5/5
“...Double Fine has created a masterpiece. (...). It cannot be explained: it must be lived, felt, and treasured.”
-Gamatomic 5/5
Added support for Parallax Models.
Added a "Clone" button for Action Results.
Fixed an issue with Result Action Sequence Elements sometimes having issues supporting Target or User.
A lonesome figure ventures forth into a land full of strange creatures and hidden dangers. But there are no brains this time, only surreal, psychedelic beauty.
Keeper is a story told without words, in which a long-forgotten lighthouse is awakened and, joined by a spirited seabird, it embarks upon a heartening tale of unlikely companionship, and an unexpected journey into realms beyond understanding. It’s a bite-sized, third-person puzzle-adventure, unlike anything you've experienced before.
Keeper is out now on Steam! Don't look up anything about it, trust us, just play and immerse yourself in the journey.
“A Mind-Blowing Adventure”
-The New York times - 100
“A truly magical jaunt through one of the most beautiful video game worlds ever made”
- Eurogamer - 5/5
“a brain-tickling odyssey that’s stuck with me far beyond the credits”
- IGN 9/10

Football Manager 26 redefines the entire managerial experience, setting the foundations for you to define your football destiny.
Central to FM26’s leap forward is our drastically overhauled User Interface (UI). The UI has been remade with the Unity engine to give you seamless control whether you’re a first-time player or seasoned campaigner.
The new UI delivers great exploration and discoverability in every career, while also surfacing all the key information exactly when you need it.
Like with any major update, it may take a little time to find your footing - which is why we’ve built a set of smart tools to help you get up to speed quickly. Here, we’ll dive deep into four of those elements – Bookmarks, Search, FMPedia and Tutorials.
To read the full story and more, visit The Dugout.
Our community Discord Server has surpassed the 10,000 member mark, and to celebrate we're doing a Double EXP Event from Saturday 25th 12PM EST to Monday 27th 12PM EST!
All EXP from any source will be doubled, both for combat and fishing! Time to get your grind on!!
If you like dark and mysterious lands of the unknown then have we got a travel package for you!
Keeper is a story told without words, in which a long-forgotten lighthouse is awakened and, joined by a spirited seabird, it embarks upon a heartening tale of unlikely companionship, and an unexpected journey into realms beyond understanding. It’s a bite-sized, third-person puzzle-adventure, unlike anything you've experienced before.
Keeper is out now on Steam! Don't look up anything about it, trust us, just play and immerse yourself in the journey.
“A Mind-Blowing Adventure”
-The New York times - 100
“A truly magical jaunt through one of the most beautiful video game worlds ever made”
- Eurogamer - 5/5
“a brain-tickling odyssey that’s stuck with me far beyond the credits”
- IGN 9/10
From Lee Petty, art director of the shiny and chrome covered game Brütal Legend, comes a new experience through a realm of surreal and psychedelic dreamscapes, where around each corner there lurks a metal album cover in the making.
Keeper is a story told without words, in which a long-forgotten lighthouse is awakened and, joined by a spirited seabird, it embarks upon a heartening tale of unlikely companionship, and an unexpected journey into realms beyond understanding. It’s a bite-sized, third-person puzzle-adventure, unlike anything you've experienced before!
Keeper is out now on Steam! Don't look up anything about it, trust us, just play and immerse yourself in the journey.
“A Mind-Blowing Adventure”
-The New York times - 100
“A truly magical jaunt through one of the most beautiful video game worlds ever made”
- Eurogamer - 5/5
“a brain-tickling odyssey that’s stuck with me far beyond the credits”
- IGN 9/10