Hello again, prisoners of the Dark Place!
It's finally out, after an extra five years! I'm thrilled to call Welcome To The Dark Place done, at long last. This game has been wandering in a no-man's-land for almost a decade; development started around 2017 as my first game outside Roblox. Then it was scrapped and restarted in 2019, and that version is the one I've been working on until today. The project became a Ship of Theseus as I continually learned from it and outgrew it, and now it's a collaboration between myself and many different, less-mature versions of myself. I've yearned to move on and leave them behind. Yet I did not want to throw it out and let it go to waste, so I've finally pushed this project through the finish line. I've had to accept that it will never be complete, and it will never be perfect.
This game is a bit of a warning of what can happen when you do not place limitations on yourself creatively--although that was the whole point. I wanted to take advantage of the text-based genre to make a game unlike any other. And it has allowed me to try out bizarre ideas which I would never give a second thought otherwise. But it has also become such an unwieldy, tangled maze; working on it for long periods of time becomes disorienting and disheartening, as if falling into a coma, wondering if there's even a point.
However, throughout the world of the Dark Place there are pearls of honesty--moments of sharp, lucidity among the dream-like madness. And the Dark Place has been the spawning ground for most of my other finished ideas, such as The Upturned. So it deserved a proper send-off of its own.
I will be making improvements and bug fixes over the next week. Most improvements will be to make the game easier to beat and just a tiny bit more forgiving of mistakes, which is an area where I think it falls short right now. (If you are trying to complete it, I would not blame you for resorting to a guide or collaborating with friends.)
Thanks for playing, and WELCOME!
It's time to fill you all in on the progress!
BOARD GAMEBOT SUPPORT PROGRESS
As stated in the last posts, I have been working on adding bot support, and I'm happy to say that this is progressing steadily given the minimal hours I have to work on the game, but it's also as confusing and chaotic as the GIF above (NOTE: All GIF's here are bot controlled players)
Currently I have now got the board game mode on it's own without mini-games functions with bots.
The bots aren't super smart though and still require work, mainly in regards to the avoidance of hazards that shoot projectiles, but also in regards to bots placing hazards in sensible locations that "make sense".
The idea is for bots to look at the same things a player would when deciding firstly IF a hazard should be placed, and then WHERE it should be placed, rather than randomly deciding these things, there needs to be logic behind the decision. For now though, the board game AI is "passable".
The bots also can navigate obstacles that players can, as previously seen, however more variety in their pathing needs to be added, and deviations from their path need to be added to more accurately reflect what players may do, for example, taking shortcuts or a safer route if there's a lot of hazards detected along the path and there is a better, safer route.
Additionally, getting bots to work with drop in/drop out style of gameplay has been a bit of a nightmare and still isn't quite working just yet, but it's almost fully functional so far.
I am yet to do any online testing with bots too, however my bot support has been factoring in the online functionality too, so fingers crossed there's not too much to iron out when I do online testing.

Regarding bot support for mini-games. This has been very difficult due to platformer style and skill based nature of all of the mini-games (so far), but when the bots work, it's an incredible feeling, it's progress.
The intention is to get each mini-game to a playable/passable stage so that the experimental build can be updated and you can all play with bots sooner rather than later, but when that occurs, this doesn't mean every mini-game will have smart bots, they are potentially doing the bare minimum.
Here is a list showing the progress of bot support for each mini-game in alphabetical order.
(NOTE: Anything over 65% is considered "passable/playable")
Blasted - 65% (Bots run around randomly, drop bombs and kick bombs, however they don't jump blocks, don't go for pickups, don't try to lead bomb kicks or bounce bomb kicks yet)
Blue Ballin - 80% (Bots against the rotation direction of the ball, and jump when they are far from their destination, much like players would, they also try to jump sweepers and sawblades, but don't avoid the bounce/hex pads, they really may not need to though)
Coallateral - 95% (Bots run to the other side, jump over gaps, and grab coal, then return it, stopping when a bridge is retracted, and trying to move away when coal is shooting from a pipe, they currently aren't grabbing nearby dropped coal though, and the drop-off can be a bit of a cluster with AI navigation, but I've put in measures to reduce AI effectively lining up and waiting to drop the coal off).
Cognitive Collection - 0%
Creeping Creepers - 0%
Dead Still - 0%
Dark Dangers - 0%
Deadly Disco - 95% (Bots currently don't avoid falling tiles, however everything else is fine)
Dodgy - 60% (CURRENTLY WORKING ON) (Bots try to find the safest location on the stage, however I'm currently working on bots avoiding nearby balls and trying to predict nearby safe locations when lots of balls are close to them, they is a lot to factor in)
Falling Apart - 0%
Get Pucked - 95% (Bots try to move the ball towards their goal, they know where they need to hit the puck, they know how to boost, they try to go around the puck to the side they need to hit, but it's not quite where I want the AI to be yet).
Knock Off - 0%
Laser Lunacy - 60% (This is a tough one, like Dodgy, AI check the closest location on the laser and get it's predicted movement to try and determine if it should jump or run away, it's not working as intended and needs more work. AI will try to avoid open hatches etc too, but will often just jump on the spot over and over again when detecting danger, which leads to them being eliminated far too easily).
Melting Memory - 95% (Bots behave like players, I've implemented a memory system for bots that is based on a number of factors, such as what round the mini-game is up to, how many players there are (visual confusion), has a rotation just occurred (creates a higher percentage of failure that cools down over the rounds), has a player just been eliminated (distraction), has a player just run onto the bots location (self gas-lighting/2nd guessing), etc....the bots feel like players, but I just need to add some aesthetic things such as bots spinning around and jumping around on their safe location while they wait for a new round, this is purely aesthetic though).
Oh Balls - 85% (Bots move randomly around the stage, but have a high chance to move towards another player, players generate target scores that the bot selects from. These scores factor in distance from the bot, obstacles between other players and the bot such as pillars or other players, distance from the edge, velocity of the target and/or other players. They also attempt to jump incoming players, avoid them, or roll straight back at other players.)
Roasted - 80% (Bots run around at random, they look for the most lucrative locations, so they tend to prioritize clusters of plectrums over single plectrums on their own, and they avoid flaming vents)
Tap Out - 0%
Termination Trail - 0%
Wheely - 0%
I have been trying to complete support for at least 2 mini-games a week, however some of these mini-games are a bit of a nightmare to program the bots for, especially mini-games where there's a lot of platforming, or a lot of hazards... (oh wait..that's...almost every single mini-game), and with day to day life thrown into the mix, I sometimes have only gotten only 1 mini-game done.
But it is fun learning, and as I learn, things will get better, I may re-do previous bot AI if I learn something new so that I can make the bots smarter for example.
I also intend for bots to behave as much like a human player as possible as mentioned in a previous update, they should have "personalities" as such, which would influence behaviours.
For now though, the goal is to get the minimum viable product out to you all so you can enjoy playing with bots.

Since I have been working with mini-games again, rather than being stuck working on the board game 100% of the time, I have been reminded of some of the mini-game changes that I've been wanting to make for a while. Some ideas have already been implemented as part of working on bot support., some have been noted down or considered for the future.
Cognitive Collection - will likely be updated so that player goal locations shuffle every so often. Alternatively the secondary mode may include a randomly lit up cog that triggers the shuffle when a player runs over it, which allows more player interaction.
Get Pucked - Instead of players getting 1 point whenever a puck goes over their goal, the player now continuously get points every 0.5 seconds until the puck goes over another goal.
The puck will now push players out of the way when bouncing out from the edge of the arena if all the players are clumped up. And when a player boosts, they have more push force to knock other players out of the way or bounce the puck. Additionally the boost function now creates particle effects, but it does need a SFX to further emphasize that they are boosting.
I may make it so the goals shuffle every so often, or perhaps there will be a floor section that will rotate the goals around, however I'd rather reduce moving parts due to online movement sync issues.
Blue Ballin - I've done some aesthetic changes by adding fog so that it's easier to see the silhouette of the ball now, however at a later stage I intend to update the background. It's not super important at this stage however.
Laser Lunacy - I may introduce plectrums again, or introduce this as a secondary mode, the plectrums would serve as a balance against the time alive. So if there were 2 players left in the round, but one of them have 50 plectrums and the other has 20 plectrums, but the one with 20 plectrums is the last player alive by 0.5sec, then player 2's plectrum count would factor in, perhaps each plectrum would increase the alive time by 0.05sec each, effectively giving player 2 another 2.5sec alive, and allowing them to win by 1 sec (30 plectrums difference = 1.5, and player 1 was alive 0.5 sec longer, therefore player 2 wins by 1sec).
This was previously in the mini-game, but it caused a lot of confusion, so we'll see what happens...it just adds more incentive for players to run around.
Alternatively, I could add power-ups like shields, double jump etc.
Melting Memory - The arena will likely change so it doesn't look like Roasted, but green. This is yet to be determined what will be done, but I have a few different ideas, I just need to make sure they are fool proof. Additionally, I have idea's for eliminated players which would allow them to still participate to reduce boredom while waiting for a winner as this mini-game can be a bit slow.
Oh Balls - I'd like to add power-ups to this at some point, effectively these would be kind of rare to spawn, they would spawn in the place of lowered pillars, and players would need to keep the ball on the power up location for 2sec to collect it. These power ups may be "Lead Ball" (heavier ball, no bounce), "Time Bomb" (after a period of time, the ball releases a pulse that knocks nearby balls away), "Double Jump" (self explanatory), "Air-Ball" (Allows greaters air control when jumping), "Ghost Ball" (Can pass through players and pillars upon activation), "Teleport" (Allows the player to teleport to a random location on the stage upon activation).
Roasted - Various pickups could be added to Roasted, such as immunity to fire, weapons to knock players off etc, or I could add fighting mechanics to this mini-game.
Tap Out - More variety of obstacles and environment.
Creeping Creepers - Various Pickups that allow invisibility to the creepers, faster movement, random teleport etc, and of course fighting mechanics could be implemented to mess up other players.
FIGHTING MECHANICS
I do want to add some "fighting" mechanics to a lot of the mini-games, as I think player to player interaction is paramount, but this would be a feature that should be able to be toggled on/off as some people don't like it at all.
The fighting mechnics would be super simple, there would be a head bounce, a telegraphed slap, and a jump kick if the player were to run at another player, jump and press the slap button.
Project D5 is a game very early in development, and we want you to help us put it through its paces. From now until the 31st October, log on during our playtest hours and take this opportunity to feed back on our unannounced title.
We have one playtest session per day for those on European and North American servers - we'd love to see you online and in D5!
Join us on Discord to get the info on the happy hours.
Greetings, Brewmasters!
We've been hard at work brewing up a major update based on your feedback. This patch focuses heavily on audio improvements, UI polish, and game balance tweaks to make your coffee empire experience smoother than ever!
We completely rebuilt our audio system from the ground up! No more jarring sound overlaps or music tracks fighting for dominance.
What's New:
Smooth Music Transitions - Background music, Rush Hour, and Boss Fight tracks now seamlessly cross-fade instead of layering on top of each other
Spatial Audio - Units now have positional audio based on their location in your station
Better Audio Mixing - Added high-pass filters and dedicated audio buses for cleaner sound
Instant Audio Settings - Volume sliders now apply changes immediately (no more needing to restart!)
Enhanced Consonance System - Replaced the old Circle of Fifths system for more harmonious, pleasant background audio
Expanded Soundtrack - Added 8 new music tracks across all game phases
VIP Level Progression Rebalanced:
Unit costs scaled significantly higher (8M -> 21M) to account for coffee income from earlier deck unlocks
VIP progression now feels more rewarding and appropriately paced
Boss & Fighter Balance:
Fighter damage now scales with prestige: +1.5% bonus per prestige level
Boss health scaling reduced for smoother difficulty curves (+1.0% per prestige instead of higher rates)
Fixed prestige scaling calculations affecting both boss health and fighter damage
UI Fixes:
Fixed variable display formatting in Prestige Shop
Unit count displays properly update after purchasing prestige upgrades (I see you, no more 5/3 weirdness!)
Max unit count tooltips now correctly display prestige upgrade bonuses when reloading
Easier Language Selection:
Language switcher moved to the top-right flag UI (no more buried menus!)
Added all missing flag icons following consistent naming convention
Fixed translation system to refresh UI elements immediately when switching languages
Top bar and social icons now update properly with selected language
Tested all supported languages to ensure error-free loading
Track your coffee empire's performance with the new Statistics Screen! View detailed production breakdowns and bonuses by unit type to optimize your brewing strategy.
Main Menu now properly grabs focus on the first button for better controller/keyboard navigation
Discord notification indicator changed from square to a cleaner red circle
Fixed various tooltip display issues throughout the game
Removed legacy audio code (old system references cleaned up)
Optimized audio manager architecture for better performance
Added dedicated ambient chatter audio bus with filtering
Ensured only one music track plays at any given time (no more audio chaos!)
Thank you for your continued support and feedback! We're constantly brewing up improvements to make Starbrew Station the best idle coffee tycoon experience possible.
Stay caffeinated,
Boden & The Starbrew Station Dev Team
Got feedback or found a bug? Join our Discord or post in the discussions!
Greetings, Brewmasters!
We've been hard at work brewing up a major update based on your feedback. This patch focuses heavily on audio improvements, UI polish, and game balance tweaks to make your coffee empire experience smoother than ever!
We completely rebuilt our audio system from the ground up! No more jarring sound overlaps or music tracks fighting for dominance.
What's New:
Smooth Music Transitions - Background music, Rush Hour, and Boss Fight tracks now seamlessly cross-fade instead of layering on top of each other
Spatial Audio - Units now have positional audio based on their location in your station
Better Audio Mixing - Added high-pass filters and dedicated audio buses for cleaner sound
Instant Audio Settings - Volume sliders now apply changes immediately (no more needing to restart!)
Enhanced Consonance System - Replaced the old Circle of Fifths system for more harmonious, pleasant background audio
Expanded Soundtrack - Added 8 new music tracks across all game phases
VIP Level Progression Rebalanced:
Unit costs scaled significantly higher (8M -> 21M) to account for coffee income from earlier deck unlocks
VIP progression now feels more rewarding and appropriately paced
Boss & Fighter Balance:
Fighter damage now scales with prestige: +1.5% bonus per prestige level
Boss health scaling reduced for smoother difficulty curves (+1.0% per prestige instead of higher rates)
Fixed prestige scaling calculations affecting both boss health and fighter damage
UI Fixes:
Fixed variable display formatting in Prestige Shop
Unit count displays properly update after purchasing prestige upgrades (I see you, no more 5/3 weirdness!)
Max unit count tooltips now correctly display prestige upgrade bonuses when reloading
Easier Language Selection:
Language switcher moved to the top-right flag UI (no more buried menus!)
Added all missing flag icons following consistent naming convention
Fixed translation system to refresh UI elements immediately when switching languages
Top bar and social icons now update properly with selected language
Tested all supported languages to ensure error-free loading
Track your coffee empire's performance with the new Statistics Screen! View detailed production breakdowns and bonuses by unit type to optimize your brewing strategy.
Main Menu now properly grabs focus on the first button for better controller/keyboard navigation
Discord notification indicator changed from square to a cleaner red circle
Fixed various tooltip display issues throughout the game
Removed legacy audio code (old system references cleaned up)
Optimized audio manager architecture for better performance
Added dedicated ambient chatter audio bus with filtering
Ensured only one music track plays at any given time (no more audio chaos!)
Thank you for your continued support and feedback! We're constantly brewing up improvements to make Starbrew Station the best idle coffee tycoon experience possible.
Stay caffeinated,
Boden & The Starbrew Station Dev Team
Got feedback or found a bug? Join our Discord or post in the discussions!
Congratulations on being selected to participate in the Evolution Survival Playtest!
Keep in mind you are TESTING the game. Things are going to be a bit stiff. A lot of things will probably break.
Please Report ALL feedback to the Feedback Pinned discussion and ALL BUGS to the BUGS Pinned Discussion. I look forward to your comments
-DrierWhisper729
New updates are in! Things are starting to feel more polished
Tutorial stage completely overhauled with new areas!
Reload bar will now fade away faster when reloading
Course Preview will now default to the last unlocked course in the selected world
Reduced loading time on tutorial stage
Fixed coyote jumping which had been broken for a while and nobody noticed:
-Jump timing should be more forgiving now!
-Holding grab tricks too long before landing will cause a beef as it should.
Fixed stunts registering as landed after recovering from a beef
Fixed certain stunts moving the player into unrecoverable positions in the air resulting in guaranteed beefs
Spread reduced on shotgun shells for more reliable hits at moderate distances
Fixed grab stunts not registering on joypad
Various fixes and tweaks among the world 0 courses.

🔊 Additions
Voice Recognition (Experimental): Survivors can now issue voice commands through their microphone.
Try saying “Hi”, “Follow me” or “Help” and your character will respond in-game with matching voice lines.
Adjusted Shadow Mask’s ability for improved balance and responsiveness.
Tweaked third-person camera field of view for better spatial awareness and smoother game-play.
Fixed indoor camera alignment issues.
Added new movement animations for the first-person camera.
Synced standard items: Other players can now see your standard equipped item.
Fixed a bug causing blood particles not to appear when hit.
Improved Gamepad sensitivity responsiveness at low values.
Fixed an issue where ally names didn’t appear when nearby.
Disabled Hunter Inverse Kinematics during executions to prevent animation glitches.
You can also join our Discord to share feedback or report bugs!
Discord
Based on the feedback and reports we’ve received from everyone on Discord and Steam,
we’ve made the following fixes:
Changes
Fixed a bug where the Pioneer’s effect did not work as described in the text
Fixed a bug where the win streak was not reset when restarting the game after quitting mid-run
Fixed a bug where effect details were cut off on the piece reward screen