
Liquidators, hello!
A huge thank you to everyone who played the Onboarding demo (including during Next Fest) and left feedback!
TL;DR
Work on Radioactivity and regular updates are going to be resumed in November this year
I took a small break from creative stupor and built a smaller experience called Tales in Text
Lots of changes happened in Radioactivity EA; a detailed update will come in November-December
I would like to invite you to another, smaller title in the meantime, it's a really different adventure experience and very easy going, I believe:
Tales in Text is a growing library of interactive stories that reimagines classic text adventures and point-and-click games by adding a layer of immersion and full multiplayer support with dynamic in-game voice chat.
It will be out in November, and if you liked Radioactivity, you might like that one too. I always lean towards building games that I like to play myself. Perhaps more people might enjoy this format as well. Give it a try when it's out ;)
https://store.steampowered.com/app/4048730/Tales_In_Text_Multiplayer_Immersive_Adventures/
The full EA version of Radioactivity is quite a different beast from the demo.
With bigger open world maps, a full dynamic nature that is affected by radiation, unfriendly fauna, or anything lurking around
New objectives arrived, together with procedural map generations
Full procedural generation (except terrain)
However, the concept became heavy and a bit inconsistent - hence I decided to step away for a bit to come back fresh. Now being fully recharged, I have a clear picture of where we should move with further development.
Little update spoiler - The Fog is Coming; )
The only question about further work on Radioactivity, and please help me answer it:
Do we want another demo, a proper one, not limited to a mechanics showcase? The one which actually shows how the full game feels to play?
Or shall we just launch already with early access instead of wasting time on a demo, and let everyone actually experience the full game? What is the preference if anyone can step in and comment on?
• Radioactivity store page (EA info, features): https://store.steampowered.com/app/1595160/Radioactivity/ • Free demo — Radioactivity: Onboarding: https://store.steampowered.com/app/3434810/Radioactivity__Onboarding/

Alpha Net 9.4.7
1 Reset all process rewards
2 Added side notifications for claiming quests
3 Reduced the crafting material requirements for anvils
4 Added notifications for claiming subsequent quests
5 Open the quest system by clicking the side notification bar
6 Open the exploration log by clicking the side notification bar
7 Adjusted the starting items
8 Added notifications for claiming quest items
9 Fixed the issue where items are prioritized in the quick bar
10 Added notifications for crafting items
11 Added notifications for placing items
12 Fixed a bug where the quest message for felling a tree was not sent
Running-away shooter enemy added for early testing.
The beta branch is available on Steam - see the Community Hub post for access details.
Added an \[Unstuck] feature(Currently only in world scenes). If you get stuck in the game, please click the \[Settings] button to use it. Note: Using this may cause Mission issues, so please avoid unnecessary use.
Allowed to use Sprint without \[Legion Mount] equipment.
Increased the drop rate of rare Items from mysterious chests.
Changed \[Night Reaper] from \[Warrior] to \[Cavalry].
Replaced a \[Blood Drain] talent in the \[Lycoris Radiata] with \[Death Domain].
Increased the duration of \[Drunken Fragrance] Skill from 10 seconds to 20 seconds.
Increased the enemy stat reduction effect of \[Scarlet Tenderness] Skill from 2% to 20%.
Fixed the story text for the \[PRISONER] Mission.
Fixed some texts and translations.
Categorized the gender of player characters by appearance.
Supported using the mouse wheel scroll to view the Item tips if the Shop interface is too tall.
Fixed an issue where the weekly Ducat income from the \[Fame and Fortune] Ability was not affected by \[Difficulty].
Fixed some known lag issues.
Fixed some known startup freeze issues.
Fixed an issue where the abnormal level requirements in certain Soldier Promote conditions.
Fixed an issue where some Soldier stats showed as 0 in the Promote preview.
Fixed an issue where \[Duan-Long Fort] would repeatedly ask players to buy the \[Pass].
Fixed an issue where \[Gu Jiu] did not properly appear in the \[THREE LIVETIMES UNCHANGED] Mission.
Fixed an issue where losing in the \[SCARED MONUMENT] Mission would lead to mission errors.
Fixed an issue where abnormal dialogue occurred at the \[Cave of Proof] interaction point.
Fixed an issue where the \[Dim Light] talent could not be properly activated at level 30.
Fixed an issue where the character using EXP boost items would gain abnormal EXP.
Fixed an issue where spending money at the \[Pastry Artisan] would improperly give you Ducat.
Fixed an issue where some mission-required items could be sold.
Fixed an issue that caused abnormal Shop inventory.
Fixed abnormal vegetation performance in some battle scenes.
Fixed some other known issues.
The Horrors of Halloween have arrived once more! Get in-game now to enjoy the Galaxy Life Halloween event up until the 16th of November. During this event you will be able to obtain 3 new decorations for free and there is 2 new decorations available for purchase trough the in-game store as packages. When completing the event you will receive all Halloween units including the shriek unit which is only available during Halloween.
With this update we have also pushed a fix for a very big exploit that had been going around for a very long time now regarding the refinery. All players who actively abused this have been banned and punished for their actions. These players also had their refinery rewards taken away from them.
Have fun Chiefs!

Hello, my dear FreshMen!
We're working on daily patches to improve your experience, and here is what we added today!
Fixed a bug where it was not possible to unlock the “Finalist!” achievement;
Fixed an issue where Season 1 save games, which were working, would no longer load;
We hope you're enjoying FreshWomen - Season 2, and if you have any more issues or suggestions, please let us know!
See you soon,
f1r3
Necromancers,
This update brings a free content expansion and addresses friction points. I took Steam's reviews, condensed it to a checklist and made it my mission to address the issues (list at the bottom). Huge thank you to those active in the community providing feedback!

New playable unit - Deathbringer. A unit that excels at melee combat and draining human life.
Blood. Ground gets covered in blood. Off by default, enabled in settings.
NEW: Enemy units now block walking paths
Enemy units now act more reasonably when they can't reach any of the player units.
NEW: TAB key now cycles the units
NEW: Destroy target. A single object with a considerable amount of health to destroy.
NEW: Kill VIP. One of the enemies becomes a VIP that has increased health and behaves defensively.
Survive and Defend missions are now only available during events.
NEW: music for main menu, combat and boss fights
Ambient sound fixes and improvements
Fixed footstep sounds missing for certain characters
NEW: Shield Wall - Holds a shield up deflecting all ranged damage and negating melee damage. Using this ends the turn.
NEW: Storm Step - Teleport the unit and deal half of attack damage to nearby enemies at the destination.
Hellfire projectiles are no longer blocked by cover and friendly units
NEW: Human Trap - Places a human trap on the ground. Deals double of attack damage.
Visual improvements to some abilities
NEW: Berserk - Goes berserk, parries all attacks and counter strikes an enemy in range during the enemy turn. Using this ends the turn.
Visual improvements for the out of bounds areas
Background atmosphere particles
Lighting adjustments
Damage/healing over time now displayed on unit cards for better visibility
Camera overhaul to reduce jitterness, jankyness, jumping and zooming
Game optimizations to improve performance up to 300% in some cases.
Meet human rogue
Meet human militia
Win as 4 berserkers
Win as 4 deathbringers
Reinforcements units can no longer spawn on friendly units
Mission descriptions fixed
Feedback makes any game better. People who take time to provide feedback one way or another are absolutely amazing. I've compiled most feedback into a checklist and tried resolving all of it during this year. Here's the list and what I've done to address it ːsteamthumbsupː:
Unbalanced difficulty – enemy damage, spawn rates, and mission scaling make levels nearly impossible.
ːsteamthumbsupː Balanced all unit health and damage output, added more types of units with different power levels so new enemies do not feel like a big difficulty spike.
ːsteamthumbsupːMission scaling adjusted, especially in Easy and Normal modes
ːsteamthumbsupːEvent missions no longer have bosses in them.
Enemy spawn proximity – enemies appear too close to player units, causing instant wipes.
ːsteamthumbsupːEnemies now always spawn from a portal, includes an onscreen marker.
Enemy pathing bugs – enemies move through player units, breaking tactical play.
ːsteamthumbsupːAll units now block enemy unit paths.
Mission design flaws – large enemy numbers in confined spaces remove strategic options.
ːsteamthumbsupːExpanded on abilities for undead units to deal with large enemy numbers or with sticky positioning.
Slow progression – leveling speed too low for difficulty curve.
ːsteamthumbsupːUnit leveling speed increased. It is now also tracked and visible in UI.
Lack of player control – units are assigned randomly; no option to choose team composition.
ːsteamthumbsupːUnits are now a random draft of 2 (on Normal) instead of completely random.
UI problems – poor responsiveness; requires simultaneous use of mouse and keyboard; unresponsive buttons.
ːsteamthumbsupːImprovements to key bindings and bug fixes
Crashes and freezes – frequent crashes during unit selection and enemy turns.
ːsteamthumbsupːMultiple of "hung game" and crashes fixed with no currently known game-breaking bug.
Bugs with turn logic – game getting stuck on enemy’s turn.
ːsteamthumbsupːPathfinding and AI logic improved to end the turn if there are no logical moves.
Inconsistent mechanics – environmental effects (e.g. “fog”) penalize player but not enemies.
ːsteamthumbsupː All environmental effects now fully apply to both sides
Mission repetition – limited mission variety; same types appear repeatedly.
ːsteamthumbsupːTwo new mission types
Insufficient testing – unpolished mechanics and balance indicate inadequate QA.
ːsteamthumbsupː14 patches later and a lot of help from community (thanks Javi)
I hope this update sparks some joy as I now feel the game is where I wanted it to be at launch.
Thanks,
Egi
Added a warning message when attempting to reset your winrate stats against a demon, to clarify that your Steam stats will also be affected (but not your achievements).
Increased width of various overlay message containers to prevent wrapping for certain messages.
Hello to all adventurers! Whether you are returning for more time in Euchora, or discovering the world for the first time, you're all welcome here! It's about time for us to drop by and give the first development log for the game! In addition, I'll be sharing the first special renders for the game, showcasing two of the lovely ladies you can look forward to interacting with!
First, let me start by saying the important stuff. Development is underway, and the first scenes have already been written. I can tell you that we get into the action fairly quickly this time around, and I know many of you are here for that. Don't worry, the story still comes first! But I'll be putting a bit more focus on those titillating bits that you enjoy!
I'm also crafting some fun, and rewarding, gameplay loops that didn't exist in Between Two Worlds. I know, I know. Some of you are rolling your eyes. "This is a Visual Novel! It's not supposed to have gameplay elements!". If that's how you feel, you will be allowed to skip those, I promise. However, there will be rewards for doing them. So skipping them may cause you to lose out on some scenes.
Darkness & Desire will NOT be released in Early Access. It will be done as a full release from day 1. That means, when it goes on sale, it'll be a full and complete game. Now, that being said, if you want to, you can support the ongoing development of the game. This is entirely optional. People who do support the development will not get any kind of in-game perks or treatment. Those people will not get any kind of special edition DLC. It has no impact to the gameplay experience at all. What is does mean is that those who provide additional support will get access to:
More special renders and sneak peeks
Additional insight into the progress and progression of development
Participate in polls and opinion feedback
Early access to beta builds and testing
If this is something you're interested in, you can check out the Patreon at:
Also, if you haven't joined yet, you should:
Alright, I think that's all for now! I'll be back soon with more information and updates soon!
-Droosk

Hello adventurers!
Here’s the roadmap for Dragon Inn for the foreseeable future. I’ll continue adding quality-of-life improvements as needed, but these are the major planned features. If I feel the game reaches a stable state sooner than expected, I will begin developing some of these features earlier.
My main goal for the remainder of 2025 is to make Dragon Inn as stable and bug-free as possible. While there are many features I’d love to add, I want to ensure the foundation is solid first. Once I’m confident that the current systems are stable and polished, I’ll move on to expanding the feature set.
Enemy Token Models
Fog of War System
3D Map Creator – Props & Building Materials
Spell Effects for Premade Spells
Improved Range Visualizer for Spells
New Cosmetic Materials for the 3D Character Creator
I'm constantly reading and answering to feedbacks from In Game Tool and from Discord Server. Please join the Discord Server If you'd like to request a feature or give any kind of feedback!