
This update brings some of our most significant improvements yet, including a major dialogue system overhaul, the introduction of combat mechanics, and the long-awaited music system!
Dialogue System Completely Overhauled - Eliminated all button render delays in the dialogue system for smooth, responsive conversations
Options Menu Fixed - The options menu no longer stays on screen after unpausing the game
Controller Options Added - Players can now configure controller settings through the options menu
Rootling Combat - Players can now attack and defeat rootlings! This marks the introduction of combat mechanics to Harper and Lyre
NPC Interaction Indicators - Helpful "Interact" prompts now appear when you approach NPCs, making it clear when you can start conversations
Music System Implementation - Music has been added throughout the game! All music files are now properly linked to collectables and game areas
Enhanced Controller Support - Continued improvements to controller functionality for UI elements (still in progress, more updates coming)
Main Menu Tooltips - Information now appears when hovering over menu options for better clarity
Landscape Remeshed - Terrain has been refined to better support the Fleet Feet ability for smoother movement
Dialogue Updates - Revised dialogue for Hugo and Springo to improve character interactions and story flow
One of our most requested features is finally live! The game now includes a complete music system with tracks tied to different areas and collectables. Experience Harper and Lyre with the soundtrack it deserves!
š¬ Join Our Community Share your feedback on the new combat system and music: Discord:
https://discord.com/invite/qVNnvmTKeV
This is a massive update that addresses some of our biggest system improvements. Thank you for your patience and continued testing!
The Harper and Lyre Development Team šµ
New
4 new Beacons
Weaponās Mobility stat now also affects ADS/Block transition speed
New setting: Enemy outline/glow intensityĀ
Updates
(Enemy Knight) Reduced attack slide distance by ~10%
Enemy spawning algorithm has a new component based on playerās travel distance
Enemy squad spawning size is now tied to total danger limit instead of being a flat scaling value.
The goal here is to make the scaling with difficulty smoother and make lower difficulties have fewer trickles of 1 enemy at a time. This will likely require further tuning over time.
Fallen ambushes now have an announcement so they donāt just show up randomly
Beacon rolling pool per stage has been doubled in size to increase variety
(Ricochet Beacon)Ā
Now auto targets nearby enemies, still goes in random direction if none are close.Ā
Damage reduced to 50% (was 100).
Now can trigger other ranged hit perks
Fixes
Fixed Knights, Brutes and Chargers ignoring base movement speed stats while attack chasing.
Itās been bugging me for quite a while how heavy knights feel so oppressive and hard to manage when they are supposed to be the slower tankier enemies⦠finally found it. Might need to buff their other stats in the future to compensate.
Hi Everyone!
Whew, itās been quite insane for us over the last few days, and weāve been hard at work addressing bugs being reported and feedback from all of you!
Hereās a quick list of the issues that have been fixed in the latest patches (We left a few off here as they are quite spoiler-ish):
-Fixed the door from Aeon not opening correctly
-Fixed being stuck in bonus levels
-Fixed some issues with accessories
-Fixed vehicles not appearing after summoning them
-Fixed some issues regarding level loading
-Fixed scroll speed in shop and menus, causing it to skip lines
-Fixed some issues with hairstyles
-Fixed an issue with localized fonts in some text boxes
-Fixed save deletion causing a softlock
-Fixed the travel booth to the valley of the king,s being available at the start of Rottenlake
-Fixed some icon errors for weapons
-Fixed the Glacier nightmare portal not triggering anymore
-Fixed Persephone being broken, hindering progress
-Fixed some glyphs issues
-Fixed Ragg's shop not saving properly in some levels
-Fixed some issues with outfits that are not supposed to have hair
-Fixed the Cursed Forest Citadel door not being open after a second visit
-Fixed Dispenser texts in tales mode showing the wrong text
-Fixed some of the missing localization for some outfits
-Fixed pickup text failing to insert weapon name for Chinese and Japanese languages
-Fixed save duration display being broken for non-Latin languages
-Fixed broken non-Latin glyphs in tutorial popups and loading screen
-Normalized mouse scroll speed to avoid scrolling faster on longer lists
-Many minor bugs and glitches
That said, we are aware and working on a few major issues that will take us a bit longer to resolve:
-Performance issues (Weāve pushed some updates to fix this, but itās ongoing)
-Very rare issue where the game crashes on startupĀ
-Issue in Corpopolis where progress is brokenĀ
-Co-op requiring two controllers plugged instead of just one
-Playground not starting properly for a very small group of people -
-The map does not properly open on some rare occasions
We appreciate everyone's continued support as we work to get things resolved asap! But we do need a bit of rest today!

Thanks!
~Team Crimson
v0.90 makes elections in Statecraft: Corrupted Democracy easier to read. Before you could only see how each interest group felt about each party. Now you also see how many of them actually voted for you.

Hello crew! šš¼
We wanted to let you know that we've rebuilt the demo using the latest version of the Unity engine in response to a recently discovered security vulnerability (CVE-2025-59489) affecting versions from 2017.1 and onward.
While there's no indication the flaw was ever exploited in our build, we believe in staying proactive. This update ensures youāre playing on a secure foundation.
Thanks for playing and supporting Hope: A Sky Full of Ghosts.
Fly free!
š My game Awakeroots was showcased at PoznaÅ Game Arena!
What an amazing experience ā huge thanks to everyone who stopped by to play and chat š 
I recently added a bunch of new achievements to Toy Town Mayhem, what I didn't realize was that I made them WAY too hard. So I decided to rebalance the game based on what the community thinks, so now:
For it to count as an Official Win, you need a minimum of 3 players instead of 4.
The First Win Achievement requires only 3 Wins.
The Second Win Achievement requires only 5 Wins.
The Third Win Achievement requires only 10 Wins.
Finally, the special Halloween Skin only requires 5 Wins to get instead of 10.
Once again, sorry about that guys! And thanks for the feedback, Toy Town Mayhem can't be great without it.

Ok and as always, thanks for playing and enjoying Toy Town Mayhem!
MicahTech out! ā