Hey everyone,
Another small but meaningful update has just rolled out for SAVEN. This patch focuses on improving gameplay flow, fixing reported issues, and making exploration a bit smoother for everyone.
Changes in this update:
• Only 2 levers are now needed to open the first secret room
• The cube puzzle has been reorganized .. all 3 cubes are now grouped together for easier discovery
• Scarejumps have been improved for better pacing and impact
• Added a hint message to remind players that you can always load your last saved night from the main menu
• Fixed issue where players could get stuck by the bed
• Fixed a crash during Night 4
• Fixed collision on the 2nd floor door
As a reminder from the last update:
• More achievements were added for those who enjoy unlocking everything
• Hints were introduced to encourage exploration and lead to the two secret rooms
• Several scarejumps and ambient details were adjusted to enhance atmosphere and story immersion
Thanks to everyone who’s been sharing feedback and reviews.. it really helps shape the updates and makes SAVEN better for everyone.
Bugfix:
Restored functionality to the tool "cooksheet" after previous update erroneously gave it the name and functionality of harsh condition "scavengers". Though if you have scavengers on an active run save, it'll still be present in your tools instead of cooksheet. All future runs should have proper cooksheet functionality.
Additions:
The title screen now has a small visual reward for clearing a run with each leader.
The easter egg character unlocked with the code "FROG-LORE" now has his successful runs tracked as well, with visual flourishes like the others, although they are not considered for achievements or the logo color change requirements. If you had previous wins with him, you will need to win again for them to be tracked now.
Added Zombies!,
Added Zombies in the core 5 maps
Added A Zombies Gamemode (BETA): Gather you friends and go explore area's that have been torn down by this infestation and loot and gather to stay alive
Added New Zombie Skins!
Added New Zombies Main menu
Added New Zombies Shop
New Maps
Motion: The hills and house that gives off this liminal feeling,
Empty Office: An empty work place,
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Added Expansion to Depot,
New Ui (Experimental),
New model for the laser gun,
Added New Model for the pistol,
Added a cancel button to the loading screen,
Added New Warfare models, the testing to The Warfare Overhaul will come soon.,
Added New Weapon: STG 55,
Added New weapon: PP2,
Added New Weapon MG 54,
Added New Weapon MP 69,
New Synty Studio Assets have replaced old ones,
Skin Icons now render in real time,
All gun icons now render a real image,
Repositioned guns to now be held more accurate,
Added Steam Invites,
Added Joining through steam,
Weapons can now despawn after a set time period,
Sky Games now have a death barrier,
Backrooms Now has new lighting,
All free skins now have collisions,
Main menu buttons don't bug out anymore,
Fixed Player Not Spawning,
Fixed The Grand ADS,
Fixing The AK 74 ADS,
Fixed Depot having no chests
Thank you to the over 6,000 players who gave CRETE a go over the past month. It’s wild to see how much CRETE has evolved in just four weeks, and that’s thanks to all of you. From streamers to bug reports, feedback, and suggestions... everything counts, and every contribution adds a bit more to the final quality of CRETE.
Playtests are always a scary battle, but it’s a battle you must face if you care about the game you’re making. And I care, a fucking lot. After eight playtests, I can confidently say we’re heading in the right direction.
There’s still a ton to polish, improve, and create, but the phrase I’ve heard the most is: “This game has potential.” My commitment is to turn that potential into reality, and the path ahead is clear.
A special thank you to all CRETE backers and community localizers, you’re helping more than I could ever have imagined.
See you in the next playtest around Q1 next year. And if you can’t wait... well, you can play now
https://ko-fi.com/cretegame/tiers
Paying for one month and cancelling immediately will still grant you a copy of CRETE now and after launch.

The doors of CRETE are now closed
Thank you to the over 6,000 players who gave CRETE a go over the past month.
It’s wild to see how much CRETE has evolved in just four weeks, and that’s thanks to all of you. From streamers to bug reports, feedback, and suggestions... everything counts, and every contribution adds a bit more to the final quality of CRETE.
Playtests are always a scary battle, but it’s a battle you must face if you care about the game you’re making. And I care, a fucking lot. After eight playtests, I can confidently say we’re heading in the right direction.
There’s still a ton to polish, improve, and create, but the phrase I’ve heard the most is:
“This game has potential.”
My commitment is to turn that potential into reality, and the path ahead is clear.
A special thank you to all CRETE backers and community localizers, you’re helping more than I could ever have imagined.
See you in the next playtest around Q1 next year. And if you can’t wait... well, you can play now
https://ko-fi.com/cretegame/tiers
Paying for one month and cancelling immediately will still grant you a copy of CRETE now and after launch.

Fixed an issue where goals wouldn’t count after the ball bounced off the wall. Goals are now registered correctly.
Fixed a bug where the running animation would get stuck after scoring a goal.
Fixed the bug that allowed players to skip the waiting period by performing a bicycle kick after scoring.
Added chest control mechanic.
Added body block mechanic.
Increased ball friction.
Increased bicycle kick power.
Added new ball effects.
Fixed several minor gameplay bugs.
Added a new map: Island.
Added spectator mode — you can now watch matches as a viewer.
Added trash throwing and collecting mechanics.

Added a Top 10 leaderboard.
Added an inventory system.
Introduced the new crate system:
Clothing Crates
Ball Crates
Character Crates
Avatar Crates
Emote Crates
Skill Crates
Fixed several UI bugs in the main menu.
Added a trash interface.
Added new avatar designs.
Added new ball designs.

Added a new skill and emote selection interface.

Added a phone animation when chatting — your character now pulls out a phone while typing.
Different animations now play while in the lobby or viewing chat.

Added new sound effects.
Fixed the background music bug.
Added new animations.
Completely redesigned goalkeeper animations.
Increased and diversified the number of emotes.
Fixed the dance animation bug.
Expanded overall animation variety.
Implemented performance improvements.
Fixed various general bugs.
💬 Your opinions matter to us! After testing this update, be sure to leave your feedback! Join our 👉Discord channel – Development is in your hands! Let's keep the pulse of street soccer together!
Highlights:
-Rake now bleeds when hurt and you can use the blood stains to track him
-2 New Achievements
-Added Nebulas in the sky at night
-New Weather: Heavy Thunderstorm
-Overhauled Auto-Performance Mode
-Overhauled Keybind Menu
-Lots of fixes to cams and beartraps (it is now actually possible to pick them up and move them/put them back in your inventory on controller and mouse/keyboard)
Patch Notes:
-Added 2 New Achievements
-Added Nebulas in the sky at night
-Polished up keybind menu and added all missing input options
-Player can now pick up beartraps and cams after placing them on controller/mouse and keyboard (It was possible before but the hitbox to pick up cams was insanely small, and beartraps were impossible to pick up completely. all of this has been fixed.
-Player can now rotate traps/cams on controller with LB & RB/L1 & L2
-Increased size of puddles rake, the player, objects, and animals can make
-Rake now bleeds and you can track him through his blood stains
-1911 can now collect snow, dust, and rain
-Lowered Coil Gun Damage a bit
-New Weather: Heavy Thunderstorm
-Powerline Wires now collect snow
-Trees now drip when wet
-Picking up cameras now gives a specific tip based on whether you are using keyboard or controller
Fixes:
-Renamed Lightning Strikes setting option
-Overhauled performance mode that automatically turns on if you are on low-mid end hardware
-Fixed being able to use hotkeys while placing traps/cams
-Fixed issue where you could open wheel while holding traps & cams
-Fixed issue where rake could get melee stunned while caught in beartrap
-Fixed issue where picking up cameras would be very hard
-Fixed issue where when attacking rake with melee weapon and getting jumpscared sleeves would disappear
-Fixed issue where the player could not pick up beartraps after placing them
-Fixed issue where player could just holster a used beartrap and just keep reusing it
-Fixed AI only deforming snow very close to the player
-Fixed player not making snow paths realistically
-Fixed guard rails on side of highway not collecting snow
-Fixed issue where fox would be able to walk sideways on very steep areas
-Fixed motion sensor being see through while off during blizzards
-Fixed low volumetric fog
-Fixed night Being too dark
-Fixed brightness settings not working
-Fixed restore all button not restoring settings to default
-Fixed issues with 3D resolution options
-Fixed issues with lighting where no matter what system you were on it would default to the worst graphics