In this update, we renewed some environmental models due to optimization issues in the game and prepared the city layout as Part 1. This allowed us to achieve both improved performance and a more balanced city appearance. With the Part 2 update, we will further enhance the city layout and add more environmental details.



The system shown in the screenshot (RTX 4080 Super) achieved an average FPS increase of +45. It was also tested on an RTX 2050 Laptop system, where performance improved from 22 FPS to 50 FPS. Overall optimization has been enhanced, and these values will be further improved in future updates.
In future updates, to bring more variety to the game world, we will renew the traffic vehicles and add new vehicle types. This will make city traffic more lively, dynamic, and realistic.
We would also like to mention that we are currently working on several systems for future updates.
We’re aware that the gameplay can become repetitive over time with the buy-and-sell mechanics, so we’re planning to introduce a new system soon that will bring fresh dynamics to the gameplay. There are many features listed on our roadmap — stay tuned!
We’ll continue improving the game day by day by taking your ideas and feedback into account.

A car wash system has been added to gas stations. Now, when your vehicles get dirty, you’ll be able to clean them quickly without having to go all the way back to the dealership.
The city buildings have been completely redesigned.
Optimization has been improved.
2 new vehicles have been added.
An automatic car wash system has been added to gas stations.
The Unity version has been updated to the latest version for security reasons.
Zoom in / zoom out functionality has been added to the map.
The purchasing probability of NPCs buying vehicles in the market has been balanced (reduced).


https://store.steampowered.com/app/3616550/Car_Dealership_Simulator_2/
We continue to improve our game based on your feedback. If you enjoy the game, leaving a review really helps us strengthen both its development and our motivation. Your support means a lot to us!
See you in the next update!
Totally new stuff
New primary fire: Shotgun
New heavy spell: Poison Minefield
New light spell: Electric Bolt
Acceleration blessing (increased rate of fire) now also increases primary fire ammo capacity
Modifiers that increase ammo capacity always round up
Reduced recoil of Single Shot primary fire
Projectiles emit a small light
Stamina bar is bigger and brighter
Option in settings menu to move the stamina bar from the top of the screen to the center of the screen
Fixed audio issue when there were too many enemies unfreezing or dying while frozen at the same time
Stuff that was in the Next Fest demo and is now also in the playtest
Classic mode: disable XP and mid-run upgrades
Fixed turret projectiles freezing after travelling a certain distance
Decreased crystal durability by 25%, and boss crystal durability by 50%
Increased duration of boss crystal state
Decreased number of boss attacks from 4 to 3
Increased duration of Krillothid big tentacles phase
Tips added to end of run screen
On-screen warning when there is one minute remaining
New fire rate and piercing blessing icons
Fixed a rare crash that could occur when entering the pause menu immediately after selecting a new blessing
Fixed bug where unlock progress was being shown for items that are still unavailable
Fixed bug where enemies could sometimes spawn after the boss died
Fixed the run timer continuing after the boss dies
Fixed missing clock pulse VFX

🎮 \[Notice] Super-B Playtest 🎮
Thank you to everyone who pre-registered and waited for the playtest!
Super-B is a social playground where you can hang out with friends, decorate your own space, and compete in various mini-games.
🟢 Early Access – Starting Oct 27, 08:00 UTC
• Lobby Access
• Character Customization
• Check-in Event begins
• Normal Mode Play
• Home Decoration (My Home)
🔥 Ranked Playtest – Oct 30, 00:00 – 23:59 UTC
• Early Access content & Check-in Event remain available
• Ranked Mode Play (Match-based mini-games)
• Battle Royale Mode
• Battle Royale Island Mode
• Team Deathmatch
• Capture the Flag
• Bomb Mission
• Obstacle Race
• Hide & Seek
• Random Weapon Challenge
⚠️ Notice
• Most data, including items obtained and ranked records, will be reset after the playtest ends.
• However, NSB given as a participation reward will not be reset.
• NSB will be convertible into in-game currency after the official launch. 🎁
Experience Super-B early, enjoy the mini-games, and share your feedback to help us improve! 💙
See you in the game soon! 🎮
Some decoration rewards have been added.
BGM acquisition and BGM selection have been added.
A furniture category filter has been added to the furniture catalog.

What a week! 🎉
It’s hard to put into words how exciting the last few days have been for the Digital Sagas team. After months of late nights, playtesting, and polish, we finally launched the demo for No One Leaves the Field on Steam. Seeing players step into the wheat for the first time has been both thrilling and surreal.
Every wishlist, comment, and bit of feedback means the world to us — it’s a reminder that all the work and care we’ve poured into this strange, haunted world is connecting with players.
👉 Play the Demo on Steam:
https://store.steampowered.com/app/4104110/No_One_Leaves_the_Field_Demo/

Even better, our little folk horror story caught the eye of Bloody Disgusting, one of the biggest names in horror. Their feature on the demo felt like a dream moment — and a huge milestone for our debut title.
📰 Read the Feature:
Since the demo went live, we’ve pushed a small update that:
Improves environmental lighting
Enhances the task manager
Adds additional quality-of-life fixes and polish
Thank you to everyone who’s played the demo so far — your feedback is helping us make No One Leaves the Fieldeven stronger ahead of release.
We’re gearing up for Steam Scream Fest, which kicks off October 27!
Our team has been creating new visuals, banners, and video content to showcase No One Leaves the Field throughout the event. It’s an incredible opportunity to share the game with even more horror fans as Halloween approaches.

Right after Scream Fest, we’ll be joining Indie Playtest Fest, where players can share their feedback directly with us. We’ve also built a showcase video for the event that we’ll be premiering soon on YouTube and Indie Sagas.
It’s been a milestone week filled with big moments, great community support, and the kind of energy that fuels every indie developer’s dream.
Thank you all for being part of this journey — and for wandering into the field with us. 🌾
Join the Saga.
— The Digital Sagas Team
Hello everyone!
First off, a massive THANK YOU to every single player who participated in our Re:Night Demo Leaderboard Challenge during the Steam Next Fest! The competition was fierce, and we were absolutely blown away by the skill, dedication, and incredible strategies showcased on the rankings. Your enthusiasm has been truly inspiring for our small team.
The event has now concluded, and we're thrilled to announce the rewards!
🏆 For the Top 10 Players: You have each won one (1) Steam Key for the full version of Re:Night!
🌟 For the Top 50 Players: Your names will be immortalized in the game credits! You will be listed under a special "Outstanding Contributors" section in the full version of Re:Night as a token of our appreciation for your mastery and support.
1
78276397
67000
2
1340509886
66009
3
飞天御剑
65900
4
涟漪法师
65517
5
一木宗助
63558
6
numlock
63537
7
爱沢花穗
63205
8
ムック
62627
9
222QWQ222
62331
10
ICU
61300
11
折翼枯叶蝶
61139
12
CerberusC
60752
13
鸽子
60565
14
Alice3757
60464
15
夜雨花溅泪
59981
16
一杯氮气
59500
17
touka
59000
18
带我再混一把
58561
19
艺术就是爆炸
58500
20
碧蓝档案高手
58345
21
喜阳阳
58000
22
吃葡萄不吐葡萄皮
57809
23
dizzy
57756
24
Maarten
57713
25
cjorcat
57557
26
恩赐
57425
27
君不见
57384
28
naiyo33
57207
29
神的傻蛋
56891
30
少尚
56790
31
忍野CC
56364
32
本王降临于此
56300
33
疯橙子
55629
34
dailuo1989
55500
35
十二岁半的男孩
55400
36
神话卡我启动了
55200
37
十二
55100
38
暮雨
54777
39
月下眠
54500
40
3551171880
54400
41
lcmuch
54300
42
luningy
53922
43
你知道就好a
53700
44
爱罗黒葵
53700
45
瓢根儿
53500
46
4EVER
53300
47
DarkXuan
53300
48
lastds
53300
49
784265909
53100
50
大橘反转
52150
If you finished in the Top 10 on the final leaderboard, please follow these steps to claim your key:
Send an email to us at: https://tangyangstudio@163.com
In the email, please clearly state your in-game Player ID that appears on the leaderboard.
Attach a screenshot showing your final score and rank on the leaderboard screen within the Re:Night Demo.
We will verify your claim based on our records. Upon confirming the claim is legitimate, we will reply to your email with your Steam key for the full game.
(Players in the Top 50 do not need to contact us; your contribution will be noted for the credits based on the final leaderboard data.)
To ensure a fair competition for everyone, we have carefully reviewed the leaderboard data. Entries where irregularities were detected, specifically including modification of save file timestamps or altering game difficulty parameters, have been excluded from the final rankings and reward eligibility.
A small but hopefully significant update!
First of all, Novus Orbis has reached 50 Reviews, 94% positive, with the tag Very Positive!
Thank you everyone who helped me reach this small but significant milestone!
The game's BGM tracks for the new locations are starting to flow in. They're still not final, so composition may change a little and volume/mixing/quality is still not the best, but I'm really happy with how they make the new levels feel, so I wanted to add them to the game already. More to come!
Then, with the new additions from update 0.5.0, after feedback and testing, I realized I needed to re balance quite a few things.
As always, the game is being shaped little by little, nothing is ever set in stone, and I'm working hard to make the final product as good as I can.
In general I think the game was getting too difficult (to the point I was struggling myself to win runs), as well as the fact that I felt difficulty wasn't evenly spread through a whole run.
Two major things that I think can really change how a run goes (especially, them happening by the end of level 2), are the ability to find a pet and increasing your max HP.
The more events I add, and the more blessing there are, everything is getting diluted, making the balance towards the end of a run trickier.
Because of that, I have made it so it's easier (almost guaranteed) to have ways to find a pet and at least some kind of HP boost calculated around which level you're on.
As a side note, winning the game with 10 challenges on is a REAL challenge. Unless you get a very lucky build, you will really need to take advantage of all the game's mechanics to be able to win against the last boss.
(Music) Added a non final version for the Echo Tower and Outer Space BGMs.
(Music) Replaced the BGM for the Sanctuary event.
(General) Removed the anti stall system. It was being to difficult to properly balance, keeping track of all possible reasons the player would be stalling, and in the end, if a player wants to stall and play boringly, it's on them lol
(General) Decreased chance to find negative portal pixies (stronger enemies and damaging ones).
(General) Decreased damage from damaging portal pixies to 10%.
(General) Increased healing from healing portal pixies to 20%.
(General) Stronger enemies pixies will now give slightly less strong enemies, and blood given will be 3x instead of 2x.
(General) The game will now make it easier to find a Fancy Bottle card if you don't have one, or a pet, starting from level 2 (from item chests).
(General) The game will now favor finding a Platinum Melon card if your max HP is too low for the current level.
(General) Healing Springs now heal 50% max HP from 33%.
(Challenge) Challenge 3 now gives 15% more HP to enemies instead of 25%.
(Challenge) Challenge 4 now gives 15% more damage to enemies instead of 25%.
(Challenge) Challenge 5 (the one that gives you one Affliction card) has been completely changed into one that gives bosses 1 Strength status per level.
(Challenge) Challenge 9 changed to have bosses start at 3 Countdown on their first turn.
(Player) Warrior starting HP increased to 60.
(Player) Mage starting HP increased to 50.
(Card) Fire Arrow damage increased to 5-9.
(Card) Fire Ball damage increased to 7-14.
(Card) Slash damage increased to 6-9.
(Card) Kick damage increased to 3-6.
(Card) Spinning Slash damage increased to 5-8.
(Card) Bird Feather now gives you 10% more max HP instead of flat 5.
(Enemy) Zakuro's Desperate Bite attack (when without a tail) is now less powerful.
(Enemy) Eye of the Storm's "Storm" attack is now a 4 hit attack instead of 5.
(Enemy) Eye of the Storm's "Electrify" amount decreased to 5 from 10.
(Enemy) Necrosphere multiple attack is now a 2 hit attack instead of 3.
(Enemy) The World's initial Protection charges decreased to 7 from 10.
(Enemy) Luna Ignis and Luna Aegis Countdown increased by 1.
(Enemy) Grinder now performs 1 action, then 2 actions, alternatively.
(Event) You can now find and store 4 Sanctuary spirits at the same time at most.
Fixed Paper Airplane card not working on pet item cards.
A recent change in how the game is loaded when launched made it so changing font would make the game crash or act weird. Fixed.
Fixed Goosebumps blessing not working on Tick.
Fixed error in Discharge card text.
Fixed a bug that would let you select Lava Flow again after using it, making it possible to use it multiple times without burning cards.
Fixed a bug that could lead to the game forcing you to pick 3 more Affliction cards when loading a run with Risk of Skill or Risk of Assault.
Fixed the shop room music disappearing when accessed after a special fight (Mimics and Monarch).
Fixed a bug that could make portals appear in event rooms that should force you to interact with them.
If you have any feedback or want to discuss about the game, join my Discord server.
