What youâre about to read is technically a secret⌠but we trust you, right? đ
We're launching a playtest for our upcoming tactical RPG, Happy Bastards!
If youâre part of the Happy Bastards Discord, you can get exclusive access to our very first Combat Playtest! An early look at the tactical chaos weâre building into the full game!
When we said we wanted you bastards to help shape development, we meant it. We want you to play, poke at the seams, and tell us what you think, the good, the bad, and the gloriously ugly.
This first playtest focuses on combat mechanics, giving you a taste of how a dungeon run might play out. Itâs just one slice of whatâs to come, but itâs packed with personality (and plenty of ways to die in style).
You (Kev) are the boss! Commanding your crew of mercs from the sidelines:
Select which Bastards go in and tag out.
Issue orders and special commands.
Manage Kev Points (3 per round!) to control the fight, tag in new Bastards, or boost morale.

Tag-Team Tactics: You have 5 Bastards, but only 3 on the field at once. Swap strategically!
Straight-Line Combat: No diagonals here. Positioning and movement are everything.
Zones & Overwatch: Step into a fighterâs control zone or sniperâs overwatch, and expect pain.
Morale Matters: Keep your Bastards happy or they could make a mad dash for anywhere but combat.
Terrain Tricks: Elevation, traps, and line-of-sight all matter. Get clever or get clobbered.
Positional Bonuses: From Blindside to High Ground to Point-Blank, gain bonuses from your position to optimize your Bastardsâ hit chance and damage.

This playtest is just the beginning. Weâre experimenting, refining, and want your feedback to help make Happy Bastards the best (and most bastardly) tactical RPG it can be.
If youâre already in our Discord, head there now to sign up for the build and start testing. If not⌠what are you waiting for?
đ Join the Happy Bastards Discord and get your invite to the Combat Playtest today!
Not sure what youâre missing? Check out our earlier blog posts to learn more about the Happy Bastards Insiders program:
đ Blog Post 1 | đ Blog Post 2

	
	
	
	Fixed an issue with NavMesh generation that could cause abnormal AI navigation behavior for certain entities.
The fix specifically resolves pathfinding and movement glitches affecting Partygoers in the Fun Level and Wretches across multiple areas.
Improved overall AI stability and consistency during pursuit and patrol behaviors.
	
	
I am proud to announce that Blood Bear is officially apart of Steam Scream IV! The game will be 20% off, so if you are looking to buy Blood Bear, now is the time! Check it out! Thank you Steam!
Thank you so much everyone,
Rabid Rodent Games đâ¤ď¸đ
	Hi everyone,
Bloodright is finally out! đ
Since it was released just in time for Steam Scream Fest, thereâs also an early 10% discount available!
No worries if youâve already purchased the game at full price â the 10% will automatically be refunded to you.
Happy Halloween, and have fun! đđť
OcO
	
	Thank you to everyone who played and supported High School Hills at MCMEGX and beyond!Â
We're 15% funded on Kickstarter, and the community support has been incredible! Be part of the journey every pledge gets us closer to launch, link below:
https://www.kickstarter.com/projects/highschoolhills/high-school-hills-dreams-and-nightmares
	
	
	
	
	
The game now starts to become complete!
it is now much more interesting and feels much better to unlock levels!
Have a nice day=)
	Fixed an issue with climbing slopes and tile-based movement.
Fixed an issue with tile tags losing specified volume.
Fixed an issue with tile tags not playing after stopping movement.
Fixed an issue with Editor selection details when switching maps or switching modes.
Fixed an issue with Result Action Sequence not taking space up properly in the Editor.