Choo Choo Engineers,
I've doubled the effect values for weapon class specific damage increases. Previously Hardened Bullets, Hardened Spikes, etc. could have a damage boost from 1% to 6%. This is increased now to 2% to 12%.

Thanks,
GTGD
With the Awakening of Kessessa update that just launched, we have a few fixes to deliver today! We still have a couple of other bugs that we want to get rid of in the next few days so expect another hotfix patch sooner than later.
Getting hit while using a channeled ritual now doesn't get the cultist stuck in channelling animation.
Fixed upgrade unlocked UI pop-up showing the wrong catalyst type color.
Fixed an issue with the treasure trove (boulder, clam and skull) spawning reward at the wrong place.
Fixed an issue with the cult base menu that wasn't displaying the correct building in your cult base.
Fixed the god selection screen navigation on controller.
Fixed shcrub attack hitbox sometimes not working.
Fixed an issue where ulmira could be duplicated in the sacrifice cutscene.
Fixed visual feedback when followers are given to the cult following a relic offering.
Fixed some texts and missing translations.
We are aware of an issue than can block the throw in a weird state until you press recall button.
We have a few issues with UI, notably one that makes the game run in unsupported (yet) resolutions.
Some cultist animations might play improperly.
We are looking at ways to make the save and quit also keep track of any catalyst and relics your followers are carrying.
We want to make Kessessa's building keep track of its progression in between test of faith and when you save and quit.
This new section will now list features and improvements that we are adding to our roadmap planning following player feedback and/or issues that the team judged worth tackling. Keep on telling us how you feel about the game and we'll do our best to focus on what the community is asking for!
(Community feedback) We are looking at improvements for the symbol recognition, but these might have to wait for the bigger updates planned in the roadmap.
(Community feedback) More resolutions and aspect ratio support
If you are wondering what we have planned for upcoming content, you can refer to our roadmap on Worship's store page!
- The Chasing Rats Team
Hey everyone,
First off, a massive thank you to everyone who jumped into NETBREAK. Seeing your reactions and support means the world to me. It's really my most ambitious game, and fully solo developed, while in college.
I know some of you have questions or might be stuck at certain points, so I'm opening up the comments below for anything you need help with. Ask away and I’ll do my best to respond directly here.
🧭 Helpful links to guide you:
Official Guide:
https://steamcommunity.com/sharedfiles/filedetails/?id=3586449422
Gameplay Walkthrough (from the dev):
https://www.youtube.com/watch?v=VFZ9qi6e19Q
And hey… if you had a good time, leaving a little review on the store page helps us a lot. 😉
Thank you again for being part of this journey.
Tarba Paul Cornel
Hey everyone!
A lot of you asked for more transparency about what’s changing between updates — so from now on, every patch will come with clear notes like this one 👇
This update focuses on smoother performance, smarter water behavior, and more freedom in how you play.
Time Challenge still exists — but it’s no longer the default mode.
Many players felt rushed, so levels now start untimed by default.
You can still activate Time Challenge in Settings or on the End Screen.
Star Ratings only appear when Time Challenge is active.
Tools can no longer be stacked on top of each other.
Fixed an issue where water wouldn’t delete properly when placing the hose on a generator.
Major performance boost for Midtown Market.
Improved flooding prevention system to stop water from overflowing where it shouldn’t.
Translated all End Screen text.
Increased bubble size and spawn rate for drains — easier to spot and more satisfying!
Improved water highlighting, now limited to relevant areas for better clarity.
Fixed radiocasts not playing or triggering correctly.
⚠️ Note: This fix might reset radio progress in older savegames.
increased upgrade frequency (lower level up requirement) because it took a bit too long to level up
(please give feedback regarding this)
if you like the game, consider leaving a review :) thx <3
Tomorrow the arena opens. Chains on Sand is a hardcore, turn-based arena roguelike—every move and every strike matters. Cripple limbs, bleed, surrender, or fight to the last breath while the crowd judges your choices.
Permadeath runs with post-fight choices that affect rewards and reputation
Brutal tactical combat with facing, stance, and maneuvers
Loot what you kill, climb difficulty, and chase a clean run
Let your name echo through the Steam Leaderboard
If you like unforgiving tactics and gladiator stories, this one’s for you. See you in the sand.

For anyone that might have been worried Dimensional Gates will be one of those games that keeps pushing the release back, well the game is done. I finished the credits and New Game Plus as well as testing it all to make sure it works flawlessly, just the other day. The whole main storyline, alongside side jobs, and extras, are all done.

The only thing I still have to work on is extras. Imminent Distress is still under construction, but I found a way to make it a true survivor, so it might take a bit longer. You will have food and water you have to collect and use to stay alive though. The only other things I need to work on is the battle system to make it better, and the shows and movies on the PC. Everything else is done.
