 
	
	Hello everyone!
Thank you for your interest and support in playing the Demo!
https://store.steampowered.com/app/3553350/_/
The Game Enters Early Access on October 31st!
We have carefully reviewed all the valuable feedback received during the demo period and have incorporated it into our development roadmap.
The team is now focused on polishing and enhancing the full game experience.
Get ready for the complete version.
We can't wait to share it with you!

 
	
	Hello everyone!
Thank you for your ongoing support of the game. We are thrilled to announce:
Thank you for your attention and for trying the demo of "SUCCUBUS MEMORIES"!
https://store.steampowered.com/app/3205960/_/
Once again, thank you to every player who participated in the trial! Without your enthusiasm, we couldn't have come this far.
Join us in looking forward to the official release of "SUCCUBUS MEMORIES"!

 
	
	Hey fellow frogs! 🐸
This patch hopefully addresses issues that many of you have had with the demo so far.
THIS PATCH IS NOT SAVE COMPATIBLE!
As this patch aims to address several save/load issues, it will automatically erase any progress currently made in the demo. This is entirely required to fix the game-breaking bugs that many players are being impacted by (namely, the Temple Doors not opening).
Note: If the Main Menu's Play button says "Continue" and has a "Clear Save" button beneath it, please Click "Clear Save" as these fixes may not work in existing saves.
Patch Notes:
Fixed several instances where the Temple Door would appear with the Temple Orbs already inserted, locking the player from progressing.
Fixed an issue where Lumi wouldn't reset if she takes damage from hazards or enemies.
Fixed save state issues involving Gear Puzzles.
Fixed save state issues involving Tutorial Prompts that reappeared after reloading the game, even if previously completed.
Fixed save state issues involving collected Spirit Shards respawning after loading from Main Menu.
Fixed instances where the Unlock Door sound would play whenever nearby doors were loaded in.
Added a collider atop the Ascent room so players cannot escape the map that way.
Audio settings no longer reset when starting game.
You can now skip all of the logos during the startup sequence.
Removed the "tinnitus" sound that plays when the player is at low Health (We'll look into creating a sound that better suits the game's soundscape!).
Thank you for your patience, hopefully this resolves the issues. If you still encounter any issues with the board please continue to report them on our discord server:
https://discord.com/invite/vuY4thycPK
We hope you continue to enjoy the playtest!
 
	
	To maintain a fair gaming environment, we have taken action against accounts identified as engaging in cheating.
The following 25 accounts have been suspended as part of this measure.
Some accounts may be permanently banned depending on the severity of their infractions.
***mander5291027
***mander1639593
***mander9878547
**丶
***kkcaZ
***mander6692225
***晴霁无瑕
***mander6318566
***梓
***puaisi
*D
***语
***gi
***Uehara Rin
***mander4174451
***mander1445458
***om
***acticaPhantom
***ocaineKitty
***mander5960121
***itanReich
***N
***tor
***可爱
***6492198
For any appeals regarding these actions, please contact https://support@gremorygames.com.
GREMORY GAMES is committed to protecting the majority of our fair-playing users and will continue to take strict action against any unfair methods or actions that provide illicit advantages.
Stay tuned!
 
	
	Hey fellow frogs 🐸
We have been reading the forums, our discord community and all the feedback forms submitted so far, thank you all for providing feedback!
We have noticed reports from several players encountering issues running the play test on Linux. This build of the play test was only intended to "officially" support Windows, this was perhaps unclear from the public communications so far, so for that we apologise.
With that being said, we still value the feedback and bug reports from Linux users - you just are likely to encounter many more issues than windows users (who we are also expecting to experience issues, as is the purpose of this play test!)
Our designer tests this build on his Steam Deck before each patch goes live and has not encountered any of the input-related issues that we have seen reported by the community so far. For reference he is using a Steam deck OLED running Proton Hotfix 9.0.4. Hopefully this helps some of you, if not, feel free to continue leaving your feedback and bug reports.
Feedback form:
https://forms.gle/pU6FpzuzwYAPXgVr8
Discord Community:
https://discord.com/invite/vuY4thycPK
We have more patches in the works already, so stay tuned.
Enjoy the playtest!
 
	Here's a list of fixes and updates, the list is not exhaustive.
Fixed a UI bug causing overlapping of Korchap’s ship and debris field.
Fixed logic error when checking if Korchap’s ship has been destroyed.
Fixed Potamo not flashing when taking damage.
Fixed issue where leaving Makaru room without grabbing ability caused it to not reappear.
Fixed some text scaling in menus for Steam Deck verification.
Fixed size of text in mission window.
Fixed size of text in Orbit dialogue window.
Fixed glyphs broken in credits screen.
Fixed AirDodge arrows pointing in the wrong direction.
Removed contact damage from Melish.
Removed knockback from Korchap.
Removed knockback from Gorbol and the Potamos.
Fixed missing Overdrive abilities in older save files from Update 1.
Level design fixes on Kohlos.
Marcel -dev
 
	
	
Hello, Summoners!
Summoners War: Rush has received an update.
Check out the Update Note on the Hive Forum:
https://www.withhive.com/notice/1952/85812
Thank you.
 
	 
	
	Thank you all so much for participating in our very first community playtest! We are genuinely blown away by the response. The amount of time you all put into writing up feedback, reporting bugs, and sharing your experiences with us has been incredible, and we couldn't be more grateful for this community's support and enthusiasm. Seriously, you're awesome.
Our goal is to release our official Steam demo early in 2026. In the meantime, we're excited to start implementing more community concepts and will be running additional community playtests to gather feedback on new content.
For Community Playtest 2, we'll be focusing on expanding the game in several key areas:
♾️ Endless Mode
To really lean further into the roguelike nature of the game, we want to add an endless mode which spawns increasingly difficult waves of enemies, testing your defenses to their absolute limit. This mode will come with a leaderboard, allowing you to compete to discover the most powerful synergies.
🧲 New enemies
We want to add more units with distinct strengths and weaknesses. One of our first tests will be metallic enemy types, such as significantly heavier units that can be pushed or pulled by magnetic towers, or copper enemies that force Tesla towers to target them before other units.
🗼 New towers
We want to encourage creative contraptions as a core part of the game. To do that, we want to add new basic towers that focus on creating more meaningful interactions between towers. Instead of just adding more explosions, we want to keep expanding on the physics properties in the game. The first set of towers we're testing will relate to the magnetic enemies mentioned above.
🧰 New modules
The playtest module pool was incredibly limited and will be expanded. Ultimately, we want the module pool to feel rich and diverse, leading to more truly unique strategies.
🪙 Shop redesign
We'll be updating the shop with added features like shop cycling and card removal to provide more opportunities to target specific strategies (especially important as we add more content).
⚖️ Game balance
You all did a phenomenal job exploring the available strategies in the game. One of our core goals with Tower Lab is to encourage combining towers by exploiting physics to really amplify their power. With the limited content in this playtest (and even more limited interactions), we haven't been able to fully test the deeper gameplay here yet. We want to make it so just putting a bunch of towers down facing the level won't be powerful enough to climb the leaderboard - the real power should come from creative combinations.
🛠️ Bug fixes and core design improvements
We'll be working through many of the issues you have helped us identify, primarily:
Enemies getting stuck on roofs/towers with no way down
Enemies being able to sneak past towers due to limitations and a lack of control in the timing system
General UI and aesthetic improvements (we're always iterating on these!)
📅 Future considerations
New building types! We're evaluating adding Traps back into the game - buildings that can be placed on or replace platforms and other new types such as moving towers.
Levels with unique mechanics like pressure plates that activate traps, moving platforms, or outright boss encounters
Procedurally generated levels & map editor
Thank you for being part of this journey from the beginning! ❤️❤️❤️
 
	
	
A huge thank you to everyone who played the demo during Next Fest! The demo will remain available to play for free, and I strongly recommend going back in to explore and interact with more things multiple times. No spoilers though.
(and just a quick plug for our Kickstarter here!)
Over 600 of you chose to spend your time in the world we’ve created, and that feels pretty darn special.
As most of you know, the demo is a very early version that was designed to give you a feel for the world, the characters, and the general gameplay of the full game.
We’ve been fortunate enough to have gained a positive rating from your reviews, and would like to take a moment to address the wonderful, constructive feedback we’ve received. Please know that we appreciate it all truly; it helps us make the full game even better.
Your feedback overall was positive, with the general sentiment being that it felt intuitive and rewarding to explore. You noted that the demo was short, and we will be noting that for future demos! The people want MORE.
You LOVED:
The banter between characters
World-building and story immersion
Strong emotional connection with the story
I can confirm that the full game will be jam-packed with much more of your favourite Kayak/Hazel banter and heartwarming moments.
Some issues you helped spot:
Difficulties when interacting with objects, especially using the controller.
Struggles with diagonal movement down the stairs, and the pathways were difficult
Issues with UI visibility when looking at bookshelves.
We’ll be noting all of this for our active development of the full game of Fractured Library, and will be putting the game through much more thorough play-testing before release to catch any new bugs that will inevitably pop up.
Thank you for being here so early in the journey of creating Fractured Library- every review, comment, share, and conversation make it feel all the more special.
If you’d like to help us bring this world to life, our Kickstarter still has 15 days remaining!!
