
Attention, Augs - the reward matrix has been updated. And this one’s massive.
We didn’t want to settle for slapping logos on a loading screen. That’s too clean. Too sterile. Instead, we’re giving you real power - the chance to forge your own megacorp inside the world of CARBON.
Design your company. Define its purpose. Carve your mark into the lore.
Is your corporation a shadowy biotech syndicate?
A weapons manufacturer hiding behind a media front?
Your call. Your legacy.
Ever dreamed of building your own Weyland-Yutani or Umbrella Corporation?
Now’s your moment.
Your logo won’t just flash on-screen - it’ll exist in the world, woven into lore entries, terminals, and neon-lit backstreets.
Welcome to the boardroom, exec. The world of CARBON awaits your signature.


Sadly we don't have a new patch ready for this one, but you can still enjoy the change in atmosphere as Glistenveld is getting spooky again with Halloween Mode enabled (until Nov. 10th)! In Halloween Mode, you will experience the following changes to the game:
Atmosphere - The atmosphere of the game is more dramatic with fog and a change in colour palette!
Pumpkins - You will find random pumpkins in each level. You can harvest these to get a tasty pumpkin stew, which dwarves treat as equipable meals!
Bats - When you start a new skirmish mode game, you'll find a few more bats roaming the tunnels!
Bubbling waters & webs - Water has turned greenish and bubbles, and you will find webs dotted about.
Green blood - Units and creatures flash green when injured, instead of red.
We also have two scenario maps perfect for this time of year! Fishbeard's Mining Operation:

And a challenging puzzle map called The Tomb:

Stay safe and Happy Halloween!
Hi folks!
It’s about time we share a development update with you - and there’s a lot to talk about! With the early access roadmap essentially complete, we’re now really close to the 1.0 launch, which means you’ll finally get to play the campaign! Let’s talk more about that and some other news.
The good news is that the campaign is basically ready - we really like how it turned out, but of course, you’ll be the judges of that :)
This new game mode includes 15 missions, starting with two tutorial missions (which will replace the old tutorial scenario) and then ramping up in difficulty and complexity. Completing the final missions won’t be easy, trust me :D

The campaign is basically a mix of sandbox, scenarios, and challenges.
Sandbox - you travel from mountain to mountain, establishing new settlements but also returning to ones you’ve already developed.
Scenarios - you get a set of objectives guiding you through each mission, along with dialogues between story characters.
Challenges - some missions have custom gameplay modifiers that force you to adapt your playstyle.
Going back to the story for a second, let me introduce you to the first of three new characters you’ll meet during the campaign: the Emissary!

Was it fun to just build cities in the mountains and forget about the struggles of most of Laysara’s population living in the valleys among the toxic mist? I’m sure it was - but no more! You’re on a rescue mission, after all, and the Capital is paying big money to keep your quest going. It’s only logical for them to send someone to supervise your efforts and make sure you’re actually getting closer to solving the issue - not just watching the yaks play and drinking butter tea for fun.
As mentioned, the Emissary is only one of three new story characters. It’ll surely be refreshing for our already well-known trio to have someone else to argue with!

Despite our EA roadmap being completed, we figured that the 1.0 launch is a great opportunity to introduce quite a few tweaks and quality of life changes to the game - some of them requested from you for quite some time, I admit ^^ We’ll publish full patch notes alongside the release, but as a sneak peak: you will be finally able to see the buildings ranges when moving them!

Another thing worth mentioning is that the game will be coming to all major consoles, thanks to our friends at Nejcraft! They did an incredible job adapting the game’s UI and controls for gamepads, so if you prefer enjoying games on platforms other than PC, we’ll have you covered. For those old school gamers, you can find physical copies and collectors editions here!

Alright, that’s all nice and all, but when will you actually be able to get your hands on all of this? The unfortunate answer is: we don’t know yet. Finishing the game is a complex process, and there are a lot of moving parts - we’re still waiting for some final commissioned assets to come in, the translation process is ongoing (and there’s quite a lot of campaign dialogue to translate), and we’re running additional testing rounds to make sure nothing’s broken.
So, that’s just me explaining myself to you - we still don’t have a fixed release date, but as soon as we do, you’ll know!
Also, one more thing: at the end of this week, we’ll be increasing the game’s price from $20 to $25 to better reflect all the content added during the Early Access period. So make sure to grab the game before that happens, or just wait for the 1.0 launch - because we’ll have a sweet discount for you then :)
And that’s all we’ve got for you today - thanks for sticking with us for so long, the wait is almost over!
Cheers!
Quite OK Team
A small hotfix for the update that was early in the morning.
-Solved a bug where the breath sound will play even when you don't have the Stethoscope in hand.
-Solved multiple Ui problems with the main being :
-The loot container in the free aspect was under the player inventory and not adapting how it should.
-The stamina bar is under the hotbar now.
-The buttons in the main menu in the free aspect where clamping to the left.
-Text in the intro was out of bounds in the free aspect mode.
-Added a sound effect when you approve or deny a npc for you to better understand if the decision made was right or not.
When
3:00 PM PDT. See your time zone here: https://everytimezone.com/s/12c7d9c8
Estimated Downtime
4 hours and 15 minutes
Notes
Asura's Haunting Event will begin.
October 28 - November 11
Midsummer Night's Costume Box will be available.
October 28 - November 11

A new quest: Going Through the Potions. Help a group of witch sisters brew a peculiar potion for Vestada's Potion-Off Contest! Start this quest by speaking with Piper in Vestada.

Monster encounters in the first 20 levels of the game are now much more engaging, featuring different enemy aggro types and the addition of ranged mobs. We're experimenting with these changes to make the early-game grind more fun, and we'll be rolling them out to the rest of the game soon.

We buffed the Perfect Draw skill for Archers, increasing the bonus damage at early levels.


We've made several improvements to this game mode based on community feedback. Our hope is that these changes will make the Eternal Moonlit Bastion a more worthwhile and engaging experience for endgame players, and give them more incentive to try out new builds and team compositions, push for highscores, and farm lots and lots of Bastion Points!


We've now completely removed all items that might be considered pay-to-win from the store (that could still be found in some special categories).

Fixed an issue that made it difficult for Archers and Wizards to hit certain flying enemies.
Corrected the Fireborn Gear for Archers to display the proper level requirements and tier.
Fixed a visual clipping bug in the Sakura Blossom set.
Cosmetic sets now align correctly on the hip and no longer show transparent seams where they connect.
Fixed a camera bug that caused it to clip through ceilings in the Frozen Moist Glacier.
The Archer's Rapid Shot and Ultimate abilities now display their intended visual effects.
289 accounts have been banned for using modded clients, which is against the Eterspire Rules. Burn!
Our Discord has surpassed 10,000 members!!! Thank you to everyone in this incredible community!
Our Halloween Costume Party Contest has ended. Your entries were super creative and absolutely hilarious!
All event participants have received the 'The Spooky' epithet, and contest winners have received their crystal rewards.
A new special community event begins later today, with the biggest crystal rewards we've ever given out!
Access the full patch notes on our official website: https://www.eterspire.com/news/?date=2025-10-28
V0.0.28 introduces all missing features that where planned and almost puts the game in alpha mode. All features are present, but still need a lot of content expansion. I have also spent a lot of time on improving combat and movement handling, trying to optimize the experience as much as possible. This build will serve as a last test to see what else I need to optimize/fix before releasing V0.1.
Questline through random events generation system
Shop and merchant system
Steal mechanic
Teleportation system
New quest types
Dynamic loot generation system
New faction decorations for towns/city
Prizes by Views:
50K views: Game key,
100K views: Deluxe edition,
500K views: Custom merch designed by YOU
What You Need to Do:
Record and post a video on TikTok, YouTube Shorts, or Reels
Videos must be posted between October 28, 2025, and November 28, 2025
Show off Restaurats in any fun format. Humor, tips, reviews, or edits
Rules:
Submit up to 10 videos across platforms
Rewards are per video based on verified views, no combining totals!
No cheating! View botting or manipulation = instant ban. Suspicious stats? We’ll check
Don’t re-upload others’ content, edit screen recordings, or harm Restaurats’ reputation
Promote organically to friends or groups for a boost – totally fine!
Multiple accounts are okay, but follow all rules
How to claim your prize:
Post a link to your video in #your-media channel
Tag @AlyssaLis
Wait for the DM to claim your prize!
Grab your cameras, chefs, and show the world what Restaurats is all about. Can’t wait to see your creations!

A couple of small improvements and a brand new song are the content of this update.
Fixed an issue where if the player had played the demoand played the game afterwards for the first time the settings for the resolution settings would be set at 10%
Candy meter counter info is also stored in Steam Cloud.
The 50/50 slide doesn't punish you if your visitors get hurt while using it.
A new song added to the game "Ghosts in Pajamas"
We are already working on not only fixing some issues mentioned by you all, but also adding new features. So stay tuned.
Thanks for all the support, and remember, if you have an idea, feedback, or bug you want to share, feel free to use our Steam community hub or Discord. We are always there to listen and chat with you. https://steamcommunity.com/app/3293260/discussions/
NOTICE - We sometimes might release very small updates to solve 1 or 2 more urgent issues that appeared and not release a patch note for those immediately but add them to bigger update patch notes on following updates
After returning from Gamescom Germany, our next goal was to showcase the long-awaited Collision Combat system to the world. But as every game developer knows, plans have a way of changing, and this time, fate brought us an even bigger stage: Tokyo Game Show 2025.
We began preparing for this event back in March. It took more than six months of coordination, booth design, demo setup, merchandise production, and technical planning to make sure everything was ready for one of the world’s largest gaming shows.
This year, we joined forces with Red Dunes Games, our publisher, whose booth had grown tenfold since last year. And our Nightmare Circus space was a true reflection of the game itself! The booth team faithfully recreated a scene straight out of the game: a circus tent that looked playful at first glance, but upon closer look, carried an eerie and unsettling undertone. Suspended from above were dangling doll parts and ornaments, creating a stage that was both beautiful and haunting — the perfect embodiment of Nightmare Circus.
Inside, we had four demo stations equipped with PS5 controllers, and an additional setup at the Thai Pavilion, supported by DEPA and DITP. The air was filled with laughter, surprise, and the rhythmic crashes of combat, players figuring out their own combos, sometimes screaming in delight when enemies went flying across the screen.
The Red Dunes Games team went above and beyond to create a lively, welcoming atmosphere. There were plushies, acrylic standees, stickers, and posters for players who joined in on booth activities — even premium prizes for the most dedicated visitors. Every corner of the booth radiated excitement, as if we had turned the game’s circus into a real festival.

The first two days were Business Days, filled with partners and media from across the globe. We received incredibly positive feedback! People praised the charming yet mysterious art style and the originality of our combat system. Having two interpreters on-site made everything smoother, from interviews to partner discussions.
Then came the Public Days (Day 3–4) — the true test of our circus. With around 80,000 attendees per day, the booth was constantly packed. Lines stretched beyond our space, and it was surreal to watch players react to every fight, every collision, every satisfying moment. The smiles, laughter, and curiosity made all the hard work worth it. Many players asked if the game would support Japanese, and yes, it will in the full release.
One thing we noticed throughout the event was how Nightmare Circus drew in a diverse range of players. The game’s art and plush characters caught people’s attention first, but it was the chaotic, satisfying combat that kept them playing. Some even came back for a second round just to try new combos!
Seeing our vision of “being the puppet master” come alive in players’ hands was one of the most rewarding feelings we’ve had as developers.

More than anything, though, what made this trip special was the people behind it. We want to extend our heartfelt thanks to everyone who supported us: our players, the Red Dunes Games team, the incredible booth construction crew who brought our stage to life, our hardware sponsors who provided five gaming PCs and full gear setups, the DITP team, our merchandise team, and the interpreters who tirelessly assisted us throughout the event.
And most of all, a huge thank-you to the coordination team at Red Dunes Games, who weren’t just organizers but caretakers of everyone at the event. They ensured we always had water, food, giveaways, and — just as importantly — warmth. They constantly checked in with everyone: “Have you eaten? Are your legs okay? Don’t forget to drink water.” They weren’t just looking after us at FairPlay Studios, but everyone in the staff area.
It’s thanks to all these amazing people working behind the scenes that the show ran so smoothly.
Being there as a team, seeing players firsthand, learning from feedback, and standing beside so many passionate creators reminded us why we do what we do. And if we ever have the chance to return next year, we’ll bring even more of our team with us, so they can experience that same spark of inspiration.
From a nightmare stage within the game to a real-world stage in Tokyo, Nightmare Circus has performed its first act!
