

Hello, everyone! Time for some big news! We're announcing the release date for the long awaited Episode 5! It will be released on Steam on December, 5th. And it will be... a grand finale! What you can expect in the final chapter of the story:
Everything started with a pattern of frost on the window. But how will everything end?,
Anton's fate will be decided. The answers you were looking for will be presented to you.,
Get ready for unexpected plot twists until the very last moment.
With the new replays being added to the leaderboard, it was time for a refresh of the entire scoreboard. All clears/scores have been cleared to make way for some new runs! This will allow all "Best Runs" to receive replays which filter though the entire system.
Every leaderboard entry now has a replay attached, watchable instantly
Report button has been added to the new Replay Complete screen after replays
Pausing a replay now shows relevant options for leaving the replay
Menu options adjusted to work with replays
Leaving a replay now remembers where you started watching it so that's handy
When editing a level and then viewing a replay it no longer uses your local edit to play the replay - which is good because I'm pretty sure those sawblades weren't there before...
Playing published levels no longer replaces local edits so you can watch replays or play the published versions without a worry in the world
Overhauled the entire saving and loading of levels so it no longer saves local versions of published levels that you don't own - saving you precious bandwidth from these huge 3kb files (ok, I'm kidding, this would have grown to be not fun)
Shifted a lot of the architecture back to on-demand and server gets where relevant keeping levels and activity up to date
Phew, that's a big one! Now I will do what all good devs do and go to sleep right after a public push. Enjoy!
[v.451970]
This patch includes a few more fixes.
Also, this update will NOT clear your in-progress runs from Update 4 (Patch 0.9.0) and forward.
At TeeKru, we’ve always said gaming is its own language — equal parts instinct and ritual. You can’t fake fluency by reading a manual any more than you can raise the dead with a wiki page. You have to feel it.
This month, we gave that feeling form — the Terraforming Nodus. Dig caves, raise bridges, reshape the land beneath your feet. The world listens, remembers, and reacts.
We also added full controller support, because every fluent player speaks their own dialect. Teella lives by the stick. Krucifear wields the keyboard like a blade. Both had to feel right — precise, responsive, alive.
And the world now breathes back. Harvestables scatter across the land, resources pulse under the surface, and a new scanning system reveals what the mist hides — collectibles, resources… and enemies. Sometimes what glows red isn’t worth touching.
Some devs collect features like bones — stringing together pieces they don’t understand. They see a glider, so they raise one from the code, hoping it soars. Instead it twitches, hugs the ground, or consumes an inventory slot like a hungry spirit.
That’s friction — the sound of a ghost in the machine that never learned to fly. Players sense it instantly. They speak the native tongue. Tourists just hear static.
Then there are those who summon dashboards instead of joy. Retention curves. Conversion funnels. ARPU incantations under fluorescent light.
If your language is metrics, you’re fluent in marketing — not play. Numbers matter, but they aren’t the pulse. Games are built on feel. The moment you trade intuition for analytics, the heartbeat stops, and the monster lies still.
Once, everyone in the industry played games. That was the blood oath — passion or perish. The rare exceptions were legends, the kind who could hand-optimize renderers by moonlight and squeeze frames from the impossible.
Now? Many see it as just another tech job. Engines do the heavy lifting; passion became optional. You can feel the chill. So many modern games work flawlessly — but they don’t live. Structurally sound, spiritually vacant. The walking dead of design.
Tourists copy. They graft systems like stolen limbs — parries, crafting, gliders — without understanding why the original creature moved the way it did.
Natives translate. They feel the rhythm, the flow, the heartbeat. They know one dropped frame can kill a combo. They design by pulse, not by checklist.
You can tell within seconds whether a world was built by someone alive in the language… or someone just haunting it.
Between us, we own over 600 games on Steam — Teella hoards over 500; Krucifear’s closing in on 100. That’s not counting the console crypts: Sega CD (yes, Popful Mail and Dark Wizard still whisper from their cases), Xbox 360 and One, PS2 and PS3.
We don’t just sample games — we live in them. Hundreds of hours in most, thousands in some. When Krucifear shattered her arm, it was State of Decay and her physiotherapy that resurrected her fine motor skills. She clawed her way back to full strength and ranked among the top players on Steam — high enough that Undead Labs sent her a T-shirt as proof of life.
We stopped buying consoles when Xbox “upgraded” away our favorite titles — the day Resident Evil: Revelations vanished was the day the spell broke. If a company can revoke your right to play what you love, it isn’t your world anymore.
That’s why we stayed on PC, where our ghosts — and our games — remain our own.
At TeeKru, we don’t visit this world. We inhabit it. Every button press, every hum of the Nodus, every patch of ground carved by your hand is alive — persistent, evolving, and ours to shape.
Fluency can’t be faked. You either speak the language of play… or you wander the ruins, chasing echoes. And in October, when the line between code and spirit blurs, we listen for the sound every real gamer knows — the heartbeat in the dark.

Action bar will now always show up above the selected target (thanks for all the feedback with this one!).
Increase player running velocity.
Add player footsteps sounds.
Add Misc SFXs (Shop, Doors, Ocean, Menus, etc).
Add system settings data file versioning system.
Upgrade project to Unity v6.2.6f2 to mitigate engine vulnerabilities.
Fix battle action Timed Bar not matching visuals when checking for a successful hit.
Several UI navigation and bug fixes.
We are currently implementing FMOD support, this will help us a lot to develop the sound effects and music for the game.
We've also made several changes to make the game playable on Mobile platforms, including:
UI being completely usable with a touchscreen.
"Explore mode" controls, with on-screen analog and buttons.
"Battle mode" controls, with on-screen d-pad support and buttons.
Better support for multiple aspect-ratios.
You can follow us for more updates right here on Steam or over our Discord, where you can give us some feedback and chat with our community!