A quick update today to fix some issues caused by the changes to the map (this should prevent any random turn of the month crashes people may have been encountering on old save files).
I've also changed the Explorer trait which used to give the ability to chart paths for free, it now unlocks the entire map regardless of whether you have visited a city or not. This probably takes it from the weakest overall trait to one of the strongest early game traits.
Enjoy!
	
	It's part of our mission at Stoke to build games around player feedback, which means we must test, gather insights, and iterate continuously as we move through development. Playtesters make that possible.
We've been quietly playtesting Tyr with a small, private group of dedicated players for over a year now. They were with us in the very beginning as one low-poly rectangle shot a ball at another low-poly rectangle. They're still here, but we need more feedback and more players to support our growing, invite-only community.
To join the Tyr beta playtest, sign up at https://stoke.firstlook.gg. Once there, you’ll connect your Steam and Discord accounts. We utilize each to give you access to the playtest client on Steam and ensure you can access the private playtest channels on our Discord.
We add playtesters on a rolling basis, and we’ll admit more and more as our community grows and Tyr is refined. Once you’re in, you’ll have access to invites for friends that will instantly grant them a spot in the playtest community.
Thank you for being here.
	
	Enlil Rise Of The End will be released in early access on October 30,2025!
Your feedback and support are our most important source of motivation. We must guide this story together.
Add to wishlist now!

	
Over the course of the event, there’s been a lot of questions, confusion and negativity around it. We see that the community expects transparency, so we want to clearly explain what happened, why it happened and what comes next.
The situation with teaming and the uncertainty around whether it was allowed or not came down to a simple communication failure within our development team. On one hand, players were gaining large amounts of event currency through unusual means; on the other hand, we had effectively allowed it ourselves. We’ve learned from this. Moving forward, there will be no such inconsistencies with the vague concept of gaming behaviour — we've drawn the appropriate conclusions.
Teaming certainly affected the in-game economy, but it wasn’t the main issue. The real problem was in our calculations — we underestimated both the hype around the event and how deeply players would engage with it. We didn’t expect people to play 30+ matches in a single evening. We had to adapt quickly, lowering currency income and drop chances to keep the economy and balance from breaking down. Right now, the situation is stable. Yes, we did reduce the chances for key event-case rewards, but they were never “set to zero”, as some might think — they remain roughly on par with the Attack on Perimeter cases. We understand the frustration of players who didn’t get to take advantage of the “feast” on day one, but if we hadn’t acted fast, the entire game’s economy would’ve suffered far more in the long run.
We want to thank everyone who continues to play and share their feedback — more than 60% of all players log into the event mode daily, which genuinely makes us happy. We’re aware of the issues the community is highlighting, and fixes are already on the way.
Unfortunately, not everything can be patched instantly, and some changes require maintenance work. Soon, the issue of equipment spawning too close together will be fixed, and a “five-player mode” will be added.
The mode will continue to be developed and reused in the future, with new mechanics, classes, killers, and maps planned. Encaged is one of the first “mini-events” that will enter regular rotation, running alongside larger or simpler events.
We know this release didn’t go smoothly. We made mistakes — we’ve identified them, analysed them and drawn our conclusions. Your feedback and reactions matter, and we’re continuing to fix what’s still out of place. Thank you for sticking with us, and to take the edge off the rocky start, here’s a promo code valid until 4 November, 20:59 (UTC) — one use per account:
SCX-28OCT2025-SORRY
Sincerely,
EXBO Team
	Optimized performance and fixed lag issues.
Added new achievements.
Added a skip function for videos.
Fixed the abnormal mouse issue that occurred in boss battles after video playback.
Once again, thank you all for your active feedback—it is the driving force behind our progress.
We welcome everyone to join our Discord
Discord: https://discord.gg/Jd4fxMev
	
	The 0.16 update is here, bringing major improvements to performance, AI, and overall gameplay experience.
The AI now uses all available CPU cores, making turns significantly faster on modern systems. You’ll notice much faster decision-making, especially on larger maps.
In addition, AI logic for colonization, terraforming, researching, ship-building, starport management, and positioning has been improved. Expect rival factions to me even more intelligent and challenging.
The station selection has been expanded with two new tactical structures:
Armament Grid Station boosts attack and damage of nearby friendly ships.
Shield Matrix Station strengthens the shield of nearby friendly ships.
These stations reward careful positioning and open new defensive and offensive strategies for mid- and late-game.

Stay informed with the new notification UI, which highlights key in-game events and decisions. It’s now easier to keep track of what’s happening across your growing empire.
Reordered planets in the terraform menu
Bigger building indicators
Unmet players’ victory points now shown in end screen.
Numerous bug fixes and UI refinements.
Menus on the right side of the screen can now be closed by right clicking
Fixed missing sounds
Fix incorrect tooltip texts for techs and stations.
It’s been a couple of weeks since Steam Next Fest, and we’re still thrilled by the response, the game has now surpassed 3,000 wishlists!
A heartfelt thank-you to everyone who played, shared feedback, or spread the word. Your support continues to propel Astro Protocol forward toward launch.
See you among the stars!
	
	Hello,
We’ve updated Billion Road to address a possible vulnerability issue related to any games using Unity 2017.1 and later versions. This issue has now been resolved and will no longer pose a possible concern for players.
If you experience any problems after the update, please let us know.
Thank you for your continued support!
Best regards,
	
	Added
You can now toggle your flashlight on while holding other items.
Remapping of keys, you can now change your controls & keybinds
Bug Fixes
Fixed a bug where you would not retrieve the starter items for free if you lost them.
Fixed a bug where you could get the interaction prompt on items other players were holding.
Fixed a bug where items could clip through the terrain.
Fixed a bug where the EMF would have sound while being off.
Optimization
Optimized loading times so the items spawn in correctly before you do
Changes
Adjusted the vignette border of the night vision
Made the night vision stronger
Increased the stamina bar
	
	Howdy gunslingers!
With spooky season upon us, we’re rolling out a fresh patch for the demo just in time to give you something new to dig into during the haunting season.
If you ride back into the demo (or saddle up for the first time), we’d love to hear your thoughts! Hop into the Tombwater Discord and let us know what’s working, what ain’t, and what needs fixing.
Stamina system activated. Melee attacks and dashing now consume stamina.
Leveling system added: enemies now grant EXP, which accumulates toward Skill Points.
Skill Points can be used at campfires to upgrade certain player stats.
Current EXP toward the next level can be lost on death, but can be reclaimed from the ghost left behind. Once a Skill Point has been earned, it is safe from loss on death.
Adjusted enemy currency drops to emphasize selling trinkets as a more significant source of income.
Updated default control scheme.
Added a new puzzle to the dark tunnels beneath the old chapel.
Fixed a bug causing multiple door sound effects to play simultaneously.
Resolved various minor issues with HUD and menu clarity.
Fixed inconsistencies in explosion hitbox timing.
General stability fixes and polish.
Soldier class now starts with the Dragoon Saber.
Occultist class now starts with the Rune Knife.
Several classes upgraded from the Knife to the Cavalry Saber as a starting weapon.
Adjusted enemy damage and HP to align with the new leveling system.
Added various weaknesses / resistances to enemies.
Wraith Shot can now be rebound separately from the general “attack” command.
Added new sound effects for enemy attacks.
Thanks a ton for playing, supporting, and sticking with us while we take a little more time on the full release. We appreciate your patience more than you know and can’t wait to hear what you think of the updated demo!
Stay safe and be wary of the madness.
-The Tombwater Team