Hey everyone π
Patch 5 is out and aims to solve some of the most reported problems and to clarify the most asked questions.
The pause menu now contains a dictionary of keywords to select, so you can always read what all the special resources and status effects do. A lot of descriptions and UI elements have been improved after seeing what caused confusion in the reviews, on discord and in forum posts. That includes the fate selection, where you can now see which boss still has a star for you.
The task board was improved to be more fair. Some annoyances, like the slow road builder or the restricted storage space in the Library, have been adjusted.
Then I've worked hard to make the experience even better with gamepad. It should be much clearer which building or which card is selected now, and outposts are also easier to select.
And lastly, there is the balance.
I've made this game for you to have fun exploring a big world, meeting its characters, mastering the mechanics and uncovering all the secrets with always new challenges. I'm very sorry that some of you are not able to experience that. Once people claim their first win, it seems to work well, but getting really stuck before that is ultra frustrating. It makes the game feel linear, or as if there was one special way to progress, when in reality experimenting and trying out new combinations is the key to victory. You cannot imagine how bad I feel about that. This patch should hopefully also improve that.

Added proper keyword dictionary to the pause screen
Task board removed damage type tasks from lower difficulties
Task board reworked scaling of many task requirements, especially later on
Task board reroll button is better visible
The training camp opens once you have more than one unit
Upgraded buildings in the world also display what they give on hover
Improved selection of building buttons on gamepad
Improved selection of relic cards on gamepad
Improved selection of unit cards on gamepad
Improved selection of fate cards on gamepad
Added a tooltip to the fate selection damage types
Fate selection improved description a bit
Fate selection displays if the boss still gives a star
Minibosses display a star until you first defeat them
Human quarry upgrade improved description
Item courage improved description
Bait improved spawning rule description
Nun improved description slightly
Forager improved description slightly
Fisherhut improved description slightly
Witches building disabled counter as it was confusing
Curse screen buttons are more visible
Building forge for the blacksmith is cheaper
Witch is slightly cheaper
Humans road builder is ~30% faster
Humans second village reduced star requirements by 1
Undead Library increased storage by 1
Paladin increased base damage by 1
Boss Magister is slightly slower
Bigger monster adjustments for days 18-21
Fixed selecting outposts with gamepad
Fixed evolution buildings only counting for one of that unit
Fixed relic Recycling not working
Fixed relic Archaeologist not working
Fixed Clown ability description wrong amount of bones
Fixed Djinn sometimes stops attacking
Fixed Djinn's passive costing mana
Fixed Dryads relic Magic Beans not being accessible
Fixed Paladin having range stat
Fixed Black Market when having 16 units
Fixed giving a unit a very long name breaks its sheet
Fixed wrong line in a dialogue with the scienstist
Fixed geologists not working without flag if there is no goldmine
Fixed exit button not being green without being hovered
Fixed tooltip of corruptions behaving weirdly
Fixed Humans kingdom level 25 road
Fixed icons in building names not supported on cards
Feryaz
Come be part of the Super Fantasy Kingdom community. Join us on Discord to talk with other players, share your kingdoms, and see what others are building. You can also find updates and discussions on Reddit, follow news and posts on Bluesky and Twitter, and YouTube.
If you'd like to get a leg up on ruling your kingdom, we do have a beginner's guide for you to check out and a free community wiki updated by members like you.
https://steamcommunity.com/sharedfiles/filedetails/?id=3592251705
	
	(Steam - v21)
βͺ Unreal Engine 5.6.1
π  Improved some LOD for non Nanite mode.
π  Removed or replaced some meshes to save some more memory.
π  Improved AI navigation in Silenced Hills Area.
π  Added new rout in Silenced Hills Area. (Now there are two roads leading to the mountain)
π  Upgraded some buildings in Silenced Hills Area.
π  Unlocked more Act 2 locations for Act 3 exploration.
π  Updated Sky and Weather to newer version.
π  Did some shadow downscale to save some video memory. (Some shadow doesn't look as good, but it should be better for performance)
π  Added experimental shadow switch when changing Nanite mode. (Should make shadow for non Nanite meshes betterβ¦ but it needs more testing)
π  Added wind support to cobwebs.
π  In Graphics settings, fixed responses for Effects Quality setting.
π  Police station interior loads in earlier so when the player gets close to the station you don't see an empty interior.
π  Added Cold effect and camera shake from wind to Act 2. (There is a bug where camera shake from wind doesn't get applied in game but works perfectly in the engine)
π  Fixed snow effect in Detective's House.
π  Fixed collision in Detective's House.
π  Removed fog over the lake from Silenced Hills, Lake view resort.
π  Added effects to Mansion in Act 2.
π  Added Police Cars and sirens to the ending cutscene.
π  Fixed collisions in Yarlβs Bread Shop.
π  Bestiary UI fix for resistance description.
π  Collectables now displays the right amount of maximum Bloodmoon and Quicksilver shards.
π  Fixed some too bright emissive materials.
π Next on the list :
βͺ Bug fix, quality improvements... and polishing.
βͺ Adding new soundtracks.
π My current goal will be to make sure all levels are working correctly, and to make the game as stable as possible. 
βIf you find any broken assets, bugs or anything else that need fixing, please report them ASAP.
(Discord will be the best place for it, but you also can do it on Steam)
https://**https://discord.gg/nZxZQ9sCVr**
π After that I will start complete rework of user interface (like inventory, menus, settings, etc. ) , movement, combat, AI and other game mechanics with multiplayer support in mind.
And as always, thank you all for your support! πββοΈ
	
	Hey all, thanks for supporting our game. We've been listening to your feedback and have made a bunch of changes to the demo:
The game now fully pauses when you select buildings, now there's no rush while strategizing about your build.
Reworked how Repair Buildings operate. Now settlers will prioritize occupying repair buildings. The Repair Yard will always work if there is at least one settler stationed there. This change means you're never stuck without repairs if you've built a repair building.
Noise Towers now regularly update to show which path they will use when attacking during the next wave.
The Botanist now targets Noise and then Sprawl buildings closest to it first.
Added notifications for when production buildings have completed a piece of ammo.
Added a notification when you drop off a trailer but there are no resources nearby.
Made gamepad B / East button work to cancel current building.
Made gamepad B / East button handle to go back in UI.
A bunch of performance improvements.
Fixed a bug where you couldn't reliably cancel building houses from the Free Houses Crew member.
Fixed a bug where buildings could overlap with HQ.
Fixed a bug with houses not being able to connect to HQ.
Fixed bugs with the resource collection trailer bugging out.
Fixed centering of building info UI.
We've got some cool stuff in the pipeline for the demo, so stay tuned and hold on to your turrets!
I have decided to take the game down from Steam. The login service will stop working on February 15, 2026. Thank you for playing until now!
	
	
	Cotard is now available on Steam.
A PSX-style psychological horror experience about emptiness, death, and the fading sense of being alive.
You wake up in a world that feels detached from reality β silent streets, lifeless rooms, flickering lights.
Nothing feels real, and yet everything feels familiar.
Cotard invites you to explore the unsettling space between life and death, where existence itself begins to dissolve.
Step into the void.
Feel nothing.
Experience Cotard.
	
	
	
	
	
	Trails in the Sky 1st Chapter has been nominated for Best Remake/Remaster at Golden Joysticks 2025! π
Thank you very much to everyone for supporting Trails in the Sky 1st Chapter and making this nomination possible!
Voting ends 10/31: https://ishortn.ink/Sky1st_GoldenJoystickAwards