I have now decided to lower the price of Forest - The Call For Help as it is fully completed and I have no plans on adding content. However, for the last few months I have been working on a first person zombie round based shooter and I'm close to preparing a demo to showcase and get feedback from. I have been uploading shorts of game mechanics for anyone interested.
Thank you,
Tom
Thank you for playing Robbie Swifthand during the “Games under 5 hours” event! We’ve permanently dropped the price to $9.99 so even more players can enjoy it.
Our goal has always been to make Robbie’s adventure accessible to more players around the world although serious health problems and a couple of critical moments for the viability of the company held us back from doing so years ago.
Robbie Swifthand and the Orb of Mysteries blends punishing platforming with devious trap puzzles - all wrapped in charming pixel art. This game was our very first step into the world of indie development, and we’re incredibly proud of what it became. Take a fresh look at how Pixel Reign built the foundation of our next hit, Moros Protocol.
If you already own the game - thank you for being part of our community! 💛 You can help us spread the word by leaving a short Steam review or sharing your favorite clip of Robbie’s wild moments.
And if you’re new here... prepare for traps, laughs, and a lot of “I can’t believe I fell for that again” moments! 😅
Thank you for supporting our indie journey 💜
Stay tuned - we’ve got more fun stuff coming soon 👀
- The Pixel Reign Team -

We’re putting the final touches on the game now. Thanks to everyone for following along — can’t wait to see what kind of chaos you pull off on day one!
See ya on the court :D
Hello Everyone!
It's been quite some time, and while there was a hiatus on The Depths of Duskraven Manor, I am happy to say that full production has restarted on the game! And as such, I am starting out by releasing a new demo that showcases a lot of the improvements of the RPG Architect Engine and how it improves the flow of the game!
Here's a list of the changes and improvements made since earlier this year thanks to much feedback I've received:
Optimized 3D model textures to improve performance
Battles now flow automatically after choosing actions, where before you had to iterate through them with the action button
For longer story dialogue elements, I've included a choice beforehand to either sit through the story or hear a shortened version to get to the action quicker
Directional wonkiness has been fixed with the implementation of a Blobber-style movement system that prevents encounters from happening when the party is in mid-turn on a tile.
Each character has new abilities at certain level thresholds and they are displayed with the Experience Result screen when learned
Stores are now fully functional
Changed the fonts for lore books and journals found within the game to improve readability
New Intro and game over screens that better showcase and represent the game
Redesigned UIs for better color contrast
New, more detailed item and equipment Icons
Because of the amount of changes and updates with the engine, old saves are NOT compatible, so a New Game will need to be started.
There may be a few others, but in essence, the demo is now at a point where I feel it properly represents the taste of the full game I wanted it to be before I continued on with adding content.
With that being said, the release windows has been pushed out to between Q4 2026 and Q1 2027. I want to take the time to make this the best game it can be.
Thank you all for your support and patience!
Apoptosis Games

Pew Pew take a twenty. Grab the Money - it shoots money

Grab your money gun and unlock your new Golden Vehicle Unlocked ontop of your hideout. Gold Helicopter now available for a mere 1 MIllion Frog Pounds saved in the Bank Of Swindon

Did I mention the Money gun actually shoots your money, So maybe don't burn it.


Looks like they moved the date of the halloween shop to open on the 29th? (wait isnt that today)

Protester Frogs seems to be dressing differently They look quite strong when you get them all together.


Don't forget Blood world is now available in in Swindon and we've added some surprises.

POV : you play with Hal

We've been hard at work to make the game more stable, and have identified some root causes. Though some still remain and will be fixed in the coming days, most of the identified causes have been taken care of as of this update.
A lot of fixes to game assets and code to improve game stability.
Fixed a bug where a character would not respond to a dialogue choice.
Completely redesigned Entry Hall and Dining Room.
Some minor texture improvements.

Thank you for all the wonderful feedback during this year's Nextfest!
I've been listening to your critiques and put together a big list of things that will be improved before the full release. Additionally, these changes will be added to the DEMO as a final major patch sometime in the coming weeks!
Upcoming ChangesThis is the current list of planned changes to various game mechanics for the next update. There are also a few QoL features that will be added.
• Time between boss waves will be increased for smoother item collection, along with there being an indicator of when the boss non-spell will start
• Counter spell timing will be made easier for all characters
• 6 continues in Normal (there is some bad programming that limits the potential of using multiple in one stage though, sorry)
• More lives in Normal
• Poly's collection line will be much lower to avoid accidental and frustrating deaths
• Speaking of Poly, she will be buffed, just in general...
• Double invincibility frames on hit for all characters
• Changing the (ugly) Boss Practice background to something cuter
• The secret stage will force you into Easy Mode to prevent annoying situations
• That one fake crash will be replaced with a hard reset (it keeps getting reported as a bug, lol)
• The music easter egg on the Practice Difficulty Select menu won't string you along as much (SPOILER: all it does is re-enable the secret stage...)
• Stage 3 as Esther, the pink fire spawner at the end of the stage will be more obviously dangerous to prevent cheap-feeling deaths for players who think it's an item to be collected
• More sprite readability adjustments?(??)
• UI readability adjustments
• Help Menu wording improvements for some stuff
• And probably more
• An accessibility option to turn off screenshake will be added
• More tutorialization for the player spell mechanic (such as a prompt on first getting enough power for the first time, etc.)
• Option to show your numerical power value (this is actually already a debugging feature)
• Replays will also save the game version
• Fix for replay score desyncing issue
• Timeout spells will turn the boss's health bar gray (these are much more prevalent in the last 3 stages)
• Tutorials for general bullet hell techniques such as a streaming tutorial
• Maybe another way to collect all items on screen(maybe connected to graze, not sure)(this one might be added to the demo as well if it happens)
• Might remove y value from score star calculation and just give you a flat value+tension bonus, because people keep hugging the top of the screen too much and it doesn't seem very fun, personally... And if I did remove y value from score calc., the item collection range would likely be doubled(as a treat)
• A counter spell practice room
• A streaming practice room(maybe??)
• Accessibility option for always showing your hitbox(?Maybe not... This idea is just for Esther players specifically)
My goal is to make NNFF as good of a game as possible (within reason). The next update, v3.0.0, will be the final major patch for the DEMO. Any additional updates will be minor bug fixes... Which means after this update, your replays and scores will no longer be affected by any other future updates!
The philosophy behind some of the changes is to make the game as accessible as possible to players new to this genre while also providing enough challenge to give veteran players a fun experience. One of the ways I am trying to do this is by keeping Hard Mode mean while making Normal and Easy nicer.
Something fascinating I found in the feedback was that the vast majority of you were heavily invested in the story and characters. Locking this behind extreme difficulty seems unfair, so a lot of the changes, such as changes to continue amount and making Easy even easier, are a way to let everyone be able to enjoy that part of the game!
Also, to the pro players who keep sending me feedback that the game is too easy, all I will say is, be careful what you wish for (spoiler: late-game Hard Mode...).
Have any more suggestions?Have something you'd like to see changed or added that isn't listed above? Feel free to share your ideas with me here!
Future plans!The goal is to have all or most of these changes added, tested, and implemented sometime in the next few weeks. Once everything is done, there will be another announcement to let you know when v3.0.0 is available to play!
Speaking of updates, there have been a lot of minor patches since the v2.0 release that were silently pushed out without any public announcement (they were only posted on a sub-page on the official website). In the future, all updates, even the small ones, will be paired with a Steam announcement, just as a way to let everyone know this game is still being supported! (which it is...)
Oh, and there's also one more exciting thing planned before the full-game-release. But that's going to be announced much later... So look forward to that! (hint: it involves prizes)
To see more development updates and announcements like this, make sure to wishlist & follow!
For this Halloween Sale, it currently costs $4.89.