 
	 
	
	Hey everyone!
As the security team of Arena Breakout: Infinite, we are highly aware of how important the game's stability and security is to players. That is why we have a 0% tolerance policy for any instances of rule breaking that occurs within the game (including but not limited to using plug-ins or unauthorized apps and intentionally collaborating with a player who's using plug-ins). The instant we become aware of a potential rule violation, we will immediately investigate it and implement a serious penalty if needed(including but not limited to a ten-year ban, your device being banned, and a bulletin about being circulated both in and out of the game).
Let it be known that Arena Breakout: Infinite has already implemented a real-time banning policy. All suspicious accounts and historical data will be investigated and, if found guilty of a rule violation, either be banned or have their current ban extended. Additionally, we welcome players to make reports themselves if they see anyone breaking the rules. This can be done by using the Report function in the game and on our social media. Let's all work together to create a fair, equal, and enjoyable game experience.
Compensation this period(October 20 - October 26):
Players Compensated: 26,526
Koen Value: 24.53 Billion
Penalties this period(October 20 - October 26):
Bans for Cheating: 5355
10-Year Bans: 971
Device/IP Bans: 783
Bans: 3601
Bad Behavior: 107
Griefing: 107
Koen Confiscations: 1616
Playing with Hackers: 1616
information blocked: 81,074
Please follow our rules of conduct and enjoy the game.
Arena Breakout: Infinite's Security Team
October 28, 2025
 
	
	The Lysward Beta is officially live, and we're thrilled to invite you to step into this scorching desert. To mark the occasion, we’re also releasing a new gameplay trailer:
A quick but important note: This is an early look at a game still actively in development. You will encounter bugs, unfinished areas, and features that are still being balanced. We’re releasing it in this state for one reason: to build it with you.
You can join the beta by clicking this button on our page. It'll give you immediate access:

Here are some known issues you can find in the game. We’re aware of them and are working to get them fixed as soon as possible. You can find the full list (and report new bugs) on our Discord or Steam forums:
Quest-problem: Walls Behind Me - Search the oasis camp: If you have already found and read the book hidden in the camp, you have to re-read it to progress this quest.
UI problem: There are scaling issues when playing in Windowed Fullscreen.
Your feedback is absolutely essential. You’re not just playing; you’re helping us shape the future of Lysward! Wishlists are super important for indie devs, so wishlist Lysward to also support the development!

Are you ready? Let’s play!
Snowcastle Games
 
	 
	Minor Patch Notes
*Fixed loading bug that could spike memory consumption.
*Improved Main Street Lighting optimization
*Improved Shadow Optimization for dynamic lights
 
	Over 60 updates since version 1.0.7. The main ones include:
- Improved UX: added window headers and close buttons, hotkeys, reordered interface buttons, slightly increased game speed, added protection from accidental clicks, and tooltips indicating that objects can be upgraded or created.
- Fixed dozens of bugs, minor issues, and UI performance problems.
- The base effect of spells has been reduced by half, but the impact of the Magic skill on spell power has been increased roughly threefold.
- Enemy monsters of level 3 and higher have been weakened.
- Balance: slight nerf to Warrior and Artisan, buffs to Mage and Necromancer.
- In the full version, class unlock conditions have been added:
- Leader - unlocked by completing the game as Warrior
- Necromancer - unlocked by completing the game as Mage
- Lord - unlocked by completing the game as Artisan
- Peasant - unlocked by completing the game in Nightmare mode
- In Nightmare mode, saving is now available only upon exiting the game.
- The Trade skill now affects the bribing of creatures; a minor rebalance of creature prices has been made.
- The Escape chance now increases by +10% per day.
- The Living Tree no longer grants EXP but gives +1 Skill Point instead.
- Texts polished and full support for Turkish and Polish language characters added.

 
	• When using the bottom action of the Deathwalker's "Strength of the Abyss" ability card an error occurs. The team has identified the culprit and a fix is coming with the next game update. Currently expected to be released next week.
• Fixed damage reduction for the Boneshaper's "Bone Dagger" and "Soul Claim" ability cards to properly apply when any of the these cards are used.
• Added missing voice overs to some Job Posting quests.
• Disabled the "Fateful Charm" and "Expertise Potion" items due to an inconsistency in their expected behavior. We expect to re-enable them with the next update
 
	Hello everyone! This issue will focus on the core foundation of "Civilization Rebirth" — the design logic of the interstellar map, revealing how we planted the seeds of the vast starry sea in a single plane.
Galaxy Composition and Expandability
We started with "dozens of stars" to build a universe that is both playable and narrative. Each star serves as the core of the galaxy, and its planets are the cornerstone of civilizational development; in the future, we will gradually add binary stars, nebulae, and giant structures, making the static map a carrier for dynamic stories.

Strategy-oriented map architecture
Many players expect completely free 3D interstellar navigation, but we adhere to the principle that strategic depth takes precedence over physical simulation. Hexagonal grids strike a balance between "fixed routes" and "complete freedom":
-Unit movement rules are clear, reducing operational burden;
-Adjacency relationships are explicit, facilitating the planning of fleet paths and territorial expansion.
This basic architecture will support map seed random generation in the future, ensuring a fresh feeling for repeated playthroughs.

Integration of Naming and Storytelling
We independently name each star sector and incorporate an artificial language system, allowing the names to carry the historical conflicts of civilizations. For example, the "Igo Mechanicum" star sector implies the origin story of a mechanical civilization, and these details will be gradually revealed in the event chain, enhancing the narrative immersion of exploration.

Looking forward to your feedback!
The map design is still in the iterative stage. You are welcome to share your thoughts on designs such as the grid mechanism and star sector scale in the comment section.
 
	