Having reviewed a lot of player footage and feedback, we found that some players were losing interest early on. This came down to a few factors, but most notably a lack of early challenge and variety. Our original intention was to ease players into Macabre with simpler objectives and less aggressive monster behaviour. However, this often meant players were not being challenged enough in those first sessions to stay fully engaged.
This patch aims to fix that. The goal is to let players spend more time immersed in the Rift and less time in the menus. We have increased the overall game time to allow for exploration, added higher tier loot including equipment like the Flash Frag, Sonic Plunger, and Proximity Sensor, expanded early objective variety through a revised Rift Map, and replaced the knockdown system with automatic revives at shrines so you spend less time spectating.
These adjustments, alongside several balance and pacing tweaks, make the experience more dynamic and rewarding right from the first run. We are also making steady progress on the character customisation system but more on that later!

If you’ve been enjoying Macabre or noticed the improvements over the last few patches, leaving a short Steam review genuinely helps us more than you might think. Reviews directly influence how the game is discovered and show new players that we’re worth checking out.
If you need help or have feedback, jump into our Discord or the Steam Discussion board. we’re active and always listening!

Fixed client side issues with progress tracking on the Reactor Core objective.
Fixed VO timing bugs in the Reactor Core objective
Resolved collision and pathing issues on Riftlink towers, improving AI navigation.
Tweaked and fixed hiding locations near the Rift Link objective to improve player cover.
Fixed subtitle alignment for English & Simplified Chinese localisation.
Fixed Disco Stick spawn issue.
Cairns are no longer traversable, you can't jump on them to avoid the crawler (you cheeky devils)
Fixed game timer starting before match start
Fix of snow footstep SFX playing when it should be dirt, and vice versa for characters and crawler
Fixed Post processing FX persisting after death
Fixed Crawler getting stuck on Disco Stick
Fixed issue causing Riftmap to not rendomise between players
Fixed Music Queue at start of game
Fixed broken nav mesh found on some bridges so crawler can no cross
Added correct icon for Dart Gun
Plus many other less interesting fixes
Audio
Added a microphone setup step during new player onboarding.
Players can now change microphone settings outside of the lobby.
Improve Microphone visualisation to accurately reflect input volume
Gameplay and Balance
Iterated on Crawler AI behaviour based on player feedback and stats.
Rift Rippers now block Flash and Fire FX (more Seeker Tool utility to come!)
Increased session length from 20 to 40 minutes, giving players more time to explore and complete objectives.
Added additional incremental extract spawns to spawn at 5 minute increments over extended match duration
Automatic Shrine revives now bring you back into the action, meaing less time spectating for teams and more chances for solo players. Keep in mind Lives are shared.
Solo Respawns: Easy = 3 / Medium = 2 / Normal = 1 / Hard = 1 / Macabre = 0
Co-Op Respawns: Easy = 8 / Medium = 6 / Normal = 4 / Hard = 2 / Macabre = 0
Removed knockdown states, as players now automatically respawn at a shrine.
Overhauled the Rift Map algorithm for greater variety and improved pacing of primary objectives.
Added more equipment back into the loot pool, including flash frag, sonic plunger & Proximity Sensor supporting longer play sessions and mid run gear upgrades.
increased loot spawn rates, improving pacing and reward flow.
Increased pickup collision size on darts to make them easier to collect.
Adjusted world shrine spawn points to appear closer to player start zones.
Adjusted exposure values for interior to give more purpose to torch
UX/UI
Updated Rift Map visuals and layout for clarity and exploration flow.
Rearranged lobby button layout for cleaner navigation.
Added Film Grain toggle in video settings.
Added Life counter toast and notification to keep track of remaining lives
Added jump and landing animations for smoother traversal.
Integrated the tutorial video directly in game, replacing the previous external link.
Added a new narrative intro trailer that now plays at game start.
Added cinematic Banjo introduction sequence at game start..
Added microphone setup to onboarding and in settings
We have made steady progress on character customisation and are now moving into the testing phase. The next step is to add iconography, polishing systems, and Steam integration so that we can generate and distribute Kickstarter backer keys for digital rewards. We’ll be rolling this out in a test branch via Alpha Rift on Discord to ensure everything is working before we set it live.
Once customisation is complete, it will also allow us to introduce in game cosmetic unlocks and progression systems for all players.
We have been reworking the mix across environments to improve spatial depth, reverb, and atmospheric layering. You’ll start hearing more defined audio zones, including the Crawler Nest, and smoother transitions between spaces as this rolls out in stages.
We’re developing multiple new equipment items to bring more variety and new ways to interact with the world of Macabre. These tools will expand player strategy and provide more options for surviving (or experimenting) inside the Rift.
Again, If you are enjoying Macabre, please take a moment to leave a Steam review. It helps us reach more players, improves our visibility, and gives us the momentum we need to keep building and expanding the Rift. Every review genuinely makes a huge difference 👍
Thanks for supporting us, much love!
— Weforge Studio
Hi everyone!
There are some exciting updates regarding both the Demo and the upcoming Early Access release! A big update is on the way, and the Early Access plans are finally locked in!
With the insight of the community and lots of hard work, it is time to bring the biggest Demo update yet!
This version comes packed with major improvements and new content that make the experience smoother, more stable, and much more fun to play! oh yeah, also A SAVE SYSTEM!!!
What’s New:
Fully functional Save System – save and continue your progress anytime!
Countless bug fixes and quality of life improvements
Menus repaired and enhanced – smoother navigation, fixed buttons, no more overlap
Performance optimization – fewer crashes, faster loading, better FPS
New Quests & NPCs across the demo area
New unlocked areas and points of interest to explore!
Brand-new location added to the demo world
General visual and gameplay polish
v1.5.0 update is releasing this Saturday, Nov. 1st!
We’re thrilled to confirm that the Early Access release is now set for January 28th, 2026!
By then, the Early Access game will be more than ready! With new systems introduced, expanded and polished content, and a solid foundation built on all the amazing feedback from our community.
Your feedback has been invaluable throughout the development of the demo!
Every report, suggestion, and kind word helps shape this project into something truly special.
Massive thanks to everyone in the community for you truly helpful feedback!
Stay tuned! Demo v1.5.0 is coming out this Saturday, and we can’t wait for you to try it out!
See you soon on the farm! 🌾
- New Acre Games
Blender 4.5.4 LTS features important bug fixes. It is released on the v4.5 - Stable - LTS branch. You can switch to this by right-clicking on the Blender entry in your library, select Properties.... Open the Betas tab and select v4.5 - Stable - Stable.
* Blender 4.5.3 fails to compile with OpenColorIO 2.5.0. (#147227)
* OpenEXR: Support reading multipart files with full channel names. (138e8fbf1bd85a081682f6d44d8bd73e993560ff)
* Render: Forward compatibility for Blender 5.0 pass renames. (738209b2bee5be0ac4946ab5511f1644f2ac3391)
* Illegal address when rendering with a custom camera in 4.5. (#145544)
* UV Editor: Lock Pinned Islands in UV packing not working with UDIMs. (#141293)
* Armature Symmetrize not symmetrizing Display Type prop. (#145190)
* Crash when Capture Screenshot Preview. (#145719)
* Regression: 3D cursor misaligned with axes in certain viewport rotations. (#145028)
* Crash when opening old file with undefined node. (#145675)
* USD Import: Fails to respect path user preference. (#145856)
* VSE: from 4.5 right click select doesn't work with Blade Tool. (#145715)
* Fix: VSE: Metastack channel preview with negative values. (f974c598f9a)
* Crash on pasting VSE strip with driver. (#145629)
* Fix: GPU: Avoid accessing GLContext after it is destroyed. (e8b7e144e04)
* VRAM leak when Stereoscopy and motion blur are both enabled. (#145743)
* Crash when switching view layer after undoing deleting/unlinking of certain object types. (#145848)
* Fix #145932: Relax Face Set brush can corrupt mesh. (#145952)
* Crash using playhead snapping in VSE in new scene. (#145890)
* Blender 4.5 freezes with blank output colour management settings. (#146042)
* Vulkan: Render Preview Error with Multiple 3D Viewports. (#145961)
* Blender sometimes crashes when using resize detail button in dyntopo mode on a mesh with resolution higher than 500. (#146233)
* Viewport Compositor: Render Layer input will not pass thru. (#146133)
* 4.2.5 LTS - 5.0.0 alpha: Crashing after using UV Sculpt Tools in New Scene. (#145879)
* Rigify: Actions Feature does not use Slotted Actions. (#144641)
* .glb file import error on Blender 4.5. (#142867)
* OpenGL: Curve control points are extremely small when first displayed. (#146501)
* Possible Relax vertices in UV crash (wrong uv_sculpt size, missing defaults). (#132016)
* User interface artifacting with Vulkan on Qualcomm. (#145315)
* Fix #147340: EEVEE: Crash on failed world material compilation. (#147445)
* Grease Pencil: Hardness property doesn't affect Square line type. (#147147)
* Fix: Cycles: MetalRT motion curves setup bug. (#146568)
* Can't select verts/edges/faces behind wire/bounds objects while retopology overlay is on. (#145993)
* Crash when exporting alembic with Color Attributes. (#146822)
* Moving a empty material after joining objects crashes Blender (backport request). (#146878)
* Node Wrangler: Add Principled Setup plugs bump textures into filter width. (#146679)
* Fix: VSE: Propagate split to connected strips by default. (22d9b4ff719)
* Fix: USD: Camera FStop of 0 means no depth of field. (47368daebe0)
* Animation is not deleting when Bake Simulation was used. (#146105)
* bpy.ops.object.geometry_node_bake_pack_single failing on Windows. (#147175)
* Blender crashes when using the Align Bones operator across two armatures with different mirror settings. (#146242)
* VSE: "Swap Data" breaks strip alignment, then crashes. (#146682)
* Some keymap user preferences do not get imported into Blender 4.5 properly. (#146670)
* Crash if Grab and Keep Moving Missing Linked Data Block. (#147283)
* Weight painting can easily create NaN. (#146671)
* Test for greying out linked images in texture painting is backwards. (#147568)
* Crash after dragging any Asset Library Essential into the Compositor (Timings Overlay enabled, invokes the wrong tooltip). (#147752)
* Fix #146724: Crash when deleting node group from outliner. (#147828)
* Fix #147803: assert triggered on keyframe jump on NLA control curves. (#147957)
* Crash deleting library from which the current scene is linked. (#147759)
* Crash using Blade or Slip tool in VSE with new scene. (#145853)
* Toggle Window Fullscreen, Timeline (4.5.0, 4.5.1, 4.5.2, 4.5.3, 4.5.4). (#146812)
* Fix (unreported) Collada: missing `finish` call on some modified attribute. (84418a8d16a6846afae0e80cde25027f53fded56)
* Sequencer: crash with sequencer in sequencer. (#147477)
* Crash when dragging outliner object into status bar. (#144921)
* anim_transforms_to_deltas resets non-keyframed object transforms values. (#147796)
* Collection input is missing the picker on new node group. (#147860)
* Unnecessary write operations on blender_assets.cats.txt. (#111576)
* Blender freezes on saving/loading of blend files with complex liboverride trees. (#145894)
* install_linux_packages: Fix for Fedora ≥ 41 (DNF5). (e32a8ec884e)
* Grease Pencil: Stroke not visible for specific post processing values. (#147174)
* Blender Timeline animation, SHIFT vs CTRL selection difference. (#147996)
* Rigify doesn't check existence of collection properly. (#148454)
* Opening old 2012 .blend file crashes blender. (#148170)
For a detailed list of bug fixes in each release, see https://www.blender.org/download/lts/4-5/
Learn more about the https://www.blender.org/download/lts/
You can follow Blender on social media:
Keep reporting any issues you find to make this LTS the most stable release ever !
Happy blending,
The Blender team
Hello everyone, here with another update:
adjusted scroll sensitivity settings to have a larger range. You might have to readjust your settings.
fixed a bug where when controllers were connected this was causing issues with the camera controls.
french guard and eaglebearer units now reload faster (20s) than grenadiers as they should
when the eaglebearer is not taken into battle from the campaign the eagle is not lost anymore
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[v.452189]
Also, this update will NOT clear your in-progress runs from Update 4 (Patch 0.9.0) and forward.
Today’s the big day: the free demo of Construction Crew is now live. You can tackle a full road-building contract on your own or team up with up to three friends. In co-op, the host takes contracts and keeps the save, while everyone else joins as site workers. We are a small, two-person team, and now it’s your chance to take the controls.
https://store.steampowered.com/app/3586780/Construction_Crew_Demo/
This first slice is a single contract set in a small town. You’ll start at your company base, accept the job on the in-game tablet, head to the site, and take it from setup to payout and XP. That means unloading and placing cones, barriers, and signs; excavating the road area; leveling and compacting the ground; bringing in crushed stone; compacting again; laying asphalt; smoothing with road rollers; painting the lanes; and cleaning up the site before you head home. It’s one continuous workflow from the first marker to a finished surface.
Machines have clear roles, and the terrain responds to your work. Excavators deform the ground and carry material in the bucket; dozers push and shape grades; rollers change how surfaces look and drive; dump trucks haul and tip bulk loads; the paver lays a drivable mesh that road rollers finish. You can switch between first- and third-person cameras and play on keyboard/mouse or a gamepad. In solo, assistance covers steps that would normally need two operators; in co-op, players coordinate those tasks in real time.

Making the excavator controls feel just right is a real challenge. We’ve tested different ways to help the arm, bucket, and cabin respond naturally on all devices. After you try the demo, let us know what works and what doesn’t, like sensitivity, button mapping, or any rough spots. Your feedback will help us improve this first.

If you spot issues, crashes, or odd behavior, please share feedback and bug reports. We’re actively monitoring player reports and will do our best to push demo fixes/updates based on what you find. Your notes help us prioritize and improve quickly.
The full version will add more contracts, including roads, resurfacing, drainage, halls, and building work. You’ll also see more progression and unlock new machines through training missions. For now, we hope you enjoy taking a job from an empty lot to freshly marked asphalt, whether you play solo or with friends. Thanks for playing and sharing your feedback!
Kind Regards,
Construction Crew Team
Fixed a game crash when using the bottom action of the Deathwalker card "Strength of the Abyss”.
Fixed more Multiplayer desyncs.
Destroying the debris in Quest 35 “Scrap Pit” is no longer possible.
The game no longer gets soft locked when using “Death on Arrival" perk in Quest 43 “Overrun Barricade”.
Meteor card “Living Magma” bottom action is now correctly classified as a burn card.
The game no longer soft locks in Multiplayer when a client leaves in the middle of burning cards from a short rest burn phase.
The shield of the Vermling Warchief in Road to Frosthaven Quest 4 “Assault on the Warchief” is now getting correctly removed when all Vermling scouts are dead for the current round.
Fixed inconsistencies between text and effect on some monster cards.
The “Ice Shiv” item can now be obtained!
When traveling to quest, now correctly only the quest icon on this specific quest is shown.
Inspecting the “Giant Piranha Pig” now properly displays the monster’s ability cards info.
Fixed a bug where if Meteor was casting “Cloud of ash”, and did not perform an ability, he was still gaining XP.
Traps now only show the icons of effects that they possess.
Added a picture to Winter Road Event 44.
The World Map now cannot be moved while you are in the process of travelling.
Fixed an issue that was showing incorrect damage values after drawing a modifier.
Added missing Quest effects from the special rules text in Quest 35 “Scrap Pit”.
Fixed the event log, when Meteor uses “Hardened Spike”, to say +3 damage and not +1.
You can now correctly skip the second part of the Meteor card “Rain of Fire”.
All pushes drawn from the Meteor perk “Elbow” now get combined into a big push.
Reduced the delay between all players being ready and the round starting.
All negative conditions added to a summon of the Prism get transferred onto him correctly if he uses “Transfer”.
Fixed a few issues with the Meteor card “Deep Fury”.
Fixed the monster spawners round timing in Quest 82 “Expedition North”.
You can now correctly only trap one bear per trap in Quest “A Waiting Game”.
Prism is no longer untargetable for heals when he places “Plague Protocol” as a mode token at the start of a Quest.
Updated the special rules in Quest 15 “Ancient Spire” to more clearly explain when and how much the Chaos Lieutenant will heal.