Melee units always tried to attack the nearest gate, even if it wasnât actually reachable. This caused units in some castles to wander back and forth as they attempted to navigate to a gate they couldnât reach. This issue still occurs occasionally, but much less frequently now.
Performance improvements during attacks: The system now first checks the distance from all buildings to the unit, and only then determines which attack point is closest. Previously, all attack points were checked individually, which was theoretically more precise but could result in thousands of checks per cycle in larger castles. This change saves significant computation.
There was a timing issue when removing dead units after a battle, causing the removal to be attempted twice and leading to an exception.
Defending units had stopped attacking.
Gates now break significantly faster.
Okay folks, weâve got a fairly significant change to masks weâre rolling out in our latest build for those of you in the playtest! Previously there was just an available mask pool, but that limited us our options for progression and onboarding the mask and tag systems. So weâve got a new system for getting your hands on those sweet, sweet masks. Players will now loot items that can become masks, and if your heist is successful then you can use team loot to unlock those masks and add them to the pool. So, if you want different tags? Youâre gonna have to go out and steal them for yourselves.
What else? The personal voice meter I mentioned last time has been hooked up in game, so you can see how much noise youâre personally making. Weâve also got a whole library of SFX incorporated now, and our music system is up and running (Draft 1!). We hope youâll enjoy the new heist soundtrack. đ
Weâre still pushing on all the new content as well. Weâre implementing more heist objectives, and more levels, and of course more very good boys. Donât hold me to this, but right now it looks like we might have up to four new mobs in game by the time we go into Early Access. Like this feathered friend! Â

Last but not least, we have let more folks into the playtest! For those of you who want to play, and donât have any friends in yet, youâre welcome to come look for folks to play with in our Discord.
Happy Halloween, everyone!
Jessica - the producer
This update marks a turning point for Absym. New systems and powers, reshape how you explore, fight, and uncover the truth behind the Rifterâs journey. Hereâs whatâs new:
Expedition Skill Tree
A brand-new Expedition Skill Tree has been introduced, allowing players to unlock permanent abilities for the Rifter. Shape your long-term growth and customize your playstyle with meaningful upgrades earned through exploration.

New Expedition Currencies
New exchange currencies have been added to support the services offered by the Expedition.
Fast Travel
Move swiftly across discovered locations with the new Fast Travel system, making exploration and backtracking smoother than ever.
New Active Ability: Absym Mode
Tap into the true power of the Absym with this new berserk form. For a brief time, the Rifter fights under the full influence of the Absym: faster, stronger, and utterly consumed by chaos. Use it wisely⌠before it consumes you.

Rewritten Dialogues
Dialogue lines across the game have been revised and refined to enhance tone, flow, and emotional depth. Conversations now feel more natural and impactful.
New Demo Ending
The demoâs finale has been changed and expanded, delivering a stronger narrative payoff and new hints about whatâs to come in the full experience.
Various bug fixes, polish passes, and minor adjustments across the game to ensure a smoother and more refined experience.
Join our Discord. Keep sharing your thoughts, and weâll keep refining the world together.
Hi everyone, the remaster hotfix 6 is now available,
added a WASD axis option to assign different options to WASD when in mkb mode.
added a 'green district' to westgate
added a 'stone district' to port remit
changed that under mkb controls the fast travel on the map is LMB based and more button-ey
fixed crabton not appearing, chapter 1 finale not ending.
added missing voices
tuned the sunset colors a bit
So the WASD and mouse button changes are actually some of the last changes to the MKB that have been made. Any player should be able to recreate the "legacy" mkb controller systems, except the flying turret option, tho a hybrid of that is now possible. Basically you can set core flight controls to WASD (and then have to rely on E+wasd to do acrobatics) or the acrobatics. That way you can have a WASD for motion control setup, the mouse will also steer the bird, but if you remain in the middle dead zone of semi-fixed gun arc, then it's basically WASD + mouselook-esque.
All in all that brings the MKB up to something a bit more flexible, probably not perfect but more in line with what can be expected.
I also added the rest of the voice acting, this time it has been done on a shoestring budget, so some of the procedural sidemissions won't be voiced in-play, but most of the town npcs are now voiced, giving a much better quality feel. I've had to change genders on a few characters in order to accomadate the actors that were available, so let me know if I messed up a NPC. ;)
There are also a few bits of extra worldbuilding, cuz I tend to use that to wind down and relax. :)
Westgate got a district made of the greenstone, similar to a few temples I put up in Imperial cities. This is a bit more commercial with a SquidBelly Mercenary Company also being housed there. 
Port Remit was a bit small, so i added a small stonequarry on an island, I might expand it a bit more cuz I love Port Remit.
Alright everything from now on is likely to be bugs and pressing Issues, so do keep reporting.
Cheerio,
Tomas
We are pleased to announce the release of a new bundle that includes Worldwide Rush and Fly Corp! Both games are transport strategy games that use a world map. We believe that every fan of the genre should consider purchasing both games!

Worldwide Rush
In this game, you will be managing all types of transport: airplanes, ships, trains, and buses. You will have to create routes and build roads. The game offers a wide selection of vehicle models (120 in total!). Competing companies and region-specific events will keep you entertained.
Fly Corp + American Dream DLC
This game combines the genres of logic and minimalist transport strategy. It is important to organize routes and transfers in such a way as to prevent airports from becoming overcrowded (although a Free Mode with no restrictions is also available!). The game also features a Scenario editor, and each player can post their creation for other players to try out right inside the game.
The bundle is available at a 15% discount, so hurry up and grab it while you can!
https://store.steampowered.com/bundle/61127/Two_Transport_Strategies/
đ Halloween Update đ Oct 29 - Nov 5th
⢠Limited-Time Event: Join the Order of the Eight Eyes in a Halloween scavenger hunt.
Find the clues, solve the puzzle, and enter the Inner Sanctum to claim a special reward.
đ Steam Achievements đ Now live! Earn them all in the demo, including one exclusive Halloween achievement đ only available during this limited-time event.
⢠Quality of Life: Smoother controls, easier long jumps, and overall polish across the demo. đŻ Dare to explore the unknown⌠the Sanctum awaits.
đŽ Wishlist on Steam https://(https://store.steampowered.com/app/3724910/Serene_Estates_Last_Guy)
đž Join our discords Last Guy Discord https://(https://discord.gg/h5V6kKGMhy)
Hi everyone!
Weâre continuing to release patches - but today thereâs also a little surprise: Halloween decorations! Jump into the game and see whatâs changed. And if youâre not a fan of the holiday you can turn the decorations off :)
Hereâs whatâs included in the update:
Fixed a bug with population being incorrectly restored after destroying a Ballista Tower
Added a few seconds of invulnerability to heroes after resurrection
Fixed a bug when assembling a squad
Fixed an issue with duplicate enemy waves
Redesigned the save/load menu
Fixed a bug that caused a hero to freeze if the game was saved while they were knocked down
Fixed a bug where enemy waves could spawn outside the map
Fixed an issue that prevented placing a flag near the Forest Masterâs Idol
Added a new effect when receiving a chest during Twitch voting
Fixed incorrect behavior of story characters after loading
Fixed a bug that caused heroes not to decrease the population counter on Map 7
Track it on your map, lure it out, and try to survive the encounter before it disappears.
If you donât own the game yet: the base game is currently **30% off** until **November 7.** đ¸ You can still jump into the T. Rex hunt (live until November 3), and youâll keep all progress and gear going forward.
See you in the hunt!


Hey Polytopians!
We've released a massive rework for the Cymanti, and if you want a detailed explanation for why we made the changes we made, head on over to our blog by clicking this link!
But, in case you don't want to go to a whole different site, here's the changelog.
Update 2.15.0.15024 - Cymanti Rework
Naval changes
â Cymanti explorer can now move on water like other tribes
â Moved around naval techs to replicate Path of the Ocean changes
â Algae is now a tile effect instead of an improvement, other improvements can be built on top of it. Spawns with a fruit on top
â Algae does not cripple movement for naval units (but still for land units)
â Clathrus is now a land building and grows from spores instead of algae. It is poisonous, but no longer creates networks (Mycelium can now be built on Algae instead)
â Raychi is split into two units; Boomchi that explodes to create algae, and a slightly adjusted Raychi
â Boomchi get âamphibiousâ ability so they can move on land
â âFloating Islandâ unit in navigation, spawns algae + area damage
Other changes
â âMantisâ replaces Swordsman, same stats but with âcreepâ ability
â Fungi is limited to level 2 â âMicrobesâ ability in âRecyclingâ allows Fungi to grow 1 additional level
â Growing units (centipede head, dragons, larva etc.) inherit the damage from their previous state
â âKitonâ get âcreepâ
â Creep no longer overcomes mountain movement penalty
â Phychi get a âdouble attackâ ability
â Poison defense debuff increased to 50% but defense bonuses are intact
â Poison now slow down enemy units
â Explode units can explode even after attacking
â Doomux cannot become veteran
â Doomux attack down to 3.5
Diplomacy changes
â Cloaks replaced by Moths, they can fly but are not invisible. When they infiltrate a city they poison defenses and lay Eggs
â Eggs canât move but can explode, and if you wait 1 tur,n they will hatch into Larva that are similar to Daggers
â After 3 turns, Larva will turn into Moths, making the circle complete
Shaman changes
â âBoostâ-ability replaced by âSwarmâ that only buffs movement
â Movement buff is retained until the unit gets attacked
â âShaman moved to âmeditationâ so it is easier to replace
â âMountain templeâ moved to âPhilosophyâ
â âPacifistâ task is replaced by âConverterâ (convert 3 enemies to build âChurch of Convertsâ monument)
Non-Cymanti adjustments
â Improved Explorer movement
â Score penalty for starving cities
â Adjusted look of UI