Can you survive in a forest where only the fittest prevail?
Enter the world of Beast Survivor now and experience the thrill of devouring the weak, strengthening yourself, and dominating the entire forest.
We’re back with a patch that tackles the things that frustrated you most. First and foremost, we did a full clean-up of all AI-generated voices. They’re gone. In their place: real performances by pro voice actors and our amazing Discord community.
We’d like to personally thank our awesome VO Discord team:
Fin
MiniMinaStreams
Nareas
…and everyone who helped and offered support while we built this patch. Without your energy, recordings, and contributions, this update wouldn’t have been possible.
As for the so-called "Hall of Fame": we kept the AI-generated portraits—and clearly labeled them as such. Why? From the start, it was an intentional joke to amplify the campy vibe and the absurdity revealed in the plot twist.
✅ Removed AI VO; replaced with community and professional voice recordings
🔒Major changes to the save system. Some settings/preferences may reset after the update, but your game progress is safe.
☁️ Added cloud saves
🏆 Added 6 new achievements
⚡ Performance optimizations
🖼️ Updated captions in the Hall of Fame (AI portraits clearly labeled)
🌍 Improved translations/localization
🔧 Fixed occlusion issues
🎮 Improved controller ergonomics
🛡️ Unity security update: addressed the recently disclosed Unity engine security issue. Unity post (for the curious): https://unity.com/security/sept-2025-01
📱 Handheld / Steam Deck: added UI text scaling for better readability on portable screens
Thanks to you, the Creepy Shift series not only exists—it keeps growing. We’re thrilled to see the Discord community getting more active and creative every day. Special thanks to our talented admin Fin, who keeps the server lively and welcoming. Join us, help shape the next episodes, and let’s keep the creepy fun going together!
Have a scary Halloween and stay creepy! 💀
NIGHT SHIFT TEAM
Dear Passengers!
We have some important notes to share today regarding changes to the in-game economy. You’ll see some hefty changes that impact how and when you gather resources, so we wanted you to know exactly what has changed and why.
First of all, these changes are coming as part of a broader overhaul of the economy, along with all our usual week-by-week iterations, so you can expect further changes as we test and balance - this is not the final state of play.
We’re seeking the best solution, not the quickest or easiest, so please bear with us. Rome wasn’t sacked in a day!
Overall aims:
First, we need to address some balance issues which have accrued during development:
We have areas of great resource abundance which create "one stop" solutions for players to get everything.
We have a feedback loop where the first movers get the most resources.
We have some significant shortcuts which destabilise the flow of the game.
We plan to overhaul which resources are used to do what, as currently it is not very intuitive.
We wish to set up the Titan Train economy to better support Dagger progression, as currently we are missing meaningful choices around extraction.
The end goal is to have a healthy economy which sets up interesting choices and tradeoffs for everyone, and allows you to feel resourceful, smart, and occasionally lucky!
So, on to the nuts and bolts. The specific changes going into this Friday playtest are:
Resource Platform
Always spawns one meganode
Spawns one resource type only, varies per carriage
Node resource yield is nerfed
Exotic metal for now has the same yield as other nodes
No Resource Platform in the engine carriage
Dispensers
Dispenser pickups are now worth 5 resources instead of 2
Player Buildings
Foundations now cost the same as walls/doors/windows, because they are also ceilings.
T1 costs 5 metal
T2 costs 25 plastic
T3 costs 25 ceramics
T4 costs 25 exotic
Upkeep costs are 1/5 of total crafting cost, consistently
Raiding bases will yield more resources - this is work in progress, but should encourage raiding
Loot chests nerfed
Trash nodes nerfed
John Enginefall cannot be nerfed
The aim with some of these changes is to balance the use of the Resource Platform vs. dispensers, and to encourage player movement between areas, so they can't just camp out in one location and get everything they need.We’re streamlining the train economy towards a more robust and dynamic experience, but first that means shaking things up a little. We’ll be monitoring the effect of these changes on Friday and as always are keen to hear your invaluable feedback.


This update for Borderlands 4 adjusts the Horrors of Kairos Skully Legendary Grenade, adds a Class Mod drop and cooldown resets, and addresses audio balance.
Please restart your game to ensure that the update goes through and to prevent connection errors in matchmaking.
If you're encountering any issues, please contact 2K Support for direct assistance. You can also read the PC Troubleshooting Guide, a list of known issues, or browse a list of Support threads here.
The Gravitar Class Mod, Reactor, now drops from Inceptus as intended.
The Order Legendary Grenade Skully has been adjusted to properly increase damage of projectiles at higher levels. Also addressed an audio issue with the fire effects that were causing it to not lower in volume with distance.
Corrected the Knife Penetrator Augment, which was unintentionally setting all attacks to a 30% critical chance.
Interacting with Dr. Zed’s Meds and Guns vending machines and Lost Loot machines will now reset any Action Skills, Ordnance, or Repkits currently on cooldown.
Reduced the audio volume on the wings of world boss Spidananggal.
Hi everyone!
Thanks for your patience! Titan Star demo is now here to play.
Please note that this is not the final version. There might be bugs, things breaking, and optimization is not complete. Please help us improve it by sharing your thoughts and experience - LEAVE A REVIEW HERE ON STEAM ːsteamthumbsupː
Hello everyone! Time flies, it’s already time for our third Dev Diary!
October has been a busy month: a new video showcasing our fire propagation system, our first roadmap, and of course, our participation in Paris Games Week with a playable version of the game! And that’s not all… more surprises are coming soon 👀
But what actually happened behind the scenes these past few weeks? Let’s take a look 👇
We’ve been working on integrating missions directly into the engine, while continuing to refine environments and scenarios.
The tutorial also received special attention for Paris Games Week: since it will be presented by real French firefighters, we wanted to make sure it’s as clear and intuitive as possible.
You might remember the mission selection interface we showed last month - it’s now being implemented in the engine.
The mission selection menu comes to life in the engine
Several quality-of-life improvements have been added this month:
A new dynamic crosshair, which quickly shows whether you can interact with an object.
The crosshair in its neutral state, when aiming at an interactive element, and when an interaction is blocked or unavailable
We improved the display of water pressure and hose distance. An indicator now warns you when you reach the limit or when pressure gets too low, helping you plan your movements better.
First version of the pressure and hose length display
We also reworked the “Focus” mode, which lets you aim precisely at specific elements like the pump. It can now only be used on compatible elements, making interactions clearer and smoother.
Major new feature this month: vehicle damage! Gone are the days when you could crash into everything without consequences. Each collision now damages the truck, and fire can also affect it.
That means the player can now die inside the truck if the damage becomes too severe!
The mechanic is still being fine-tuned, but here’s a first look in action:
We’ll definitely drive more carefully now… or at least we’ll try!
The tactical support menu was also updated to be clearer and better suited to our current missions.
[carousel]
[/carousel]Before / After, what do you think about the changes?
Our art team is still hard at work on the complete map overhaul, a massive task covering more than 16 km²! Three main areas have seen great progress: the cove, the harbor, and a large parking lot. The cliffs and paved roads were also improved for greater realism.
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[/carousel]A little sneak peek at our recent work
At the fire station, a few new props have been added: a desk, a “work in progress” sign, and some smaller details. This area won’t be fully completed for the first playtests, but we wanted to reflect that directly in the game.
Visual improvements of on-screen key indicators, especially for actions requiring to hold a key
The game can now be displayed in English or French
Invitation system between players has been improved
Testing via Steam Playtest still ongoing
Plenty of bug fixes
That’s it for October! As always, thank you so much for your continued support.
We wish you all a Happy Halloween, and we’ll see you next month for more updates!
❤️ Rescue Ops: Wildfire team