



Hello again, everyone. Last month, we shared that we were quite close to the content complete/Release Candidate stage. Things are still looking pretty decent in that regard, enough so that parallel beta testing is underway on most platforms so that we can go ahead and capture and fix bugs as they arrive rather than a strictly sequential process. Additional work has been underway this month focused on localization - not only for the new content, but also weaving in three new languages and the localization community review conducted over the past year or so. This should ulimately yield better translations for existing content that more accurately take game context into account. We are also thrilled to at long last be able to provide Terraria in Korean, Japanese, and Traditional Chinese. This area of game development is often more complex than it seems, so we are very glad that it is NEARLY done!
That leads us to the third topic - one that we all know and love - planning for things like first party submissions and any additional work needed by our global partners in order to enable a global sync launch. To put it mildly and not to bore anyone with the details, there are a LOT of moving parts and interdependencies that we have to manage in this process. It is also not a very quick system to navigate and it comes with a lot of unknowns (you can never say what a given first party might take issue with... requiring additional fixes... and another round of submissions). We do have a plan in place, if all goes perfectly to schedule, for when those submissions might occur. Beyond that, it is honestly a wild card as to how long it takes - a wild card with some reasonable boundaries, but still a wild card. Toss in the Holidays for everyone involved (e.g. at some point, the first party reviewers are gone for the year), and it gets even messier.

Click the banner above to check out the Terraria Workshop!
Hoping things go well with the whole testing and submissions process, while simultaneously planning for what comes next...

Hello everyone!
On November 1st the monthly update release of tModLoader will go live. As always we are grateful for the massive amount of community participation in developing and testing new features each month.
This last month we hosted our third official mod jam on our Discord server. The theme was "Anything Can Happen on Halloween!" and we had several spooky mod submissions. We thank everyone who participated and hope it was fun and a great practice! We encourage players to check out the mod jam submissions on the workshop here! If you are interested in participating in the next mod jam, be sure to come to Discord to be notified.
This month's release contains mostly bug fixes and smaller features. We've fixed several UI inconsistencies, fixed a major sound volume issue, and even fixed major issues with how liquids are drawn, especially around sloped tiles. We've also implemented changes to support launching the game on ARM processors, which should prove useful to those looking to host dedicated servers on ARM machines.
For modders, this month's release contains a few new features, most notably new API for modifying potion delay values. Other new features include more fixes for biome conversion and support for uploading server-side mods in-game. As usual, we'd like to encourage modders to test out new tModLoader features on the preview branch if they are relevant to your mod. Major features in preview are listed on our Discord.
We look forward to seeing how mods make use of these new features. As always, if you are having issues of any sort, definitely don't hesitate to check out our FAQ on github or reach out to us at our Discord.

The TML Steam Workshop has over 10,000 mods for you to enjoy! Coupled with the in-game mod browser, the TML Steam Workshop is a great way to explore what modded Terraria has to offer - check it out today by clicking the banner above!






Click the banner above to head to http://terraria.org/store now!







Hello Terrarians!
Chris here, lead developer at Paper Fort Games. In this month’s Terraria: The Board Game designer diary, we’ve got production and fulfilment progress, highlights from our time at Spiel Essen, excerpts from my original design notebooks, and an exciting improvement to the deluxe neoprene player boards included in the Hellstone Pledge.
Grab your pickaxes and let’s dig in!
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SPIEL ESSEN RECAP
We’ve just returned from an incredible few days in Germany for Spiel Essen! A huge thank you to everyone who stopped by our booth, checked out the production sample of Terraria: The Board Game, and shared your enthusiasm for all things Terraria. Meeting so many of you in person was truly wonderful.
Massive thanks to our amazing demo team for helping us run the booth throughout the show. With over 220,000 visitors across four days, it was as exhausting as it was exhilarating, but it’s definitely one of our favourite events of the year!
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MANUFACTURING NEARING COMPLETION!
Last month, we shared production photos of the game’s trays, dice, and miniatures. Since then, the factory has been busy producing all the cardboard components including cards, punchboards, and player reference sheets.
DELUXE NEOPRENE UPGRADE
Developing the Hellstone Pledge deluxe player mats has been quite the journey; over eight months of testing, refining, and problem-solving! To our knowledge, no one has used dual-layer neoprene quite like this before.
Originally, we used traditional sublimation printing, but the colours weren’t vibrant enough and aligning the layers proved tricky. After lots of experimentation by the Gameland team, we’ve switched to a new approach: a thin PU top layer with UV printing.
This change gives us thicker and more vibrant mats with much higher resolution printing, plus laser-cut edges mean no fraying and thus no stitching required. The result feels like a true upgrade from the previous design, and we are really happy with the outcome.
Below is a comparison of the two approaches; like any physical product, it’s always worth spending a little extra time to get the very best outcome.


The Terraria community is filled with incredible fan media. We love to browse Terraria associated social pages and check out the creative minds sharing wonderful creations. We wanted to spotlight some of the trending media that caught our attention this month. Please let us know if any of the shared media has a different original creator.
(CLICK A GIVEN IMAGE TO HEAD OVER TO THE THREAD WHERE WE SAW IT)

by Ian_T
by StarsAndStuff
by Flaxes
by TheHobgoblin
by Mr Creamy
by Larch_Ling

by tytotytole






This update focuses on improving gameplay feel, adding polish to presentation, and laying the groundwork for the upcoming content updates. You’ll notice smarter AI, better performance, new visual effects, and a reworked tutorial experience.
Added a new tutorial track: Nullspace
You can now rotate your vehicle by 180° while driving to shoot backwards; driving in reverse has been improved accordingly
Taking damage now slightly reduces your top speed
Reworked respawn system using AI pathfinding for more reliable and consistent player placement
Improved AI behavior: better pathfinding, smarter navigation around obstacles, and dodging of hazards like mines and homing missiles
Adjusted vehicle collisions — it’s now harder to flip opponents by ramming them
Homing rockets no longer generate hype
Teleports now use a smooth transition instead of being instant
Portals no longer teleport projectiles to prevent confusing situations
Added manga-style onomatopoeia to explosions, collisions, and other intense moments
Added controller hints during countdowns to highlight the Kickstarter boost feature
Added tire squeal sounds for drifting
Added new main menu and racing music tracks
The tutorial now skips player setup and starts instantly with one human player and three AIs
Redesigned main menu diorama
Updated track selection screen visuals
Adjusted the vehicle damage model — less dramatic physics and fewer debris particles
Updated vehicle visuals for better clarity and style
Added anime-style speed line vignette during races
Improved scene transitions for a smoother flow
Added a shader compilation disclaimer to the main menu
Performance optimizations:
Enabled occlusion culling
Reduced draw calls
Increased physics solver thresholds
Replaced the 3D trail rendering system
Enabled shader baking for all platforms
VFX improvements:
Jump effects
Homing rocket visuals
Equalizer crosshairs
Added LuftikusGames and Godot Engine splash screens on startup
Improved the “Add to Wishlist” screen after races
Enhanced ceremony platform visuals with fire bursts and confetti
Updated billboards and decorations across all tracks
Balanced several audio levels, including the orbital beam
Numerous UI and readability updates
Fixed a crash that occurred on startup
Fixed mistimed tutorial dialogues
Fixed a bug preventing homing missiles from spawning
Fixed exhaust particle stutter
Fixed an issue where wreckages and hazards could block spawn points during countdown
Fixed several particle and VFX visual glitches
Removed Polar Rush (Blue Track) from track selection
Removed power-ups: Barrier, Booster, EMP, and Gravity Gun
Removing content is never ideal, but sometimes necessary. For more details on these changes, check out the latest Developer Update.
This update marks another big step toward more polished racing experience with your friends.
Your feedback continues to shape the game — keep sharing your thoughts, ideas, and bug reports on the Discord Channel. Join the Discord Community
Thanks for racing with me,
Luftikus Games
Greetings, Raiders! 🪐 To celebrate Halloween, we’ve decided to renew — once again — the lowest price ever for Hell Galaxy! 💥
After the success of the “The Empire Pays Well” promotion, the Empire returns to reward its loyal raiders with a 20% discount, but only for a few days. This is your last chance to join the fight before the arrival of the next updates and the upcoming price increase.
🗓️ October 31 – November 5
⚔️ “One last time, before everything changes.”
Take this chance to experience:
Rebuilt Dump areas across The Core
New neural fragments that not only grant rewards but reveal more of Hell Galaxy’s hidden lore
New enemies and missions
Updated cutscenes and smoother overall performance
👾 Looking Ahead We’re working on a major optimization update (anti-aliasing, lighting, nebulae, and general performance) and expanding the Raider zones. The world of Hell Galaxy is evolving… and this is your final chance to join the Empire at its imperial price.
🩸 HELLoween Sale — The Empire rewards loyalty… one last time. 🚀 After this, nothing will ever be the same.
Here's another update to the testing branch for the RETINA update! The big things to try out are two new gameplay modes. A little bit more new content may be coming, but mostly we're in the testing phase at this point.
TO ACCESS THE TESTING BRANCH:
Right Click "Death Road to Canada" in your Steam Library
Go to Properties
Click on the Betas tab on the left of the Properties window
Click on the dropdown in the top right, and change the Beta Participation branch from "None" to "beta - TESTBRANCH"
The console is also turned on for this testing period. Use the ` key to open the console, and then read below for a list of some commands to try out.
Added MUTATION mode,
Added INFECTION mode EXTREME,
Fixed bug with marshland gunner appearing when they weren't meant to,
Fixed bug where Hero Type chars couldn't work off screen,
Fixed bug where some Viaduct tiles swallowed you whole,
Improved depth illusion in Viaduct,
Fixed bug where MOAR was invisible,
Fixed bug where some marsh cliffs didn't have overhangs,
Renamed Fencer to Duelist,
Prison ammo piles are now rifle ammo crates and drop 25-30 ammo,
Nerfed beach loot,
Reworked bows to act like the rifles do. Bows scale linearly with your STR stat, up to 11 STR, at which they pierce 11 targets.,
Reworked 4JS Mode: scepters now have a random powerup they spawn with. Test the mode yourself to see the full extent,
Bow and Arrow dropped arrows now only require you to touch, not pickup, to recharge (good for AI),
Fixed bug where cameras spontaneous turn into books
Added Isabelle, the Paladin. Smite away!
Ending Dialogue added for Isabelle
Added Time Stop character, work in progress, it will get new art and a retheme
Added Defective, an eldritch horror multi-splitting character
Added Bank, Marshland, Viaduct locations
Added Siege version of Viaduct location
You can type the following commands into the console to check out the different locations:
[c]to_the_marshes[/c]
[c]to_the_viaduct[/c]
[c]to_the_treasury[/c]
[c]road{ siege2-viaduct }[/c]
Added 3 new whips, in a new weapon category based on the Ringmaster's unique weapon
Added pike
Added kukri
Added buff banner support weapon
Added Barret 50 cal (named "M.O.A.R")
Made new weapons sellable
Made new weapons findable
Fencer perk added
Big Shot perk added
Car Boat with turret added as a reward to the Marshland location
Improved the DNK16 "burst" feeling and very marginally buffed it
Hektatrius event updated for one of the new characters
Adjusted Anime Girl store timer setting
Made it easier for AI to get into the car during floods, in Severe Weather Mode
Gourmand now provides morale to the team at meals
Kensai Perk reworked according to community discussion
Phoenix now gets a bottle of hot sauce on start
Hero Type now has an aura of protection
Reworked the regular, dog, and ice cream vans. They all do something special now, to help justify the increased gas costs.
Regular Van: Spawns furniture
Dog Van: Spawns a friendly dog
Ice Cream Van: Spawns delicious flavors
Fixed bug for gun racks sometimes losing rifles
Bugfix for lightning bolts being pushed inward from map edge
Fixed a bug where bow&arrow arrows were invincible
Fixed a bug where not enough zombies spawned in the warehouse location
Fixed a bug where too much loot spawned in the warehouse loc
Fixed a weapon seller list bug
Fixed some bugs in events pertaining to Friend of Dog
More fixes I'm forgetting about
Hi!
October's dev update for the month.
I've finally started implementing the bipedal mechs—a long-awaited feature.
Leading the charge is the corporation "Kaisen Works", the undisputed leaders in bipedal mech production.
Here's the concept art for their flagship model, the "KIMERA"



[/carousel]As a flagship in "Kaisen" lineup, the "KIMERA" embodies the strengths (and trade-offs) of bipedal chassis. These designs sacrifice raw speed compared to wheeled variants, but they excel in maneuverability and all-terrain traversal
Pilot Trauma Mechanics

To deepen the pilot experience, I've added injury layers. Introducing
- trauma chances: in battle, pilots can take wounds that hit performance, like reduced accuracy or mobility penalties.
You control it all—mitigate with med kits mid-fight, or manage aftermaths in the hangar via recovery and upgrades.
The system prioritizes clarity: intuitive feedback that empowers rather than punishes.
This unlocks pilot customizations: cybernetic prosthetics, or scars/missing limbs for gritty, narrative-driven builds.
Thank you!
-Alex
Happy holiday!

The entire story is now written and fully illustrated!
A couple of days ago I finished drawing the bad ending... and it turned out quite interesting as it reveals a bit more of the game’s story.
Now I’ll be focusing on the bosses and the final gameplay levels and the secret route of course... ;)

All text has been sent for translation and voice acting!
Just a reminder: the game will support three languages (for now) — Russian, English and Simplified Chinese(text).
On November 14 we’ll bring character voices to our public demo version!
That’s all for now, don’t miss more hot news!
HELLO!
Update 1.3.3 is here, mainly focusing on the black screen & furniture issues.
Distiller Placement
It is now possible to place the distiller on the floor, in addition to wall placement. This fix provides greater flexibility when arranging your environment.
Steam / Meta Compatibility
Fixed an issue where the client would experience a black screen when the host was playing on Steam and the client connected via Meta.
This bug has been fully resolved, ensuring a smooth and stable cross-play experience between platforms.
Furniture Disappearing on Placement
Fixed a bug where some furniture would immediately disappear after being placed in Co-op mode.
Objects now remain visible and properly positioned after placement.
Thank you for all the reports & support! 🐔
Don't forget to check out our Socials and have a chat with other Eggs!
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https://store.steampowered.com/app/2973830/Prison_Boss_Prohibition/