
Thank you for the launch support. I am locking the early roadmap to tighten combat, add one new weapon path, a new boss fight, and a new finesse skill+ boss. Below are concrete milestones with target dates. If anything slips, I'll communicate early.
New weapon: Flail — imposes Parry/Block penalties to defender. Hard to use.
Balance/QoL: clearer hit/miss feedback, minor UI Polish, avoiding some slog fights when weapons break.
Bugfixes: armor still protecting after being destroyed, enemy weapons breaking but dont being destroyed.
New boss: a mid-tier champion with a unique loot piece.
New skill: Fencing — rewards footwork and precision strikes.
New weapon: Rapier — fast thrusts, high accuracy, counter-attack synergy.
Performance: faster scene starts on build vs editor.
Stability: crash/soft-lock fixes prioritized over new content when they appear.
Community: I’ll read every bug report and balance note.
Localization: I am watching closely the reception of the game across different countries. I will consider localization to those well represented across the playerbase.
Post your bugs/ideas in the Discussion!
Share a clip (10–20s) of a brutal or clutch moment—those help a ton.
If you’re enjoying it, consider a short review; it genuinely moves the needle.
UnderRail 2: Infusion Steam page is official up, so you can go ahead and wishlist the game! Also, check out our new 10 minute gameplay video on the store page or on Youtube:
We plan to release the game in Early Access at some point in the future. I do not know the exact date, but if I'd have to guess it should takes us about a year and a half to get all the stuff we want in there. I could be wrong, though, so don't hold me to this. I'll let you guys know months in advance as we get closer to the release.
For our new Steam audience: you can real all the old Infusion dev logs here, while all the new ones will be posted on Steam as well.
So go ahead, wishlist the game, if it looks like something you'd enjoy playing and also spread the word about it, it helps a lot.
That's it for now. In the coming weeks we have some work to do on Underrail 1 (check it out on Steam as well) as it's nearing its 10 year anniversary, but after that we're going back into Infusion trenches with Early Access as our next big goal.
In the meantime, be sure to follow me on X, where I post smaller tidbits of development regularly.
Cheers!





Quest tracker bugs have been fixed.
The quest giver's name is now highlighted in a different color.
Pinned quests are now shown with the corresponding icon in the quest menu for better visibility.
The target information no longer scales in size on phones as you zoom out.
The quest tracker window no longer resets its position after being completely closed.
Escort of the Engineer of Origin has been fixed
Fixed an error with achievements for the Mac version of the game
updated bot ai to not jump off cliffs, making them playable in the second map too.
updated bot ai to not teleport across the map at random
new skin added, gizmo : hit enemies with melee attacks 50 times to unlock
DOG WITCH is almost here and we can’t believe it’s real.
we’re celebrating launch with a live party on Wednesday, Nov 5th at 10AM Pacific / 6PM CET.

We’ll be streaming right here on Steam and hanging out with everyone on Discord too!!!
Expect some gameplay, special guests, uninvited guests, maybe dogs, and maybe a few emotional weird noises from the dev team.
Thank you for following DOG WITCH all this time. We can’t wait to share this moment with you. 💫




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





