
Hey everyone, we've just released the new EcoChess demo, with new language options, minor graphical improvements, and new levels to try out. Enjoy!

Hey, everyone!
First of all, thanks so much for playing Dead Finger Dice and leaving your positive reviews and feedback! We've worked on this patch while considering all the feedback and bug reports.
Bugs:
The Achievement bug for the Talisman should now be firing properly
Put limit on amount of characters displayed for custom die
Fixed some broken localization strings
QOL:
Added a "Fast Rolling" option in the Settings menu for people who have requested it. It will ensure the rolling dice animation plays faster.
Tweaked the difficulty on Bobby Froggic, as well as gave more varied rewards for winning.
Created a controller config for players that prefer playing with controller or on Steam Deck.
Thanks again for playing and we hope you keep enjoying Dead Finger Dice!
Rocket Adrift Team
The next changes to the online beta, as well as general changes that will be available in the full release.
Changes in this version include:
Aya and Nitori available to test out.
Fixed error where leaving online mode and re-entering causes game to crash.
Fixed issue with menu music not fading out when changing characters.
Fixed player name not appearing on character UI.
In 1v1, issue with bullets not being absorbed by some attacks has been fixed.
Fixed issue with certain projectiles/special abilities destroying their own or partner projectiles/special abilities.
Desperation
Size of bubbles have been halved to make it easier to pop.
Ball resets touches when destroying bubbles.
Fixed Reimu's desperation being ineffective.
Fixed Marisa's bomb and desperation being ineffective.
Fixed Remilia's bomb and desperation being ineffective.
Cirno's desperation will prevent ball from bouncing, destroying bubbles in its path.
Youmu's bomb can destroy all the bubbles.
Yuugi's bomb can destroy the bubbles.
Aya's bomb and desperation can can blow away and destroy all the bubbles respectively.
Suika's bomb can destroy the bubbles and fixed the issue of the mini Suika's not damaging the bubbles.
Check the public roadmap to see what's next, and join our community on Discord!

\[Feature] New Luminia Legend: "Jophiel" joins the battle! ( made by @Lign_OX )
\[Shop] It is no longer possible to purchase some extremely old card backs whose style is different from Ariokan's. (If you owned them, you can still use them)
\[Shop] Card backs "Mouth of Truth", "Trip in Stormy Seas", "Spook o' Lantern" that were August / September / October 2024's tournament prizes are now available in the shop for everybody.
\[Bugfix] Fixed misleading error showing up when doing in-app purchases
\[Bugfix] Fixed Epic ID not being initialized if player created their account from Steam and then logged in on Epic
\[Balancing] Sapphire: 6/4 -> 3/4; now has Stealth
\[Balancing] Stompo: summoning condition threshold: 3 -> 2; Buff: 5 -> 10
\[UX] Improved clarity and visual indicators of challenges 1-3, to explain the game better
\[UX] Added a step in challenge 4 that helps learning the concept of Legends' summoning condition
\[Bugfix] Fixed "Skip battle phase?" warning popup not displaying properly in PvP matches
\[Bugfix] Fixed 2nd step of Challenge "Overhelming Force" not being completable
\[Balancing] "Sacrifice X allies" cost: -18 / -45 / -81 -> -11/ -27 / -50
\[Balancing] Base cost of applying Gathering or Plunder: 4-> 7
\[UX] Added a popup when the artwork generator is not available, and provided an alternative.

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!




