 
	It’s finally here! Thank you everyone for you patience as we navigated the difficult situations over this past year. Let me first start by thanking everyone for the support shown on our studio update post. It was truly overwhelming seeing how many of you took the time to comment or reach out to us, and it was so encouraging. Your well wishes went a long way to getting us across the line here, so thank you!
Today we are so excited for our first DLC Class: The Weaver. The Weaver, as you may have seen from the previews and the artwork, is a summoner class. She weaves adorable (mostly?) Pets to her side, in a brand new way to engage with Vault. With the all new Pet cards, you’ll be building a deck of superfriends to take into the fight, each with their own skills and abilities!
https://store.steampowered.com/app/4047440/Vault_of_the_Void_The_Weaver/
We had a lot of debate as to how to frame the Weaver, in terms of skill level. She really does fit into the cliche of “easy to learn, difficult to master”. She has something for all skill and difficulty levels, and those who love careful sequencing and specific ordering will not be left behind. For those you who like to just grow big things, and hit even bigger things with them, you’ll be right at home as well.
A new unique class: The Weaver!
Over 90+ New Cards
Over 50+ Unique Artifacts
3 New Challenge Coins, unique to the Weaver (plus the ability to play her on 20 existing CCs)
An old Guardian takes a newly sinister approach to a long-gone sibling...
Overall, we hope you love the Weaver, her new mechanics and the changes she brings to Vault. As always, we’re going to be standing by over the next 24-48 hours hotfixing whatever we can. We are releasing simultaneously on PC and Mobile which is so exciting. We can push updates to the PC version instantly, and mobile may take an hour or so to receive and critical bug fixes. The Switch is good to go on our end, however with our inability to update that platform as quickly as the others, and being a small team for both development and QA, we’re going to ensure all things are smooth before sending to Nintendo. Expect and update on that in around a week or so!
From all of the team here, thank you so much for your continued support. We love and appreciate you all, and are hopeful that we can continue to create more content for this game! Please let us know any bugs or feedback either on the forums here, or our discord server.
Thank you, and enjoy!
- Shu, Dabor and Josh
 
	
	
You can find it on the Steam forum here.
https://steamcommunity.com/app/4038750/discussions/0/594036392035717444/
It’s such a shame, isn’t it? I looked it up and the crossing event only happens once a year. And of all days, it’s raining in Shibuya on Halloween… Canceling a game event because of real-world weather sounds ridiculous, right? But in this game, it actually happens. As the developer, there’s nothing I can do about it… So I made a Halloween stage as an apology. Just like the last one, it’s a total trash game—seriously ;) But hey, you can make your own stages in PowerPoint too, so give it a try!
 
	
	Here comes a somewhat delayed but just-in-time small update with Halloween items.
Spooky music in the menu and in the cities
Halloween decorations in every city
A cluster of Halloween items can be found somewhere in one of the cities...
Achievement to go along with the items mentioned above
One new item Vacation Sickness (Clutter)
The game is back to normal 7th November, so make sure you grab the special items!
 
	
	 Hi everyone,
Hi everyone,
We’re rolling out the final patch for the Mariachi Legends pre-alpha demo! Thanks so much to everyone who played the demo, shared feedback, and reported issues. Your help has been invaluable in shaping this early version of the game. With this update, we’ve addressed several important bugs, made improvements, and polished visuals to make your experience smoother. While this patch resolves many issues, there are still a few known issues we want to highlight so you know what to expect. Our team is now fully focused on the full game, and your feedback continues to be incredibly helpful during this stage of development.
Save/Continue Issue: If you continue from an old save, the file may get corrupted. We recommend starting a New Game first; after that, future playthroughs will let you continue normally.
UI + Save Room Display Bug: If you level up and then die, your life bar in the save room might show incorrect stats. To fix it: interact with the save room, exit, then interact again. Your upgrades are safe, it’s just a display issue.
Controller Input Delay: Some newer controllers may feel a bit delayed. For now, mouse + keyboard or older Xbox controllers give the smoothest experience. Full controller support will be coming soon!
Fixed an issue where the Player Character could get disabled after landing or dropping from platforms.
Fixed various cases where the Player Character could get stuck (walls, boxes, or ledges).
Fixed an issue where blocking attacks on platforms didn’t push the Player Character correctly.
Fixed several issues where performing a Dunk Attack in specific spots could break the Player Character.
Fixed an issue where enemies could pass through gates.
Fixed an issue where complex enemies that died while stunned remained stuck in their death animation.
Fixed an issue where equipping a different sword and dying caused the player to lose their default weapon after respawning.
Fixed an issue where map data didn’t reset or persist correctly between sessions.
Fixed an issue where spiders could pass through breakable walls.
Fixed an issue where opening the menu during a tutorial prompt blocked player input.
Improved text and icon readability across menus for better visibility, mainly on Steam Deck.
Adjusted launch mechanics so enemies are consistently launched instead of pushed.
Complex enemies can now be kicked immediately after being launched.
This patch marks the end of the pre-alpha demo phase, and we want to sincerely thank all of you for being part of this journey. Your feedback, reports, and support have been essential in helping us learn and improve. We’re now fully focused on developing the full Mariachi Legends experience, and we can’t wait to share what’s coming next. Stay tuned, and please keep sharing your thoughts through the official Discord channels! Thank you for being an essential part of Mariachi Legends’ development!
— The Halberd Studios Team
 
	Updated the engine to GM2024.14
Note: In the update I noticed the game receiving huge changes in game size, not sure what is going on there, probably the engine doing different compilation. This engine update is a few months apart from the previous engine update so I would appreciate if anyone has the time to test the game closely in case of a possible bug
 
	
	FINALLY fixed clients not being able to record leaderboard entries (this was painful :( ).s
Refactored how entries are submitted to the leaderboard. This new method is far more stable, efficient, and secure.
Gone fishing Instagram
https://www.instagram.com/gonefishing_studios?igsh=NHZmc2l3NmV3eHdw&utm_source=qr
Whenever a fish is caught, it will now display the weight AND Point Value in the chat
Players now have to hold the interact button to sleep. This should fix players accidentally getting into bed and sleeping when they had not intended to
Monsters now have a 2.5 second delay before they can kill the next player. This will help prevent the mass murder of noobs
Buffed the bonus to bait score that is contributed via the current day it is
Buffed bonus daylight from 90 seconds to 120 seconds when playing solo
Reduced the length of thunderstorms and sandstorms
Did an optimization pass on both main menu and lobby levels
Did an optimization pass on various lighting systems
Fixed various methods where players could manipulate the point values of fish using pearls in an exploitative manner
Fixed bug where players could cook pearls
Fixed bug where crocodiles could duplicate on the lake map
Fixed a bug that allowed some Goblin sharks to be 0 lbs 
Fixed a bug where the stove would duplicate on the canyons map
Fixed a bug where players would spawn in the door or outside of the cabin on the canyons map
Fixed a bug where players might not respawn after being killed in some situations.
Fixed a bug where players would not always die when they were supposed to.
Fixed a bug where some monsters would not trigger the death cam and the monster would send the players corpse flying
Thanks for playing gone fishing!!!!
 
	
	Holding MMB (Middle Mouse Button) now allows you to rotate the camera.
The "Backspace" key resets both camera rotation and camera zoom.
Added starter items for the various talents (the Generalist talent received more potions instead).
Unlocking the Scholar talent also unlocks the possibility of finding two-handed staffs with a ranged standard attack instead of melee.
In addition to English and German, we have added localization for: Chinese (Simplified & Traditional), Russian, Polish, Japanese, Spanish, French, and Korean.
We received a lot of suggestions for improved translations from the community during the playtest for Korean, Russian, Polish, German, and English. Unfortunately, we did not receive any feedback for the other languages.
We hope this changes with the more publicly accessible demo. If you are having trouble joining our Discord to provide feedback, you can also use the Steam discussion boards.
If you submit feedback, please provide the problematic text and your suggested correction as actual text (not screenshots) so we can copy and paste it if needed. An explanation in English for each case would also be greatly appreciated.
Thanks a lot in advance for your help!
Reduced the occurrence and duration of sandstorms.
Polished visual effects for the Fireball skill.
We have started with a first optimization pass to increase FPS and prevent hiccups—one of many to come.
Fixed an issue where double-clicking and right-clicking on items in additional Inventory Tabs wouldn't work. (Note: As in the first Inventory Tab, double-clicking an item should auto-equip/consume it, while right-clicking should open a context menu.)
Fixed a quickslot counter problem: The counter for the linked potion would previously only count the amount found in the first Inventory Tab. Now, all potions across all Tabs should be considered.
(Since a few players were wondering: You can put any potion type you like into the respective quickslot. However, if you run out of that type, or if you don't deliberately choose a potion, the system will automatically place the type with the lowest value first.)
The Evasion, Magic Find, and XP Gain stats no longer scale with item levels. (Their values are no longer scaled up from the base value, even when the item itself dropped from a higher-level monster. This behavior was also never intended anyway.)
Fixed a rare issue where the boss Sharr Ishkun dropped through the ground and prevented players from finishing the run successfully. At the very least, he should now die when falling, allowing the run to conclude.
Fixed an issue where potions from a former run, when dropped and picked up by other players, would always be identified as small potions.
Fixed an issue with the Minimap in the desert temple "Gish Dur."
 
	
	Hey everyone!
It’s been a busy couple of weeks since we launched the latest public playtest demo, and we’ve been blown away by your support, feedback, and enthusiasm. Your voices are helping shape the game in real time.
Over the past few days, we’ve been hard at work behind the scenes, tweaking, and tuning the experience. This new update (we call it Playtest #3) focuses on:
Smoothing out the intro flow to get you into the action faster
Balancing key mechanics based on your playstyles and feedback
Squashing bugs and polishing rough edges
We’re committed to making this the best version of the game it can be and your input is a huge part of that journey.
As always, keep the feedback coming whether it’s in the Steam forums, Discord, or however you want to get it to us. We’re listening, iterating, and building something special with you.
Enjoy!
- The Last Keep Team
 
	
	Hello everyone, we would like to share that Box of Broken Nails will be released at 11th of November! 
We've made sure the game is in a very good state and plays smoothly. We hope you'd enjoy it!
 
	
	It Came From Above Us - Dev Blog -October 2025
This month I’ve been focusing on visuals — working on new CGs, refining backgrounds, and adding some extra sprites to make the scenes feel more alive. Each piece is getting closer to the atmosphere I want for the story: calm, mysterious, and a little unsettling in the best way.
Things are coming together nicely, and I’m really excited about how the world is starting to take shape. 
Once the art side is wrapped up, the next big step will be preparing a playable demo. The goal is to have it ready for release on Itch.io and Steam hopefully just in time for Steam Next Fest Summer 2025.
Priority List:1.) CGs
2.) Backgrounds
New CGs


BackgroundsKouga's Office - Day and Night

 ASDU SEC - High Floor - Night and Day.
ASDU SEC - High Floor - Night and Day.

 
  
I encourage you to share the game with friends and Wishlist it! It would mean a lot to us.  Discord: 
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