🎃 Halloween Weekend Update: The Archway & New Skies
Happy Halloween, everyone! 👻
For this update, I’ve added a new tile type to bring more visual variety to the arena: The Archway.
🧱 What’s New
• Archway Tile – A lightweight building players can walk through or push around.
• No NavMesh obstacles! Every unit interacts dynamically.
• Perfect for tactical plays and line-of-sight shifts.
[/carousel][carousel autoadvance="true"]


[/carousel]🌌 Skybox Update • The sky has evolved from simple stars to a more textured, atmospheric backdrop that ties into the Riftborn world’s growing tone.

⚔️ Tonight’s Stream (10/30)
Join me tonight for a special Halloween Eve livestream!
It’s the Tie-Breaker Match between myself and the Collector — the score is currently 2–2.
Who will take the lead heading into November’s Full Moon stream?
🕯️ What’s Next
Stay tuned for the replay and follow-up teasers as we prepare for the November 4 Full Moon Update Stream.
Thanks again to everyone following this journey.
The Trials continue…
– Leo (MoonRift LLC)
Update:
LiveStream
New UI Style in development

Internal refactoring of keyboard/mouse/gamepad input systems
The Level Cap has now been increased to 75 and the initial loading startup has improved efficiency.
This major update includes the addition of the factory location. The newly designed tile set will mean the player will move around the factory slightly differently to the previous varieties. The player will now travel between city, forest and factory until the 1.0 update which will bring the outskirts location. That final location will complete the map and enemy rotation.

I've completed the new locked container mini-game. This memory game is a quick and improved solution to my previous method which was just using currency. Now the player just provides time and skill to unlock rather than a binary choice. A button sequence is played which the player then has to repeat, if you input incorrectly the container will lock until you leave and try again.

Players can now see what type of damage they receive by all enemies and traps. The correct icon will flash near your health bar when damage is taken. It will also flash when armor has prevented it but the player will notice the full screen effect is skipped. This has improved how players level up their resistances as well as which armor to select depending on what damage they are receiving the most.

Feel free to jump in, try the update, and let me know what you think! ːsteamhappyːhttps://store.steampowered.com/developer/dystopiainteractive
G'day Rat Racers.
This update contains some small bugfixes:
Improved Dash Ring boost visuals to match an earlier version of the game's effects.
Fixed a bug where Portable Dash Ring boost audio would cut off when the Portable Dash Ring began to fade out of existence right after a racer had passed through it.
Improved cross-platform and cross-CPU determinism of the despawn timer for Portable Dash Rings. While likely not noticeable in the majority of cases, this should allow 100% reproduction of Portable Dash Ring behaviour when sharing a replay file with another player using a different CPU to the CPU of the machine the replay file was recorded on.
Fixed a bug where Menu Select sounds would fail to play for the first two selections after pressing START (or the equivalent button) to enter the Main Menu from the title screen.
Fixed an issue where the Replay List would continue loading in the background after exiting the Replay List screen before loading had fully completed.
[/center]
[/center]
[/center]
[/center]
[/center]
Hello everyone, after two rounds of review and revision, our demo has finally been successfully released.
The demo includes two sections, which can be selected from the main menu after launching the game.
\[Full Demo]
The full demo contains the complete storyline of Chapter 1 of the game, totaling approximately 30,000 words. Recommended for the full experience!
\[Lite Demo]
The lite demo includes only two missions and one battle, intended solely to help players understand the core gameplay mechanics.
The game currently supports both Simplified Chinese and English. To download the version in your preferred language, right-click the game in your library, select \[Manage] -> \[Properties], and choose the desired language from the language dropdown menu.


We hope you enjoy your adventure! If you have any feedback or suggestions, feel free to join our QQ group: 649720201.
Alternatively, you can post a new thread directly in the game's discussion section (Note: It appears that IPs from mainland China may not be able to access the discussion threads or news comments. Some say switching VPN nodes might help, though we haven’t tried it ourselves orz)
Thank you for playing the demo!
This update focuses on balancing and improving the overall experience.
Changes:
Fixed an issue with the boss behavior that made him tougher than intended.
Reduced stamina consumption while sprinting.
Increased player sprint speed.
On Normal difficulty, The Lightwarden (the starting non-cursed statue) no longer has a use limit — previously it could be used only once. This should make managing Fear much easier. On Hard difficulty, The Lightwarden remains single-use.
Hello Mayors!
Happy Halloween! Don’t forget to fully deck out your town with pumpkins, creepy fences, and put on your fangs, because it’s almost Halloween!
But we’ve got even more to share with you today, so let’s dive in!
We had an absolutely wonderful closed Alpha test (and squashed some good bugs) and are happy to share that you can try out online co-op on the Preview branch now! If you haven't accessed this branch before, it's quite easy. You can find how to opt-in here ⤵️
https://store.steampowered.com/news/app/2195120/view/4355629296424398812?l=english
We are aiming to bring co-op to main branch late November, but in the meantime if you do want to help us kick the proverbial Tricornicycle tires, we would greatly appreciate it. If you have friends around the world, even better, but any and all feedback is very, very welcome at this phase.
And here’s what you’ll be able to look forward to:
four player online co-op
play with both local and online players simultaneously
chat and emotes, and the ability to ping your location so people can find you
set different interactivity levels for visitors to your town—turn on all permissions for trusted people, turn them off for folks just passing through
all players get their own phones (in both local and online co-op!)
fast travel to far zones BUT you'll have to figure out how to unlock it first!
named save profiles! (i.e. easily swap between different towns you’ve created)
new (weird) tools
Our favorite new things include being able to eat from certain shops!

Food will then become garbage, which you can throw away like a good citizen OR throw it at other players

(you can also throw anything from your backpack!)
After terraforming, pretty much our top request has been: when can I rotate shops? And we heard you! We’ve been working very hard to make this possible (lots of NPC pathing issues 😅) BUT we’ve figured it out! It should be coming to Preview in the next few weeks, and main after that. And look how good it looks!

We truly cannot wait to see how this transforms your towns, so please share pictures with us!
cheers,
Emily & the Prideful Sloth team







