Beta Branch
If you encounter an increase in issues, we kindly ask you to stop using the Beta version and contact us via X (formerly Twitter), Discord, or other channels.

Added
Changed
Updated the internal implementation of Bluetooth communication.
Deprecated
Removed
Fixed
Security
Early access has been launched on Steam! This also includes a small incremental hotfix to resolve a black-screen startup issue that was happening intermittently.
I'm sure excited to be putting the game out there and am looking forward to engaging with players and hearing your feedback. Cosmic Destroyer is a little game starting from humble beginnings, but being developed rapidly and passionately. There will be bumps in the road and bugs and all of that but we will make the game better together!
You'll be seeing weekly news and patch notes which I will post on Thursdays if there are any patch notes, changes or new developments on the horizon. I will also be posting a roadmap for the near-term work that is planned for Cosmic Destroyer next week.
These patches have also all been applied to the current demo version.
Known Issue:
During the tutorial if a play has the auto-fire latched on, the weapons are not disabled when they should and this can cause an issue with getting through the Bomb step.
Grappling Hook improvement - enemies which cannot be grabbed by the grappling hook now take damage when hit by it. This also allows for the Grappling Hook to blast right through destroyed enemies, and gives the player ability to do damage to the rear situationally. Quite a game changer!
New Railgun Attachable weapon - unleash utter destruction with this highly limited but extremely powerful weapon
New enemy - Wildfire - this aggressive enemy floats onto the screen and fires so wildly that its recoil pushes it back, swaying in a side arc while it fires. This enemy has been added to key areas increasing tension in some sections which needed a bit more intensity.
New enemy - Eye Floater - these creepy little eyes are hanging out just watching your every move. Look out for their forked laser attack after their eye flashes.
Hard mode does not provide the player any health - one hit kills. No Health Pickups.
Spitfire Cruisers now spray bullets in a wider arc, firing spreads that are 5 bullets wide.
Interceptor enemy routing behaviors improved, which should prevent situations where they were turning off screen too early.
An on-screen Turn Signal has been added to show players when a turn in the stage is about to happen. These are displayed on the right edge of the screen pointing up or down.
Keyboard controls (WASD vs Arrow control prompt). When the player first starts the game they receive a one-time prompt to choose between WASD+JKL; for controls or Arrows+ZXCV for keyboard controls. Additionally any remapped control for Movement, Action button and Bomb also remap the UI controls keeping everything consistent.
Auto-Fire now has a latch mode which is the default behavior. Tapping the V/; Key toggles the Auto Fire on and off instead of having to hold it down. There are still strategic situations where timed fire using hold-down rapid-fire is preferred by some players so the option in the Controls panel offers players their preference.
An issue with Turrets allowing them to turn beyond their intended deadzone has been corrected.
Additional input issues fixed - Space key was hard-mapped to bomb which was causing issues if players remapped Space to other actions. This hard-mapped configuration has been removed. This was also the case for the right Control key.
Multiple control issues resolved - some users, particularly in the web version had issues with controls not being registered such as the held button for Focus Shot not working. Input has now been reworked with a fallback check mechanism to poll Input whenever frames are skipped, providing more consistent input when the system is catching up.
Performance improvements - Cosmic Destroyer uses a deterministic tick system. This means logic shouldn't deviate even if the performance degrades, but there were improvements to be made within this system for lower-end hardware that was consistently dropping frames. Memory management of the Tick system has improved performance on these lower end machines by 20-25% in some cases, so I hope this resolves many player's lag issues.
Multiple Graphical improvements have been made with significant GPU performance improvement related to full-screen effects for parallaxing (particularly related to the simulated 3D effect).

Welcome aboard! Today we're announcing Triarchy, our open-world co-op action adventure for 1–3 players set across a drowned archipelago. Sail your ship, explore islands, fight monsters, choose your abilities, and craft legendary gear to hunt for deadly bosses.
Join our Discord or chat with us on the Steam Community Discussions, and stay tuned for Steam Playtest coming soon!
Game development's like steering a huge ship—even a tiny course tweak takes forever. November's right around the corner, and 2025'll be gone before we know it. Lately, I've been tossing and turning some nights. Remember when I could crash the second my head hit the pillow? Those days are long gone. Sometimes I just zone out, feeling kinda lost. Other times, I just wanna sit with a drink and not say a word… y'know? To all you folks out there reading this—strangers, but kinda not—ever have moments like that? Let's hang in there, yeah? Here's to life!
Alright, enough rambling. You've waited long enough—after three months of grind, the first version of the Otherrealm is *finally* dropping! The idea came from one of our designers who was *obsessed* with Diablo II back in the day. Got me thinking about my own late nights farming Mephisto, Baal, the Countess, Pindleskin… mapping out the best routes based on my class and gear. Yeah, it got repetitive after a while, but man, nabbing that loot? Totally worth it. Hope this new stuff hits that same vibe for you guys.
About Otherrealm
This update covers approximately 25% of our overall plan. More content will be rolled out gradually in the future, including:
Hidden Level
Some specific bosses have a chance to drop keys. These keys can unlock extremely powerful bosses; defeating them rewards you with account-exclusive high-tier equipment & items. Keys are tradable.
More Otherrealm Branch
Additional Otherrealm levels, featuring stronger monsters and rare loot.
Other Teasers
①Starting with the November update, we're gonna make the in-game numbers more fun and balanced. Older SP might get tweaks first. We'll also start sprucing up and expanding combat mechanics—this'll roll out steadily each patch till things feel balanced overall. Goal? Every SP gets their moment to shine, no cheap stat bloat allowed.
②We're planning tons more ways to get free accessories and weapon skins. Plus, we're looking into hooking up the Steam Marketplace so you can trade some skins freely.
③ More character interactions and voice stuff? We're on it, and we'll keep adding.
Cool autumn vibes all around—hope everything's smooth sailing for you guys!
Pop-Up text telling how to exit interior buildings...
Hi Kind Spirits!
Cursed Mansion invites you to experience its horrors through a new lens, one that contrasts the deadly arts of stealth with the serene beauty of tradition. This DLC introduces two distinct new character skins, each representing a unique face of ancient Japanese aesthetic and spirit.
See you on your new outfit..
We are very grateful for all of your support after this first year since the game's launch!

To celebrate, we've added a 50% discount in case you don't have your copy of the game yet!
We'll see you soon with new news and content; we are planning a multiplayer mode, and we hope it can be achieved.
Thank you!
GG
If you'd like more consistent, bite-size updates, or don't want to miss the updates on the single-player version, consider joining our Discord, where I’m more active. Alternatively, we have a newsletter for milestone community polls and major game updates.

We've updated both our servers and the client for our open alpha demo today — everything should now be back online and running smoothly!
The updated client will be rolling out on Steam any minute now. Thank you for your patience!
You’ll find a summary of key changes and improvements below. As always, I'm deeply grateful to have you with me on this - at times, pretty difficult - journey. Please remember that your feedback drives everything.
Of the two possible outcomes I mentioned in the previous update, the latter came true — I had to split my time between the project and, well, financial survival. :)
So this one turned out to be a regular update rather than the long-awaited Siege Update. Still, as promised, several important changes related to warfare make their debut here — including refinements to the battle logic (preparing the system for integrating the siege mechanics) and a significant expansion of the unit edge system.
The in-game chat also received new features, and the economic simulation continues to grow richer and more nuanced.

Work on the single-player mode suffered a bit more from the time constraints — progress there has been slower, but it is continuing, step by step.
In the coming weeks, however, nearly all development energy will be focused on Siege and UX improvements.
As the project remains entirely self-funded and non-monetized, if you’d like to help speed up development, please consider becoming a Patreon supporter, even if just for a few months. With enough active patrons, progress could move forward much faster.
As the dust of all these battle-related changes settles, it’s time again for a ranked community multiplayer clash! Will the Pretender manage to hold the throne this time? We will find out soon. Stay tuned, because glory (and tears and sweat) await.

Enhanced Unit Edge system: based on nearly two years of feedback and playtesting, the rules defining unit edges and how they’re evaluated have been reworked. They are now much more flexible, allowing for a wider range of interactions between units. To celebrate, the total number of available edges has nearly doubled! Enjoy discovering the new combos. :)
New units! Three new unit types have joined the roster (still using placeholder visuals, but otherwise fully functional).
Most of the existing units have also seen adjustments - many had their roles refined or rebalanced to fit the expanded edge system.
Terrain Categories: Terrain types are now classified into groups like Open or Difficult. These categories are mainly used by edge effects for now, but more systems will make use of them later. They can be checked in the tooltip of the Terrain Type on the Tile Cards.
Battle Location Logic: Battles now always take place on the defender’s tile. Consequently, garrisons can no longer lure raiders into their own spots. To compensate, garrisons now gain local terrain expertise bonuses not only on their tile but throughout their entire Area of Control, if they’re one of the original battle participants. The Battle Card indicators have been updated accordingly.
Traversing the Untraversable: Swamplands are now officially non-traversable - but <drumrolls> with the right edges even these (and mountains) can become passable. Be careful though: if a company loses all units that make a non-traversable tile accessible and doesn’t escape within a few ticks (which it will attempt automatically if possible), it may be wiped out entirely.
Crossing mountains and swamps is now possible... but dangerous.
Manage Unit Command: Commands are now blocked while a company is in battle. Previously, only unit transfers were blocked - now disbanding and other commands are also prevented during combat (so enemies cannot just disband their beaten armies if you're quick enough to engage).
Private Messaging: you no longer need to send notes through diplomatic proposals - the chat now supports private messages between players who have already discovered each other.
New Rumours! The world is now buzzing with more gossip about other players’ actions. Rumours are also intentionally a bit less precise now - they reveal general areas rather than exact locations, and many now reference nearby settlement or other geographic pointers for context.
Better Seasonal Warfare: during the harshest months, military companies will now lose morale whenever they move unless they are on friendly grounds (yes, diplomacy counts). Falling below the morale threshold will cause attrition to eat away at unit health. Tip: the Season Calendar tooltip lists all active seasonal effects, now including this one.
New Labourer Split: Based on community discussions, fishermen have been split into freshwater and marine variants. Their upkeep, yields, and seasonal patterns now differ. Several other labourers - like Foragers - have also been adjusted following player feedback.
In recent months, I’ve started reworking the early-game pacing in response to community feedback and related critiques. This also brought some changes to how resources behave. For example, upgrading towns and castles early on now puts a much heavier strain on your treasury, making their timing a more meaningful tactical choice. This process is still ongoing, so I’d love to hear any feedback you have. :)

Create Feudum now highlights relevant tiles when hovered over in the command’s tile list.
Allied Victory Conditions now come with a tooltip explaining how proportional allied goals work.
Rally Troops Command: Potential recruits are now properly sorted: first by type (lance or squad), then by tier. Don’t ask why this took so long - I already smacked the responsible dev’s hand. Unfortunately, that makes writing this changelog slower too.
Tile Card Improvements. Now includes more detailed tooltips for Movement Cost and Terrain, telling how they’re affected and how they affect other mechanics. Additional winter traversal costs are now also displayed here too (they were already visible on the Season Indicator).
Chat Improvements: The groundwork and logic for block and friend lists is now in place (though not yet active). You can, however, already report messages directly and discreetly, and the backend now includes full moderation support for these cases. Thankfully, I've never had to remove anyone from a game - but inappropriate behavior can now be stopped more easily.
Also, chat messages can now be slightly longer! :) Just don't make me regret it! ;)
Other minor UX tweaks and visual adjustments, mostly on the Map.
Fixed an issue preventing the top-left tile (0,0) from being claimed. Yes. Lame.
Fixed a regression bug in the CoA editor.
Fixed a World Card infinitescroller initialization issue in a specific case.
Fixed ConditionEvaluator to correctly respect ClientMode again.
Fixed an issue where a Laborer icon wasn't correctly displayed.
Fixed flag animations ignoring wind direction when grumpy.
Added checks for report.coordinates usage.
Chart performance optimizations.
Added optimizations for message caching.
Updated to newer Discord SDK.
Fixed several pathfinding bugs. There are still a few left - but at this rate, we’ll have more unit tests than movement options, so they'll be eventually cornered.
(A host of backend fixes and improvements)
That’s all for now, thank you for your reports and support, and see you on the battlefield! :)
https://store.steampowered.com/news/app/473750/view/500578636064096396?l=englishhttps://store.steampowered.com/news/app/473750/view/517463149097517701?l=englishhttps://store.steampowered.com/news/app/473750/view/517457440980076182?l=englishhttps://store.steampowered.com/news/app/473750/view/761771476129940762?l=englishhttps://store.steampowered.com/news/app/473750/view/4443457735847051460?l=english
Until the next update... Enjoy Feudums!

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