General:
Fixed a bug that would cause Chii and Yuvi to not be able to attack on rare occasions after using their respective ultimate.
Fixed a bug that would that would cause movement speed to reset after a certain amount of time has passed, if the final star in variation 1 of the Movement Speed constellation was unlocked.
Fixed a description in the Shuriken constellation.
Balancing:
If Attack Speed scales with Movement Speed it can no longer go below normal Attack Speed.
If Attack Speed scales with Movement Speed it no longer takes Attack Slowdown into consideration.
π₯ Special in-game buff bonuses available during the event!
π Master EXP Booster +50%, Active Skill Cooldown -30%, Custom Mode Open
β° UTC: 11/1 00:00 - 11/3 07:00

π Log in every day during the event to receive Normal Recruitment Tickets and Halloween Candies!
β° 10/31 (Fri) ~ 11/4 (Tue)
Event time is counted as one day from 0:00 AM to 0:00 AM the next day.(UTC)

π₯ A special coupon code will be revealed every day during the Halloween Event!
π Earn Halloween Emblems, Profile Cards, Advanced Recruitment Tickets, and Halloween Candies.
β° 10/31 (Fri) ~ 11/4 (Tue)

Have a spooky and fun Halloween with BLACK STIGMA!
Thank you π₯
All Hallow's Eve is upon us, where the border between our realm and the one beyond grows thin...
So it's a perfect time to hunt some ghosts!
We're also cooking up one of our biggest features yet...stay tuned!

Howdy gamers. This update, we overhauled the UI of Ashen World to make it easier to answer questions players may have during gameplay. Additionally, Ashen World is now an endless game, as well as has a new shop to procure Ashen at the cost of fossils. Next update, we will prioritise adding both new Ashen and new difficulty modifiers/gameplay during runs. Thank you for your support of Ashen World!
Hello!
We've been working hard every day on Act 6, in preparation for the full 1.0 launch on December 6th! if you missed it, check out our new release date trailer directed by rj lake from UNBEATABLE.
We mentioned this on our social media and Discord server, but we wanted to repeat it here: Like many games leaving Early Access, we'll be increasing the price of Rhythm Doctor from 16 USD to 20 USD.
We'll need to do this more than a month before launch so that we're allowed to do a discount on launch day, so we're aiming to roll it out on November 1st. We plan to have the discount on December 6th and of course we'll still be doing regularly scheduled seasonal discounts after that.
Thank you to everyone who has supported the game through the Early Access!
- Increased population loss ratio for AI after failed invasion of player
- Before: 10%β25%
- After: 20%β40%
- Attributes of slaves captured in war now increase over time
- Fixed combat AI error that prevented game progression
- Fixed a character being unable to move due to an error
- Fixed issue where setting age 20 for automatic butchering incorrectly marked 4-year-old chickens
- Fixed incomplete display in the manual butchery interface
- Fixed invitation limit for caravans not being saved
- Fixed caravans not consuming inventory upon invitation
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.ο»Ώ
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 1β3 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!