Attention! Schale has a special announcement!
The following are the details of November's Double Rewards Campaigns.
From Commissions, Hard Missions, Bounty, Lesson, to even Scrimmage, you can earn double the rewards during their campaigns!
There will even be an Account EXP Double Rewards Campaign, so be sure to check the schedule and not miss anything!
🔹 Event Schedule
No.
Campaign Details
Campaign Schedule
1
Commissions Double Rewards
10/27 (Mon) 7:00 PM – 11/3 (Mon) 6:59 PM (UTC)
2
Missions (Hard) Double Rewards
11/3 (Mon) 7:00 PM – 11/10 (Mon) 6:59 PM (UTC)
3
Bounty Double Rewards
11/10 (Mon) 7:00 PM – 11/24 (Mon) 6:59 PM (UTC)
4
Lesson / Scrimmage Double Rewards
11/10 (Mon) 7:00 PM – 11/17 (Mon) 6:59 PM (UTC)
5
Lesson / Hard Mission Double Rewards
11/24 (Mon) 7:00 PM – 12/1 (Mon) 6:59 PM (UTC)
6
Account EXP Double Rewards
11/28 (Fri) 7:00 PM – 11/30 (Sun) 6:59 PM (UTC)
🔹 Event Details
- Clear the campaign content during the specified dates to earn double rewards!
* This also includes Sweep rewards.
❗ Notes ❗
※ This game includes suggestive content and mature themes that may not be suitable for all age groups. Access may be limited based on the user's age.
∙ The campaign rates are not applied to the following during the Bounty, Lesson, Scrimmage, Commissions, and Normal and Hard Missions Campaigns:
- Bounty Coins, Relationship Points, Area EXP, First Clear Rewards, 3-Star Clear Rewards, and Account and Combat EXP obtained from AP use (including character EXP and Activity Reports from Mission Sweeps).
∙ The campaign rates are not applied to the following during the Account EXP Campaign:
- Expert Permits, obtained from reaching the level cap.

\[Major] Resolution Support
\[Misc] Chapter 3-4 Score and Presentation Improved
\[Misc] Options Window Design Modified
Hello, this is the Strange Hunting Grounds development team.
We apologize once again for the delay. The release has taken longer than expected. Managing company operations while preparing the game with a small team has been challenging. However, after successfully launching on Nintendo Switch and Google Play, we are now ready to release on Steam.
Originally, we planned to release on mobile in June and on Steam in July. The mobile version was delayed until July, and subsequent updates and outsourcing work slowed down the progress further. After much trial and error, we have now completed preparations for the Steam release in November.

Difficulty Adjustment
We have completely reworked the difficulty based on your feedback. The gameplay flows more smoothly and rewards have been adjusted to improve pacing. However, ‘easy clear’ is still not guaranteed.
Character Acquisition System
We have clarified the two-step process of finding the character’s core (soul) and rescuing friends. Characters will not fully reveal their form unless the core is found, even if friends are rescued. Additionally, some characters can now be purchased using gold earned in the game.
Added Character Stats
Each character now has 13 different stats, giving them unique traits and combat styles. This adds greater strategic depth as you choose your favorite character to play.
Added Boss Battles
Boss battles that were previously only in exploration mode have now been added to hunting mode. Even if you fail to clear a boss, you can proceed to the next stage and return stronger to try again.
We look forward to seeing you on Steam soon.
Thank you for your patience, and we promise to return with an even better game.
Hi everyone!
This month, I've continued working on the combat animations. Everything is progressing smoothly without major obstacles, though there's still quite a bit of work ahead before completion.
Today I'd like to introduce you to the Fighters in Chaos Front. In Chaos Galaxy 2, Fighters had a "hit-and-run" ability that allowed them to move again after attacking. However, in Chaos Front, the combat system has been changed, and players can now mix mechs and fighters in the same team. This means the hit-and-run ability needed to be redesigned accordingly.

The new hit-and-run ability works as follows: after actively attacking, the Fighter will disengage from the combat zone. This means if your Fighter strikes first, it will leave the screen and won't become a target for enemy counterattacks.

Sounds more powerful than in Chaos Galaxy 2, doesn't it?

On another note, several players have recently asked about Chaos Front's release date. I can only say that a 2025 release is unfortunately not feasible. Additionally, I've decided to skip Early Access entirely and release the full version once both protagonists' campaigns are complete. This naturally means more work than originally planned for EA.
My estimate is that the game should be polished and ready around Q2 2026. However, I really can't give an exact date at this point. Beyond the massive amount of missions, I still need to design campaign battlefields and arenas, important story battles, and multiple endings. I believe you'd all prefer to play a content-rich, highly polished game anyway.
That’s all for this dev-log. See you next month.
Han Zhiyu
Here are the results of the crackdown on abusive users carried out between 24/10 (Fri) – 30/10 (Thu).
We're inspecting abusive gaming behavior to ensure that all Descendants can enjoy the game in a pleasant environment.
If you notice any abnormal or abusive behavior while playing, please report it through the in-game report feature.
Please see below for the detailed outcome of the crackdown.
■ Crackdown status
- Crackdown period: 2025.10.24(Fri) – 2025.10.30(Thu) PDT
■ Creation, distribution, or use of unauthorized programs - Permanent game ban (13 users)
- Actions have been taken for creating, distributing, or using unauthorized programs.
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■ Exploitation of all processes related to the Open Store – Permanent game ban (17 users)
- Actions were taken because of unfair gains by exploitation on store payment process.
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■ Detection of Unusual Gameplay Activity
- Unusual gameplay activity was detected, and actions have been taken in accordance with our operational policy.
**3-day separate matchmaking penalty (449 users)
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■ Notes
- The outcome of the crackdown on abusive users includes enforcement actions taken based on Descendant’s reports and monitoring.
- If you would like to vindicate yourself in relation to a claim on the exploitation of the Open Store's payment process, please visit our official website > Customer Service > 1:1 Support and make your inquiry.
- If you would like to vindicate yourself in relation to a claim on the exploitation of the payment process through chargebacks, please contact the platform store where you made the payment.
We will continue to strive to ensure that all Descendants can enjoy the game in a pleasant environment.
Thank you.
Objectives have been updated in key areas where players regularly struggle to know what to do next. This still won't always tell you exactly what to do, but it should be easier to have a rough idea. This is in response to a couple specific spots being a little too ambiguous.
CRITICAL BUG FIXED: Using the ball of light while underwater during the drowning sequence should no longer ever trigger a stuck white screen.
CRITICAL BUG FIXED: The player should no longer be able to avoid being hit by the train.
FIXED: The "Hold to Interact" reticle should no longer ever get permanently stuck on the player's viewport.
TO FIX: Currently there is a rare crash that can happen during the finale of the game. It is triggered if Liam is not present during the confrontation (for story reasons I will not spoil here), and you start to experience repeating hallucinations. I am working to fix this as my top priority and my apologies to anyone who experienced it while playing the end of the game, as I know this is a particularly painful crash. While I investigate this elusive crash, I recommend using the rebar next to where Victoria is sitting to progress the finale when the entity is taunting you. This crash can only happen while on the path to the bad ending.
TO FIX: Phone UI can get stuck on the screen or have looping ringtone if the player brings up their menu during certain moments.
TO FIX: Opening the menu while in a dialog can unlock player moment, which can result in a sequence break if the player wanders away during the conversation. If you are able to move during an active dialog choice, it is recommended you remain at that location until the dialog is finished.
TO FIX: Frequent hitches & bad VRAM usage. This is going to be an ongoing effort to optimize and will likely be resolved over a series of small patches.
Thank you to everyone who has been playing! It's been so much fun to see everyone's reactions, the way people love to dive into the deep lore, and to see people enjoying the mystery I worked so hard on! For those of you who have had difficulties with the bugs or performance, I hope my continued effort to update and fix the game makes you feel seen and heard! I read every review and I deeply appreciate all of the players!
Thank you!
This update is available only for the full version as the trial version will soon be discontinued.
Changed the behavior of the rotation property when assigning a variable — it is now interpreted as a radian value instead of a degree.
Fixed an issue where scale_x / scale_y variables were not displayed as percentages at scene start.
Fixed an issue where objects using the “Match Direction” option briefly faced their initial direction upon generation.
Fixed an issue where the camera drag feature could cause the camera to clip at the edges of the screen.
Fixed an issue where the file open button would not respond if the file path field was focused in certain actions.
Fixed an issue where TileType layers after an unset intermediate layer were not correctly loaded in the visual script.
The Neeblarium now sounds alive. This update introduces rich spatial audio, bringing your Neeblies’ tiny world to life through gentle movement, distance, and personality. Every rustle, trill, and sip now feels close and real — a living soundscape in miniature. 💚
Your Neeblies now express themselves with four distinct, size-based voices:
🍎 Munch – when feeding on food sources
💧 Sip – when drinking from water droplets
❤️ Trill – a tender duet when Neeblies bond or mate
👋 Chip – the familiar greeting call, now rebalanced
Each sound shifts in tone with Neeblie size — smaller ones chirp sweetly, larger ones speak in deeper, warmer tones.
Sound now travels as it would in a real terrarium:
Move the camera and hear Neeblies pan naturally across your speakers.
Those close to your view sound crisp and near; those farther away fade softly into the distance.
Only nearby Neeblies can be heard, creating a gentle “audio bubble” that moves with your focus.
It feels as if you’re leaning in close to listen to a hidden civilization.
When zoomed out, the Neeblarium falls quiet — distant and serene.
As you zoom in, a delicate fade reveals the soundscape around you: munches, trills, and chatter emerging like life under a microscope.
The transition is smooth and natural, creating a sense of arriving inside their world.
The Neeblarium now whispers back.
Put on headphones, zoom in close, and listen — you’re not just watching life evolve anymore; you’re hearing it breathe. 🎧💚

Hello Dreamers ☕🌙
We’re PepperStones, the team behind HIPS N NOSES, a café management + roguelike adventure game.
This Halloween, we wanted to share how development has been going — and what’s coming next in our dreamy café world.
New Companions & Weapons
You won’t fight alone anymore — new allies join your battles with unique skills.
New Skills & Polished Animations
Every action now feels smoother and more dynamic thanks to full animation updates.
Quick Battle Mode (Coming Soon)
A faster, more challenging mode for those who enjoy intense loops.
Flower Insurance System
Secure essential materials even when you fail — to make every run rewarding.
Weapon Upgrade System
Reduce randomness and plan your loadouts strategically.
Battle Log System (In Development)
Review your choices and analyze results after each battle.
New Companion’s Shop System
Exchange battle-earned flowers for unique materials and recipes.
Affinity System Added
Learn your companions’ preferences and brew drinks that raise relationship levels.
New Recipes & Ingredients
More variety and creativity added to your café’s menu.
Instant Shop System
Special vendors occasionally appear to sell rare tools or missing ingredients.
Café Boss Battles (WIP)
Weekly “boss-like” customers who require timing and actions to serve.
UI Redesign & Localization Polish
Improved interface visuals and natural translations across multiple languages.



We’re testing special interactive customers — ones that need real player actions to complete their orders!
Not just tricky, but immersive.
Quest & Reward Systems for small progression milestones
Companion Rooms with new story content
Inventory & Archive System for collection tracking
New Maps, Monsters, and Allies expanding the dream world


Fixed occasional freezes during battle
Fixed key input issues with simultaneous controller & keyboard
Fixed dialogue skip and quest progression bugs
Fixed missing sound during train arrival scene
We’re preparing our first playtest this November — including all the new systems above!
If you’re into story-driven simulation games with dreamlike aesthetics, please stay tuned and share your thoughts when it goes live 💜
Wishlist HIPS N NOSES now so you don’t miss the next step:
🎃 Happy Halloween, Dreamers.
May your nights be peaceful and your coffee strong.
☕ — PepperStones Dev Team
The new “Online Co-op Mode” will officially launch on October 30! To celebrate the update, a special 20% OFF discount event will run for one week.
In this update’s “Expedition Operation,” survivors can team up with friends to form mech squads of up to four players. With limited ammunition, work together to search for supplies and resources to enhance your mechs. Make the most of tactical coordination within your squad to survive the brutal post-apocalyptic world!

In this mode, players can form mech squads of up to four members, while solo play is also supported.
Unlike the “Survival Zone” mode, ammo in this mode is limited. You’ll need to replenish it through supply boxes scattered across the map. Managing your ammunition wisely will be the key to victory.

Mech enhancement skills are no longer obtained through leveling up; instead, they’re gained from resource crates found throughout the map. How you allocate these skill upgrades to form an effective tactical synergy within your squad will test every survivor’s strategic planning.

Survivors, recruit your comrades and overcome a series of tough challenges to reach the final victory point!
Finally, we welcome all of you to keep supporting us and sharing your valuable feedback. Follow or message our official account, or join our Discord channel to discuss and exchange ideas with other players!