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Share photos of Halloween costumes from your city - or funny themed pictures - in the comments on our Telegram post!
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https://store.steampowered.com/app/1614840/VR_Hentai_SEX_Project_Elysium/
Hey everyone!
Thank you for all your support! We're proud to present our newest, most immersive game:
VR Hentai SEX: Project Elysium
This is the luxury VR experience where your fantasies become reality. Immerse yourself in 8 unique dreams in a world without judgment.
The game is AVAILABLE NOW with a -20% launch discount!
Desire. Joy. No Judgment.
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Three new bonus dungeons
Dense Dungeon -doubles items and monsters while halving the rooms on each floor
Minimap Dungeon -You can only see an expanded minimap. Be carefull next to ledges!
Dungeon of Doom -Rip and tear your way through the doom with new ranged weapons and mechanics!
Very rare crash that could occur if the game decided to place the player in a room that had all of its floor tiles removed to form a pit
A bug where a newly picked up ranged weapon would be added to another group of the same type of weapon if their to-hit enchantment was the same despite other enchantments being different -eg have: 10 +1 +0 arrows -> pickup: 5 +1 +3 arrows -> end up with: 15 +1 +0 arrows
A very small discrepancy between the aiming reticule telling you when you can hit a monster and when you can actually hit a monster
Killing a phylactery was not removing any curses on your equiped items
Turns taken shown at the end of a run were not counted properly
Trying to zap with a wand of nothing could have caused the game to crash
Version 3.7 is finally out! This update adds 3 new bonus dungeons and has a good handful of fixes.
The Dense Dungeon is exactly what it sounds like, the standard mode but denser. Everything is either doubled or halved and monsters spawn twice as soon so by the time you get to floor 12 you're already running into dragons.
The Minimap Dungeon was a bit tricky to implement since it really is just the normal game underneath an enhanced minimap. That means you still have to turn yourself to look at enemies before you can attack them. There is also the issue of how usually not REALLY standing on the center of a tile and neither usually is a monster so you may need to point yourself in slightly off angles to actually hit other monsters. This mode is a admittedly a bit janky but I think it's pretty interesting and cool that it could be pulled off to begin with.
The Dungeon of Doom is the sweetest of this update's haul! It adds the following weapons: pistol, shotgun, minigun, rocket, and plasma gun. Many of them act in ways that projectiles in the standard mode wouldn't so there's a lot of new mechanics just for this bonus dungeon! I highly recommend using the minigun or plasma gun with a potion of haste!
I wanted to make some music tracks specifically for the doom bonus dungeon but I ended up running out of time so those will have to be added in later. Though if you want you can turn the games music volume to 0 and put on some other music you find. I'm sure you'll find something suitable if you look!

Another small new feature is projectiles as light sources. They only exist in the Doom bonus dungeon right now but when used they can light up walls in a dark room.
Alright, that's it for now. Happy Halloween! And if you run into any spooky bugs or crashes let me know in the bug report thread!
Added support for Tags to be copied onto Battle Actions.
Added support for controlling if Up/Down/Left/Right work in Maps under Map Configuration.

Welcome to the 88th Ready or Not Development Briefing, Oct 31st, 2025!
Happy Halloween officers, whether you’ll be suited up for a mission tonight or trick or treating.
In this briefing, we’ll be outlining a shift in our Quality Assurance department, with new onboarding and expansion of the team working toward more fixes for the game.
There’s also some new details to show about the current state of our multi-attachment rail system, and an explanation for dev briefing schedules going forward on a by-announcement basis.
Note: These development briefings serve to keep you in the loop about parts of our ongoing support for Ready or Not, however the briefings do not encompass everything that we’re working on at a given moment. Please keep in mind that the content in our development briefings may still be a work in progress and subject to change
This autumn we began the process of shifting and expanding our existing internal Quality Assurance department and teams to aid in providing future game fixes.
The first step is the onboarding of new QA members who will continue to help our other departments fix bugs and verify new features are functioning appropriately.
This is an intensive hand-off period involved with QA teams and other departments as their work is intimately tied to in-depth understanding of game documentation and systems.
Part of the learning process of launching on multiple platforms is that we have requirements to test multiple consoles and storefronts. There are now specific certification quality requirements and verification timelines alongside general testing across systems for unique issues that could pop up.
Therefore, QA testing for us is now twofold: functional testing (ensuring features are working and verifying bugs to be fixed) and certification testing (ensuring we meet quality requirements for each individual platform or system).
Expanding this QA department, especially adding a dedicated certification-specific QA team that allows our functional QA testing team to continue testing new features or bugs simultaneously, is central to our game update strategy going forward.
One of the upcoming major features that we can show right now is the multi-attachment rail system for a future update.
At its most basic level, this system will allow you to equip and operate multiple barrel attachments at once, i.e. a red laser and flashlight together.
The barrel multi-attachment feature went through some other slight expansion since we last mentioned it. You can look forward to some extra quality of life improvements and amenities than were planned before, and it now serves as a framework for long-term scalability on weapon platform features.
Some attachments such as the PEQ-15 are multi-functional, with the PEQ-15 having the option to swap between visible laser and IR laser as an all-in-one package.
(Images: Screenshots of various weapons with red laser and flashlight simultaneously equipped)


(Image below: PEQ-15 on a MK17 activating a red laser instead of what was previously only its IR laser)

A new miscellaneous attachment slot allows for canted iron sights to be mounted onto weapons for precision target acquisition in canted mode.
Meanwhile our Low Power Variable Optics (LPVOs) such as the ATAK-R 1-12x have the updated ability to switch between different magnification levels. Or go compact with a new red dot sight with 3x magnifier option.
(Image below: Looking down the new canted ironsight can provide better accuracy and muzzle manueverability in tight spaces)

(Image below: New red dot 3x magnification combo. Take away a bit of your horizontal line of sight for some emergency magnification)

Certain weapons like the MP9 SMG have low rail space, so it’s worth considering how visually bulky you want your weapon profile to be as well as what space you have when deciding on these sorts of attachments
As a bonus, players may choose to add carry handles to select weapons which typically support them, such as the G36C and currently MK18 for the AR side. On the G36C the carry handle offers additional rail space for larger optics at the sacrifice of extra height-over-bore. Both MK18 and G36C customizations offer an iconic profile.
(Image below: G36C w/ carry handle optic and multiple barrel attachments)

(Image slideshow below: MK18 w/ carry handle and G36C option without carry handle)
[carousel]
[/carousel]These development briefings are now going to be on a by-announcement basis rather than a fixed schedule. This means sometimes it will take longer between briefs than our previous 4-week schedule and that sometimes we might make dev brief posts on a quicker schedule if necessary.
There are a couple reasons for this new schedule:
The first reason is that we want to continue to prioritize the ability to give you dev briefs when they're ready.
Secondly, we recognize that since we’re well past 1.0 launch, there are fewer simultaneous major system changes across the game that can regularly be shown off and alternated between.
This way there is an expectation of more flexibility on our team for when they might drop, with the added benefit of maintaining quality per dev briefing.
Thank you for sticking with us as we continue to work towards more fixes for the game. The upcoming flexibility that our multi-attachment system will offer meanwhile will help you best configure and utilize loadouts for each mission. We’ll see you in the next briefing.
One last thing, our next line of merch is rolling out including patches, pins, mouse pads, and desk mats-- with more to come.
(Image below: Mousepads and more rolling out to our merch store page)

This concludes our 88th development briefing, thank you for joining us. Be sure to fall in next time for more development news!

Follow Ready or Not on Steam here.
Find Ready or Not Merch here.
Our other links: Discord, X, YouTube, Instagram, Facebook, Spotify.
I hope this is the last Hotfix patch we need for now! Please report in the forum if you find any more bugs.


































Been 12 updates for Warlordocracy so far. A few players are in Ch.4 already, so I gotta get started soon on Ch.6. Just finished a new monster, the Wendigo, that turns your party members "Ravenous" so they kill their companions (Wendigo also included in new Halloween map for Patrons).
Since launch, a lot of party dialogue has been added, as well as new opportunities to get laid, new quests, easier crafting, improved AI and framerate, and grappling hooks. Also countless bug fixes, but it's nowhere near as broken as Brigand was at launch.
https://store.steampowered.com/app/1748160/Warlordocracy/
Happy Halloween, hail Satan.
Patreon: https://www.patreon.com/c/lcsoftware
https://www.youtube.com/watch?v=D0q-j3RPBIg
Complete update log so far:
VERSION 2.3:
-Fixed Friends in High Places achievement in Ch.3 (thanks to Macabre).
-Fixed stupid bug that erased Crimson Died and Gorbo Died reps at the beginning of Ch.2.
-Added new Holiday Havoc map for Patrons: Howling Hunger (Halloween).
-New baddie for Holiday Havoc: Zombie Lupulu.
-Finished scripts for new Wendigo baddie.
-Updated the in-game Wendigo text.
VERSION 2.2:
-New status effect that makes you hunt down and kill your companions: Ravenous.
-Lars and Stormeye now give you an extra cannonball when you buy a cannon in Ch.3.
-Added new side quest from Durolo in Ch.4 (he had a blank dialogue window when asked for a job).
-Iron Spears and Steel Spears are now "metal" material so they can be repaired with Smithing.
-Fixed rare crash when killing small baddies that don't leave corpses with combat abilities.
-Fixed bug in Ch.3 finale where a few baddies would spawn on cliff and get stuck.
-Fixed Raptor AI in Desert Fireworks map in Holiday Havoc for Patrons.
-Removed party water checks from coastal map transitions in Ch.4.
-Started on scripts for new Wendigo baddie for upcoming Ch.6.
-Improved some more dialogue and updated manuals.
VERSION 2.1:
-Fixed bug with saved games that start with "Chapter" not appearing in list.
-Fixed major bug in main menu where Auto-Pause settings menu wasn't working.
-Fixed major bug in Izari Cleric scripts that prevented them from casting spells.
-Fixed major bug where you couldn't target energy fields with Cryto Gemcrack in Ch.3.
-Fixed some dialogue bugs in Ch.3 where characters assumed you were enslaved even if you resisted.
-Fixed bug in Berindal Beach in Ch.3 that blocked vision at foot of scalable cliff (blocking grapnel).
-Fixed bug where Dread Spiders would sometimes drop Blink Saccules instead of normal Spider Saccules.
-Fixed Ostello's faction in Ch.3 story file, and added another 2 Izari Mercs to Berindal Beach map.
-Robel now also grants you Pirate respect if you donate money to him in Ch.3 (as well as Noble).
-Improved some more dialogue.
VERSION 2.0:
-Improved framerate a little on maps with lots of light effects (Berindal Estate at night).
-New script Boolean: "if_objNearFast" (always picks object with lowest ID for faster processing).
-New script Boolean: "if_objNearSightFast" (same as above boolean but also checks for line of sight).
-Fixed major bug from recent patch that screwed up Ch.1 final cutscene (thanks to Macabre).
-Fixed bug where missing encyclopedia entries crashed game, added Grapnel entry (Macabre).
-Fixed bug where Commander Durolo didn't pay you for rescuing Lara in Ch.2 (Macabre).
-Fixed bug where text description files weren't getting deleted with save.
-Fixed bug where ratfolk in Keep Basement were not hostile.
-You can now destroy lamps for stealth purposes.
VERSION 1.9:
-New rep: Grave Robber.
-Starting Locked stories now marks player as a cheater (added warning text in main menu).
-Removed "Collect Rainwater" option from Naturalism ability at campfires (just leave bottles in rain).
-Fishing now has a chance to hook up to three fish in 1 hour (single use).
-Militia Soldiers and Archers now have different dialogue lines in Ch.1.
-Added new sign and some objects to High Baskford map in Ch.5.
-Added stove to Two Turtle Eggs Inn in Ch.3.
-Added more fishing spots to Ch.1 maps.
-Removed story selection from demo.
VERSION 1.8:
-Power Bash can now be used while unarmed (updated Player's Manual).
-Fixed MAJOR bug from recent patch where ability targeting wasn't working.
-Player now has another opportunity for sex with a non-party member in Ch.5.
-Party members now romance each other in Ch.4 if rejected by player, gaining permanent skill increases.
-New sound effect for successfully playing music for gratuity: clap.wav.
-Added and improved some party dialogue, new ending slide.
-New rep and achievement: Lara's Lover.
VERSION 1.7:
-Character info screen now displays current load and max load in inventory window.
-You can now talk to characters during a major battle (party members have special dialogue).
-Fixed pitfighter AI in Ch.2 so they don't pick up nearby weapons.
-Item factions are now set to none after the player steals them.
-Added new merchant to High Baskford in Ch.5 who buys truffles.
-Added and improved some party dialogue.
VERSION 1.6:
-New item: grapnel (used to hook ropes from a distance, craftable).
-Added 4 new hotkeys: game speed, pass time, view character, and view documents.
-Fixed bug where item and ability targeting wasn't accounting for objects with large collision size.
-Fixed Pitfighter attack scripts so they play unarmed sound, and do lethal damage if wielding weapon.
-You can now craft by interacting with crafting stations normally, instead of targeting with abilities.
-Updated description of Power Strike, Power Cleave, and Power Bash (don't ignore evasion).
-Fixed bug where "mapCopyFrom" command wasn't working from recent patch.
-Fixed bug where you could tie ropes to hooks from the bottom.
-New objective to recover equipment if enslaved in Ch.3.
-Decreased amount of sticks required to craft arrows.
-Daximo now sells a steel spear in Ch.3.
-Updated Player's Manual.
VERSION 1.5:
-Effect objects (fire, etc.) no longer affect objects that are phased out.
-Fixed MAJOR bug where bombing a petrol puddle would crash game (script now phases out puddle first).
-Fixed bug where you could ask Andresi Mesali for money prematurely in Ch.2.
-Fixed bug where killing Crimson in Ch.1 set the flag for killing Murag.
-Fixed bug where examining the iron gear in Ch.1 would crash the game.
-Added more detailed descriptions of Party AI settings in game.
-Added TXT files to accompany WAR save files for descriptions.
-Main and ESC menus now both display save/story descriptions.
VERSION 1.4:
-Fixed puddle and trap scripts so they only get triggered by mobiles (not light effects, etc.).
-Fixed bug where you couldn't pick up items overlapping normal objects (like gazebos in Ch.3).
-Fixed bug where party could get hungry on Easy/Cake mode by vomiting or drinking salt water.
-New script Boolean: "if_objParent" to check if item object is being carried by a mobile.
-Chickens and other small animals now flee all combat targets immediately in AI script.
-Empty bottles are now filled with rainwater if left outside in precipitation.
-Defecate ability now changes Bottles of Water to Bottles of Dirty Water.
-Decreased collision dimensions of gazebo objects.
-Improved and added some dialogue.
VERSION 1.3:
-Fixed bug where corpses would catch you doing property damage and decrease respect (thanks to zf13448).
-Fixed bug where "timePass" command would set timer and time out next dialogue window (thanks to Macabre).
-Fixed bug where Ralo wouldn't give you contracts after the festival if you talked to Gorbo first in Ch.2.
-Fixed bug in Ch.3 story file where Merchant was set to main party in Moonshade Slums (thanks to Beast).
-Fixed major bug where inventory was dumped in the ocean in Ch.3 intro if you had Leather Armor.
-Fixed bug in Ch.2 where pitfight doorway in sewers was impassable (thanks to Macabre).
-Fixed some Ch.2 map transition text (thanks to Macabre).
VERSION 1.2:
-Fixed bug in AI where certain checks were being skipped, including updating path to moving target.
-New Cake Mode option in Character creation for full heal on rest and +60 max HE for all party members.
-Defecate ability now blinds target for 5 secs, new x100 limit for spawning fertilizer per chapter.
-Gave Defecate ability to all bats and flying birds (not just pet parrot), birds now shit randomly.
-Fixed bug where passing time would not progress story variables (thanks to Beast).
-Fixed bug with Andresi's dialogue variable in Ch.2 (thanks to Beast).
-Fixed bug where day tracker was not progressing (thanks to Macabre).
-Fixed bug where music would not update after passing time.
-Updated dialogue with Numbers (Ch.1) and Durolo (Ch.2).
VERSION 1.1:
-Greatly improved line of sight function for ability/item targeting.
-Fixed major bug where party members were auto-switching their targets during combat.
-Fixed major bug where crafting abilities couldn't target certain objects (ore veins, etc.).
-Fixed infinite dialogue loop bug with self-targeting abilities like Prowling (thanks to wargreg).
-Fixed minor bug where campfire light radius effect would double spawn when loading map.
-Fixed bug where some merchants (including in Ch.1) did not have faction.
-Improved Leo's sprite (added scar mentioned in dialogue).
-New destroyed scarecrow scripts, sprite, and object.
-Added default Steam Deck controls.
The Boss Gangsters : Nightlife DAY 1 Patch Live !
🎉 GIVEAWAY TIME! 🎉
We’re giving 5 lucky players a free copy of The Boss Gangsters: Nightlife this Sunday! 💥
Join !
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