Loading screen hints have been added
Texts have been updated to help players find/understand objectives
Easy difficulty will now only have a single objective and it will never be the CCTV one
Microphones can now be reduced even further
Lobby passwords are now hidden (stream friendly) and appear on the lobby board
Various audio improvements to occlusion, reverb, footsteps etc
More variation for the grabber audio
Added the ability to self revive in singleplayer and Easy difficulty
Map wall decals have been adjusted to represent their respective keycards (i.e. red card -> red decals)
Some small audio additions when the feral is walking nearby
Increased the default FoV
New lighting around the base to make some areas easier to notice and navigate
The Stalker AI has been redone and will now "stalk" players. He also ambushes much more often.
We've reduced the headbob when downed
Motion detectors are now more likely to spawn in the locked labs
We've reduced the intensity of the body flashlight so it's not as annoying against the tablet
New spawn points have been added to the Gym and Printer Room
Added more signage around the map and included floor plans to help players understand where they are.
Large flashlights now drain a lot slower
Added FSR2 upscaling if DLSS isn't supported
Chain will now notify players that only double doors can be locked
Made tutorial text more noticeable
Defibrillator item has been added that will allow players to "resurrect" dead players
Toilets are now much more effective for hiding (we see a lot of players using them as hiding spots)
Fixed AI getting stuck on distractor items
Fixed the visuals on hair that was causing it to result in bald-looking players
Snowtruck audio volume has been increased
Grabbers will no longer run in place
Lobby has had some audio issues fixed
The panic room notification now sends to chat correctly
Plants no longer block vision in fire and medical
AI shouldn't get stuck in the spot while searching for players as often (we're still looking into this fully)
Typing on the tablet will no longer speed up your "give up" bar when using space
Medkit vials no longer have crazy physics sometimes
Player positions are synced much better during kills
The game no longer ends if you trap the monster in the panic room
You should no longer clip in hiding spots
Synchronised hiding spots better so you shouldn't get desynced hiding
Bathroom reflection probes have been added to prevent you from going shiny in complete darkness
The stalker should no longer run at full speed in the walk animation when searching for players
Fixed an issue where players could walk into lockers
Fixed a bug where players could interact with hiding spots while the monster was also searching it
Fixed several spawners being hidden or floating
Fixed a bug that caused multiple of the same objective to sometimes appear in the tablet
Fixed a bug where the scaling was sometimes off for the cancel revive text
Fixed a bug where the panic room password would be in the decrypted list
Fixed a bug where items would desync when dropped sometimes
Fixed a bug where reviving would sometimes cause players to be disconnected
Fixed a bug where lobbies sometimes allowed more people to connect
Fixed chat not auto scrolling
Fixed a bug where the lobby password could cause a crash
Fixed a bug where getting jumped on by a grabber would lock your camera
Fixed a bug where getting into a vent after a feral pipe throw would prevent getting caught
This update includes the beginning of the long awaited parties refactor. There’s still a lot of issues that we’re working through, but when it’s fully working this is what you can expect to see:
You can now create parties while in a server, which will allow you to effectively invite friends to your existing game.
When you’re not in a server, inviting a friend will transport both of you to a new party home. In the future, you’ll have more customization options for your home and when joining a party you’ll be joining the host’s home.
In our most recent testing, there seems to be a few issues that make it not work most of the time. We'll be patching this in the coming days to make it more reliable than ever before.
Visual improvements to the revive orbs
Added some visual effects for extraction points
Misc. improvements to loot crates
Adjusted some loot to lay flat
Reyn - opened up new areas in the lab
Reyn - reopened the new and improved reactor and control rooms of power plant
Reyn - Added more bot spawns
Reyn - Misc. mesh fixes
Added the new Cyclotron Colonist Character and Weapon Skin Bundle
Spatial audio acoustics improvements
Removed obsolete voice chat output device settings
Removed collision from inaccessible vista objects on various maps

Hey everyone! Keys of Fury has been accepted to the Indie Live Expo!
The expo will be broadcast live on November 11th, 2025.
Here is the official stream link:
https://www.youtube.com/live/nEey0hulKHk
#INDIELiveExpo
Small Upgrade Balance to reduce costs
Fixed softlock caused by purchasing AI Content Farm or Time Dilation Chamber and trying to max in order.
Fixed new achievements not showing up after deleting old saved data.
Updated save/load system to support older saves coming to the new version.
Fixed Everything All At Once achievement.
Updated the Can't be bothered achievement to work as soon as it happens.
Fixed VP not showing after tutorial
Fixed broken shop items not saving purchase status.
It's possible some saves might not work with the new achievements or systems. If you notice anything affecting these, please report them or delete your save (from title - options - delete save data), then restart your game. I'm trying my best to support old saves, so any feedback is helpful.
Thanks again for all your feedback today and happy vibing on Halloween!
🎃 Happy Halloween everyone! 🎃
We released Zero Caliber 2 Remastered just in time to give y'all a chance to unlock our spooky weapon skins - all you need to do is complete these ingame challenges:
Complete the Richwood's Shock mission in under 10 min 30 sec to get the AA12 & FN Sacr Halloween skins
Complete the Saltbreak Military Harbor mission in under 8 min to get the AR4 Halloween Skin
Check the loadout screen in the lobby - the Pumpkin Grenade should be unlocked by default

They look quite spooky if you ask me - happy hunting everyone! 🎃🎃🎃
Added model of the PRSM4 rail welder.
Fixed collider size of 418Vx wagons.
Increased scenery version number (requires re-saving the scenery in the editor).
Fixed rotation of the [c]wgt_magazyn_gaz_tech[/c] object.
Fixed text display on objects.
Fixed textures of point blades (switch rails) in turnouts.
Added models of CBP level crossing panels.
Added the ability to transmit data via API for ASDEK sensors.
Optimized the operation of the ETCS panel.
Optimized several methods to reduce memory consumption.
Fixed file path processing for the station plan in the signal box.
Added the pushpin system for adding comments on the scenery during inspection.
Optimized editing of forest walls.
Fixed object detection by pantographs.
Fixed fog density.
Fixed visibility of buttons in the scenario editor.
Fixed the private session field functionality during login.
Changed the release numbering system, supplemented with version type designation.
Updated the Unity editor to version 6000.0.58f2.
Waaaaasssaaaaaaaapppppp
Hi Everyone,
Just posting that on November 3 at 3:00pm (Eastern Daylight Time) the FREE DLC will be released!
After the release, during the month of November, I will be adding Achievements to the game and patching up some bugs ive notice on the main game.
Thank you everyone!
Hello everyone,
In light of recent events, the existing Discord communication channel is no longer affiliated with the release of this title. We have found ourselves in disagreement about the future of the game.
The Rhythia Online Platform, Rhythia on Steam, and the maps library on our website are all under our ownership and will remain so.
As always, our intent is to deliver the best possible experience for players and to continue improving this game concept.
The development continues.
Thank you!
Stay tuned for our new official communication channel.
Over the past few days, I’ve been closely watching and listening to the feedback from streamers and players who’ve tried Bonanit. Your playthroughs, reactions, and comments have taught me so much.
Since this is my first game, I have to admit I went a bit overboard with the difficulty — when you play your own game a thousand times, you end up knowing it by heart… my bad.
Thanks to all your suggestions, I’m already working on a major update that will include a difficulty selector with two distinct modes, along with several performance improvements.
A more balanced mode designed for those who want an intense experience — but not an impossible one.
The loop won’t restart completely after each failure.
Players will have a limited number of accumulated mistakes.
When that limit is reached, the game will offer one last chance to survive and continue from where you left off.
Fail that last chance… and you know what happens.
It will also include an automatic checkpoint upon reaching the final phase, allowing you to resume from that point in case something goes wrong.
The game as it was originally intended:
Maximum difficulty, no help or mercy.
No checkpoints or second chances.
Designed for those who want to feel the full pressure of a true nightmare.
General performance optimization and FPS boost.
Adjustments to lighting and physics for smoother gameplay.
Minor fixes in collision detection and object behavior.
From the bottom of my heart, thank you to everyone playing, supporting, and sharing Bonanit.
Watching your streams, your reactions, and reading your community’s comments has been an incredible joy.
It means the world to see you enjoying (and suffering through) the game.
I’ll keep working hard to make Bonanit better every day.