🎃 Spooky Season Update - Halloween Patch Notes 👻
A haunted breeze is in the air, and we've got a chilling new update just in time for Halloween! Check out what's new in this seasonal patch:
💦 New Pressure Washer Tool Added!
Scrub away stubborn stains with a brand-new, high-pressure cleaning tool.
🧹🕸 Halloween-Themed Tools
Special spooky gear and festive equipment are now available to match the eerie vibe!
🏚🌕 New Halloween Scene Unlocked
Explore a creepy, decorated scene filled with pumpkins, skeletons, and chaos. Clean up after some truly mischievous tricksters!
🎥🚫 Motion Sickness Improvements
We've made camera and movement adjustments to reduce motion-related discomfort.
🐞🛠 Bug Fixes
Various UI and gameplay issues have been resolved to improve your overall experience.
📝 Language Fixes
Localization has been improved for a more accurate and immersive experience across multiple languages.

This free demo features the first six episodes of the story, giving you a first look at the characters, the choices, and the drama that lies ahead. Every decision brings you closer to love... or to something much darker.
If you enjoy it, don’t forget to add it to your wishlist to support the project and stay tuned for the full release!
Stay Foxy,
The Love-Joint Team.

- Another new map added! Since the game is released and my workload is drastically reduced, I’m now able to start adding new content here and there. I know a common complaint was that the maps were repetitive, so I will be sprinkling in new maps between patches over time. After this week though, we won’t be patching almost daily like we have been. It will slow down to once per week, and then eventually to bi-weekly.
- Prussian cantonist composition now starts with a dragoon. Any composition which starts with just 1 brigade should have a greater focus on quality. Furthermore, most new players are going to be trying out Prussia as their first playthrough, and it’s not particularly fun when your cavalry is useless and is routed by most enemy units, it leaves a bad first impression. By starting the player out with 2 professional units and 2 unprofessional units, they have a more solid foundation to build off of. Prussian starting manpower is now 350 instead of 100 so that the starting depot battle doesn’t set you back.
- Prussia’s national buff “Junker Aristocracy” now doubles the officer veterancy gain rate instead of increasing by +50%. This should help you level up your officers into legendary commanders faster and gain access to powerful buffs like “fire by rank” quickly.
- British expeditionary force now starts with a light dragoon for the aforementioned reasons. Makes Britain look a lot more professional and because they only have 3 starting units, we really want the player to feel like they have a super reliable and high-quality force. British starting manpower is now 350 instead of 100 in order to replace depot battle losses. Britain’s starting carbine item replaced with excellent-quality light saddles (because the light dragoon already starts with a carbine).
- A few little encounter fixes made for “gambler’s den” and “food needed”, you could press some choices without meeting the proper conditions, like this one where you could gamble despite not having the money for it:

- Russian cadet corps doctrine now reduces officer death chance instead of increasing experience gain
- British “Subsidy Jaegers” now start with a Potzdam musket instead of a rustic one.
- Fixed multiple colors being mis-aligned in the French color palettes between the flags that would generate and the colors available to the player
- The rate of losing your army while starving has been drastically reduced, starvation rate reduced by 60%. This means your army won’t be dead in 2-3 days without food anymore, you now have a little more time to crawl to a settlement and grab provisions.
- Cover can feel really weak and sometimes you don’t even notice if it’s doing anything. So I bumped up its base effectiveness from reducing -25% of incoming damage (when a unit is at 100% cover) to reducing -35% of incoming damage at 100% cover.
- Deployables now take 15 seconds before they are placed down instead of 10 seconds. Deployables are visually removed after 2 seconds of the charge impact instead of 5 seconds (which caused them to look buggy when the units engaged in melee) - Cavalry reload speed reduced by -5, British cavalry reload speed reduced by -10
- Slightly reduced carbine reload speed
- No more major changes for now! I wanted to include this category just to say that I’m happier where artillery is at now and wanted to reassure players we wouldn’t be further nerfing them so frequently. We will keep an eye on the balance and make adjustments next week if needed, but for now I’m happy with them.
- Improved the formation drawing, the Dutch artillery can now be drawn out as a full line

- Problems we’re aware of: I do know there are some problems with how the AI uses artillery (namely pushing units ahead of their main line) so that’s something we’re looking into next. I also still see the occasional glitch where artillery is becoming unresponsive, so we will continue looking into that. Finally, we will address canister shot being used to fire through multiple enemy units in next week’s patch. Once these updates have had a chance to settle in, we may also adjust artillery pricing to be more in-line with their new effectiveness.
- If you visit a barracks that has no units to recruit left we now have a little message that displays that.
- Improved the padding on the UI for the speed control settings at the bottom of the screen in battle
- The light white box that takes up a portion of the background on the victory screen has been fixed (you can see what it looks like in the screenshot)

- AI is less willing to death charge your front line when you have no cavalry. There’s an ultra-aggression state that gets enabled when they don’t detect cavalry but we’ve added more nuance to this. The next thing to work on is getting the cavalry to flank more often in a future update.
- AI cavalry will no longer try and protect shattered units (like hanging back to protect a shattered artillery unit)
- Italian localization added to the game!















---------------------------- Join our Discord and be part of the next community playtest! ------------------------------




HALLOWEEN CONTENT
PLAYERS SERVER LOBBY RETURN BUG FIXED
NEW LANGUAGE UI MENU \[ EASY SELECTION ]
LOBBY MENU LAYOUT UPDATE \[ CLEANER LAYOUT ]
ROAD MAP UPDATED
STEAM AUTHENTICATION





For the duration of the Halloween Event, you can play as Halloween Characters.
To access the new costumes, you need to create a Lobby, then select your character and choose the Halloween outfits. 
Wicked Witch Character
Pumpkin Cardboard Character
Clown Skeleton Character

💀 REQUIEM is now on Steam!
Step into a psychological horror experience set in a mysterious graveyard.
Discover hidden letters, unlock coded chests, and uncover the truth behind the silence.
Every chest hides a secret, every letter reveals a fragment of the story...
Listen to the whispers within the darkness and face what’s buried deep in your mind.
🕯️ Add to your wishlist now: 👉 \[Steam link here] https://store.steampowered.com/app/4117570/Requiem/
And here it is, a full roadmap update built around all your amazing ideas and feedback! 💫
I’m proud to announce that Mall Simulator is going to be massive and will stay active for a long time thanks to you! 🤩
Everyone joining from day one will get a special launch discount and exclusive surprise content! Your incredible support for the Mall Simulator community means the world to me, and I’m sure that together, with your feedback, we’ll make this game bigger than ever! ❤️
15+ stores, dozens of machines and services, and hundreds of famous brands are waiting for you in Early Access! ⬇️
👕 Clothing ⚽ Sports 💻 Tech 🧸 Toys 🛒 Supermarket 💄 Cosmetics
🎬 Cinema 🍔 Burger Shop 🕹️ Arcade 🏠 Home Goods 🎮 Game Store
🥐 Bakery 💍 Jewelry 🌸 Florist 🍣 Sushi Bar 🥤 Vending Machines 💵 ATMs
and so much more ready to build from day one! 🔥🔥🔥
And if you haven’t already, make sure to add the game to your wishlist so you don’t miss the launch! 🔥⬇️⬇️⬇️
https://store.steampowered.com/app/3180150/Mall_Simulator
Let’s shape the game together, you and me! Join our Discord server and share all your excitement and feedback about Mall Simulator! ❤️
Hello everyone, welcome to this week's progress report.
Level:
This week, we continued work on the A-quality blockout for Umbar and on detail meshes for Apoc. In parallel to that, we finished updating our landscape textures, which are now waiting to be implemented on the story mode world map. The world map terrain mesh is also progressing through its detail pass, and it's looking better and better.


Code:
This week, we implemented a group token system for our combat AI. This system ensures that only one NPC has full activity during a fight. All other NPCs will have reduced activity, so you don't get overwhelmed by too many enemies attacking at the same time.
We also continued work on the Tattoo system - a new Tattoo Shop UI is being developed for story mode to be able to add and remove tattoos at the cost of Pearls
Character:
Last week, we improved the eyebrow behaviour for all the female humans, this week we completed the procedure for all the male humans. We also started work on small lizard characters based on Djablo’s skeleton. These will be easier enemies who populate the lizard regions of Kerpal.

Animations:
In the animation department, we implemented some more NPC routine animations for the lizards of Adûn this week: sitting, guarding, spear practising, chiseling plates, chiming ritual bells, and drilling for ores. We also implemented the item use animations for eating fruit, eating meat, eating meals, and drinking potions and mopped up some additional small tasks from the backlog like missing turn-in-place animations.
Design:
We have fleshed out the cannibal leader boss design, looking to give him that brutal, intimidating vibe that'll make encounters epic. We have also been setting up the bandit character classes, defining things like what loot they drop and what gear and weapons they use. We are making solid progress on the first balancing pass for all the combat-related values, as well, i.e. weapon stats, enemy stats and player stats. On top of that, we worked on a do-over of the main quest in the Lake village. Max can now gather information about the Kerpali from several characters, which will hopefully be a better version of the first contact quest.
Thank you for all your continued support,
-Wild Life Team
We got some feedback, and while we've been working on finishing the game, we've also reworked and added quite a lot of stuff.
Difficulty reworked: The enemies have much lower health, but there are more of them now, they don't spawn in groups of the same type anymore, making them more varied, and some of them are faster.
Style Points system and Leaderboards added: Now, after you kill 2 enemies in quick succession, a style meter pops up, and tracks points for your kills (with different point values for different kills). If you keep killing enemies, you'll eventually gain a point multiplier that decays over time if you don't keep it up with more kills. At the end of a run, your score is added to a leaderboard, and you can view the global leaderboard and your friends' leaderboard.

Slam added: Now, if you press the slide button in midair (Ctrl by default), you'll perform a slam. If you slam repetedly, you'll gain more height.

Parry added: You can now parry projectiles back into enemies (F by default). Successful parries also restore stamina.

Tutorial expanded to feature slam, barrels, and parry.
Slide reworked: Sliding no longer consumes stamina, and it allows you to cover much longer distances with more speed. The slide+jump combo still consumes stamina,
Alternative First Arena added: Now, when you start a run, you may randomly end up in an alternative arena. The alternative arena shares all the enemies and the boss with the usual one.

New enemy added: Hawk now spawns at the first arena starting from Wave 5. It follows the player at a certain distance and throws steel-lined feathers.

Balance tweaks: arenas now last 8 waves instead of 10, katana now recharges in 5 seconds instead of 15, and the shotgun is buffed a lot - higher magazine capacity (8 instead of 6), much faster reloads and fire rate, and damage and range are also probably increased (our programmer is sleeping while I write this changelog, and our modeler, who may also know the exact changes, just went to sleep as well).
Spanish localization fixed: While making a localization spreadsheet for our publisher to proofread and for another translator to use, I found some blunders I overlooked, so they're fixed now. I still can't promise it's as good as it could possibly be, but I've tried my best.
Short description of the items are now seen before you pick them up. You can also press P while looking at an artifact to open its journal entry, provided you've picked the item up before.

Movement slightly adjusted: jumping now feels less floaty and more sharp, katana now stores your initial momentum (which pairs with repeated slams pretty well), and the camera now doesn't jitter if you step on something too uneven.
You can now carry explosive barrels by tapping the interact button (E by default), rather than holding it.
The server room in the lobby is now available: The credits and completion screens have been moved there, and the leaderboards are also there. Although some things related to a few secrets will still be unavailable in the demo.

UI slightly reworked: When our programmer made the style meter, it looked a lot cooler than the UI he's made before, so the rest of the gameplay UI has been adjusted to suit the style meter better. The screen for the end of the run has also been reworked to feature the leaderboard.
The Hive and Blizzard sounds added: I have no idea how I managed to forget to make the sounds for them before the previous update, but I did, and now that's fixed.
Language change button added to the main menu: If the game launches in a wrong language for some reason, now you'll be able to change the language without having to figure out the settings in an unfamiliar language.
Hints for how enemy leveling works now show up the first time you start a game.
Axel and Lancea enemies have received slight remodels.
First arena renamed to Midnight Cross, since the first alternative arena is now called "Sandspire Coliseum".
Lighting now may look slightly differently due to us upgrading from UE5 5.4.4 to 5.5.4, which reworks lighting that we've been using, and probably optimizes it a bit.
Minor bugfixes.
And, as you may have seen already, the game is now delayed from November 2025 to January 22nd 2026. We're pretty sure that we'll need more time to polish the game, and maybe change or add some things again based on the feedback that we get, just like we did this time.
So please, if you have any feedback, good or bad, please tell us - on Steam discussions, on Discord, or wherever you please - we do listen, and we'll try to make the game more fun.