Fixes:
- Corrected monitor color reproduction
- Adjusted UI
- Adjusted auto-aim
We introduced the Tree of Life in the last update but have since fleshed out the mechanics a bit more. As the tree grows it may produce a branch or a fruit as you already know, but now the branches can grant powerful passives that will help you in various ways along your journey.

You can now prune the tree for a stick and a chance to grow more fruit in it’s place, or possibly a branch with different passive effects. Once you have a branch you like you can upgrade it by fertilizing the tree.
You can now compost fruit and/or sticks collected from the tree and once you’ve collected the compost you can use it to fertilize your tree. This will upgrade its branches for more powerful passives and/or grow your fruits to the next tier instantly!
Once you have your tree the way you want it, and if you aren’t interested in gathering more fruit, you can now freeze the tree in it’s current state. While Biotemporalysis is in effect the tree will no longer wither or grow.
We’ve added some more info about particles into the compendium expanding on the “lore” of Go Up. We’ve also been trying to pack in some more statistics that you can monitor in real time while playing.
We’ve changed the way chaos builds up to add more randomness. Now the more quickly you collect chaos particles the less they are worth, but we’ve also added randomness to triggering the chaos event, meaning there is no longer a set amount of particles you need before the event spawns.

We continued to add a few more shape spawns as well, and I’m sure we have some more coming up. Also instead of only getting the anvil event while suffering, now the lower value shape drops can also reduce your suffering count.

Tree of Life withering/growing bug fixes
Tree of Life persistent fruit levels and branches
Tree of Life skill button background colors corresponding with passives
Icon Reimports and Resizing
More informative descriptions for skills and info
Fixed explosion particles sometimes not being grabbable or collectable
Fixed some missing compendium notifications
Compendium particle counts now update
Fixed particles sometimes displaying incorrectly in info windows
Chaos character filament goes brrrrrr
🕯️ **Veilborne Sacrament Demo – Update v1.1**
This small patch focuses on refinement and stability to improve the overall experience:
- Optimized overall performance (better FPS and loading)
- Adjusted sound levels and ambient audio balance
- Minor event and scripting improvements for smoother flow
- Various small fixes and polish updates
Thank you to everyone who played the demo and shared feedback —
your support helps us make *Veilborne Sacrament* even more immersive. 🖤
Hey Little Chefs,
A little bit of optimization, small updates, and a little expansion on the tutorial in this update.
Updated boing bones, characters had more than they needed
Updated Setting/Pause menu - time stop seemed to be causeing some problems. Time still stops everywhere that is necessary but it shouldn't spike the game now. (you may see some things still moving like Alan hopping, smoke coming out of the cooking stations - but be assured that time is actually not moving if you are in this menu)
Added a force to use TAB button (or controller version) to open the menu
Added Miso soup to tutorial to help teach about the preparation stations and how prep ingredients work
Updated to tutorial! - added a force to use TAB button (or controller version) to open the menu. Added Miso soup to tutorial
Tighter hit boxes on the wood
Tighter hit boxes on little buddies so you can pick up items from them without (or at least with limited) picking up of other nearby items
Trash indicator added to Tool Tip
Updated dash so that you can do it a bit more frequently
Moved some Tool Tips to fit better on Steam Deck
Changes how the Regular's story is diplayed in the book - arrows to cycle to the different lines so that the text could be bigger
Fixed the freezer allowing you to put in multiple food mush mixes in to make meals
Small indicator now when there is something in the Freezer
Cloud saving update
We are so very sorry to our players in China. We set up the game to detect the language on the players computer, and this apparently broke everything for our folks in China. We are incredible sorry about this issue and we hope you give us another chance.
If any of these don't seem fixed to you, or you are experiencing other issues, please keep letting us know!
As always, we appreciate you!
Axie & Leaf
This season's Fight Pass features a new skin for Queen Cobra - "Vindictive Capitalist"! You'll also find a new universal stance "Clockwork Plaything" and a universal victory pose "Promised Reward"!
Hello everyone,
I’m Raswan Orizka, the Art Director, and I'm with Yan, the Lead Artist from GameChanger Studio. In today’s DevLog, we will highlight our visual development process for 1998: The Toll Keeper Story: discussing a fictional world that is also very close to our real-life counterpart.

In our previous games, we were more focused on visual elements with dark fantasy themes, where we took elements like creatures and magic from outside our reality. In this project, we've done a visual approach to take people closer to the daily lives of the real world, taking their anxieties, nostalgia, and symbolism to make it feel like an almost forgotten memory.

Initially, our visual idea for the story and gameplay was much simpler. We aimed for a more cartoonish, easy-to-digest art style with just a hint of eeriness that complemented a gameplay-focused experience. We drew strong inspiration from games like My Child Lebensborn, which has a uniquely simple yet dark visual style. To make the art style reflect the game's time period, we were careful with our colors and textures. We incorporated a halftone dot pattern, a sepia color overlay reminiscent of old, faded magazines, and a subtle yellow tint that resembles aged photographs and films.
After a bit of consideration, we felt some part of the early art style was too cartoonish for the game's themes, so we did a visual overhaul to reflect the tone and themes of the game better. We went through numerous iterations of character and cutscene art styles, reworking many assets and even redesigning some characters entirely, like making the style a bit realistic.

Some visual experiments we did involved making illustrations that are metaphors and satires, as a criticism of the world’s social and political condition. We turned them into a medium for the people of Janapa to express their aspirations. These visuals also help to visualize various scenarios that are happening, like conflicts between characters and the place they’re living in. We’re also using scrapbooks filled with diaries, newspaper clippings, and Polaroid photos to express valuable memories of the characters, especially the main character Dewi, who is putting her story inside her diary book.
We’re also highlighting the element of hatchings in all of our designs to give the impression of a rough and dishevelled vibe. This helps contrast visually the story of the struggling and anxious common people in the middle of an economic crisis and the tension between Janapan citizens and their government.
Some of the challenges we aimed for were to make the game as true to its time period as possible for both the characters and cutscenes, ensuring everything is authentic. We conducted research and cross-checking, paying close attention to historical details and adding nostalgic objects that would resonate with people who lived through that time period. For the cutscenes, there was an extra layer of difficulty in conveying a dark and tense atmosphere. We tried to show that each character’s emotions and gestures shine through by playing with camera angles and mainly the lighting intensity to make the event in the cutscene more dramatic.

Another highlight of the visual overhaul is that Dewi's hairstyle is directly inspired from the 'dead mom' anime meme, which really is our biggest foreshadowing that things are not going to end well for her.
Regarding relatability: At first, her design was extremely plain to make her more relatable to the everyday struggles of a pregnant woman without the means to support her baby, always tired and too busy to care for herself. We made her look somewhat disheveled. Eventually, we changed this to make her more polished and conventionally pretty when she’s pregnant.
And that’s how we visualized the final art style for 1998: The Toll Keeper Story. There are some parts of the process we really enjoyed when we developed the visuals.
Yan’s favourite part was getting the idea of the game from our Game Director, Riris Marpaung, and translating that into visuals on paper for the first few concept arts of the game. It was an interesting and new experience to explore various art styles and concepts from the ground up. Other than that, she really enjoyed drawing some promotional arts and being free to explore characters like Heru and Sinta through illustration!

As for Raswan, He really did enjoy making concepts for some parts of the end-of-day cutscenes and the final ending cutscene, where the heavy emotional feelings of the story need to be conveyed visually. For example, sketching the expression & gesture of Heru and Dewi having a debate with the background of cracked glass to convey the beginning of a shattering family because of differing priorities between a husband and a wife, and also the fragile struggle to build a family.
That wraps up our journey into visualizing the world of 1998: The Toll Keeper Story. We poured a lot of thought and heart into every line, texture, and shadow to bring this "forgotten memory" to life. Thank you so much for reading this devlog.
Hey Survivor!
A new hotfix has been released to fix issues occurring in certain regions and countries.
Please make sure to update your game before playing.
Build ID: 20619305
If the game doesn’t update automatically, try verifying the integrity of your game files.
This hotfix updates the previous Pre-release version to the live version.
There’s now no difference between the Pre-release and Live (None) builds, so please play on the Live (None) version.
Every Steam review from you means a lot to our dev team.
With your support, we’ll keep working to make MIMESIS more stable and fun!