The world of The Midnighters continues to grow, pushing the limits of darkness.
In this developer blog, we’re introducing a new area and the dangers that now shape the exploration experience.
A new region has been added to the game.
Covered in mist and filled with a strange, silent energy, this area offers players new resources — and unexpected risks.

Digging is no longer just about uncovering the ground.
Creatures lurking below can now emerge during excavation, attacking the player and affecting their sanity.
This system adds new layers of tension and caution to every dig.

Insect attacks and environmental stress now take a toll on the player’s mind.
As sanity drops, perception begins to change — and the line between reality and illusion starts to blur.


New dangers await in every layer of darkness.
Surviving in The Midnighters now requires not only strength, but mental resilience.
Stay tuned for more updates and discoveries.
Most players only see the first layer of THIEF’S SHELTER on their initial playthrough. They experience a full, haunting journey — seeing and doing “everything” — yet still walk away with unanswered questions and missing fragments.
But here’s the thing: there’s another ending. A secret one.
Few have reached it. Fewer still have talked about it.
And, so far, no one seems to have posted it online or know the steps behind it.

Those who dig deeper — who take notes, compare clues, and connect threads others overlook — may uncover more than just an alternate conclusion. Rumors suggest a third ending exists.
Every replay changes your perspective. Every new detail reshapes the truth. And as theories grow, so does the community — players working together to decode what THIEF’S SHELTER is really hiding.
Some secrets may take months, even years, to find. Others might already be in front of you, unseen.
The only certainty? You’ll never have all the answers — but you can uncover more than anyone else.
So the question is: how deep are you willing to look?
1. Fix bug where old offline novels cannot be read
2. Optimize image width and height display
3. Optimization of Text Editing and Click Exit Experience
4. Optimize the floating label
All maps now feature alternative layouts, including props and terrain!
The campaign now alternates between normal and mirrored missions - six standard maps, then six mirrored ones, then back again.
🌤️ Some mirrored maps also feature different daytimes, weather, or atmosphere, making each location feel fresh.
🧩 More variations are already planned - bringing endless replayability and new challenges each run.
Try the new Mirror Missions and see how well you adapt when things are reversed!

You can choose whether you prefer multiplication or addition : your choice will also affect boss health, gameplay style, and other mechanics.

New accessibility settings let you change all in-game fonts to a simpler, more readable style.
Enjoy more FPS with new optimizations. If you dont notice any comment below
Boss pulldown now has it's affects animated
Buff descriptions now include how long they will last
added konami code that does something somewhere
main menu ui scales have been reduced so you think i changed something
I wanted to write more to what is the more core changing update of my game, but i want you all playing my game instead of reading its patch notes, go and have fun :D
Thoughts and feelings cascade like waves in the sea.
All of our senses blur together...
🌀 Welcome to the Speculation Era!
✨ Features
• New Techs:
Cloning
Cognitive Backups
Matter Printer
Metaverse
Quantum Computers
Skyhooks
Teleportation
Theory of Everything
Time Travel
Universal Basic Income
Utopia
• New Cards:
Clone
Orbital Laser
Reconstruct
Respawn
• New Improvement:
Museum
• New Relics:
Blinking Dagger
Golden Passport
Quantum Ink
Qubit
Transporter
• New Trait:
Flashy
• New Wonder:
Time Machine
⚖️ Changes
• Unearth is now Elusive
• Hyperlink+ is now limited to current or previous eras
• Changed Robot Arm to “Pickup cost is capped at 2”
• Changed Predictive Model to “Reroll cost is capped at 2”
• Overwriting a Hex 20 Iron Mode save with a new game now resets the Hot Streak trophy
🐛 Bug Fixes
• Fixed a bug that caused Index, Excerpt and Tap to destroy cards after undoing the draw effect
🙇 Fiwo735
• Converted units now benefit from Corkscrew, Corn Nut, Lodestone, Purple Kale, and Spyglass
🙇 Kanavoy
• Fixed a bug that caused stat tooltip text to appear inverted
🙇 Rief
• Trade goods now sell correctly after their city of origin is destroyed
🙇 Lemonpie
• Updated to Unity 6.1.17
Hi folks! This small update contains a few new requested features, along with performance and quality of life improvements.
What's new in this update:
Adds a new customization which lets you choose to have larger or smaller regions, when creating a new game map. (Note that the overall size of the map is unchanged; you'll have slightly fewer regions if you request they be large, and slightly more if you request they be small). Related to that, the map layout interface has been revamped to look nicer!
Disabled the flashing red visual effect on objects which aren't receiving enough bandwidth; it could actually result in a surprisingly large performance hit if you had a lot of buildings which were outside of bandwidth areas! Now buildings which aren't receiving network bandwidth get darker and get a flashing lighting bolt icon that should hopefully be more intuitive for players to understand, and also it'll render just as quickly as fully functional buildings!
District titles are now hidden during cutscenes; either the intro cutscene or release teaser cutscenes.
Removed the apply/cancel buttons when configuring a region's sky; those settings now take effect instantly!
Fixed region fills and outlines not being drawn in the "Grid" view.
Fixed duplicate, unnecessary redraws of scenery items within the model selection UI when opening scenery placement tools. (Previously, each model image was being pointlessly redrawn three times; now they only get drawn once!)
Fixed the appearance of doors in the door placement UI inside Dungeons. (They had been drawing in "Unlocked" state, now they are drawing in "Locked" state, as intended)
Changed the visible "IM" icon representing sent/received instant messages to one that hopefully is more intuitive to people!
Thanks so much for your all comments and feedback, everybody! We're now pushing toward our next big content update which should arrive in a few weeks time, as well the big Factions feature update which will likely hit early next year!
-T
Improved Settings menu readability
Minor adjustments to the Gamma slider on first launch
Minor geometry changes to the WaterWorks and Childhood Memories levels
The Title Screen now reacts to any key instead of just mouse clicks
Improved interactable item throw behavior
Added VSync setting (Default: Off)
Added support for Borderless Windowed mode
Added cursor highlighting to the Squeeze mechanic
Fixed a visual error with the clock in The Basement
Fixed Fullscreen and Windowed mode errors
Fixed several out-of-bounds issues in WaterWorks
Fixed various light switch issues in The Basement
Fixed softlocks in the Childhood Memories and The Basement levels
We're aware of the following issues and are working on fixes for a future update:
Fatal Error crash on launch for some players
Frame Generation does not function properly
Subtitle miscues and formatting inconsistencies