
Trailer 2 is now here! Step inside the sick and twisted mind of Evelyn Vane, the visionary behind the horrors of The Haven Institution.
Her words echo through the sterile halls and broken memories, blurring the line between salvation and delusion. What she builds is not meant for comfort, but for control.

Witness her truth. Hear her voice. The descent begins.
Watch Trailer 2 now:
Adventurers, fate is kind to us – a long weekend is just around the corner. Therefore, we are glad to welcome you with an update for long trips around Wellandor. Believe me, your fingers won't get tired after this update.
Added new mechanics:
⚔️Added the functionality of wells and expanded the functionality of fountains. The effects of fountains and wells are now recorded in the autocorrect
⚔️A new control mode has been added, in which you do not need to use the PCM to rotate the camera. You can select the control mode in the settings menu.
⚔️Added the ability to use items not only based on the character's icon, but also based on the hero's image in the inventory.
Fixed it:
⚙️The quest "Miranda's Warm Bread"
⚙️A bug in which the effects of the amulets did not work
⚙️A bug where it was possible to duplicate accessories
⚙️A bug where a quest item could disappear if the character's inventory is full
⚙️Improvements to the user interface
⚙️Improvements to the sound system
⚙️Fixes to quests and riddles
We will introduce many more things in future updates, so stay tuned and write in the discussions how are your trips on Litea?
Hello there gamers,
And happy belated Halloween! It’s spooky season and I want to talk about something I love love love. Spooky games!
I’m talking about:
What makes a spooky game vs. a horror game
How I make Muffles’ Life Sentence a spooky RPG
Some of my favorite spooky inspirations
Prepare for a scare!

Off the bat I want to establish the chasm of difference between a game with spooky/horrific elements or themes or aesthetics vs. a true horror game. These lists are not prerequisites for these kinds of games or anything, they’re just what come to mind when I compare them.
Spooky game:
Pulls from horrific source material to establish the darker side of your world
Provides moody/creepy settings (dark forests, creepy mansions, caves, etc.)
References horror tropes and visuals
Horror game:
Using imagery or sound effects to momentarily shock the player is a key draw of the experience
The player’s motivation and/or story plot have tension and uncertainty inherently baked in
Uses less-forgiving game mechanics that make you feel powerless (survival resource mgmt, stealth, etc.)
The role of enemies is less to be obstacles to rewards or fulfilling a combat power fantasy and more to punish the player and have them question survival
Uses the unknown as fear vs. just opportunity
It’s clear from these lists that I think of these types of games pretty differently. If we think of it like art, then spooky games are the dead trees and long shadows you add to a nature scene. Horror games are the works of Giger, Zdzisław, and Junji Ito.
I love incorporating darker elements into the world and story of Muffles’ Life Sentence, many of which have been there from the start. Set in prison, inmate surgery, your mouth is stitched shut- all that good creepy stuff.



But I wanted to be sure this never strayed into becoming a horror RPG. I love games like Pathologic, Fear and Hunger, and System Shock, which made it easy to know I wasn’t looking to make the game feel like any of them.
I also knew I didn’t want Muffles, an RPG Maker game, to fall in the footsteps of the many wonderful RPG Maker horror games I grew up loving. The Crooked Man, Witch’s House, Ib, Mad Father- these were some of my first delves into horror PERIOD and so many used the unique limitations of the engine to craft incredible linear horror stories.
So then what did I use for reference, and why bother with spooky/horror in general if you aren’t making a full-blown horror game?
I love games and media that don’t use the horror game formula, but have elements just under the surface that add stakes and depth to everything. Undertale, OFF, and Bloodborne are a few of my favorite all time games and have a darkness to them that can be hard to shake off (hah). They explore madness, corruption of morals, bizarre experimentations, genocide, and more.

I think every RPG needs to include some elements of horror. Role-playing needs a real-feeling unreal world. Bad things happening to good people is core component humanity- but that doesn’t mean it has to be glum and dour (note to self- create some characters named Glum and Dour).
Tragedy, death, and destruction of precious things can be fuuuuun and thematic! Like an evil hare whose death animation is to perform an Irish jig on your back, shattering your spine.
Evidence of atrocities can be vague and mysterious! Like the all-to-familiar video game corruption stuff that’s really just purple and black goop or a color palette swap for enemies we see in a bajillion games.
Yes. At some point. Probably.
I hope everyone had just the best Halloween. Here, the fall vibes are incredible. There’s a soft pitter of rain and the leaves are red and where they belong- on the ground.
I’m going to start in earnest on Episode 5 on Monday- the last episode!!! It’s exciting to know so much and yet so little about what’s in store for me, Muffles, and for all of you reading who will play.
Until next time,
-Bossy
It's launch month! We wanted to celebrate with a new build that brings in all sorts of bug fixes and visual/audio improvements. We've also added two big new things to the demo.
First, we've expanded Morgan's demo content to four chapters - the same as Typhon and Miko. Morgan has a very different tone we wanted to highlight, and they also have a rather different perspective on what's going on in the Academy. We're not going to spoil too much here, but go see what our mischievous healer has waiting for you.
And second, the practice arena! Now when you complete the demo content, instead of being booted back to the title screen you can stay on the map and use the practice arena. This means you puzzle-fiends out there can play to your heart's content AND every character has their own saved practice rank, so you can test your puzzle skills against your friends.
We're so excited for our upcoming launch, and we hope everything we're adding to the demo will get you just as excited. See you at the Academy!
1.1.3版本更新公告
各位雏草姬们好久不见!小菲镇现在已经更新到了1.1.3版本,雏草姬现在可以自由选择主菜单的看板娘小菲了,各种小菲们会随着游戏的进度逐个解锁,如果雏草姬已经通关了小菲镇,只需要进入到小镇一次即可全部解锁。 感谢大家支持小菲镇,我们还有很多想法想要呈现给大家,敬请期待。
如果遇到bug或者有任何其他任何建议,请联系我们!
雏草姬可以在weibo搜索Luzhang游戏或者在某书搜索LuzhangGames联系到我们哦!
以下是改动说明:
添加了选择主菜单小菲的功能。
修改了笨鸟先菲通关后的文本。

A lot has happened since our last update in July. Tomi has been hard at work expanding Project Enceladus, creating new things and reworking some old ones, and today we'd love to share some of the progress that's been made across level design, puzzle systems, and gameplay flow.

The modular level-building workflow has evolved significantly. New rooms now feature more verticality and layered layouts, enabling more interesting movement-based logic puzzles and platformer-like challenges to be created.

One of the biggest additions that's been implemented is a dual-character mechanic: the player can now switch out of the protagonist's first-person perspective to control a small, autonomous drone.

The drone can fly, access unreachable areas, activate hidden switches, and uncover secrets. This system opens up fresh puzzle designs and narrative moments, and to be honest, developing and testing this feature was really fun.
A new temperature system has also been introduced to shape puzzle logic and exploration.
These dynamic hot and cold zones affect both character performance and environmental interaction. Players can deploy mobile control units to normalize extreme conditions and even fuse them with static emitters to expand their coverage. It's not just a visual gimmick, as frost, fogging, and visor feedback all add depth and immersion to the simulation.

This is actually the second design pass on the mechanic. The goal was to make it interesting and novel without adding unnecessary complexity. The result now feels intuitive and rewarding.
Looking back to this year's spring and thinking about the rush to finish a demo for Megagrant, it always felt like with more time, things could really be better. So Tomi revisited those parts of development, hunted down bugs that have haunted the project since then, performed some serious optimizations, and gave the Prologue levels a more polished look. Look!


Changes have also been made to how players access hidden story content. Earlier versions of the game locked off lore-rich areas behind quick-time event doors, but after some playtesting revealed mixed feedback, these were completely redesigned. Level segments now have hidden keys tucked away in puzzles and off-path areas. This encourages exploration and adds a satisfying reward loop for players who take the time to investigate every corner.
Thanks again for following the development of Project Enceladus. If you haven't already, wishlist the game on Steam to get notified about updates and the release!
Thanks for reading, and for being part of this journey!
– The Team
"Scaaary" Hello Folks! 🎃
This Halloween, you could discover an ancient Slavic ritual that blurs the line between the living and the dead. 🍂
In Slavic culture, Dziady (Forefathers' Eve) was a night when people gathered by the fire to honour their ancestors — inviting the souls of the departed to visit the world of the living for a brief moment.




In The End of the Sun, you can experience this unique autumn atmosphere yourself.
We’re sharing a special cutscene trailer showing the Dziady ritual from the game – a mysterious gathering by the sacred tree, where people try to summon the spirits of their ancestors.
Feel the eerie, melancholic mood of fall evenings by the fire — a touch of mystery and a hint of thriller, but no jump scares. Perfect for a quiet, atmospheric, but a little scary Halloween night. 🎃🔥
Happy and Scary Halloween with The End of the Sun!

