
Tutorial updates for new players!
Translation fixes for various languages
Fixed a bug where ammo boxes can't closed properly
Fixed a bug that affects skin purchase minigame
New lights & shadows for better optimization
Greetings Commander,
The latest update has been released: Release v1.1.3 - Heiress
The Heiress is a renegade scion who siphons life from every kill and seizes control of enemy crew using her Hypnosis ability.
This update also includes a few UI improvements based on player feedback and a minor typo fix.

New commander: Heiress
Fixed typo in Hex Priest gold text
Added clickable menu button to in-game UI
Added "Show Version Info" checkbox to settings menu

We're really excited to say that our FMV Horror Puzzle game - The Void Between - Is going to be part of this years Aesthetica Short Film Festival in the Games Lab from the 5-9th November.
We're really looking forward to being part of this amazing festival that brings together creators from all over the world. 🎬🎶🕹️🌍 It's an event full of films, games, music and more!
If you're free and are able to make it to the festival, it's going to be a wonderful few days in the magical city of York! ✨
Our new demo will be available to play at the Games Lab for the duration of the festival. 🕹️
We're really happy to be part of it and can't wait to play all the other games that will also be there. :)
If you would like to find out more about Aesthetica Short Film Festival 2025, you can check out their website here - 💻
Home - Aesthetica Short Film Festival
Have a great day! ✨
Thanks a lot,
Chris & Ben - Key Compass

Hi everyone
We’ve finally identified, located, and resolved the issue causing GPUs to overheat, even on newer rigs.
Especially the Region maps at the player desk have been the culprit, and that should be much better now. If you're still experiencing performance issues, please let us know; we’re monitoring closely and will continue optimizing the game.
Fixes & Improvements
Mouse edge panning removed: This feature conflicted with key-based camera controls, occasionally leaving players stuck at the bottom of the Region Map.
Adjusted character collision: It's now easier to target tiles and other units positioned behind characters.
Fixed collision blocker in Revenge Stronghold: A specific angle previously blocked the mouse pointer; this has been resolved.
We’re saddened to see the influx of negative reviews and understand how frustrating bugs and accessibility issues can be. We’re doing our best to iron out the problems and improve the experience for all our players.
Thanks for sticking with us, and have a great weekend!
The Playwood Project Dev Team
Hey everyone!
We’ve opened a Discord server for our game — come join us!
You’ll find updates, screenshots, announcements, playtests… honestly, we’re not even sure what else yet 😄

Fixed bug with forging card when a wave/level ends. Now, if you forge a card when a level ends, you can continue after picking upgrades. If you forge a card when a level ends, it just cancels the forging and you continue on as usual.
Reduced Arcanis missile amount from 10/20/40/60 -> 10/15/20/25. It was too powerful late game.
Increased difficulty from lvl 15.
A brand-new level has been added to Classic Mode — but this time, you don’t have a flashlight.
You’ve got a night-vision camera, turning the atmosphere into something much darker, creepier, and far more intense.
A new Classic map is also on the way — set in a tight, claustrophobic indoor environment instead of the current open area. Expect even more tension, fear, and adrenaline.
Added dialogue skip option during the “Old Factory – Fuse Task” sequence.
Major AI improvements in both Classic and Story Mode: smoother, more precise, and far more aggressive.
Randy won’t get lost in the woods anymore — he actively hunts you down, and it’s much harder to shake him off.
Fixed foliage collision issues, resulting in smoother player movement and fewer annoying bumps during gameplay.
The bar has been raised.
Turn on your camera, and good luck surviving the dark. 👁️
Hello everyone! Welcome to the end of Fall as Winter is sure to hit soon!
As we mentioned last time, as we move into working on things like *~*debates*~* we won't have too much to share until we're done sorting some things out (and even then there won't be too many images) so these updates will be a little small!
Our original goal was to add the Passive Animals to Olvia and Vescha over the next quarter - but we actually got it done ahead of schedule! Both of the new regions now have an abundance of birds, butterflies and other (non-violent) creatures waddling around. Here's a short video showing it off!
One thing we can talk about and show with the debates is a small fundamental change that people will (probably) appreciate.
First let’s throw back to the original debate battles! Way back when we planned for the debates to have three metrics to determine if you would pass or fail a debate:
You needed to select the correct options (or at least not get a bad end)
You needed to select the options within a set time (don’t leave someone waiting forever – that’s awkward)
If your score was too low then you would fail (maybe you should up your charisma)

You’ll notice that last option has been removed in the most recent versions – we found it to be really unfair. If you picked all the options and got the “best end” why would you need to level up your charisma and then do it all over again? So for a long time debates looked as follows:

You needed to select the right options and also do it within a certain period of time! With this we hoped people would still feel some tension to pick options and that unfairness would go away.
However over the last while we’ve been playing other “choice selection” games – like Ace Attorney and Disco Elysium. Some of the most interesting parts of the game – and parts we really enjoyed – were when you needed to select an option but you had the opportunity to stop and ruminate over which one was the one you thought would work best. Talking it out, thinking over what each choice meant, etc. – we found that being able to do this meant engaging with the work more deeply.
The intent of the game is to engage with the world, gather facts and information about it, then apply it in debates. The debates and your performance in them depend on your understanding of the world – and being rushed to make selections can take that away.
Plus it can still feel unfair to miss the window to click a button because you were too busy thinking and then you have to do the whole thing all over again!
So with that said – we removed the timer! We had originally been thinking about removing it as an accessibility feature, but decided that removing it was better for the whole design. (Hopefully)
As we’re sliding into the end of the year we’re going to be looking at two main areas: Debates and redoing older Overworld maps. The debate work is already known, so we’ll expand on what we mean by “redo”.

Quite a while ago after we finished the second province (Lakure) we noticed that the regions looked too similar. It didn’t feel like you were progressing through the world and it didn’t feel like each region had it’s own uniqueness. This is why we took a pause to develop more assets before moving onto Vescha and Olvia (to the bottom and right of the river/lakes).
Originally the plan was to redo the vegetation in these areas closer to release (similar to the water) but we’ll be moving this ahead in schedule for a few reasons. First is that we have some time now and it works well as a break from Debate work when we need it. The second is that once we add animals, treasures, and enemies it will be very difficult to redo the areas.
Therefore we’ll be starting to work on redoing the Lakure region – only available to beta testers right now. It’s the area between Wiska Forest and Vescha. Our focus is on giving it it’s own identity and once done we’ll be adding passive animals. We expect it to be completed for the March 2026 update.
We will then focus on Wynoa – the region available in the demo. Since there’s treasures, enemies and more this will be more time consuming, but will be finished before end of Summer 2026. Once done we’ll push an update to both the demo and beta branches so people can explore the “new” areas.
We’re giving ourselves a lot of extra time on these because it’s more of a background activity while we work on non-visual changes and will require some retesting of the game and the beta before we push it out to the world.
So look forward to some more visual upgrades in the next update as well as more information on the debate changes!
See you in the new year!