Patch notes for 0.5.09b:
Gameplay
Peeky's 'full region' bits reward has been upped from 10 to 25
Removed 'corner bombs' from Waking Fossil's last phase
Updated Ruins Hounds' pursuit code; they no longer start running at max speed
Fixed Ruins Beast leaving its damage hitbox active for 2 seconds post-death (sorry, Harper! 😅)
Garbage Eater can correctly be 'damage pierced' with the Witchbrand when slashing it when it's inside its bin.
Lots of once-absent speaker tags populated for various 'nameless' NPCs
Other
Save stones no longer flicker the 'generic stone' texture on room entry
Cleaned up a few last spots still using the 'old' fonts
Updated some last placeholder UI SFX
Fixed dialogue bubble size rendering issue
Updated pause screen collection total handling, and explanatory message
Technical change to how fullscreen mode is handled - if your device had the rare black screen error, that shouldn't happen anymore
VSync added as a settings option (it used to only ever be off fwiw)
Fixed Skrine boons disappearing from the HUD upon respawn or reload
Resolved glitchiness with textures on certain room transitions
Fixed mousewheel not working for navigating dialogue for some players
Fixed notebook table of contents' right page being out of alignment
Removed a small mouse click deadzone along the top of the screen (in the ruins)
There's also a bug report icon/link on the main menu now! It goes to a database managed by Fellow Traveller that I have access to. (I am saying this in the hopes of no one submitting jokey reports thinking only I'll read it...!)
Most of what I've been up to the past few weeks has been final prep on Act 1 content - there's some stuff in the game I'm really proud of, but I've had to really hustle to jam it in before launch 😅 I'm gonna get back to that - but I'll be back with some news pretty soon!
-Dev mode Jake
We are planning to attend Games Gathering conference at the end of November, that is why this October we focused on preparing our Sewers level for playtests and making our bandits as smart as possible, as they will be stars of our show.
https://youtu.be/jFUruPOWWnsOur bandits can now hide behind obstacles when you engage with them. They can also cover their buddy with supressing fire, while he is repositioning. Bandits can also patrol a large space and search for threats.
Sewers level now features a number of tunnels and can be played from start to finish. It is still a temporary level, as we plan on removing/updating large chunks of it after the conference.




Necromancers,
We have collectively summoned 4020 undead and killed 23327 humans. Thank you for doing your part.
Honestly, Deathbringer update went better than expected, a lot of new necromancers have joined our mission and I hope for many more to come.
Steam Scream Fest is coming to an end in about 24 hours, which means that this is the best time to grab the game before the sale ends.
As always, I'm open to feedback and thank you!
/Egi
Fixed an issue that caused some settings to not be saved.
Slightly improved menu navigation.
Added UI for equipping weapons.
Improved visuals for Lantern's glow effects.
Added the ability to hide help text.
Bug Fixes:
Random Event Bonus Fix: The random event bonus will now be correctly applied to the clicker value, ensuring the bonus is added to the player's click value.
User Interface Improvements:
Number Formatting: When receiving a random production event bonus, numbers will be displayed in a more readable format, using abbreviations like "M" (millions), "B" (billions), and "T" (trillions) to make large values easier to read and improve the player experience.

Now that we are almost at the halfway point of FPL Season 6, we would like to show off some matches from the main stage.
Speaking of the main stage, it might also be the moment to remind everyone of the structure of this season, and speak a bit of what has happened so far!
Sunday 9th November 2025 at
11am PST (West Coast USA)
2pm EST (East Coast USA)
7pm GMT (London)
8pm CET (France, Germany)
6am November 10th AEDT (Brisbane Australia)
As a reminder, this season uses the swiss bracket format: teams fight each other and are seeded depending on how many wins/losses they have so far.

For example, on round 1 of the qualifier stage, team Price of Fame and team BadaBing both won their matches, so they were seeded in the same group for round 2. Conversely, team Howitzer mom and team canon express were seeded in the losing group for round 2.
The qualifier stage consisted of 3 rounds and has come to an end, with half the teams qualifying for the current main stage, the other half being eliminated from this season.
As of now, we cannot say which matches will be up yet, as we need to have all previous matches done before knowing what the bracket for this week will look like!

Round 2 is currently ongoing, and is being updated live on Challengermode. We will also update this post with the oncoming matches whenever we know enough of the state of Round 3 of the main stage.
During the matches, casters will explain the ins and outs of the Swiss system, as will discuss significant matches which happened during previous rounds.
FPL Season 6 at Challengermode
Project Incursus
Salzwerk
Baumständer
Korbi
Pile Rouillée
Cheers, EWG
Happy Sunday!
This is the first of two seasonal updates as we roll into the Fall Twitch Drops. The second update will follow within the next week.
Removed Halloween layout
Added Fall layout with autumn trees and falling leaves
Added chalkboard style leaderboard signs
Seasonal decoration achievements now auto-trigger if already unlocked
Moved Twitch Drop wraps to the Seasonal tab in the store
Added an isOnline check for streamer data
Settings now properly remove all event listeners on exit
Fixed content length issues in Settings tabs
Happy Dropping! o/
Resolution and full screen settings added to options menu.
Minor fix to sneak attack on rogue where sneak attack icon wasn't showing for ranged weapons.