Good news, adventurers! Dolven is now fully available in German! This includes all in-game texts, menus, tooltips, and story content â so you can enjoy the world of Dolven even more. We would like to sincerely thank our growing community in Germany, Austria, and Switzerland. Your support means a lot to us, and we look forward to continuing this adventure with you.

If you have feedback on the translation, feel free to share it with us through the community hubs â we are listening!
See you soon in the fight for Dolven!
Your Dolven Team
Good news: should be pushing out an update this week! The sidequest which I have nicknamed the "kill" type sidequest is almost ready, pending a few cleanup tasks and a bit of testing. All the conversations have been written and I have implemented all of the functionality.
In order to go on a quest, the first thing you need to do is find a blinking yellow NPC.
Subtle, I know.
Interacting with them will bring up the conversations screen. I have yet to determine if this needs any major modification, but my intuition is that the answer is no, and it is more or less fine as it is.
Each conversation has a lot of branching paths as explained in Devlog 81.
Everything you learn will be written down in the quest journal.
Still working out some formatting things, but the bones are there.
Finally, actually do the quest. Based on your questioning, explore the surrounding area (or revisit places you've already been (yet another good reason to do the omnivator quests)) and find the monsters responsible for the incidents in the area.
Found them!
These monsters of course will be a little tougher, faster, and meaner than ordinary monsters. Once you defeat them, they will drop their trophies.
Most of the trophies are body parts, so I thought a skull would be appropriate. I might change that in the future...
And finally, return to the quest-giver to receive the reward! I'm still working out how quest rewards will work, but my working idea is a half now, half later system. Based on how you complete the quest (or not) will determine how much money you receive and other factors in the gameworld.
The big idea of the next month or so is that sidequest + sidequest = main quest. Basically this means that the more sidequests I produce, the easier it will be to have the main quest produced, because it will be made up of components that will already be in the sidequests somewhere, with minimal modification. These quests will be ready to try out this week, so be ready for the update! Remember to email any questions, comments, and prayer requests you have to https://roguesofeuropa@protonmail.com, or just leave them in the comments below.
Hello from the Chaos Bringer design team!
We promised to check in more often, but itâs been a while again. ËsteamsadË
Many of you know our game as one that puts everything into âsolo raids.â (And youâre right!)
But if the âlevelingâ you do to reach those raids is boring, whatâs the point?
We want you to enjoy not only the raid, but the journey itself as a complete piece of content. Thatâs why weâre investing a lot into âroguelike-style dungeon play,â too!
ËsteamhappyËPlease check out the clips below!

This clip shows our in-house âprocedural dungeon generation tool.â Itâs not just a simple map generator. Weâve developed multiple generation algorithms that operate according to \[Region Mood].
For each algorithm, when you tweak the parameters, you can see the map preview change in real time. We donât hand-draw maps â we âcreateâ them with this tool. We also use it for a first pass to figure out which default parameters feel the most fun.

Another important piece! We test which combinations of monsters appear according to \[Dungeon Difficulty].
Which tiers of monsters spawn?
How large the packs are?
How many packs are placed?
This tool gives us a first check that the monsters distributed on the map look plausible.
(Of course, detailed balance tuning still remains! ËsteamfacepalmË)
It was impossible to craft all these variables one by one by hand. So we first built this tool (itâs basically a more advanced admin page), and weâre still testing hard to find that âoptimal fun.â
Our goal is clear: not tedious level grinding, but a fresh âroguelike expeditionâ every time.
And at the end of that expedition, youâll meet âthe ultimate raid.â
Thatâs it from the design team.
Thank you.
Fixed countdown timer not starting automatically
Now sets default mode type variable if first time playing
Fixed Power station not being visible when auto-generated
Adjusted the frequency to which guns can get frozen
Changes to boss level concerning boss health
Difficulty balancing on Survival mode
Added ability to skip Story sequence
Addresses alignment formatting
Increase font size on a few different forms
Support page added to main menu
Finished "Tiny Civilization" and craving more strategic depth? Looking for a more engaging tower defense experience? Come give "Transport Legion" a try!
Here, you'll deploy heroes to fend off monstersâbut heroes require resources to be produced. Resource placement, supply and demand, and transportation logistics are at the heart of the challenge.
We believe you'll plan moves wisely and use wits to claim victory in battle after battle!
https://store.steampowered.com/app/3916180/ style=button


G'day, everyone!
How are you enjoying the Animal Tracks Update that was released last week?
Weâve rolled out a hotfix to address some of the issues found in the pre-release beta build as well as those that appeared after the update went live.
Additionally, some of the bug fixes listed in the patch notes on October 29 were not properly implemented, and these have now been corrected. Please refer to the section âBug Fixes â October 29 Updateâ at the bottom of the patch notes for detailed information.
Weâre continuing to work hard to resolve any bugs and other issues that are reported. Weâll share further announcements as soon as new updates are available. If you encounter any bugs or errors while playing Dinkum, please report them in the \[Bug Report] channel on our official Discord. Weâll do our best to make sure you can enjoy the game without any inconvenience.
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UTC: November 3, 2025 â 10:25
PDT: November 2, 2025 â 23:25
AEDT: November 3, 2025 â 18:25
No downtime required
If you are currently playing the game, you can continue without interruption. However, to experience the game with the fixes applied, we recommend restarting the game after installing the update.
Fixed a bug that caused animals to instantly die if spawned close to a tile with deep water.
Dev commands are now disabled when not in Creative Mode.
Fixed a bug that caused an annoying sound while placing railway tracks
We will continue to keep this post updated with any further confirmed issues.
If you'd like to talk about the game, please join us on the Steam forums or our official Discord.
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Thank you!
Coinciding with the "Metroidvania Carnival" hosted by Human Qube Games, this celebration tailored for Metroidvania fans will be coming to Steam from November 4th to November 12th!

A hand-drawn, cartoon-style Cat X Mech adventure â Bolt & Whalington joins this Metroidvania feast!

Bolt & Whalington is a fully hand-drawn Metroidvania game where you play as Bolt, a Siamese cat embarking on an adventure within the ruins of the Whalington, a massive airship floating among the clouds.
Use the unique âSetting Modifierâ to reshape your abilities and even the worldâs rules, switch between mech forms to craft various weapons, confront powerful enemies, and uncover the long-buried secrets of this mechanical giant.





The game is still in development! Weâre also working hard on the Demo!
Everyone is welcome to add it to your wishlist!
Youâre also welcome to join the Bolt & Whalington Discord:https://discord.gg/rteuCHaZ5C