Hello Survivors,
The world of No More Light keeps changing and so do you. Every day out there is a fight for survival, but also a fight to adapt. The swarm grows stronger, the storms wilder… and what’s left of humanity must change to stand a chance.
In this new entry, we’ll dive deeper into some of the abilities and powers that define your path: from controlling the enemy through parasite control, to shaping the weather itself, to facing the terrifying transformation within.
Because… Power always comes with a cost.
The first time I used it, the parasite, it felt like my mind cracked open. A whisper crawled in, cold and curious. Through it, I could see what they see, feel what they feel. I reached into the swarm and took control. The body wasn’t mine, but it moved as if it were.
This is how we fight back now. By infecting the infected.

Use Biocores to take control of alien creatures through Parasite Control. Each host has its own instincts, attacks, and abilities. It’s more than just fighting, it’s sneaking, planning, and turning their own power against them.
Become the enemy… to outsmart the hive.

The aliens learned to twist the HAARP systems, turning nature itself against us. Storms hit without warning, blizzards tear through the ruins… I can call down rain to open biomass eggs and collect Biocores.
Every change in the sky can kill you… But some of us have learned to fight fire with fire.

With the interactive Weather System, survivors can fight back by controlling the elements. Shape storms, fog, and rain to gain the upper hand and shift the tide of battle.

It starts small… glowing veins under your skin, strange sensations, wounds that heal too fast. Then come the instincts, the power… and the fear.
Every day, I’m becoming stronger but less human.

Your body changes, merging with the very biomass you were meant to destroy.
Faster reflexes, rapid healing, alien strength — every gift comes with a price. How far will you go before you’re no longer human?

In No More Light, power always comes at a price.
Control the parasite. Command the storm. Embrace the metamorphosis. But remember: every gift the swarm gives… takes something from you in return.
☢️ Wishlist No More Light on Steam
https://store.steampowered.com/app/1363400/No_More_Light/
💬 And join the discussions on Discord
We’ll share more soon, survivors.
Until then, stay in the light, while it still exists!
–
Para 51 Games, Invictus Teams
Hello!
Artists are finishing their tasks. Fennec received her new scene. You can check it out here. We expect 2 more scenes to arrive before the release date, plus one scene may get stuck between versions and arrive in the next update. Stay tuned!
I’m done with jackal mommy’s fan service mini-story logic-wise. Everything is ready. I’m just waiting for the scene to arrive so I can properly link all the scripts for proper testing of the entire content pack. Doing it a bit differently this time for the exploration zones/evening dates. The scene option will not be available until you progress with Eve’s quest. After that, the new scene type will be available everywhere. Unlocking the scene via the gallery code won’t count for the story, though you will be able to watch the base version in the gallery.
Next on the list, Cordelia’s quest. The main special encounter is more or less done, and now I’m focusing on the narrative both for her new story piece and her scene. That’s right, her anal scene will finally be available to the public. I’m going for the same setup as with other plot scenes where you can choose between the narrative and animation-only versions. It doesn’t matter which one you’ll pick for her story, though the original author would like to hear your feedback.
Got feedback about misaligned symbols on the keyboard change config window. It shouldn’t be like that, and I want to check it out. Sadly, I’m fighting some bureaucracy in real life and am not sure if I will have enough time for this before the update rolls out.
As for the release window, we are aiming for the usual November 14th-16th. If something changes, I’ll make a separate info post closer to the date.
As always, if you don’t like something about the game – tell me, and if you like it – tell your friends ^^
Sifd managed to break our game but we got that fixed now, when you obtain every available trinkets, you now get a default trinket in shops and other areas as rewards
Fixed an issue where tooltip for keywords and game mechanics were not showing
Fixed option for Evolution being available at campfire even when you don't have enough elixir
Fixed an issue where melee units could attack targets that are not close to them if their previous target died during attack animation
Fixed issue where you could not cancel an evolution at potion maker when you get 2 potions maker in a row
Last boss now gives less of his health and attack power to his clones
Updated some localization and text issue
A small update for Mythbeasts demo
- 88 Achievements have been added plus integrated with steam
- Graphical alignments fixed for some sprites
- Added more storage boxes around the map
Thanks for reading and hope you enjoy playing
It’s been a while since our last post. However today we're happy to bring you the next update to Roguefall. Possibly you've already seen the last update and even played a little and discovered some of the new things we added. Nevertheless, here's an overview of what‘s changed:
In our previous update, we introduced a crafting system together with a single Treasure, the Chalice. In this update, we're expanding upon Treasures. We've introduced Simple and Unique Treasures.
Simple Treasures like the Chalice, can be used for crafting. Each Simple Treasure can now have up to 1 defensive and 1 offensive attribute. In contrast to most Unique Treasures, Simple Treasures have a implicit effect that cannot be changed, like the Chalice, which regenerates Life. There are 6 types of Simple Treasures in total.

Unique treasures are a way to enhance and change your build significantly throughout your run, beyond just simple stat changes. Overall their are currently over 30 Unique Treasures to discover!

Multiple Shop rooms have been scattered across the map. In these, you can spend your hard earned coins to buy some resources and Treasures. The Shop rooms are intended to let players have more control over their build. Additionally, in most Shop rooms you can reroll the current inventory to gamble on items that fit into your current playstyle. Of course you can also sell items you don't need.

We have reworked each weapon to have a scaling effect unique to that weapon. Weapons are now treated as Special Treasures, that have their own slot in your inventory so they don't use up your usual Treasure slots. These can be changed in limited ways using the Fluxstar Essence, but cannot be unequipped during a run.

We decided to overhaul the Scythe, as its previous mechanic was clumsy, hard to understand, and quite restrictive. Now you can control which minions you summon via Skull Treasures. Skull Treasures are a type of Simple Treasure, but they also enable you to spawn different types of minions. The manual summoning has also been replaced with an automatic summon and resummon once an encounter starts.

In addition to the aforementioned changes, we have added many QoL improvements (like reloading on right mouse button press or being able to switch between menus without having to close them first), as well as smaller bug fixes. We have also adapted the tutorial, to be more streamlined and integrated into the overall gameplay loop. There was also a security vulnerability reported in the Unity Version we used (and many others). Therefore we also updated the used Unity Version to mitigate this vulnerability.
Overall, the game changed quite a lot (again), but we are quite happy with the state of it and where its heading. We feel that with the Treasure and crafting mechanic in place, we have a good system which we can expand upon. Unfortunately, we were still not able to implement a system for meta progression. Our goal was to first have a proper run progression that allows us to actually build upon with the upcoming meta progression.
You can check out all these changes and more in our free demo!
We are happy to hear your feedback.
With many systems already in place, we want to focus on meta progression for the next update. We already have the system planned out and have started the implementation. There will be two meta currencies you can earn during you runs. These are used to unlock and upgrade the meta progression. These may contain simple boosts, modify the rooms, or your inventory. There will also be progression through achievements by simply playing the game.
We will also continuously add new Unique Treasures to further increase build diversity and gameplay choices.
The current Infusion system (like Aftershock, Flame, Chill) will be removed and instead added as additional implicit effects on Treasures in the form of Effect levels, where the total level determines the strength of the effect. These additional effect levels will roll randomly on Treasures and will not be craftable. We decided to restrict the crafting on these effects, as we want to have players really think about which Treasure to slot in to their current build.
In the next update, you will also have the chance to face new enemies and explore a completely new biome, in addition to some changes to the final boss.
Stay tuned for future updates and in the meantime, we hope you enjoy the most recent changes and additions!
Today, we’ve added some new features to enhance your gameplay experience. 🛵🛵
We've added drone mechanics to the game! You can now use drones to deliver your orders. Drones are available for purchase via the E-Store app on your laptop.

Ride safe and stay tuned! 🚴♂️
Crixel Games.
Hello everyone!
Happy to announce that there is a brand new demo available now. And Oro Interactive has now joined as publisher as well!
Patch notes
Decks are now all visible on screen at the same time
Re-structured upgrades
Added new notifications for expedition completion
New SFX depending on hand rarity
New "Statistics" ledger unlock
More stuff!
Give it a try and please share your thoughts in the Steam forums!


Hello detectives!
We have a brand new update for you all with a bunch of fixes. Check out the specifics below;
Revamped camera image saving system; photographs you take in game now should be completely accurate when you load save games as we have switched to a system that saves image data to disk.
Fixed: Crime scene tape appearance is now represented properly in CCTV images.
Fixed: Player is now visible again when crouched during actor sighting check.
Fixed: Player collider sizes could not set correctly when switching between rat/non-rat modes (could result in weird crouched movement).
Fixed: CCTV did not capture the state of some doors correctly.
Fixed: Bug with security laser systems not being able to detect citizens/player as well as they should.
Fixed: Spawned-in sentry guns while alarm triggered could appear inactive when they should be active.
Fixed: Doors that could contain physics objects now animate in the Fixed Update loop to avoid physics oddities.
Fixed: Some cases of z-fighting on bannisters.
Fixed: Fixed a comparison bug when trash wasn't being seen as trash.
Fixed: Top level bribe for looking around now always works but costs for bribes have been raised & previous bribe chances tweaked to be a little harder.
Fixed: Multiple active guest passes did not display multiple status icons.
Fixed: Small visual glitch where status effect progress bars did not match the width of their parent graphic.
Fixed: Repositioning now works when stuck within a food truck.
Fixed: Can no longer lose click context while building renaming.
Fixed: Building names are now immediately reflected in the input field when editing cities.
Fixed: Small chance of citizens teleporting up staircases while running up them.
Fixed: A Unity engine security vulnerability issue (affected all Unity games since 2017 and has recently been fixed by Unity).
Fixed: Unresponsive camera movement when using a gamepad to navigate in the city editor.
Hello,
I'll be releasing the free DLC today at 8:30 PM Eastern Standard Time (EST) instead of the originally planned 3:00 PM.