Greetings, Station Managers.
We are pleased to announce Starbrew Station v1.1.0, our biggest update yet.
If you have not played since v0.9.1, this update includes over 300 improvements, new features, and bug fixes that transform the game experience.
A brand new permanent progression system has been added. Access a special Research and Development wing through a portal on the left side of the ground floor. This separate progression path utilizes a percentage of income from all decks to unlock powerful, account-wide upgrades over time.
Individual units now gain experience as they work. After 7 minutes of service, units can be promoted to one of two specializations with unique bonuses. Technicians can become Speed Specialists (25% faster installations) or Quality Specialists (15% more coffee from machines). Baristas choose between Quick Brewer (20% faster brewing) or Master Brewer (25% more coffee per brew). Patrons can specialize as Big Tippers (30% more income) or Social Butterflies (10% aura boost to nearby patrons). Many more specializations exist across all unit types, each with unique visual appearances. Accessible through the Stats screen.
New upgradeable shrine pylons above Deck 6 allow you to permanently boost your fighter units. Upgrade damage, attack speed, move speed, and critical chance to dominate the Health Inspector.
Earlier decks now remain relevant throughout your prestige runs. New synergies create interesting cross-deck interactions. For example, Engineers from Deck 2 can visit Deck 3 to boost Botanical production.
Each prestige run now features one positive and one negative modifier for added variety and challenge. Adapt your strategy to overcome obstacles and capitalize on bonuses.
Voting System - Vote on the next major feature directly in-game. Choose between special events, new units, and gameplay features. See real-time voting results and be part of shaping the future of Starbrew Station.
Twitch Integration - Stream your coffee empire with full Twitch integration. Viewer names appear over newly hired units. Chat activity provides coffee bonuses. Special emotes grant themed bonuses. Configure via the new Twitch logo button on the main menu.
Steam Workshop Support - Full integration for community content. Upload custom jukebox tracks to share your favorite brewing music. Create and share custom unit skins with the community.
Three exciting minigames are coming soon with visual stubs now available. Pachinko on the Reactor Deck, Faulty Wiring in the walls of all decks, and Basketball on the Engineering Deck are in development. Design documents are complete for Hull Breach, Pipe Repair, and Pirate Defense minigames.
Deck 3 Hydroponics now features dripping water with 5 emitters simulating realistic water droplet physics. Reactor Rooms on Deck 4 display animated plasma alternating between cyan and purple with glow effects. The Construction Deck on Deck 2 has rising steam from 5 emitters, with steam expanding and fading as it rises.
Lighting has been significantly brightened across all decks. Pulsing accent lights add ambiance throughout the station. Normal map rendering has been improved for better depth perception. A multi-phase scaffolding system now shows construction progress, with scaffolding beams rising with deck completion percentage and smooth fade-out at completion. The harsh tutorial blackout has been replaced with an elegant spotlight system, with dimming reduced from 75% to 50% and increased edge softness for better visual comfort.
Coffee cups now animate from the currency counter to buttons when purchasing units or unlocking decks, providing satisfying visual feedback for your spending. Units occasionally display chat bubbles when near each other, adding life and personality to your station. Manual brewing clicks spray coffee sprites with floating income text to show exactly how much you're earning.
The boss now drops into the station with screen shake and smoke impact animation. The Health Inspector dwells in spots longer, making combat more strategic. Fighters now strafe and vary their range for more dynamic combat. Units face toward the boss during combat. Cartoon smoke transitions occur between prestige and game restart. Critical hit indicators have been enhanced with larger text, animations, and sound effects. Boss variety has been expanded with three different Health Inspector variants, each with unique alien names and appearances. Fixed a bug where fighters would error when attacking a defeated boss.
The top bar now combines three separate, real-time metrics: Manual Clicks, Barista Production, and Patron Income. This gives you better insight into your production.
All fighter types now properly display in the statistics menu, not just Security Chiefs.
Five new prestige upgrades have been added. Auto-Prestige Threshold allows you to set a minimum token gain for auto-prestiging. Auto-Click Speed upgrades your automated clicking speed. Hold to Brew Speed reduces hold time for manual brewing. Manual Click Brew Radius increases the area of effect for manual clicks. Deck Construction Speed lets you build new decks faster.
Comprehensive screen reader support has been added with full accessibility information for all Control nodes throughout the game. The new AccessibilityManager handles all UI elements for vision-impaired players. Camera shake options let you choose between regular, reduced, or disabled camera shake in the settings menu. A dedicated pause menu button has been added to the corner for mobile and disabled users who may have difficulty using keyboard shortcuts. Scientific and engineering notation options are now available in settings for players who prefer different number display formats. While not yet fully beatable with controller only, we have completed a comprehensive controller support analysis and begun implementing fixes for future updates.
The token shop now toggles properly when you click the button again, eliminating multiple instances. The shop renders above the unit sidebar with improved z-index ordering. You can now filter units in the unit list by type (Wrench/Technician, Machine/Barista, Cup/Patron). Hold shift when buying to purchase the maximum affordable amount. Number formatting has been improved with commas and M/B/T markers for large numbers. A globe icon button in the pause menu provides quick language switching. The settings menu has been redesigned with proper layout and consistent styling.
Ghost machines now preview where machines will be placed before construction completes. Click technicians or machines to speed up construction by 1 second per click. Click units to make them wiggle and boost morale/inspiration. Characters no longer congregate excessively in the middle thanks to improved unit distribution. Units now use smooth tween effects for turn animations instead of instant flipping. The morale progress bar is now 4x wider, 2x higher, and positioned properly above units. Barista tooltips now show estimated cups per second rate accounting for travel time.
The frozen alien tutorial now only shows once per save file with proper persistence. Tutorial highlighting has been fixed to always point to the correct UI element. Tutorial buttons automatically grab cursor focus. Holding continue no longer skips multiple windows thanks to debouncing. Offline collection now shows after tutorials complete to prevent overlap.
View tokens gained from each past prestige with the new prestige history feature. The menu no longer snaps to top after upgrades with fixed scroll position. Time since last prestige has been moved to the prestige stats section. Daily rewards are now based on highest tier deck constructed instead of average production. See your current streak and how rewards increase exponentially at 1.05x per day. After prestiging, the main menu now smartly skips directly back into the game, saving you precious time on your prestige runs.
Fixed cups per second rate decreasing after buying new units. Fixed primary cups per second display calculation accuracy. Fixed prestige upgrades not applying correctly. Fixed boss health bar and prestige modifiers showing when paused or on main menu. Fixed shrine tooltips to have proper themed backgrounds. Fixed unit specialization data now properly saves and loads.
Elite Roboticist installation speed has been corrected. Elite Roboticist and Quantum Barista sprites are no longer swapped. Jovian Barista movement speed has been fixed. Martian Engineers are now properly removed when sold. Final tier units are purchasable after prestige without restart. Support and fighter units are always purchasable when unlocked. Technicians now consistently place machines. Baristas consistently extract from machines.
Notifications now spawn relative to viewport, not world coordinates. Prestige upgrade tooltips no longer show the PRESTIGE_UPGRADE_MAX translation key. Unit names properly wrap in the left sidebar for all languages. Options menu now grabs cursor focus on the first button. Fixed grey screen when clearing game data. Fixed displacement bug with settings data clear. Fixed red stacking tween on construction buoy. Steam leaderboard icon now properly opens Steam overlay. Restored missing audio streams for alert_0, click_1, coin, brew, and power_down. Changed audio settings tip to proper theme color.
Clickables no longer stop appearing mid-run. Construction particle effects appear in proper positions. Fixed progression breaking bug from prestige 3 to 4. Fixed upgrading prestige starting credits too fast crashing the game. Production average now resets on prestige.
All new content has been fully translated across all Steam-supported locales. Back button and feedback button now translate correctly. Daily reward streak text uses proper translation keys. New prestige upgrade tooltips are fully translated.
The heavily optimized unit management system now supports 1000+ units at massive stations. Stable 60 FPS has been tested with 200+ units on minimum specs. Steam cloud save size has been increased to 1GB to accommodate all new features. New specialized manager classes (CoffeeMachineManager, UnitSystemCoordinator, BaristaManager, TechnicianManager, SupportManager, FighterManager, PatronManager) dramatically improve performance.
This update represents a massive overhaul of Starbrew Station's core systems. Complete unit management system rewrite. Comprehensive accessibility infrastructure. Advanced particle systems for environmental effects. Multi-phase construction visualization. Enhanced lighting and normal map rendering. Robust save/load system with expanded capacity. Integration with external services including Discord, Twitch, and Steam Workshop.
We are committed to making Starbrew Station the best coffee empire experience possible. Coming soon are full implementation of minigames (Hull Breach, Pipes, Pirates), complete controller support, expanded Workshop content support, and community-voted features based on your in-game votes.
This update would not be possible without your feedback, bug reports, and enthusiasm. Thank you for being part of the Starbrew Station community.
Enjoy brewing your cosmic coffee empire.
For detailed technical patch notes, visit our GitHub repository. Found a bug? Report it on our GitHub issues page or join our Discord.
Brew on, Station Managers.
-David and the Starbrew Station Team
Truck City v0.46 has just been released. This is the change log:
- Feature: added a few icons to Alt mode (WIP)

- Improvement: dependency graph (F1, view all) has been made a bit more legible
- Improvement: when a blueprint is imported, it is automatically selected for edition
- Improvement: WASD movement feels better, especially when combined with other scroll modes (border, middle mouse button, gestures)
- Improvement: minor SFX improvements
- Improvement: when blueprints are deleted until no blueprints exist in the library, the video tutorial is shown on how to add blueprints. Inversely, when a blueprint is imported the video tutorial is hidden.
- Improvement: minor improvements in songs
- Bugfix: price for blueprints was sometimes incorrectly calculated when partially force-building; fixed
- Bugfix: complete log may not correctly scroll to the bottom; fixed
- Bugfix: log may become invisible after switching from complete log to most recent; fixed
- Bugfix: trucks save the list of allowed cargo when the game is saved
- Improvement: truck allowed cargo list is alphabetically sorted now
- Bugfix: added protection against very rare bug related to SFX handling that may occur when reloading a game
- Bugfix: corrected windows handling issue that may cause a window to behave incorrectly
- Bugfix: corrected victory condition check where progress was not correctly calculated
Changelog for features not included in the demo:
- Feature: Steam achievements implemented
- Feature: New mission mode maps added
- Feature: Map editor: objective editor added

- Bugfix: Map editor: interface was glitchy, fixed

Hello everyone (❁´◡`❁)
New week, new updates. Demo is now a thing of the past, code is nice and cleaned up, and now, we’re back in business putting out features like there’s no tomorrow. This week we’ve got some actual content to talk about. Starting with:
Le~ crit
So, we decided that we wanna give the players some occasional and sudden surges of dopamine, as well as add a chance to get out of some tough situations, you should’ve never gotten yourself into with pure luck. Therefore we decided that the best way to do that will be adding critical strikes. Some pieces of equipment will have a base crit chance, that will be upgradable via character skill nodes, and special cards. This will exist not only as an additional thing you can do, but also a way you can build your entire deck around. This should give some of you gambling enjoyers a chance (pun intended) to find their playstyle.
We’re looking for ways to make the crit look extra JUICY by implementing various things, like custom animations, exclusive vfx, time stop and different damage number. Here’s an example result of how that's going:
No Crit: Crit:

We’re really looking forward to what builds we’ll be able to cook up with this feature, share your thoughts with us!
Burning Cards
Some of the enemies in the new dungeon will be able to set our characters ablaze, this will cause the characters actions to cost them health. This also causes the cards to appear “on fire” while on players hand, here’s how that looks:

Its straight fire🔥🔥🔥, The vfx under the character is subject to change, but we’re very happy with how the effect looks on the cards.
This and other mechanics should add a breath of fresh air to the overall experience of the new dungeon.
New analytics
So, after our last analytics post, we went and analysed some more data from our demo playtest (some of the people on our team are real data freaks). Here’s the things they compiled for us to enjoy.
The First Shrike Fight
The first Shrike battle was attempted 3771 times, and 3153 of those attempts were successful, the rest of them either lost (232) or rage quit the game (386). This is kinda surprising to us, we’re gonna have to make the objective of the battle more clear to try to make sure that no player misses our intention with it.
Legionnaire Fight
538 of all players decided to take on the Legionnaire with only soldier in their team, only 1 person managed to win the fight, though we have no idea how he did it. What an absolute madlad.
The Final Shrike Fight
Out of 1902 people that ran the Shrike fight, 271 of them lost, causing them to start over, 31 of them ragequit, and never finished the fight :(.
Most popular character upgrades
Here’s who upgrades most people chose on each of the characters while leveling up:
Soldier:
Judge Card
Executioner Upgrade
Shielder
Impact
Overhead Slam
Seems that people liked to play the Soldier a bit more defensively, a fair choice, BUT RAGE, WE NEED MORE ANGER!
Scholar:
WoundCurse Upgrade
Drawer
Fireball
Heal
Weakening
Fireball wasn't very popular, but it was the strongest card in the game, it could deal some massive, massive damage. Playing the mage as a support and deck manager is also a really good way to play.
Exile:
Barrage Upgrade
Expose
Healing Rain
Load Upgrade
Sharpened Arrows
We like to see that, people choosing to upgrade barrage means they understood the value in reloading and topping up your quiver.
New skill tree visuals
We thought that the skill tree UI looked a little outdated so we gave it some attention and refreshed it:

The Black Wing Legion
We’ve also decided to give you a sneak peak into the visuals of a new enemy faction, The black wing legion:

Wrap upAnother challenging week of work ahead of us, await new updates, follow us on our socials and stay safe. Until then, we’ll see you next week.
Cheers,
Fardust team
PS.: The next update will be posted on Tuesday (11.11.2025), due to holidays 🙇♂️
Q&A form:
https://forms.gle/RjVhs3oSfyjRQtrH9[/url][/p][p]Catch us on our socials:[/p][p][u][url="https://www.tiktok.com/@shardsoforder"]TikTok[/url][/u] (yes we have a TikTok now)[/p][p][u][url="https://bsky.app/profile/shardsoforder.bsky.social"]Blue Sky[/url][/u][/p][p][u][url="https://discord.com/invite/X6WNQUUJnx"]Discord[/url][/u][/p][p][url="https://x.com"]x.com[/url][/p][p][/p][p] [/p
Catch us on our socials:
TikTok (yes we have a TikTok now)
Call of the Beast Week 3 is here, and with it comes a brand-new contest! From now until the end of Week 5, show off your best moments on X as you work toward completing the challenge goals.
Post your coolest clips or edits on X with the #CallOfTheBeast hashtag to enter.
So get out there, participate in the community challenge and capture your run-ins with zombies for a chance to win awesome prizes.
Rules available here
https://store.steampowered.com/app/3008130/Dying_Light_The_Beast/
After a long stretch of work, The Majestic is back with major updates across nearly every part of development.
In this devlog, I share new progress on the story, voice acting, and worldbuilding. I discuss some of the systems and tools I’ve been using in Unreal Engine 5 to bring everything to life. I also cover the updated production roadmap, localization plans, and performance goals.
This is my biggest devlog yet and a major step toward release. Thanks to everyone following the journey. Your support, wishlists, and follows truly help keep the project moving forward.
X: https://twitter.com/AtStudio46
YouTube: https://www.youtube.com/@Studio46Games
Web: https://www.studio46.org/majestic
Discord: https://discord.gg/djTQsZn
Wishlist Here:https://store.steampowered.com/app/1897770/The_Majestic/
Winter is fast-approaching – are you ready for the cold? One thing I’d recommend for everyone is to stay indoors and enjoy some pixelated gardening of Horticular. You can even enjoy the sight of snowfall early with Frozen Frontier in the warmth of your own home!
Here’s a picture of Dan from Slug Disco's marketing team playing Horticular in cozy blankets and the company of a good boy.

Ignore the blur, though. Definitely not something you should pay attention to. And no, I can’t talk about it, yet. 😳
Recently I’ve been checking out more mods on stream, and I've been really enjoying Tiny Magic by the amazing Anubscorpiak.
https://www.youtube.com/watch?v=GdCidQpk1mk
This fantasy and RPG-themed mod has a wide variety of colorful biomes, ranging from the spooky graveyard to the whimsical candy land. There are tons of unique items, animals and tiles to experiment with, and you should try it out too!
Thanks for checking in on our October community update. More news about Horticular will be coming soon so make sure to to follow us on our socials!
We are excited that we are selected to participate in Metroidvania Fusion Festival in 3-11th November. A celebration of exploration, platforming, and progression, we are selected as one of the 170+ titles!
Jump into the free demo today and start your bounty-hunting run!
Check out our title here and other awesome titles from other developers on the event page:
https://store.steampowered.com/curator/41046058/sale/MetroidvaniaFusion
WISHLIST OUR GAME AND OTHER AWESOME TITLES! HAVE FUN!
🌊 Ahoy Voyagers! 🌊
We are now just over a month away from our initial launch, and we’re here with our first major update!
This update is focused on trying to address as much of the feedback from our launch as we possibly can. Thank you so much for all of your reviews, forum posts, Discord messages, Reddit posts, survey responses, and more! Your feedback has been instrumental in shaping our plans for the rest of the year, and we are excited to continue building the game with you.
As a reminder, we have another patch coming in December that will be more focused on content and expanding the game while still focusing on the areas you’ve told us you want to see most - so look forward to more updates that give you even more things to do!

We have greatly improved our native Controller Support, including updated controller mappings, controller glyphs displaying in game, and improved game feel for controller mechanics. We are still fixing some bugs with controller support, but we hope this will be a big improvement for players! Currently this only supports XBox-style controllers.
Gameplay actions are now supported by controller
Game Inputs now display controller glyphs when playing on controller for game actions
Controller will work natively without the use of Steam Input
Virtual Cursor is now available when navigating menus
⚠️ We recommend Disabling Steam Input now, as it is currently incompatible with the Native Controller support ⚠️


New Boat: Solo Scouter
Features a single station control for speed and steering, 8 storage slots, and faster speed / maneuverability in a small package!
Sailing Controls HUD
Sailing controls are now displayed on screen for better onboarding
Controls can be hidden by using the ‘F’ key

Craft from Storage moved earlier into Progression
Based off of your feedback, we have moved Crafting from Storage significantly further up in the knowledge tree. Now the first real chest that is unlocked has Craft from Storage capabilities!
Because craft from storage now also works on Basic Storage Chests, Imbued Storage Chests got an upgrade to 48 slots!
Named Storages
Now you are able to name your storages!
Store Like Items from outside of the chest
Use the hotkey F while focused on the chest to Store Like Items without opening the inventory
The hotkey also works within the inventory too!
Sort Inventory
A place for everything, and everything in its place. You are now able to sort your inventory!

Resources now no longer respawn underneath buildings or props
Square frames can now snap to other square frames
New flat roof options so help linked rooms look better together
Changed camera-culling for grass so when looking up to build the grass does not occlude the camera

Y’all love the skimmer and we do too! Hopefully these changes will help you skim your hearts out 🙂
Food, Bandages and Potions can now be used while on the Skimmer
Skimmer now has both higher base speed and acceleration
Skimmer sprint stamina is now equal to land sprint
Ocean Form now has no sprint costs

Item Weight Reductions
Sharpstone weight reduced from 12 → 8 per item
Tidemetal and Amberite Ore weight reduced from 12 → 10 per item
Tidemetal Ingot weight reduced from 18 → 15
Ancient Fragments weight reduced from 20 → 10
Stalker Head weight reduced from 100 → 50
Snapper Head weight reduced from 50 → 25
There is now a server toggle to Disable Encumbrance

We received a lot of feedback about the variety within the Ruins. We’ve always wanted to add more types of encounters, and have more challenging and interesting variety within the fights as well. We hope to keep expanding this in the future, but hopefully at least this puzzle encounter will add some much needed variety!
New Encounter Type: Puzzle
We now have a new Encounter type, Puzzle, to offer a new type of challenge in place of only combat
Each Biome now has 1 combat challenge, 1 traversal challenge and 1 puzzle challenge
Construct now attacks and moves faster, and has more variation on when it will do its ranged or melee attacks
We wanted to add a bit more variation and inputs into the combat system, especially for non-shield players who currently have no access to stuns. Additionally, we wanted to address feedback about animation lock-outs and hit impacts, and make the playspace more even between Bows, Spears and Swords so that they can all feel like viable weapon choices.
Stagger Mechanic
Enemies now have a stagger bar and stagger defense
Attacking or parrying with any weapon applies stagger
When the enemies stagger bar is filled, they are stunned
Stunned enemies take increase damage
Combat Responsiveness Improvements
Enhanced VFX / SFX when hitting enemies
Reduced over-zealous knockback on enemies when being hit by Spear in multiplayer games
Reduced animation lockout times between attacks, and transitioning from attacking to movement
Maintain more forward momentum when transitioning from moving to attacking
More combat options
The sword can now be used underwater
⚠️ There are some changes in this patch that require port 7778 to be port-forwarded (OR “gameport+1”, if you have changed the default port of the game) in the modem settings. If you are self-hosting a Dedicated Server, please ensure you have this port forwarded. If you are renting a server, this should not be a concern. ⚠️
Server browser now shows more servers at once. No need to continually refresh to find your server!
Direct Connect improvements:
Better error messaging when failing to join a server.
Uses actual IP resolution— now you can get around NAT hairpinning and other network issues.
Invite Codes now work more consistently for Dedicated Servers.


We have added new accessibility options based off of community feedback! We want to continue adding more over time, so hopefully these are the first of many
Toggle Screen Shake
Toggle Sprint
FOV settings (available under Advanced Display settings)
Toggle Camera Easing
Toggle Mouse Smoothing
Invert Boat Steering / Sail Controls
Camera / ADS Sensitivity
Joueurs français, réjouissez-vous! Hotbar is now remappable, and the boat now follows the movement mapping, so it will be remapped as well!

We have a new set of emotes available! Hopefully this will give some fun options to express yourself and interact with others.
That's all! We hope you all enjoy these updates and continue to support us through to our next big update to our Spirit Companions in December.
Have fun!
- Treehouse Team
Type
Description
QoL
Add 'light torch' contextual inputs to HUD
QoL
Resource tooltip pass to include more info for where to find resource locations
QoL
Improve empty areas of the Embrace and fix minor Biome issues
QoL
Add sound cue to quick store like items in chest
QoL
Update the constructable tiles in build menu to use "new dot" instead of text
Balance
Add more clay resources across the Reef
Balance
Adjust resource and loot drop rates and respawn timers for Embrace and Reef
Balance
Re-balance XP pacing for the Embrace and Reef
Type
Description
Bug
Fixed an issue where selected servers became deselected when searching in the server browser.
Bug
Added missing Clay Wall variations for connector pieces.
Bug
Shaped Frames built as a second story now properly refund materials when deleted.
Bug
Fixed Imbued Elderbark Chests having flipped stats.
Bug
Fixed a floating coral plant underwater near the lighthouse.
Bug
Adjusted “Shaped Wood Platform - Small” placement so the player no longer clips through it.
Bug
Fixed issue preventing players from exiting the Spirit Anchor radius after placing it.
Bug
Fixed issue where single player games did not show the proper number of players who were allowed when setting it up in the UI.
Bug
Corrected collectible counts for Embrace and Reef Monoliths in the Collectibles widget.
Bug
Fixed misaligned wooden structure north of the Ancient’s Gasp in the Reef.
Bug
Updated Sail tooltip to match custom keybinds and use consistent formatting.
Bug
Removed unintended web decals from Hunter Chanter’s weapon.
Bug
Fixed Hunter’s Necklace not increasing critical chance.
Bug
Added missing textures to bulb kelp bases.
Bug
Fixed missing collisions on porous rocks in the Reef.
Bug
Removed unintended decals from Hunter Chanters.
Bug
Fixed Boat Repair tooltip displaying as “unknown.”
Bug
Fixed Corruption and Cold vignette effects remaining on screen after expiring.
Bug
Fixed softlock where opening the map at the right time during death prevented respawn.
Bug
Anti-aliasing settings now properly switch between methods.
Bug
Fixed poison arrows damaging Constructs without triggering the trial.
Bug
Fixed stuck spot in “The Scar” ruin in the Embrace.
Bug
Prevented players from getting stuck on top of Coralwood trees.
Bug
Fixed gap when placing Clay Walls into wood frames.
Bug
Fixed Spire encounter not completing even after all egg sacs were destroyed.
Bug
Fixed stuck spot east of the Heartroot in the Greatwood.
Bug
Fixed crash caused by the Revive Widget.
Bug
Entering an incorrect Dedicated Server Password no longer forces the game to close.
Bug
Fixed issue preventing deletion of certain buildables after removing connector pieces.
Bug
Fixed player characters appearing bald after toggling helmet display.
Bug
Fixed “Cook meals at the campfire” quest failing to complete if player leaves mid-progress.
Bug
Fixed Abyssal Spire quest waypoint not cleaning up after completion.
Bug
Fixed Mana Flare cast animation requiring two activations before use.
Bug
Fixed T1 Boats not using outriggers for collision.
Bug
Player map markers can now be removed properly on Dedicated Servers.
Bug
Fixed Hobbs not playing spawn-in animations correctly.
Bug
Fixed misaligned VFX on the Abyssal Spire.
Bug
Fixed missing materials in a lake in the South Greatwood.
Bug
Fixed dedicated server issue where map markers couldn’t be removed by the same player after rejoining.
Bug
Fixed Elder Spirit interaction prompt showing the wrong input.
Bug
Fixed duplicate client position markers appearing after rejoining.
Bug
Fixed map marker duplication issue that could prevent players from posting new markers.
Hey Explorers! We’ve just pushed v0.2.26 to Steam. Content creators and testers are hammering on it right now, and these features will land in the November 6 demo build.
Universe UV01 is fully replayable in the demo, now with selectable challenge layers. Pick your colour and stack the pressure, earn more for risking more:
WHITE – Baseline expedition
YELLOW – Extra hazards & micro-events
RED – Hostile twists, harsher penalties
MAGENTA – “Good luck, explorer.” Biggest rewards
You will unlock the new difficulties according to your Rank and Experience.
You’ll now find red-lettered HELP & GUIDE screens around the main HUB and at the Hexeract. They contain the full How to Play manual plus fresh lore notes.
T.O.D.D. is great, but sometimes you need more. Use your Pulse Energyros to ping and highlight all nearby energy-infused objects for easy identification. Once detected, they’ll stay visible in your TACTICAL VISOR so you can come back later. This also applies to Collectibles.
Enable your TACTICAL VISOR in the Hexeract and you'll now see augmented-reality descriptions and hints to guide your next steps. The VISOR is core to gameplay, use it often to uncover evidence and extra context about what you find. 
3 days to go and we’re still polishing more quality-of-life tweaks and surprises to make this the expedition of our lives.
Wishlist & Follow to get the demo the second it drops.
Join the discussion on Discord: https://discord.gg/at9w8U6Mr6
Version: 0.2.26 → Demo release build goes live on Nov 6.