This update is only about including Patch 2 which was simply missing in the previous update. Sorry about that! ːsteamhappyː
- Basantos
Hello all!
Your feedback from playing the demo has been amazing and it is helping me improve the game!
Update 0.2.2 for the demo is focused mainly on fixing bugs.
Bugs fixed:
Players could jump on newly shot arrows resulting in an infinite jump loop.
When remapping keys, UI fade was offset.
Minor sound fixes.
Ballista were too frictionless so it was challenging to stand on them.
Arrows would sometimes appear in front of the foreground decorations.
Ambient sound would stop without a fade out.
Frame rate would drop when loading an ambient sound.
When defeating one “eye” enemy in a nightmare zone and then losing, eyes in the UI would not correctly show the number of “eye” enemies when entering a nightmare zone again.
Arrows would sometimes hit the ground but look as if they are floating above it.
Italian and Polish translations have been tweaked.
Particle effects added:
Player defeated.
Player hit.
Thank you all for who played the demo or supported this game in any way, it really means a lot!
Hey everyone! We're back with another small update to give you something to chew on while while we're cooking up the engraving overhaul.
Key here is more of a technical change to the way save systems work. We've switched to a system powered by Steam Stats before launch, but we later realized some issues regarding having to be always online to play the game. So, Marcel got to work & rewrote the entire system again to run locally. Say thank you to Marcel.
Also, on a more gameplay-focused note, now all weapons are impacted by all stats. That means no longer needing to slot all your Penetration into Magic Shot, because the other weapons also benefit from it as well. (Although, with the big change to the engraving system coming up, those strategies might change fundamentally soon ;) )
Take care & have a good one!
Jonas Wiesli
Team Quintuple-A
Decoupled save system from Steam
Added ability to add multiple save files on a single account
All engraving attributes now affect all weapons in the game
Flame Orb: Penetration spawns small additional flames on hit
Flame Orb: Fire Rate now affects rotation speed
Boomerang: Projectiles now need Penetration to pierce enemies
Boomerang: Attack Count now affects amount of projectiles
Added Credits in-game
Fixed players getting stuck in the tree inside of the boss arena
Fixed screen flicker when enemies spawn while delirious
Fixed starting tiles counting towards achievement progress
Fixed some buttons not having audio
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 & The Starbrew Station Team
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/