The Metroidvania Fusion Festival is happening on Steam once again. Voice of Flowers has been featured, among over 200 other metroidvania games.
Metroidvania Fusion Festival event page
Since the "Final Demo" is not yet ready, and the current demo is quite outdated, we decided to release a new demo called
This new demo combines the former 2 demo versions, i.e. Desert Beginnings and Haunted Tundra. You will be simply be able to select them when starting new save file:

The demo will come with a new set of achievements (some new, some returning). Content-wise there isn't much new, but the Haunted Tundra demo includes a couple new rooms. Also the music room is expanded to include music from the Final Demo, so check it out if you want "music spoilers".
There are also several improvements not related specifically to the demo. The most important ones are:
Added text speed option.
Added progress bar to save point.
Revamped Hana's jumping animations.
Changed save file format.
Fixed jump reliability.
If you already played the demo before, you can check it out again with the updated experience, and to get the new achievements. If you never played the demo, now is better time than ever to try Voice of Flowers and add it to your wishlist.
The demo is live now. As always, it'd be appreciated if you report any encountered problems and leave feedback.
As already mentioned, the so-called Final Demo is still in the works and not ready yet (though Discord users were able to test alpha version). For a small preview of what's to come, here's a WIP design of Hana's home:

Remember that you can join the Discord server for more frequent updates about the game.
Stay tuned for more news and enjoy the Dual Demo!
The Turquoise demo is now live ! 💙🐠🐟🐠🐟🐠🐟🐠🐟💙
Dive into a relaxing underwater sandbox where you can decorate your own marine world, create cozy spaces for fish, and watch life bloom all around you.
🐚 Collect and place decorations like corals, rocks, and shells
🐠 Attract colorful fish based on your environment
🌊 Experiment, relax, and build your perfect ocean home
We can’t wait to see your underwater creations !
Your feedback means a lot, there’s a Google Form in the main menu if you’d like to share your thoughts.
💙🐠🐟🐠🐟🐠🐟🐠🐟🐠🐟🐠🐟🐠🐟🐠🐟🐠🐟🐠🐟💙
This demo is just a small dive into what we have planned and your feedback will help us shape the future of the game ! 🐟🐟🐟🐟


💙🐠🐟🐠🐟🐠🐟🐠🐟💙
Add Turquoise to your wishlist to support the team
Difficulty achievements are now stacked, meaning that if you complete the game on classic difficulty, you'll also get the achievement for friendly difficulty. And if you beat it on hard, you'll get both classic and friendly difficulty achievements.
⬢ A strategic balance pass for several civs
⬢ The new Harbor building and new unit Privateer
⬢ New coastal/water-based resources and terrain types
⬢ Updates to naval combat
⬢ and plenty more!
Check out the video for the highlights, and stay tuned for the update notes dropping tomorrow:
Want to help shape something new? We’re inviting a select number of players to provide feedback and take an early look at upcoming features, including major changes to Legacy Paths and Victories, and an optional way to play one civ continuously through the Ages. If you’re interested, fill out the form below! We can’t promise a spot to everyone, but we’re grateful for every response.
More info here!
Apply here. (The survey deadline for our current round is November 17.)
Hey burglars, Raven here 🖤
It’s been one wild week since Dark Hours left Early Access and stepped into 1.0. If you’ve been with us through the ups and downs (the bug hunts, the broken lobbies, the cursed microphones), thank you. Truly.
I wanted to take a moment to share what’s been going on behind the scenes: how the launch went, what went right and wrong (and why), and what we’ve been working on to improve things.
The two months leading up to 1.0 were intense, and honestly, tougher than we expected. There were so many things we’d been wanting to bring into the game for a long time: a reworked gameloop, new heist items, more interactions with monsters and the environment, etc. All of it with the goal of improving the overall experience, adding more fun and depth to what was already there.
In reality, much of that time was spent deep in technical work, especially integrating Epic Online Services. The goal was simple: make Dark Hours ready for crossplay between platforms, and bring custom microphone settings into the game (something many of you had been asking for since Early Access).
But that integration took longer than expected, with more than a few tricky challenges along the way. That extra work inevitably delayed or de-prioritized a few features that were already in the pipeline but not quite ready for release, things like the new gameloop, item lifecycle across missions, custom van interiors with their special items. The PvPvE mode was also affected, limiting its release to a PvP Training mode, while the full PvPvE experience (with seasons, progression, and leaderboards) is planned for a future update.
And as if that wasn’t enough, we also had the bad surprise of a major server outage hitting Dark Hours right on release day and in the days that followed, something I’ll dig into in the next section.
That’s why we’ve spent the past week solving issues and catching up on the polish for features that weren’t fully ready at launch, all to bring the experience closer to what we had in mind from the start.
When 1.0 launched, we expected a busy release, but not quite that busy. Within hours, reports started flooding in about voice chat not working, lobbies failing to connect, and crashes during missions.
We immediately knew something was off. As soon as we started receiving reports, we began investigating, and honestly, it wasn’t easy to figure out what was going on. Our first clues pointed to Epic Online Services: lobbies weren’t being created, and voice chat simply refused to work. We stayed in constant contact with Epic’s team, but at first, even they couldn’t pinpoint the cause.
After a few days of testing things on our own, we noticed that some players had trouble connecting directly to the web services behind EOS. That’s when we discovered what had actually happened.
As some of you might already know, on October 21, Amazon EC2 experienced a major 12-hour outage that impacted services all over the world. We thought things had gone back to normal the next day, but for Dark Hours, they hadn’t.
To make it short: one of Amazon’s root certificates had expired, and the version of EOS we were using wasn’t able to renew it automatically. That single issue broke a chain of dependencies and caused the connection problems many of you faced at launch.
Once we identified the exact cause and reported it back to Epic, their engineers were finally able to help us patch it. On October 30, we pushed the fix live, along with all the other gameplay and stability improvements you’ve seen in the latest update.
While all of this was going on, we didn’t want to just sit still. So, during that same week, the team kept pushing forward: fixing, polishing, and adding some of the features that didn’t make it in time for launch.
We’re a small team of about ten people, and with both of our devs focused full-time on the EOS situation, the rest of the crew took the week to polish some of the features we’d mentioned earlier: the new item lifecycle across missions, the arrival of custom van interiors, a more refined gameloop — while also tackling a long list of bug fixes based on your reports.
You can find all the details in the dedicated news here:
https://steamcommunity.com/games/2208570/announcements/detail/809085268448510138?snr=2___
By the way, something I didn’t mention in the news: each van now includes a few advanced starting items that fit its theme (for example, Ice Grenades for the Ice Cream van)
And just for fun, here are a few screenshots of the new van interiors, in case you haven’t seen them yet.
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[/carousel]This launch reminded us of a few important truths:
Even carefully tested systems can buckle when they meet the real world.
Sometimes, things will break that you couldn’t possibly predict.
And most importantly: a small, passionate team can keep pushing forward when the community has their back.
We're doing our best to deliver the best experience possible. It’s not always perfect, but we’re working hard to fix issues as fast as we can so you can enjoy Dark Hours the way it’s meant to be played.
This release reminded us why we love this community. Your feedback, videos, and patience have helped us more than you know. Thanks for your unwavering support. It’s been incredibly helpful in improving the game day after day.
And on top of that, thank you for all the positive feedback you’ve sent our way, especially about the new Mafias bosses and gameplay items. It means a lot to us to see that you’re enjoying them as much as we enjoyed creating them.
Our immediate focus:
Keep monitoring your reports on Discord, the Steam forums, and by email.
Gameplay and quality-of-life improvements.
New map rotation and monster behavior improvements.
Preparing the next round of major updates
From all of us at the studio: thank you again for everything.
Get ready for your next heist night — and if you run into anything odd, drop it on the forums or Discord. We’re watching your reports every day.
Good luck on your heists!
Raven
🔔 Stay updated on all things Dark Hours:
Discord Tiktok Bluesky Twitter Instagram
Or contact us at https://contact@darkhours-thegame.com
Moonlight Festival Update - November 2025Greetings, Tamers!
Finally, the new update is here! It’ll go live on November 6th, so stay tuned and get ready! Here’s a little sneak peek at what’s coming!
Also don't forget the game are on sale for 25% off. Grab it before the time run out!
Ride Tomomon to cross the sea.
Explore the Fengling island with its new Tomomons.
New Characters and Quests on Fengling area.
50 new Tomomon including new species and fusion cases.
Limited time Event: Moonlight Festival.
Added Tomomon Skin System.






[/carousel]I also want to thank you all for your patience and support. 🙏
The update took a little longer this time because I was hospitalized for about a month — it’s been a tough period, but I’m feeling much better now and back to creating with full energy! 💪
This update comes with a lot of love (and a few surprises 👀), so I hope you’ll enjoy exploring it as much as I enjoyed making it. Let’s make this next chapter even more amazing together! 💫
Links:




Q: Is it inspired by PVKK?https://store.steampowered.com/app/2956040/PVKK_Planetenverteidigungskanonenkommandant/
We both have big cannons? Sure... We both have fully manual control? Absolutely... But what you do with the cannon in IRON NEST is entirely different! We're huge fans of PVKK and, YES - it definitely inspired us. But our core gameplay loop revolves around ground-based artillery, which brings a completely different setup, mechanics, and challenges compared to an orbital gun!


We've implemented a new Targeting Line system to provide crucial visual feedback on the current status and actions of your commanded children:
Tactical Visibility: This colored line indicates a child's current target, point of movement, or action focus.
Color-Coded Commands: The line's color changes dynamically based on the action being performed:
🔴 Red: The child is actively targeting an enemy.
🔵 Blue: The child is aiding or supporting Rosamunde or another child.
🟢 Green: The child is actively moving to a designated location.

We continue to expand the new dialogue feature introduced in the last patch:
Expanded Context Chat: New Chat Dialogues have been added, appearing in various circumstances both during combat and at specific locations or story events.
Narrative Depth: These dialogues will provide deeper information on the world and reveal more about the children's personalities and feelings.
Bug Fixes: We have addressed and fixed several bugs related to the dialogue system, specifically preventing the occasional appearance of blank or black chat bubbles.
