Our latest update for the Hell Games Demo is live – and it’s hotter than ever! 😈
Reworked Discus Gameplay – Now with blazing flame trails and explosive effects!
Improved Graphics & Visuals – Hell has never looked this good (or this deadly)!
Better Statistics Screen – More overview, now includes traps.
General Improvements & Bug Fixes – For an even smoother experience.
Meanwhile, we’re working full throttle on the full version of Hell Games – with more levels, more weapons, and more power-ups.
Your feedback means the world to us! Try out the new version and tell us what you think – or what you’d like to see next in the pits of Hell. 🔥
More madness is coming soon! 😈
Hello,

Update for the demo and full version
Windows – 32 and 64 bit
Linux – 64 bit
macOS – 64 bit
browser version

Sandbox improvements – more control and better tools to test your patterns.
Boss respawn in Sandbox – train against all 14 bosses whenever you want.
New enemy: Berserker – destroys your bullets and is very durable.
New emitter option: auto target – automatic tower rotation towards enemies.
Improved “SPREAD” indicator – clearly shows the main projectile and directions of additional ones.
Updated localization (90+ languages) – Sandbox, new windows and messages.
New difficulty window – appears at the start, with a “don’t show again” option.
“Don’t show again” in Survival – faster start of subsequent runs.
Boss respawn in Sandbox
You can now respawn bosses directly in Sandbox and train against each of the 14 unique bosses, with:
their own strategy,
unique attacks,
distinct behaviour / AI.

It’s a great place to learn the mechanics before Campaign or other modes.
Sandbox fixes
Better stability and small UX improvements to make testing builds more comfortable.
Note – Auto-hide panel
Due to a previous save bug you may need to re-enable the “Auto-hide panel during wave” option in Sandbox – your previous setting may have been reset after this update.
New enemy type: Berserker
Can destroy your bullets.
Is very durable, so you can’t just “click through” it with anything.
Is meant to break overly comfortable builds and force smarter pattern design.
New emitter option: “auto target”
Towers can now automatically rotate towards enemies, similar to tower-defense games.
Simply enable “auto target” in the emitter properties – any pattern can now target enemies if you want it to.
Improved “SPREAD” indicator
You can clearly see the main projectile and the directions where additional projectiles will be fired.
Designing and debugging complex spreads is now much more comfortable.
Gamepad and keyboard improvements
Small input tweaks to make controls more consistent and predictable.
The new SPREAD indicator shows:
how many projectiles will be fired,
in which directions,
and the main projectile highlighted in yellow.
Emitters can now automatically rotate towards enemies. In the "Movement" tab you just need to enable "auto target":
the tower automatically targets nearby enemies,
any pattern can become a “half–tower-defense” setup without changing other parameters,
now every pattern matters,
useful option for beginners,
can be combined with homing bullets, standard bullets, etc.,
the option is completely optional – if you want, you can still play with manually set shooting directions.
Wave trigger fix
Fixed an issue where pressing Space could start a new wave while dialogues were still on screen.
Dialogues are now safer from accidental wave starts.
Difficulty selection window
The game now asks for the difficulty level when you first enter the menu and informs you that it can be changed at any time in the options.
You can also tick “Don’t show again”.
Survival – “Don’t show this window again”
The Survival window now has a “Don’t show this window again” option so you can get back into the game faster on subsequent attempts.
Updated and improved translations for over 90 languages.
New Sandbox options, difficulty and Survival windows are localized.
Small fixes to text consistency and readability in the interface.
This update is not the end – I’m working in parallel on more features that will be added to the game.
SIMPLE / ADVANCED – two editor modes
I want the pattern editor to be:
friendly for beginners – a simpler view / SIMPLE mode,
powerful for advanced players – full access to all sliders in ADVANCED mode.
Goal: less overwhelm at the start and more power for players who like tweaking details.
New ranked mode “NO LIMIT”
I’m working on a separate ranked mode called “NO LIMIT”, where:
there will be no limit on the number of projectiles,
there will be no limits on emitters.

Limits in the main game exist because it’s not possible to reasonably balance an unlimited number of projectiles.
That’s why “NO LIMIT” will be a separate ranked mode – pure madness, with no promise of balance, but with a leaderboard for those who want to squeeze absolutely everything out of the engine.
CODEX – enemies, planets, game world
I’m preparing a CODEX, which will include:
descriptions of enemies,
information about planets,
other elements of the world you encounter in the game.
The CODEX is meant to be a place where you can calmly read about what just destroyed your tower.
New tutorial / training mode. I want to add a separate tutorial / training mode, which will:
introduce you step by step to the basics of the editor,
let you practice specific mechanics (SPREAD, auto target, bosses),
be good both for new players and for those returning after a break.
More tooltips and hints. I’m also planning more tooltips:
more short descriptions for sliders and options,
better explanations of what parameters do in the editor,
subtle hints in places where questions most often appear.
Thank you for playing Pattern Survivors, supporting a one-person studio and sharing your feedback.
Changelog (Current version 1.4.6 - 03.11.2025) :: Pattern Survivors: Bullet Hell
Blossom has been reworked
More blossom types introduced.
Blossom now only halve at the END of the round.
Blossoms now have a max stack count.
Fragrant blossom now gives blossom boost.
A new buff 'rot' introduced, gained each time blossoms halve, and can be spent on a variety of new techniques.
New 'fungal' technique set introduced, that grow slowly but infinitely.
Seed type techniques now bloom at the start of the next round.
Fatal Flora now only affects the first blossom type gained after it is itself gained.
Many techniques deleted, reworked, or moved.
Rebalanced a lot of items that gave fragrant blossom.
Quality and Hidden Potential now factor into an items cost.
Companions now animate attacks during combat.
Enemies in a horde animate attacks.
You can now set multiple conditions on a stance rule on either an 'AND' or 'OR' mode.
Combat results now show damage from DOT's too.
Reworked custom images to be stored seperate from the save file, reducing file bloat.
Removed the round limit on auto-battle.
Training ground leaving is now bound to escape.
You can now duplicate a stance. Also improved the stances list layout to be more compact.
Fracturing tiles in the pillar grid now has a better UX.
Tidao Feng now has animations.
Changing stances now shows the stance name.
The progenitor echoes are now MUCH harder.
Gravitational Anomaly is now slightly easier.
Power debuffs are now limited to a maximum of 90% of your power for each debuff.
Max barrier is now a softcap. You can exceed it, but you lose half of the excess after each technique. Reduced max barrier significantly to compensate.
Fixed a number of places that were showing excessively accurate numbers.
Fixed background destinies when skipping tutorial.
Fixed stats given by modded backgrounds.
Fixed many many typos.
Fixed many more cases of -defense to be vulnerabilty.
Fixed many stances that were using dayspring.
Fixed grudge plate stacking.
Fixed alchemical synthesis mastery names.
Fixed mastery tutorial softlock if you are lucky enough to roll max mastery tier.
Fixed some techniques not having the flat heal mastery.
Fixed stacking of energy resonance.
Fixed being able to click through dialogs in the pillar grid.
Fixed reflective curse being able to be set more than once.
Fixed display of Karmic Reprise mastery.
Fixed Shen henda fruit buffs not stacking by giving them each unique names.
Fixed seeping corruption not stacking.
Fixed Zi Liang being a madlad and patrolling into places he really SHOULDN'T be.
Fixed an issue where end-of-round rewards always displayed as Investigator for the Ghost.
Fixed rewards not being correctly given for being Alive and Correct Ghost Type.
Female character now has a working ragdoll on death.
Dead players can now use their phone to guess the ghost type.
Dead players can no longer talk in game chat.
The Ghost can no longer gain energy from dead players.
Fixed a rare issue where doors could remain permanently locked — added extra safety guards to prevent lock/unlock desyncs. (Under testing — please report if still occurs!)
Voice Chat connection is now much more stable across scenes and after rounds.
🪞 3 New Ghost Types: Deogen, Hantu, and Goryo.
🌌 1 New Evidence Type: DOTS.
🔦 1 New Equipment Item: DOTS Projector — place it in the ghost room to detect movement from DOTS ghosts.
Equipment Prices
EMF: $15
Thermometer: $30 → $15
Canvas: → $30
Sanity Medicine: $90 → $60
Doll: → $30
Camera: $50 → $25
Crucifix: $70 → $100
Gameplay Tweaks
Sanity Pills now restore 10 sanity (down from 25).
Players can now bring only 1 Crucifix per game.
Throw Cooldown: 45s → 30s
Lightswitch Cooldown: 45s → 30s
Door Slam Cooldown: 45s → 30s
Door Lock Cooldown: 90s → 60s
Hunt Cooldown: 90s → 60s
Passive Sanity Drain: 0.06 → 0.07 per second
Correct Guess: $50 → $100
Correct Guess + Alive: $25 → $75
Ghost Kill Reward: $50 → $75
(Evidence timings have been slightly rebalanced to prevent Investigators from winning too quickly before a Ghost can hunt.)
Zonor is waiting for you! Are you able to keep fighting on the beat?
Heart of Artemisa is part of the Ancient Costume Game Festival! Jump on this rhythm music battle and play our demo now!!

We currently have a 20% discount for Luminous Skies: Interstellar until November 10th.
Or you could pick up all of them up when they are all on sale and use the bundled discount. If you're unsure, the demo, A Short Adventure, would be a fair gauge if you as a player may or may not want to pick up the full games. It's free.
If you have any questions, feel free to reach out to us on the discussion board. There's even a leveling guide there for Luminous Skies: A Short Adventure and Horizons. It's probably the best point of contact. I'll keep working on these games, slowly, patiently.
Keep an eye out for Announcements and Updates, like this one, in the News Hub. It's another great place to get all the information that you need regarding sales and what kinds of updates you may see in the future.
We hope you enjoy the game and have a great day.
The TRPG Bundle on Sale 24/7 (stackable)
Each and everyone of you reading this is awesome.
patch 1.12a
fixed title screen bug
fixed wording on signs
added town names to map
fixed capital letter spacing
added more missing translations
update 1.12 changelog (besides languages)
reworked camera a little to be less buggy
added camera movement w/ mouse and right stick
removed bubble behind inventory (I think it looks cleaner without)
implemented brand new font rendering
you can now take true-resolution pictures in free cam with LMB
Simplified Chinese is still on its way, stay tuned!
Have an Easy day!
Hungry Horrors is part of the Ancient Costume Game Festival!
Celebrate historical dress and living folklore through food, cards, and monsters inspired by medieval Britain and Ireland.
👑 About the Game
Play as a lost princess wandering a ruined kingdom devoured by hunger. Instead of weapons, cook authentic British and Irish dishes like Haggis, Colcannon, and Bakewell Tart to feed the horrors and calm their cravings.
🕯️ Why it fits the Festival
Every costume, artefact, and utensil in Hungry Horrors draws from historical references. From medieval gowns to rustic cookware, each detail connects food and folklore as cultural heritage.
🍲 Key Features
Roguelite card game about feeding, not fighting
Authentic regional dishes and folklore monsters
Hand-pixeled medieval art with gothic humour
🎮 Play the Demo
Discover the taste of folklore and the charm of medieval costume.