
Hi Backrooms roomates,
Many thanks for your support, we ALL Very touched and thank you for your support.
It courage us must do the game better and better.
Thank you, my backrooms roomates, thank you my friends.
Hope you have a nice day and enjoy the game.
——Golden Trees Studios

Our last Update Post might not seem very long ago (which in fact is true because I posted it two weeks late in case you didn’t notice) so therefore this post will be as short and sweet as a Halloween treat!
Or will it???
As mentioned in last month’s update, Luca wrote a magical Night Theme we implemented into the game this month. It’ll play every night/evening from around 9 pm until 12 pm and signal you that it’s time to pack up your tools and finish your garden work for today. (You can still stay awake until 1 am and will not lose any progress for falling asleep in your garden, just in case you’re wondering.)
We finally playtested up until the 2h 30min mark of the game which is around 24% of the main game’s playtime (meaning: if you only consider/do main quests and nothing else). The only game breaking bugs we encountered (and fixed) were:
You weren’t able to input nails into the recipe of the main quest relevant Repair Potion. This happened because the crafting system only considered garden yields and their similarities (because most potions just need x red crop yields for example). Stupid!
Absolved quests didn’t load properly. That one was partially the cause of us not continuing our save files/not playtesting longer than an hour. This funnily (and stupidly, again) happened because the absolved quests weren’t saved properly! We tried to save/load them as a temporary scriptable object in a way that didn’t work. But now it does!
The skip time-function called when waking up from sleeping miscalculated the time to skip when changing weeks (sleeping from Sunday to Monday). Therefore the old (before sleeping) and new (after sleeping) phases (1/96 time segments of a day in our game) didn’t match up, meaning the old phase was higher than the new phase (767 from last week vs 128 from this week), meaning that the game’s time system didn’t work anymore. The function now consideres week changes too lol.
Falling asleep in the Herbit Map breaked the game’s UI so that you couldn’t exit the Herbit Map anymore. AHHH!!!
After visually finalizing it last months we added some transform position feedback animations, some unnecessarily crazy expedition agent paths to the map’s islands, and made the ingame tooltip system work with both world and UI objects (before that only certain/auto-filled UI elements had working tooltips lol).
We already made the first/most important 5 portraits of Golembert, Helio, and the Herbit and will add them to the game this month and/or once we have a couple more ready to implement. Next up to add are Susu, Milly, and Maynard!
We stopped playtesting after 2h 30min mostly because the main quest got so complex that we needed more information in the game to fulfill it. The specific quest that I’m talking about requires you to make 2x Unbinding, 2x Neutralize Magic, and 2x Dissolution of Contract Potions. All three potions need an Expedition Item (scissors, soap, and notary’s hair) as well as 5 different garden yields in total. That’s a lot of information you need to know to fulfill this quest!!! Therefore we are trying to make more potion crafting information available in the ingame wiki as well as in the ingame questlog so you don’t have to go through the crafting panel ten times to check which specific red crop yield tier you need.
Now that we reached the 24% main quest progress mark anything is possible, lol. Our goal for this month is to get to 36%! (wish us luck)
And that’s it already for this month!
If you would like to playtest our game well before its (demo) release to give us feedback AND receive our game for free AND get a Steam gift card as a compensation for your efforts then you should consider following us on any social media so you do not miss the start of our beta playtesting program next year!!!
xoxo St. Golembert
Haven't watched our last devlog? Watch it here:
- Added the ability to sell all animal carcasses in your inventory at once from the carcass sales counter.

- The durability of vehicles such as the 4x4, SUV, and motorcycle has been significantly increased. It will now be much harder to blow up vehicles.
Hey guys,
Welcome back to the grimy, magic-soaked heart of the city! 
The energy in the Ministry’s hallways is shifting again, and we’re translating every hidden agenda and charged glance into your next adventure.
Hope your week’s been less chaotic than a misfired teleportation scroll.
This week’s survival tip from the magical realms: The most powerful ingredient for a love potion isn’t a phoenix feather, but a signed legal document. True love can’t be brewed, but a legally binding waiver against «enchantment-induced alimony» is the next best thing.
We’ve been deep in the creative trenches, and the cauldron is bubbling with new content. Here’s a taste of what we’ve been brewing:
• Conjured 85 fresh renders, pulling back the curtain on moments of high-voltage tension and irresistible chemistry.
• Brewed 18 slick new animations to make every magical encounter feel more visceral and real.
• Blueprinted new activity scenes to expand the city’s gritty, alluring underbelly.
• Put the final polished edge on the dialogues for two upcoming scenes, ensuring every line sizzles with personality.
That’s the latest from our urban-fantasy forge. The night is long, and the streets are full of wonders. Thank you for walking them with us. You’re the reason these streets feel so alive.
Until next time!
Bear In The Night Team.
Evening Commanders. Friday we released Dev.Build 10, with this hotfix we're addressing some of the issues you've been reporting to us (Thank you to everyone who took the time to do so, btw!).
Some issues are still being worked on so you'll see more fixes coming as they're ready.
- Environmental cloud messages now trigger once per station and are voiced by Command.
- Dust clouds can't reduce detectability to 0, so units remain detectable at close range.
- Space Sonar module slightly boosts Sonar strength along with range.
- Research wrecks now spawn at the intended frequency.
- Recycling restores population correctly at the end of the process.
- Fixed cases where units or modules appeared offset due to movement interpolation.
- Improved internal hit buffer for the Rotating Ion Cannon. Should fix the allied shields "self-hits"
- Edge scrolling works correctly even when the camera has focus.
- Added Sonar Strength to the central panel stats.
- Corrected rally point formation orientation on the Locus map.
- Added new feature-showcase elements to the Training Shipyard map
- Collector drop‑off responses are less frequent to reduce repetition.
- Small stability fixes on Biominers
- We are working and monitoring the issue of turrets not being in the correct position
- Initial Camera position might be wrong when loading into a map
- Complex structures involving the Inline Rotator module might Save/Load incorrectly
- Explicit repair commands ("R" by default), might cause Repair Drones to idle outside the Repair Bay

Thank you to Human Qube for organizing and including William and Sly in the Metroidvania Fusion Festival
Be sure to check out the event page for discounts, demos and previews of other great indie titles!
You can grab William and Sly for 35% OFF during the next 2 weeks
- An attempt has been made to solve the problem of processors not appearing in production (The latest produced processor is now automatically selected, Some people's computers still do not show processors in the window, but it is being worked on).
- Fixed the issue where the walls of other rooms were not deleted when rooms were deleted.
- Fixing common UI Bugs.