
	Madora Demo Update 🌿
Hello, community!
Today we bring one of the biggest updates to the Souls of Madora demo yet — a big step towards our first full release.
This update brings new features that expand gameplay, exploration, and the feeling of progression within the world of Madora. Check out the main changes:
🌳 New Map
We've taken another step towards bringing the world of Madora to life.
The new map features enhanced natural scenery, refined 3D lighting, and more dynamic exploration, with interactive totems that grant rewards and directly aid your progression.
Get ready to explore, discover, and be amazed by the secrets of the forest!
🔓 Unlock System
Now every run counts!
We've implemented a new unlock system, allowing your matches to generate real progress:
Unlock new characters, skills, and attributes based on your performance.
Each attempt accumulates points that unlock new experiences in every game.
Your effort is now rewarded—even after defeat.
🦋 Meta-Progression and Butterfly Currency
Introducing the meta-progression system:
10% of your score is converted into Butterflies, the new currency used to enhance characters and attributes.
Improve passive abilities, such as magnetism, and increase your skill slots.
With each journey, your spiritual strength grows — and Madora shines a little brighter.
✨ What's Next?
Our next step is the Early Access launch, which will bring:
More unlocks and meta-progression options.
A new playable map.
New characters to expand the Souls of Madora roster.
👉 Get Souls of Madora on Steam now and follow the project's evolution!
💬 And most importantly: we want to hear from you!
Send your feedback here in the comments or on our Discord — criticism, suggestions, and praise are all welcome.
Thank you for being part of this journey with us.
🌿 Let's build a legendary studio together!
	
	Thank you for your continued support!
Today we're releasing Patch 1.2 to address a Unity security vulnerability and ensure game stability and security.
Applied security patch for a Unity vulnerability
For further information, see:
Thanks again for supporting Solitude!
Haven’t played yet? Add Solitude to your Steam library and join the community!
– The Jerboa Interactive Team
	
	
	Here's another preview of what we've been working on for our closed playtest!
Hey Rampagers,
Despite The Producer telling us we have more important and boring work to do, we’ve managed to sneak in a handful of fun gameplay changes for you all!
Last patch we made some changes to the Ranger and her weapons, notably,  reducing her health scaling and increasing the mana cost of her bow’s hold abilities.
We received a lot of great and constructive feedback from you all (thank you!) but we also noticed a few players who were concerned about changes to their favorite Hero. It’s clear to us that we left you all in the dark a little bit as to our thought process behind these changes so we wanted to pull the curtain back a little bit for you all today (and be more clear in the future) to put any worries to rest and answer a few questions.
Very good question, we nerfed her extremely hard on purpose. We hate nerfing characters, it’s generally not healthy, it’s not fun for devs or for players, it’s a bad feeling all around. The reason we felt it was necessary is because the Ranger was dealing on average 800,000 M O R E D A M A G E than our other Heroes (that’s 6 times as much!) To buff our other Heroes to match the Ranger’s strength would require essentially full redesigns of each Hero, and then in turn each Enemy and Dungeons. Unfortunately we simply don’t have the time for this, but more importantly we believe it would lead to DR feeling like a fundamentally different game from the one you know and love.
It’s only up from here, we never intended to leave the Ranger in her current state. 
By nerfing her aggressively at first, we don’t risk needing to nerf her multiple times causing a slow painful descent into mediocrity for Ranger mains to dread week to week. 
Going forward we can work on buffing her back into a healthy place, that’s not so out of control. Starting with… 🥁🎺🥁
Everybody’s least favorite weapon has received some loving care and attention this patch, and a promotion to boot!
To give one of our most neglected weapons a new home, the Magic Snare Scroll will now grant the user 5 mana upon hitting an enemy. Additionally, the projectile can now pierce up to 5 enemies without any mods! Our hope here is to help make up for the new larger mana costs of the Ranger, bringing back some of that Shortbow sauce.
Ranger players will have to make a meaningful choice between additional healing, speed, mana, or a sword (lol).
While the scroll no longer roots by default, we do care about the world’s only Magic Snare Scroll fan.
No need to fear, Magic Snare Scroll can drop with a Root modifier, as well as some other fun new enemy debuffs 👀
We hope that all you Rangers and Sorcerers enjoy the changes, let us know!
Oh boy I’m so glad you asked…
We have also been working on bringing back a very important feature into the game. THE WEAPON SHOP!

The Weapon Shop will provide a daily rotation of Weapons for you to buy directly with Coins, no Chest or Keys required! Weapons listings are unique to each of your Heroes but not to players, if you see a cool weapon in the shop let your friends know!
And as a little bonus, we made sure that the Magic Snare Scroll will be dropping frequently over the next week for everyone to try 💖
No changes this week but we wanted to let you all know ahead of time that we plan on reducing the drop rate of Legendary Chests in the near future. In the original run of Dungeon Rampage, Legendary Chests were extremely difficult to obtain and grind for only showing up once a week in Ultimate Rampage. For playtest reasons we’ve temporarily allowed them to drop in the Grindhouse which previously wasn’t possible. We plan on reverting this change soon. (Legendary Chests will still drop from the Ice Dragon Boss.)
We have this in mind, after this change goes live, Legendary Weapons will become available in the new Weapon Shop.
We’ve been hard at work hunting for additional performance improvements. Players with specifically weaker hardware should see improved performance inside dungeons!
Removed enemy hit console log (that was placeholder, sorry.)
We’ve added credits! You’ll find a new building in town to view them.
Fixed Vampire Hunter missing weapons.
Fixed bug with dynamic weather system (thanks Eastly)
Removed 999999 Gem purchase price on Chests.
Updated Level Up pop up
The magic snare scroll now grants 5 mana per enemy hit, and can pierce 5 enemies by default.
Because of this, we removed the piercing modifier which it previously has.
Modifier Changelist:
Poison (Added)
Piercing (Removed)
Slow
Cripple
Root
Knockback
Cooldown Reduction
Thank you for helping us make Dungeon Rampage the best game that it can be. We hope you enjoy the changes and we truly couldn’t do it without you 🥰
	
	Excited to announce that Memory's Reach is part of the Metroidvania Fusion Festival, hosted by Human Qube Games and taking place from Nov 3 to 11.
If you've clicked through from the festival page, welcome! Memory's Reach is something a little different:
A first person, puzzle-focused metroidvania. Blending in influences from 3D adventure games and environmental puzzle games - think Metroid Prime meets Talos Principle - and wrapping it all in a sleek, scifi and cyberpunk-esk alien world.
There is a free demo available to play with multiple regions and loads of content to explore. And it was just recently updated with a bunch of fixes and improvements too.
So go check it out, give the game a wishlist, and let me know what you think over in the Steam forums!




	Today we want to share a broad update on what to expect in the months leading up to Dawn Apart’s 1.0 release.
Since launching into Early Access three months ago, we’ve been focused on delivering a stability update, a major Quality of Life patch, and showcasing Dawn Apart at Gamescom and Tokyo Game Show. That left little time for content updates - until now.

The first of a total of four planned major updates will arrive before the end of the year and will focus on a complete overhaul of the trade system. We noticed that trade missions could feel a bit too linear, with players repeating the same resource deals. To shake things up, we’re introducing randomized trades that adapt to your stockpile inventory. These will offer lucrative deals for excess materials or items you don’t currently need.
Here’s a simple example: too many conveyor belts in storage? Trade them for three industrial drills! The goal is to make interstellar mining more dynamic, giving you unique choices in every playthrough.

This update will also include:
A much-requested Recycler that returns a percentage of resources when dismantling machines
An enhanced audio soundscape for a crisper atmosphere
And a, let’s say, explosive new feature that will make terraforming much faster:)
We’ll share a detailed breakdown when the update launches in the coming weeks.
As for what’s ahead, while we have an internal roadmap, we’ve decided not to announce specific dates. Future updates will expand colony life, food and power production, add extensive customization for buildings and workers, and a finished combat system with improved enemy waves.
Since development timelines can shift and playtests often reveal surprises, we’ll announce each major update once it’s ready. In the meantime, you can join the legion of playtesters in our Discord community to try new features early, share feedback, and even join our weekly dev meetings.
See you soon on Sirius B-3,
The IT&W Team
	
	Watch my latest devlog showing how the game is coming along!
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	Enemy stats have been adjusted.
The interaction method between Return and Re-entry has been changed.
	Halloween event ends
The Town: Aftershock perk should now work correctly against Ghosts