I know it’s been a long time without updates, and I really want to apologize for that. It’s just me and one other person working on the game, and things have been moving slower than we hoped. We’ve been quiet because we’ve been focused on development, not because the project was abandoned.
The good news is that we now have a target in sight: we’re aiming to release in late 2026.
There’s still a lot to do, but we’re proud of how far it’s come and want to make sure everything feels right before showing more.
Thank you all for being patient and for not giving up on this project. Your support really means a lot to both of us, and we’ll start sharing more updates soon to keep everyone in the loop.
Oh, and a demo will come out when you least expect, watch out for that :D
Join the discord for faster updates:
~❤️ AHAKuo
	
	We’ve got another cozy patch for you! 💀 Huge thanks to all our amazing testers on our Discord and every streamer who’s played and shared the game so far - your feedback, clips, and streams have been incredible. 💜 We’re really happy with how the Early Access release is going - we even hit over 4500 wishlists! 🎉
Once again, we’ve squashed a bunch of bugs, fine-tuned some systems, and added a few new quality-of-life touches. Step by step, the café is getting cozier and smoother to run. ☕
⭐️ Community Feedback (almost every bug, was reported by you guys via the feedback system, Discord or Streams - THANKS!)
🕯️ Added
🔨 Fixed
🎃 Changed
⭐️🔨 Customers did not order Large or Monstrous Cups
⭐️🔨 Customers did not spawn Dirt in Normal & Nightmare Mode (without Twitch integration)
⭐️🔨 Customers could get stuck after closing time
⭐️🔨 Customers sometimes failed to spawn or spawned too rarely (0.5% chance issue)
⭐️🔨 Customers occasionally took cups with them instead of leaving them on the table
🎃 Adjusted customer spawn rate balancing
🎃 Adjusted dirt spawn balancing
🎃 Queue Line levels rebalanced for smoother progression and slightly less stress
🕯️ Added a small chance that customers spawn without being able to produce dirt at all (except cups)
⭐️🔨 Dark Room Encounter (Normal & Nightmare Mode) no longer triggers incorrectly after loading or at max level
⭐️🔨 Anomaly effects no longer persist after disappearing (e.g. shop prices now correctly return to default)
🔨 DE – Pumpkin Stack Easter Egg corrected (“Kürben”)
🔨 ENG – Hintbox: corrected “Temperature” spelling
🔨 ENG – Dark Room dialogue: “Nuisance” typo corrected
🎃 ALL – Coffee Mixer: added list of valid cup types
🎃 Product Price Rating – new calculation for more consistent and transparent results
🎃 Product Flavours – rebalanced base and bonus values
🎃 Computer → Finance: adjusted market price spacing for better readability
🔨 Computer → Finance: fixed double minus sign for negative values
⭐️🔨 Fixed rare issue where shop prices drastically increased after a positive anomaly instead of decreasing
⭐️🔨 Fixed tip glitch where bonuses were incorrectly applied
🔨 “Vampire Waltz” – audio group was unassigned, resulting in much higher volume than intended
🔨 Radio buttons displayed incorrect labels
🎃 Improved music transition speed for smoother crossfades
🎃 Picture Frames – rebalanced ambient point values, aligned with new shop price progression
🔨 Café Entrance Side – objects no longer overlap with window frames
⭐️🔨 Removed placeholder name for Mixed Coffee Beans
🔨 Coffee beans could be removed mid-processing – fixed
🔨 Combiner sound no longer loops permanently after use
⭐️🔨 Empty coffee bag was loaded into wrong input slot
⭐️🎃 Empty coffee bag is now required for production process
⭐️🔨 World Time continued running during active tutorial – fixed (hint popups no longer advance time)
🔨 World simulation slowed down after dismissing a hint during the tutorial – fixed
🔨 Dialogue box remained visible after Smogh was dismissed – now disappears after a few seconds
🔨 Tutorial checklist remained visible after Smogh was dismissed – now instantly disappears
⭐️🕯️ Coffee Mixer – added notification when trying to use an oversized cup
🕯️ Added ability to empty Water Kettle into trash bin
🕯️ Added ability to empty Coffee Pot into trash bin
⭐️🔨 Shelf placement – shelves can now be placed by looking directly at a wall
🔨 Sink – corrected localization when already occupied
🔨 Sink – fixed issue where Water Kettle could still be filled despite being occupied after load error
⭐️🔨 Sink – Coffee Pot can now be properly emptied into sink
⭐️🕯️ Added “New Cup Size Unlocked!” message when unlocking larger cups
As always, we’ve also fixed many smaller issues and added general improvements. Seth is often posting updates on Discord shortly after a patch! Thank you for your support and continued feedback! Join our Discord to stay in touch. 💀
	Players with display resolutions lower than 1920x1080 should now be able to have the UI scale properly for their device.
	
	
I wanted to take a moment to apologize for not posting updates for a while. Life got a bit busy on my end, big news, I recently got married! My wife is now helping me with the art side of the game, which is why you’ll see the new art rework in this update.
New Game Logo — redesigned to reflect the game’s new identity
Emotes added — adds personality and flair to each character
UI reworked — cleaner layout and better vibe
Character visuals completely reworked — new art style across the board
Passive rarity system added — passives now come in multiple rarities
Druid Dragon added to third difficulty — appears at Wave 7
New XP drop mechanic — enemies can drop XP orb; if left uncollected, it fires projectiles starting next wave
Gear Set visual updates — redesigned for clarity and consistency
Balancing changes across the board
This is it — the final big demo update before launch.
Full release is coming soon.
Drop your reviews and join the Discord!
	
	
	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!



