KABUKI FIRE is part of the DevGAMM 2025 Steam Event, check it out!!
v.2.043 - 11/3/2025
Inspecting cards in combat now shows exactly which pips will be added by artifact/stamps!
Hold the inspect button to stall the pip queue while it's resolving
The achievement for defeating a certain boss now unlocks properly
And many other small bug fixes and clarity fixes
Good luck exploring the Dimwood!
Update 142.1 - Steam Old Version(Default). Update 136 - Testpublic. Update 136 - Crossplayer

The new update is live, bringing major adjustments and improvements to skins, the map, and character gameplay.
On the Savanna_D4 Map, floating meshes on the landscape (trees, stones, and rocks) have been fixed.

Barn Owl!

Improved flying mechanics and some animations of the owl.

Adjusted the eating and drinking capsule for the crocodile, which was too small.
Some DLCs have received updates, and from now on, all will receive periodic updates alongside the game, including new content and skins.
Updated DLC List:
Deluxe Skin
Legacy Skin
African Skin
We are adjusting and improving the server rules with new features to bring a more realistic wildlife experience (Server: Animalia Survival Realism Official - Servidor Multiplayer).

We are also updating the Rcon panel due to some communication errors that were causing save issues.
Savanna_D4 Map Improvements:
Changed landscape materials
Adjusted rock and plant materials
Improved the owl’s flight in player view
We’re also preparing new additional content for the next update, which will include new skins, manes, and accessories.




The new DLC store will be available soon with many more amazing accessories and surprises.

High Brazil Studio Team – Animalia Survival
Added
A new avoidance system for the Ghost. This makes it prioritize different routes and can make it harder to outrun, but also easier to outplay with smart movement.
You can now left-click while holding a camera to bring it closer to your face, making it easier to spot ghost orbs and ghost writing.
Bug Fixes
Fixed a bug where you could step into the preview placement of Salt.
Fixed a bug where the malfunction sound from the Thermometer wouldn’t stop playing.
Fixed a bug where the numbers on the spirit box display wouldn't be synced with each other.
Fixed a bug where dying with the night vision enabled would give you a fish eye lens while dead.
Fixed a bug where the ghost couldn't leave some of the tents within Crazy Clown Carnival.
Changes
Improved the Ghost AI, allowing it to maneuver around obstacles instead of getting stuck on them.,
Added more light sources to Grimwater Tunnels.
The 18th CrocoJam has recently concluded, check out the entries! https://itch.io/jam/crocojam-18/entries
Crocotile has been updated again, here are the details!
v.2.6.3 (November 3, 2025)
Added: "Modulate2x vertex color blending" option in Edit > Settings > Draw Mode. This will multiply the vertex color values by 2 before rendering them so that values above 0.5 brighten the texture and values below 0.5 darken. The original vertex color values aren't modified.
Added: "Toggle Modulate2x" keybinding/pin in Edit > Buttons > General.
Added: "Default Vertex Color" option in Edit > Settings > Draw Mode. This specifies what vertex color is set for a tile's vertices when it is created. If you plan to use Modulate2x, it might be good to set this to a 0.5 neutral gray color.
Added: "Vertex Color Multiplier" option in Edit > Settings > Draw Mode. This will modify the value of the color that you apply to vertices. This may be useful if you want to actually have values outside the 0-1 range stored in the vertex data.
Added: "Apply Vertex Color Multiplier" action in Edit mode context menu > Vertices > Vertex Colors. Basically multiplies the values of the selected vertices if you need to modify multiple vertices.
Added: "Create Bone" keybinding/pin in Edit > Buttons > Edit Mode. Adds a bone to the Scene.
Fixed: "Purge (all) unused objects" action can cause error when its undo state is removed.
Fixed: Gizmo would disappear permanently if playing the Theatre panel after a "Switch Camera" action.
Fixed: Camera shouldn't get squished when playing Theatre panel and switching between cameras.
Remember to report any bugs you may encounter!
Check the Gallery to see creations by Crocotile users: http://www.crocotile3d.com/gallery
Also, there is a Discord server where Crocotile users can chat: https://discord.gg/fmtJdUb
Watch youtube videos demonstration Crocotile 3D: Youtube channel
Consider supporting via Patreon!
Soon, November 10th 4pm GMT - you'll all be able to help us taste-test GladiEATers as we cook it up.
Last signups are still available on the Steam page now!
The playtest will last two weeks and then be closed while we season up GladiEATers to meet your refined palates and suggestions.
Play as many CALosseum runs as you want, as Eggie!
Play through all of Eggie’s Chef Story: Acts 1, 2, and 3!
Play against others in Multiplayer! (If finding opponents is tough, feel free to join our Discord to find a willing Combat Chef to duel!) OR Steam will let you invite 2 friends to this playtest!
The Devs will be in the voice channel occasionally playing too, if you want to beet us at our own game (literally).

During the playtest, there will be a link in-game to a form you can go to let us know how you felt about everything. :)
You can tell us your helpful feelings and thoughts, such as: "Did you find a fly in your soup?", "Was Jemin cheating again?", "Were there too many Egg-based puns?", "Did Diane make you cry??? :'c".
There will be a special Discord role for everyone who shares their thoughts with us through the form as a special thanks from the Chef.
To every Combat Chef that's joined us just now or has been with us since the start, thank you from the bottom of our hearts.
GladiEATers has been a journey fuelled by your love and support for our little gane and we're simply stoked for you to get your hands on the playtest now... followed by a soon-to-be announced launch <3

After last month’s health issues I was able to catch up on what I didn’t quite finish. I ended up accomplishing a whole heck of a lot more than I anticipated in October! Here are the updates:
Steam Store Page Translated
¡Hola! The descriptive content on the Steam store page is officially in Spanish (Latin & European), French, and German.
Old Crone NPC
I’ve added a new NPC to the gang! She actually is already in the game – she blesses you with upgrades when you level up in battle – but now she has a permanent home at the beginning of the realms of the gods. She will greet you, explain a bit about the realm, and bless you with a randomly generated upgrade to kick off your battle. She’s blind and has a floating skull and somehow has the ability to grant you super powerful blessings…there must be more to her than she’s letting on…

BIGGER Levels!
Initially I designed this first level to be quite small. It was mostly so I could test the other systems of the game, but I grew tired of running back and forth on a single plane…so I made it bigger and more complex. Now there’s a lot more verticality to the level, I’ve updated the background to make it feel even more overgrown and I’ve also updated the enemy spawning logic. Now after enemies spawn, they will check at what altitude the player is, and if on a different floor, the enemy will despawn and respawn on the same floor as the player but at a random distance.

Disciple Actions
When the player assigns a disciple to a job, the disciple will walk to the appropriate room and an icon will appear over their head that signifies what task they are doing.

Crosshairs
I’ve added a crosshair so that the player can more easily intuit where they are pointed. At the moment the default weapon shoot in the direction the player is facing, so this crosshair should help communicate that behavior.
More Tutorials
I also implemented tutorials for basic movement actions (running left, right, and jumping) in first Realm the player will enter. This should weave together with their initial meeting of the Old Crone who will also explain a few basic pointers to the player in her intro.
Main Menu at the Citadel
I also finally implemented a main menu for the Citadel portion of the game…this was sorely needed but unfortunately I just kept kicking this can down the road. Still needs a bit more design polish, but it’s sufficient for now.
Focus in November
Polish the new-player-experience: Ensure the tutorials are adequate and they trigger at the optimal times.
Fix saving & loading: A few things have broken in the save-game/load-game system since I’ve introduced these new game-states for tutorials. This may take a bit of time for me to debug since I wrote the save-game system almost a year ago.
The Blighted Realm polish: Now that I’ve made the level design for the first roguelike level more complex and larger, I need to polish the background illustration and incorporate a few more elements to make it a bit more compelling.
NPCs at the entrance of the Blighted Realm: At the moment the player is welcomed to the roguelike level by the Old Crone who bestows a gift upon the player. I plan to incorporate a few more narrative-focused NPCs into that initial area of the level to set up the story a bit more and set expectations for the player.
Onward & upward!
Bobby @ Long Tooth Llama