
Hello everyone,
This is Cho, CEO of Polymorph Studios.
Today marks exactly one year since IfSunSets first stepped into the world through Early Access.
On behalf of the entire development team, I want to express my sincere gratitude to every survivor who has walked this journey with us.
Our team originally worked in film VFX outsourcing.
For three years, we helped bring other people’s imaginations to life, until one day, we felt a deep desire to create our own world.
With no programmers on the team, we taught ourselves Unreal Engine from scratch.
We spent Mondays to Wednesdays on outsourcing work, and Thursdays to Saturdays developing the game.
As time went on, one thing became certain.
“This isn’t just a project — it’s a challenge that will change our lives.”
So, we made a bold decision: we stopped all outsourcing and poured everything we had into the dream called IfSunSets.
And now, that dream has taken its first step forward — together with you — for a full year.
From the days when not a single person on our team could code,
we’ve now grown into a full development team of fifteen.
When we heard “the animations feel awkward,” we formed a dedicated animation team.
When players said “there are too many bugs,” we built a QA team.
When we heard “the sound feels flat,” we brought in a sound designer.
Piece by piece, the team came together — and IfSunSets began to feel more and more like a complete game. Every bit of this progress was made possible by your feedback and support. Every cent you’ve contributed has gone directly back into development.
Yes, my personal debt has grown a little as the team expanded — but that’s okay. You only live once, and I don’t want to have any regrets.
We believe that as long as we reach the level of quality we’re aiming for, the effort will be rewarded in the end.
“We want everyone who plays IfSunSets to find comfort in their busy lives and to share moments of happiness with the people around them.”
That was the mindset we had when this project first began. And we’ve never forgotten it.
We hope that IfSunSets can be a quiet moment of comfort after a long day for some, and a memory filled with laughter shared with friends for others.
The early days of release were far from perfect.
Server instability, clunky controls, performance issues, incomplete systems…
Your honest feedback was tough to hear at times — but it was also completely right.
Thanks to that feedback, we’ve released over 80 patches and hotfixes,
and added a wide range of new content.
Every change we made started with your voices.
From this point forward, we’re going beyond stability. It’s time to bring you the new experiences you’ve been waiting for.
In the next update, we’ll introduce the Ocean Update, where you can freely explore the open sea;
the main story that uncovers the mysteries of Luminora Island;
and new monsters, animals, and marine life waiting for your challenge.
Originally, we aimed to release this update in Q4 2025, but we’ve decided to take one additional month to reach the level of quality we’re striving for.
As a result, the Ocean content has been rescheduled for mid-January 2026.
We sincerely apologize to everyone who’s been waiting.
It may be a little later than planned, but we promise to make it worth the wait — more polished, more complete, and more immersive.
Every single day, we’re working tirelessly to make sure the January update shows you the true identity and core mechanics of IfSunSets.
We’ll make a version of IfSunSets you can truly be proud to play.
Over the past year, we’ve learned that passion alone isn’t enough to make a game.
But we’ve also learned that when something’s missing, we can improve it — and when something’s unknown, we can learn it. That’s how we’ve kept going.
Your feedback has been an enormous help along the way.
We’re now entering our second year as a young studio that just released its first game.
Polymorph Studios will stay true to our original intentions, and with sincerity and care, we’ll continue developing IfSunSets until it becomes a complete, unforgettable experience — one that still resonates with players even ten years from now.
And beyond IfSunSets, we’ll keep growing into a trusted studio that brings lasting joy to players around the world.
Once again, to every survivor who has shared this long journey with us — thank you, from the bottom of our hearts.
With gratitude,
Cho, CEO of Polymorph Studios
A new main story will be added, revealing the secrets and mysteries of Luminora Island.
New underwater regions and five fragment islands will open for exploration.




New monsters are coming.



New equipment will be available.

A new craftable “Ship” will be introduced.
A brand-new “Pet” system will arrive.

Over 120 species of marine life will be added.

A new style of instanced dungeon will be introduced.
An elemental system will be added.
Three new Phantom Limb forms will appear.
New “Hunting Gear” equipment will be available.
A key NPC, “Bloody Kid,” will make his debut.
And that’s not all — we’re also developing additional systems and content that will surprise you.
Based on your ongoing feedback, we’re also improving controls, optimization, bug fixes, and sound quality across the board.
We’ll continue communicating with you and sharing our development progress.
Since the update is taking a bit longer, we’re polishing every detail to make sure it brings you genuine joy when it arrives.

We’ll do everything we can to deliver on every promise in this roadmap.
Thank you.
Final District has finally launched. A set of patches is scheduled for the next few weeks which are intended to address any bugs and problems that players are experiencing (Although this does not mean that updates will stop after this period.) If you are having issues with the game please see the section near the bottom of this post. If you have any suggestions, feedback or discussions please share them on the Final District socials listed at the bottom of this post.
Story Mode
Explore the beautiful planet of Kepler-11e and discover the mysteries of this abandoned mining planet!

Deathmatch
Challenge up to 3 other players in free for all deathmatch where the player with the most kills wins!

Dummy Practice
Train your aim against unsuspecting practice dummies by enabling them in the custom game settings during a deathmatch game!

New Weapon Skin System
Players can earn crafting materials by finishing the story mode or by playing horde mode, Crafting materials can be used to craft a wide range of weapon skins!

Horde Mode
Survive against increasingly difficult hordes of enemies while upgrading weapons and collecting care packages!

Capture the Flag
Challenge up to 3 other players in free for all capture the flag where the player with the most flags wins!
New Bosses and Enemies
Defeat new bosses and enemies all with unique abilities and the common goal of destroying you and your team.
New Quickplay Maps and Modes
Explore new quickplay maps with new modes and custom game options.
Completed Story Mode
Explore the full story of Final District and find out what is really going on underneath this strange abandoned planet!
Although Horde Mode is complete and functional it still requires more attention to reach its full potential, At the moment players can go up against infinite hordes of enemies while upgrading weapons, Collecting care package amplifiers, Upgrading weapons and unlocking larger parts of the horde map. For the future more abilities, ways of barricading sections from enemies, New enemy types and interactions and new combat events are planned.
If you have any suggestions for new content that you would like to see in Horde Mode (Or any other part of the game) Please contact any of the official socials linked at the bottom of this post.
Anyone looking for players to join their game can check the Final District Discord where you can look for players in the 'find-players' channel or by posting on the Final District Subreddit. Furthermore one can also simply create a post on Steam. (Remember to share your lobby codes!)
Please note that there is currently a rare known bug effecting ONLY multiplayer games causing players to experience issues once having entered the warehouse section, This bug causes very high latency for clients. Please read below for possible fixes. (Basically if any players excluding the host is seeing platforms teleporting around, AI standing still or interacting with items like shield cores do nothing you likely have the bug.)
A set of patches is scheduled for the next few weeks after launch, Testing has kicked off and a cause for this bug has been fixed and could not be replicated again, But just in case this issue still persists the following help section will stay for now.
Solution 1, Ask all players including the host to exit the game completely and reload the host's save.
Solution 2, (If solution 1 did not work), Ask the host to move a little bit forward into the warehouse in an attempt to trigger an invisible checkpoint. (You can test if a new checkpoint is triggered by pausing and clicking on 'teleport to previous checkpoint' and comparing it to your previous one.) Once the host has completed this complete the steps for Solution 1 again.
If you are experiencing any other bugs and need any assistance AT ALL please come in contact on any of the Official Final District Socials which are listed below. Feedback is also appreciated!
Social Links,
Discord, https://discord.gg/D4wt9HbAR5
Reddit, https://www.reddit.com/r/FinalDistrict/
YouTube, https://www.youtube.com/@finaldistrictgame
Developer Contact, https://owlfig.business@gmail.com
Version 1.31 focuses on optimizing some underlying content. We have completely revamped the local save mechanism to facilitate easier management of numerous save files for both players and the development team. With continuous updates, our official parts have now surpassed the 900 mark. To better organize the various components, the dock scene's warehouse has introduced a new Parts Catalog Collapse System. Meanwhile, seaplane equipped with anti-ship weapons have also made their return to the game.

Added: Parts Catalog Collapse System
Added: Shipsave Management System
Added: Part category: Newly Added Parts
Adjusted: Search tool in the Tab menu now only return results within the currently selected category.

Added: Lvl II Squadron perk upgrade
New Aircraft squadron perks:
F-Two Aircraft Team
F-Quick Maintenance I
DB-Raiders
DB-Quick Maintenance I
DB-Bombing Training II
TB-Raiders
TB-Quick Maintenance I
TB-Large Formation II
TB-Bombing Training II
B-Large Formation II
R-Remove Armor
R-Extra Armor
Fixed: issue where Squadron Torpedo Release Distance and Torpedo Gap were not affected by Perks.
Fixed: issue where Perks for squadrons generated by Custom Airstrike were not taking effect.
Fixed: issue where enemy aircraft from Custom Airstrike were unable to land at the airfield, preventing the Airstrike from concluding.
Adjusted: Renamed in-game descriptions for squadron perk "Focused Armor Plating" and "Extended Armor Coverage" to "Critical Area Protection " and "Structural Reinforcement"
Adjusted: Increased all air-launched torpedoes’ operational depth from -1m to -2m.
Adjusted RTS interface operation logic
Fixed anomalies in fighter dogfight synchronization
Fixed anomalies in fighter strafing damage determination
Fixed a bug in the replenishment system that prevented squadrons from landing and a bug in the model after takeoff.
(Credit: Discord MOLLU)
Adjustment: Relaxed restrictions of anti-air firing angle to resolve abnormal behavior where AA guns (including both DP guns and small caliber AA guns) hesitated to fire at hostile squadrons.
Adjustment: Completely overhauled the stats (dps, range, damage pattern) of small caliber AA guns based on historical performance, in order to distinguish mid-range AA guns and close-range AA guns. The overall anti-air efficiency slightly increased.
Standardized AA Gun Armor Thickness:
Light AA without shield:14mm
Light AA with shield : 16mm
Medium AA without shield: 20mm
Medium AA with shield/ Enclosed AA turrets: 23mm
Enclosed, armored AA turrets: 28mm
(Credit: Discord SirPerson)
Fixed: issue where aircraft UI could not be hidden in RTS mode.
Fixed: the wrongly displayed keybinding of ballast tank control.
Fixed: issue where custom parts appeared duplicated and could not be selected.
Fixed: rare issue causing ships with a high number of parts (8000+) to capsize when spawning near the edge of map.
Fixed: loading failures caused by conflicting mod part ID.
Fixed: issue where Airstrike-related achievements failed to trigger correctly.
(Credit: Discord Worldoz)
Added: Ability to customize shortcut keys for the Keybinding Panel.
Fixed: An issue where modifying Keyboard Binding would accidentally trigger specific bound functions.
Adjusted: Added key prompts for the walking mode button in the Gallery.
Adjusted: Tutorial Level \[6] "Keyboard Shortcuts" now includes guidance on customizing shortcut keys.
Fixed: An issue causing players to get stuck in Tutorial Level \[2] "The First Craft."
Fixed: An issue causing players to get stuck in Tutorial Level \[5] "Advanced Building Techniques."
Renamed n70 Cabin Door I to Watertight Door I, same for n544,n545, n550.
Renamed n314-316 Cabin Door II (Variants) to Deck hatch I (Variants)
Removed the Germany nation tag for n666 370mm Porthole.
Reclassified several Soviet and Russian weapons into their historical-accurate national categories
Removed the Britain nation tag for n248 343mm/45 Two-gun turret due to significant modelling error.
Renamed aircraft. Now the name directly display ordnance carried.
Modified the Japanese 140mm/50 3rd Year Type (Casemate) model, increasing the maximum single-side rotation angle supported by the casemate from 120° to 135°.
Slightly increased the accuracy of n525 Swedish 57mm/60 SAK 1950 Bofors Automatic AA Gun (Model 1950 Twin Mount)
Fixed an issue where the size of the n637 French 155mm/50 Modèle 1920 (Casemate) was too small.
When the aircraft is folded, bombs mounted under the folded wings of the aircraft are hidden.
French 305mm/45 Modèle 1906 (Modèle 1906 Two-gun Turret)
French 240mm/50 Modèle 1902 (Modèle 1902 Two-gun Turret)
French 75mm/63 Modèle 1908 (Single Mount)
German 420mm/45 SK L/45 (Two-gun Turret)
German 128mm/54 Doppelflak (Three-axis Stabilized Twin Turret)
Japanese 460mm/50 5th Year Type (Two-gun Turret)
Italian 203mm/50 Model 1924 (Model 1924 Twin Turret)
Sweden 533mm Modell 1930 Quadruple Torpedo Launcher (Torped 141)
Sweden 533mm Modell 1930 Quadruple Torpedo Launcher (Torped 141,Without Bridge)
Sweden 533mm Modell 1930 Quintuplet Torpedo Launcher (Torped 141)
Sweden 533mm Modell 1930 Quintuplet Torpedo Launcher (Torped 141,Without Bridge)
Anchor I (Shank)
Anchor I (Tripping palm)
Anchor III
Ladder (single)
Japanese 140mm/50 3rd Year Type (Without Shielded)
British 40mm/39 Mark VIII "Pom-Pom" Gun(Mark VI Octuple Mount)
British 40mm/39 Mark VIII "Pom-Pom" Gun(RP 10 Mark VIA* Octuple Mount)
Douglas SBD-3 'Dauntless' Dive Bomber (Scout)
Vought SB2U 'Vindicator' Dive Bomber (Scout)
Curtiss SB2C 'Helldiver' Dive Bomber (Scout)
Grumman TBF 'Avenger' Torpedo Bomber (Scout)
Curtiss SOC 'Seagull' Reconnaissance Seaplane (100lb AN/M30 HE *2)
Aichi E13A 'Zero' Reconnaissance Seaplane (250kg Type.99 No.25 HE *1)
Vought OS2U-1 'Kingfisher' Reconnaissance Seaplane (100lb AN/M30 HE *2)
Arado Ar 196 Reconnaissance Seaplane (50kg SC50JA HE *2)
Mitsubishi F1M2 'Zero' Observation Plane (50kg Type.94 HE *2)
Consolidated PBY 'Catalina' Large Seaplane (1000lb AN-M65A1 HE *4)
Consolidated PBY 'Catalina' Large Seaplane (MK 13-6 *2)
Beriev Be-6 Large Seaplane (500kg FAB-500sv HE *6)
Beriev Be-6 Large Seaplane (45-36MAN *2)
Beriev Be-4 (KOR-2) Reconnaissance Seaplane (100kg FAB-100 HE *2)
Kawanishi H6K Type.97 Large Seaplane (800kg No.80 Model 1 HE *2)
Kawanishi H6K Type.97 Large Seaplane (Type 91 Model 3 *2)
Kawanishi H8K Type.2 Large Seaplane (250kgType.99 No.25 HE *8)
Kawanishi H8K Type.2 Large Seaplane (800kg Type.99 No.80 *2)
Kawanishi H8K Type.2 Large Seaplane (Type 91 Model 3 *2)
Supermarine “Walrus” Seaplane (250lb GP Mark.III HE *2)
Curtiss SC-1 “Seahawk” Seaplane (250lb AN-M57 HE *2)

n84 Anchor I
n149 Japanese 310mm/50 Three-gun Turret
n651 Soviet 152mm/57 B-38 Pattern 1938 (MK-17 Twin Turret)
n152 Japanese 356mm/45 41rd Year Type (two-gun Turret)
n153 Japanese 356mm/45 41rd Year Type (two-gun Turret with Rangefinder)
n293 American \[RIM-116 "Rolling Airframe"] Anti-Aircraft Missile Launcher
n472 Soviet 152mm/57 B-38 Triple Turret(Radar)
n473 Soviet 152mm/57 B-38 Triple Turret
n544 Watertight Door II
n119 French 57mm/60 Modèle 1951 Automatic AA Gun (ACAD Modèle 1948 Twin Mount)
n133 French 152mm/55 Modèle 1930 (Modèle 1936 DP Triple Turret)
n149 Japanese 310mm/50 Three-gun Turret
n152 Japanese 356mm/45 41rd Year Type (two-gun Turret)
n153 Japanese 356mm/45 41rd Year Type (two-gun Turret with Rangefinder)
n177 American 254mm/40 Mark 3 (Mark 6 Two-gun Turret)
n287 Soviet 30mm/54 AO-18 (AK-630 Single Mount)
n288 Russian 30mm/54 AO-18KD (AK-630M2 Twin Mount)
n525 Swedish 57mm/60 SAK 1950 Bofors Automatic AA Gun (Model 1950 Twin Mount)
(Credit: Discord 天さん)
Added new Presets: Baltimore, Chosin, Kirov, Béarn, Mogador
Removed USS Alaska from Presets
Reworked the Preset North Carolina
Moved all presets into the Presets folder.
Fixed an issue where the secondary guns on Presets Yamato '41" and Yamato '45 lacked a matte finish
Fixed an issue where the Preset Renown had an excessively high speed
(Credit: Ansel CNK)
Hello, this is BlueRoof Games! 🌤️
We are excited to share that our official playtest is now available on Steam! 🎮
This is your opportunity to get involved early, discover the world we've been creating, and assist us in molding the game's future.
(Unfortunately, the playtest is only available on Windows for now — we truly appreciate your understanding! 💙 Don’t worry, the full game will launch on both Windows and macOS.)
In this playtest, we're concentrating on:
🧭 Balance in core gameplay
⚙️ Stability and performance
💬 Your opinions on the overall experience, controls, and graphics
We greatly value your feedback; each comment, bug report, and suggestion helps us make improvements prior to full release. Please join our Discord server to report these! 🤗
👉 Click the "Join the playtest" button on our Steam page to join the playtest right now.
We can’t wait to hear what you think!
We appreciate your support and participation in BlueRoof Games' journey. 💙
BlueRoof Games
The following changes were introduced:
Soldiers drop more ammo now (before they were dropping but unless you had some luck leveled up they would drop next to 0)
Fixed: the camera movement would acts weird if VSYNC was disable and the frame rate were high
Both buttons of the sniper Zoom in/out will toggle the zoom
Fixed: If you inverted the camera Axis in the options while in First person view the changes would not take effect until you closed and open the first person view again
Strafe is disabled with the sniper rifer if you enter the snipe view while the aiming button is hold. Once released strafing is enabled again.
Options menu is now accessible from items menu
Fixed an issue that could make the level generation fails on some 4/5 star missions
There is an option now to toggle first person view between a Toggle/Hold action
Fixed: mission some Xbox controller icons in the rebinding options
Tilka was oversized in the last mission
You cannot hide now while wall-hugging
Fixed: you could crawl through tight spaces
Fixed: you could release from wall-hugging in tight spaces behind dumpsters
Fixed: Explosive drones might trigger if spawned at a certain distance from the wall
Fixed: Bots can stunt lock players
Fixed: when aborting a Standalone mission and going back to the leaderboards the results might not load
Fixed: Grenades and smoke grenades can be picked right before the explosion and don’t hurt Ripley
Fixed: Grenades HUD counter will not update on throw
You can now dash while crawling
Fixed: you cannot hide bodies in Dumpsters with the new grabbing system (not holding)
Fixed: a leaderboard error message could be displayed while loading already a level
Now the collision camera when wall-hugging is more snappy
Fixed: ROOM_B01_06/07 – Hiding cabinet not grounded
Fixed: pROOM_B03_courtyard – Blocking back wall was too extruded
Gas could sometime block the view if you were a level under it
Fixed: incorrect description of the unlockable dreamcatcher function displayed in the credits
Fixed: Colliders' plane in the desert could interfere with the route of the soldiers
Fixed: if you have selected a stat for upgrade and press return to previous screen you will lose focus on the UI
Fixed: some snitch soldiers weren’t coughing when idle
The camera now only offsets ahead while moving
Added keyboard support
Increased map limit to 25 waves
Added endless mode
Thank you everyone for playing the demo. The game will return soon with a more complete version. Thank you!
New Features
New tutorial mission added to Howling Mine, teaching players about space flight and obtaining a free ship
Changes
The No-Vehicle Area at Ashi Oil Rig has been significantly expanded, by approximately 200m
The ability to use vehicles in Fort Events, including Land Grab, has been removed. They may be returned at a later date pending other changes and fixes
Shop Status has been returned to estates at Thebes, Ancient Greece
Bug Fixes
Fixed a bug that prevented the GenStar Daily Mining missions from completing
The Inventory Changes page now also tracks your account PED card balance, making repairs and auction activity that affect both balance and inventory, visible.
Fixed a bug that would stop serving and collection functionality after reaching level 4 (thanks Laylow55 for the report!)
Fixed a bug where preview images wouldn’t appear for some Greek items when levelling up