
Greetings, Martial Heroes!
From November 4th to November 18th, "Fighting Rogue" is officially participating in the 2025 Steam Ancient Costume Game Festival!
We are thrilled to meet everyone at this grand gathering, alongside so many other outstanding titles.
At the same time, our Playtest is in full swing! This test will be longer and more feature-rich than the last.
We welcome you to join the playtest, experience the new gameplay, and share your thoughts with us through the Steam Community or our official groups.
If you are interested in "Fighting Rogue", please add the game to your Wishlist
https://store.steampowered.com/app/3378130/_Fighting_Rogue/
We look forward to meeting all you heroes in the Wulin!


Hello, everyone!
We are continue the series of text Q&As we are running on a weekly basis on our Discord server.
No comments, as we've said multiple times - the moment there is info on the launch date and price, we'll be making announcements everywhere
Right now team is in the process of polishing the build. We did have to push a few of the things we'd love to include on launch, like mod support to post-launch update, but we are rather happy with how the game is shaping up to be and looking forward to improving it even more after launch.
Not something we've planned, but if we do end up with a site in the future, we'll add it to our links here on the platform.
At this point you should think of other people’s safety. But there will be ways to study the infected
Oh. Yeah. Some already added for the survivors (no details), for scientist and soldiers still WIP
Not sure what was meant by Indicators in the context of the question. If we talking about symptoms, we can say there’s close to 50 symptoms right now planned for the game (for all the old and new tools).
Endless mode is planned and somewhat supported at the moment (not main focus however). About difficulties - difficult question, but we’re trying to avoid implementing different difficulties
There won't be a way, it's a game about survival and trying to save as many others as you can, not about the theoretical cure.
While we are planning to both have Twitch integration (at launch) and mod support (post-launch update), the degree to which the integration will be implemented is not something we can share just yet.
We have plans and ideas to further improve that part of the gameplay loop, including post-launch. We can't share any details on it, though.
Not at the release. We will be sharing our plans for the future of the game soon after launch.
It is impossible for us to show player such a transformation as it would've been more like a timelapse, as the process is not immediate but gradual. That’s why (already in the demo) the transformations are happening when you sleep.
No such plans at the moment.
Yes! We are planning to have Steam Deck support on release.
Sure! Our game designer will love it and it gives him more energy to work on the game
We are looking forward to more of your questions!
Join Discord to ask questions and get answers earlier
About Quarantine Zone:
Border checkpoint simulator meets zombie apocalypse. Command the last checkpoint, inspect survivors, and decide their fate: trust, quarantine, or liquidate.
Play demo here: https://store.steampowered.com/app/3525400/Quarantine_Zone_The_Last_Check_Demo/
You can also find us on other social media:
Quarantine Zone onhttps://www.reddit.com/r/QuarantineZoneGame/Reddit
Quarantine Zone onhttps://x.com/BG_QZoneX
Quarantine Zone onhttps://www.tiktok.com/@quarantine_zone_gameTikTok
Thank you for all the interest and feedback you’ve shared regarding the trading system introduced during the recent Dev Livestream.
Based on your valuable feedback, we’ve decided to change the trade fee from Caliber to Gold.
To accommodate this adjustment, the trading system will now be released with the November 20 update.
Please check out the video below for more details.
All other updates will proceed as planned on November 6.
We’ll continue to do our best to provide a stable and enjoyable service.
Thank you.
Greetings, noble adventurers!
In the past couple of weeks, I’ve been busy slaying one bug after another, and last week I managed to upload a version of the upcoming free demo, which is now being tested by a small group of enthusiastic testers! This marks a major step forward, and if all goes well, the demo will be publicly available in December.
Oh yeah... and the „Coming soon” demo page is now public!
https://store.steampowered.com/app/4060670/The_Guiding_Spirit_Demo/
The demo features the first chapter of the full game’s story and introduces all of the core gameplay systems — including:
Character customization, with dozens of ancestries, capability traits, personality traits, skills, domains, followers, proficiencies, and special abilities to choose from.
Story features such as Decision Points, relationship mechanics, and dice rolling.
The first chapter already includes over a thousand handcrafted scenes, brought to life with detailed, hand-drawn illustrations in a classic gamebook format. Every choice you and your heroes make truly matters.
Personality Traits Preview
In the demo, you can explore a wide variety of Personality Traits, which include categories such as:
Root, Interests, Habits, Belief, Bond, Expression, Characteristic, Faith, Fear
Some of these traits are Challenging, offering additional difficulty and unique complications as you navigate your heroes’ stories.
Here are just a few of the Personality Traits you can select in the demo:
Might-Above-All: Mat believes might governs all, and the strong shall prevail over the weak.
Arcane Foe: Mat harbors a deep disdain for the Intellect.
Self-Defeating: Mat has a knack for undoing his own efforts, often acting against his best interests without realizing it.
Lunatic: Mat's mind dances on the edge of reason, untamed and unpredictable.
Paranoid: Mat trusts few and suspects many.
Often Neglected: Often, Mat's deeds go unnoticed, stirring quiet discontent within him.
Exaggerator: Mat's words are often larger than life, painting deeds in grander hues than truth allows.
Secretive: Mat's mind is a locked chest, and few may glimpse its contents.
Burden-Bearer: Mat shoulders his trials in silence, revealing his torment to none.
Born Liar: Don’t trust a word from Mat.
Dictatorial: Mat forces obedience, caring little for the thoughts or freedom of others.
Power-Hungry: Mat has a strong desire for power.
…and many more await to shape your heroes’ personalities and story experiences, offering countless combinations of strengths, flaws, and quirks to explore.
Tales Worth Exploring
I’d like to give a hearty shoutout to some upcoming indie adventures worth your attention: Knights of the Frontier Valley (a demo is coming soon!) and The Secret of Weepstone (a demo is already available!). If you love memorable characters and the excitement of choice-driven stories, be sure to check them out!
Stay Connected for Sneak Peeks
Curious for more sneak peeks? Follow me on Bluesky or X to catch the Trait of the Week series and discover more tidbits from the making of The Guiding Spirit.
Stay tuned, brave souls! As always, thank you all for your support, feedback, and patience—it truly means the world to me.
Catch you next time when the demo’s out,
Dice Impact
Tablet
Added in-game notifications system to the player’s tablet.
New reminder framework to surface time-sensitive alerts and tasks.
Tablet ↔ Gangs
Connected tablet to gang reputation & debt systems.
Player now receives reminders to pay gang dues, including status and deadlines.
World / Zones
Introduced city zone system — each zone now has its own rules (permissions, enforcement intensity, commerce limits, etc.).
Internal hooks added for future zone-specific events and balancing.
NPCs
Expanded NPC spawn logic with smarter distribution across zones.
Assigned persistent homes to NPCs for more natural daily routines.
Added working NPC system (job roles, schedules, and basic behavior loops).
Graphics
Updated sky & lighting — day/night transitions look smoother and more vibrant.
Misc
Under-the-hood adjustments to support new notifications, zones, and NPC data.
Non-public update. For internal testing only.

Hello, friends!
It seems we’ve finally found and fixed the old infinite loading bug that some players encountered when launching Ash of Gods: Redemption.
Thank you to everyone who reported the issue and helped us track it down!
Hello Commanders!
Actually, hang on just a minute, I need to hop in this helo to ride out to the front. Or wait, was it the truck to the far flank? Hold up, let me check my plan.
In all seriousness though, transport plans are an incredibly complex thing. One of the biggest challenges is creating a system that gives players the versatility to do weird, wacky things but which also has the simplicity to be understood. Let’s start with a reference look at what the Pros use when they are planning this stuff.

Figure 1: What the Pros use to plan these things
Well… that’s a lot. How can we make that easier for players to fill out quickly? Fortunately, some of that is pretty easy. Players don’t have control over individual squads, so the game will handle which squad or vehicle gets carried by whichever vehicle is most appropriate. And while timings are important, in general in our game everything is done ASAP. So the units need to know the timings, but the player just needs to know that the units will do things without delay.
Another thing we can do is to break this up a bit. The table above is for what is called a Lift, which is the plan for all the units involved and will take the different units to multiple locations from multiple locations. We’ve broken this down into the players only needing to plan a single Serial at a time. A Serial has a single, specific pickup location and a single, specific drop-off location. With those changes in mind let us see what we have left.

Figure 2: Sample Plan
This is a pretty simple plan as all things go, but it serves as a good example for looking at the various elements at your fingertips. The top section is pretty similar to the Air Movement Table above, showing us which transport unit is carrying which passengers. Below that we can see the path the transport will take, where it’s going to pick up the passengers and where it will drop them off. I have utilized the ability to set six waypoints to have the transport helicopter do some exfil as well. In the next section we can see which units have been attached as escort duty to this plan. Issuing this plan will give the respective orders to all of our units involved.
Escorts and Transports will move in formation with each other, great for keeping your transports under the protection of any escorts and avoiding having your troops arrive one at a time where they can be easily be picked off. If you already saw our pre-release stream then you know these plans can involve many more units of course, but in case you didn’t and want to check it out:
https://www.youtube.com/watch?v=nYp0TSCFVqI
Now, I think it’s great being able to do this sort of thing. But I promised you versatility, didn’t I? So let’s see what that can look like.

Figure 3: Now it gets weird
Since it’s probably not immediately obvious, let me explain the madness I have concocted here. We have a transport unit consisting of a couple of Chinook helicopters. Inside each of those Chinooks is a platoon of America’s brave men and some friends. But the transport mission those Chinooks are going to undertake is to go pick up a couple of Kiowa helicopters. How are they going to do that? Well the Kiowas will get sling-loaded underneath the Chinooks. Now that’s a bit strange, but why stop there? If you’re not familiar with the Kiowa, on the outside of it are a couple of benches that Joe Smith and a few buddies can ride on. So while the Kiowa is getting strapped in we’ve got a couple of mortar teams lashing themselves to the side of these Kiowas. Why are they riding the Kiowas instead of the Chinooks? I don’t know, I guess they just want to feel the wind in their hair. Or maybe it’s ‘cuz I told them to for this arbitrary example.
Alright, you probably don’t want to do that, but what might you actually use this for? You could use this for transporting some wheeled units with some infantry that can use the wheeled transport to sneak close to an objective or observation point. With any luck we can expand this to cover other transport types like amphibious landings in future updates and content.
There are a lot of nuances that Tactical Transport lets us utilize and explore in the game. An entire new range of possible scenarios we can develop and add to the game as we continue to support it and expand the series in the future. For any wily users who want to make their own scenarios or even edit the unit data the potential here is immense. If you’re as excited as I am about this, post your favorite picture of an unlikely military transport in action. Here’s mine:
Figure 4: Ok, so the chopper isn't being carried, but it's still funny.