【更新】
更新了新的对话UI
调整了冰霜之环的特效大小使其与碰撞保持一致
现在助战的NPC在战斗结束后会在远离陷阱的位置休息
【bug修复】
修复了手柄改键功能无法正常使用的问题
修复了具有寒光折射时,完美格挡伤害异常的问题
修复了部分技能在攻速超过一定阈值后会丢失伤害的问题
修复了存钱罐升级不生效的问题
修复了透心凉斩杀血量异常的问题
修复了扩散不对加农炮台生效的问题
修复了复活期间没有全程免疫伤害的问题
修复了侵蚀动画期间,不会闭眼的问题
修复了在主动技能全满的时候选魔卡会短暂出现一个二选一画面的问题
I suppose most people over here wouldn't know, but I've been working on a Ren'Py remake of A Night With Neil for a while now. A good long while - over a year even. Been a lot of betas and tweaks, but I'm proud to finally release the full version.
Of course, remaking the whole game led to a pretty heavy edit of the scenes themselves. But mostly here is the over 100 new renders and 80+ animations that have been added through the Ren'Py engine, completely transforming every scene and making it a complete audiovisual adventure.
I really hope everyone enjoys this new update. I've put a lot of work into it. ːblueteamː
-Neil
(oh yeah, you should probably follow me on places so this doesn't jumpscare ya again. check out https://neildeer.com)

This update brings the world to life with roaming wildlife (bears, boars, wolves and rabbits), introduces the Hunter’s Lodge and the new Hunter class, overhauls combat with stamina, parrying, charged heavy attacks and timing-based perfect shots, and expands Kingdom Mode with new villages, cliffs, lakes and natural points of interest.
We’ve also launched our first Co-Op Multiplayer Alpha, added new defensive walls and guard towers, introduced the new Campaign Scenario “Heart of Gold”, and laid the foundation for future Survival Mode systems. Kingdom naming and character slots are now supported as well.
Your world — your people — your legacy.
Experience the next chapter.
It is HIGHLY recommended to start a new save with this update!

The world of Noble Legacy now teems with life — Bears, Boars, Wolves, and Rabbits roam the wilderness.Each creature has distinct behaviors, animations, and sound design. Some are timid, others territorial, and each now reacts dynamically to the player and environment. Wildlife now drops standardized resources like carcass and pelts, to be refined for crafting.
A complete overhaul of the tool system introduces management, progression, and maintenance:
Dedicated Tool Slots for players and villagers.
Tool Racks in buildings to store and distribute tools for specific jobs.
Blacksmiths craft and maintain tools for other professions.
Tool Tiers (such as Wrought Iron) unlock advanced resource interaction.
Updated Hotbar and UI for intuitive tool selection and swapping.
Combat has been rebuilt to feel more deliberate, skill-based, and rewarding.
Added a Stamina System visible in the HUD.
New Parry, Heavy Attack Charge, and Perfect Shot systems.
Introduced Dodging and Shield Blocking mechanics tied to stamina.
Improved animation blending, timing feedback, and hit reactions.
Reworked damage values and added new combat sounds for clarity.
Expand your village’s production and defense capabilities with new structures and job systems:
Hunter’s Lodge allows villagers to hunt wildlife using the new tool system.
Added Guard Tower for early defensive roles.
Added Cobblestone Roads for improved settlement design.
Tool Racks integrated into job buildings for seamless worker upkeep.
A brand-new cinematic questline, Abigail’s “The Brigand’s Daughter,” expands the story of Noble Legacy.
Fully voiced and lip-synced dialogue for Abigail, Elspeth, Josephine, and the player.
New recruit and job integration tied into quest progress.
Improved pacing, camera work, and cutscene flow.
Fixed prior blockers and event misfires for a complete experience.
Fortify your village with modular, upgradeable defenses:
Defensive Walls, Towers, and Portcullis Gates can now be built using a new spline-based system.
Walls support curvature, modular connections, and cost scaling based on length.
Tower tops dynamically adjust when connected to other structures.
The Greenwood region has been expanded into a living world of exploration and scale:
Added Static NPC Villages, Cliffs, Lakes, and Natural Points of Interest.
Introduced Castle Variants for different regions.
Overhauled terrain painting, lighting, and biome blending for realism.
Optimized level streaming and visual fidelity across the map.
Noble Legacy’s first Co-Op Multiplayer Alpha is live.
Build, explore, and manage your village with friends.
Supports synchronized construction, AI, and combat.
Enabled Epic Online Services for cross-platform session and connection support.
Core systems are now in place for the upcoming Survival Mode:
Added stamina and environmental persistence frameworks.
Prepared systems for hunger, fatigue, and progression mechanics.
Integrated groundwork for resource survival loops in future updates.
The start of your Noble Legacy is now yours to define.
Name your Kingdoms during world creation.
Manage multiple characters and saves within the same realm.
Reworked main menu and startup flow to support expanded save management.

Added Hunter Villager Job — villagers can now track and hunt wildlife.
Improved decision-making between work, combat, and retreat behaviors.
AI now reacts intelligently to player actions and nearby threats.
Fixed pathfinding inconsistencies and improved animation transitions.
Added Defensive Walls, Gates, and Towers for fortifying your settlements.
Introduced Cobblestone Roads for improved town layout and aesthetics.
Added Hunter’s Lodge and Guard Tower as new functional buildings.
Improved building grid snapping, spline precision, and cost scaling.
Integrated Tool Racks into job structures for worker automation.
Major environment overhaul across the Greenwood region.
Added cliffs, ponds, new ore types, and biome transitions.
Introduced new static villages and natural POIs.
Updated lighting, water materials, and sky reflections.
Added signage, fountains, and decorative elements to towns.
Optimized assets and reduced unnecessary texture sizes.
Rebuilt HLODs and improved performance for large-scale scenes.
Implemented full “Heart of Gold” scenario with complete VO and cinematics.
Updated quest triggers, dialogues, and event timing for smoother flow.
Added recruit mechanics and custom tables linked to quest progression.
Fixed text, camera, and dialogue alignment issues.
Improved scenario transitions between campaign stages.
Added Combat Stamina, Parry, and Perfect Shot mechanics.
Introduced Heavy Attack Charge and Dodge for tactical play.
Improved responsiveness of blocks, hits, and parries.
Rebalanced AI for wildlife combat — Bears, Boars, Wolves, and Rabbits now have readable attack patterns.
Adjusted enemy health and aggression levels.
Enhanced combat visuals, particle effects, and ambient sounds.
Introduced Tool Racks and Tool Slot Management for all professions.
Added Tool Tiers for resource interaction requirements.
Blacksmiths maintain tool supply for job buildings.
Reworked economy systems to support tier-based progression.
Updated crafting balance and resource dependencies.
Overhauled Main Menu, Character Creation, and Save System.
Added Kingdom Naming and Character Slots.
Unified Save Data between characters and kingdoms.
Redesigned Hotbar System with improved persistence and multiplayer sync.
Updated Character Management UI, hover text, and sound feedback.
Refined tutorial flow and user onboarding.
Introduced Public Co-Op Alpha with building, AI, and combat synchronization.
Enabled Epic Online Services for connection handling.
Implement HLODs and optimized streaming performance.
Reduced memory footprint from high-resolution textures.
Cleaned redundant logs and improved load stability.
Adjusted physics and collision for animals and interactive props.
I am so happy to be releasing this update today which introduces 3 features I've wanted to implement for a long time. There's also plenty of other little changes from Miss Des and I.
We do want to let you know we are currently aware of an issue effecting control on steam deck for at least some users. More research is needed to correct this.
Please see below for detailed update notes, and as always, thank you so much for playing our game!
- Mia Malaise
FEATURE UPDATE
Settings are now saved and will be set from the game data file on next launch of the game
FEATURE UPDATE
Right analog stick can now control the mouse cursor.
We are in process of slowly adding confirmation action support (Bottom action button on most controllers)
The confirm button currently works on:
title screen
inspection screen
inventory screen
results screen
doors and items in the world
most of the options screen
FEATURE UPDATE
Back button added to results screen. After the ending sequence has completed you can now click back and forth between the ending screens to review what you achieved in your run.
Other Updates
CONTENT UPDATE - A certain ending event's unlock conditions were made more sensible
CONTENT UPDATE - Spare key is no longer a key item, but is still an item that is a key
CONTENT UPDATE - Main quest task tracker description now accurately reflects the quest
CONTENT UPDATE - New items - TV Remote and Chocolate Bar
CONTENT UPDATE - Updated fish tank model
UI UPDATE - Formatting fix in toolbox description
UI UPDATE - Inventory screen - Updated exit inventory and drop buttons to theme
BUG FIX - Message queue was sometimes holding messages from last playthrough
Fun Fact of the Day:
The world record for the most potatoes carried between the knees in 3 minutes is 45. I wonder how many potatoes someone can carry in our game?

We're getting so close to our goal, in the home stretch now with 1 week and 22% left to raise!
There's still time to help us make this a reality!
I'm not going to lie, this month has been such a rollercoaster of emotions. From the initial high of reaching 50% in the first week, to the slow climb from there, and now to reach a brief pause in momentum before the well-known end push.
I'd like to reiterate that this project will go ahead regardless of the result from this, especially now, having seen the immense amount of support we've received in such a short amount of time.
It's incredibly heartening to see how many people are looking for a cozy, story-driven game that combines emotional stories with our signature Raguthra humour.
For those who have played the demo, I've published a little extra lore over on our website. Elliot's lost journal pages have been found, and a little more has been discovered about his mysteriously long journey to the Library.
Read Elliot's journal - It's ok he doesn't mind.
As always, THANK YOU for being a part of this in any capacity, whether it's as a backer or sharing our campaign with others- it means more than you could possibly know!
We hope you've been enjoying Striatum! Your feedback over these first few days has already been incredibly helpful as we head towards full release of Striatum. We've taken the last week to work on several major issues we discovered, as well as add a tiny bit more content. Please see below for more details, and please feel free to report any bugs, or any related thoughts and feedback.
bugfix - profiles were not updating when returning to the title screen post game
bugfix - player messages were sometimes appearing on title screen after the end of the game
update - Profile info on title screen now updates post-game when returning to the title screen
update - UI theme polish in multiple areas
update - Sliding scrollbar UI mouse click area increased
update - New in game decorations
update - reduced time to allow access to ui, movement, and phone post opening cut scene
update - minor graphical behavior changes
Thank you again, and thank you for continuing the party!
- Mia Malaise