Enchanted Portals Gets a Major Spellbinding Update
Rookie magicians Penny and Bobby return in a major update packed with fresh content, new modes, and gameplay improvements, designed to deliver a smoother, more engaging, and challenging experience for all players.
This update introduces two brand-new modes for seasoned adventurers:
· Book Mode, featuring all-new bosses
· Boss-Only Mode, offering nonstop action for the ultimate challenge
The notoriously tough Insane Mode has been rebalanced for a fairer yet thrilling experience, and now includes progress saving. Plus, 2-Player Co-op Mode now uses health pools aligned with single-player for better consistency.
Gameplay pacing has also been improved, with shorter Platforming levels and smoother progression

Thanks for playing and supporting the game!
Optimized the logic of each store panel, and added a new item locking function.
Adjusted the effect of the burning debuff to cause damage based on a percentage of max HP when moving.
Added a "Q" hotkey to quickly hide the game (Boss Key), and added "+/-" hotkeys to quickly adjust the game's zoom level.
Revised the tutorial documentation and improved localization.

We’ve launched the official Discord server for ERROR:Ai.lien,
where players can connect with each other and catch up on the latest updates from the development team.
Share your feedback and impressions,
Get behind-the-scenes insights and development progress,
Enjoy early previews of exclusive artwork and content, and more!
We also plan to host community events and share information you can only find here.
We warmly invite you to join us!
Join the server here:
Thank you for your continued support of ERROR:Ai.lien!
Early Access will release on the 14th!
Here are the details on The First Descendant Hotfix 1.3.8c.
We kindly ask you to update your game and reconnect to ensure a smooth gameplay experience.
■ Patch Date
- PST 2025.11.05(Wed) 00:50
■ Platforms
- Steam, XBOX SERIES X│S, PS5
■ Patch Details
- Fixed an issue where the Battle Pass Shop was unavailable.
Thank you.
It is Basil writing again, and today i am going to discuss our gameplay philosophy of regarding almost anything in the game as an interactive object and especially, looking at a subset of it as collectable and buildable objects.

From early stages of the game on (paper prototypes even, I remember laying them out on our living room table), a core part of the game experience was about packing as many objects as you could onto your mecha. In the beginning, this idea was only applied to objects being deemed a "component" which included items like weapons. This already opened up lots of player freedom of where to attach those items and questioning which to take along in the first place, as space on the fortress is limited of course.
Still, this reduced approach somehow felt like there could be more consistency to it, as if it was not fully thought out and the final consequences in the design were lacking. This finally changed when we needed some footage for the trailer of the player assembling the mecha and drag and dropping in crew members.
Since the start of the project we, internally, regarded crew members as "buildable" items, as they, in broad terms, behaved similarly to other attachable, non human objects. They could be assigned ontop of components (or jump onto them, for quality of life) in the same way players would build items on the mecha. Looking at this behaviour for the crew, we realized that it introduced an entire framework on how to think about interactions between the player and their mecha.
The longer we thought about it, the clearer the picture became: what if we would investigate every gameplay action between player and mecha in the form of "building" and components? What if we approached the specialisation, updating, repairing, protecting, customising and late run branching as an action done through packing objects onto the walking castle?
It seemed to us like an interesting avenue, to fully lean into this almost "LEGO" like approach of stacking your player character together.
Want to repair something?
Hit the broken component with a according kit!
Want your a different shield around the core?
Just replace it with something you found, two clicks.
Want to change the main energy source, holiest of the cores itself?
Sure, just drag and drop a new one in to the center of your castle.
Treating those objects in this manner also meant that they would hold separate instances of the same properties, e.g. single items now would bear a unique health value and could now take separate damage instead of a single global system handling health for the entire mecha.
This "federalisation" also opened up a variety of other gameplay options, like repairing individual mecha components, role assignment to crew members with drag and drop items, enemies targeting single components (e.g. the hooking type enemy, which fires a harpoon like projectile and pulls off parts of your castle, without damaging the objects) or the ability to take random rock pieces and debris with you on the mecha.
When the game started out we used a unified health source and each component you added expanded that pool.
Initially once a health bar got depleted a random (not the last you added) weapon or part got detached and destroyed.

While being a really arcady mechanic it disconnect the mecha physically from the actions in game and you didn’t understood why you are loosing weapons.It’s a rather complex problem of where are you displaying information and moving most info onto the mecha, (by giving each weapon it’s own health bar) and only have the player’s eyes jump from themselves to the enemies and potential dangers, instead of searching around on the screen to find essential gameplay information is just better :)
To streamline and amplify those separate properties we also introduced a variety of other subsystems, like our Destructable State Handling; every object would now exist in 3 states, which are communicated to the player: Alive, Broken and Gone

Taking too much damage or repairing would let items transition between those states and display different abilities or incapabilities depending on the current state. For example, Alive weaponry can be used by the player. If it breaks, it can stay attached to the walking fortress, but is not part of the active items pool anymore – for this it would need repairing. If it takes even more damage, it will switch to being Gone, a state from where there is no return anymore.
Overall, we are very happy with the decision to further work in the direction of "everything buildable" and separating as many properties as we could.
It creates a richer, more interactive game experience which asks of the player to truly develop agency within the systems and world we are creating in Castle Come.
It also creates the baseline circumstances for arising complexity, a gameplay philosophy we have been chasing with our project since the beginning.
Until next time
Basil

Watching the golden leaves fall, Laura and Miella have fallen into a melancholy mood, and only a small reminder of summer can brighten the spirits of these lovely ladies.
Visit Terrus or Terragor to learn about the girls’ gloom, and they will tell you how to lift their mood.
Mood-boosting rules:
— time to lift the mood: 4 hours;
— you may use no more than 10 gifts to lift the mood;
— a good mood is evaluated at 100 points.
After speaking with Laura or Miella, a list of gifts and ways to obtain them will appear in your quest log. You may lift their mood no more than once every 12 hours, or reset the quest progress for a fee with Personalized Coins to cheer them up again.
For each mood restoration, the seekers of knowledge will reward you with a Happy Autumn Chest, which contains:
— 2–4 Vials with a Sun Ray;
— 20 Suns;
— 100 Tauri;
— 3 Gladiator Coins;
— 2 Gray Ink.
Vials with a Sun Ray can be exchanged for one of the following rewards of your choice:
— 1 vial for 1 Gold Coin;
— 10 vials for 10 Life-giving Ichors or Magical boots of speed (lvl 7+);
— 20 vials for 2 Crystal Keys or 5 Technowarrior's Chests;
— 50 vials for 3 Leader's Chests, a Ghostly Box, or 4 Fragile Horns of Plenty;
— 100 vials for 25 Goblin Pickaxes, 1000 Wolf Wool, 1000 Plague Concentrate, 1000 Wooden Runes, or 250 Fragments of the Fractal Matrix (lvl 11+);
— 150 vials for a Small Fifth C.H.E.S.T. (only once), 2 Personal Card Boxes (only once), or 3 Fullerite Hearts;
— 200 vials for 2000 Legendary Magic Storages, a Golden Feather of the Cryptographer (only once), or a Sealed Symbol (only once).
To help cure the autumn sadness, the Elinor Bank brings gifts! Until the end of November 9th, for every 100 crystals in a single transaction, you will receive 1 Swim Ring!
Mood-lifting and earning Happy Autumn Chests are available until November 16th inclusive, and rewards from chests and Vials with a Sun Ray may be claimed until the end of autumn.
Wishing you warmth and cheer on these autumn evenings!
Added Time Thief
Fixed time removal not working when it exceeds the remaining time
[/img]Please be aware that on November 5th, we will be having a scheduled maintenance on Knight Online servers. During maintenance game services and web portal will be temporarily unavailable.