Key Changes:
New movement ability added for both mechs and operators: Jetpack! Use it to maintain high movement speed and gain vertical height quickly.,
Dropship has been entirely redesigned! Explore the interior of the ship in tight close-quarters combat, then step outside to the expanded combat zone.
You can now reload and sprint at the same time for most weapons! And don't forget, many weapons have recently had their stats modified, so expect the meta to shift drastically!,
And of course the usual bug fixes and performance improvements you've come to expect. Update now and let us know what you think!

Hey there, Grimrunners!
We’ve seen a lot of questions about what Nightholme really is, how it plays, what kind of experience it offers, and what makes it different from other horror games.
So in this post, we’re diving deep into the gameplay, how the hunts work, what choices define your survival, and how the world of Nightholme blurs the line between hunter and hunted.
Let’s step into the dark.

At its heart, Nightholme is a multiplayer horror experience built around atmosphere, and survival.
You, alone or with two teammates, descend into a corrupted city to hunt a Gloomfiend, a massive, unpredictable creature that twists the streets around it. Your goal: kill the beast, claim its Terror Seed, and escape alive.
But beware, you’re not the only ones on the hunt. Other Grimrunners are tracking the same prey, and every encounter could turn allies into enemies.
While the foundation of Nightholme is PvE, tension naturally rises from overlapping hunts. Multiple teams may converge on the same target, creating moments of suspense, betrayal, and sudden violence.
This isn’t a fast-paced action game, it’s a moody, horror-driven experience where patience and cunning matter more than raw reflexes.
You can choose to move silently through the shadows, avoiding other players… or turn the tables and stalk them instead. That tension, that not knowing who’s out there, is the essence of Nightholme’s horror.

Every match unfolds in a world that subtly changes between runs.
The city’s core layout remains consistent, allowing skilled Grimrunners to plan their routes, but layers of chaos alter what hides in the dark.
An alley that once offered safety might now conceal something waiting to drag you into oblivion. Every hunt becomes a test of adaptation and nerve.
Combat and progression revolve around transformation.
Any character can embrace the corruption and become a Grimspawn, a monstrous form tied to the power of the Terror Seed.
These transformations are unique to your chosen character, Marcus Voorbeast still looks like Marcus… just twisted through nightmare.
The powers you wield depend on your Grimspawn archetype and the elements you’ve gathered across past runs.

There are three main Grimspawn classes, each offering distinct playstyles:
Prowlers – masters of ambush and deception.
Conduits – channel destructive energy and ranged magic.
Ravagers – brutal tanks who thrive in close-quarters combat.
Nightholme is designed to be intuitive yet deep, every choice shapes the kind of horror you bring into the world.
There are no guns in Nightholme. In fact, there are no weapons at all, because you are the weapon.
The Nocturn you choose before a match determines the kind of terror you embody, each one tied to a different archetype of fear.
Hunt Together… or Alone
Nightholme is an online experience, built for small-team hunts, but we’re also crafting special missions for lone wolf players who want to face the darkness alone.

We’re not ready to announce an official release date just yet, but we’ll share updates and new gameplay details soon.
Follow Nightholme here on Steam and across our official channels to stay up to date with the latest news, dev logs, and sneak peeks.
Until then, sharpen your instincts, light your lantern, and step into the dark.
The hunt awaits. 🩸
We are excited that Pirates Outlaws 2: Heritage is shortlisted in Tencent GWB Awards!
Huge thanks to the organizers & congrats to all the amazing finalists! We're so grateful for this recognition of our work.











Hey guys, it’s been a while! Over the past month, I’ve been working hard on a lot of new updates, and I can’t wait to share them with you. I truly hope these changes make your experience even better. Thank you so much for your patience and for staying with me on this journey. This update includes the following changes:
1. Member Management Panel added:
- How to open: Click Switch to Management Panel above the genealogy panel to switch to the new management UI. You can switch back to the genealogy view at any time.
- Filter & display: Filter clan members and retainers by type, status, gender, age range, attributes, rank, marital status, duties, and more.
- Integrated interactions: Interaction actions for members and retainers are now integrated into the management panel, greatly reducing the need to open many subpages.
- Improved search: You no longer need to type a full name: partial name searches will find family members and retainers.
2. Family Chronicle added
\[Note: Family members who died in earlier versions of the game cannot be recorded retrospectively.]
- How to open: Click your avatar at the top-left to open the family panel, then select Family Chronicle to view generations past.
- What’s recorded: When a family member dies, significant life events (marriage, children, imperial exams, official appointments, bestowals/revocations of titles, etc.) are recorded in the Family Chronicle. Because consorts and in-married sons-in-law rarely have events such as exams or official appointments, they are mostly recorded as part of their spouse’s life entries rather than as separate full entries.
- If you frequently roll back the game, some clan members who died before the rollback might still appear in the family history. When they die again after the rollback, the family history will update their life records accordingly. We’ve also added a feature that allows players to edit the family history directly, so you can delete any clan member data you don’t wish to keep.
3. New buildable scene - Burial Ground:
How to obtain a burial ground:
- After clearing an estate, click Convert to Burial Ground in the estate management panel.
- In your fief, click an empty lot and choose Designate as Burial Ground.
Buildable structures:
- Tombs: Grand (1st-rank officials / Dukes), Noble (2nd–3rd rank officials / Marquises), High (4th–5th rank officials / Earls), Standard (6th–7th rank officials), Modest (commoners / unranked).
- Decorations: New stone statuary (Stone Ram, Stone Horse, Stone Tiger, Stone Camel, Stone Elephant, Stone Scholar, Stone General, Stone Pillar) plus existing decorative buildings.
Burial Ground features:
- Interment: When a clan member dies, an interment record is generated (kept for five years). Click a tomb to inter an appropriately ranked member. A spouse will be automatically interred with their partner — no extra steps required.
- Management: The burial ground panel supports renaming the ground, one-click paving, one-click clearing of all buildings, and one-click clearing of decorative structures.
- Blueprints: Official blueprints are provided (each burial-ground size includes two official layouts). You can import and export blueprints.
- Information display: Shows current number of built tombs, number of interred family members, and values for Environment, Security, Convenience, etc.
4. Added several loading-screen tips (the in-game encyclopedia has been updated accordingly)
5. Bug fixes and text corrections (highlights):
- Fixed a bug where, during the rebellion vs. fieflord war event, divination could not select personnel and UI displayed incorrect info.
- Fixed a bug where divination during war events consumed stamina incorrectly.
- Fixed a crash that could occur when opening the “Raise Morale” panel while processing battle reports.
- Fixed an issue where changing terrain a second time in a fief reported zero work required.
- Fixed overlapping icons for certain estates and manors on the world map.
- Fixed an issue where Happiness, Agriculture, and Commerce values increased automatically when village/town population was zero.
- Fixed an issue allowing tax collection when population was zero.
- Fixed a bug showing the “tutor for a prince” assignment when a player had actually assigned a tutor to a princess.
- Fixed an issue where the Healing skill value for members with the automatic healer duty did not update immediately when the skill improved (values will update the following month; slight delay remains).
- Fixed missing entries for some events (bestowal, stripping of fief/title, ennoblement, inheritance, empress consort removal, etc.) that were not being recorded in life records.
- Clarified and corrected multiple text lines to avoid ambiguity.
- Fixed several translation errors, UI logic issues, and font-size problems.
- Fixed a bug where the selected manor did not match the displayed members when filtering for housing assignments.
- Fixed occasional incorrect display of inheritors when a family member inherited a title.
- Fixed incorrect conditions for determining whether a family member can be expelled from the household.
- Fixed a bug where interactions with royal family members could occasionally cause the game to freeze.
Thank you again for all your support, feedback, and kindness, it really means the world to me. Every message, comment, and play session helps keep this project alive and growing. I’m so grateful to have you here, and I can’t wait to show you what’s next! :)
We’re excited to share that Umigame is entering Early Access in just 10 days, on November 24!
This milestone marks the beginning of the game’s official playable journey, and we’re looking forward to building the rest of the adventure together with you. Early Access will allow us to gather feedback, refine balance, expand content, and shape the game hand-in-hand with the community.

4 playable characters, each with unique combat abilities.
The 3 biomes of the Haunted Swamp and its full roster of bosses and enemies.
A set of Guardians, skills, items, augments and consumables.
Online co-op mode, fully playable from day one.
Meta-progression for characters and Guardians
A difficulty system that will make your runs spicy once you've mastered the game
Controller Support
Achievements
Leaderboards for speedrunning enthousiasts
Localization in 10 languages

During Early Access, we’ll deliver:
Expanded items, skills, and meta-progression
System refinements based on your feedback
Further polish, balancing, and quality-of-life updates

Your feedback will directly shape the direction of Umigame. Tell us what works, what doesn’t, and what you’d love to see next. We’ll keep sharing dev updates and roadmap milestones as we go.
Note: We run regular playtests, including the one currently happening, and we take every comment seriously. When issues are reported, we do our best to address them quickly and keep the game moving in the right direction.
You can also join our Discord, where we’re active every day. It’s the best place to share feedback, report bugs, ask questions, and follow our progress.
By the way, we also have a brand new official studio logo!

Thank you for supporting this project as it grows. We can’t wait to see you fight, swim, and explore the wolrd of Umigame.
See you on November 24!
After updating to Ver. 0.2.0, some players may experience issues such as the game failing to launch or screen distortion.
Please try the following workaround:
<Workaround>
Go to:
Properties > General > Launch Options
Enter the following:
-force-d3d11
This may resolve the issue.

We sincerely apologize for the inconvenience this may cause to our players.