Hi everyone!
I’m very happy to announce the launch of the public beta of my game.
You can get it right now. I prefer to be honest: there’s still quite a bit of optimization work to do, as well as improvements to the AI.
I’d also like to let you know that I’ll soon be giving away a few keys to get the game for free. I don’t yet know in what form, a random draw, a contest… we’ll see!
Anyway, I’m looking forward to your feedback so I can fix any issues you may encounter as quickly as possible.
Great news! Steam Community Items for Bunkered with Femboy are now officially live.
Collect, Craft, and Customize!
As you spend more time in the bunker with Riley, you will now be eligible to receive Steam Trading Card drops. You can use these to unlock a variety of community items:
Steam Trading Cards: Earn card drops simply by playing the game.
Craftable Badges: Collect the full set of cards to craft unique game badges to display on your Steam profile.
Emoticons: Unlock custom emoticons featuring Riley to use in Steam chat and discussions.
Profile Backgrounds: Get beautiful, high-resolution profile backgrounds featuring art from the game.
Alongside the community items, a small update has been pushed to address:
a bug preventing some scenes in the Replay gallery from unlocking correctly.
a bug preventing achievements from not being granted properly if the demo build was played previously
Thank you all for your wonderful support and for playing the game. I hope you enjoy collecting the new items!
Greetings Reapers,
Closed Alpha 4 begins on November 20, and before you embark on your journey through the afterlife, we want to reconnect with you and walk you through the newest updates and features awaiting you in this round of playtest.
Join us on November 19 at 8 PM CET | 11 AM PST | 2 PM EST | 4 PM BRT | 3 AM ICT (Nov 20) for our first-ever official livestream on Twitch!
During the stream, our Game Director Andrei & Narrative Designer Adam will be answering some of your most asked questions, showcasing the Closed Alpha 4 changes, introducing you to the lore and sharing a look at what’s ahead for Gods, Death & Reapers.
Follow the Gods, Death & Reapers Twitch channel to get notified when we go live!
Ready to become a Reaper? Sign up for Closed Alpha 4 on Steam!
Closed Alpha - Sign up on Steam
Closed Alpha key & special giveaways start on Discord. Join our community:
Wolcen Studio Discord Server
Follow us and stay tuned:

We have messages from the LET IT DIE: INFERNO Developers!
This message is from Shuji Ishikawa, Producer:
・Role in Game Development
I’m the Development Producer. My role involves setting the overall direction and adjusting the game’s output, ensuring that the game the team creates reaches as many users as possible. In short, I handle everything necessary to release the game.
・What I’m Particular About
I focus on creating something that will deeply resonate with someone’s heart.
I believe we’re in an era where something that truly touches one person can be more impactful than something that simply gets a lot of likes.
・What I Think Makes "LET IT DIE: INFERNO" Special
Through repeated bursts of growth, the game blends the roguelike feel of old-school action games with modern player interactions, making every playthrough "feel alive in the moment" and enjoyable.
・What I Hope Players Will Notice and Enjoy
The game is designed to make repeated challenges easy and rewarding, striking a unique balance between player skill progression and game data progression.
I hope players will feel that difference firsthand.
・Message to Those About to Play "LET IT DIE: INFERNO"
I hope you’ll experience gameplay that goes beyond the typical “extraction” genre.
We’ve crafted something that will definitely resonate with longtime fans of LET IT DIE as well.
Warp-Speed Weekend: 30% Off Project X: Light Years!
Blast into action with Project X: Light Years, the modern reimagining of the classic Amiga side-scrolling shooter. This weekend, take command of your ship for 30% off as you soar through stunning environments, battle relentless enemy swarms, and upgrade your arsenal to become the ultimate space fighter.
Prepare for fast-paced combat, nostalgic roots, and modern polish—now at a stellar discount.
If you enjoyed playing the Game Store Chronicle Demo, share a screenshot of your final store for a chance to win a Steam Key when the full game releases!
To join the contest, simply:
Capture a screenshot of your store from its best angle (F12 in game)
Publish it on the Steam Community Hub (Done in Steam app)
Leave us a review on the Demo page
That’s it — you’re in!
In the first week of December, we’ll review all submissions, and the top 3 stores will win a free Steam Key for Game Store Chronicle.
Let the contest begin!
Imponix Game Studio\
[/p]
Today we’re releasing a new update aimed at improving overall gameplay quality. This patch includes a series of bug fixes, performance adjustments, and gameplay refinements following our recent major combat overhaul.
Thank you for your feedback and continued support — it helps us make Immortal Hunters better with every update!
Hey Anno Community,
Anno 117: Pax Romana will release in just a few hours, allowing you to prove your skills as a governor!
To prepare you for the launch, we want to highlight a few issues below that have been earmarked for the next patch, and introduce you to the Bug Reporter tool.
The Bug Reporter tool is is a way for you to not only report issues you run into while playing, it’s also the place you can find all previously reported bugs including their current status – as well as a list of issues we want to highlight for your convenience.
If you encounter any technical issue while playing Anno 117: Pax Romana, please report it right here on the Bug Reporter.
If you require support because of technical issues or related to your account, please get in touch with the Ubisoft Customer Support.
Below we’re listing some issues you’re likely to run into, and a workaround if available. All of the issues listed here and on the Bug Reporter right now are currently under investigation and planned to receive a fix in the near future.
We currently observe two areas in Multiplayer we want to make you aware of:
1. We have upgraded the invitation flow in Multiplayer. Our goal was to reduce complexity and loading times by letting you invite players from an actually running game.
Unfortunately, this specific flow is currently not as stable as we would’ve wished for: Inviting another player into a game that is already in progress could lead to a TRAJAN connectivity error.
Joining a persistent co-op (i.e. live game) game that is currently in progress leads to the new player loading a singleplayer version of the save instead.
As a workaround for both issues: Please make sure you start or load a multiplayer/co-op game only after everyone has joined the lobby.
2. We currently see a few types of desyncs appear frequently, especially towards the endgame. Currently there is no workaround, but we can confirm the team is investigating the issues and working on improving the situation as soon as we can.
Generally, try restarting the game ad loading an older savegame (not the directly last autosave but a slightly older one).
Changing the research speed via the game setup while research is ongoing can break the research queue
As a workaround, do not change the settings with ongoing research and load a previous save if you accidentally triggered the issue
Discoveries unlocked via the Hall of Fame unlock the entire cluster of discoveries next to them
One medium-sized Latium island has a non-functioning river slot
On a small Latium island buildings can be placed on a small mountain
We recommend avoiding placing buildings there, even if it’s tempting
Screenshots taken via the F12 key on PC may appear visually corrupted
You can use the Print key instead, screenshots are saved in the \\Documents\\Anno 117 – Pax Romana\\screenshot folder
Gamepad controls can become unresponsive when a land unit retreats
Opening and closing either the quick access or construction menu solves the problem
As mentioned previously, we’re working on fixes for the issues mentioned and will keep you updated both via the Bug Reporter website and the Anno Union.
Thank you for your support, trust and patience!
Hey Anno Community!
Today we want to give you an overview of our efforts in terms of mod support on release, and a brief look into the future and what we’re planning for postlaunch.
As previously announced, the mod loader is integrated into the PC version of the game right from the start. This means, mods in the mod folder are automatically detected and loaded when you start the game.
There are even a few example mods already pre-installed. You can find them and a small how-to textfile in your game installation folder under mods/
However, we’re not yet supporting mods with a dedicated in-game UI or in-game browser. That is planned for a later update (see further below in this article).
For now, you can install and activate mods the old way by extracting. zip files into the mods/ folder as outlined above.
The mod loader comes with nice improvements and a few changes over the previous version in Anno 1800. Namely:
ModOp improvements
additions for Lua scripts
built-in support for activation profiles and options (similar to iMYA tweaks in case you know them).
More details about the changes are documented in the mod loader GitHub repository which we highly encourage you to check out:
https://jakobharder.github.io/anno-mod-loader/
We’re excited to confirm we’re partnering with https://mod.io/ on our mod support plans. mod.io is an industry-leading middleware solution for mods and user-generated content (UGC) support, used in hundreds of games.
After our collaboration on Anno 1800, mod.io will again become the home for mods for Anno 117: Pax Romana – and your way to easily both share your creations and download mods others created. You can find the dedicated Anno 117: Pax Romana page on mod.io here:
https://mod.io/g/anno-117-pax-romana
This is just the beginning of this collaboration and we’re looking forward to sharing more in the coming months.
Further, for the mod creators out there: the engine of Anno 117: Pax Romana is a continuation from Anno 1800, thus many community tools continue to work as is or need only some smaller adjustments.
RDA tools to unpack data work unchanged, e.g.
The Visual Studio Code plugin has been updated to support Anno 117: Pax Romana. A new addition are templates for empty mods with the standard file structure:
The Blender plugin still needs some work, but should be able to open most CFGs at this point already thanks to community efforts:
And finally, like in the past, we recommend visiting the modding Discord server for more resources and discussions with fellow modders:
A big shout out to all who have contributed to tools and documentation in the past: taubenangriff, xormenter, lukts30, Serpens66, Hier0nimus to name a few.
There are two missing pieces when compared to Anno 1800: in-game UI with info tips and popups for activation, and a mod browser with download platform.
Both are topics we’re looking into bringing to the game in postlaunch – we’ll keep you updated.
If you’re wondering about mod support on console: for now, we’re focused on PC mod support.
We do expect new needs, requests and ideas raising in the modding community following the release. There is still some potential especially around the new Lua scripting options. Therefore, we plan to gradually improve the support here and are welcoming your input on this topic.