Wir möchten Sie hiermit über den aktuellen Entwicklungsstand von Firefighter Manager informieren. Da die bisherigen Fortschritte nicht in dem Umfang vorliegen, den wir für diese Projektphase vorgesehen hatten, haben wir nach eingehender Bewertung des Produktionsstatus entschieden, den geplanten Veröffentlichungstermin auf das 3. Quartal 2026 zu verschieben.
Diese Anpassung des Zeitplans ist erforderlich, um sämtliche geplanten Inhalte, Funktionen und Qualitätsstandards mit der notwendigen Sorgfalt umzusetzen. Darüber hinaus ermöglicht uns der erweiterte Entwicklungszeitraum, sowohl unsere internen Erwartungen als auch die Rückmeldungen unserer Community umfassend in die weitere Ausarbeitung des Spiels einfließen zu lassen. Unser übergeordnetes Ziel ist es, ein technisch zuverlässiges, inhaltlich ausgereiftes und qualitativ hochwertiges Spielerlebnis bereitzustellen.
Wir freuen uns zudem, mitteilen zu können, dass wir voraussichtlich im März eine erste spielbare Demo-Version veröffentlichen werden. Diese frühe Vorschau soll Ihnen einen ersten Einblick in das Spiel gewähren und uns gleichzeitig wertvolles Feedback ermöglichen, das unmittelbar in den weiteren Entwicklungsprozess einfließen wird.
Zur Gewährleistung maximaler Transparenz werden wir ab sofort zu Beginn jedes Monats ein offizielles Entwicklungs-Update bereitstellen. In diesen Berichten werden wir den aktuellen Projektstand, relevante Fortschritte sowie geplante Arbeitsschritte detailliert darlegen.
Wir danken Ihnen für Ihr Verständnis, Ihre Geduld und das uns entgegengebrachte Vertrauen. Selbstverständlich werden wir Sie auch weiterhin zuverlässig über alle wesentlichen Entwicklungen informieren.
Good afternoon, Commanders!
First, a massive thank you for over 700 playtest sign-ups! We hope you've been enjoying the open beta (we've certainly enjoyed reading your feedback). We have some exciting news to share regarding our last major playtest update and the fast-approaching transition to a demo, as well as touch on some new features currently in development!


[/carousel]Today's update to our Open Beta Playtest is a big one, with a heavy focus on our transition from playtest to demo! This includes;
Four New Map Modifiers - Ion Storms, Nebula, Gravity Wells, and Gravitational Anomalies can now influence a sector.
Partial Gamepad Support - Most menus and gameplay now support gamepad navigation (Skill Tree and Shop UI still pending support).
Loadout System - Each ship now has three different configurations: one default and two alternative loadouts that can be unlocked by completing missions viewable on the ship selection screen.
Cruise Missile Redesign - New firing pattern that arcs from above onto targets.
Alien Faction Removed - The Alien faction has been removed from the game for rework and reimplementation with the full version of the game!
Available Ships Reduced - Player Ships have been consolidated into a single ship of each classification for the demo, although this is offset by the new loadout system!
You can find all the details of today's update here:
https://store.steampowered.com/news/app/3353390/view/589536065844412977

It's been our plan to deploy one final major update to our open beta (see previous section), and have our industrious test pilots (you) help us identify any last-minute bugs, balance changes, or unsealed airlocks that need to be addressed before launch. Once we're ready, we'll close the playtest and launch our demo! We're optimistic that the Starforged Legacy Demo will release within the next few weeks!
While the Open Beta has effectively been the entire game as it currently stands in development, the goal of the demo will be to deliver a carefully tailored snippet of the game to prospective pilots ahead of its full release. This means some content will be reserved for the full version, such as the full range of unlockable ships, augments, or enemy types.
Despite the end of the beta, your feedback will still play a crucial role in development, as we'll regularly update the demo to squash bugs, implement balance changes, and potentially add new content over its lifespan!
Saved data, such as skill tree unlocks and gathered resources, will not be transferred from the open beta to the demo.


Ship loadouts, introduced within today's update, offer pilots reconfigurations of each ship's default loadout, allowing you to experiment with entirely new playstyles! These will be acquired by completing in-game objectives.
We hope to extend this unlock system to seed future runs with additional augments as a result of your victories (or failures) and completed missions! Contrary to the placeholder text in the preview above, no, not all rewards will be unlocked by destroying 10,000 enemies as a Battleship (but you can expect some requirements to follow this pattern).
We don't expect unlocks to be fully implemented at the launch of the demo, as we're still refining what augments we'd like to be 'locked' behind progression and how exactly we want them to be unlocked.
If you have a suggestion for a potential unlock (e.g., "Unlock Worldbreaker Payload by achieving 200% damage radius."), we urge you to report to our community Discord and send us the suggestion directly!
In a similar vein, you've probably noticed that hangar setting above isn't in the game yet, but it is something we're working on to serve as your base of operations where you'll customize your ship before a run. We can't quite say when it'll make its full debut, as we're still polishing things up, but we wanted to share an early concept!

We made a ton of progress towards full gamepad support with today's update, and expect to achieve full support before the launch of our demo. It's our ambition to nab that elusive 'green-check' (full Steam Deck Support) before launch for those who prefer to unleash galactic destruction from the comfort of their couches, public spaces, or spaceships of their own!
(Note: Please don't play Starforged Legacy while operating an actual spaceship.)
In other news, we're excited to share that we'll be taking part in Bullet Haven Festival 3.0, running from December 4 to 11!
This weeklong event will feature hundreds of bullet-hell titles, discounts, demos, and livestreams—it's a prime opportunity for games to make important announcements, coughcoughuscough, so keep your coms open! While there's not much to share just yet, you can get your fill of bullet-hell(heaven?) goodness by looking over last year's festival.

If you've read this far, Wishlist Starforged Legacy if you haven't already!
Our open beta will remain open until the demo is released. Go for an intergalactic test-drive and share your thoughts with us via our community Discord or survey link in-game!
https://store.steampowered.com/app/3353390/Starforged_Legacy/

Receive incoming transmissions: news, announcements, devlogs, and deep-space disturbances, by following Second Shift Games on X (formerly Twitter), Bluesky, YouTube, Reddit, and TikTok, or by visiting our website: https://SecondShiftGames.com.
Join our community Discord to chat with the developers and fellow pilots, and give your feedback on the game!
Wishing you clear skies, Commander.
// END TRANSMISSION //
In preparation for the demo release, the following content has been removed:
Alien Faction: The alien faction has been removed for rework and reimplementation at a later date or with the complete version of the game.
Player Ships: The pool of player ships has been reduced to one of each classification (Cruiser, Frigate, and Battleship), being the Ironhide, Nova Lance, and Nemesis.
Despite the smaller number of playable ships, each ship now has two additional alternate loadouts that can be unlocked by completing missions.
Players start with only the Ironhide (Cruiser) by default, and unlock the Nova Lance (Frigate) and Nemesis (Battleship) by completing a run and winning a run, respectively.
Ion Storms: Lightning strikes randomly across the map.
Getting hit reduces Shield Capacity by 25%.
Reduces Shield Recharge Rate by 100% for 10 seconds.
Nebula: Region is clouded, reducing visibility.
All weapon targeting range is reduced to a maximum of 60M.
Gravity Wells: Small gravity wells pull you toward their centers.
Center contact deals damage to enemies.
Players get "Black Hole's Touch" effect: +100% Max Hull and Shield, -50% Damage.
Gravitational Anomalies: Random spawning gravitational anomalies.
Function is the same as Gravity Wells, but larger.
3-second lifespan.
New Firing Pattern: Missiles now fire straight up, arc over, and come down on targets from above.
Most menus and gameplay now support gamepad navigation (Skill Tree and Shop UI still pending support).
Three Configurations: Each ship now has a default and two unlockable alternative loadouts.
Additional alternate loadouts can be unlocked by completing missions viewable on the ship selection screen.
Removed Modifiers: These did not have the desired gameplay impacts that are expected from this system and have been removed for the time being: Weapon Instability, Energy Fluctuations, Elite Forces, Rapid Response, and Overwhelming Numbers.
Cruise Missiles:
Damage increased from 18 to 24.
Speed increased from 4000 to 5500.
The initial speed of the projectile increased from 1000 to 2000.
Cluster Warhead: Projectiles now have a 3-second lifespan.
Fragmented Rounds: Max pierce set to 10.
Pirate Battleship Contaminator:
Weapon loadout changed from 'Auto Slugger' to 'Rad Thrower'.
Damage and attack speed rebalanced.
Enemy Spawning:
Fixed groups no longer spawning when the max enemy count is reached.
Increased number of single enemies spawning.
Enemy Sizes: Some enemies have been increased in size for improved visibility.
Experience Requirements: Increased past level 40 for extended late-game progression.
Gas Control: No longer loses progress when you leave the capture zone.
Mineable Missions: Base crystal value increased from 6 to 8.
Large Asteroids: Improved obstacle navigation to prevent enemies from becoming stuck.
Thermoflux Projector: New, improved explosion VFX.
Rad Thrower: Projectile VFX updated to not die on lifetime end, new impact VFX.
Radiation Projectiles: Updated to look better with local space.
Explosion Spheres: Rotated 90 degrees on the Y axis to hide circle tops.
Smoke Dither: Updated material for better particle color usage.
Sakashima Sundrive: VFX now properly ends if thrusters are cancelled early.
New Rendering System: Masked materials with dithering replace transparent materials.
Opacity Settings: Changed from 0.01-0.9 to 0-1 scale.
Slider Control: A new slider parameter enables per-effect opacity control.
Performance Gains: Significant FPS improvements across all scenarios.
Rebel Cruiser Models: Base, Demolition, Irradiated, Junkyard, and Ranged Rebel Cruiser models have undergone significant optimization.
Rebel Cruisers: Now break apart when they explode.
Enemy Death: Now includes debris effects with new Rebel debris material.
Enemy Visuals:
Cell shading color slightly brighter.
Outlines changed to be clearer.
Upgrade Interactable: New mesh and symbol.
Fixed Thruster Positions: Rebel Cruiser thruster sizes and positions corrected.
Clock Tick Sound: New sound added to the end of the map countdown.
Mining Laser: Volume reduced from 1.0 to 0.05.
CWM Missile Rocket: Added attenuation to prevent sounding at player location.
Concurrency Systems:
Mining and Impact cues now have concurrency sets.
Pickup VFX trails capped at 25 active trails.
Vulnerability Overload: Fixed negative damage scaling.
Piercing Weapons: Fixed piercing weapons not piercing asteroids.
Cruise Missile: Added minimum homing increase to prevent missing targets.
Swarm Missile: Fixed timers continuing while projectiles were in the pool.
Hardened Bullets: Fixed level 5 displaying a 10% increase instead of 100%.
Prime Condition: Fixed being on the incorrect starting component.
AI Manager: Fixed issues where enemies could become invulnerable.
9 new edible items added to the loot table
Scope GUI improved again
1 new scope added
1 new axe added
Attachments can no longer be used on the old shotgun
Stone Axe no longer damages stone or metal building pieces
Player damage for axes adjusted
Metal Axe deals less damage to structures (depending on upgrade level)
Wooden Hammer no longer damages structures
R7 Rifle now deals more damage
Stone Knife no longer damages structures
Metal Knife only damages wooden structures
Stone Pickaxe now only damages wooden structures
Metal Pickaxe now deals less structure damage (depending on upgrade level)
Stone axes & pickaxes removed from loot and replaced with metal versions
Coal Mine added to the map
All mines completely reworked
Cave sound effect added
New day/night ambient sounds
Bunker door now opens/closes slower + sound added
Mines now contain loot
New item: pistol suppressor
Suppressors can now spawn as loot
Reddot sights now appear as loot
New pistol reddot added
New weapon M4L4
New weapon Shotgun-90
New weapon HM-16
New weapon GL-40 Tactical
Raptors now have less health
Brachiosaurus now have less health
Bullet tracer effect added
Projectile speed for pistols updated
Projectile speed for the shotgun updated
New building piece: Pillar
Build menu icons updated
Fixed incorrect apple eating sound
Performance improved through collision optimizations
Fixed reddot positions on the M4
Torch no longer damages structures
Fixed issue where fists could damage structures
Improved axe & pickaxe back-mounted positions
Added missing magazine detach sounds
Revised wrist movement while holding weapons
Fixed overlapping meshes in the bunker
Removed visible collision outline at the black market
Fixed small road collision issue
Fixed bridge collision issue
Corrected objects placed too deep
Replaced more rock formations with new ones
Added max cull distance for roads (performance)
Added missing LODs (performance)
Fixed objects streaming out abruptly
Added more details across the map
Fixed tarps only being visible from one side
No wipe required
Recommended update: v0.1.4
I’m currently working hard on the AI and continuing to optimize everything.
Because of this, the NPC enemies will be added in Patch 0.1.5, along with many more new features and improvements.
Share your ideas in the comments or join the Discord:
https://discord.com/invite/6UgzrEkpP7
Thank you for your support! ❤️
Holy Mask Games






Small update - v 0.1.2.5
Fixed several bugs
Fixed some localization typos and mistakes
Added new transitions to some UI
Salute to service and troops! :

A memorial item to thank our military and law enforcement personnel.
Indian American :

Gladiator :

Fleur :

Metallica :

Revolt :

Scarabaeus :

Shaka Military Sign :


Free trial for players to try out my early access game and see if they like it and give suggestions for what I should add/areas to focus on improving.
Some bugfixes and things:
Fixed crucial bug that made deeper levels contain less and less walls
Fixed a bug when saving a level with the zone key in it
Removed game messages that do not involve the player
Changed HUD display of level depth in meters to zone-level
Added number of turns to HUD
Added scrolling intro text to title screen
Loot crates now blink, just like items on the ground
Smashing walls now alerts monsters up to a maximum of 5
Found ranged weapons now contain some ammo
Plasma doesn't grow onto an exit anymore
/Thanks for reading!
Fixed issue where shooting was not possible after throwing a grenade.
Fixed grenade selection.
Minor adjustments to player actions (Reloading, Sprint, Hold Breath).
Updated player character setup for use in cutscenes.
Fixed incorrect loading of remaining ammo in weapons.
Adjusted NPC weapon spawning for faster activation.
Fixed issue where an NPC that was supposed to be dead appeared inactive but still standing after loading.
Fixed issue where NPCs did not correctly activate after the player moved too far away.
Fixed stamina regeneration issue caused by incorrect parameter settings.
Reworked vehicle-mounted weapon activation (cannons, machine guns) for NPC-controlled vehicles.
Reworked NPC behavior — new system and redesigned condition structure for task activation.
Updated vehicle damage system.
Added new spawn function via Spawn Manager.
Fixed crash caused by repeated game loading.
Updated CutScene Manager to use the player character during cutscene playback.
Fixed missing remote control for door opening.
Updated idle animations for MP40.
Identified issue causing the “floating hand” bug.