This update corrects two minor bugs in the settings page of the codex... and pushes further the ground work for the implementation of 3rd view interaction from the outside of the ship's perspective !
\[Hidden by console for now] Modification of the camera in exterior view :
Camera now follows cursor movement when right click is held.
Adjustment of zoom and dezoom sensitivity
Modification of the initial position of the camera, right behing the ship at max dezoom.
Added secondary zoom system, when zooming-in closer and closer, zooming-in switches to FOV change to keep zooming without entering the ship model
Adjusted speed and collision camera parameters
Added specific area of zoom (ship hatch) on the back of the ship to switch from exterior to interior view
Modified transistion system from interior to exterior on max dezoom, with a ± scrolling ticks to validate the choice of switching from interior to exterior camera
Settings sound labels "ambient" and "effects" were switched. They now both design their proper sound channels
Corrected bug that didn't close the options upon pressing "Save"
Console command "toggle_iconosphere" now activates/deactivates every scenery element except the ship
Hello brave souls!
The game has been out for a week, and it seems most people are having a good (albeit difficult) time!
Amongst the reactions, I have definitely been hearing a number of common pain points and bugs (and requests for more content from those who have been able to beat the current final boss). Fret not, I'm already hard at work... which brings me to the point:
INTO EVIL is going to have monthly content updates!
The first one, coming early December will be The Deadly Dance Update. It will add:
Fixes for the most common and critical issues plaguing players! (Better lock-on! Toggle detailed item overviews, preventing them from obscuring combat! Resurrect allies in multiplayer with a Vitae Ampoule! Color-blind and other accessibility options! And more!)
Unleash your warrior skill with Dual Wielding! (When you have similar weapons in each hand, the left hand's attack combo will become a dual flurry! Each category of weapon has a different dual moveset, allowing for many new strategies - though this playstyle is not without its risks...)
A new character, the Rogue! (A nimble, agile character who is particularly skilled with parries! However, getting hit is particularly painful...)
And many more small tweaks and improvements!
I've been hard at work on these new features, but have compiled some previews of this upcoming content! First, take a quick look at Dual Wielding:
And if you're curious about the Rogue, here's some raw footage of a run through Level 1 of the dungeon with her!
Anyway, I gotta get back to work on the update! If you have any issues or feedback, please post about it on the forums here, or in the game's Discord!
Hello everyone!
First of all, I want to express my heartfelt gratitude for the amazing reception Hotel 188 has received. Reading your comments, seeing your reactions, and knowing that you're enjoying the game fills me with motivation to keep improving it. As an independent developer, every message of support means the world to me.
Now, about this update: I've identified and fixed a critical bug that was affecting several players. The issue caused the entire screen to appear completely black when starting the game, making it impossible to play. This error occurred specifically on graphics cards that are not compatible with Unreal Engine 5's Lumen technology.
With this fix, Hotel 188 should now work correctly on a much wider range of hardware. If you previously couldn't play due to this issue, I invite you to try it again.
Thank you for your patience and for joining me on this project!
The next update for Generation Exile is live! It's a somewhat smaller fellah this time, since it was a statutory holiday here in Canada earlier this week, but mainly because we've been pretty heads down laying the groundwork for our first big content update. That will be coming later in December, but of course we'll still be doing updates weekly along the way. That update will be the The First True Big 'Un™ though, with more details on that in the days to come!
As a small preview, one (but by no means the only) area of focus right now is improving legibility on production chains and structure needs. This is very much WIP and the visuals at not at all final, but the aim is to have responsive and clear feedback that enables players to clearly understand a) "If I build this structure here, what will it affect?" and b) "This structure has an issue that means it isn't functioning- why?"

We're going to keep refining this over the weeks to come and we are aiming for the full first version of this to be included in the December content update. Full patches notes for v0.5.2a are below.
In the near future, we are going to be do some invite-only playtesting and feature previews through our Discord, so join here if you would like to have a chance to participate in one those! https://discord.gg/dKaCuJm3M6
While we are very aware of the (quite reasonable) trepidation some folks have about games that launch via Early Access, there is one thing in particular that always excited us about Early Access and Generation Exile. As a highly procedural and modular game, Generation Exile's design offers opportunities to team up with supporters so they can put their own personalised stamp on the game in a way that is additive and fun, and that can also live comfortably alongside the vision we have for the game. It's, well, a collaboration.
And Monday will see the first round of these collaborations! Anyone who has purchased the Supporter Sustainability Pack (or the Sustainability Edition that includes both that and the game's soundtrack- composed by none other than Ben Prunty, who also composed the scores for Into the Breach, FTL and Subnautica: Below Zero) and has let us know via Discord will be eligible to be selected for one of these collaborations. We'd like the specifics to be a surprise, but we'll share all about it next week.
This is something we plan to keep doing periodically throughout Early Access, and this is by no means the only opportunity for such. If you do have the Supporter Sustainability Pack, please let us know via Discord so we can make sure you're on the list! And if you would like to be included but don't have that pack yet, well it's just a click away:
https://store.steampowered.com/app/4092580/Generation_Exile__Supporter_Sustainability_Pack/
The last 10 days since EA launch feel like they have been far long than that, but it's continued to truly be wonderful talking to so many people- folks curious about GenExile but haven't gotten aboard yet, other small developers offering their insights and above all, folks already playing GenExile. Our project lead (ed: and the author of this post) shared some of his thoughts about the time since launch on Bluesky.
Our eyes are looking upward and we're excited to keep showing everyone where GenExile is headed, so truly, thank you for being here with us.
See you among the stars,
Everyone at Sonderlust Studios
Rearranged build bar categories to be more intuitive and compact.
Added structure names under build bar images.
Revised build tooltip to include more information about build requirements.
Refactored tile info panel to cache most elements and only update what's needed when selecting a tile.
Fixed related issues with character action panel.
Added and refined various icons.
Various text fixes/updates, e.g. structure having an old description text string.
Various crash fixes in a handful of narrative events.
Hey everyone,
I’m excited to announce that Lucid Dreams is officially released!
After months of work, delays, polishing, and tons of late night fixes, the game is finally in your hands.
Game Description:
You are trapped in a twisted carnival with no memory of how you got there. You must survive a deadly game set by a creepy clown. Solve puzzles, stay hidden, and try to escape… before he finds you.
Thank you all for your patience and support, it means the world.
I hope you enjoy the experience, and I can’t wait to hear your feedback!
Best Regards, Altered Games
-significant reduction in tutorial text
-various updates to pursuits, evades, pursuit to charge combats, and light horse behaviors
-fix some bugs with restarting battles
-improved AI use of reserves once battle joined
-updated tooltip appearance, including faction colored border
-add press tab to cycle commandable units and move camera to them, can be useful especially later in a battle to just tab around seeing who needs something to do
-added morale meter to help player understand rallying
-greatly improved AI group moving and edge cases
-couriers display (larger and yellow highlight) highlight if enroute *to* a unit to give it a command
-some fixes to tutorial map visuals
-improved AI usage of generals rallying
-implemented officer banners
-various fixes to top-down banner display including selected versions
-fixed resolution issues with start button
-fixed issues with light infantry flank charge poa calculations
-various AI deployment improvements
-some significant optimization work helping both base fps and some types of lag spikes, plus low/med/high quality settings (which mostly affect shadow quality/existence but some other things as well)
-edits to impetuous charge range and range display
-jump to selection on faction dropdown
-more fixes and updates to unit type symbols
-improvements to AI taking rear charges around their allies flanking the same unit
-edits to UI scaling min/max
-changes to tooltip details toggle and content of simplified tooltips
-fix some bugs with waypoints displaying old or erroneous commands, and added pursuit and evade waypoint visuals
-fix on hover units while under UI like combat log so doesn't show tooltips
-remove lasso select on banners
-improved popup text visuals
-swapped out one map
-replaced some unit portraits
-fix up position of selection highlights on elephants
-match faction colors to faction icons better
-fix to some flank/direction bugs with elephant combats
-replaced unit card group coloring with number in corner
-fix to officer shifting position in combat bugs and other various adjacency issues
-fixed some bugs with recoil to overlap charges
-fixed some bugs with charge to evade that was making it almost impossible sometimes for pursuers to actually catch evaders and other pursuit fixes
-fixes to bugs with combat end by rout from proximity cohesion check due to ally rout
-edits to scroll rotate strength on group move
-fixes to some audio source null checks
-some fixes to unit colliders to try and mitigate or remove bugs with simultaneously overlap to charge multiple units at once
-updated some aspects of highlight projector shader and sorting so more visible over terrain or under water
-visual improvements and optimizations to water and shadows
-star next to major factions on unit selection
-some tooltip text updates, like guard called hold, major armies note on unit selection, too far away so will move to attack note, fixes some missing spaces etc...
-minor fixes to tiling and fog and water appearance on a number of maps
-added bob and scale animation effect to selected unit banner
-minor adjustments to shadows
-fixes to defender/attacker moving/idle receive charge line up or not based on adjacency
-fixes to some restart battle null refs from not resetting some selected units
-many fixes to unit alignment on charge/adjacency, fixing some group moving to combat/charge appearance
Hey everyone! Here’s a full look at everything included in this update. This one touches nearly every part of the game: multiplayer, challenges, maps, UI, audio, and more. Thank you for playing and supporting the game!
Fixed a major issue where player rocks could sometimes become invisible in co-op lobbies.
Co-op is now the default play option.
Join Session now automatically searches for available lobbies.
Map selection now displays the maximum number of players for each map.
Reset all Challenge and hidden rock progress.
All challenges have been updated with improved lighting, new sound design, and bug fixes.
Ascended challenges now unlock after completing the standard versions.
Ascended challenges properly award new unlocks.
Unlocks by completing all basic challenges.
Includes a unique challenge required to unlock the Artifact.
Supports up to 5 players in co-op.
Artifact — unlocked after ascending, with 5 cosmetics purchasable for 9600 ST.
Veyra — earned by completing all ascended challenges, with 6 cosmetics purchasable for 9600 ST.
The Artifact now acts as an infinite-level speed sink for extra Stones.
Each artifact level will grant 1% level speed.
Unlocked after finishing all challenges.
Added Voice Chat.
Default push-to-talk key: V.
New voice settings for input device selection, microphone volume, and channel volume.
Complete rebuild of the ambient audio player.
New controls: Shuffle, Skip, Repeat, Play, and Pause.
New Audio Tracks
"The Test" — earned from ascended challenges.
"Ascension" — earned after ascending.
15 New Achievements available to unlock.
Both map setting menus have been merged into one unified menu.
Ambient, Weather, Locations, and Friends are now grouped together for easier navigation.
Brand-new text chat system.
Now supports emojis.
Claiming rewards is now smoother and more consistent.
New save system for challenge progress and hidden rock discovery.
Your last equipped rock now automatically loads when entering a map.
Pause Menu
Offline leveling menu will no longer appear if offline level setting is toggled off.
Pause Menu
Pressing Escape now closes the pause menu.
The hamburger icon switches to an “X” when toggled.
Quit Menu
Restyled for a cleaner look.
Loading Screens
Smoother transitions when loading into maps.
Updated startup loading screen.
Player Info
Added Artifact to stats, granting 1% level speed per artifact level.
Fixed an issue where sound volume would not save properly.
Added an Offline Leveling toggle (default: ON).
Added detailed Voice Settings for device selection and volume controls.
Thank you again for all the support, more updates are on the way.
-Parker
Hey all, the previous sale was intended to be the last before the big AR+ update but due to multiple factors (in part because I've been indecisive about the style to go for, but mostly because of getting sidetracked drawing Blue Archive girls) the artistic side of the update simply isn't ready yet, and won't be in time for the hoped-for release date of the game's first anniversary. So before you all give me the Marie Antoinette treatment, I would like to offer a compromise: one last 80% off sale before the big update, which should arrive before December's end. I'm as desperate to get this update out as you are to play it, but these things cannot be rushed. I want AR to be in the best state it can before I move on to other projects. So if you don't yet have it, grab the game! As previously mentioned, AR+ won't increase the game's price but it will mean some stingier sales for a while. This is your best chance to join the club.
I'll at least throw you lads a bone: A WIP redesign for everyone's favourite ghost...