Hello everyone!
Another quick hotfix for today:
Fixed that Banshee had been incorrectly tagged as having blood, leading to an exclamation mark (missing texture) when killed.
EXFIL Community Game Night 🕘 Every Friday at 8PM EST 📍 Hosted in our official Discord server
Gear up, Operators!
This week’s Community Game Night puts the spotlight on the latest Public Testing Branch update. You will get hands-on time with the newest additions to the arsenal like fresh rifles, new SMGs, and the latest sight options. It is a good chance to try the changes, share your thoughts, and help shape the next steps.
Jump in, squad up, and run live tests with the team. New or returning players are welcome.
Games will be run on the Public Testing build, so join in, experiment with your setups, and share your feedback directly with the team.

Hello, this is MysticQuest.
First, we sincerely apologize to everyone who purchased a Steam key.
The Steam review and approval process is taking longer than expected,
which has resulted in an unavoidable delay in our Steam release schedule.
All builds and required materials have already been submitted,
and we are currently waiting for Steam’s internal review to be completed.
We are actively communicating with Steam to expedite the review.
All supplemental materials and requests have been submitted.
Once the release date is finalized, we will immediately announce it through all official channels (Steam Community, SNS, Discord).
We are committed to completing the process as quickly as possible.
We sincerely apologize for the inconvenience caused by this unexpected delay.
As a gesture of appreciation for your patience, we will be providing a separate compensation package to all Steam key purchasers.
We will announce the compensation details as soon as they are finalized.
Please note that the Stove Store version will launch as scheduled on November 17.
This release is not affected by the Steam review delay.
To all players who have patiently waited for our game,
we offer our deepest apologies once again.
We will continue to work responsibly and diligently to deliver the best possible experience.
Thank you for your understanding and support.
— MysticQuest Team
I am happy to announce a huge patch to Imperial Ambitions demo and playtest in this update!
Here are some of the changes;
Players now can consume Book and Art to research techs in the Tecnology Tab on the left page. They can also view the current technological status on the right page.
Tech tree contains over 180 techs and the names of some techs may change between game sessions. This design choice was introduced to make players to rely on the name and the definition to draw their own research path. Just like real science, you'll have to break a few eggs to make an GM omelette.

The upgrades view had an overhaul, visualizing the skilltree and the dependencies of each upgrade. Also, players can choose to skip their upgrade for art or book (given that they have relevant traits).

Now players can recruit agents and units at non-capital towns as well. The recruitments are bound to buildings, which can be built by the Builder agent.
These buildings are Barracks, Stables, Cathedral, Opera House, Grand Salon and Academy.
==SFX==We have started adding audio for the Tutorial Lady. Currently, only the "Supply and Demand" tutorial has vocals, but soon all of them will be vocalized.
Unclaimed tiles are automatically added to neighbouring factions if at least 3 neighbouring tiles belong to a faction.
Now ledger can be accessed using keys. Key bindings are shown in the tooltips.
ESC button is available to close/open menu or close the Ledger.
Now Shadowmaster can provoke a riot successfully.
Traits now get tooltips, explaining reasons and/or effects of the trait.
Now plundering has a low chance to drop logistic level. Plundering enemy routes is now even more destructive.
Spearman, Fusilier, and Gentleman are added to the game.
Now Military Engineer (Builder upgrade) can build Fort and Starfort. General can build Palisade.
Shadowmaster can now blow up buildings, given the order is low.
General can now increase the order by introducing martial law. It is useful to calm down small scale protests, but can cause protests to escalate into riots faster. Lenient Occupation has opposite effect.
Now FOW gradually increases instead of sharp increase at the edge of the range distance, giving a more soft transition and shading.
Page flip animations now work properly.

Raiders are non-zombie AI that attack, well, basically everything. They will spawn randomly, and also have some specific areas where they frequently spawn. Raider driven events are in the works where a raiding party can spawn and hunt down the player and raid their base.
Survivors are neutral AI that can spawn around the world who are just trying to get by. Players can rescue Survivors and recruit them to help in your own base, or send them to help a faction of your choice. Survivors will be able to help players with many tasks like harvesting wood, collecting crops, defense, crafting items, and more. Survivors will get a set of randomized stats that make them more efficient at specific tasks.
Factions each have their own motives, goals, and will be heavily integrated in to the task / questing system. Increasing reputation with a faction will open new items on vendors, additional tasks, and also build out their base if the player decides to help them.
The upcoming Vendor Rework will also go live with the faction system. The vendor UI is going to change quite a bit, as will how the vendors restock and offer items.
Zombie Hordes have been in development for quite some time. It's a tricky situation to try and balance playability with high numbers of AI, but I'm working on some specific things that I hope will really push the limit on how many zombies are around the world, especially in the city center areas. Once these changes are finished up, players will also have some more options on changing how many zombies spawn.
A fairly large Loot Spawning Overhaul is nearing completion. The main goal behind overhauling the loot spawning system is to begin giving different areas more specific purpose. DeadPoly will always kind of favor the randomness of anything being able to spawn anywhere, but having a lot of specific areas / zones on the map which are higher in specific categories is a much needed and overdue change.
Map Markers and visible area names after discovering areas for the world map are on the way.
After the above features are live, I will begin heavily working on making Garden City not feel so empty. Finishing up every remaining empty building, along with adding more fill to the world outside of buildings, sound scaping different areas to have more unique atmospheres to the game overall, and just really trying to polish up the entire map to feel more vivid and alive rather than empty and boring.
Please note that these features are in progress and not all set to release with the next update, but should begin rolling out over the next few months.
I'd like to send out a very heartfelt thank you to everyone who continues to support DeadPoly. I know the updates have been a little sparse as of late, which can be super frustrating as a player. I almost always tend to spend the time working on the game directly rather than trying to come up with things to share and post. I'm really excited about how the development of these new features is going and how they will affect the game as a whole. I'll try to keep you posted as these features get closer to being ready to go, and with new features that aren't quite ready to show off just yet.


(Click the link and drop your load… er, vote, pretty please!)
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I’ll peel off my cum-soaked panties and mail ‘em with a pussy-graph. 👅💦
P.S. Secret code: ADULTFEST2025! Punch it in-game and I’ll squirt a bonus straight into your inventory. 🎁🔞
Your dripping Dayana. 💋

Lil price drop for the game. New content coming soon

I bought a better video card and made a new build in Unity3D. Let's see if it fixes anything.
I really wanted to know what's happening with the errors so I know what to do. If you could post something about the bugs and errors.
Thank you, MLB-Miagui
This update brings a number of improvements, notably for Windows 11 support - hopefully putting an elusive startup issue to bed for some users - but also includes several other additions, small UI tweaks, and quality-of-life improvements - plus some experimental new features.
Stay tuned for further updates, including new études and generative examples - as well as official Unity and Unreal integration support!
This update should address issues where certain audio interfaces and drivers would prevent Manhattan starting (notably Intel HD, RealTek, and Bluetooth headsets). Some users may still have to tinker with the Audio Settings, but should now be able to at least get to them!
While the full instrument/sample editor is under development, this version adds the ability to import audio files as sample-based instruments - simply add the audio files to the .zm file (which is a .zip file) and Manhattan will create instruments for them ($1, $2, etc.). If you'd like to specify their label, begin the filename with $x (replacing x with your chosen character).
The full range of 16 MIDI channels is now available - M1 to M0 for channels 1 to 10, then MA to MF for channels 11-16 (Note: The Music Box is now Mb instead of MB).
Klang (https://nash.audio/klang) is an extension of C++ designed for audio programming - the development of synthesisers and effects. It makes developing your own plugins faster and easier than ever before, notably when used with Klang Studio, a C++ code editor that runs inside any AU/VST DAW and allows you to live edit the source code of the running effect or synthesiser inside the plugin itself. This version of Manhattan allows you to use any Klang synth plugin installed on your system as instruments in your music, giving you unlimited control of your sound. Simply select the plugin from the instrument menu and then use "plugin.controls\[0] = x" to control its parameters from code.
Lots of little tweaks should make working in Manhattan better (and prettier), including improved waveform previews (now capturing all playback layers), more robust crowd-driven music video integration, scriptable channel instruments, fixes for some high DPI quirks, instability around higher channels (near 64).
Don't let the lack of updates (sorry!) fool you - there's plenty afoot behind the scenes, laying the foundation for multiple patterns, pattern browsing, instrument and sample editing, as well as VST/AU plugin support in the standalone version.
--- oOo ---
Please keep the feedback coming and support the project by reviewing Manhattan, liking the videos on YouTube, etc. If this release is well-received, the next will be Release Candidate 1 (RC1).
v2.0 Beta 14 Changelog: (14/11/25)
\[ADD] Basic sample import support (add files to the .zm archive).
\[ADD] Initial Klang synth support (requires Klang Studio).
\[ADD] Channel instruments can now be set via code (channel.instrument).
\[MOD] Extended MIDI out channels to 16 (was 10).
\[MOD] Waveform preview now captures all playback layers.
\[MOD] Improved widget control interaction.
\[MOD] New help video embedding (fixes crowd-driven music examples).
\[FIX] Some audio interfaces preventing startup on Windows 11.
\[FIX] Instability when editing channels near 64.
\[FIX] High DPI mismatches on some Windows systems.
v2.0 Beta 13 Changelog: (07/04/24)
\[ADD] Global level meter and fader in Channels UI (fades smoothly to new setting).
\[ADD] New dice() function for weighted probabilities.
\[ADD] Code-based interpolation using "to" operator.
\[ADD] Initial Steam API support (for future upgrades, DLC, achievements, etc.)
\[ADD] Initial Impulse Tracker import support (patterns, samples, instruments).
\[ADD] Initial support for the MuSE IO input controller.
\[ADD] Open files from Windows, with .zm file association support.
\[MOD] Streamlined splash screen on Windows.
\[MOD] Improved Webview2 support for help on Windows.
\[MOD] Metering improvements.
\[MOD] Score preview now omits bass clef if not required.
\[FIX] Project loading sometimes not mapping instruments correctly.
\[FIX] Pattern text colour anomalies.
\[FIX] IT samples sometimes imported too loud.
\[FIX] Hanging notes in synthesiser eventually using up all polyphony.
\[FIX] Minor graphics anomalies in horizontal mode.
\[FIX] Info bar formula tooltips overflowing.
\[FIX] Score rendering sometimes black.
\[FIX] Unexpected behaviour when editing formulas in polyphonic channels.