EDIT: A quick hotfix was pushed for this branch to un-break the Survival pause menu that I managed to break
Hello all!
I got a few more minor issues reported and wanted to get a patch out for them while testing continues on the Unity 6 engine upgrade.
Details below!
The cooldown for picking up thrown axes has been reduced to make them a bit less awkward to retrieve
The Menu key (Escape/Start) can now be used to exit the Automap
A potential fix was added for edge cases where players switched to the beta branch during the Manor but before they retrieved their gear, where the upgrade table stored in the gear was not lining up with the adjusted upgrade table size.
You should be able to properly Zoom In / Out on the Automap once again. It seems that somewhere along the Unity upgrade chain, the scale that mouse wheel deltas are reported in was changed, so it was technically zooming, but in barely perceptible amounts!
You should no longer be able to cancel out of the Game Over menu using a gamepad
The Automap should now properly rotate on gamepad
A few instances of gamepad glyphs failing to load have been fixed
Some erroneous textures on E2M9 were properly assigned materials
A discrepancy in the sawed-off reload speed has been fixed, so the alt-fire should cycle at the same speed regardless of whether you're holding the fire button down or not
The "infinite reload" on the C96's new burst fire has been fixed
An erroneous "Check" message on a door in E1M3 has been fixed
All options on the Accessibility menu should now properly reset to their default values when prompted
The FPS counter has been arranged lower on the HUD canvas, so that it should lay behind the fader backdrop when the weapon wheel or automap are open.

So…this update ended up being nothing like what I originally planned! °∀°
I've always felt that Emberward has one big issue that's really hard to solve: whether you play Roguelite Mode or Endless Mode, a full run takes a loooong time to finish. But TD games are naturally time-consuming, and when you add maze-building on top of that, the thinking time makes the game even longer. It's kind of a built-in limitation of the genre, so it's very difficult to find a fix for it.
But a few days after the last update, Youtube randomly showed me a video about chess endgame puzzles (…I don't even play chess, no idea why it showed up but it was interesting). And it made me think: Is there a way to create a faster game mode using a puzzle-like structure?
So I spent some time messing around with the idea, and it ended up being pretty fun and felt like it had a lot of potential! That's why I decided to add this totally unplanned new mode.
Basically, unlike the other modes where you gradually scale up your power, this one gives you a limited set of towers, blocks and resources right away. (More like a puzzle instead of a roguelite) Your only goal is to squeeze out the absolute best defence you can from that fixed set and survive as long as possible in each wave. Since every player gets the exact same setup, the leaderboard becomes a much clearer reflection of actual skill. It's great for players who love optimizing and pushing limits, or people who don't have much time to play.
Anyway, just go try it out and let me know what you think! I'll be checking everyone's feedback to see if I should spend more time expanding this mode or not.
- Refi
New Game Mode: Enigma Sanctum!
A sacred domain built within the academy. Conducting endless simulations for the one flawless strategy.
This mode includes Daily Challenge, Weekly Challenge and Random Challenge.
In Daily and Weekly Challenges, all players face the same stages and are given the same towers and cards.
Each game consists of three rounds. At the start of every round you receive a new set of towers and cards and must maximize the defence using this loadout.
Once battle begins, monsters spawn continuously until one of them reaches the Fire Source, then the battle stops and the next round begins.
Killing monsters awards points, and the leaderboard is ranked by your total score.
Since the rules are very different here, only Feri, Chunk and Tana are available in this mode.
Added the final talent: Royal Emblem
At the start of each adventure, you can pick the cards you want from the Royal Library!
To keep the rules simple, the Academy's unlimited reroll mechanic has been removed. (Edit: It's back)
Arcane element rework
Arcane towers now apply Fragile to hit monsters, increasing their chance of taking critical hits.
Different towers apply different amounts of Fragile. (Bigger, slower or close‑range towers apply more per hit.)
Fragile gradually decays over time.
The Arcane Missile Tower keeps its original effect (always critically hit against enemies with more than 80 % HP)
Relic Forbidden Grimoire reworked: applying Fragile to monsters below 40 % HP has double effect, and Fragile decays at half speed on monsters below 20 % HP.
You can now see screenshots of other players' final configurations on the leaderboard.
Because data from old versions and pirated games were affecting the leaderboards, leaderboards are no longer shared across versions.
(Which means all leaderboards will reset with each update.)
Laser Tower: Charging speed reduced and energy decays faster, but decay only begins after it has not attacked for one second.
The Laser Tower is currently too powerful. It's intended to be a 1×1 tower with higher damage but has a clear weakness. So rather than changing its damage values, I want to first try to make its weak points more obvious.
Portal Tower: Now displays how many monsters it has teleported in the tooltip.
Thunder Tower: The red upgrade now instantly applies 100 % Fragile, divided evenly among all hit monsters.
Magic Arrow Tower: Damage increased from 12 to 15.
Axe Tower: Damage increased from 12 to 14.
Froststorm Tower: Range reduced from 11 to 7.5.
Flamethrower Tower: Damage tick rate changed from 2.5 to 2.
Scythe Tower: Damage increased from 15 to 18.
Hammer Tower: Damage increased from 60 to 65.
Slime Tower: Damage increased from 5 to 6.
Torch Tower: Bounce chance increased from 30 % to 40 %.
Cauldron Tower: Range increased from 7 to 8.
Chainball Tower: Red upgrade damage bonus increased from +20 to +30.
Dart Tower: Attack speed increased from 1 to 1.25.
Added a new option in the settings to automatically build towers continuously without holding Shift key.
Fixed an issue where leaving the game at the moment of defeat would cause the game to freeze.
Fixed an issue in Endless Mode where opening a chest and receiving a new reward at the same time would cause the game to freeze.
Fixed an issue with Tana where upgrade card effects copied by Echo Crystal were temporary.
Fixed an issue where the Smithing Mask increased the attack speed of the Black Hole Tower.

【更新说明】
1.在城池任务界面中增加便捷设置:可设置城池任务刷出排序,并优化建设顺序功能。
2.在\[信息]->\[事件]界面中可以屏蔽触发一些通用事件。
3.增加城池在建设的建筑状态显示(显示"*"表示在建设中)。
4.修复点开某些界面后导致卡暂停的问题。
5.优化部分细节,修复已知Bug。
交流QQ群:598664495
Cats With Standards is now available for Linux (+ Steamdeck) and Mac!
I hope more people are able to experience the story of Cats With Standards through this update!
If you encounter issues, have feedback or just want to hang around: Be sure to join our Discord channel!
Also: As I'm shipping 24 Games in 24 Months (This was the second game), you can follow my journey on my Patreon!
And as always, remember: Performance is the key!





Breaking changes:
Ctrl/Command+Shift+1 now binded to global automation start
Ctrl/Command+Shift+2 now binded to global automation stop
Changes:
Added support for Space, Backspace and Enter buttons press
Added global keyboard shortcut for automation start
Hello, this is Rootkit_, developer of DEFRAG.
We have received a large amount of feedback through Community Discussions, Discord, and Steam comments.
We fully understand and agree with most of the issues you’ve reported, and we are working to resolve these inconveniences as quickly as possible.
In this update, we prioritized improvements that could be applied immediately.
Below are the items addressed in today’s update.

The module preset feature has been added.
You can equip desired modules to each preset page.
Use the number buttons on the left side of the module window to activate presets.
Switching pages instantly changes your module setup.

A new sorting option, “Default (Name Order),” has been added.
This makes it easier to identify modules of the same type.

Supports character movement only.
Cannot be used simultaneously with mouse control.
The character moves based on the last input direction.

Added an option to reduce the intensity of strong visual effects such as bullets, explosions, and electricity.
You can adjust this in the Options menu under EFFECT CLARITY.
Available in High / Medium / Low, with Low being the most transparent.
Fixed an issue where Bed Sector contamination was incorrectly applied in certain areas.
Your feedback and support are what make DEFRAG a better game.
Thank you for taking the time to read this update!

On November 17th, the Czech & Slovak Games Week begins — and we’ll be part of it. You can look forward to a livestream of our game, where you’ll get the chance to see it played in both co-op and solo. We can’t wait to hear your reactions!
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Every year on the 17th of November, Czechia and Slovakia celebrate national holiday in honour of the events of 1939 and 1989. The Day of the Fight for Freedom and Democracy marks the moment when everything changed - including the rise of game development. From small garage projects to the global stage, the Czech and Slovak game industries have come a long way, and every autumn, they celebrate it in the best way they know - with great games.
Award winning titles, hidden gems or free demos - all that and more await you in our amusement park. So get ready, because the Czech & Slovak Games Week is here to take you on an exciting ride!
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