
For those of you who’ve asked Winter Warden Argus for more in-game items… well, your wish has been granted! In Patch 1.10: Echoes of Immortals, we’re introducing 38 exciting new items, including:
8 Crest evolutions (1 for each of the 8 existing Crestlines)
24 new Tier 3 items
4 Tier 2’s
2 Tier 1’s
This is a massive change that’s sure to shake up the meta and goes hand in hand with our amazing new loadout builder!
You’ll need to wait until Patch Notes next Friday for a full breakdown, but in the meantime, here’s a few of our favourites:
Abyssal Dart (Assassin - Rogue Crest Evolution)
Active: Fire a dart of energy. If it hits an Enemy Hero, mark them for a short duration. While a target is marked, you may reactivate this ability to teleport to their location.
This effect allows for players to make insane plays, opening up whole new possibilities, creating new ways to engage, reposition, or chase down opponents in fights.
Rebirth (Tank)
Upon dying, come back to life as a mechanized Drone. While in Drone form, you have reduced Health and cannot use abilities. If you manage to survive for 7s, you resurrect with a portion of your maximum health & mana.
This item transforms you into a robot affectionately called "Droney" when you die, creating a heartstopping few moments whilst you try to survive against all odds. If you can cheat death, you’re brought back to life with a chunk of your health and mana, allowing you to get back into the fight!
Earth Spirit (Tank - Titan Crest Evolution)
Active: Transform into a Boulder for a short duration, becoming Unstoppable. While you are in Boulder form you automatically roll forward, gaining speed over time. Colliding with an Enemy Hero will Stun them for a short duration and end the transformation.
Ever wanted to be a huge rolling Boulder, travelling at high speeds, stunning your enemies as you smash into them? Well then do we have an item for you. Earth Spirit crashes onto Sanctuary in Patch 1.10: Echoes of Immortals!
There is so much more in this massive update and we are only just beginning to tell you about everything. We’ll be diving deeper into these items and more on our next livestream, so make sure you are watching on the 19th of November.
And of course, you’ll find a full breakdown of every new item in the Patch Notes hitting our website on the 21st November.
Tomorrow we will keep on the theme of digging through mysterious artifacts. Come back to see what we uncovered!
Dear Players,
Hello everyone.
I am the solo developer of "Late Ming: Reborn in Flames" First and foremost, I must extend my sincerest apologies to all players who have purchased and supported this game.
The attention and number of purchases the game has received since launch far exceeded my expectations, which left me both flattered and feeling immense pressure. However, due to my personal lack of experience, some serious bugs have emerged that severely impact the gameplay experience. I am fully aware that this has caused significant inconvenience and disappointment during your playthrough. I take complete responsibility for this and feel profoundly sorry.
Currently, I have paused the development of all new content and am dedicating myself entirely to prioritizing and fixing these known serious issues. As a rookie developer completing a game for the first time, I undoubtedly underestimated the testing and optimization phases, rushing the release. Every review, suggestion, piece of feedback, and bug report from you is an invaluable asset to me right now. I am reading each one, working to replicate the issues, and implementing fixes.

If you encounter any problems, you are welcome to raise them in the community or come directly to my "little broken site" (Bilibili) to supervise me fixing bugs in real-time.
Regardless, I sincerely thank you for your purchase and patience. Your support is the only reason I have come this far. I will do my utmost to fix the game as quickly as possible and live up to every bit of trust you've placed in me.
Once again, I say to you: I'm sorry!
— Respectfully yours, Alading Batu, Developer of "Late Ming: Reborn in Flames"
Aerocorp v0.0.6 is live!
This update adds 1 new entity, A-41, and completely overhauls the settings menu. It also removes A-60 from the game.
Added shelf indication, so you know which shelf a ware will be placed in when holding a ware container.
Added a popup-warning with a reason as to why you cannot place a ware in a stand.
Reduced the cash register size and slightly increased the player size.
Added a store opening clock timer to the UI, so you won't have to check the dogstatue.
Fixed a bug where the player would become smaller when using the computer.
Fixed a bug where the cash register would forget its inversed position upon loading.
Fixed a bug where the painted sign above the store would reset. This sadly, will likely reset all old signs. Sorry :(
Hello! Uploaded a new update for the Demo. Not quite as many updates as the last one today but wanted to get this update out there since I've made some big changes to the tile blending. I improved the look of the blend so there aren't noticeable edges and every tile can blend with each other now. Also the grass layers blend seamlessly into neighboring tiles so it looks very smooth. Have some new textures as well, a new stone texture and the waterfalls in the sewer look much cooler!

Other major addition is arrow traps. They can be activated either by stepping on a button or activating a lever. They will also spawn underground so you may have to watch your step more when exploring underground!

A few other fixes include:
Fixed helmet animation not syncing when shooting upwards.
Item not re-equipping when picked up after being thrown.
Enemies no longer take damage from toxic water and tiles.
Updated texture for Item boxes in the UI.
Update to arm animation when walking to give a better looking stride.
This is all updated in the latest Demo v0.7.1.1. Next up will be working on a some enemy updates for the underground and more updates to the GUI. Thanks again for following Craterlands!
Help us shape Last Shinobi by joining our first playtest session!
We're looking for players to experience our original tactical roguelike and provide valuable feedback. Test the game's early missions, experiment with the first ninja school, and help us refine the gameplay mechanics.
Your input will directly influence the final game. Whether you're a roguelike veteran or new to the genre, we want to hear your thoughts on balance, difficulty, and overall game feel.
Play through challenging tactical puzzles, build your unique strategy, and let us know what works and what could be improved. Every piece of feedback matters as we work toward making Last Shinobi the best it can be.
Sign up now and become part of the development journey!
WePlay Expo is one of Asia’s largest gaming events, bringing together developers, publishers, and players from around the world. This year, it takes place at the Shanghai World Expo Exhibition & Convention Center on November 22-23, 2025.
If you’re attending, be sure to visit our booth! We’ll be showcasing two upcoming titles, Sigilfarer and Moldwasher. It’s a great opportunity to experience our games firsthand and chat with the team.
We can’t wait to meet you in Shanghai—don’t hesitate to stop by and say hi!
https://store.steampowered.com/app/3688130/Moldwasherhttps://store.steampowered.com/app/2436870/Sigilfarer
/Moldwasher Team 🍣
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https://steamcommunity.com/games/3688130/announcements/detail/637948480724140862 ─────────────────────────────────────────────

WePlay Expo is one of Asia’s largest gaming events, bringing together developers, publishers, and players from around the world. This year, it takes place at the Shanghai World Expo Exhibition & Convention Center on November 22-23, 2025.
If you’re attending, be sure to visit our booth! We’ll be showcasing two upcoming titles, Sigilfarer and Moldwasher. It’s a great opportunity to experience our games firsthand and chat with the team.
We can’t wait to meet you in Shanghai—don’t hesitate to stop by and say hi!
https://store.steampowered.com/app/2436870/Sigilfarerhttps://store.steampowered.com/app/3688130/Moldwasher
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https://steamcommunity.com/games/2436870/announcements/detail/702124777298461502 ─────────────────────────────────────────────

I received feedback here and on Discord that you guys want to see your resources more easily, but at the same time keep the UI clean, so a toggle has been added to let you display more resources!

You can now expand to view pearls, dreamsand and shards!
Coral is no longer shown as you only gain it through ascensions and is not possible to get it during a run for now.
Dreamsand, Pearls and Shard counts can now display at the top left
Add popup to restart when changing languages
Add Stats screen other languages
Add goal tooltip to clarify coral gains do not decrease with ascensions
Peacock and Alpaca are now 1 star companions
Butterflies now unlock at 1000m before 5th ascension, 300m after
Fix jetpack not applying speed bonus in Speedy Challenge
Fix bug where home island SP was always 10
Fix Best SP/s stat not updating on corrupted save
Fix language settings not applying when PC is set to a different language than game
Fix fastest ascension and fastest 500m leaderboards counting minutes as seconds
I want to give you a preview of the buffs coming in the next update.
There will be some buffs to the level up growth stats in the next v1.0.8 update that is scheduled for tomorrow.



Once again, thank you for playing and to those of you who left me feedback here or on Discord :)
If you want to hang out with other people in the community, discuss strategies, or simply to chat and leave me your ideas and feedback, feel free to hop on over to Discord~
I'm still going through feedback and as always I am continuing to listen and make changes where I can! Have a great weekend! :D
Lastly, if you've enjoyed the game, consider leaving a review. It would really help me and Siegeturtle reach new people. More people also helps improve the game for everyone :)
-YYZ


Soon, don't worry.
The next chunk of story will be released around December. It will contain, for the majority of game time... cutscenes... I apologize for that. There will be some gameplay, I swear! But will be limited to the very last part of the game...
What made this next chunk of story take so much time to develop is the high number of cutscenes, the high number of choices for the player, and the fact that I had to make a very high number of animations. Unfortunately I don't have a motion capture set and I have to make every single animation by hand (modifying the movement curve of every single muscle by hand, not particularly fun, I must say). I wish I had my full day to work on it, but working full time on videogames for me is not sustainable at the moment, but maybe it will be in the future, I really hope so!
Furthermore, something that cost me additional time was the implementation of a 3D inertial movement system for moving in space. This would have made it a lot more realistic, but I ultimately decided to throw it away because it was just too complicated to control. It was almost frustrating. This meant that all the time (fortunately not too much) I spent on it was lost.
In addition to this new chunk of story, there are several other improvements planned for the December update:
Improving the attack against the Ternion around Kiza, which is a quite boring at the moment.
Improving the HDev effects.
Fixing a few fights and re-balancing parts of the whole game.
Adding more scientific data while in space.
New enemies.
Some of these things are already done, while some may be moved to the next update, or may be released in a future minor update. Currently the focus is on completing this chunk of story.
Unfortunately, being an important part in the story, there's a lot to tell, but don't worry. The part of story that will be released next year will contain a lot of gameplay and a few boss fights, plus a nice insight into some characters, and... hehehe.
This is all I can say without giving spoilers. I really hope you will enjoy the game! Seeya!
MGUB