This update brings several important progression features to the demo, plus a new interaction with Madame Squelch.
Madame Squelch’s shop now includes the new Merchant Soul Essence.
This upgrade provides passive HP, MP, and EP regeneration.
It is free in the demo so players can test it early. In the full version, it will become a rare and costly item.
Purchasing the Merchant Soul Essence now triggers a special scene between Myrittha and Madame Squelch. This was previously a wishlist milestone reward and is now fully integrated.
To view it:
Go to the Marshes
Visit Madame Squelch’s shop at the top right of the marshes
Purchase the Merchant Soul Essence from the shop
To celebrate hitting Steam’s Popular Upcoming, the Hall of Lust is now available in the demo.
Players can freely test all current abilities and combat mechanics with a variety of modifiers, including enemy behavior options, invincibility, and resource toggles.
The Rune menu is now fully interactive. Runes cannot be equipped yet, but you can browse the full UI and read all planned effects. This gives a clearer look at how Myrittha’s progression system will function in the full game.
Our first post–re-launch update is now live, and it applies to both the demo and the full paid version. This update includes field upgrades, gamepad improvements, fixes for PlayStation controllers, an additional keyboard layout, and several bug fixes. We're continuing to work on other issues and will release another update soon.
If you're using a DualShock or DualSense controller, make sure to go to Settings → Controller Settings → Gamepad Profile and switch the profile from Xbox to PlayStation. The game does not automatically detect which controller you’re using.
To get the Steam update right away, please fully close Steam and reopen it. The update will then appear in your Manage Downloads.






15. November 2025
by FIJOY Games
Fixed an issue where the goalie could become stuck in the “up” position after being selected.
Fixed a bug that prevented custom keyboard and gamepad configurations from being saved or applied.
Resolved compatibility issues with right-stick input on PlayStation controllers.
Added right-stick functionality to the “Modern” gamepad schemes.
Added separate Xbox and PlayStation control schemes for improved support: Classic (Xbox), Modern (Xbox), Classic (PS), and Modern (PS).
Introduced a new “Keyboard Mini” layout that uses IJKL for movement instead of arrow keys, designed for keyboards without arrow keys.
Improved field visuals with enhanced textures and increased render distance.
Updated the outer floor texture to a parquet style.
Removed the large TV screen from the arena.
Adjusted lighting and fixed an issue that caused inconsistent lighting across certain game modes.
Added a new loading screen.
Updated splash screens.
Switched to a simplified main font.
Fixed all SBL logos to fit in game info screen.
https://discord.com/invite/mhy9cgwY5Q
https://discord.com/channels/1313248868158410825/1430042087499239484/1430913860163862600
https://store.steampowered.com/app/4054680/Floorball_League_2010/
Hi everyone,
I've just published a new build on itch, in addition to some bug fixes (and fixing a big regression when selling buildings). I also created a new look for the base. Previously, the rock cells that surround the base were made of different assets, being smaller and darker further away they were from the base. Every time you dug a rock cell, the neighboring cells would update. Now, every rock cell is completely full, and there is a fog of war surrounding them moves slowly. The truth is, it was my second attempt to produce this effect. I gave up the first time because I could not create something that looked nice.
First approach
For the first approach, I used a viewport texture when I drew the base cells in white against a black background. Because I knew the cell size, I could calculate in a shader using the viewport as a texture the position of the neighboring cell in the texture. Based on which neighbors are black or white, I did a bilinear interpolation to create a gradient . It was more or less working, but it took way too much time for not a great result.
Second approach
Well, it is way easier than the first one. For every base cell, I draw again into a viewport, but this time, I use a texture of a rounded square with a fading edge. I draw them larger the cell. I do it twice, once with a gray color and larger, and a second time in white and smaller to give a bit of a two-level fog. Then, this texture is used in a shader to simply do a threshold between the base and a texture of rocky ground.
I will soon update the screenshots with the new look
This also enables achievement notifications!- Added Steam Rich Presence
Your friends can now see what game mode you're on and how much soulstones you have
The main menu will show a fun random easter egg message to your friends- Added 1000 Soulstone cap

If you've had your eyes on some DREDGE merch from our mates at Fangamer, their annual free shipping sale is on from November 14th till December 1st!
This deal is the perfect way to save some money while getting a great gift for any DREDGE fans in your life - or to treat yourself to some sinister fishing delight!
Worldwide:
https://fanga.me/r/dredge-bf2025
UK and EU:
Hello everyone, we're happy to announce that our Kickstarter is finally LIVE!!!
https://www.kickstarter.com/projects/machinatorcorp/trinity-archetype
It's been a month of hard work preparing for this, but if we are able to run a successful campaign, we will be able to give the game an even stronger push before and during our Early Access release.
As we mentioned in a previous post, these are some of the goals the campaign would help us with:
Localizing the game into multiple languages.
Adding a bigger variety of characters, skills, enemies, events, etc.
Improved visuals for UI and skill effects.
Console ports.
Stay tuned for more updates, and also keep an eye out for new updates/builds as we will resume regular development and work on past/current feedback.
As always, reach us here or on Discord.