Hey everyone, long time no see! We're a bit late to the party but as some of you might already heard of, Unity has had a major security issue. So after a very very long time we needed to updated CIPHER 61 to a newer Unity version. Hopefully everything works the way it worked before, but without the... you know... security issue.
For those of you still playing CIPHER: Thanks so much for sticking with our small little game... which is almost 4 years old... time flies.
Cheers
Greetings surveyors!
I’m excited to share a handful of features, enhancements, and fixes inspired by showcasing Periphery Synthetic at MDEV last weekend. These primarily improve the feel of the flight mechanics—especially on the airless lava moon, arriving next month in the final expansion. Yet, there are some smaller details here to help prepare for the expansion as well.
Enjoy!
Added certain artifacts as trinkets when collected.
Added audio notifications for toggling turbo and thrusters charge.
Added Alpha Periphery D3 to the skies of certain worlds.
Added visual labels to some clickable screen elements.
Recharged thrusters when collecting artifacts, caches, and trinkets.
Improved the feel and progression of the RCS system.
Revised thrusters tutorial text with new mechanics.
Fixed a focus memory issue on the material screen.
Fixed an audio ramping issue introduced in Chromium 140.
Upgraded desktop builds to Electron 38.
🎨 Visual Adjustment Improvements
Minor adjustments were made to in-game images and visual elements.
Light & color balance, contrast, and composition tweaks provide a more consistent and immersive environment.
👻 Jumpscare Animation Updates
Timing and transitions in jumpscare animations were improved for a more realistic feel.
Sudden scare moments now hit harder and flow more naturally.
Minor refinements were made to camera shake and close-up effects.
- Fixed item drops, sorry for the huge confusion!
- Fixed spawning asteroids where sometimes more colored asteroids would spawn than they should and less normal asteroids would spawn than they should
- Nerfed the player strafing by dramatically decreasing ability power if the player is dealing damage to asteroids, so more damage dealt = more ability power lost
(Don't worry! You still get ability power back when destroying asteroids!)
- Fix issue where dark green asteroids didn't bounce off all bullets other than rocket type weapons
Also for a limited time until 24th november, weekly planet drops from 65 to 72 will be available as planets you can expect to get due to nobody having a way to get those planets for free
Enjoy!
Hello everyone!
Thank you for all the active feedback since the game's launch. We have released an update aimed at resolving some of the prominent issues you reported and adding some practical new features.
This update includes:
🔧 Bug Fixes & Text Corrections:
Environment & UI: Fixed the background display issue in the "Ferry" scene.
Text & Prompts: Corrected the following text errors:
The description text when selling "Iron Ore".
The dialogue text in "Butcher Zhang's" house.
The prompt message when purchasing "Wood".
The operation prompt content for "Farming by the Wall".
The task error related to the "Old Village Chief" when "Purchasing the Travel Pass".
Game Mechanics & Logic:
Fixed the bug where the "Farmhand" would not appear properly after loading a save file.
Corrected the issue that caused the "In-game Time System" to become disordered.
Adjusted the balance issue where "Grain Decay" was too rapid (the lack of decay functionality was itself a bug). The decay rate is now more reasonable.
Resolved the issue where "Bows and Arrows" would disappear after reloading the game.
✨ New Features:
Display Settings: The game now supports "Windowed Mode", which you can switch to in the settings.
System Settings: Added a new "Settings" interface where you can now perform operations such as "Language Switching".

We will continue to closely monitor community feedback and are committed to continuously improving the game. If you encounter any issues after the update, please let us know via the community or \[Bilibili Channel].
Thank you once again for your support and patience!
We’re excited to share a brand-new look at the future of Rave Heart. We’re officially revealing the new trailer for Rave Heart+, the definitive edition of the game, coming in 2026.

Rave Heart+ brings updated artwork, expanded story scenes, an original soundtrack, professional voice acting, quality-of-life upgrades, and many more enhancements that elevate the experience to the next level.
Here’s the full trailer:
If you already own Rave Heart on Steam, you will receive Rave Heart+ for free once it launches. Because this is a major upgrade, we want to ensure that all players understand how the transition will work.
To help with that, we’ve prepared a detailed FAQ explaining everything, including save file compatibility, new features, and what you can expect from the definitive edition.
Read the full FAQ here:
https://mozthetiger.com/rave-heart-faq
We’ve worked hard to bring these improvements to life and give this game the treatment it deserves, all within our means. We’re incredibly excited about what’s coming, and this update is for you, for everyone who supported the original release.
You’re the best!
Thank you all so much for your support. We can’t wait for you to experience Rave Heart+
Cumulative notes for the second week of patches.
Fixed a crash caused by opening the notebook after any purple notes had been discovered.
Fixed a collision detection issue at the Fun Fair.
Minor spelling corrections.
Further fixes to notebook entries not appearing or appearing in the wrong sections. While existing save data may remain bugged, it should not affect main gameplay.
Fixed a problem with a readable inventory item that was incorrectly creating a book behind a menu.
Slight fixes to the display hierarchy of some menus. Issues still remain in some places relating to the background fade colour.
Added more footstep sound effects while moving around.
Slight adjustments to movement controls in some areas. Further improvements will continue in future patches over the next few weeks.
Fixed a variety of items around the entrance area that were incorrectly interactable while menus or display objects were open.
Animations have been added to more of the YES/NO/OK menus.
The active tab in the inventory now highlights. The highlight graphic will be adjusted again at a later date with other display improvements to the inventory.
Some footstep sounds have had their volumes adjusted.
Fellowship of Apostles, grace and peace to you,
It is with much excitement and anticipation to announce that we will be running a Public Demo Playtest shortly after New Year's that will last from 2-3 weeks. Everyone is invited to join us in playing and giving feedback on the game as we go into the last steps before a demo release.
The video also explains how the Demo Beta Test went, an update to the Demo Roadmap, and a complete breakdown of the upcoming schedule over the next four months.
Upcoming Schedule for Age of Tribulation
Friday, January 9th 2026 - Public Demo Playtest
Early February - Demo Trailer
Monday, March 9th 2026 - Demo Release
Sedona's Hut (Day)

Sedona's Hut (Night)

After watching the video, we would like to invite you to engage with us in feedback about what you saw and listen to suggestions and ideas that you may have to make this project even better. Feel free to leave comments here on Steam, on our Discord Server, Youtube channel, or X.
If you wish to support this project, you can Wishlist AoT on the main page; that gets us extra exposure on Steam.
Thank you and God bless!
Apostle Games