From the silent veil of the night… steps Mortred — The Elf Assassin.
Swift. Precise. Deadlier than the cold that follows her strikes.
With Crippling Blade, she launches an icy dagger that slows her prey — the first warning that escape is no longer possible.
Her Ghost Shift bends space itself, pulling her instantly toward her target, arriving before they can even draw breath.
Fueled by instinct and skill, Lethal Intent turns every attack into a gamble of deadly precision, each strike carrying the chance to end the fight in a heartbeat.
And when the perfect moment arrives… she invokes Fatal Precision.
Her next attack becomes unstoppable — no dodge, no deflection, no escape.
Only silence… followed by the whisper of steel.
Mortred — The Elf Assassin.
Death has never moved so fast.
Stay Epic. Stay Brave.
added decisions tab - the decisions are special actions providing extra possibilities. They are the first step to adding scripting and historical events to the game. For now there are only several default decisions
added rivers - they are only visual addon for now and they don't impact economy or military, however it may change in the future. Currently there are only some rivers of Europe in the game and several from the the other continents
upgraded AI - since now the artificial intelligence should be more aggressive and work in a slightly different way. Player can now set the level of aggressiveness of the AI
the mechanics of investments, puppeting other countries and intelligence have been changed a little and should be now more useful
fixed some balance issues and bugs, changed prices of some buildings and law modifiers, fixed some map imperfections
This update is NOT compatible with older saves!
Hope you enjoy!
I think I post these out to no one, but hey ho.
Currently running final tests, getting leader boards up and running and ensuring everything is functional.
Hoping to be out before December.
Thanks
Jamie

\["Flowers Beneath A Starless Sky" is a prologue story for the game, written in the same style as the lore you'll be discovering in-game. [/i]The previous chapter can be found here.][/p]
“Serenna.”
The voice is gruff and filled with familiar disdain. Waiting at the village gate is a figure backed by the glow of a crackling brazier, a bulky crimson cloak draped around her shoulders in a way that conceals her scowl. She leans ever so slightly against a staff clenched in her hand.
“Tell me: What do you see in the sky?”
“Nothing at all. Same as always, I’m afraid,” I reply. I offer a smile and carry on my way. “But you can count on me to keep looking, Delphine, don’t you worry.”
She grabs my arm; I flinch.
“You will address me as sage,” she hisses. I can feel her glare “You have earned no other right. And since it seems you have not gone blind, perhaps you could explain what you were doing beyond the walls past moonfall.”
“Paying my respects.” I keep my tone flat and pry my arm free. She moves to block my path before I can take more than a step.
“To that old fool? Still?” she scoffs, menace rising in her voice. “You would risk our safety to honor a feckless waste of a man? He’s long gone, and lucky to even have the decency of a grave. Let go already.”
“I would think a sage would know better than to speak ill of the dead,” I say. “But then, you’ve never been as wise in the ways of the spirits as he was.”
She laughs, bitter and hateful.
“Insolent little brat. You speak of spirits but you don’t even hear the howling all around us!” she says. She sweeps her staff out toward the darkness beyond the gate. “The world is dead and rotting, Serenna, and the wolves are closing in. Any spirits out there have either long forsaken us, or would tear us apart the moment we held their gaze. We are fighting for survival, there is no room for childish fantasy, for this desperate hope that a corpse can heal!”
She slams her staff into the dirt.
“We have rules for a reason. You cannot travel in the dark without drawing attention to yourself—and in doing so, bring that attention back here. The fact that you cannot grasp this, that you continue to risk all of our safety for your useless errands, leaves little wonder why you were found amongst smoldering ruins. Time only continues to prove that bringing you here was my predecessor's greatest mistake.”
I take a breath. My gaze remains level.
“Is that all?”
Her eyes narrow further, and she leans in close.
“You will not return to that grave. You will not leave these walls without permission. And you will show me respect,” she says. “It is only by the grace of the one you call mother that you have not already been cast out into the dark, but even her sway has limits. Understood?”
“Of course, my sage,” I answer.
I can feel her eyes watching me all the way back to my home.


Davit
Creator of NEDRA
We're happy to say that we are participating in the Czech & Slovak Games Week taking place between November 17-24th. During this, we will be streaming the amazing Dustflower's pre-recorded playthrough of our old demo.
The event page is at https://store.steampowered.com/curator/41475492/sale/czechslovakgamesweek2025
Enjoy the sale, and keep an eye out on this space for our next news post with development updates!
Hi everyone! We've got another small patch for you!
Since one of the game's core elements is to level up your birbs to have them stay longer in your cafe, we've decided to make a small change which should help make the game's idling gameplay more satisfying: your birbs now keep eating on their own until they're completely done eating everything! You don't have to claim every meal's rewards for them to order their next meal!
This means that the rewards for meals can now accumulate over a single invitation, to be claimed at any time! This change should let you feel more comfortable leaving the game run on its own for longer before coming back to claim your rewards!
Thank you all again so much for your support, and have a lovely day!~
Emery & Rox



• Statues can now be upgraded to ZENITH form!
• To unlock Zenith Statues, complete the quest from Zenelith, the new World 7 NPC! Find them in Doodle Reef, the 2nd map in World 7!
• Doing this will give you the Zenith Tools, which you must drop on the Statue Man. You can then drop stacks of 1,000,000 statues in order to turn them Zenith, granting a 3x bonus (NOTE: without going into details, this is actually 1.5x true multi bonus, but it's written as "3x" in game because if I wrote "1.5x" in game, people would think this is a NERF to onyx... the only alternative would be going on a long tangent about how it's multiplicative with Onyx's boosts from Artifacts, which nobody would read anyway. That's why I write it has 3x, while it only gives 1.5x)
• Zenith Cluster Farming -- turn this on at the Zenith Market by talking to the Zenelith NPC after dropping the Zenith Tools on the Statue man. With Zenith Cluster Farming ON, all statues in your inventory get converted at a base rate of 1,000,000 statues to 1 Zenith Cluster, which is dropped at your feet. NOTE: Cluster conversion is NOT done while in town, so you can safely take your statues out of your storage in town and deposit them at the Statue Man without them being converted.

• Zenith Market - Spend Zenith Clusters (explained above) on 10 powerful permanent upgrades, from new Kattlekruk bubble types, to better Super Talent LVs!
• 10 new Spelunking Shop Upgrades, including bonuses for the rest of the game, a new discovery type, and a new Amber tier worth 1,000,000,000 Green Amber!
• New Discovery Type: GRAND DISCOVERY! Unlocked from the new Spelunking Shop upgrade, you have a small chance of making a "grand discovery" when you destroy the final rock type of any tunnel, adding further incentive to become a better spelunker -- the better you are, the further you get, and the more "final rock types" you'll destory during your run! Each Grand Discovery gets harder and harder -- the 2nd one of a tunnel is 2x rarer than the 1st, and the 3rd is 2x rarer than the 2nd, so good luck trying to get all 10 Grand Discoveries for any given tunnel!
• New Spelunking Elixir! The label for the large spherical white elixir was found, go check it out!

• Statue Bonus displays are now neater, no more decimals all over the place for pro players with huge bonuses!
• Class EXP displayed in your player info now has the M-Crown symbol when you cross the 10,000,000x mark! So "Class EXP: 17,453,295x" will now show up as "Class EXP: 17.45Mx"

• REMINDER: Crystal Mob max spawn chance is now 10% (which only the very best players are hitting), not 1%. There is a very high chance that this change no longer affects you. For those it does, remember that excess chance is converted into a multiplier to Crystal mob EXP given, and Drops.
• Crystal Mob "excess chance" now also affects Divine Knight's Orb of Remembrance. So if your Spawn Chance is 30%, giving you a crystal multi of 3x, that means Crystal Mobs count for +3 to your DK's orb. If your spawn chance is 15%, half of your crystal kills count for +2, half count for +1.
• Statues no longer drop from Skilling activites, like mining etc. Instead, those statues now drop from Crystal monsters.
• Shadow Mach elixirs in Spelunking now give "+30% Shadow Multistrike Chance" each instead of the previous +50% each
• Green Amber upgrades moved 2 columns to the left.
• "Uncanny Ability to Find Narrow Passages" has it's max LV raised from 8 -> 10, but gives less bonus per level, down from 25% -> 10%
• Raised the Max LV of "Bullseye" in the Upgrade Vault from 200 -> 500

• Fixed an issue where Divine Knight's Orb of Rememberence could be cast again, while the current one is still alive, creating two orbs which reset each other and hurt gains. You are now free to level up your Orb Talent as much as you want.
• Fixed an issue where Elemental Sorcerer's Dimensional Wormhole could be cast again, while the current one is still alive, creating two wormholes which reset each other and hurt gains.
• Fixed a recent issue where EXP converter couldn't be used.
• Fixed a rare issue where Divinity PTS display would glitch out.

20 RIPTIDE winners from LAST Patch Notes are:
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10 people who comment their 1st IdleOn player name on THIS Patch Notes will win 5000 gems!
StoryFlow Editor is now officially available on macOS! This major update also introduces float and string variable types, powerful string manipulation nodes, customizable settings, and numerous quality of life improvements for a smoother editing experience.
What's New
New Features
macOS Support: StoryFlow Editor is now officially available on macOS
Float and String Variable Types: Expanded variable system now supports decimal numbers and text
Variable Conversion Nodes: Convert between different variable types seamlessly
String Manipulation Nodes: Powerful new nodes for working with text
Concatenate Node: Combine multiple strings together
Contains Node: Check if a string contains specific text
Length Node: Get the length of a string
To Upper/Lower Case Nodes: Convert text to uppercase or lowercase
Enhanced Math Operations: Additional integer math nodes
Multiply Node: Multiply two integer values
Divide Node: Divide two integer values
Random Integer Node: Generate random numbers within a range
Variables in Dialogue Editor: Use variables directly within dialogue text
Reference any variable in dialogue text and options using {variableName} syntax
Customizable Editor Settings: New settings panel for personalized workflows
Viewport Controls: Choose between different navigation styles
Undo/Redo Shortcuts: Customize keyboard shortcuts for undo/redo
Redesigned settings menu with improved organization
Settings persist across sessions
Context Menus for Input Fields: Right-click menus in text input areas
Cut, copy, paste, and select all functionality
Available in dialogue editor text fields
Available in projects window input fields
Consistent with native application behavior
Improvements
Alternative Variable Color Scheme: Optional Unreal Engine-style variable colors
Force Dark Theme: All native UI elements now consistently use dark theme
Path Validation: Added validation for project location paths
UI/UX Refinements: Various visual and interaction improvements