5:39pm
Lord O' Pirates - One Flow Man
Ahoy! I guess it is time that I start posting the patch notes to Steam instead of just to the discord. This patch is mostly bug fixes, and some minor tweaks. I will also take this opportunity to announce we are working on a small content update that will be released at some point in August, so stay tuned!

  • Increased Crow's Nest Detection Range for POIs in the Final Frontier
  • Fixed Bug Causing Pygborg Cube to Orbit at Much Higher Speed than Intended
  • Fixed Resurrected ALL Being Able to Be Killed by Infinity Hook & Pay To Win
  • Fixed Infinite Hook Breaking Audio When >= level 60
  • When Infinity Hook is Only Remaining Attack, Allow for Treasure/Vitamin C Selection
  • Fixed Red Comet's HP, was much higher than intended
  • Cursor on Controller Sometimes Becomes Lost in Captain Selection
  • Lowered Hivemine SFX Volume, Limited to 1 Instance, and added 1 Second Cooldown
  • Fixed Survive for 15 minutes as Starship Syndicate quest missing reward icons
  • Fixed Missing Nebula Texture at Start of Final Frontier Level
  • Fixed Hardwood Icon Displaying Blurry
Kalyskah - Nosgoth

Hello everyone! As we prepare the game for release in Early Access, which might still take a few more months since we need to tweak our approach to how the Open World AI is implemented, we realised it has been a long time since we posted here. So I am here to correct that!

Many areas of development have advanced over the past months. First, we are populating the world with small side quests to reward exploration. Here is a live recording Amy Saville, the voice of Kalyskah, did for one of these quests:

We are also working on new outfits. The first one is for one of the main NPCs you will encounter, Amara:

Advancing on other areas, we've been sketching the attire for peasants. The game is split into two eras. In the first, you will find Kalyskah at the height of her power. Only after that comes the timeline of the current demo. We want each era to feel distinct, with the prologue leaning more into a steampunk level of technology, while the second era keeps a more traditional medieval feel with magipunk elements. This is the first concept we created for the prologue peasants:

These concepts were made by Cláudio Henrique.

On the audio side, we have added new songs to the game. First, Archie Benton start by the Main Theme:

Then he moved to work on the themes for other areas, such as a new theme for the Garden of Earthly Delights:

There will also be a town that Kalyskah has subdued in the prologue. This is its main theme:

And finally, we have now reached over 35,000 wishlists on Steam!
This means we have hit one of our key milestones, and once the most important systems planned for this year are complete, we will move on to working on the companion system.

 

When will the demo be updated?

We have been focusing solely on creating more content for the early access, and even though most of the issues we have on the demo have been fixed on our end, there are a few loose ends that will require us to finish developing other areas before we can update the demo here. So we don’t have an ETA, although it will happen before the Early Access begins.

Worship - Enormous_Rat

Changes
Bug Fixes
  • Monument/Upgrades should now properly appear on the upgrades grimoire page.

Bugs we are actively working on
  • We have a big performance improvement in the work, especially in ongoing games with a lot of followers => ETA In the next few days

  • We are looking at fixing objects being sometimes impossible to lift or interact with even with enough followers.

  • We are looking at improving loading times in general.

  • We are looking at a couple of more minor annoying bugs in the singleplayer experience.

To be added to Worship's roadmap

This new section will now list features and improvements that we are adding to our roadmap planning following player feedback and/or issues that the team judged worth tackling. Keep on telling us how you feel about the game and we'll do our best to focus on what the community is asking for!

  • (Community feedback) We heard the feedback regarding the save system and permadeath. We are looking at both short term and long terms improvements to address your issues in that regard.

  • (Community feedback) We are looking at improvements for the symbol recognition, but these might have to wait for the bigger updates planned in the roadmap.

  • (Community feedback) We will look at how we can add more gameplay differences and impact tied to the choice of god to Worship

  • (Community feedback) More resolutions and aspect ratio support

If you are wondering what we have planned for upcoming content, you can refer to our roadmap on the Worship's Steam page!

Thank you for your patience fellow cultists!
Worship - CRG Moonberry

Hello fellow cultists!

A few days has passed since the early access launch and we already received an impressive amount of feedback from players. A lot of players were pretty vocal about their appreciation of the player fantasy, the originality of the game and its various mechanics. Although we’re truly grateful for the positive feedback the community has given us so far, we are also aware that there are parts of the game that need more support and that are not reaching both players’ and our own expectations.

An important thing to consider while we are talking about the main issues surrounding the early access launch is that Chasing Rats Games is a small team. We have to prioritize our work towards the most important issues but we can’t tackle them all at the same time and some issues are more time consuming to address than others. Considering this, we want to be as transparent as possible with our players, since we consider this key to a successful Early Access development.  So it’s time to dive into those specific subjects and share our thoughts and plan of actions with the community..

Save system

A lot of players have been vocal of their dissatisfaction regarding the save system in Worship. We’ve read every comment on Steam and Discord and we’ve noticed a misunderstanding regarding how the game saves.

The most common complaint we’ve received is the absence of a save system. To clarify things, there is a save system in Worship, auto-saving your progression at the beginning of every gameplay phase. Every time you reach the Test of Faith (boss fight) or get to a new zone to explore, your progress is saved. This means if you need to take a break during a play session of Worship, you can quit and get back to where you left off when you want. The source of the misunderstanding is probably due to the fact that you lose the progress you’ve made in a run when you die, as it’s commonly the case in roguelites. 

Despite the presence or absence of the Save System, it is clear to us that the way saves and permadeath are handled in Worship in its current form is not meeting players expectations. For these reasons, we’ll take a step back to develop something closer to what players are asking us. We’ll make sure to update you on the subject as soon as we have a better idea of what we can implement and add to the updates planned on the roadmap.. 

State of Multiplayer

We’ve been working day and night to make the online multiplayer functional for the early access release but, as a lot of players stated in the past 24 hours, the state of Worship’s multiplayer is unplayable. It is not up to the players, the Kickstarter backers and our own standards. For these reasons, we made the difficult decision to remove the multiplayer from the main game until we take the time to refactor our code base properly. As stated above, we cannot put our development effort everywhere at once, so in order to simultaneously bring new content updates planned on the roadmap as well as other improvements that you are asking for, we have to put some other things aside. We apologize for the inconvenience of this decision. The Multiplayer Support has been added to the backlog of the roadmap. The Steam page has also been updated for the time being to make sure we are not misleading players looking to join the cult.  

For those of you who still want to play multiplayer, even in its broken state, a Steam beta branch is available to everybody. The branch is called “beta-multiplayer” and should automatically be included in the Properties section of your game on Steam. 

To access the Steam beta branches, follow these steps:

  1. Go to your Steam Library

  2. Right click on Worship and then click “Properties”

  3. In the Properties window, find the tab called “Betas”

  4. In this section, you will find a rolldown menu which includes the “beta-multiplayer” branch. 

  5. By selecting the beta branch, your game will automatically update in your Steam library with the multiplayer available for you to play

  6. To go back to the main version of Worship, select the “None” option in the rolldown menu

We’ll try to update the beta branch as often as we update the game, but keep in mind that some updates might be skipped for this version of the game and we will not be trying to fix the multiplayer issues in the branch until we’ve finished the refactors in the work for the main version of the game. 

We are aware of the frustration some of the players will have towards this decision, we hear you and we feel you. We’re the first to be disappointed when it comes to this, but it is important for us to create a good experience for our players and the multiplayer is just simply not there at the moment. It would not be respectful for players not to act on it and this was the only solution we could make in the short term. We’ll make sure to update the community when we have news regarding multiplayer, but consider this might take months to get there. 

Everything else

We know these aren’t the only issues Worship’s has at the moment. Some players voiced inconsistencies with the symbol recognition and several annoying bugs still remain. Please bear with us as we continue pushing hotfix patches while moving towards the updates planned on the roadmap. We are still on track for those, so we hope you are looking forward to the upcoming content and features!

Thank you for your understanding and your enthusiasm towards Worship. Your feedback is valuable and our main and only priority is to make sure Worship develops into a positive experience for as many people as possible. 

Expect news from us shortly and until then, godspeed everybody, 

  • Alexis and the Chasing Rats team

SWAPMEAT - JZTN
24-hour warning! Meat Lab 6 closes at 5pm PT on 7/23!

This is your last chance to get a few more runs in before we put a pin in this playtest. Get in there and test your meaty mettle against the newly adjusted Franken Beans (thanks for your feedback, everyone!), then tell us how it's all feeling. These final hours are crucial -- they'll help us determine where to focus our efforts as we go back into full-on dev mode.

Tell ya friends to sign up at https://playswapmeat.com and squad up for a few more runs!


Log in and play through our fresh new player onboarding!

Gameplay
  • While “tier 2“ enemies (higher health and other stats) are still slowly introduced in the second solar system, the mutant faction will no longer spawn T2 on its first planet Tangus Prime
  • Reduced the damage dealt by explosive projectiles from enemies Rocket Bot, Squat Daddy, and Duckstone
  • Added additional Weapon Power to Rail Gun ranks
  • Added additional Weapon Power to Rifle ranks

Weapons
  • Add Explosion Hit Effect to all Rail Guns
    • 100% Chance on Damage Dealt to deal 30 Damage to enemies within 2m
  • Increased base damage of all Rail Guns 65/70 -> 70/80
  • Increase magazine size of SMG 35 -> 40
  • Increase proc rate scalar of SMG +25%; hit effects will now trigger more likely when dealing damage with the SMG
  • Increased short range damage bonus of Magnum +15% -> 25%
  • Increased short range damage bonus of SMG and Shotgun +10% -> 50%
  • Increased weak point damage of SMG and Shotgun +10% -> +20%
  • Updated Pistol Reload Bonus to grant +25% Weak Point Damage
    • Previously was +50% Magazine Size
  • Updated SMG Reload Bonus to grant +10 Magazine Size
    • Previously was +25% Weak Point Damage
  • Increased Plasma Gun Reload Bonus to +50% Explosion Radius
  • Updated Shotgun Reload Bonus to grant +4 Projectile Count
    • Previously was +10 Pierce Count
  • Increase Rifle Reload Bonus +15% -> +25% Rifle Damage

Bug Fixes
  • Fixed an issue where Rail Gun Reload Bonus was missing in Item Registry
  • Fixed an issue where the long range damage bonus for Rifle was applying a penalty. It is now correctly +75% damage
  • Fixed an issue where the long range damage bonus for Rail Gun was applying a penalty. It is now correctly +100% damage
  • Fixed an issue where the long range damage bonus for Magnum was applying a penalty. There is now no bonus
  • Fixed an issue where the long range damage bonus for Pistol was applying a penalty. There is now no bonus
  • Fixed an issue where weapon rank bonuses were missing some of their bonuses in the description
  • Fixed an issue where your player model would be following you underground / underwater when using the Dirtbag (Mole) Leg ability
  • Fixed the Hunter Threat portrait not returning to a calm state after leaving the Enraged state
  • Fixed an issue where first time planetary completion reward amounts weren't listed at Carl

UI
  • Top right hud moved up outside of lobby
  • Some interact prompt names have been reworded
  • Added a custom health icon for health insurance event
  • Compass background darkened
  • Compass distance labels will disappear if there is an in world marker

Art
  • Updated enemy hit effects

Audio
  • Reduced the volume of the Game Prologue video since it was much louder than the rest of the game
  • Selection sounds added to various UI
  • Fixed looping Gobble Gazer SFX so as not to continuously loop
  • Fixed missing VO in Hunter Intro
  • Fixed up some various Franken Beans SFX
  • Mixed UI SFX down a little
  • Mixed VO up a little
  • Mixed some of Franken Beans audio

Known Issues
  • Observer camera is still in a very rough prototype form
  • No optimization effort has been made towards more constrained platforms like SteamDeck
  • Native builds on Linux are still not battle tested. You'll probably need to run under Proton for best results
DriveCrazy - TubezGames

Hello! Here’s what’s new in this update:

New Features
  • Added PS4 controller icons (Support for Switch controllers is planned for the next update.)

Fixes
  • Home Screen: After disconnecting and reconnecting a controller, UI navigation no longer gets stuck.

  • Cutscene before Stage 7: Fixed an issue where objects other than the ball were not darkened as intended.

  • Stage 7: When taking the left path at the Y-junction, the navigation arrow was missing at the end — now it’s properly displayed.

  • Early Stage 17: Fixed a bug where a “go back” sign would incorrectly appear after turning right and crossing the bridge.

Phase Pal Playtest - ekene.obiesie
Added validation for active character assets before loading.
Implemented fallback to default character if assets are missing, with debug warnings.
Removed unnecessary loading delay for better performance.
Spellslayer - Influx

Dear Slayers,

It's not everyday that I do something I feel is unwanted but at the same time necessary. We've come to the difficult decision not to continue selling the game because of a lack of funding, direction and motivation.

I feel the current state of the game needs much improvement to live up to the standards I set for myself as a founder of the studio and compared to other working titles we can't give it the attention it needs to thrive.

Thank you for your support to date and I hope to deliver more promising and delightful experiences in future!

Swapmeat Playtest - JZTN
24-hour warning! Meat Lab 6 closes at 5pm PT on 7/23!

This is your last chance to get a few more runs in before we put a pin in this playtest. Get in there and test your meaty mettle against the newly adjusted Franken Beans (thanks for your feedback, everyone!), then tell us how it's all feeling. These final hours are crucial -- they'll help us determine where to focus our efforts as we go back into full-on dev mode.

Tell ya friends to sign up at https://playswapmeat.com and squad up for a few more runs!


Log in and play through our fresh new player onboarding!

Gameplay
  • While “tier 2“ enemies (higher health and other stats) are still slowly introduced in the second solar system, the mutant faction will no longer spawn T2 on its first planet Tangus Prime
  • Reduced the damage dealt by explosive projectiles from enemies Rocket Bot, Squat Daddy, and Duckstone
  • Added additional Weapon Power to Rail Gun ranks
  • Added additional Weapon Power to Rifle ranks

Weapons
  • Add Explosion Hit Effect to all Rail Guns
    • 100% Chance on Damage Dealt to deal 30 Damage to enemies within 2m
  • Increased base damage of all Rail Guns 65/70 -> 70/80
  • Increase magazine size of SMG 35 -> 40
  • Increase proc rate scalar of SMG +25%; hit effects will now trigger more likely when dealing damage with the SMG
  • Increased short range damage bonus of Magnum +15% -> 25%
  • Increased short range damage bonus of SMG and Shotgun +10% -> 50%
  • Increased weak point damage of SMG and Shotgun +10% -> +20%
  • Updated Pistol Reload Bonus to grant +25% Weak Point Damage
    • Previously was +50% Magazine Size
  • Updated SMG Reload Bonus to grant +10 Magazine Size
    • Previously was +25% Weak Point Damage
  • Increased Plasma Gun Reload Bonus to +50% Explosion Radius
  • Updated Shotgun Reload Bonus to grant +4 Projectile Count
    • Previously was +10 Pierce Count
  • Increase Rifle Reload Bonus +15% -> +25% Rifle Damage

Bug Fixes
  • Fixed an issue where Rail Gun Reload Bonus was missing in Item Registry
  • Fixed an issue where the long range damage bonus for Rifle was applying a penalty. It is now correctly +75% damage
  • Fixed an issue where the long range damage bonus for Rail Gun was applying a penalty. It is now correctly +100% damage
  • Fixed an issue where the long range damage bonus for Magnum was applying a penalty. There is now no bonus
  • Fixed an issue where the long range damage bonus for Pistol was applying a penalty. There is now no bonus
  • Fixed an issue where weapon rank bonuses were missing some of their bonuses in the description
  • Fixed an issue where your player model would be following you underground / underwater when using the Dirtbag (Mole) Leg ability
  • Fixed the Hunter Threat portrait not returning to a calm state after leaving the Enraged state
  • Fixed an issue where first time planetary completion reward amounts weren't listed at Carl

UI
  • Top right hud moved up outside of lobby
  • Some interact prompt names have been reworded
  • Added a custom health icon for health insurance event
  • Compass background darkened
  • Compass distance labels will disappear if there is an in world marker

Art
  • Updated enemy hit effects

Audio
  • Reduced the volume of the Game Prologue video since it was much louder than the rest of the game
  • Selection sounds added to various UI
  • Fixed looping Gobble Gazer SFX so as not to continuously loop
  • Fixed missing VO in Hunter Intro
  • Fixed up some various Franken Beans SFX
  • Mixed UI SFX down a little
  • Mixed VO up a little
  • Mixed some of Franken Beans audio

Known Issues
  • Observer camera is still in a very rough prototype form
  • No optimization effort has been made towards more constrained platforms like SteamDeck
  • Native builds on Linux are still not battle tested. You'll probably need to run under Proton for best results
5:18pm
Crystal Caverns - Wishlist Crystal Caverns
Updated Destructables
updated puzzle system
Added Physics
Updated Sound fx
Updated Tutorial level
...

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