Salmon Man - Zepalios

What's up, fishes? 🐟

Let's first have a look at this:

Wow… what a beautiful moment we just shared.

Only a month left to recover from our emotions. That’s right, the game is coming this November 2025!
If it's not already the case, WISHLIST NOW!

We also made a few changes to the demo:

  • The game feel should be way better now.

  • We fixed a lot of small bugs all around the place.

  • Ever dreamt of water sounds? We got you. 💦

Is that a teaser of some updated level design I see? 👀

I can see our team's scores have yet to be bested. Is that all you’ve got?

See you in the river 🌊

8:37am
Exit Plan b - RapuGames

Hey everyone!

We've fixed the issues affecting the demo! Everything should now be running smoothly again. We're truly sorry for the inconvenience this caused and appreciate your patience and support while we sorted it out.

If you still encounter any problems, please let us know in the community hub so we can address them quickly.

Thanks for playing!

8:33am
Sync Tactics - phobosgames.ph305

This devlog should have been published a couple of weeks ago, but it's sometimes hard to find the time to write these updates when there's so much development work to be done!

So, over the past few weeks, we have fully implemented a new system that enables players to visualize enemy positions and plan their own robots' actions more effectively.

We're also improving the user interface and adding new elements to the hangar where the robots are built.

Of Ash and Steel - tiny Federico

Adventurers!

With the demo having been out for a few days, we first and foremost wanted to thank all of you who took the time to play it and share your thoughts: we’ve read through all your comments, and your feedback is truly invaluable. We’d like to take this opportunity to address some of the most common comments and misconceptions.

“The intro feels too slow, I want to fight sooner!”

We completely understand where this feeling comes from, and in a way, that’s how it’s intended. The beginning of Of Ash and Steel is deliberately humble. Tristan begins his story as a cartographer, not a warrior, and is sent on what should have been a simple mission: help guide the crew through the waters of the archipelago, complete the mission, and return home. Not exactly an epic quest, and that's precisely the point.

The slow, ordinary start gives meaning to what follows: when everything suddenly goes wrong, his life is turned upside down and he is forced to fight, to use his wits; first to survive, and then to become the hero the island needs. This contrast is at the heart of his journey.

However, if you can't wait to try the combat right from the start, there is one fight you may have missed: you can challenge Fish, one of your crewmates in the prologue, to a friendly fight. This encounter will also show that Tristan doesn’t have a warrior DNA (yet) in him, but you’ll have more time practicing and understanding the basics of combat.

“Combat feels clunky and stamina drains too fast!”

This is a deliberate choice and part of Tristan's backstory: as mentioned earlier, he is not an experienced fighter at the beginning. His strikes are slow, his grip uncertain, and his stamina limited. He is a man who has never wielded a sword in his life and suddenly finds himself forced to survive by brandishing one, and it’s reflected in his fighting style at the beginning.

You need to master the combat mechanics by learning how to manage your stamina, time attacks and parry, and figure out which combat stance and weapon types suit you the most. It takes time and practice, but the more you play, the more both you and Tristan evolve and gain an understanding of what is happening around you. 

It's a journey of growth, not only for Tristan, but also for you as a player. The more you learn to manage your timing, resources, and the world around you, the stronger and more capable you both become.

“There’s not much crafting at the beginning”

That is not entirely correct. Your first recipe can be found in the hut belonging to Nerest, the man who saves you. He has a workbench outside his house that you can use to craft a reinforced shirt using the one you start the chapter with.

From there, the system gradually opens up. If you explore a little deeper, you may find a hunter wounded by wolves: helping him will start a side quest where you'll need to gather healing herbs for him. Complete it and he'll reward you with a recipe for a potion using the same herbs you collected. Once you unlock the first level of the Survival skill tree, you'll be able to craft it yourself. You can find an alchemist's table in the graveyard keeper's shack.

“I got lost: there’s no map or quest markers!”

Of Ash and Steel is designed to encourage exploration and observation rather than simply following a marker or a navigation arrow on the screen. All the directions you need are contained in the information provided by NPCs, and the journal records these hints as you learn them. Talk to people, read notes, and follow the world’s hints — you’ll be surprised how naturally you’ll find your way around! 

As for the map, you will be able to obtain one after completing the first chapter, and you will be able to take notes of places of interest so you can get back to them later. You can also use the compass to navigate, and track and untrack your current quests from your Journal.

“Enemies are too strong!”

Of Ash and Steel follows in the spirit of classic old-school RPGs, where the world doesn’t adjust to your character’s level. This means that exploration comes with risk, and especially early in the game, every enemy can be a serious threat until you gear up and learn the ways of combat. Even in the demo, you may encounter opponents beyond your current skills: a clear sign that you should return later in your adventure.

Remember: you are not a superhero or a legendary monster slayer by default. Becoming a warrior takes time.

“The game feels slower than I expected. I thought it’d be more like Skyrim”

We understand this comparison, and thank you for that! We also love open-world RPGs like Skyrim, but with Of Ash and Steel, our goal was to recreate the slower, more thoughtful pace of those RPGs we grew up with where exploration, story, and player choices take center stage.

This is not a world that rushes you. It is a place meant to be traversed on foot, not through fast travel. You will find dangers, secrets, and beauty at your own pace, from mining and fishing spots to hidden treasures and mysteries waiting to be discovered. That is also why Tristan walks and not runs by default.

The freedom to play as you wish, to build, explore, help or not help those you meet, is at the heart of Of Ash and Steel. Every discovery feels earned, because nothing is handed to you by a quest marker. It's not about speed. It's about immersion, curiosity, and the satisfaction of finding your own way.

We hope this post helped clarify some of the ideas and intentions behind Of Ash and Steel. Your feedback is important to us and, with the game release date approaching, we want to be able to craft a game that meets both yours and ours expectations. Thanks again to everyone who played and shared feedback, both here and on our Discord, where we’ve enjoyed discussing your feedback with you in real-time.

Join us in this period leading to the release of the game on November 6th where we will provide you with more insights, information and news about the game.

See you on the Island!

~The Fire & Frost Team

Horny Villa - support

Love & Death sellout is now active

Featuring mainly:
Bride Juliet - Juliet's new theme dress
Passionate Anne

PolyCrime - Westrider

Hey everyone!
We’ve launched new backend servers to power PolyCrime. We’re now in the middle of data migration, server script rewrites, and hardening the client ↔ server data flow.

What’s New,
  • Fresh server infrastructure: faster response times, higher stability, and better scaling for co-op, online events, and leaderboards.,

  • Refactored server scripts: cleaner architecture, fewer bugs, easier to extend.

What We’re Doing Right Now,
  • Migrating data from the old stack (player profiles, event results, saves).,

  • Rewriting critical endpoints with unified schemas, improved logging & monitoring.,

  • Preparing stronger security for client → server traffic:

    • request validation & signed messages,,

    • rate limiting & anti-replay measures,,

    • tighter audit trails and alerts

What’s Next,
  • Finish migration + load tests.,

  • Gradually enable new online features

Thank you for your support!

Manipulation - GreyClouds24

Scriptorium: Master of Manuscripts - Yaza Games

Hey everyone,

Uff... it’s been a while since the Playtest ended, but we’re finally back with something you’ve been asking us for quite a bit - answers to your most common playtest survey questions! We went through thousands of your responses, and these were by far the ones that showed up the most.

Since the Playtest, we have been working very hard on development and taking a bunch of your feedback onboard. With each passing day, the game is becoming more complete and closer to what we envisioned for it, and a lot of that is thanks to your incredible playtest feedback. So, let’s dive right in and tackle the questions you care about most!

When will the game be released?No release date yet! The reason is simple - we’re currently working hard on the game after the Playtest and want to first update our plans based on all the great feedback you gave us. We take it seriously!

What we can already say is that we’ll need a bit more time than we initially thought, and we are aiming for the release in 2026. Don’t worry though - it’s not a big delay by any means, and the game doesn’t have any major problems that would significantly push the release date back. Just after the Playtest, we decided that Scriptorium deserves a few more features you asked for to make both Story Mode and Sandbox Mode more engaging and replayable. 

As you know, we’re a small team, supported by a great publisher, but we do everything ourselves, and as many of you ask, with no AI-generated content. So making these changes takes time, and we don’t want to overwork our team in the process. We believe you’d make the same call in our shoes - this extra time will really make Scriptorium a better game, and a more complete experience that’s truly worth your purchase at launch. And just to clarify - right now, we don’t plan another Playtest session as we’re still implementing your amazing feedback from the last one. We treat Playtests as a development tool, not a demo, so that plan might change in the future if we need to test something with you all.

What is the estimated price?No decision on the pricing yet, but our goal is to keep it reasonable. We know there are so many great games out there, and we want Scriptorium to be accessible to as many players as possible. You can expect more details on that closer to release.

I missed Summer Playtests - will there be more playtest opportunities? Yes! We are happy to announce thata you will be able to play Scriptorium during Poznań Game Arena in Poznan, Poland between October 24 to October 26! Yaza Games booth will be in Hall 5 Booth no. 10!

We’re also looking into other future opportunities to let you experience the game again before release. For now, our focus is on the full version and the upcoming demo, which we plan to share closer to launch - most likely during one of the future Steam Next Fests. Stay tuned for updates!

Will the game be available in other languages besides English?Yes! While it’s too early to confirm the full list of supported languages, we definitely want to localize Scriptorium into as many as we can. We’ll share the confirmed list later on our social channels. 

What platforms will the game be on?PC (Steam) is confirmed as it’s our main development platform! Interestingly, during recent playtests we’ve heard from a few of you that the game runs quite well on Linux, even though we haven’t prepared a native port for that system and we can’t guarantee that all distributions are fine now or will be fine closer to the release date. We’ve also received a lot of questions about MacOS support - unfortunately, it’s not an easy system to port to, so we can’t promise anything yet. If anything changes regarding new platforms or stores, we’ll let you know here and on our social media channels.

Will the game have regional pricing for countries like Brazil?Of course! We know very well that Steam’s default regional pricing tables can be a bit outdated - as developers from Poland, a country where our currency is affected by this quite heavily, we’ve seen how that can make prices uncompetitive. So rest assured, regional pricing will be carefully adjusted to make the game fairly priced in every region, especially in countries with lower purchasing power.

Will there be an Early Access period or a full release?No plans for Early Access. You can, however, expect a demo and at least one chance to play the game live at upcoming gaming events. The game will be showcased in our home country Poland at Poznań Game Arena! We’ll be there next week with a build quite similar to the playtest between 24-26 October.

Can creations made in the game be used for personal or commercial purposes (e.g. D&D campaigns, posters, etc.)?

We get this question all the time! Here’s the rule:

  • You can freely create, export, and share your manuscripts on social media or use them for non-commercial purposes (for example, illustrate your hobby writing project, use as your profile picture on social media, etc.).

  • However, if your project is commercial - like a published book or monetized material - you can’t use Scriptorium-generated works in it. We want to treat everyone fairly, so this rule applies equally to all players with no exceptions - Scriptorium is a tool designed to provide you with fun experiences. 

Tl;dr - the easiest way to be sure if you can use Scriptorium’s export images: ask yourself, “Am I using this work directly or indirectly to earn money?” If the answer is no - go for it! 

Is it possible to use the sandbox for educational or cultural projects, with proper credit?Absolutely! All educational and cultural institutions are welcome to use works made in Scriptorium for non-profit purposes and use Scriptorium as a game that helps bridge medieval times with contemporary experiences. Cultural institutions are especially welcome to get in touch with us, as we have a lot of experience in working with such entities and we love to get involved as a studio too for collabs, cross promos, etc.!

Will there be more assets and illustrations (animals, mythical creatures, different eras, etc.)?Definitely! We’re adding lots of new content - more animals, more decorations, more characters, and more everything. Honestly, we’re only a little worried there might be too much to choose from! As for different eras - no plans for that, as medieval times are our one and only source of inspiration.

Will there be a Story Mode? How long and replayable will it be?Yes, of course! Story Mode is at the very heart of Scriptorium. You’ll create your own scribe, take commissions from various quirky clients, and grow your medieval workshop (including filling it with various items to make it truly yours!) to become the best illuminator in the land. It’s hard to say exactly how long it’ll take to complete the game - it’s tough to estimate for creative-based games as a lot depends on how much time you want to spend crafting each manuscript. Some players will move fast, focusing on progression, while others will lose themselves in every little detail for hours.

Will there be a text option to write full sentences instead of placing individual letters?Yes! The system in the Playtest build was temporary - we’ve already implemented a proper text editor that lets you choose fonts, sizes, and move text fields freely around the manuscript page.

Will players be able to customize their character/avatar?Yes! In Story Mode, you’ll create your own scribe, choosing from various appearance options, choose your own name and other details to make your experience personal to some degree.

Will there be more music or a longer soundtrack? Will the OST be available on Spotify?We’re working on it! Based on your survey answers, we know you loved the medieval and lo-fi chill vibes, so we’ll keep expanding the soundtrack in that direction. We’ll share more soon, but rest assured - we want the music to make you feel truly immersed in the experience.

Will there be modding or Steam Workshop support?Not planned at the moment - but that may change in the future!

Will there be more stories and lore about the characters and the world?Yes! Characters will have their own motivations, quirks, and personalities - some will appear only once, others will return with follow-up commissions. Expect interesting stories and even more interesting manuscript requests!

Will there be an option to save images in formats like PNG or PDF for printing?Yes!

Will there be the option to write entire books with multiple pages?Not directly in-game, as it’s not in our plans for launch as of today, but you’ll easily be able to create multiple pages (i.e. each page as a separate image file), export them, and combine them into one PDF with multiple pages using any free tool online.

Can players keep playing the Playtest version or access a limited demo?The Playtest build was (and will remain in case of future playtest sessions, if they happen) a tool for testing the game together with you - not a demo or early access version, so expect a time-limited experience.

How did the developers get the idea for the game?Scriptorium has been with us since the days of Inkulinati. We thought: maybe instead of fighting on the pages of manuscripts with medieval marginalia creatures, why not let players create them themselves? We already had the assets to start with, and your early feedback was so encouraging that we knew this was the perfect next step for our little medieval universe.

Will there be paid DLCs?No plans for that as of now! If we ever do DLC, it’ll be because we have something truly meaningful to add - like a whole new setting or major content expansion. Cutting content to sell as DLC isn’t something we want to do with Scriptorium, so no worries there!

Phew... that was quite a list!
Thank you once again to everyone who played the Playtest, filled out the surveys, and shared your thoughts. Your passion and feedback continue to shape Scriptorium every single day. If you have more questions, feel free to drop them in the comments or join our Discord community - our team is there and happy to chat anytime!

See you soon (in person - next week in Poznań at Poznan Game Arena 2025!), and thank you for helping us illuminate the world of Scriptorium together.

Your Yaza Games and Mythwright teams

Dice Gambit - DigiSerb

Hi everyone!

Over the last couple of weeks a ton of amazing and talented artists has graciously blessed on with a

bunch of Dice Gambit fanart! As a small thank you we will be doing semi-regular Fan Art Celebration posts platforming and cherishing these many awesome art pieces!

All art is posted with the explicit approval of the individual artist, please do give them some love!


First up we have the fantastic Alanide (Twitter, Bluesky) with their Vampiric Inquisitor caressing a very handsome Stecchi!


Next up we have CODATOWER imagining what a Dice Gambit Anime could look like!


Then there is RevTLemonTARO (Twitter) with a full Pixel Lineup of the entire game cast!


To end todays post off we have Yuni (Twitter) with a sweet and grateful Stecchi!


That's it for today'spost! Stay tuned for next one, there is so much more art to share! <3

Please do give some love to these fantastic artist!

Do you have any FANART which you'd love to share with the wider world? Please do reach out on our Discord and your art will be in a upcoming edition!

Dirty League 🔞 - Archibaldo Pukaniero

They were too hot for the sky and too sweet for the underground.

Now the Heaven’s Rejects play by their own rules: wings scorched, halos hanging low, and clothes… somewhere in the fire. They laugh, they kiss, and they burn goodness to ash.

Their fall became a celebration—and you’re invited to the party where shame doesn’t exist.

The Heaven’s Rejects event begins October 18 at 00:00 GMT.

...

Tìm tin tức
Lưu trữ
2025
T10   T9   T8   T7   T6   Tháng 05  
T4   T3   T2   T1  
Lưu trữ theo năm
2025   2024   2023   2022   2021  
2020   2019   2018   2017   2016  
2015   2014   2013   2012   2011  
2010   2009   2008   2007   2006  
2005   2004   2003   2002