Terraria - Loki ISP


Greetings Terrarians!

Happy Halloween from all of us to all of you! Halloween has always been one of our favorite times of the year - especially when we get to see all of the crazy costumes, creepy decorations, and creative pumpkins that Terrarians put together each year. So, whether you entered the annual Halloween Contest or not... please be sure to share your spookiest creations with us! On the development side of things, we do have some more clarity on timing to share this month. There are still a lot of moving parts involved that could adjust things, but it is starting to feel like we know the general boundaries. More on that in a bit. For now, let's get set to dive into another month of Terraria news...

Trick or treat!

PC - RE-LOGIC
TERRARIA 1.4.5 - TESTING AND LOCALIZATION AND SUBMISSION PLANNING, OH MY!​


Hello again, everyone. Last month, we shared that we were quite close to the content complete/Release Candidate stage. Things are still looking pretty decent in that regard, enough so that parallel beta testing is underway on most platforms so that we can go ahead and capture and fix bugs as they arrive rather than a strictly sequential process. Additional work has been underway this month focused on localization - not only for the new content, but also weaving in three new languages and the localization community review conducted over the past year or so. This should ulimately yield better translations for existing content that more accurately take game context into account. We are also thrilled to at long last be able to provide Terraria in Korean, Japanese, and Traditional Chinese. This area of game development is often more complex than it seems, so we are very glad that it is NEARLY done!

That leads us to the third topic - one that we all know and love - planning for things like first party submissions and any additional work needed by our global partners in order to enable a global sync launch. To put it mildly and not to bore anyone with the details, there are a LOT of moving parts and interdependencies that we have to manage in this process. It is also not a very quick system to navigate and it comes with a lot of unknowns (you can never say what a given first party might take issue with... requiring additional fixes... and another round of submissions). We do have a plan in place, if all goes perfectly to schedule, for when those submissions might occur. Beyond that, it is honestly a wild card as to how long it takes - a wild card with some reasonable boundaries, but still a wild card. Toss in the Holidays for everyone involved (e.g. at some point, the first party reviewers are gone for the year), and it gets even messier.

With all of that said, we are realistically looking at a launch window for Terraria 1.4.5 that is between mid December and the end of January.

It is impossible to predict at this point where things will fall in that window. There are far too many moving parts that could break either for us or against us to say at this time. However, we do feel good about the time window itself.

Again, we are very aware that this update has taken far too long to reach completion - all we can do is share our apology for that time span and just know that we are doing our best to get it out as quickly as we can. We also cannot wait to share the plans for the future as well, once the update is out and all fixed up post launch.



STEAM WORKSHOP NEWS

Click the banner above to check out the Terraria Workshop!

Countless Terraria texture packs and worlds await you in the Terraria Steam Workshop! You are missing out if you haven't taken the time to check out these amazing creations from the community.

WHAT ELSE IS GOING ON?


Hoping things go well with the whole testing and submissions process, while simultaneously planning for what comes next...

TMODLOADER NEWS - TML TEAM


Hello everyone!

On November 1st the monthly update release of tModLoader will go live. As always we are grateful for the massive amount of community participation in developing and testing new features each month.

This last month we hosted our third official mod jam on our Discord server. The theme was "Anything Can Happen on Halloween!" and we had several spooky mod submissions. We thank everyone who participated and hope it was fun and a great practice! We encourage players to check out the mod jam submissions on the workshop here! If you are interested in participating in the next mod jam, be sure to come to Discord to be notified.

This month's release contains mostly bug fixes and smaller features. We've fixed several UI inconsistencies, fixed a major sound volume issue, and even fixed major issues with how liquids are drawn, especially around sloped tiles. We've also implemented changes to support launching the game on ARM processors, which should prove useful to those looking to host dedicated servers on ARM machines.

For modders, this month's release contains a few new features, most notably new API for modifying potion delay values. Other new features include more fixes for biome conversion and support for uploading server-side mods in-game. As usual, we'd like to encourage modders to test out new tModLoader features on the preview branch if they are relevant to your mod. Major features in preview are listed on our Discord.

We look forward to seeing how mods make use of these new features. As always, if you are having issues of any sort, definitely don't hesitate to check out our FAQ on github or reach out to us at our Discord.

TERRARIA MOD DIRECT - a new way to track the latest and greatest in Terraria modding!


Recently, members of the Terraria Modding Community have put together a Terraria Direct Modding Showcase. This new video series highlights new Terraria modding releases and announcements and it is definitely one to keep an eye on if you are a fan of modded Terraria!

Here is a brief overview of the vision for the Terraria Direct series, straight from its creator:

“The aim of this project is to be as close of a reflection of the modding community as possible. I try to have as much variety as possible, showcasing both big, awaited projects, as well as giving the spotlight to mods and projects that may not yet have a community formed around them. Same thing with the creators that participated in the event.

Everything was made by awesome members of the community, from the music made by SkippyZii, to the assets made by Tubbsy, and of course all of the development teams that were kind enough to work together on this.

I'm really trying with this event to show more of the modding community, and make people excited about it!”


TMODLOADER STEAM WORKSHOP
The TML Steam Workshop has over 10,000 mods for you to enjoy! Coupled with the in-game mod browser, the TML Steam Workshop is a great way to explore what modded Terraria has to offer - check it out today by clicking the banner above!

WHAT'S NEXT FOR TML?

More features, continuing to evolve and grow what TML can do... and getting ready for 1.4.5.

As always, you can keep track the current progress and much more in real time at tModLoader/tModLoader (But note that the completion percentage doesn't mean anything, because issues and PRs don't have weights.)

Developers who are willing to contribute may do so by doing PRs to the tModLoader/tModLoader branch. (See tModLoader/tModLoader)

PlayStation, XBOX, Nintendo Switch, Mobile - DR STUDIOS
Happy October, Terrarians!

Over the past few months, we have made a considerable number of tweaks to mobile’s touch controls. In particular, our main focus recently has been making our many customization options both easier to use & find. We wanted to share one aspect of the fruits of our labour with you this month, that being our overhaul of the virtual controls editor. Here’s a video of it in action:




For reference, here is an image of the current 1.4.4.9 editor

Notable changes to this editor are as follows:​

  • New defaults! We now have “Simplified”, “Advanced”, and “Custom” schemes to choose from.
  • Keep in mind the schemes shown are actively being worked on, and subject to change.
  • When launching the game for the first time, you are now prompted to choose a control loadout.
  • We have also added a “Controls” option to the pause menu to make them easier to find.
  • The editor interface itself has been considerably tidied.
  • You now place individual buttons / sticks / radials, and customize their size / actions they perform from a separate menu. No more page switches for size.
  • This cuts down significantly on clutter, and makes the editor much more presentable overall.
  • You can now copy schemes between loadouts. Good if you want to preserve the same button layout but slightly change what they do - this way, you don’t have to manually rebuild your scheme.

You can expect to see these changes - and more - alongside the rest of the 1.4.5 update.

---

Until next time, Console & Mobile friends - thanks for all of your love and support!

COMMUNITY
Greetings Terrarians!

Here's the latest and greatest happenings on the Community side of things. Thanks as always for being the most engaged and awesome gaming Community ever!



TERRARIA HALLOWEEN CONTEST


Trick or Treat Terrarians! Entries will close for the 2025 Terraria Halloween Contest very soon. Get your entry in before Sunday, November 2, 2025 at 11:59 pm ET. Click the banner above for more details and rules.

Click here to get more info about the Rules, How to Enter, and Prizes



TERRARIA MERCHANDISE HUB​
The Terraria merchandise hub is where you can find all of the latest and greatest Terraria merchandise all year round - with new stuff arriving all of the time! Check out the latest merch drops as well as some classics and pick up that epic Terraria gift for a friend (or yourself!).

Click the banner above to head to http://terraria.org/store now!​


TERRARIA MERCHANDISE UPDATES​

PUMPKING PLUSH NOW AVAILABLE ON TERRARIA.SHOP!


Literally just in time for Halloween, the team at Terraria.shop has released the terrifying Pumpking Plush! Featuring two of the ghastly faces of the dreaded gourd lord himself, this plush is a great addition to your Terraria collection! Pick one up in the spirit of the season or just because it's awesome.

Click on the image above to pick yours up today and be sure to check out the entire https://terraria.shop/!



TERRARIA: HEROES AND ALLIES COLORING BOOK ALSO NOW AVAILABLE ON TERRARIA.SHOP!



Step into the vibrant world of Terraria with this action-packed coloring book dedicated to its beloved heroes, NPCs, and iconic biomes. Featuring over 40+ hand-drawn pages of beautifully illustrated characters like the Dryad, Wizard, Zoologist, and Empress of Light, this is your chance to give your own creative and colorful flair to the friendlier side of Terraria. If you are more into the darker side of all things Terraria, we have a companion coloring book in the works that will cover the monsters and villains, so stay tuned there!

Pick yours up today by clicking the image above!



2026 TERRARIA WALL CALENDAR IS OUT NOW!


Click the image above to check out the brand new 2026 Terraria Calendar!​

The Terraria wall calendar is back for another year, including 13 never-before-seen works of art from Terraria fan artists Suweeka, Drawnbykrishna, Shadouette, GreyL1me, Dragonith, Haidenisa, SleepyEz, and OrangeDude, the 2026 Terraria wall calendar is available now on Amazon. These have really become quite the collector's pieces over the last couple of years, so you won't want to miss out on your chance to pick one up this year!

NOTE: US shipping only for now, but should be shipping worldwide in about a week or so.



TERRARIA - THE BOARD GAME UPDATE



Hello Terrarians!

Chris here, lead developer at Paper Fort Games. In this month’s Terraria: The Board Game designer diary, we’ve got production and fulfilment progress, highlights from our time at Spiel Essen, excerpts from my original design notebooks, and an exciting improvement to the deluxe neoprene player boards included in the Hellstone Pledge.

Grab your pickaxes and let’s dig in!

---

SPIEL ESSEN RECAP
We’ve just returned from an incredible few days in Germany for Spiel Essen! A huge thank you to everyone who stopped by our booth, checked out the production sample of Terraria: The Board Game, and shared your enthusiasm for all things Terraria. Meeting so many of you in person was truly wonderful.

Massive thanks to our amazing demo team for helping us run the booth throughout the show. With over 220,000 visitors across four days, it was as exhausting as it was exhilarating, but it’s definitely one of our favourite events of the year!



---

MANUFACTURING NEARING COMPLETION!
Last month, we shared production photos of the game’s trays, dice, and miniatures. Since then, the factory has been busy producing all the cardboard components including cards, punchboards, and player reference sheets.



DELUXE NEOPRENE UPGRADE
Developing the Hellstone Pledge deluxe player mats has been quite the journey; over eight months of testing, refining, and problem-solving! To our knowledge, no one has used dual-layer neoprene quite like this before.

Originally, we used traditional sublimation printing, but the colours weren’t vibrant enough and aligning the layers proved tricky. After lots of experimentation by the Gameland team, we’ve switched to a new approach: a thin PU top layer with UV printing.

This change gives us thicker and more vibrant mats with much higher resolution printing, plus laser-cut edges mean no fraying and thus no stitching required. The result feels like a true upgrade from the previous design, and we are really happy with the outcome.

Below is a comparison of the two approaches; like any physical product, it’s always worth spending a little extra time to get the very best outcome.



PUSH-FIT BOSSES
At Spiel Essen, we received samples of the final mold-cast bosses, and they have turned out nicely! The modular, push-fit design is sturdy and satisfying to assemble and disassemble. Over the weekend, we rebuilt them hundreds of times, and they’ve held up perfectly with no loosening of the push-fit mechanism.

BIOME TILE PUNCHBOARDS
We expected the copy of the game provided to us at Essen to be a final MPC (Manufacturer Production Copy). During the show, we noticed that the laminate coating on the biome tiles was peeling; this would have been a major manufacturing issue requiring re-manufacture of all the affected components (over 150,000 punchboards), so we immediately met face-to-face with Gameland’s CEO to investigate.

Thankfully, it turned out that the Essen copy was laminated using a different machine than the one used for final production. Gameland has confirmed this doesn’t affect the mass-production copies, but we’ll need to review another ‘true’ MPC before shipping, to ensure everything meets our high standards.

---

SOMETHING FROM THE ARCHIVES
A couple of week ago, Chris unearthed his original design notebook from the very first weeks of the game’s development, over 2½ years ago! It’s fascinating to see how some ideas evolved while others, like transparent cards for player progression, were there from day one.



---

TIMELINE
Gameland have informed us that our final MPC (Manufacturer Production Copy) will be ready on 6th November, a few weeks later than they originally predicted. This is mainly due to delays in eProofs being provided to us and foiling processes taking longer than anticipated, for which Gameland have apologised - they are working diligently to finish the production run as quickly as possible, while maintaining the same high level of quality control.

If this MPC copy is 100% correct and can be approved, we have been informed that the games will be available for pickup from the factory (in China) around 15th November. Overground fulfilment to backers in Asia will begin immediately, and games to other regions will be loaded onto boats as soon as possible thereafter. If you’re a backer, be sure to keep your eyes out for mini-updates over the next few weeks.

Until next time, Terrarians!

-Chris and the Paper Fort Games team

OTHER COMMUNITY NEWS

TERRARIA MEDIA SPOTLIGHT

The Terraria community is filled with incredible fan media. We love to browse Terraria associated social pages and check out the creative minds sharing wonderful creations. We wanted to spotlight some of the trending media that caught our attention this month. Please let us know if any of the shared media has a different original creator.

(CLICK A GIVEN IMAGE TO HEAD OVER TO THE THREAD WHERE WE SAW IT)


by Ian_T


by StarsAndStuff


by Flaxes


by TheHobgoblin


by Mr Creamy


by Larch_Ling


by tytotytole



TERRARIA HALLOWEEN VANITY CONTEST WINNERS
Hello Terrarians! We now have our winners for the latest vanity contest, check them out below!


1st - Lord of Shadowfire - dt9616 - 25,000 Prize Points and the Event Winner role!


2nd - Imposter - mysterious_goose - 15,000 Prize Points


3rd (tie) - The Entity – funnysuperbr - 10,000 Prize Points


3rd (tie) - The Arachnid Soulkeeper – nightmareads - 10,000 Prize Points

All of our other participants as previously mentioned will be receiving 500 Prize Points! Thanks to everyone who submitted for this event. Congratulations to our winners and stay tuned for our next event!



TERRARIA STAGE TRIVIA CONTEST

Over the past few years, Terraria 505 Games Community Manager Stephen “MrGameTheory” Takowsky has hosted hundreds of official Stage events every Sunday at 11:00 AM PDT in the official Terraria Discord server and other associated Terraria servers. These events have included community updates, Q&As, and contests with prizes.

This month, we hosted a major Trivia event and are excited to share the top 5 winners who earned Steam games and Prize Points:

1st Place: dt9616
2nd Place: dashdotdotdot
3rd Place: shu.ra


Congratulations to the winners and to everyone who participated! Please join the official Terraria Discord server for fun daily events and your chance to win awesome prizes!



Until next time, Terrarians - we hope you have an amazing month, and we look forward to bringing you the latest and greatest next time!

Dragon Gate: Tournament - Luftikus Games

This update focuses on improving gameplay feel, adding polish to presentation, and laying the groundwork for the upcoming content updates. You’ll notice smarter AI, better performance, new visual effects, and a reworked tutorial experience.


Gameplay Changes
  • Added a new tutorial track: Nullspace

  • You can now rotate your vehicle by 180° while driving to shoot backwards; driving in reverse has been improved accordingly

  • Taking damage now slightly reduces your top speed

  • Reworked respawn system using AI pathfinding for more reliable and consistent player placement

  • Improved AI behavior: better pathfinding, smarter navigation around obstacles, and dodging of hazards like mines and homing missiles

  • Adjusted vehicle collisions — it’s now harder to flip opponents by ramming them

  • Homing rockets no longer generate hype

  • Teleports now use a smooth transition instead of being instant

  • Portals no longer teleport projectiles to prevent confusing situations

  • Added manga-style onomatopoeia to explosions, collisions, and other intense moments


Improvements
  • Added controller hints during countdowns to highlight the Kickstarter boost feature

  • Added tire squeal sounds for drifting

  • Added new main menu and racing music tracks

  • The tutorial now skips player setup and starts instantly with one human player and three AIs

  • Redesigned main menu diorama

  • Updated track selection screen visuals

  • Adjusted the vehicle damage model — less dramatic physics and fewer debris particles

  • Updated vehicle visuals for better clarity and style

  • Added anime-style speed line vignette during races

  • Improved scene transitions for a smoother flow

  • Added a shader compilation disclaimer to the main menu

  • Performance optimizations:

    • Enabled occlusion culling

    • Reduced draw calls

    • Increased physics solver thresholds

    • Replaced the 3D trail rendering system

    • Enabled shader baking for all platforms

  • VFX improvements:

    • Jump effects

    • Homing rocket visuals

    • Equalizer crosshairs

  • Added LuftikusGames and Godot Engine splash screens on startup

  • Improved the “Add to Wishlist” screen after races

  • Enhanced ceremony platform visuals with fire bursts and confetti

  • Updated billboards and decorations across all tracks

  • Balanced several audio levels, including the orbital beam

  • Numerous UI and readability updates


Fixes
  • Fixed a crash that occurred on startup

  • Fixed mistimed tutorial dialogues

  • Fixed a bug preventing homing missiles from spawning

  • Fixed exhaust particle stutter

  • Fixed an issue where wreckages and hazards could block spawn points during countdown

  • Fixed several particle and VFX visual glitches


Removed
  • Removed Polar Rush (Blue Track) from track selection

  • Removed power-ups: Barrier, Booster, EMP, and Gravity Gun

Removing content is never ideal, but sometimes necessary to move the game forward. For more details on these changes, check out the latest Developer Update.

More ahead

This update marks another big step toward more polished racing experience with your friends.

Your feedback continues to shape the game — keep sharing your thoughts, ideas, and bug reports on the Discord Channel. Join the Discord Community

Thanks for racing with me,

Luftikus Games

12:28
AChat - rbskft

New costumes

HELL GALAXY - admin

Greetings, Raiders! 🪐 To celebrate Halloween, we’ve decided to renew — once again — the lowest price ever for Hell Galaxy! 💥

After the success of the “The Empire Pays Well” promotion, the Empire returns to reward its loyal raiders with a 20% discount, but only for a few days. This is your last chance to join the fight before the arrival of the next updates and the upcoming price increase.


💀 HELLoween Sale — 20% OFF!

🗓️ October 31 – November 5

⚔️ “One last time, before everything changes.”

Take this chance to experience:

  • Rebuilt Dump areas across The Core

  • New neural fragments that not only grant rewards but reveal more of Hell Galaxy’s hidden lore

  • New enemies and missions

  • Updated cutscenes and smoother overall performance


👾 Looking Ahead We’re working on a major optimization update (anti-aliasing, lighting, nebulae, and general performance) and expanding the Raider zones. The world of Hell Galaxy is evolving… and this is your final chance to join the Empire at its imperial price.


🩸 HELLoween Sale — The Empire rewards loyalty… one last time. 🚀 After this, nothing will ever be the same.

Hidden Cats in Spooky Village - Nukearts - Studios
Hello, friends! We have news regarding some bugs reported in the community tab, we took a look at them and have fixed the following issues:

  • Main Level's number of found cats displayed is incorrect;
  • The Crypt level would freeze and crash the game;
  • The Crypt level pause button would vanish from the screen when pressing tab twice;
  • Fixed the cat's meow sound settings issue not playing it;
  • Corrected some text regarding translation Portuguese translation.

We are still looking at some other issues as well, but we hope these fixes improve your overall gameplay experience in these spooky times, with that said, happy finding!
Death Road to Canada - Rocketcat Games

Here's another update to the testing branch for the RETINA update! The big things to try out are two new gameplay modes. A little bit more new content may be coming, but mostly we're in the testing phase at this point.

TO ACCESS THE TESTING BRANCH:

  1. Right Click "Death Road to Canada" in your Steam Library

  2. Go to Properties

  3. Click on the Betas tab on the left of the Properties window

  4. Click on the dropdown in the top right, and change the Beta Participation branch from "None" to "beta - TESTBRANCH"

The console is also turned on for this testing period. Use the ` key to open the console, and then read below for a list of some commands to try out.

New Changes for Testbranch #2
  • Added MUTATION mode,

  • Added INFECTION mode EXTREME,

  • Fixed bug with marshland gunner appearing when they weren't meant to,

  • Fixed bug where Hero Type chars couldn't work off screen,

  • Fixed bug where some Viaduct tiles swallowed you whole,

  • Improved depth illusion in Viaduct,

  • Fixed bug where MOAR was invisible,

  • Fixed bug where some marsh cliffs didn't have overhangs,

  • Renamed Fencer to Duelist,

  • Prison ammo piles are now rifle ammo crates and drop 25-30 ammo,

  • Nerfed beach loot,

  • Reworked bows to act like the rifles do. Bows scale linearly with your STR stat, up to 11 STR, at which they pierce 11 targets.,

  • Reworked 4JS Mode: scepters now have a random powerup they spawn with. Test the mode yourself to see the full extent,

  • Bow and Arrow dropped arrows now only require you to touch, not pickup, to recharge (good for AI),

  • Fixed bug where cameras spontaneous turn into books

Previous List of Changes for RETINA
New Content
Special Characters
  • Added Isabelle, the Paladin. Smite away!

  • Ending Dialogue added for Isabelle

  • Added Time Stop character, work in progress, it will get new art and a retheme

  • Added Defective, an eldritch horror multi-splitting character

Locations
  • Added Bank, Marshland, Viaduct locations

  • Added Siege version of Viaduct location

  • You can type the following commands into the console to check out the different locations:

    • [c]to_the_marshes[/c]

    • [c]to_the_viaduct[/c]

    • [c]to_the_treasury[/c]

    • [c]road{ siege2-viaduct }[/c]

Weapons
  • Added 3 new whips, in a new weapon category based on the Ringmaster's unique weapon

  • Added pike

  • Added kukri

  • Added buff banner support weapon

  • Added Barret 50 cal (named "M.O.A.R")

  • Made new weapons sellable

  • Made new weapons findable

Perks
  • Fencer perk added

  • Big Shot perk added

Other
  • Car Boat with turret added as a reward to the Marshland location

Tweaks
  • Improved the DNK16 "burst" feeling and very marginally buffed it

  • Hektatrius event updated for one of the new characters

  • Adjusted Anime Girl store timer setting

  • Made it easier for AI to get into the car during floods, in Severe Weather Mode

Perks and Traits
  • Gourmand now provides morale to the team at meals

  • Kensai Perk reworked according to community discussion

  • Phoenix now gets a bottle of hot sauce on start

  • Hero Type now has an aura of protection

Sweet Vans
  • Reworked the regular, dog, and ice cream vans. They all do something special now, to help justify the increased gas costs.

  • Regular Van: Spawns furniture

  • Dog Van: Spawns a friendly dog

  • Ice Cream Van: Spawns delicious flavors

Bugfixes
  • Fixed bug for gun racks sometimes losing rifles

  • Bugfix for lightning bolts being pushed inward from map edge

  • Fixed a bug where bow&arrow arrows were invincible

  • Fixed a bug where not enough zombies spawned in the warehouse location

  • Fixed a bug where too much loot spawned in the warehouse loc

  • Fixed a weapon seller list bug

  • Fixed some bugs in events pertaining to Friend of Dog

  • More fixes I'm forgetting about

L.I.S.T.E.D. - l.i.s.t.e.d.prototype

Hi!

October's dev update for the month.

I've finally started implementing the bipedal mechs—a long-awaited feature.

Leading the charge is the corporation "Kaisen Works", the undisputed leaders in bipedal mech production.

Here's the concept art for their flagship model, the "KIMERA"

[carousel autoadvance="true"][/carousel]

As a flagship in "Kaisen" lineup, the "KIMERA" embodies the strengths (and trade-offs) of bipedal chassis. These designs sacrifice raw speed compared to wheeled variants, but they excel in maneuverability and all-terrain traversal

Pilot Trauma Mechanics

To deepen the pilot experience, I've added injury layers. Introducing

- trauma chances: in battle, pilots can take wounds that hit performance, like reduced accuracy or mobility penalties.

You control it all—mitigate with med kits mid-fight, or manage aftermaths in the hangar via recovery and upgrades.

The system prioritizes clarity: intuitive feedback that empowers rather than punishes.

This unlocks pilot customizations: cybernetic prosthetics, or scars/missing limbs for gritty, narrative-driven builds.

Thank you!

-Alex

Souper Game - SinBeansStudio

Happy holiday!

The entire story is now written and fully illustrated!

A couple of days ago I finished drawing the bad ending... and it turned out quite interesting as it reveals a bit more of the game’s story.

Now I’ll be focusing on the bosses and the final gameplay levels and the secret route of course... ;)

All text has been sent for translation and voice acting!

Just a reminder: the game will support three languages (for now) — Russian, English and Simplified Chinese(text).

On November 14 we’ll bring character voices to our public demo version!

That’s all for now, don’t miss more hot news!

Prison Boss Prohibition - schenkal

HELLO!

Update 1.3.3 is here, mainly focusing on the black screen & furniture issues.

📜Patch Notes


Distiller Placement

  • It is now possible to place the distiller on the floor, in addition to wall placement. This fix provides greater flexibility when arranging your environment.


Steam / Meta Compatibility

  • Fixed an issue where the client would experience a black screen when the host was playing on Steam and the client connected via Meta.

This bug has been fully resolved, ensuring a smooth and stable cross-play experience between platforms.


Furniture Disappearing on Placement

  • Fixed a bug where some furniture would immediately disappear after being placed in Co-op mode.

  • Objects now remain visible and properly positioned after placement.

Thank you for all the reports & support! 🐔

Don't forget to check out our Socials and have a chat with other Eggs!

Discord Twitter BlueSky TikTok Instagram

https://store.steampowered.com/app/2973830/Prison_Boss_Prohibition/

Maja Island - bajosoft8

Maja Island Developer Update

I've updated El Gran Maja in two significant ways that transform it into the true ocean menace it was always meant to be.

Size Increase: 5X Bigger (Based on Feedback) After sharing the design on reddit, many people said to make it BIGGER. They were absolutely right. The real creature this is based on is absolutely enormous, so El Gran Maja needed to match that scale.

Even while testing the game, watching it randomly swim through the ocean depths genuinely spooked me. This feedback driven change makes it feel like a proper threat and creates those heart stopping moments I was aiming for.

Completely Revised 3D Model For those who've been following since the beginning, you'll notice the model for the monster has changed. I've completely overhauled El Gran Maja's 3D model, and I've attached a comparison image so you can see the transformation for yourself.

If you have any other suggestions for the game let me know?

...

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