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2. New Artifacts and Balance Changes
3. Challenge Rooms
4. Updated Music
Alongside these major updates, we’ve also refined numerous smaller details: enemy and economy balance, level design tweaks, and various quality-of-life improvements. We’ll let you know as soon as the update goes live — so switch to waiting mode and… wait!
So, we’ve almost finished developing the final biome. Nearly all gameplay mechanics, traps, and enemies are now complete.
In addition to direct threats to the player, you’ll encounter these “Embryos” throughout the biome. Each one applies a negative effect, disabling one of the player’s mechanics. Think you can clear a room without using your fists?
Right now, we’re working on the boss of this biome. We won’t show too much yet, but it’s an excessively large and somewhat terrifying creature — especially when you see it for the first time.
But what happens after the player defeats this centipede-like abomination? Credits? Well, technically yes. However! By performing certain actions, there’s more. A continuation. A secret. The true ending — call it whatever you like. We won’t explain anything here. We’ll just leave you with this. Decide for yourself.
That’s more or less how our 2026 began. And yes, for those who don’t know: the game is coming out this year. Playtests, a demo update, and many other exciting things lie ahead!
At the beginning of the year, we successfully integrated the chest system. Their main purpose is to give the player a way to restore health or shields. They appear randomly at the start of a room. Chests can also contain additional currency or ammo for the Alley of the Dead.
One of the most interesting mobs we made this year is the Liquidator. It’s not so much dangerous as it is annoying. It can appear randomly from literally any drop of green goo. At the same time, it’s mobile enough to chase the player through several rooms and remind you of its existence at the worst possible moment.
On May 1st, the open demo version was released. It featured a full gameplay loop of the first biome with all the key mechanics available at the time. We especially enjoyed watching some streamers and bloggers try to survive this black-and-white alien meat-processing plant. It was not only fun, but also very educational.
After nearly half a year of silence, we released the first major demo update. During this time, we didn’t just build new features and tweak balance — we also refreshed the visuals to improve overall gameplay feel.
And here we are. So what were we doing all this time while you didn’t hear from us? Alongside polishing the demo and participating in various showcases and festivals, we’ve fully completed development of the second and third biomes and have already started working on the final one.
We significantly updated the pool of artifacts and upgrades, putting a strong emphasis on build-crafting. The Alley of the Dead was reworked as well — now featuring a special container system that guarantees artifact preservation after death (because pain should be fair, not pointless).
We’ve done a lot, but there’s still plenty ahead. At this point, we have a clear understanding of what content the full version of the game will include. Let’s lift the veil just a little.
We’ve also started gradually introducing story elements that will unfold as the player progresses. We won’t spoil anything, but the story here isn’t just text with pictures — under certain conditions, it can affect gameplay as well.
The Frienemies system is still planned. It’s a special “artifact” you can choose at the start of a run, offering a very strong positive effect… and an equally strong negative one. A kind of run-customization mechanic that lets you look at the game from a different angle — and maybe regret your choice.
That’s roughly where things stand right now. This year has been very intense for us — we hope it was for you too, in a good way.
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