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Steam News4 August 202612d ago

Alea Update - August 2026

PLAY TEST The playtest weekend went very well. We had good turnout and tons of matches. Alea continues to be well-received by new players. Most importantly, the underfilled-matches (1v0, 2v1, etc.

In this update6

Full notes

Full Alea update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

10 fixes6 additions6 changes0 removals
  • Gameplay
  • UI and audio
  • Store
  • Balance
  • Fixes
addedPLAY TESTThe playtest weekend went very well. We had good turnout and tons of matches. Alea continues to be well-received by new players.
fixedPLAY TESTMost importantly, the underfilled-matches (1v0, 2v1, etc.) problem does appear to be addressed with my new matchmaking changes. This was by far my biggest technical problem, so it feels good to see it working properly now.
addedNEW CHARACTERMost of my current work is on the new character. The first of his forms is 90% done, just adding things like sfx, etc.
changedCOSMETICS: WEAPONSCurrently, the only cosmetic type that exists E2E is Emotes. I'm about halfway through the 2nd type, which is Weapons. This involves a lot of boring backend stuff, but I'm about ~50% done.
changedCOSMETICS: WEAPONSMostly I've been going through all the client code and refactoring it, as until now it's all placeholder. I want to prio this for the next update.
addedGAMEPLAY & BALANCEBy far the biggest change was the new matchmaking ticket auto-deletions. Based on the playtest, this works well

Alea changes

addedThe playtest weekend went very well. We had good turnout and tons of matches. Alea continues to be well-received by new players.
fixedMost importantly, the underfilled-matches (1v0, 2v1, etc.) problem does appear to be addressed with my new matchmaking changes. This was by far my biggest technical problem, so it feels good to see it working properly now.
addedMost of my current work is on the new character. The first of his forms is 90% done, just adding things like sfx, etc.
changedCurrently, the only cosmetic type that exists E2E is Emotes. I'm about halfway through the 2nd type, which is Weapons. This involves a lot of boring backend stuff, but I'm about ~50% done.
changedMostly I've been going through all the client code and refactoring it, as until now it's all placeholder. I want to prio this for the next update.

PLAY TEST

The playtest weekend went very well. We had good turnout and tons of matches. Alea continues to be well-received by new players.

Most importantly, the underfilled-matches (1v0, 2v1, etc.) problem does appear to be addressed with my new matchmaking changes. This was by far my biggest technical problem, so it feels good to see it working properly now.

NEW CHARACTER

Most of my current work is on the new character. The first of his forms is 90% done, just adding things like sfx, etc.

Nothing official to show yet, but if you've been watching YouTube or TikTok, you may have seen a sneak peak...

COSMETICS: WEAPONS

Currently, the only cosmetic type that exists E2E is Emotes. I'm about halfway through the 2nd type, which is Weapons. This involves a lot of boring backend stuff, but I'm about ~50% done.

Mostly I've been going through all the client code and refactoring it, as until now it's all placeholder. I want to prio this for the next update.

GAMEPLAY & BALANCE

  • By far the biggest change was the new matchmaking ticket auto-deletions. Based on the playtest, this works well

  • Melee attacks can now be aimed vertically. This required a huge rewrite of our shared animation state code, but it was worth it. In fact, all animations can now look up or down simultaneously

  • Frost Nova: animation made a slightly snappier

  • Archer, Mage: +15 Max Health

  • Viper Sting: now does less upfront damage, but Poison lasts longer

  • Push: +5% XY strength

UI/UX

  • The way menus work has been slightly rewritten. Closing a menu should now feel snappier, and several bugs have been addressed involving multiple menus opening simultaneously

  • Player outline colors now denote intuitively denote states, ex: green for healing, green for Resting, gold for Invulnerability. Still adding some things here

  • In preparation of cosmetic weapons, I completely rewrote the way "equipables" work in terms of both data and UI. I now have an "equipable grid" that can work with Emotes, Weapons, etc.

BUGS

  • Fixed a bug where stepping on an invisible wall did not produce footstep vfx, sfx

  • Fixed a bug where landing on an invisible wall did not produce landing vfx, sfx

  • Fixed several corrupted Gameplay Effects which were not sending their proper events for UI, etc.

  • Fixed a collision bug in Harbor where you could get stuck inside geometry

  • Fixed a collision bug in Flooded Castle where you could get on top of the large pillars

  • Fixed a bug where some fonts did not have a way to produce special characters

  • Fixed a bug where Resting while switching Heroes caused an invalid state

  • Fixed a bug where turn-in-place was happening in Ghost form

Source

Steam News / 4 August 2026

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