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Steam News29 September 20259mo ago

September Update - New Monster Designs!

Autumn has arrived here in Switzerland and the fog is slowly creeping into the valley - our favourite time of the year 🎃 With this added inspiration, we are bringing you a visually rich update this month - enjoy!

In this update3

Full notes

Full Eldritch Empathy update

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

What changed

0 fixes5 additions1 change0 removals
  • Gameplay
  • Maps
  • UI and audio
addedAutumn has arrived here in Switzerland and the fog is slowly creeping into the valley - our favourite time of the year 🎃 With this added inspiration, we are bringing you a visually rich update this month - enjoy!
changedIntroWe’re starting off with the beginning of the game - our intro! We decided on a short cutscene to lay some groundwork of the story. To get our ideas straight, we wrote a brief script and already implemented a first draft into the game. It’s still quite rough and needs a lot of polish, but at this stage the focus was on capturing the core narrative beats to build a strong foundation.
addedCombat UIWe’ve also upgraded the temporary upgrade selection screen during combat with the new UI style and cleaned up the icons. Overall the upgrades feel a lot cleaner and more in line with the rest of the UI now.
addedNew MonstersThe biggest change this month is in our monster designs. We made the decision to move away from 3D Monsters and instead move forward with 2D. That said, we still wanted to preserve the sense of "otherworldliness" that the 3D added to the environment, so we are using a different approach to make and animate the monsters.
addedNew MonstersWe would love to hear what you think of this new direction!
addedNew MonstersAdditionally, we are implementing our new mechanics alongside loads of debug functionality to make our lives easier in the long run. Once again, many fun things are happening in the code section but unfortunately not a lot we can actually show.

Eldritch Empathy changes

addedAutumn has arrived here in Switzerland and the fog is slowly creeping into the valley - our favourite time of the year 🎃 With this added inspiration, we are bringing you a visually rich update this month - enjoy!
changedWe’re starting off with the beginning of the game - our intro! We decided on a short cutscene to lay some groundwork of the story. To get our ideas straight, we wrote a brief script and already implemented a first draft into the game. It’s still quite rough and needs a lot of polish, but at this stage the focus was on capturing the core narrative beats to build a strong foundation.
addedWe’ve also upgraded the temporary upgrade selection screen during combat with the new UI style and cleaned up the icons. Overall the upgrades feel a lot cleaner and more in line with the rest of the UI now.
addedThe biggest change this month is in our monster designs. We made the decision to move away from 3D Monsters and instead move forward with 2D. That said, we still wanted to preserve the sense of "otherworldliness" that the 3D added to the environment, so we are using a different approach to make and animate the monsters.
addedWe would love to hear what you think of this new direction!

Autumn has arrived here in Switzerland and the fog is slowly creeping into the valley - our favourite time of the year 🎃 With this added inspiration, we are bringing you a visually rich update this month - enjoy!

Intro

We’re starting off with the beginning of the game - our intro! We decided on a short cutscene to lay some groundwork of the story. To get our ideas straight, we wrote a brief script and already implemented a first draft into the game. It’s still quite rough and needs a lot of polish, but at this stage the focus was on capturing the core narrative beats to build a strong foundation.

There’s a lot of story to uncover from this intro, so we better not say too much - but we’d love to hear your theories, of course 😏

Combat UI

We’ve also upgraded the temporary upgrade selection screen during combat with the new UI style and cleaned up the icons. Overall the upgrades feel a lot cleaner and more in line with the rest of the UI now.

New Monsters

The biggest change this month is in our monster designs. We made the decision to move away from 3D Monsters and instead move forward with 2D. That said, we still wanted to preserve the sense of "otherworldliness" that the 3D added to the environment, so we are using a different approach to make and animate the monsters.

We would love to hear what you think of this new direction!

Additionally, we are implementing our new mechanics alongside loads of debug functionality to make our lives easier in the long run. Once again, many fun things are happening in the code section but unfortunately not a lot we can actually show.

Next month will once again be a pretty visual update - you can definitively look forward to some more monster designs 👀 Until then, make sure to wishlist the game if you haven’t already, tell a friend and make sure to join our Discord!!

Source

Steam News / 29 September 2025

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