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Steam News14 November 20257mo ago

Dev Log #4 - Moving onwards

The Dark Swamp playtest came and went, and we want to thank everyone who crash-tested the new region and shared their thoughts with us.

Full notes

Full Goblin's Die update

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

What changed

0 fixes4 additions9 changes0 removals
  • Performance
  • Gameplay
  • Balance
  • Maps
addedThe Dark Swamp playtest came and went, and we want to thank everyone who crash-tested the new region and shared their thoughts with us. We received a lot of valuable feedback that will help us make the experience even more fun and engaging.
changedWe’ve also just updated the demo, as quite a few things have changed since the last patch. You can read the full patch notes in the #patches channel.
changedSo what’s next?Economy rework with some additions ( items + nodes )
changedSo what’s next?Map + Quests for the area
addedSo what’s next?The layout is shaping up nicely, and most of the new enemies are done and animated.
addedSo what’s next?The art team is busy producing new decorations and procedural content as we speak.

The Dark Swamp playtest came and went, and we want to thank everyone who crash-tested the new region and shared their thoughts with us. We received a lot of valuable feedback that will help us make the experience even more fun and engaging.

We’ve also just updated the demo, as quite a few things have changed since the last patch. You can read the full patch notes in the #patches channel.

So what’s next?

  • We’re currently iterating on the Dark Swamp based on your feedback and finishing up content that was cut due to time constraints. These would include:

  • The cut troll boss

  • Economy rework with some additions ( items + nodes )

  • Map + Quests for the area

  • We’ve also been working on the area beyond the swamp — the Aqueducts — for quite some time already.

  • The layout is shaping up nicely, and most of the new enemies are done and animated.

  • The art team is busy producing new decorations and procedural content as we speak.

  • Boss fights and economy work are starting soon.

That’s mainly the world content, but we’re also brewing some new mechanics! Now dig these:

  • Equipment Durability is on its way ( let us know your thoughts! )

  • This will encourage players to use a wider variety of equipment and experiment with different builds.

  • Repairing gear will be possible, but items will slowly depreciate after multiple repairs.

  • Stamina system is something that we have discussed ( another important topic to bring in your thoughts! )

  • The idea is that we'd take away general cooldowns and instead would have a stamina bar that would decrease as you perform actions and move around

  • We could add variety to food values / gear / mutations that would alter the max cap of the stamina bar

  • We’re reworking the status effect system ( Burn, Poison, Bleed, etc. ) to make it more interesting.

  • The idea is that players must build up status “gauges” before the effect actually triggers, but once it does, it’ll hit harder and feel more impactful and satisfying.

  • Stations are getting some love too.

  • Players will now need to build them, instead of stations upgrading automatically in the background as the Hive levels up.

  • Upgrading a station will come with visual changes and other gameplay benefits, more on that later.

I think that is most of the news for now. We'll keep you updated. And please, do start a discussion if you have any requests, thoughts, or even worries on the upcoming features. No filter required. Just blurt it out and let's ponder things together :)

Have a nice November, goblins!

Source

Steam News / 14 November 2025

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