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Steam News30 November 20257mo ago

Dev Update – November 30, 2025

Hey everyone! We hope you all had a great Thanksgiving weekend. After taking a little time off, we’re back with fresh updates for No One Leaves the Field and a look at a new project we’ve been experimenting with.

In this update11

Full notes

Full No One Leaves the Field update

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

Repeated intro

Hey everyone! We hope you all had a great Thanksgiving weekend. After taking a little time off, we’re back with fresh updates for No One Leaves the Field and a look at a new project we’ve been experimenting with.

What changed

0 fixes1 addition7 changes0 removals
  • Gameplay
  • Maps
addedHey everyone! We hope you all had a great Thanksgiving weekend. After taking a little time off, we’re back with fresh updates for No One Leaves the Field and a look at a new project we’ve been experimenting with.
changed✔ Faster Running SpeedMovement now feels more responsive and increases the tension during chases.
changed✔ Better Wheat MovementWe adjusted the slowdown caused by the wheat to make traversal smoother and less frustrating.
changed✔ Lower Fog IntensityVisibility is improved while still keeping the atmosphere thick and eerie.
changed✔ Adjusted Scarecrow BehaviorThe Scarecrow’s speed and chase logic have been tuned. Escaping when spotted is now more balanced—still tense, but fair.
changed🌾 What’s Next for the Demo?More memorable map markers

No One Leaves the Field changes

addedHey everyone! We hope you all had a great Thanksgiving weekend. After taking a little time off, we’re back with fresh updates for No One Leaves the Field and a look at a new project we’ve been experimenting with.
changedMovement now feels more responsive and increases the tension during chases.
changedWe adjusted the slowdown caused by the wheat to make traversal smoother and less frustrating.
changedVisibility is improved while still keeping the atmosphere thick and eerie.
changedThe Scarecrow’s speed and chase logic have been tuned. Escaping when spotted is now more balanced—still tense, but fair.

🧿 Demo Improvements Based on Player Feedback

We recently received our first Steam review for the demo. While it came in as “Not Recommended,” we genuinely appreciate the feedback. Every comment gives us a clearer look at what players are experiencing and where we can continue improving.

Here are some updates already live in the demo:

✔ Faster Running Speed

Movement now feels more responsive and increases the tension during chases.

✔ Better Wheat Movement

We adjusted the slowdown caused by the wheat to make traversal smoother and less frustrating.

✔ Lower Fog Intensity

Visibility is improved while still keeping the atmosphere thick and eerie.

✔ Adjusted Scarecrow Behavior

The Scarecrow’s speed and chase logic have been tuned. Escaping when spotted is now more balanced—still tense, but fair.

These updates should improve the moment-to-moment experience and help first-time players better navigate the field.

🌾 What’s Next for the Demo?

We’re actively exploring ways to improve:

  • More memorable map markers

  • Better loops and pathing

  • Stronger visual landmarks

These changes tie into our procedural generation system, so they’ll take more time—but they’re on the roadmap.

**👉 If you haven’t tried the demo yet, now is a great time.

All improvements listed above are already live. Your feedback helps us shape the full game.**

🎮 HexFire: Shape Swarm (Working Title)

We’re also working on a small side project: HexFire: Shape Swarm, a survivor-like action game with fast runs and a retro-arcade vibe.

This game will be part of our upcoming Digital Sagas Arcade series.

Planned Release Path

  • itch.io — paid download

  • Indie Sagas website — playable for Patreon members

  • WebGL version — play in the browser

  • Target launch: end of 2025

If players enjoy it, we’ll consider bringing it to Steam and Epic as well.

Why This Project Matters

HexFire also acts as a prototype testbed for Lost Colony and future Digital Sagas titles. We’re using it to refine systems like:

  • Object pooling

  • Enemy and projectile management

  • Power-up logic

  • Wave evolution

This helps us build better tech for our larger games while delivering something fun and fast to play.

Thank You for Supporting the Journey

Thanks again to everyone playing the demo, leaving reviews, and offering feedback. Every bit of support helps us continue building better indie experiences.

If you’d like to share thoughts, report bugs, or suggest improvements, feel free to post here in the Community Hub — we’re always listening.

See you in the field. 🌾

Source

Steam News / 30 November 2025

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