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Steam News14 June 202622d ago

Demo Build - 1.10

Demo Build - 1.10 Gameplay: Combat interface updates - Abilities The way abilities are laid out has been changed into a “hand” like deck at the bottom of the combat UI.

In this update4

Full notes

Full Price for Freedom: Gold and Sand update

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

What changed

25 fixes13 additions4 changes0 removals
  • Balance
  • UI and audio
  • Gameplay
  • Performance
  • Fixes
changedGameplay :Combat interface updates - Abilities The way abilities are laid out has been changed into a “hand” like deck at the bottom of the combat UI. They can be re-ordered and display the required stamina and action points on the cards. Action and stamina points are highlighted when resources are available, and grey out/dull when a character does not have the resources to use the ability.
changedGameplay :Combat interface updates - Damage readout Damage readouts were confusing before, represented in a block manner under the hp/bleed pool. This has been moved to a more readable “paperdoll” that better shows a limb’s remaining HP. Armour/defense now is shown as a golden outline around the paperdoll.
addedGameplay :Driver queen update The Driver Queen has gotten a radical update, art, animations, and combat design! She now buffs her pawns, while also having nasty new stances and devastating delayed actions. If you aren’t careful she can CC you while ramping up the damage of pawns.
changedGameplay :Hunters guild expansion This is more of a feature meant for Avarice in the future, but we've decided to flesh out the hunting hall’s second story and provide some juicy content! There will be a bit more content for this area in GnS, eventually.
addedGameplay :Wilderness travel sequences Added travel sequences between the expanses of Aya’s travel to give a better feel for how long/far she is moving. This was a massive addition to the immersive feel. Unique stinger music during the travelling, including Aya’s own theme song.
addedGameplay :Goat of War minigame implemented! Our tug of war with the goat at the wilderness camp is now functional! It used to be a place holder, but now you actually have to win the game of tug of war with the goat! Deck did a really good job designing this simple but effective game, and Arbuz added some really awesome sprite work that changes based on how well you are doing.

Price for Freedom: Gold and Sand changes

changedCombat interface updates - Abilities The way abilities are laid out has been changed into a “hand” like deck at the bottom of the combat UI. They can be re-ordered and display the required stamina and action points on the cards. Action and stamina points are highlighted when resources are available, and grey out/dull when a character does not have the resources to use the ability.
changedCombat interface updates - Damage readout Damage readouts were confusing before, represented in a block manner under the hp/bleed pool. This has been moved to a more readable “paperdoll” that better shows a limb’s remaining HP. Armour/defense now is shown as a golden outline around the paperdoll.
addedDriver queen update The Driver Queen has gotten a radical update, art, animations, and combat design! She now buffs her pawns, while also having nasty new stances and devastating delayed actions. If you aren’t careful she can CC you while ramping up the damage of pawns.
changedHunters guild expansion This is more of a feature meant for Avarice in the future, but we've decided to flesh out the hunting hall’s second story and provide some juicy content! There will be a bit more content for this area in GnS, eventually.
addedWilderness travel sequences Added travel sequences between the expanses of Aya’s travel to give a better feel for how long/far she is moving. This was a massive addition to the immersive feel. Unique stinger music during the travelling, including Aya’s own theme song.

Demo Build - 1.10

Gameplay:

  • Combat interface updates - Abilities

    • The way abilities are laid out has been changed into a “hand” like deck at the bottom of the combat UI. They can be re-ordered and display the required stamina and action points on the cards.

    • Action and stamina points are highlighted when resources are available, and grey out/dull when a character does not have the resources to use the ability.

  • Combat interface updates - Damage readout

    • Damage readouts were confusing before, represented in a block manner under the hp/bleed pool. This has been moved to a more readable “paperdoll” that better shows a limb’s remaining HP.

    • Armour/defense now is shown as a golden outline around the paperdoll.

  • Driver queen update

    • The Driver Queen has gotten a radical update, art, animations, and combat design!

    • She now buffs her pawns, while also having nasty new stances and devastating delayed actions. If you aren’t careful she can CC you while ramping up the damage of pawns.

  • Hunters guild expansion

    • This is more of a feature meant for Avarice in the future, but we've decided to flesh out the hunting hall’s second story and provide some juicy content! There will be a bit more content for this area in GnS, eventually.

  • Wilderness travel sequences

    • Added travel sequences between the expanses of Aya’s travel to give a better feel for how long/far she is moving. This was a massive addition to the immersive feel.

    • Unique stinger music during the travelling, including Aya’s own theme song.

  • Goat of War minigame implemented!

    • Our tug of war with the goat at the wilderness camp is now functional! It used to be a place holder, but now you actually have to win the game of tug of war with the goat! Deck did a really good job designing this simple but effective game, and Arbuz added some really awesome sprite work that changes based on how well you are doing.

Erotic Content:

  • Wynne, a huntress, with a severe case of the sleepies is just waking up and in a questionable state of dress on the second story of the hunters’ guild.

  • After completing “The End of the Tail,” make sure to return to the curtain room on the first floor to peep on the elven woman giving her client a toe curling oratory experience.

  • Aya has a “moment to herself” during travelling, getting creative with the tip of her tail. We might add a bit of art to the imagination portion of this, but as it stands its a solid sprite animation scene!

  • Collectibles

    • Violette Lameroux book added

    • Aya’s fantasy of being the center of attention in the hunting hall

    • A sneak peak at content to come in a huge collaboration with… A Nut Between Worlds!

    • Still frame of Aya using her tail

    • Nailah full nelson with a saurian client

BugFixes:

  • Fixed the Ogre Camp area causing abnormally long loading times

  • Fixed a freeze when opening dialogue for the first time after booting

  • Fixed a bug causing damage to escalate out of control across consecutive card plays

  • Fixed bump/collision damage applying the wrong damage value to the target

  • Fixed enemies sometimes not recognizing each other as allies

  • Fixed a softlock that could occur when a skill triggered an error mid-execution

  • Fixed action points occasionally overflowing

  • Fixed the move cursor not appearing at the start of combat

  • Fixed a skill tooltip getting permanently stuck on screen

  • Fixed maim effects double-triggering on end-of-turn, or persisting permanently

  • Fixed momentum counting from the wrong end of a movement path

  • Fixed damage boosts and penalties being ignored on very low damage hits

  • Fixed some status effects (bleed, attack buffs) triggering on the wrong character

  • Fixed area damage occasionally applying to characters who had already left the zone

  • Fixed the Fog of War targeting the wrong character when loading a save during combat

  • Fixed the combat help overlay pointing at empty skill/gear slots

  • Fixed skill tooltips not fading out properly

  • Fixed Aya not entering the crypt if the player had previously hesitated

  • Fixed Aya's home teleport when Samara is present

  • Fixed camera animations stopping early or failing to play

  • Fixed dialogue portraits disappearing abruptly at the end of a conversation

  • Fixed troglodyte spore particles

  • Fixed several portrait and sprite issues (Harlot Elf, Aya, Hiho)

  • Fixed voice lines not playing on dialogue questions

  • Fixed voices sometimes aborting before finishing

Known Issues:

  • A few voice lines are missing integration/need another pass

  • VA could not be done in time for the new dialogues due to a throat infection, for safety sake we delayed asking for the recordings while Aya’s VA, Coqui, recovers.

Valaska's Notes!

Hello everyone! Another update, and with quite a lot of meat on the bone this time, too!

First and foremost I want to thank Deck and Arbuz for their hard work and the incredible results with the GUI changes for our combat system. They took some of the suggestions I had and did a fantastic job implementing them, and then went overboard with the new shuffling and layout for the ability cards. This is the first major overhaul of the combat user interface in order to make it more ergonomic and easily readable at a glance. I’m pretty happy where the interface is now but we’ll look into if more changes are needed. A few small additions are being mulled like unique paperdolls for enemies that the standard humanoid paperdoll might not work best for. Steam post image

Arbuz along with the animation team worked hard on delivering two fantastic scenes, one full animated CG scene in the slums, we experimented a little with this scene using effects for fluid and framing devices! Another fully animated sprite scene focuses on Aya having some self care during her travelling sequences, we have a few ideas to maybe add a couple pinup stills for this too, and experimented with adding a still cg just to try it on! The elven “harlot” in The End of the Tail also had a full overhaul to be a bombshell of a woman! Steam post image

Deck worked extremely hard on integrating some changes to our minigames, bug crushing, adding effects for combat, and of course the new combat GUI changes. There were some issues here and there with voices cutting off short and he quashed those as well.

The hunter’s guild has an entire second floor now! This will be utilised heavily in Avarice, and should feature again in Gold and Sand way late into the game. We took the opportunity to add this into Gold and Sand’s prologue section to build the lore out for how hunters work and give a place to meet Wynne! Etherek did an amazing job drawing this location, solid work, Etherek!

For my part, writing and narrative, you can now talk with Wynne in the second story and ask Maazin about her, too. Travelling sections have narration about Aya’s travelling to communicate and give a feel of how much time and distance Aya is moving between sites. Aya’s solo scene has choices that will… maybe, factor in later into the game! They will, but much later once the full game is finished.

Voice acting couldn’t be done for the new writing, which both sucks and is a blessing at the same time. There will be more free content for the demo, and it will require quite a bit of voice acting! We plan on adding cameo characters from other people’s characters and even from a fellow ero-game… some of the keep eyes might have read that Aki from A Nut Between Worlds is joining our game in a future update that will have her playing strip dice poker at Knight on a Pike! Unfortunately it wasn’t feasible to work this all in since we didn’t have time to make the mechanics, art, va, or writing all in time for this update. But we really hope to attract a few new people and games to join the Price for Freedom universe!

We want to thank everyone so much, and if you enjoy the update or are a first time player… please leave us a review and tell us what you think! From all of Team Dead Deer, thank you so much for joining us on this journey.

Source

Steam News / 14 June 2026

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