Saint of Chains
Steam News 20 December 20255mo ago

Deeper Underground!

Hey everyone, Over the past month and a half we’ve been mostly underground. Yes, the Sewers are now fully finished. Claustrophobic, damp, and heavy. A level built around grief, guilt, and the things that don’t move on w…

Update log

Full Saint of Chains update

The complete published notes, normalized for clean reading and source attribution.

Repeated intro

Hey everyone,

Extracted changes

0 fixes3 additions2 changes0 removals
  • Workshop
  • Gameplay
addedSmall tool to ease the tensionWe added a shovel .
changedSmall tool to ease the tensionIt’s a melee weapon. It hits hard. It’s a little absurd.
changedSmall tool to ease the tensionSometimes breaking tension helps more than raising it.
addedGoing above ground, but brieflyNew enemies are planned there as well, but they’re not ready to show yet.
addedLooking aheadWe’re also quietly preparing a new build for January . Some of what we’ve been working on will be playable there for the first time.

Over the past month and a half we’ve been mostly underground.

Yes, the Sewers are now fully finished.

Claustrophobic, damp, and heavy. A level built around grief, guilt, and the things that don’t move on when you do.

It’s slightly larger than the apartments, but it feels tighter. Less room to breathe. More weight.

New Enemies down here

Some of them are better avoided. Save your ammo. Stay quiet.

The Foundation / The Guilt Big. Slow. Almost immovable. It hits hard, takes a lot, and doesn’t really care if you’re ready. Running is usually the right answer.

The Wall Monster At first it’s just a flicker. A moving stain where a wall shouldn’t be moving. Get too close, and it’s suddenly not a wall anymore. It doesn’t chase. It just waits.

The Depression Rushes straight at you. No tricks. No hesitation. It wants to close the distance as fast as possible.

The Self-Hatred Keeps its distance. Spits acid. Punishes standing still or feeling safe for too long.

At the end of the Sewers, there’s also a new boss.

A cage-headed thing.

Protected. Untouchable at first.

You’ll need to break the way it works before you can hurt it at all.

Small tool to ease the tension

We added a shovel.

It’s a melee weapon. It hits hard. It’s a little absurd.

Sometimes breaking tension helps more than raising it.

Going above ground, but briefly

Outside of the Sewers, we’ve been adjusting smaller spaces.

Wandering through parks. Narrow alleys. Transitional areas that lead toward Ethan’s old workplace called The Chronicle Building.

We’ve started working on that space too.

Offices. Puzzles. Different meanings. Different symbols.

New enemies are planned there as well, but they’re not ready to show yet.

Looking ahead

We’ve also started work on a save system inspired by games like Cry of Fear, Lost in Vivo, and Silent Hill 2.

Nothing to show just yet, but more on that soon.

We’re also quietly preparing a new build for January. Some of what we’ve been working on will be playable there for the first time.

Mostly, it’s been a lot of walking through spaces.

Adjusting. Replacing. Breaking things. Fixing them again.

If you’ve played the demo already, thanks for sticking with it. If you haven’t, it’s still there — and it’ll keep changing as the game grows.

As always, we’re listening while we build.

MystiveDev

Source

Steam News / 20 December 2025

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