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Steam News22 June 202614d ago

June 2026 Dev Progress Report

Steam post image Arriving at the Palace of Pallasia. Let's meet the Queen - perhaps she will give refuge after we ended her forced tribute to the Island Labyrinth. G'day there mates!

Full notes

Full Scourge of the Reptiles update

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

What changed

0 fixes1 addition3 changes0 removals
  • Maps
  • Events
  • Gameplay
  • Compatibility
changedI was enjoying a Retro Gamer magazine the other day and reading an interview from an 80s game dev about the type of "crunch" dev time they had back then. Instead of a normal working week, they just worked 80-100 hours a week until the game was done and then took a short break to rest up! Can't help thinking that Scourge could have been finished a year or two earlier under this brain-destroying strategy. But then again, they made charting games in just 6 months, so that might have been the best way to create something in good time? Perhaps the deadline of the platform becoming suddenly obsolete was part of it?
changedSince the last report, I've been doing extensive testing on Act 2 and 3 - the back half of the game. This involves testing every quest update, zone trigger, dialogue node, and enemy unit just to make sure they fire up and do as expected. Doing this often finds a lot of bugs, particularly in code that was written to support a particular scene event. You sometimes see hilarious bugs - like birds flying backwards or a huge boss enemy turning to face a bunch of dead soldiers in combat. Act 2 has the most complex exploration scenes and Act 3 has some very ambitious combat setups.
addedSome cool new features too - the Gauge action is like an Aim action for melee Strikes, as a nice alternative to the Guard Action when waiting for enemies to approach your superior position. The Info Action replaces the unwieldy right-click panel, and provides enemy summary data like status and effects, and abilities. Cinematic parts now have black bars to make it clear what's happening without player input.
changedWhat's left to do after that? Well there's a short list of items I couldn't solve to have another crack at - there's Microprose's QA team to work their deep-dive magic - still gotta refine the Steam Deck and Linux experience - Steam Achievements which I forgot to do - and not much else!

Scourge of the Reptiles changes

changedI was enjoying a Retro Gamer magazine the other day and reading an interview from an 80s game dev about the type of "crunch" dev time they had back then. Instead of a normal working week, they just worked 80-100 hours a week until the game was done and then took a short break to rest up! Can't help thinking that Scourge could have been finished a year or two earlier under this brain-destroying strategy. But then again, they made charting games in just 6 months, so that might have been the best way to create something in good time? Perhaps the deadline of the platform becoming suddenly obsolete was part of it?
changedSince the last report, I've been doing extensive testing on Act 2 and 3 - the back half of the game. This involves testing every quest update, zone trigger, dialogue node, and enemy unit just to make sure they fire up and do as expected. Doing this often finds a lot of bugs, particularly in code that was written to support a particular scene event. You sometimes see hilarious bugs - like birds flying backwards or a huge boss enemy turning to face a bunch of dead soldiers in combat. Act 2 has the most complex exploration scenes and Act 3 has some very ambitious combat setups.
addedSome cool new features too - the Gauge action is like an Aim action for melee Strikes, as a nice alternative to the Guard Action when waiting for enemies to approach your superior position. The Info Action replaces the unwieldy right-click panel, and provides enemy summary data like status and effects, and abilities. Cinematic parts now have black bars to make it clear what's happening without player input.
changedWhat's left to do after that? Well there's a short list of items I couldn't solve to have another crack at - there's Microprose's QA team to work their deep-dive magic - still gotta refine the Steam Deck and Linux experience - Steam Achievements which I forgot to do - and not much else!

Steam post image Arriving at the Palace of Pallasia. Let's meet the Queen - perhaps she will give refuge after we ended her forced tribute to the Island Labyrinth.

G'day there mates! Ky (Kyoti Games) here with a monthly update for Scourge of the Reptiles as it nears its completion after just ~7000 hours of hard work.

I was enjoying a Retro Gamer magazine the other day and reading an interview from an 80s game dev about the type of "crunch" dev time they had back then. Instead of a normal working week, they just worked 80-100 hours a week until the game was done and then took a short break to rest up! Can't help thinking that Scourge could have been finished a year or two earlier under this brain-destroying strategy. But then again, they made charting games in just 6 months, so that might have been the best way to create something in good time? Perhaps the deadline of the platform becoming suddenly obsolete was part of it?

Since the last report, I've been doing extensive testing on Act 2 and 3 - the back half of the game. This involves testing every quest update, zone trigger, dialogue node, and enemy unit just to make sure they fire up and do as expected. Doing this often finds a lot of bugs, particularly in code that was written to support a particular scene event. You sometimes see hilarious bugs - like birds flying backwards or a huge boss enemy turning to face a bunch of dead soldiers in combat. Act 2 has the most complex exploration scenes and Act 3 has some very ambitious combat setups.

Some cool new features too - the Gauge action is like an Aim action for melee Strikes, as a nice alternative to the Guard Action when waiting for enemies to approach your superior position. The Info Action replaces the unwieldy right-click panel, and provides enemy summary data like status and effects, and abilities. Cinematic parts now have black bars to make it clear what's happening without player input.

Meanwhile other features are being constantly refined to make them work reliably under various different level designs. The goal is to do a play-through of the back half of the game (and thus complete the game's story) for the very first time - in the next month...

What's left to do after that? Well there's a short list of items I couldn't solve to have another crack at - there's Microprose's QA team to work their deep-dive magic - still gotta refine the Steam Deck and Linux experience - Steam Achievements which I forgot to do - and not much else!

Source

Steam News / 22 June 2026

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