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Steam News7 August 202511mo ago

Exploring the World of Styx: Blades of Greed

Hey folks, Cyanide here! As we sneak closer to the gameplay reveal of Styx: Blades of Greed, it’s time to step back and take in the world we’ve built, or rather, the ruins of a world still clinging to life.

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Full Styx: Shards of Darkness update

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Repeated intro

Hey folks, Cyanide here! As we sneak closer to the gameplay reveal of Styx: Blades of Greed, it’s time to step back and take in the world we’ve built, or rather, the ruins of a world still clinging to life. This game isn’t just about stealth, sabotage, or snarky one-liners (though there’s plenty of that). It’s about places. Environments that bleed story, atmosphere, and danger. Some of these places are brand new to Styx, while others mark a return to locations he’s visited before, now changed, scarred, or forgotten. From the cold stones of The Wall, to the lushed forest of Turquoise Dawn, and the rotting heart of Akenash, every location you infiltrate carries weight, in history, in gameplay, and in tone. Each one offers a unique challenge, a distinct mood, and a deeper look into the fractured world Styx slinks through. Want to dive deeper into each zone? Check out our detailed dev blogs for every environment:

What changed

0 fixes1 addition4 changes0 removals
  • Events
  • Compatibility
  • Store
  • Balance
  • Maps
addedHey folks, Cyanide here! As we sneak closer to the gameplay reveal of Styx: Blades of Greed , it’s time to step back and take in the world we’ve built, or rather, the ruins of a world still clinging to life. This game isn’t just about stealth, sabotage, or snarky one-liners (though there’s plenty of that). It’s about places. Environments that bleed story, atmosphere, and danger. Some of these places are brand new to Styx, while others mark a return to locations he’s visited before, now changed, scarred, or forgotten. From the cold stones of The Wall , to the lushed forest of Turquoise Dawn , and the rotting heart of Akenash , every location you infiltrate carries weight, in history, in gameplay, and in tone. Each one offers a unique challenge, a distinct mood, and a deeper look into the fractured world Styx slinks through. Want to dive deeper into each zone? Check out our detailed dev blogs for every environment:
changeddynamiclink href="https://store.steampowered.com/app/3290690/Styx_Blades_of_Greed/"] The Wall - A Fortress Built to Keep You OutWelcome to The Wall : the Empire’s largest, loudest monument to fear. This towering behemoth of concrete, steel, and control marks the borderlands of the Empire and has evolved from a military fort into a city-sized machine of oppression. From the heights of noble luxury to the squalor of the slums, The Wall is split vertically by class, purpose, and paranoia. At the top, the Embassy pulls the strings, hidden behind golden doors and false diplomacy. The Inquisition’s cathedral looms like a religious weapon, both a seat of power and a symbol of dominance. Below, the nobles enjoy velvet couches and vintage wine while prisoners and plague survivors rot in the shadows.
changeddynamiclink href="https://store.steampowered.com/app/3290690/Styx_Blades_of_Greed/"] The Wall - A Fortress Built to Keep You OutAnd below that? The Slums . Orcs forced into labor, contraband workshops, crumbling infrastructure. Guards are corrupt or overwhelmed. Gangs rule what the Empire doesn’t. For Styx, The Wall is both an introduction and a challenge. The first space where you’ll master the core stealth mechanics : verticality, infiltration, evasion. It’s where you steal a zeppelin (because of course Styx would), meet unlikely allies , and realize that something much bigger is brewing. But make no mistake: The Wall is not a tutorial level. It’s a gauntlet, packed with traps, tight patrols, and Inquisition elites trained to catch any intruder and end your adventure before it starts.
changedTurquoise Dawn - An Orc village under siegeTurquoise Dawn was once a breathtaking Orc village carved into the upper canopy of a massive, sacred forest. The architecture was natural, spiritual. Homes built inside hollow trees, walkways strung along branches like spider silk, all in harmony with the Earth Mother. This place meant something. Then came the Empire . A brutal assault shattered the balance, driven by the lust for resources and betrayals from within. Now, Turquoise Dawn is bleeding, divided between scorched Imperial outposts and defiled shrines, with only fragments of Orc resistance holding out in the treetops.
changedTurquoise Dawn - An Orc village under siegeThis isn’t just a pretty forest. It’s a battlefield . A labyrinth of roots, vines, and collapsed walkways. Environmental hazards abound, toxic mushrooms that explode near enemies, thorns that block your path, crumbling branches, and sensitive Roaches that force you to rethink your noise strategy. The deeper you go, the weirder it gets. Inquisition soldiers roam the clearings. Shaman Orcs can sense Styx before he even

Styx: Shards of Darkness changes

  • Elitesweapon
addedHey folks, Cyanide here! As we sneak closer to the gameplay reveal of Styx: Blades of Greed , it’s time to step back and take in the world we’ve built, or rather, the ruins of a world still clinging to life. This game isn’t just about stealth, sabotage, or snarky one-liners (though there’s plenty of that). It’s about places. Environments that bleed story, atmosphere, and danger. Some of these places are brand new to Styx, while others mark a return to locations he’s visited before, now changed, scarred, or forgotten. From the cold stones of The Wall , to the lushed forest of Turquoise Dawn , and the rotting heart of Akenash , every location you infiltrate carries weight, in history, in gameplay, and in tone. Each one offers a unique challenge, a distinct mood, and a deeper look into the fractured world Styx slinks through. Want to dive deeper into each zone? Check out our detailed dev blogs for every environment:
changedWelcome to The Wall : the Empire’s largest, loudest monument to fear. This towering behemoth of concrete, steel, and control marks the borderlands of the Empire and has evolved from a military fort into a city-sized machine of oppression. From the heights of noble luxury to the squalor of the slums, The Wall is split vertically by class, purpose, and paranoia. At the top, the Embassy pulls the strings, hidden behind golden doors and false diplomacy. The Inquisition’s cathedral looms like a religious weapon, both a seat of power and a symbol of dominance. Below, the nobles enjoy velvet couches and vintage wine while prisoners and plague survivors rot in the shadows.
changedAnd below that? The Slums . Orcs forced into labor, contraband workshops, crumbling infrastructure. Guards are corrupt or overwhelmed. Gangs rule what the Empire doesn’t. For Styx, The Wall is both an introduction and a challenge. The first space where you’ll master the core stealth mechanics : verticality, infiltration, evasion. It’s where you steal a zeppelin (because of course Styx would), meet unlikely allies , and realize that something much bigger is brewing. But make no mistake: The Wall is not a tutorial level. It’s a gauntlet, packed with traps, tight patrols, and Inquisition elites trained to catch any intruder and end your adventure before it starts.
changedTurquoise Dawn was once a breathtaking Orc village carved into the upper canopy of a massive, sacred forest. The architecture was natural, spiritual. Homes built inside hollow trees, walkways strung along branches like spider silk, all in harmony with the Earth Mother. This place meant something. Then came the Empire . A brutal assault shattered the balance, driven by the lust for resources and betrayals from within. Now, Turquoise Dawn is bleeding, divided between scorched Imperial outposts and defiled shrines, with only fragments of Orc resistance holding out in the treetops.
changedThis isn’t just a pretty forest. It’s a battlefield . A labyrinth of roots, vines, and collapsed walkways. Environmental hazards abound, toxic mushrooms that explode near enemies, thorns that block your path, crumbling branches, and sensitive Roaches that force you to rethink your noise strategy. The deeper you go, the weirder it gets. Inquisition soldiers roam the clearings. Shaman Orcs can sense Styx before he even

Welcome to The Wall: the Empire’s largest, loudest monument to fear. This towering behemoth of concrete, steel, and control marks the borderlands of the Empire and has evolved from a military fort into a city-sized machine of oppression. From the heights of noble luxury to the squalor of the slums, The Wall is split vertically by class, purpose, and paranoia. At the top, the Embassy pulls the strings, hidden behind golden doors and false diplomacy. The Inquisition’s cathedral looms like a religious weapon, both a seat of power and a symbol of dominance. Below, the nobles enjoy velvet couches and vintage wine while prisoners and plague survivors rot in the shadows.

And below that? The Slums. Orcs forced into labor, contraband workshops, crumbling infrastructure. Guards are corrupt or overwhelmed. Gangs rule what the Empire doesn’t. For Styx, The Wall is both an introduction and a challenge. The first space where you’ll master the core stealth mechanics: verticality, infiltration, evasion. It’s where you steal a zeppelin (because of course Styx would), meet unlikely allies, and realize that something much bigger is brewing. But make no mistake: The Wall is not a tutorial level. It’s a gauntlet, packed with traps, tight patrols, and Inquisition elites trained to catch any intruder and end your adventure before it starts.

Turquoise Dawn - An Orc village under siege

From the Empire’s mechanical chokehold, we move to something wilder… and angrier.

Turquoise Dawn was once a breathtaking Orc village carved into the upper canopy of a massive, sacred forest. The architecture was natural, spiritual. Homes built inside hollow trees, walkways strung along branches like spider silk, all in harmony with the Earth Mother. This place meant something. Then came the Empire. A brutal assault shattered the balance, driven by the lust for resources and betrayals from within. Now, Turquoise Dawn is bleeding, divided between scorched Imperial outposts and defiled shrines, with only fragments of Orc resistance holding out in the treetops.

This isn’t just a pretty forest. It’s a battlefield. A labyrinth of roots, vines, and collapsed walkways. Environmental hazards abound, toxic mushrooms that explode near enemies, thorns that block your path, crumbling branches, and sensitive Roaches that force you to rethink your noise strategy. The deeper you go, the weirder it gets. Inquisition soldiers roam the clearings. Shaman Orcs can sense Styx before he even

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Steam News / 7 August 2025

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