HomeGamesUpdatesPricingMethodology
Steam News9 February 20264mo ago

Development Update 12 - Mainly marketing, but squeezed in some game updates

Hello, a bit slower week development wise as I was preparing new Assets for the Steam page - new screenshots, a brand new Teaser Trailer and gif's along with creating promotional posts on different social media sites.

Full notes

Full Temple of Eternal Suffering update

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

Repeated intro

Hello, a bit slower week development wise as I was preparing new Assets for the Steam page - new screenshots, a brand new Teaser Trailer and gif's along with creating promotional posts on different social media sites. But starting this week I'm back in full development mode! Still I've managed to put at least some progress towards the game itself:

What changed

1 fix5 additions1 change0 removals
  • Gameplay
  • Balance
  • Maps
addedHello, a bit slower week development wise as I was preparing new Assets for the Steam page - new screenshots, a brand new Teaser Trailer and gif's along with creating promotional posts on different social media sites. But starting this week I'm back in full development mode! Still I've managed to put at least some progress towards the game itself:
changedChanged Cursor Texture.
fixedFixed mech boss spawn
addedAdded Limit for enemy movement speed empowerment.
addedChanged map that loads on the start of the game, and basic logic for switching maps at the start of a new save game. Added Hero death count logic.
addedAdded logic for saving new game variables (Base for how the game starts and what to load during gameplay). Added new Counter types - for killing bosses and gathering DNA Devices (Keys to unlock the next level, also name not final).

Temple of Eternal Suffering changes

addedHello, a bit slower week development wise as I was preparing new Assets for the Steam page - new screenshots, a brand new Teaser Trailer and gif's along with creating promotional posts on different social media sites. But starting this week I'm back in full development mode! Still I've managed to put at least some progress towards the game itself:
changedChanged Cursor Texture.
fixedFixed mech boss spawn
addedAdded Limit for enemy movement speed empowerment.
addedChanged map that loads on the start of the game, and basic logic for switching maps at the start of a new save game. Added Hero death count logic.
  • Changed Cursor Texture.

  • Fixed mech boss spawn

  • Added Limit for enemy movement speed empowerment.

  • Changed map that loads on the start of the game, and basic logic for switching maps at the start of a new save game. Added Hero death count logic.

  • Added logic for saving new game variables (Base for how the game starts and what to load during gameplay). Added new Counter types - for killing bosses and gathering DNA Devices (Keys to unlock the next level, also name not final).

  • Added Fog of War cage to Boss fight (Area around the boss fight that you cannot enter without taking damage). Adjusted Retrieve Machine (Machine used for extracting items from a dungeon run) spawn location after Boss Fight. Added checks and failsaves for the first time when player plays the dungeon level. Thank you for reading this Dev Update, and I will see you in the next one :)

    Michael

Source

Steam News / 9 February 2026

Open original post

Changelog.gg summarizes and formats this update. How we read updates.