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Steam News2 April 20263mo ago

Dev Diary #8

Greetings, Brave Knights March was a big one for us! We ran a public playtest, and honestly, thank you to everyone who jumped in, played, and shared feedback. It helped us shape the game moving forward.

Full notes

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What changed

0 fixes3 additions1 change0 removals
  • Maps
  • Balance
addedGreetings, Brave KnightsMarch was a big one for us! We ran a public playtest, and honestly, thank you to everyone who jumped in, played, and shared feedback. It helped us shape the game moving forward. We made a lot of changes based on your feedback, and also added quite a few new things. Here’s what we’ve been working on: Randomized maps We added map randomization to make each run feel more varied and less predictable, layouts change, so you’ll have to adapt your strategy every time depending on what the game throws at you.
changedShield reworkThe shield is finally more powerful, it doesn’t just block damage anymore, but also protects from negative effects like burn or the Executioner’s instant kill. Steam post image
addedNew content in progressWe’ve been working on Day 4 and Day 5, including a new biome and new enemies. Part of this will roll into next month, and you might see it in the upcoming playtest ;)
addedPlaytest-driven improvementsA lot of time went into fixing bugs and improving balance based directly on your feedback (the feedback form really helps, thank you!). Changes like building auras now covering more tiles, or villagers moving further, might seem small but have a big impact on how the game feels. Steam post image We’re getting really close to the demo now! So we’re planning another playtest very soon, with all the new changes, enemies, and a new biome for you to try. And if you want to follow development, share your thoughts, or just hang out with us come join our Discord, we’re pretty chill xD Steam post image

Greetings, Brave Knights

March was a big one for us! We ran a public playtest, and honestly, thank you to everyone who jumped in, played, and shared feedback. It helped us shape the game moving forward. We made a lot of changes based on your feedback, and also added quite a few new things. Here’s what we’ve been working on: Randomized maps We added map randomization to make each run feel more varied and less predictable, layouts change, so you’ll have to adapt your strategy every time depending on what the game throws at you.

Shield rework

The shield is finally more powerful, it doesn’t just block damage anymore, but also protects from negative effects like burn or the Executioner’s instant kill. Steam post image

Faith rework

Faith now scales with the day (its amount equals the current day number). This makes it easier to understand early on, while becoming more impactful in later nights.

New backgrounds

Each day now looks more visually distinct, making the world feel more alive and varied. Since Richard travels from village to village, the environments now reflect that journey much better.

New content in progress

We’ve been working on Day 4 and Day 5, including a new biome and new enemies. Part of this will roll into next month, and you might see it in the upcoming playtest ;)

Playtest-driven improvements

A lot of time went into fixing bugs and improving balance based directly on your feedback (the feedback form really helps, thank you!). Changes like building auras now covering more tiles, or villagers moving further, might seem small but have a big impact on how the game feels. Steam post image We’re getting really close to the demo now! So we’re planning another playtest very soon, with all the new changes, enemies, and a new biome for you to try. And if you want to follow development, share your thoughts, or just hang out with us come join our Discord, we’re pretty chill xD Steam post image

Source

Steam News / 2 April 2026

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