Last 7 days · history since Nov 1, 2026
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33% positive of 3 · 3 user reviews · Live from Steam
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Live data from Steam, tracked by SteamPlayerBase.
What changed on Steam for this game since we started following it: prices and sales, builds, name, release date and review score.
Review score: 33% on 2026-11-01 → 33% today (3 reviews)
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Not tested by Valve yet. Results from Valve's own testing.
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Every build released on Steam for this game since we started tracking it, with the developer's patch notes. Updated within minutes of each new build.
Started to rework the UI UI * The attribute bars in the HUD are reworked. They moved to the center and have a different style * The attribute bars increase in size when a boon gets applied to them * The tutorial got a new UI * The tutorial has now less interru…
* Iceball (Melee Stance) got a boon which roots the target * Iceball (Melee Stance) got a boon which adds an explosion and slows down nearby enemies * Fireball (Melee Stance) got a boon which enhances the knockback * The splatter, which can be caused by the im…
* The mouse sensitivity from the settings is now correctly applied. Needs maybe some fine tuning though * Inverse axis from the settings is now correctly applied.
* Fixed issue that FoV settings didn't apply * The music setting slider now also effects the main menu / pause menu music
* "Fixed" freeze/crash in level 2 * Reduced health of pepper monster * Pepper monster can't spam fireball * Added a cue before the fireball is released
* Shrinking has now a time limit, such that enemies don't get lost in high grass * It's for now not possible anymore to run into the river and die * Mana reload sometimes not working should be fixed now * The kick sometimes not working should be fixed now
This week I continued working on the UI. The shrines, the boon screen, and the statistics screen at the end are done, and I also iterated on the HUD. I also fixed a bug in how mojo was calculated.The only three things missing is the death screen and displaying…
I reworked the tutorial’s design and flow. As mentioned, I took Far Cry Primal as inspiration, since it seemed doable to me. Far CryCropageddon Old Cropageddon New I think it turned out quite well :)This also allowed me to change the flow. Instead of interrupt…
I worked on a second fireball boon in mage stance. This time the fireball can bounce up to 3 times. It stacks with the explosion fireball, which can give you a nice chain reaction of explosive veggies :)As mentioned, I did some research on the UI and have now …
This week I broke my own intent to work only 5 hours a week on the game and spent some more time on it, since one of the features was really fun to work on ^^As mentioned last week, I added a second boon to the ice ball, which increases its radius so that more…
Created a couple of patches. Took a little break. Started to work on extending the boons. The first boons are for the ice spells to improve crowd control.The first one roots the target so that it can't run for a certain time instead of just slowing it down.The…
Thursday, 24.09, was release day, and since then 73 players have gotten the game and 10 have already returned it. Not great ^^Anyway, a big thank you, guys :) The money will be used to pay a UI designer to finally get rid of the current placeholders.The review…
Tomorrow is release day :)I polished the combat, cleaned up the levels, and tweaked the balance. I also got rid of some of the bugs. And finally, the F-word appeared. To quote one playtester: "For the first time, I caught myself having FUN mid-fight rather tha…
The build is approved so the release date is set :) I worked on the melee combat, since there was some negative feedback. I hope to catch now better the intent of the player. I added a new weapon. The mace can rupture staggered enemies. So early access there w…
I'm back, and I was also able to get some work done over the weekend. The spawn logic of the enemies has been improved and extracted. A new mode, "Survive" has been introduced, which can now use the new spawn logic. New Game Mode: Survive In Survive, the playe…
Iterated on the pepper enemy and onion enemy. Playtested the game and started creating tickets for the final sprint towards release.As mentioned, I will be traveling for the next two weeks, so there will be no update next Sunday.
I worked on the first level and the ranged enemy AI. Not sure yet if every ranged enemy will have a close-combat attack. I think I also have to give them some control spells, otherwise it's too easy to close the distance. It needs some more testing, but it's g…
Hi,there were no updates because there's not much to tell. I'm working on the levels, there are going to be three of them. First I had to work on the "story" to get an idea of how the levels should look and what their sequence will be. Early Access will includ…
I added a token system for my ranged enemies. Each attacker has to request a token before it can attack. If there is no available token left, the attacker has to wait.This avoids situations where you would have all ranged enemies attack at once. It also allows…
As mentioned, not much happened last week, but this week was quite productive.I finished the "Run-System." So now I can just add the levels and modes I have in mind to the system, and it creates the whole run. As mentioned there will be fixed levels with rando…