MegaQuest Playtest
Last seen
0Sampled 5 hours ago · not a live figure
—of peak
All-time peak
011 Sep 2026
Last seen
0Sampled 5 hours ago · not a live figure
All-time peak
011 Sep 2026
| Published | Title | Build |
|---|---|---|
| hiccups, this is the right build i think. sorry things are a bit rusty, the playtest should be solid by monday i hope. | 25258166 | |
| Playtest re-activated. We are preparing a new demo for ~October 17th. We will be part of the Game-A-Con sale. After that we are really focused on production. the demo target after that would be our next fest candidate for February. So something super solid at the end of January. Your feedback is very important! More updates will be rolling in again very soon. | 25257802 | |
| steamdeck demo build working hard to get something that looks and feels good on steamdeck... and i think we are in the high 50s which is great considering it tops out at 60 hz. turns out it was cloth, and i think i tried to turn it off before but you have to switch off a bit harder. as a result the monks robe got messed up, so i had to remove them temporarily, i might enable cloth for desktop because it flies in fp… | — | |
| 1/14 tuning/polish sorry if things get very frequent, i would disable auto-update or anything like that. im tuning to cut some video for the steam trailer slot and i get a lot more picky after doing that.. etc.. mostly increasing visual communication. | — | |
| 1/12 Demo (mostly complete) This demo has almost everything I wanted in it. The rest is just more polish and fixing as we encounter issues.... probably would be good to address some usability and flow with the weapons too. Spoiler alert..... there is a "good ending". If you are clever you should get it in about a minute.... If you are thorough it should be about 10 mins to get it... If you play "normally" you will get the… | — | |
| 1/11 Demo Update - Moves player start... - Minor Tuning I think we are getting much closer, I noticed a lot of polish level bugs going on and I need to add some new dialogue trees and stuff, but I really like the feel of this demo, so I think Thursday is still do-able. There is a chance that I hold off the release to amplify it in an event... if we get in. Otherwise I don't see a reason to hold back. I think th… | — | |
| quick demo update bugs/polish/etc ... updated sounds, formatting, tuning... we are on track for something probably on thursday-ish. more of these updates coming but might be more silent, i think the boss fight feels good, simple, clean... it now feels maybe too short, but I am thinking of fun things to add back in... traffic doesnt really spike or go viral for us so its safe to make more changes over time too.. | — | |
| New Demo - Playtest a rough draft of the new demo. activity will be up again this week for this new demo. the goal is a demo thats about 5+ minutes to encourage more people to actually play it.... it is a more concentrated approach. i think it will be much better. let us know if you like it! its just an opening narrative and boss fight, its to setup the game and is more of a playable trailer... or that is the hope! | — | |
| 11/17 - update this update continues to focus on performance... - some effort to improve perf (fixing assets, lighting etc...) - cosmetic bug fixes - colored pots puzzle logic in place - water hazards implemented upcoming - we need to fix the dialogues and add some new ones - quests/progression - improve combat - implement boss - more props, more attention to color - more biome specific goodies - exit zones t… | — | |
| 11/15 - daily build update - some bug fixes with lizard combat - night sky added - fix regarding death animation - some perf/quality fixes to meshes/lights its still pretty much half baked... but its definitely getting closer namely i need to implement all the quests/update the dialogues/ and set up progression/blockers. art-wise id say we are around 80% the goal is to have a scheduled play test at the end of the month w… | — | |
| 11/14 - Temple Redo (Preview) A very early build of the lizard temple redone with new assets. The old one wasn't up to par so we are trying again. This is very incomplete and the playtest branch will be more active for the next month. Our goal is to have the new level ready for real testing around 12/1 so feel free to hold out, also the binary is now super big because theres a lot of levels in there but you need to hit "/ "… | — | |
| new sound track! the lizard temple music for the level and boss fight are now in place.... nothing is ever final til we ship, so we'd love to hear your feedback! thanks for hanging with us! | — | |
| 9/27 - Playtest for IGDA SD This build has a bunch of levels, they're mostly empty/incomplete but I wanted to have an open world for the demo and easily be able to put it on other machines if needed. | 20153003 | |
| 9/2 - bug fixes, new items - mana regen ring @ +10% - hp +50 ring - talisman necklace (key) - shoes (3x jump + dash + slide; immunity to swamp water + 10% armor)... - dual axes - new ancient turtle npc (quest giver) some portal rearrangements and bug fixes especially with projectiles.... things are feeling pretty good, i still have to fix the map+quests and plan out the adjacent levels/biomes... there are some promo even… | 19824822 | |
| 9/1 bug fixes, dual axes of the wynd added. so the snake warrior now always drops, if you do not have it yet. dual axes of the wynd... this is a nod to helen of wyndhorn, an awesome book! the courtyard gate requires that you find the lizard talisman and equip it to enter that area... more work on completing the level and filling it with nicer rewards needs to be done, i was aiming to be complete today 9/1 but its probably going to be a b… | 19814532 | |
| Lizard Temple Map 8/31 Hey! It's been awhile.... the demo is out and is public. the playtest is going to ramp back up as we make new levels. and will be invite only and if you're already a playtester youll still have access, and thanks for helping us out! this is still a super early build, the map and quest systems are not working anymore and need to be re-built.... so that's going to get fixed up soon. some of it is… | 19806051 | |
| 7/24 - Project Update Hello! I know there has been a lack of updates for about a month or two. The project is just not moving that much as we prepare for the demo launch. The open signups for the playtest is closed. Everyone who has access, is still in, please continue to help! It's very much appreciated. Moving forward, we plan to drop the demo proper on August 5th. This playtest is the same as the demo and althoug… | 19344171 | |
| 6/27 - Locked Chapel Back Door One of the biggest sources of complaint is when players ignore the Main quest line directions and go straight out the back door believing that is normal progression, when it is meant to be quite difficult and for Vivi to be higher level. Once you know the controls, it's fine, but in the first 2 mins you will not. So that area is gated by the same yellow key that gates progression to the East pa… | 19024836 | |
| demo updates - added a title track to the main menu - also quicker access to the control map Vilakshan's new music is so great! I am so happy to have collaborators who are so talented. Everything about the project is moving in the right direction imho and the demo is going to really shine. The steam release is scheduled for 7/22. I might soft launch it earlier to get some feedback, but this launch is really… | 18992864 | |
| 6/21 - Convent (Demo) Map Updated All the new rooms are updated, the image should be a bit clearer now too. The map system in general is not good, needs to be re-done, but I am pushing that to post demo. Sorry things have slowed down, I am doing more behind the scenes stuff in prep for the demo drop. It's moved again, probably will come out in a month. Maybe a soft launch on a different platform. I'll keep you all up to date. M… | 18952711 | |
| 6/18 - small balance/geo changes to cemetery/swamp area i wanted to make this area difficulty gated but a lot of people, especially non-english players probably don't read the main quest line and go straight towards it and leave a bad review... so i just nerfed the health on everything so theyre not damage sponges vs the intro dagger... the point of the demo is to never be punishing but a demo, to get a feel for the game. so chances are a lot of the… | 18911345 | |
| 6/17 - testing some changes for perf i'm testing some geometry changes to help out perf. | 18896123 | |
| 6/15 - more bug fixes, portal change tightened up a lot of small bugs.... fixed up some stairs, hammer tuning, back handler on the new quick loadout menus, etc... the port spell and respawn has changed to use the last touched portal instead of the "closest" which was straight line distance... i think this makes more sense. unless i implement some kind of Manhattan distance... which the game isnt really setup for right now. there a… | 18873223 | |
| 6/14 - SFX slider in options the sound is kind of a weak point in the game right now, to be honest after moving everything to WWise the sound got neglected for many weeks now. a request for a slider to adjust the effects is now in place so players can adjust the levels on their own, but the main culprit is that some sounds are just louder than others and I need to get things to be consistent for even the volume slider to b… | 18867367 | |
| 6/13 - Quick Access to loadout menus A very frequent request is to make changing spells faster... + Loadout menus can now be quickly accessed through the d-pad - up = weapons - left = shield - down = spells - right = range - this has been added to the controller map screen in options as well. + Dialogue UI swaps Z-ordering so characters no longer block text visibility About halfway through the feedback requests... more changes soo… | 18861388 |
| Date | Day | Time | Patch title | Build ID | Branch | Depots | Download Δ |
|---|---|---|---|---|---|---|---|
| 11 Sep 2026new | Fri | 16:46 | hiccups, this is the right build | 25258166 | public | 1 | — |
| 11 Sep 2026new | Fri | 16:31 | Playtest re-activated. | 25257802 | public | 1 | — |