Scarred Steel Demo
Last seen
0Sampled 3 hours ago · not a live figure
—of peak
All-time peak
014 Sep 2026
Last seen
0Sampled 3 hours ago · not a live figure
All-time peak
014 Sep 2026
| Published | Kind | Announcement | Build |
|---|---|---|---|
| Game update | Scarred Steel Bug Fix: 23/03/2026 Hey guys, have had various people play and stream Scarred Steel and give really useful feedback to help me fix bugs. I’ve also adjusted combat in the hope of making it shorter and less “tedious”. I also fixed a huge bug which was deleting items and making the game unplayable… I basically had the playerstate in the wrong place (not in the beginning) so saves didn’t have the playerstate when load… | — | |
| Game update | Scarred Steel Bug Fix: 20/03/2026 Hey guys, figured I'd give you an update on what's been fixed: - Added map zoom in and out feature to Kingdom Scene - Cleaned up saving and loading function - Fixed various issues with inventory clearing P.S. If you're finding any bugs in the game, feel free to reach out and share, would be a huge help, thank you. | — | |
| Community | Scarred Steel Devlog #34 - Releasing The Game Tomorrow: Closing Points Hey guys, So, after a journey that started all the way back in June, the finish line is finally here, but I've realized the hard way that making a game look pretty doesn't mean much if the "guts" aren't working yet. In this devlog, you’ll see: · The "Visuals First" Trap: My struggle with prioritizing aesthetics over core logic, which left me scrambling to fix game-breaking progression bugs just… | — | |
| Community | Scarred Steel Devlog #33 - Making UI Improvements & Refining Images Hey guys, So, we’re a little bit behind where I wanted to be, but this week has been all about refining the experience until I have genuine confidence in every single aspect of the game. In this devlog, you’ll see: · The Consistency Struggle: Trying to maintain a consistent look for the main character across hundreds of AI-generated cutscene images without it turning into "AI slop." · UI & Comb… | — | |
| Community | Scarred Steel Devlog #32 - 99% Of The Way There But Delaying Release: Here’s Why Hey guys, So, we are at the 99% mark, but I’ve had to make the tough call to push the release back. It’s a bit of a struggle to swallow your pride and miss a deadline, but I’d much rather deliver a polished, high-quality experience than a buggy launch. In this devlog, you’ll see: · The Big Delay: Why I decided to stop chasing specific deadlines to focus on playtesting and player experience. · B… | — | |
| Community | Scarred Steel Devlog #31 - Images, UI & Testing: The Push For The Release! Hey guys, So, we are officially seven days away from the full release of the game, and the pressure is definitely starting to set in. In this devlog, you’ll see: · Battling "blind spots" as a solo dev, I've been so deep in the code that I realized new players might have no idea how to track their progress with council members. · Finishing all unique combat action images and mechanics! Instead o… | — | |
| Community | Scarred Steel Devlog #30 - Game Approved! Adding New Items & Combat Actions Hey guys, With the full game officially approved and just two weeks until launch, it’s all about polishing and making sure everything feels right. In this devlog, you’ll see: · Updating and rebalancing the kingdom scene, the core part of the game, while figuring out if the story pacing and difficulty (easy, normal, hard, nightmare) feel fair, especially with no traditional healing potions and m… | — | |
| Community | Scarred Steel Devlog #29 - Demo Updated… Fixing Bugs Along The Way Hey guys, So, after getting the demo updated by Thursday, I realized there was still a lot more work left to do. In this devlog, you’ll see: Running into a surprisingly large list of bugs and clarity issues after friends and family playtested the demo. Successfully updating the demo, gathering detailed feedback, locking in an art style for weapons, armor, and items, and planning major improveme… | — | |
| Community | Scarred Steel Devlog #28 - Updated Scarred Steel Demo Incoming… Hey guys, So, after spending the week refining the kingdom scene, my main focus has shifted to finally getting an updated demo out. In this devlog, you’ll see: · Spending the week polishing the kingdom scene while juggling the pressure of fixing an outdated demo that no longer represents the game well. · Making solid progress refining the kingdom scene, updating images, and reworking the demo c… | — | |
| Community | Scarred Steel Devlog #27 – What we have left before releasing Scarred Steel Hey guys, So, as we get close to the end of January, this week has been all about pushing hard to get the game ready for release. In this devlog, you’ll see: Finishing and refining the kingdom systems, including location functions and making sure everything spawns correctly on the map. Tweaking and polishing core content, with plans to refine Acts One, Two, and Three for the demo and final rele… | — | |
| Community | Scarred Steel Devlog #26 – The Discovery Of Nano Banana AI Hey guys, So, last devlog I was really worried I’d be running out of time, but discovering Nano Banana AI has completely changed things. In this devlog, you’ll see: Struggling with creating around 80 consistent combat stance images for characters and worrying about how long it would take. How I used the Nano Banana AI image model to rapidly generate consistent static and attack stances for all… | — | |
| Community | Scarred Steel Devlog #25 – Running Out Of Time For The Release Hey guys, So, this week has been all about realizing I’m genuinely running out of time to get the full game ready for release. In this devlog, you’ll see: Running up against tight deadlines and the pressure of a January release after already pushing it back once Major progress on core systems like the combat scene (nearly finished) and the kingdom scene, with testing and refinement still underw… | — | |
| Community | Scarred Steel Devlog #24 – Progressing The Game Rapidly With Cursor Hey guys, So, getting back into development after the holidays meant wrestling with a lot of UI setup and refining systems that weren’t quite behaving as expected. In this devlog, you’ll see: Building out all the district panels and realizing several functions weren’t behaving exactly as described, which led to a lot of refinement and tweaking. Creating individual location functions for areas l… | — | |
| Community | Scarred Steel Devlog #23 – Wrapping Up The Kingdom Scene & Locations Hey guys, So, this week I found myself buried under a massive backlog of cutscene images that all still need to be made. In this devlog, you’ll see: The sheer scale of having at least 120 cutscene images left to create, all while making sure they’re actually good and visually represent seven different council storylines. Big progress on the kingdom systems by switching to Cursor for coding, whi… | — | |
| Community | Scarred Steel Devlog #22 – Enemy Abilities & Activity Life Update Hey guys, So, this week has been all about improving enemy AI and figuring out how far I can push the game’s difficulty systems without completely breaking things. In this devlog, you’ll see: – Reworking enemy logic by adding an influence-based debuff system tied to the seven council members, plus a new “decree” ability that triggers once influence gets too high – Implementing permanent, scalin… | — | |
| Community | Scarred Steel Devlog #21 – Speedy Enemy Patrols On The Way Hey guys, So, this week the big focus was getting enemies to patrol properly instead of rocketing around the map like a medieval pinball machine. In this devlog, you’ll see: Enemies initially sprinting uncontrollably around the map before the patrol system was fixed Progress on enemy node movement, proper node spawning, and early work on the kingdom stability system The chaotic moment where ene… | — | |
| Community | Scarred Steel Devlog #20 – Incoming Map Expansion & Random Events Hey guys, So, this week was all about realizing the map needed to be way bigger and dealing with the chaos that came with that decision. In this devlog, you’ll see: Figuring out how to let the player actually move around a map three times larger, especially the messy right-click movement system that took far longer than expected. Expanding the entire travel system, adding reactive nodes like en… | — | |
| Community | Scarred Steel Devlog #19 – Huge Upgrade to the Kingdom Area Hey guys, So this week has been all about massive updates to the Kingdom Map , adding new districts, designing unique buildings, and figuring out how to make each area feel meaningful and alive. In this devlog, you’ll see: • The struggle: trying to create seven district images in a consistent art style while still making each one feel unique and tied to its Council member • The progress: buildi… | — | |
| Community | Scarred Steel Devlog #18 – The Kingdom Map Finally Came to Life Hey guys, So, this week I finally got the Kingdom Map to actually come alive and start functioning, after having no clue where to begin . In this devlog, you’ll see: · The struggle of getting territories, movement, and hover effects working without breaking everything · How I built the Kingdom Map system, added territory selection, glowing hover effects, and made the player piece move between r… | — | |
| Community | Scarred Steel Devlog #17 – A Story-Rich Game With AI Is Hard. Hey guys, So, making a story-rich game with AI turned out to be trickier than I thought, especially when every decision you add multiplies the amount of cutscenes, dialogue, and images you have to make. In this devlog, you’ll see: · The struggle of balancing story branching with production time , making sure decisions actually matter without creating endless content loops. · How I’ve been build… | — | |
| Community | Scarred Steel Devlog #16 – Expanding The Story & Cutscenes Hey guys, So, I’ve just got back from my holiday, and this week, I’m diving straight back into building out the story for Scarred Steel. In this devlog, you’ll see: · How I’m structuring all seven Council Member storylines, each with their own cutscenes, dialogue, and visuals · The approach I’m using to build them efficiently, while keeping player choice and replayability · My updated timeline… | — | |
| Community | Scarred Steel Devlog #15 – The Plan For The Full Game Hey guys, So, after finally releasing the demo, I’m now shifting focus toward building out the full story, and this is where things get really creative (and slightly chaotic). In this devlog, you’ll see: · The process of outlining Acts 4 through 10 and figuring out how the rest of the story will unfold. · How I’ve been remaking all the character portraits and combat stances in higher quality us… | — | |
| Community | Scarred Steel Devlog #14 - Demo Complete… Now What? Hey guys, So, we’ve officially released the Scarred Steel demo! This devlog might honestly be the most painful one I’ve ever recorded — because the final push for this demo was brutal. The last 7–9 days were full of 8–12 hour sessions, nonstop bug fixes, and late-night uploads (the last one was at 2 a.m. , just to meet the Steam Next Fest deadline). It’s been a mix of fun struggles and endless… | — | |
| Community | Scarred Steel Devlog #13 - The Finishing Sprint For The Demo Hey guys, So, we’re 244 hours into development, and with less than a week before submitting the demo, it’s been a wild mix of excitement, exhaustion, and endless debugging. It’s been a mix of fun struggles and endless errors, but also exciting progress along the way. In this devlog, you’ll see: · How I wrapped up Act 3 and pushed through the final stages of Act 2 — including building out the To… | — | |
| Community | Scarred Steel Devlog #12 - Fixing My Game’s 2nd Ugliest Screen Hey guys, So, my combat scene looked bad . Like embarrassingly bad. And I had just a few days to turn it around before the demo deadline loomed over me. This is my first ever game and I’ve decided to build it with AI because I have zero coding experience. It’s been a mix of fun struggles and endless errors, but also exciting progress along the way. In this devlog, you’ll see: · How I wrestled w… | — | |
| Community | Scarred Steel Devlog #11 - Fixing My Game’s Ugliest Screen Hey guys, We’re now about 177 hours into development , and the big focus this week has been fixing my awful-looking UI . Honestly, it looked terrible before, and I only just realized I should probably be using references from other games to guide me. In this devlog, you’ll see: · The struggle of remaking my UI from scratch after realizing how bad it looked · Progress on the new Victory Detail P… | — |
Announcements are the developer’s own posts to the game’s Steam news feed: updates and their patch notes, in-game events, releases and sales. The important ones are marked on the players chart.