Repel the Darkness Playtest
Playing now
0+0 vs. yesterday
—of peak
All-time peak
07 Sep 2026
Playing now
0+0 vs. yesterday
All-time peak
07 Sep 2026
| Published | Kind | Announcement | Build |
|---|---|---|---|
| Game update | Auto Save and Steam Cloud Highlights · The game now saves all progress automatically mid-level so that you can quit and continue at any time. · The game now supports Steam Cloud, i.e. your save games are automatically synced to Steam. Quests · The first tile of each level can now be placed on any neighbor of your base instead of just the first quest's spot. · Added a preview of how quests change during tile placement. T… | — | |
| Game update | Rebindable Shortcuts and Settings Menu New Content · Extended the settings menu · Added rebindable shortcuts · Added a pause mode UX & QoL · Added a full settings screen with Game, Graphics, Audio and Controls tabs, available from both the main menu and the pause menu. All changes apply and save instantly. · Added rebindable shortcuts: every action in the Controls tab can be remapped, with any number of bindings per action, includin… | — | |
| Game update | Guiding Light New Content · Added a new augment "Guiding Light" to the Base. Monsters · Prevented a frustrating situation where one ranged Nightpiercer could make you lose your game. From now on, ranged monsters advance toward the base between attacks instead of standing still at maximum range forever. This way, instead of losing the match because of one Nightpiercer, the player only gets taxed a few attacks… | — | |
| Game update | Automating Automatons New Content · Added one new tile augment to Perch. Monsters · Improved the monster spawn algorithm to further reduce bad RNG. Tougher monsters tend to appear in later rounds, e.g. ranged Nightpiercers no longer appears in a level's earliest rounds, where no unit could reach it. Also, in late rounds monster spawns tend more to spawn 360 degrees around the base. Units · Automatons can now spawn o… | — | |
| Game update | The Synergy Update Highlights · This update puts the run in your hands: strategy and synergies decide the outcome. · Unit deck building now shapes a run identity: every unit type is available from the first level, and each unit reward permanently adds an augment to one of your unit types. Your picks accumulate into strategic depth, countering the ever-growing monster deck. · I deliberately left the new content un… | — | |
| Game update | Improved Path FInding Path finding is now way more intuitive and plausible. · The path preview when hovering over a monster spawn or monster is now always exactly the path that the monster will take. · Non-swimming monsters and units are now properly never going through a River. · Guards now preemptively intercept monsters to reduce the frustrating situation where Guards don't catch monsters walking over their tile. | — | |
| Game update | Roguelite Deck-builder Update Highlights · Added roguelite runs . · Added run-persistent unit & monster deck-building . · Added run-persistent perks . · Added augments for units and monsters. · Added an ascension ladder. · Added a Compendium . Monsters · Reworked the monster spawn algorithm. Each MonsterSpawn now always spawns the same monster type. · Reduced the max monster count per spawn by 1, so more spawns activate and… | — |
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.