Status
SteamPeaks
ChartsSalesUpcomingPatchesNewsCalculator
New on SteamEvery app, DLC and depot the minute Steam creates itAppsEvery app on Steam, newest change firstPackagesSubs and bundles, and what each containsDepotsDepots, manifests and install sizesTagsSteam's user tags and the games under themDevelopers & publishersCompanies and their cataloguesTechnologiesEngines, SDKs and anti-cheat found in the filesChange historyEvery PICS changelist as it lands
SignalsNineteen readings of the whole catalogueCompareAny games side by sideRecordsAll-time peaks and the days they were setReportsWeekly and monthly write-upsAlerts & newsroomWatch a game, get told when it movesSteam statusIs Steam up, right nowWeb API explorerTry the endpoints in the browser
NewsSteam's own announcements and the sales calendarCalculatorWhat a Steam account is worth, and its pile of shame
/
Sign in
/
SteamPeaks
The ultimate resource for Steam data.
ExploreChartsSalesSales and festsUpcomingPatchesNewsRecordsTrendingSignals
DatabaseAppsPackagesDepotsTagsDevelopersTechnologiesChange history
ToolsCalculatorCompareSearchAlertsSteam statusAPI
SiteMethodologyFAQDiscordSupportSign in via Steam
Not affiliated with Valve or Steam. Game names and artwork belong to their owners. All times UTC.
PrivacyCookiesFair useStatus
Casualties: UnknownNewsSeptember Progress Update
Community

September Progress Update

Casualties: Unknown · published 15 Sep 2026, 13:26 UTC

All newsPlayers around this dateRead on Steam

hello everyone!i've been working on the game slowly but steadily. things are getting decently close to completion by now. here's some of the cool stuff i've been doing

Layers

All the main layers are complete and in a playable state!
i've been trying to make sure that the later layers aren't too brutal to go through, since losing multiple hours of progress isn't very fun. there are 10 main layers, an 11th shorter layer and an optional bonus ending sequence.
i also sprinkled more drill pods around the world and made them easier to use, since runs can get very long.

Characters

There are 3 playable characters!
you can choose between the experiment and 2 other species when starting a run (granted, you have to unlock them first by finishing a run with the previous character). each character has their own stats and unique gimmicks, and each one has their own playstyle that works best. replayability!!!
i was sure this was going to be one of the hardest parts of the game to get working, but alas, each character took me no more than a couple of days to get working fully!its also possible i'll add more characters post-launch, but that's a big maybe and only if i feel like it—don't count on it !!

Achievements

steam achievements will be a thing on release!
there's currently over 30 of them, but that might change with updates as i get more ideas for them.
i'm trying to make sure that none of them are too grindy or frustrating to get. you can bounce ideas for them in the post's comments, i might like the ideas for a couple of them!!

Prosthetics

losing limbs is no longer permanent! (it could even be an upgrade!)
the game has a simple prosthesis system now. there are 3 tiers of prostheses, with the last one being a direct upgrade to your normal, fleshy limbs.
the system is rather simple, but it does have a couple of its own unique mechanics—repairing and maintaining them is different from healing normal limbs. as a bonus, you can now lose both legs at once! i assume people will expand upon this system with mods, which will be cool to see

Other noteworthy stuff

  • the game should be a little bit easier as a whole. some traps are more clearly telegraphed, certain injuries are less debilitating, combat is less finnicky. you'll probably have a better time compared to the demo

  • there's a bunch of small QoL stuff. the lockpicking kit works from anywhere in your inventory, wood block drops are more consistent, amputating limbs is easier, brain damage is not as punishing

  • you can beat the game now. in a couple of ways, in fact. cool, right? there's still more work to be done on the endings, but as of now i think they're pretty neat

What now?

i'm still aiming to release this game later this year. remember to wishlist it, number go up is good!!also, here's a little sneak peek of a new track, with two variations:


stay safe and byebye!!! - orsoniks

More from Casualties: Unknown

Other announcements

All news
In-game event17 Aug 2026Simplified Chinese has been added to the demoHello everyone, Simplified Chinese is now officially supported in the demo. The translation was made by XiaoCai, Akiras, Lio_FX, Lexic, AlCl3. Thanks to the following predecessors for their contributions in past Chinese Simplified localisations: MonXi, Ying Yue Yan YUN, Goren, JiYv, Yi Jin, Black Moss Black_Moss, 7.62X51mm NATOm1185lr, Nanfeng Deng, floppy disk, SLLLLLLLLUG, a CAT named Mango,…Major update4 Jun 20267.0 Demo Update - Difficulty Modifiers, Settings, Item Labels, QoLADDITIONS - Reworked run settings menu, with multiple presets and a lot more options to configure your run to your liking - A full settings menu - Actual pause menu - Reworked jumping physics - You now only jump when space is pressed down once, instead of auto-jump when held down - You can, however, buffer jump inputs to still get frame one jumps - Walljumps now have coyote time, so you can sta…In-game event23 Apr 20266.1 Demo Patch NotesADDITIONS - The two advanced courses are now locked behind layer requirements, reach layer 2 for First Aid, reach layer 3 for Crafting (so new players dont spend an hour straight on tutorials - it's meant to be a knowledge fill after you already felt out the basics) - You can skip through the first part of the First Aid Course by barking - E-PDAs give 50 INT experience when read for the first t…