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
Little Devil PlaytestNewsLittle Devil Update 0.0.5: A New Way Hell Gets Built
Major update

Little Devil Update 0.0.5: A New Way Hell Gets Built

Little Devil Playtest · published 7 Aug 2026, 21:14 UTC

All newsPlayers around this dateRead on Steam

Little Devil - Update

A big one this time. The core of this update is a complete rework of how levels get put together, plus a stack of bug fixes that were long overdue. Let's get into it.

Level Generation Overhaul

Rooms used to be hand built, every enemy placed by me, one at a time. That doesn't scale, and it meant every playthrough of a given room felt the same.

Rooms are now assembled procedurally, based on two things: room size and enemy difficulty. Bigger rooms can support more enemies, or fewer high threat ones. Difficulty also scales the closer you get to the exit of a floor, so things ramp up naturally rather than feeling random.

Spikes and turrets now follow the same system. Rooms roll for hazard placement independently, clustered so they read as an intentional danger zone rather than randomly scattered spikes. Turrets space themselves out so you're not just facing a wall of overlapping gunfire.

Enemies now arrive through portals rather than just appearing. A few portals open, enemies trickle out, and then the portals close. It looks better, and it gives you a beat of warning before a room gets going.

While all this was in the works, enemy behaviour got a pass too. Ranged enemies will now actually use their range, rather than sitting still until you wander into melee distance. Melee enemies without a ranged option will now close the gap instead of idling. Camping at the edge of a room is a lot less viable than it used to be.

Visual Updates

- New CRT filter, tuned for better clarity without losing the retro feel

- General lighting pass across rooms and scenes, since a fair amount of detail was getting lost in the dark

- Traps now have a subtle glow around them so they're easier to spot

- Minimap room icons recoloured to a warmer gold tone, much easier to read against the dark map background

- A proper loading screen, instead of levels just appearing

Feedback Improvements

- A new on-screen indicator when you lose an item, so it's clear what just happened rather than just noticing your inventory changed

- Death screen now shows a killer-specific quip and icon for whatever got you, rather than a generic message

- Optional auto coin pickup, with a magnet effect that pulls nearby coins toward you (off by default, toggle it on in settings if you'd rather not manually grab every coin)

Bug Fixes

- Fixed a serious bug where some enemies would die visually but never actually clear from the room, leaving doors locked

- Fixed enemies occasionally becoming completely unresponsive after being reused (not attacking, no collision, nothing) - this took a while to track down, deep pooling issue

- General stability improvements around enemy spawning and room transitions

There's also been a fair bit of work going on behind the scenes on the development side of things that isn't really player-facing yet, but keeps things moving in the right direction.

As always, thank you for playing and for the bug reports. This update in particular came from a lot of "wait, that shouldn't happen" moments during testing, so if you spot something odd, let me know.

A full State of the Game post covering everything else in progress will follow shortly.

More from Little Devil Playtest

Other announcements

All news
Game update9 Sep 2026Quick update for Version 0.0.8!Hello everyone, Michael here. This is a very quick set of fixes based on testing just done. Thin Imps Death Quips have been put in. Fix for door transition on one of the rooms. Fix to the UI for Curse Nope and Boons. Have fun on the Playtest everyone!In-game event9 Sep 2026Little Devil — State of the Game: August 2026Weapons now combine, One Hit Wonders split into Boons and Curses, cleanses removed, Thin Imps join the roster, and Furnace Tracker composing begins in earnest. Welcome to the Little Devil August 2026 State of the Game update! Hello everyone, Michael here. This one’s a big system month. Two of the game’s core loops, weapons and status effects, have effectively been rebuilt from the ground up. Le…Major update8 Sep 2026v0.0.7 Update — Live NowQuick one to let you know the update is out. This is a big one under the hood, here's the gist: · Weapons now combine. The old system's gone, replaced with a proper two-slot combination setup, so you can mix and match for new effects. · Boons and Curses replace One Hit Wonders. Boons are permanent passive upgrades you build toward. Curses come from enemies and can be removed if you know where t…