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Prometheus WeptNewsValley of Wrath Update Out Now!
Major update

Valley of Wrath Update Out Now!

Prometheus Wept · published 15 Sep 2026, 18:48 UTC · build 25305449

All newsPlayers around this dateRead on Steam

TLDR: The conclusion of act 1 and the first section of act 2, the Valley of Wrath are live. The world map for act 1 has been reworked, a new enemy type and four new items have been added. Finally, a number of bugs have been fixed. I'm really interested in getting more feedback to improve the game, so let me know if you're curious and end up giving Prometheus Wept a try!

Hi there-

I hope you're doing well! As promised, here's a more in-depth look at the recent update(s). The main addition is the Valley of Wrath. Comprising four derelict cityscape maps, this area is inhabited by Smombies, former humans, maintained in a bizarre half life by corrupted tech implants. Here, you must navigate a gauntlet of undead conspiracy theorists, prank video makers, political extremists, supplement shills and more! This new section adds ~90 minutes of play-time to the game.

Help or oppose these explosive wielding Smombies in their plans to blow up a wireless antenna? Your call!

Leading up to your arrival, a well-armed merchant convoy is ambushed and the main bridge is destroyed with explosives. In order for a new bridge to be constructed, you'll have to improve the cohesion of the highly polarised Smombie society. It's possible to do this peacefully, or by facing off against the violent fringes of this unusual, undead civilization.

The motorised convoy was well defended. Take care, or a similar fate may befall your party!

New Enemy Type: Explosives Smombie

In addition to flinging home-made explosives, this undead bomber shakes things up some, by trying to close in and self destruct their bomb-stuffed backpacks. Most cover will be immediately destroyed, making you more vulnerable to firearms.

Act 1 Map Reworked:

The map for act 1 has been updated. It was one of the more glaring weaknesses in the game's visual presentation. Thanks to Bassfaceapollo for giving me a nudge on this one. I'd been doing a lot of scripting & debugging for the last few months, and working on a map was a nice change of pace.

Sunny Pines Conclusion:

The connective tissue between the battle for Sunny Pines and the second act is in place. This was time consuming, as many little threads had to be tied up, and there are 4 possible outcomes for act 1, in terms of the faction you back: militia/rebel and the outcome: victory/defeat.

Your choices here don't just result in a different narrative outcome. If you lead your faction to victory, they'll be willing to assist you with troops and supplies, should such a need arise! Further, the finer choices you make here will determine the quality of the outcome for Sunny Pines, which will in turn determine their level of support.

New Weapons & Utility Items:

Victory in the battle for Sunny Pines will net you the game's first energy-based firearm, the Pheonix-1C. This weapon has an infinite ammo supply, does additional damage to mechanical enemies, and can be powered up for a more damaging shot. The downside is that it takes time to charge once it's clip is expended.

Athletic grips can be crafted at multiple quality levels, providing an increasing bonus to initiative. Useful if your battle tactics favour acting before enemies.

Armour Plating and Padding offer increased damage thresholds against blunt force and piercing damage types. Useful for making melee tanks better against firearms, or squishy melee characters more resistant to getting beaten up!

Bug Fixes:

Thanks to everyone who helped out with identifying bugs and providing feedback of late – it's been a massive help in smoothing the path for new players.

  • Fixed an issue causing the cyberspace section of Hec8 Labs to lock. (Thanks, Stan, Shining Hector, Blockend)

  • Fixed an occasional lock when enemy characters perform a throw attack. (Thanks, Vlodril)

  • Fixed newly developed cyberspace scripts not being retained between scenes. (Thanks, Nordom)

  • Fixed a map issue in the militia outpost, which prevented the level from loading. (Thanks Nordom, Blockend)

  • Fixed an issue in COSRA preventing the quest from progressing after incapacitating the gate guards. (Thanks Blockend, Nordom)

  • Fixed a map error in The Abandoned Church, which had a chance to cause the game to lock, requiring a reload. (Thanks, Hawke)

  • Fixed an issue causing melee weapons to be created from the incorrect metal. (Thanks, Nordom)

  • Reloading through the inventory now has an AP cost. (Thanks, Brasidas)

  • Fixed a UI issue which can occur if the player reaches max skill level. (Thanks, Nordom)

  • Fixed notifications appearing in error. (Thanks, Nordom)

  • Fixed text not updating for the cloud shadow setting and provided more clarity in tooltip. (Thanks, Hawke)

Improvements:

  • Better variants of smoke grenades now provide longer effect duration. (Thanks, Nordom)

  • Melee weapon components now display metal type.

What's Next?

In the short term, I'll be around on the Steam forums and Discord, to talk over any feedback and react quickly to any bug reports. It's likely that I'll work on some community suggestions, like auto-loot and recycling, and some of my own ideas as the groundwork is prepared for the next part of act 2.

Again, thanks for your patience and support. If you have any comments, questions or suggestions, do let me know. I hope you enjoy the game!

All the best,

Daithi

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