- 0.8.3 Patch - 7 March 2026
Well, hello there. It's been a while, hasn't it?The game is still here and still worked on very actively.There are some huge improvements coming soon but more on those another day.Today, there isn't much in terms of new things. But I felt, I wanted to drop in a little improvement, either way.So, here. Have a look:Fixed Deflex Mesh modifier granting invulnerabilityFixed mods chosen after a teleporter was used not being persisted into the next stageAdded some flavour dialogue, to help guide new players towards a goalRemoved exit teleporters. You will have to survive at least 3 levels to the boss and beat them, to make it out alive now.Changed something after the boss chamberAnd that is really it for the patch. There is more to come. And more information on the game and where it will be going and how fast - or slow :)Y'all have a fantastic weekend now!Cheers
- Patching a Unity runtime issue - 3 October 2025
Firstly: You have not been at any risk from any Unity based game you might have installed.Unity, which is the Engine Liha uses to operate, has identified and fixed a security vulnerability in their platform specific runtimes. That's the thing that makes the games run on your particular machine.They have provided ways to patch it and iterated there is no evidence that suggests it has been exploited at all, up to this point.So nothing immediately nefarious going on.But here's the fix anyway.On a tangential note:Currently neck deep into paperwork. Once finished, I shall delight y'all with another patch that contains actual changes.Cheers,Van Hohlsinn
- A Patchy Monday - 11 August 2025
Hello folks!Here's a little patch I felt is quite okay to release right away.In it, I have updated the Engine in order to make some changes happen that deal with rendering the game. Boring stuff. But the bottom line is, there might be some performance gains in it.The auto-aim was improved dramatically and now comes as a form of sticky crosshair.You can use the strength slider to decide how much you want this to be noticable.Or turn it off, of course.It makes playing with a controller a lot better though.Also: Questmarkers. No more rummaging about the place to find what you need.So here's a quick overview of this random assortment of patch points.Auto-Aim is now a sticky crosshair instead of the abomination it used to beAdded an epic-level modification that grants invulnerability while a ship ability is activeAdded quest markers Fix steam overlay causing rendering to break fiercelyImprov…
- Another Biggie Part 2 - 2 August 2025
Hey folks!Here's another one for you over the weekend. Because updating a game on a saturday is the absolute right thing to do.You could say it's the part two to the last update in terms of mechanical changes.Basically you can now level up your fleet of ships (all 2 of them!) by upgrading your hangar.How you would do that? Why, I'm glad you asked.You are now extracting stuff again. I took the liberty to consolidate all the different things that existed to one. It's called "Junk".And that's what you get out of your runs.With it, you can level up the hangar. In the full version of the game, new maps will be, among other things, locked by hangar level.The progression curve of how much Junk you need to upgrade further might be a little steep at this point but you'll get the first 10 levels easy.Other than that, there have been some slight improvements to the main menu, I think you might enj…
- Another Biggie - 24 July 2025
Hello folks!It's time for another update. I believe I said I probably won't do the big ones anymore. I guess I was wrong. This is certainly a package with a lot of changes. So lets unpack.Lets start with the core loop changes.I moved pre-run equipment into the run. Flesh boxes will not drop Mod Bots you can collect. From those you can equip stuff and upgrade ship stats.Random scavenger encounters have been moved into extra boss rooms that you can visit on purpose. If you dare. The boss will drop parts for their ship, you can unlock this.That is a pretty massive change to the core loop, yet again. But one for the better, I do believe. There is still work to do but I'm getting there.Okay. There is a number of other changes. Lets see what we have here.Deleted weapon jamming and engine failure mechanics.Scaled damage numbers (for the looks but also to give a greater meaning to the upgrades…
- The Gun Update 1 - 2 July 2025
Hello folks!It is I, Van Hohlsinn. And I bring you todays update.It comes with 2 new guns that you can find throughout the run and some changes and improvements to the game.Lets take a look!The new weaponsThe Arc WelderA gun that can be found in deeper dive levels that will zap its projectiles through multiple enemies and cause damage this way. It is perfect to lighten dense crowds of enemies.The BoomerWhich does not mean that I added a person or something. It's another gun. And I kind of made it just for me. Because I can't aim, you see. And with this gun - I don't need to aim.In fact, it is a lot better to shoot anywhere but at the enemy.Projectiles will bounce off walls and hit enemies this way. The damage will increase with each bounce, if you can manage to land hits after multiple bounces!Bounced projectiles also will knock back enemies.Gameplay changesPeristent weaponsWeapons will…
- The Tactical Update Part 4 - 6 June 2025
Hello and welcome!Today I'm bringing you the last part of the Tactical Update. Lets see what I have this time.Unlockable shipsThe demo comes with one unlockable ship. The Little Clanker. It's a heavy ship and plays and feels very different from Mothrust or the Junker.By diving deeper into the levels, you can encounter enemy scavengers and get parts to build Little Clanker from.Ship AbilitiesShips have special abilities now.They can be toggled on and off using the F key on your keyboard or the Y key on your XInput compatible controller. Or whichever key you might want to map this to.Mothrust now has the ability to use a nitrous boost to become insanely fast.Little Clanker has the ability to ram into things and damage them.Anything you can shoot, you can ram.Technical NotesIf you have played the demo already, you will probably need to go into the control scheme options and check that the…
- The Tactical Update Part 3 - 27 May 2025
Hello again! It's time for the 3rd part of the tactical update. This time around I have balancing changes and a more rounded dive experience for you. Lets have a look. New Runs: I have changed the way, runs work. There is now a notable progression in each of them, that should make it easier to find your way around and make a more informed decision if you want to keep diving deeper or leave the run with what you got. The "rare artifacts" - also known as temporal damping units - have been repurposed. You still collect them from cracking flesh boxes and clearing rooms. (More activities in the future!) Now you will need them to be able to dive into deeper levels of the anomaly. With each level, the map will become more complex and the enemies plenty. In a future update, these deep levels will be the place to hunt for new ships! I know. It seems like a fairly important feature. And it will c…
- The Tactical Update - Part 2 - 30 April 2025
Hello again, folks! Today is the day for a new demo update! It is another step towards finishing the Tactical Update. It also seems like the game is taking a turn in the rougelike direction. But see for yourself. This update, in particular, brings a revamped AI, rebalanced loot drops, a new pre-dive UI, new enemy units and more. Here, have a changelog: Improved enemy ai They will make an effort not to shoot through walls They will get stuck a lot less Units now organise themselfes in squads and share targets and squad leader locations New internal AI logic (it plays about the same but I can sleep better at night, now) New enemy types Factory units (they spawn support drones for their squad) Shield Leech units (they steal your shield and transfer it to a squad member) Tank units (they fly in between you and their squad members) Infested units (they shoot infested ammunition that can temp…
- The Tactical Update - Part 1 - 1 April 2025
Hey folks! I have been hard at work this past month to change the game around a little bit. I felt the pacing just wasn't right and the overall depth wasn't where I wanted it to be. So I devised a plan, as one does in such scenario. Turns out, it's so much that I can't put it all in one update if I don't want you to keep waiting for yet another month. So I decided to go and do this in parts! The whole thing is called The Tactical Update and aims to improve the depth of gameplay by adding support for different play styles and re-designing the gameplay loop to make anomaly diving more diversified and fun. And that brings me to the contents of todays update. It lays the groundwork for all the things to come while also bringing something new to the game. Lets dive in. Core Loop Changes A dive into an Anomaly is now centered on getting as much loot out of there as you can possible get. With…
- Liha Patch 0.6.2 - 28 February 2025
Hello! I received some feedback and, thank you! Here comes an update to the demo that brings a couple things and fixes to make the game more enjoyable. Didn't manage to squeeze everything in, that I think is important, but since this build contains a very important bugfix I wanted to get it out before the weekend. Improvements: * Fixed player receiving double damage * Resized Storage Room B * Moved some spawn locations for infested lootbox guard drones to prevent them from getting stuck too much * Opening minimap pauses game * Ascending and descending now aligns to player instead of world orientation * Added option to turn off auto-leveling the ship * Added manual banking. Q and E by default, sensitivity adjustable via options * Added FOV slider * Via the options it is now possible to change the input bindings And that's about it for this update! On the roadmap (which will be also in th…
- Liha Demo is OUT! - 27 February 2025
Hey folks! It feels like an entire century has passed since I announced the demo. And yet, it has just been a couple of intense weeks. That’s time for you. But it is done. The demo releases. And it releases now! You can go right to the store page and install it. I managed to sneak in a secondary main objective into the game on last minutes notice. Which was of course the right thing to do ... yep. You will have a chance to lure out and destroy an enemy scavenger! But, after a long time, it's finally ready and I'm going somewhere with this game! It’s different than what it started out as. But it’s amazing. Don't forget to post issues and/or ideas in the community hub and leave a nice review if you like Liha!
- Demo coming soon! - 28 January 2025
Hey folks! I'm in immense excitement right now. Today is the day that you will find out when the Demo of Liha releases and you can finally play it for yourself in all of its glory. It’s the 27th of February! It's going to be awesome, getting the game into the hands of more people and see what they make of it. Been looking forward to that for a loooong time. The concept has changed over the past months since Liha was first announced. Don't worry. It's still mind-boggling upside-down shooting action and you'll get to listen to some stomping beats. Most notably, I would say, Liha now sports pretty procedural dungeons and for each place, you will be able to select a dungeon size. The Demo will have one place, or Anomaly, as they are called. The Bunker. In case you haven't already, wishlist Liha now! And until February, enjoy this trailer for a sneak peek of gameplay!