This Place at the End: An Apocalyptic RPG news collects recent Steam feed items, update posts, and announcements that SteamPulse can associate with this app.
- Steam app typegame
- Steam App ID2631180
- PriceNo longer available on Steam Store
- Release dateMarch 2027
- DeveloperScience Night Studios
- PublisherScience Night Studios
- Parent gameNot available
Genres: Action, Adventure, Indie, RPG
Company pages: Developer: Science Night StudiosPublisher: Science Night Studios
No longer available on Steam Store. This app is no longer available for purchase on the Steam Store. SteamPulse keeps live player counts, media, metadata, and historical price snapshots where available.
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This Place at the End: An Apocalyptic RPG Steam news
This Place at the End: An Apocalyptic RPG news collects recent Steam feed items, update posts, and announcements that SteamPulse can associate with this app.
Latest Steam announcements
- Reworked the Starting Town - 23 July 2026
It took awhile to finally get decent enough with Asesprite to build custom props myself, but hey, we're finally here. I redesigned Carrow's Reach to actually be visually representative of the setting of TPatE. The current version really just looks like a medieval town, and while the world did get reset back to old school trades, smithing by hand, etc., and they would have built houses that more resemble pre-industrialization homes, none of that was really conveyed before. Now it finally is, with the remnants of the old, pre-unfurling world left behind for them to build around, inside, and in the shadow of. The main quest still remains the same, you're going to Carrow's Reach to help take back the mine, but the mine has been moved out of town, that way it's easier to get you off of that main quest path. Even though it's the tutorial space, and the 30 hour timer starts when you leave it,…
- I Finally Have the Opening Quiz Updated - 29 June 2026
While working on this next update, TPatE has really evolved into this pretty extensive RPG, with quite a few minigames/mechanics. This update is going to include revamps to many of the systems like lockpicking, mining, and enchanting. I've expanded on the story significantly. Interior exploration has a new perspective. When going into buildings, dungeons, etc., the perspective shifts to a top-down view. So, exploration outside is mostly done from a sidescroller/platformer perspective, inside is top-down, and world map travel is 1-bit. You really can do a lot with Events.Speaking of, the main reason I remembered Steamworks exists and I really need to not just work on the game, but also make posts here, I've finally got the opening quiz cleaned up. I was using randomized stat rewards to get the system in place (make it happen, then make it perfect), but I've finally gone back and worked m…
- Tutorials and Minigame Changes - 6 March 2026
Wanted to get this update out. It adds some much needed tutorials around the map, makes some changes to fishing, mining, and various other tweaks. It also adds the start of my Magic Points (MP)/Stamina Points(SP) system for the classes. The labels still say MP, but hopefully in the next update they'll say SP for physical-based classes.Right now, physical classes start with a full stamina meter that goes down as they use skills, and they can refill it by using a skill called Rest. Magic classes start with 30% of their total MP, but refill 15% of their total every turn. This represents a natural baseline attunement to the magical leylines around Geodia, and a need to further attune during combat. These numbers (along with all of them, I'm still learning about the complexities of class balancing, especially with 12 different classes) will change by the time I get this thing to 1.0, but tha…
- Screen Resolution Fix - 25 February 2026
Well, I finally figured out what was causing issues with screen stretching, so I wanted to push out a quick update to fix that. I also realized I left some of the songs in there from LISA the Hopeful, and needed to remove those. My bad.
- This is why you use a beta branch - 24 February 2026
I apologize to anyone that downloaded the most recent update. I apparently switched on player followers, and the script that I wrote for the map transfer to leylines did not account for that, so they'll just be following behind you looking normal. I've disabled them for now. I'm not sure yet if I want to have them enabled.
- Bugs, Icons, and Credits Where They're Due - 24 February 2026
I just wanted to push out a quick update that corrects some bugs, a bunch of the erroneous icons that I could find, as well as fixes for some of the abilities that weren't triggering properly, like the Guardian's summon skills with Clod. I also updated the credits to reflect accurate info. If you recognize your itch assets in here and I didn't mention you in the credits, please let me know and I'll get you added. I'll try to get another update out by this weekend that shores up the items, crafting stuff, fixes the flavor text, I don't know, it'll include a bunch of stuff.
- Demo Release for Next Fest - 20 February 2026
So, I wanted to get as much done as I could before Next Fest. There's for sure some bugs (looking at you Fleethare jump distances), but I wanted to get the game out there and let people try it out. So, please keep in mind, this game is in active development. This is not a final product, but it's a vertical slice of the systems in my game. Things will change between now and the full release. This really just covers the starter island for the game, and from here, the actual 30 day timer that matters would start. This is my first game. Go easy on me. Test it out. I hope you enjoy it. I've put a, kind of ridiculous, amount of time into planning this game. These systems will expand, icons will get corrected, more of the story will get implemented through flavor text, NPC dialogue, and the different in-universe textbooks, I'll find all of the second-person perspective dialogue and replace it…
- World Map and QTE Triggers - 18 November 2025
So I haven't really found a world map that I think fits really well with the art style that I currently have for the game and I don't really have the budget to commission a new worldmap tileset at the moment. Those typically have a lot of custom pieces and will cost a fair bit of money, but I've been messing with using a 16x16 tileset for the worldmap where the party travels around in a vehicle of some kind, with signs to travel to different waypoints faster. I also added QTE blocking to combat, allowing for some skill expression during combat. Tanks will have the ability to block an attack for 50% damage reduction with a larger window to time it, and then there's a smaller perfect block and perfect parry window at the end. Perfect block reduces damage down to 90%, and perfect parry is 100% + some TP generation. The perfect parry window is smallest with tanks, 1px, 2px for supports and…
- Added Gamepad Support - 29 October 2025
As a long time console gamer, there's something special about picking up a controller and playing the game I'm working on. Until now I've been testing the game with a keyboard, and while I'm fine playing games that way, I've been playing with a controller since the SNES days. Feels nice. I've been working at this game for a few years now and it's finally starting to feel real.
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