- 14/09/2026 Patch Notes - 14 September 2026
Hey Guys,Did some various fixes to screen resolutions, saving and more:Added more resolution optionsFixed bugs where certain aspects of decisions and campaigns weren't savingChange critical hit damage to deal 2x normalIncreased damage to armour to be 50% of weapon damageGame can also save when you quitDisplay choices are now rememberedLibrary study progress, unlocked endings and tutorial progress now gets savedIf you find any issues with the game at all, please let me know. Cheers,Ethan.
- Steam Deck Compatibility - 20 May 2026
Steam Deck CompatibilityScarred Steel is not steam deck supported.The game is designed primarily for Windows PC. For the best experience, I recommend playing on Windows PC.Cheers,Ethan.
- Scarred Steel Bugfix: 25/03/2026 - 25 March 2026
Hey guys, just a few small fixes today:- Fixed Item tooltip not appearing with two enemies at a time- Fixed enemy item tooltip positioning- Fixed issue with the durability slider not showing correct values- Fixed shop item spawning logic- Made minor adjustments to the Kingdom HUD Cheers, Ethan.
- Scarred Steel Bug Fix: 20/03/2026 - 20 March 2026
Hey guys, figured I'd give you an update on what's been fixed:- Added map zoom in and out feature to Kingdom Scene- Cleaned up saving and loading function- Fixed various issues with inventory clearingP.S. If you're finding any bugs in the game, feel free to reach out and share, would be a huge help, thank you.
- Scarred Steel Devlog #34 - Releasing The Game Tomorrow: Closing Points - 14 March 2026
Hey guys,So, after a journey that started all the way back in June, the finish line is finally here, but I've realized the hard way that making a game look pretty doesn't mean much if the "guts" aren't working yet.In this devlog, you’ll see:The "Visuals First" Trap: My struggle with prioritizing aesthetics over core logic, which left me scrambling to fix game-breaking progression bugs just days before the deadline.Council Mechanics & Story Flow: I finally nailed the transition between Sequence 1 and 2, plus implemented the system where killing council members actually grays out their names and removes their debuffs.The "Release or Bust" Moment: Realizing I've pushed the date back so many times that I just have to "get it out" and accept the criticism, even while I'm still nervous about whether an update will wipe player saves!If you’d like to support the game, don’t forget to add Scarre…
- Scarred Steel Devlog #33 - Making UI Improvements & Refining Images - 7 March 2026
Hey guys,So, we’re a little bit behind where I wanted to be, but this week has been all about refining the experience until I have genuine confidence in every single aspect of the game.In this devlog, you’ll see:The Consistency Struggle: Trying to maintain a consistent look for the main character across hundreds of AI-generated cutscene images without it turning into "AI slop."UI & Combat Polish: Implementing new UI pop-ups for broken armor and counterattacks, plus the tedious (but necessary) process of testing every single sword and axe action.The "Release Date" Guarantee: A realization that while I’m moving away from firm promises, I can at least guarantee the game will be out before GTA 6.🎥 Watch the full Devlog #33 here:If you’d like to support the game, don’t forget to add Scarred Steel to your wishlist & support me on YouTube:👉 Steam Game Link👉 My Game Dev YouTube👉 My WebsiteT…
- Scarred Steel Devlog #32 - 99% Of The Way There But Delaying Release: Here’s Why - 28 February 2026
Hey guys,So, we are at the 99% mark, but I’ve had to make the tough call to push the release back. It’s a bit of a struggle to swallow your pride and miss a deadline, but I’d much rather deliver a polished, high-quality experience than a buggy launch.In this devlog, you’ll see:The Big Delay: Why I decided to stop chasing specific deadlines to focus on playtesting and player experience.Batch Fixing: How I’m using "Cursor" to queue up dozens of prompts and knock out a massive list of tweaks and optimizations.The "AI Intern": The unexpected efficiency of queuing 13+ prompts, going for a walk and grabbing food, and coming back to find the work finished!🎥 Watch the full Devlog #32 here: If you’d like to support the game, don’t forget to add Scarred Steel to your wishlist & support me on YouTube:👉 Steam Game Link👉 My Game Dev YouTube👉 My WebsiteThanks again for checking this out.I’m looki…
- Scarred Steel Devlog #31 - Images, UI & Testing: The Push For The Release! - 21 February 2026
Hey guys,So, we are officially seven days away from the full release of the game, and the pressure is definitely starting to set in.In this devlog, you’ll see:Battling "blind spots" as a solo dev, I've been so deep in the code that I realized new players might have no idea how to track their progress with council members.Finishing all unique combat action images and mechanics! Instead of just basic damage tweaks, you can now ignore armor or deal pure balance damage to set up tactical follow-ups.Leveraging Cursor to handle heavy-duty code improvements in the background while I focus on aggressive playtesting with a pen and paper.🎥 Watch the full Devlog #31 here:If you’d like to support the game, don’t forget to add Scarred Steel to your wishlist & support me on YouTube:👉 Steam Game Link👉 My Game Dev YouTube👉 My WebsiteThanks again for checking this out.I’m looking forward to sharing…
- Scarred Steel Devlog #30 - Game Approved! Adding New Items & Combat Actions - 14 February 2026
Hey guys,With the full game officially approved and just two weeks until launch, it’s all about polishing and making sure everything feels right.In this devlog, you’ll see:Updating and rebalancing the kingdom scene, the core part of the game, while figuring out if the story pacing and difficulty (easy, normal, hard, nightmare) feel fair, especially with no traditional healing potions and multiple combat encounters in a row.Brand new weapons, armour, and consumables, fully redone item images, and a big overhaul to combat actions, now featuring unique effects like bleeding, armor penetration, counterattacks, and more strategic depth instead of simple stat modifiers.The chaotic realization that I still need to implement achievements and Steam Cloud… with absolutely no idea how to do either (but I’ll figure it out).🎥 Watch the full devlog here:If you’d like to support the game, don’t forge…
- Scarred Steel Devlog #29 - Demo Updated… Fixing Bugs Along The Way - 7 February 2026
Hey guys,So, after getting the demo updated by Thursday, I realized there was still a lot more work left to do.In this devlog, you’ll see:Running into a surprisingly large list of bugs and clarity issues after friends and family playtested the demo.Successfully updating the demo, gathering detailed feedback, locking in an art style for weapons, armor, and items, and planning major improvements to combat actions and balance mechanics.The slightly chaotic realization that things which felt like total common sense to me weren’t obvious at all to other players.🎥 Watch the full devlog here:If you’d like to support the game, don’t forget to add Scarred Steel to your wishlist & support me on YouTube:👉 Steam Wishlist Link👉 My Game Dev YouTube👉 My WebsiteThanks again for checking this out.I’m looking forward to sharing progress with you each week as I work toward the full game release!– Ethan
- Scarred Steel Devlog #28 - Updated Scarred Steel Demo Incoming… - 31 January 2026
Hey guys,So, after spending the week refining the kingdom scene, my main focus has shifted to finally getting an updated demo out. In this devlog, you’ll see:Spending the week polishing the kingdom scene while juggling the pressure of fixing an outdated demo that no longer represents the game well.Making solid progress refining the kingdom scene, updating images, and reworking the demo content for Acts 1–3 with the goal of releasing a much better demo build.Realizing just how rushed and rough the current Steam demo is, to the point where it’s honestly not worth playing until the updated version is ready.🎥 Watch the full Devlog #28 here:If you’d like to support the game, don’t forget to add Scarred Steel to your wishlist & support me on YouTube:👉 Steam Wishlist Link👉 My Game Dev YouTubeThanks again for checking this out.I’m looking forward to sharing progress with you each week as I w…
- Scarred Steel Devlog #27 – What we have left before releasing Scarred Steel - 24 January 2026
Hey guys,So, as we get close to the end of January, this week has been all about pushing hard to get the game ready for release.In this devlog, you’ll see:Finishing and refining the kingdom systems, including location functions and making sure everything spawns correctly on the map.Tweaking and polishing core content, with plans to refine Acts One, Two, and Three for the demo and final release.Preparing for a heavy playtesting phase, including the slightly chaotic plan to sit down with the game, a piece of paper, and write down every tiny issue along the way.🎥 Watch the full devlog here:If you’d like to support the game, don’t forget to add Scarred Steel to your wishlist & support me on YouTube:👉 Steam Wishlist Link👉 My Game Dev YouTubeThanks again for checking this out.I’m looking forward to sharing progress with you each week as I work toward the full game release!– Ethan
- Scarred Steel Devlog #26 – The Discovery Of Nano Banana AI - 17 January 2026
Hey guys,So, last devlog I was really worried I’d be running out of time, but discovering Nano Banana AI has completely changed things.In this devlog, you’ll see:Struggling with creating around 80 consistent combat stance images for characters and worrying about how long it would take.How I used the Nano Banana AI image model to rapidly generate consistent static and attack stances for all characters in just a few days, plus fixing floating characters by adding proper shadows.The oddly named “Nano Banana” model actually saving the project timeline and turning what felt overwhelming into something manageable.🎥 Watch the full devlog here:If you’d like to support the game, don’t forget to add Scarred Steel to your wishlist & support me on YouTube:👉 Steam Wishlist Link👉 My Game Dev YouTubeThanks again for checking this out.I’m looking forward to sharing progress with you each week as I w…
- Scarred Steel Devlog #25 – Running Out Of Time For The Release - 10 January 2026
Hey guys,So, this week has been all about realizing I’m genuinely running out of time to get the full game ready for release.In this devlog, you’ll see:Running up against tight deadlines and the pressure of a January release after already pushing it back onceMajor progress on core systems like the combat scene (nearly finished) and the kingdom scene, with testing and refinement still underwayThe slightly chaotic realization that I still need to create around 80 combat stance images and over 100 cutscene images… all saved for the very end🎥 Watch the full Devlog #25 here:If you’d like to support the game, don’t forget to add Scarred Steel to your wishlist & support me on YouTube:👉 Steam Wishlist Link👉 My Game Dev YouTubeThanks again for checking this out.I’m looking forward to sharing progress with you each week as I work toward the full game release!– Ethan
- Scarred Steel Devlog #24 – Progressing The Game Rapidly With Cursor - 3 January 2026
Hey guys,So, getting back into development after the holidays meant wrestling with a lot of UI setup and refining systems that weren’t quite behaving as expected.In this devlog, you’ll see:Building out all the district panels and realizing several functions weren’t behaving exactly as described, which led to a lot of refinement and tweaking.Creating individual location functions for areas like the arena, alley, archives, library, and training grounds, and then turning those into fully visual, clickable panels.The moment I realized how long making story images has taken and admitted I probably won’t be making another story-rich game for a very long time.🎥 Watch the full devlog #24 here:If you’d like to support the game, don’t forget to add Scarred Steel to your wishlist & support me on YouTube:👉 Steam Wishlist Link👉 My Game Dev YouTubeThanks again for checking this out.I’m looking for…
- Scarred Steel Devlog #23 – Wrapping Up The Kingdom Scene & Locations - 20 December 2025
Hey guys,So, this week I found myself buried under a massive backlog of cutscene images that all still need to be made.In this devlog, you’ll see:The sheer scale of having at least 120 cutscene images left to create, all while making sure they’re actually good and visually represent seven different council storylines.Big progress on the kingdom systems by switching to Cursor for coding, which let me generate location functions fast, including nearly 90 scripts covering arenas, courts, alleys, wards, and more.The slightly chaotic but very satisfying moment where Cursor just went ahead and generated dozens of scripts in one go, saving a huge amount of time.🎥 Watch the full devlog here:If you’d like to support the game, don’t forget to add Scarred Steel to your wishlist & support me on YouTube:👉 Steam Wishlist Link👉 My Game Dev YouTubeThanks again for checking this out.I’m looking forwa…
- Scarred Steel Devlog #22 – Enemy Abilities & Activity Life Update - 13 December 2025
Hey guys,So, this week has been all about improving enemy AI and figuring out how far I can push the game’s difficulty systems without completely breaking things.In this devlog, you’ll see:– Reworking enemy logic by adding an influence-based debuff system tied to the seven council members, plus a new “decree” ability that triggers once influence gets too high – Implementing permanent, scaling debuffs (like reduced healing effectiveness or blocked merchant trading) that force players to actively manage council influence – Accidentally discovering Cursor and watching it generate and edit nine different decree scripts across multiple files in minutes, which was honestly mind-blowing🎥 Watch the full Devlog #22 here:If you’d like to support the game, don’t forget to add Scarred Steel to your wishlist & support me on YouTube:👉 Steam Wishlist Link👉 My Game Dev YouTubeThanks again for checki…
- Scarred Steel Devlog #21 – Speedy Enemy Patrols On The Way - 6 December 2025
Hey guys,So, this week the big focus was getting enemies to patrol properly instead of rocketing around the map like a medieval pinball machine.In this devlog, you’ll see:Enemies initially sprinting uncontrollably around the map before the patrol system was fixed Progress on enemy node movement, proper node spawning, and early work on the kingdom stability system The chaotic moment where enemies were zooming so fast it felt like you were trapped in a pinball machine🎥 Watch the full Devlog #21 here:If you’d like to support the game, don’t forget to add Scarred Steel to your wishlist & support me on YouTube:👉 Steam Wishlist Link👉 My Game Dev YouTubeThanks again for checking this out.I’m looking forward to sharing progress with you each week as I work toward the full game release!– Ethan
- Scarred Steel Devlog #20 – Incoming Map Expansion & Random Events - 30 November 2025
Hey guys,So, this week was all about realizing the map needed to be way bigger and dealing with the chaos that came with that decision.In this devlog, you’ll see:Figuring out how to let the player actually move around a map three times larger, especially the messy right-click movement system that took far longer than expected.Expanding the entire travel system, adding reactive nodes like enemies, merchants, mystery events, and hazards, and rebuilding the map so movement feels more controlled and immersive.Me wasting an absurd amount of time on something that “should’ve been simple” while realizing I didn’t have a clear plan going in.🎥 Watch the full Devlog #20 here:If you’d like to support the game, don’t forget to add Scarred Steel to your wishlist & support me on YouTube:👉 Steam Wishlist Link👉 My Game Dev YouTubeThanks again for checking this out.I’m looking forward to sharing prog…
- Scarred Steel Devlog #19 – Huge Upgrade to the Kingdom Area - 22 November 2025
Hey guys,So this week has been all about massive updates to the Kingdom Map, adding new districts, designing unique buildings, and figuring out how to make each area feel meaningful and alive.In this devlog, you’ll see:• The struggle: trying to create seven district images in a consistent art style while still making each one feel unique and tied to its Council member • The progress: building out every district, defining their unique buildings (arena, training grounds, healing ward, etc.), planning random encounters, and setting up the future free-roam map system • Funny moment: realising how long it takes to get AI to draw “the same art style but… different” seven times in a row 😅🎥 Watch the full Devlog #19 here:If you’d like to support the game, don’t forget to add Scarred Steel to your wishlist & support me on YouTube:👉 Steam Wishlist Link👉 My Game Dev YouTubeThanks again for che…