- Devlog #21 - Japanese, music and balance! - 16 September 2026
Hey everyone!The Dark Bazaar demo is heading to Tokyo Game Show, and we’ve put together an update to get it ready.That means Japanese localization, a new way to listen to the game’s music, new buyer portraits from our artist Marcus, and some pretty substantial changes to progression and balancing.A lot of this comes directly from your feedback. So thank you to everyone who has been sharing suggestions, reporting bugs, and showing us where things could work better.Let’s get into it. DarkBazaar in JapaneseThe demo now has a Japanese language option!We’re excited to bring DarkBazaar to more players for Tokyo Game Show, and we’re looking forward to hearing what you think.Listen to the music of DarkBazaar, just like in the good old daysUntil now, the music in DarkBazaar has sounded like it’s coming from the room above you. A little muffled, drifting down through the ceiling while you run you…
- Devlog #20 - A Board, A Queue And A Daruma - 11 August 2026
Hey everyone! 60,000 people have played the DarkBazaar demo. Almost 34,000 of you havewishlisted the game. Those numbers seem completely unreal. 60,000 is more people than fit in most stadiums. For a first game, from us, that is completely absurd, and we are enormously grateful. The demo is also going to be in more showcases and festivals before the full gamecomes out, which is a big part of why this update exists. We want the demo to bethe best possible version of itself for everyone who is about to play it for thefirst time. So this one is mostly quality of life and bug fixes. The stuff you have beenasking for, over and over, in the Discord, in the discussions, in the reviews. There is some new content in here too: two new contract types and a couple ofreworked upgrades, but the headline is that a lot of small annoying things aregone now. Let's go through it. QUALITY OF LIFE The Passi…
- Devlog #19 - 40,000 Players Later - 23 June 2026
Hey everyone.Before we talk about the update itself, we want to start with something much more important:Thank you.Steam Next Fest has been an absolutely incredible experience for us.More than 40,000 people have now played the DarkBazaar demo.We've reached a Very Positive rating on Steam, which is the second-highest rating category Steam offers.We've welcomed more than 200 new people into the Discord.We've received thousands of comments, suggestions, bug reports, balance discussions, reviews, videos, streams, and pieces of feedback.In all honesty it's been a little overwhelming.In the best possible way.This is our first demo.The first time we've ever had this many people playing something we've made.So whether you played the demo, left a review, reported a bug or just checked out the page.Thank you.You helped make Steam Next Fest something we'll never forget.DarkBazaar started Next Fest…
- Devlog #18 – Nerf Patrol + Legendary Rifle - 16 June 2026
Hey everyone.First of all:Thank you.Steam Next Fest has been absolutely incredible so far.More than 20,000 people have played the demo already, we've been sitting around 400–500 concurrent players for days, and on the first day of Next Fest DarkBazaar reached the #26 spot on Steam when sorted by active demo players.Out of thousands of demos.That's insane.So thank you to everyone who has played, reviewed, streamed, wishlisted, and shared the game.Now...When we told you to keep breaking the game, you really took that to heart 🤣 So we had to make a new update So... How Much Money Can You Make Now?Before this update, the game would start falling apart at around:9.2 quintillion dollars.Which, admittedly, is a ridiculous amount of money.But some of you got there anyway.So we decided to stop pretending that wasn't going to happen. The new cap is 9 quadrillion dollars. The Game Has An Ending N…
- Crate and contract balance patch - 14 June 2026
Just published a small balancing patch based on feedback on the latest update. Crates, contracts and debt progression should feel better now.Also we nerfed the Birdie of infinite Imbalance because some of you are breaking the game with it 😄🎰💎 Let us know what you think!
- Devlog #17 – Smugglers Crate And A Troll - 13 June 2026
Hey everyone.First of all:Thank you.The response to the demo has been incredible.We've welcomed a lot of new players into the community, we've received a ton of feedback, and we've officially reached a Very Positive rating on Steam.We're incredibly grateful for that.And with Steam Next Fest right around the corner, we've spent the last week listening to all the feedback coming in.This update is almost entirely built around the feedback we've received since the demo launched.A lot of balancing changes.A lot of bug fixes.A few new upgrades.A few new weapons.And one very interesting new crate.Let's dive in. A Big Balance PassOne thing that became very clear after releasing the demo was that some parts of the economy needed adjustment.So we've done a fairly extensive balancing pass.Crate Rarity ReworkOne of the biggest changes is how crate rarities work.Previously:A crate rarity guaranteed…
- Devlog #16 – The Demo Is Here! - 4 June 2026
Hey everyone.Today is a big day for us.The Dark Bazaar Demo is finally live.We've been talking about this demo for a long time, and it's honestly pretty surreal to finally be able to put it into your hands.Before we get into what's actually in the demo, we want to give a huge thank you to everyone who has helped us get here.Especially our community testers.Over the past week, a small group of dedicated players have been helping us test the demo build, breaking it in every way imaginable, finding exploits, bugs, balancing issues, save system problems, achievement issues, and all sorts of weird edge cases we never would have found ourselves.So thank you. You know who you are.And if you're reading this and would like to be more involved in development, we take community feedback extremely seriously. Join the Discord. We regularly share builds, discuss features, and gather feedback directly…
- Devlog #15 - Save System And Gambling? - 13 May 2026
Hey everyone.First of all: thank you so much for your patience.I know this update has taken longer than usual, but that’s because we’ve been working on two very big systems for the game.And honestly, one of them is probably the most requested feature we’ve had so far.Saving is finally hereYou can now:Save your runs and come back to them laterThis has been requested a lot, and we’re really happy to finally get it into the game.But this wasn’t just about making a save button.Behind the scenes, we’ve also been building the infrastructure for something much more important:Carrying progression from:Playtest → DemoDemo → Full GameIt's important for us to respect the your time, ezpecially those of you who have been playtesting. So that functionality was a big priority.We need your help testing itThis is a big system, and even though we’ve tested it a lot ourselves, this is exactly why we do pu…
- Devlog #14 – The Pope And His Discoball - 16 April 2026
Hey everyone.Before we get into the update, just a quick thank you:Thank you for playing the game, reporting bugs, and giving feedback. It helps us a lot.And if you want to support the game even more, the two biggest things you can do are:Wishlist the game on SteamLeave a rating on ItchIt takes a few seconds, but it has a huge impact on visibility and what we’re able to do with the game going forward.The big change: Fixed RarityThis is the main thing in this update.We’ve introduced a fixed rarity system for weapons.What that means is: Weapons no longer exist in multiple raritiesEach weapon now has one fixed raritySo instead of:“UP9 (Common → Exotic)”You now have:UP9 (Common)UP9 Tactical (Rare)M1911 (Common)M1911 "El Patron" (Legendary)Why we made this changeThere are a few reasons for this.First of all: It makes rare things actually feel rareSome weapons are now genuinely hard to find,…
- Devlog #13 – We Found Some Bugs - 8 April 2026
Hey everyone.This is a bit of a smaller update this time.We just had Easter here in Denmark, so we’ve been a bit on holiday. But over the past few days we’ve been back at it, focusing on fixing bugs, adding a few things, and doing some balancing.Bug fixesFirst of all: thank you for all the bug reports.We’ve had a lot of new players recently, and with that came a lot of bugs we weren’t aware of. That’s super helpful for us.Some of the more annoying ones have now been fixed:Storage capacity not upgrading correctlyGetting stuck during payout sequencesGetting stuck when spamming right clickFrog statue triggering at the wrong timesMushroom Cloud triggering at the wrong timesIncorrect values shown in the “Three of a Kind” animationAnd a few other smaller issues.These were pretty frustrating bugs, so we’re really happy to get them sorted.More debt-cleared rewardsWe also ran into another proble…
- Devlog #11 - Balls Cheese and Bombscent - 25 March 2026
Hey everyone.Okay… first of all:This update took way too long.It’s been two weeks instead of one, and that wasn’t the plan. I’ve mentioned it briefly in Discord, but I just want to say it clearly here as well: sorry for the delay.We’ll do our best to stick to weekly updates going forward.The upside: this is a BIG updateThis is basically two weeks of content in one update.So let’s get into it.Limited storage spaceFirst big change: Storage is no longer unlimited.You now start with space for 10 weapons, and you can upgrade your storage in the upgrade shop.Each upgrade adds:+5 storageIncreasing costThis adds a new layer of decision-making:What do you keep?What do you sell?Do you invest in more space or something else?We think this makes the game more interesting, but we really want your feedback here:Is it too restrictive? Too expensive? Does it feel good?New upgrades (a lot of them)We’ve a…
- Devlog #9 - That's not an knife - 2 March 2026
Hey everyone.This is a smaller update, but a very important one.Over the past week, we’ve been focusing almost entirely on onboarding. This continues the work we started in the recent hotfix, where we introduced the user manual and the first round of pop-up ads to help new players understand the game faster.We’ve been preparing for a big showcase tomorrow, where a lot of new players will try DarkBazaar. So it was extremely important for us to iron out these early-game issues before that.And now… we finally feel like we’re in a good place.Improving the early experienceOne of the biggest pain points we’ve seen (both from feedback and watching players live) is that some core mechanics weren’t always clear. So this update adds a few more improvements.We’ve added:More pop-up ads to highlight upgrades and make players more aware of their options A small tutorial that appears the first time yo…
- Devlog #8 – We won Best Indie Game 2026! - 23 February 2026
Hey everyone.This update is a bit different.We just attended Copenhagen Gaming Week, where DarkBazaar was part of the Tomorrow’s Awesome Games Showcase. And somehow… we won. Out of all the games in the showcase, DarkBazaar was chosen as the best indie game. We even had to go on stage and accept an award, which was honestly surreal.So first of all: thank you.All your feedback, bug reports, ideas, and discussions have helped shape the game into something people genuinely enjoy. That award belongs as much to you as it does to us.Watching you playOne of the biggest takeaways from the event was simply watching people play the game for the first time. It’s very different from reading feedback or talking to players who already know the systems.And one thing became very clear (which many of you have also said): The beginning of the game was confusing.So this update is heavily focused on:Fixing…
- The Bazaar is open on Steam! - 5 February 2026
DarkBazaar is s gambling roguelite where you trade illegal weapons on the dark web to pay off a debt... or die. After months of playtesting, iterating, reworking core systems, and listening closely to player feedback on itch, we’re excited to finally open the doors: The DarkBazaar open playtest is now live on Steam.It's still early but an official Demo is not that far off anymore and we are excited to get even more players to try DarkBazaar and help shape the direction of the game. Over the past months, we’ve:Rebuilt progression around debt completion, meaningful upgrade choices, and clearer long-term goalsLimited crates and respins to reduce luck and increase intentional decision-makingOverhauled the crate system, letting players see what they’re buying and upgrade crates over timeSplit currencies with Blood Diamonds, so upgrades feel rewarding instead of punishingReworked upgrades to…