Update 20
Hi everyone
The past two weeks have been super hectic with the playtesting of the upcoming Successor Demo. We have received lots of great feedback pointing out both technical and design issues that needed our attention. You can see all the details in the patch notes below.
[h2]Play-testing upcoming Demo[/h2]

If you are curious and would like to try out the upcoming demo before its release, just sign up for playtesting from the Store page. You should get an invitation during the next few days, as we are opening up more testers. This will also allow you to express your concerns or share ideas, helping us to make the game as good as possible. The Demo features a unique campaign named Lord of Bones.
[h2]In-house playtesting yesterday [/h2]
We had a bunch of playtesters by the office yesterday to try out Successor live, and as always, these more personal sessions combined with an interview gave us a reality check into how the game works and plays in its current state.
If you'd like a sneak peek into the upcoming Demo and the Lord of Bones campaign, @Vileurple streamed his playtest on YouTube.
[previewyoutube][/previewyoutube]
[h2]Patch notes 0.7.36.22[/h2]
Game Flow & UI:
As we approach the Early Access release, we're ramping up testing across all aspects of Successor. If you're interested in helping us make Successor the best game it can be, stay tuned—we’ll soon be looking for your feedback and ideas to refine the experience!
Best regards
The Playwood Project Dev Team
The past two weeks have been super hectic with the playtesting of the upcoming Successor Demo. We have received lots of great feedback pointing out both technical and design issues that needed our attention. You can see all the details in the patch notes below.
[h2]Play-testing upcoming Demo[/h2]

If you are curious and would like to try out the upcoming demo before its release, just sign up for playtesting from the Store page. You should get an invitation during the next few days, as we are opening up more testers. This will also allow you to express your concerns or share ideas, helping us to make the game as good as possible. The Demo features a unique campaign named Lord of Bones.
[h2]In-house playtesting yesterday [/h2]
We had a bunch of playtesters by the office yesterday to try out Successor live, and as always, these more personal sessions combined with an interview gave us a reality check into how the game works and plays in its current state.
If you'd like a sneak peek into the upcoming Demo and the Lord of Bones campaign, @Vileurple streamed his playtest on YouTube.
[previewyoutube][/previewyoutube]
[h2]Patch notes 0.7.36.22[/h2]
Game Flow & UI:
- The Feedback & Bug Report Button now pauses the game while active.
- New players are now prompted to create a profile at the start.
- The Play and Continue buttons have been merged. New profiles start a fresh game, while existing profiles continue from the last save.
- The tutorial UI has been updated to dark mode, reduced in size, and anchored to specific in-game locations in the Betrayal tutorial.
- The game fully pauses during tutorial panels until "OK" is pressed, preventing floating UI issues.
- Resolution settings are now more stable at launch and when changed in-game.
- Fixed an issue where Scout Towers could trap units, preventing movement or abilities.
- Bloaters and their spawn totems are now highly vulnerable to fire, and totems have reduced HP.
- The region map scene has been optimized to reduce FPS drops.
- We fixed an issue where quitting during the first campaign could leave players stuck on the intro screen.
- Fixed a bug where music would stop playing if turned down in the options menu.
- Fixed an issue where the battle board with the captured Scoundrel could be empty, leaving no key to collect.
- Chat keys are disabled to prevent unintended campaign wins/losses.
- Keybinding options are hidden in the menu until they are fully functional.
- Fixed an issue where exiting the menu from the region map would block all interactions except for camera movement.
- Fixed a bug where opening the options menu twice would stop the music.
- Corrected various spelling errors.
- Reworked enemy setup in the tutorial board where you must free the Archer.
- Changed triggers in the Courtyard to simplify item pickup and usage.
- Added scream to the guard being kicked off the cliff (immersion!).
- A short intro scene was added to the first Courtyard board.
- Navigation info is added when starting on the region map.
- The warpriest wave encounter (The Crypt) was nerfed for better balance.
As we approach the Early Access release, we're ramping up testing across all aspects of Successor. If you're interested in helping us make Successor the best game it can be, stay tuned—we’ll soon be looking for your feedback and ideas to refine the experience!
Best regards
The Playwood Project Dev Team