[h3]
🐛Bug Fixes:[/h3]
- Fix for directional arrow to the task: Forge Fetch
- Fix for target click abilities like the Knight/Mentalist/Vigilante occasionally breaking
Today we’re unleashing one of the most game-changing updates in Castle of Blackwater’s history: [h2]
💥🔥CUSTOM LOBBY SETTINGS!🔥💥[/h2]

This is not just an extra toggle here and there. This is handing the keys to the Castle straight to you.
From now on, lobby hosts can fully customize how their games are played, and everyone in the lobby can see the settings before joining. That means no guessing what kind of chaos you’re walking into.
Here’s some of what’s in your new toolbox:
[h3]
🔧Fine-tune the rules[/h3]
- Set voting time duration to keep debates snappy or let them drag on.
- Adjust XP requirements and movement speed multipliers for new or veteran-friendly lobbies.
[h3]
🛡️Control the battlefield[/h3]
- Define faction distribution per lobby size.
- Hand-pick exactly which roles go into the pool for any match.
- Choose between specific roles, random roles per faction, or a random role of any faction!
[h3]
🕵️Twist the difficulty[/h3]
- Choose whether roles are revealed after someone is voted out.
- Hide unreported dead bodies from the dead map until the next day.
And that’s just the start! There are more settings to experiment with, break, and push to the limit.
Massive kudos to Kepsert, out Unity Intern for leading the charge on this huge undertaking. This update opens the door to completely new ways to play, and we’re excited (and mildly terrified) to see the chaos you’ll create. 😈
[h3]Go wild![/h3] Try extreme setups with your friends and fellow community members! Share what works, and what completely implodes in our general chat in Discord.
If you find bugs in the stranger edge cases, especially with identical role chaos, report them in the bug-reports channel so we can refine and expand this system 🐛
We’ll be putting Custom Lobbies to the test in the upcoming Game Nights, so sharpen your ideas.
Let the experiments begin!
