1. 13Z
  2. News

13Z News

Demo Patch Notes [0.7.0.872]

[p][/p][p]Hi Zodiac Challengers! Thanks to your sharp eyes, we’ve been able to tackle more performance & memory optimizations, polish combat flow, and add a few community-inspired touches. This update focuses on smoother play, key balance changes, and important bug fixes.[/p][h3]
Have you noticed smoother performance and fewer memory issues since the patch? We’d love to hear your experience. :)[/h3][hr][/hr][p]VERSION 0.7.0.872 (SEP 4, 2025)[/p][p]
All items with * were inspired by the Community. Thank you![/p][h3]
General and QoL Updates[/h3]
  • [p]Further optimized memory usage and reduced memory leak scenarios, especially in boss fights \[ongoing effort].*[/p]
  • [p]Added Fairy Peach as a possible reward in combat encounters.*[/p]
  • [p]Further improvements to jump and fall responsiveness.*[/p]
  • [p]Added a background framerate option in graphics settings.*[/p]
[h3]Balancing Changes*[/h3]
  • [p]Sylith’s (Raven) ranged light attack damage slightly reduced[/p]
  • [p]Blightlight’s fireball damage: 50 → 30[/p]
  • [p]Specturn’s mortar damage: 50 → 40, self-explosion: 10 → 70[/p]
  • [p]Coinlets’ tongue lash damage: 50 → 15, bubble damage: 10 → 5[/p]
  • [p]Sporelings’ explosion damage: 1 → 15[/p]
  • [p]Sporebloomer’s self-explosion damage: 10 → 80[/p]
  • [p]Sporebasher’s head bash damage: 50 → 35[/p]
  • [p]Sporeblade’s spin damage: 50 → 30[/p]
  • [p]Sporepuffer’s projectile hitbox adjusted for accuracy[/p]
  • [p]Sporelobber’s bomb damage: 50 → 75[/p]
  • [p]Ember Vanguard’s (Fire Golem) parts now have increased HP[/p]
  • [p]Stone pillar fall damage fixed at 100[/p]
  • [p]Mountain Technique seals bonus damage: 70% → 40%[/p]
  • [p]Heaven base crit damage multiplier: 150% → 200%[/p]
  • [p]Various Thunder upgrades that utilize Bolt had their damage increased up to 100%.[/p]
[h3]Bug Fixes[/h3]
  • [p]Patch notes window now scrolls properly on first visit[/p]
  • [p]Sylith’s hair now shows the correct blue highlights[/p]
  • [p]Sylith’s special Daggerstorm now appears properly in all boss fights*[/p]
  • [p]Sporebasher’s danger indicator now displays as intended[/p]
  • [p]In the Ember Vanguard fight, players will no longer be blasted away unexpectedly[/p]
  • [p]Stronghold at the end of Act 1 Stage 3 now spawns chests correctly[/p]
  • [p]Water Special (Chilling Infusion) now applies the correct bonus damage[/p]
  • [p]Fairy Peaches can now be stacked properly when consumed multiple times in a trial.[/p]
  • [p]Static requirements of Thunder upgrades now correctly reduce with higher levels.[/p]
[p][/p][p]Crafted with Love, [/p][p]Mixed Realms Team[/p][p][/p][p]You can find us on: [/p][p]Discord / X (Twitter) / Tiktok / Youtube / Reddit [/p][p][/p][p](˶˃ ᵕ ˂˶) We'd like to end this post with another cute illustration by the talented @astralinferno on our Discord.[/p][p][/p]

Demo Hotfix #01

[p]Hey Zodiac Challengers, If you’re late to the news... yes, the DEMO is live! It’s packed with improvements from Playtests 1 and 2, plus a sneak peek of Act 2 in the form of a brand-new biome: the vast desert.[/p][p][/p][p]It’s only been a week since the demo launched, and you’ve already kept us busy with your sharp eyes and quick reflexes. From bug reports to balance notes (and even a few wild combos we didn’t see coming), you’ve helped us tune the Trials.[/p][p][/p][p]Today we’re serving up the first batch of fixes and updates, focused on the most common issues you raised during Week 1. Think of it as a taste test, as the Pig might say, before the main feast. More tweaks and a few surprises are already simmering for the next update. 🙂[/p][p][/p][h3]Floaty jumps? We hear you loud and clear.[/h3][p]Not something we're proud of but it seems we changed some values in the code by accident, leading to floaty falls from jumps. [/p][h3]Share with us what you think about this change after trying the new build so we know whether we're on the right path.[/h3][p][/p][h2]Full Patch Notes[/h2][p]All items with ⭐ were inspired by community suggestions! :)[/p][h3]General and QoL Updates[/h3]
[p]⭐[/p]
[p]Addressed jump and fall floatiness.[/p]
[p]⭐[/p]
[p]Reduced memory usage and optimized textures.[/p]
[p][/p]
[p]Improved camera lock when enemies are above the player.[/p]
[p][/p]
[p]Integrated crash reporting service to gather better data from crashes.[/p]
[p][/p]
[p]Added jump animation for Gronks when moving up or down cliffs.[/p]
[p]⭐[/p]
[p]Improved Monkey Lesson I ("Hit The Master") flow.[/p]
[p][/p]
[p]Added VFX when enemies are stunned by Mountain Seals.[/p]
[p][/p]
[p]Added call-to-action prompts for Patron Boons and Arbiter Banes when first available.[/p]
[p][/p]
[p]Adjusted default graphical settings to lower the burden on machines[/p]
[p]⭐[/p]
[p]Added Dialogue history to the inventory view.[/p]
[p][/p]
[p]Added Patch Notes section tot he main menu.[/p]
[p][/p]
[p]Updated "About us" UI with new style[/p]
[p][/p][h3]Bug Fixes[/h3]
[p]⭐[/p]
[p]Cocoon unlocks no longer give repeated items, and now provide a lower-tier item once the current tier is fully unlocked.[/p]
[p][/p]
[p]Tutorial combat intro waypoint now spawns at the correct time.[/p]
[p][/p]
[p]Snake intro cutscene now plays properly at the start of Act 2.[/p]
[p]⭐[/p]
[p]Powerful Pride life threshold corrected.[/p]
[p][/p]
[p]Controller glyphs now display correctly in the tutorial.[/p]
[p]⭐[/p]
[p]Energy Bomb upgrade now works with the Twilight Step special skill.[/p]
[p][/p]
[p]Controller button settings now reset properly.[/p]
[p]⭐[/p]
[p]"Dash Reset" popup no longer appears too frequently when Leaf of Agility (Back) is active.[/p]
[p]⭐[/p]
[p]Lethal Sting no longer tracks bosses.[/p]
[p][/p]
[p]Thousand Needles no longer launches the player upward.[/p]
[p][/p]
[p]Sporeblade’s throw attack now deals damage.[/p]
[p][/p]
[p]Damage numbers no longer display during perfect dodge.[/p]
[p]⭐[/p]
[p]Dog Zodiac now has a line after clearing a room when he’s the Patron.[/p]
[p][/p]
[p]Dog Zodiac’s "!" sign now appears correctly.[/p]
[p][/p]
[p]When spawning, player now always lands on the platform instead of floating in the air at times.[/p]
[p][/p][h3]Known Issues[/h3]
[p]Non-Aggro Enemies (Rare) - Enemies may sometimes lose aggro and stop attacking entirely. We are still working on replicating this issue and would greatly appreciate reports if you notice a consistent trigger.[/p]
[p]Memory Leaks - We have implemented some updates during this patch but are still continuing to monitor this issue.[/p]
[p]Chinese Localization - There might be a few localization errors.[/p]
[p]Patch Notes Scrollbar Bug – The scrollbar only appears the second time you load the Patch Notes page. It does not work on the first attempt.[/p]
[p][/p][p][/p][h2]🗨 Join the Conversation & Shape the Future[/h2][p]There’s so much more waiting in the demo, but the only way to truly discover it is to dive in and experience it for yourself. Play it, enjoy it, and let us know what you think. If you believe in what we’re building, we’d be deeply grateful if you could share the demo with friends, join our community on Discord, and let us hear your feedback so we can keep making 13Z the best it can be[/p][p][/p][p]You can find us on: [/p][p]Discord / X (Twitter) / Tiktok / Youtube / Reddit [/p][p][/p][p]Crafted with Love,
Mixed Realms Team[/p][p][/p][p][/p]

13Z Official Demo just dropped!

[p]Hey Zodiac Challengers – surprise! The official demo for 13Z: The Zodiac Trials has just dropped![/p][p]As always, a huge thank you to our amazing community. In our last two playtests, you’ve squashed bugs, tossed us wild ideas, and cheered us on through every step of the Trials. 13Z wouldn’t be half as fun without you in the fight.[/p][p][/p][p]This demo packs in the full Act 1 with upgraded combat and expanded skills, an early glimpse of the vast deserts of Act 2, a revamped Turtle Village, deeper encounters with the Zodiac Guardians, and more![/p][p][/p][p]Whether you’ve been with us since the first playtest or you’re stepping into the Trials for the first time, there’s plenty waiting to be discovered.[/p][p][/p][h2]New Trailer Alert[/h2][p]We’ve also released a brand-new trailer showing what to expect in the demo and beyond.[/p][previewyoutube][/previewyoutube][p]P.S. If you tuned into the Future Games Show, you may have already caught it. ;)[/p][p][/p][p][dynamiclink][/dynamiclink][/p][h2]Demo Highlights[/h2][p][/p][h3]☀️A Glimpse of Act 2: Desert of a Thousand Swords[/h3][p]We’re keeping the biggest beats under wraps, but even those who’ve mastered the earlier Trials will find plenty of surprises here.[/p][p][/p][p][/p][p]Expect new enemy types with fresh attack patterns and behavior, more interactive environments that add new layers to combat and expanded worldbuilding as you push deeper into the Zodiac Trials.[/p][p][/p][p][/p][h3]⚔️Combat Improvements[/h3][p]We’ve expanded the skill sets to give way to more fluid combos by being able to mix and match different skills and upgrade them based on your style.[/p][p][/p][p]Lyra’s zippy, lightning-quick style is back and better than ever. One of this dev’s personal favorites is combining Lyra’s Rising Tides Heavy Attack with the Ground Spin upgrade which empowers it to perform a forward spinning attack upon landing.[/p][p][/p][p][/p][p][/p][p]Sylith’s mastery of the dagger and assassin-inspired attacks also shine. Apart from conquering the skies with his flight, the right build can make him appear behind enemies for a backstab attack with Flitting Bladed’s Backstab update.[/p][p][/p][p][/p][h3]👁️Get to Know the Zodiac Guardians[/h3][p]The Goat may still rule as Act 1’s boss (...for now, Horse Zodiac is yet to make her entrance 😉), but the other Guardians aren’t just watching from the sidelines. You will encounter the feast-loving Pig Zodiac, the stern Goat Zodiac, the sly Snake Zodiac making a special appearance, the mischievous Monkey Zodiac, the shrewd Rooster Zodiac, and the ever-friendly Dog Zodiac making his debut.[/p][p][/p][p]In this demo, some appear as Patrons to aid you, while others take on the role of Arbiters to raise the challenge.[/p][p][/p][p][/p][p]Patrons can grant special Boons, such as lending you a companion (in the form of a Spirit Koi, which act as power conduits in 13Z’s world), or temporarily sharing one of their abilities.[/p][p][/p][p][/p][p]For example, one of the Pig Zodiac’s blessings can grant you a temporary increase in size, letting you smash through enemies with ease.[/p][p][/p][p][/p][p][/p][h3]🐢Revamped Turtle Village[/h3][p]While devs and artists (ehem) Celestial Architects are still not done building the Turtle VIllage, it’s grown into a more lively hub between your runs. You can now unlock more content and upgrades, meet the Zodiac Guardians once you’ve earned their trust, and nurture the Jade Tree to strengthen your future Trials. It’s a small taste of how the Village will continue to evolve as we head toward full release.[/p][p][/p][p][/p][p][/p][h3]🤝 Co-op? Not Yet… But Soon![/h3][p]As we shared after Playtest 2, we’ve shifted focus toward adding more content to the core game but co-op will return. Time to sharpen your skills so you’re ready to carry (or be carried by) your friends when it’s back![/p][p]There’s so much more waiting in the demo, but the only way to truly discover it is to dive in and experience it for yourself. Play it, enjoy it, and let us know what you think. If you believe in what we’re building, we’d be deeply grateful if you could share the demo with friends, join our community on Discord, and let us hear your feedback so we can keep making 13Z the best it can be.[/p][p][/p][p]Discord | X (Twitter) | Tiktok | Youtube | Reddit [/p][p][/p][p]Crafted with Love,[/p][p] 💙 Mixed Realms[/p][p][/p][p][dynamiclink][/dynamiclink][/p]

13Z's Playtest 2 Returns - Request Access Now!

[p][/p][p]Hey Zodiac Challengers, [/p][h3]Playtest 2 is BACK but only until 30th June, and now via request access only.[/h3][p][/p][p]With a few Steam events happening this month and new folks discovering 13Z for the first time, we figured… why not open the gates one more time?[/p][p][/p][h3]How to Get In[/h3][p]To join the playtest, click “Request Access” on the Steam page. [/p][p]We’ll be letting in a limited number of playtesters in waves depending on the playtest feedback we need. Keep an eye on this post and our Discord: we’ll let you know when new slots open up, and how many we're letting in each time.[/p][p][/p][h3]Playtest Key Drops on Discord[/h3][p]We’re also setting up key drops via Discord as a more transparent way to get in. Once that system is live, we’ll post in #playtest-drop-hub whenever keys are available. First come, first served and will only be available to Lv 1 members. [/p][p][/p][h3]What’s in This Build?[/h3][p]Truth is, we’ve already branched into a different internal build based on all your feedback (catch the recap here - you guys crushed it).[/p][p][/p][p]This version is the original Playtest 2. No new features, but all the elemental chaos, Monkey's lame jokes, and stylish smackdowns are still intact.[/p][p][/p][p]Whether you missed it before or just want another run, here’s your shot to dive back in.[/p][p][/p][p][/p][p]Have fun. Break stuff. Tell us what still sucks. [/p][p]We’ll be back with something new (hopefully, soon).[/p][p]👉 X/Twitter | Tiktok | Youtube | Discord[/p][p][/p][p]Edit (14 JUN 2025): ICYMI, we also shared a short sneak-peek of Act 2 in this recent teaser for the South East Asian Game Fest. ^^
[/p][previewyoutube][/previewyoutube][p][/p][p]Crafted with love, [/p][p]Mixed Realms Team[/p][p][/p][hr][/hr][p][/p][h2]🎮PLAYTEST ACCESS LOG:[/h2][p]
\[06 June 2025] +100 playtesters granted access.
\[09 June 2025] +200 playtesters granted access.
\[14 June 2025] +300 playtesters granted access.
\[20 June 2025] +300 playtesters granted access.
\[25 June 2025] +300 playtesters granted access.
\[27 June 2025] +200 playtesters granted access.[/p][p][/p]

What We Learned from Playtest 2


Hey Zodiac Challengers! We’ve been meaning to put this post together a little sooner, but honestly... you gave us a lot to chew on. We received thousands of comments and feedback after Playtest 2 across Discord and our socials. So we took our time—reading, re-reading, digesting, and discussing as a team.

Now that the dust has settled a little, we’re back with a quick roundup of everything you helped shape.

[h2]Playtest 2 Highlights[/h2]
Let’s kick things off with a look back! We put together a short highlight reel featuring some of our favorite moments from the community during Playtest 2, everything from epic plays to unexpected chaos.

[previewyoutube][/previewyoutube]
We couldn’t fit every single clip (we tried… our dev-editor said NO😅), but we’re grateful for all of you who participated, streamed, shared, and supported us throughout the playtest.

[h2]What We Learned from Playtest 2[/h2]
After sorting through all the feedback, here are some of the biggest takeaways:

[h3]You Liked the Art[/h3]
The visual improvements from Playtest 1 were a hit—most of you gave us an 8 to 10 out of 10! We’re especially glad to hear you liked the new water physics and added environmental details. We’ll continue leveling this up as we build out new areas.





[h3]Combat Pacing Feedback[/h3]
While Act 2 introduced new moves and refinements, some of you missed the faster, more fluid pacing from Playtest 1. Good news: we’re already working to bring that energy back. Some of the slight slow down also came from bugs (like fox form transforming mid-dash), and those are on our radar too.

We're bringing this speed back!

[h3]The Systems You Liked[/h3]
The Monkey’s Challenges, cultivation tree upgrades, and expanded elemental options also received positive feedback (of course, with some plans for more balance tweaks!). Many of you enjoyed how these systems encouraged experimentation and noticed the more obvious elemental synergies between elements compared to the earlier versions. Expect more polish and impact in future versions.





[h3]Performance & Optimization[/h3]
With all the new content and visual upgrades in Playtest 2, performance did take a bit of a hit. We’re aware of the occasional stutters and high GPU usage especially on lower-end machines. Once content development stabilizes, we’ll be dedicating more attention to making things smooth again.

For example, we're optimizing models and textures to reduce drawcalls.


[h3]…and more![/h3]
We're working on bringing the Anvils from Playtest 1 which many of you missed. The Cultivation Tree is also growing, with more branches and upgrades on the way. We’re tackling enemy readability, balance tweaks, collider clean-up, and more. It’s going to be a busy few months, but we’ll keep you updated.

[h2]🔮 What’s Next?[/h2]
We’re actively working on everything we just talked about: your feedback, bug fixes, performance improvements, and new content. Some of you might’ve spotted our early desert previews... yes, the sand’s still looking stiff, but give us time! We’re hoping to bring it up to the same level as our beloved water physics.

Yeah, it still looks ugly *for now*.

[h2]🎨 Fanart Appreciation[/h2]
We’ve received some fantastic fanart over the past few months, and we’ve been quietly collecting each and every piece. It means a lot to see our characters brought to life in your own styles.

@Astélie | IG: @ast3li3

--

@astralinfernal | Bluesky: @astralinferno.bsky.social

And hey... a little trivia: Sylith’s getting a visual update SOON. 👀
Thanks again for being part of this journey!


[h3]💬 Let's Chat! [/h3]

Find us on Twitter | Tiktok | Youtube | Discord