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Cthulhu's Reach: Devil Reef News

First Break Labs Steam Winter Sale is Here!



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The sale ends on January 5th, at 10AM Pacific. Don’t miss it!

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Patch Update – Stability From Beyond

[p]Greetings, wanderers.
A fresh patch has risen from the depths—small in size, but vital in keeping your journey through Cthulhu’s Reach: Devil Reef smooth and perilous.[/p][p]This update focuses entirely on bugfixing, cleanup, and tightening the experience across all acts.[/p][p][/p][h3]Eldritch Incantation Fixes[/h3][p]Issues affecting Eldritch Incantations has now been resolved causing powers not to appear properly. Eldritch abilities should now manifest as intended.[/p][h3]Enemy & Boss Fixes[/h3]
  • [p]Deep Ones: improved stopping distance and attack logic[/p]
  • [p]Watcher: collider fixes, correct bullet behavior, continues attacking while flamed[/p]
  • [p]Mother Hydra: timeline signal and teleport fixes[/p]
  • [p]Specters: corrected collider issues[/p]
  • [p]Bosses now properly deactivate colliders on death[/p]
[h3]Combat & Effects[/h3]
  • [p]Fixed artillery explosion issues[/p]
  • [p]Deep One bullets are now dealing eldritch schooled damage as intended (Community feedback: Good_Ol_Rusty)[/p]
  • [p]Enemy bullets interaction improvements[/p]
  • [p]Panicked effect now behaves as intended[/p]
  • [p]Flamed effect and related VFX stability improvements[/p]
  • [p]Enemy behavior fixes related to visibility and aim leading[/p]
[h3]Levels & Navigation[/h3]
  • [p]Patched holes in the Act 3 boss level[/p]
  • [p]Fixed loot spawning outside intended areas[/p]
  • [p]Adjusted Act 3 floor replacements and exit stairs[/p]
  • [p]Navmesh and parenting cleanups[/p]
[h3]UI & HUD[/h3]
  • [p]Eldritch button graphics and VFX updates[/p]
  • [p]Party portrait/emote font fix (Community feedback: MrWhitefolks)[/p]
  • [p]Incantation lists sorted and UI responsiveness improved[/p]
[h3]Audio & VFX[/h3]
  • [p]Fixed SFX not triggering properly on remote effects[/p]
  • [p]Fixed credits music not playing[/p]
[h3]Miscellaneous Fixes[/h3]
  • [p]Pedestals no longer lock doors incorrectly[/p]
  • [p]Teleport signals restored in several cutscenes[/p]
  • [p]Client-side trap, slowed, and life-steal RPC issues resolved[/p]
  • [p]Rigidbody and physics adjustments on certain enemies[/p]
  • [p]General stability and performance cleanup[/p]
[p][/p][p]Thank you for continuing to brave the depths and for reporting the horrors you encounter.[/p][p]- The Dev Team[/p]

Patch of Tendrils – Fixes and Balance Adjustments

[p]Through the void, silent tendrils weave subtle corrections, leading you ever more safely through the darkness.[/p][p]
Audio[/p]
  • [p]Improved music on end screen[/p]
[p]
Balance[/p]
  • [p]Enemy plasma bullets can hit other enemies, not only players[/p]
  • [p]Enemies will try to shoot player only if they have free sight (other enemies are treated as obscuring the target)[/p]
[p]
Fixes[/p]
  • [p]Fixed traps not spawning on Act III while playing Multiplayer (Community feedback: MrWhitefolks)[/p]
  • [p]Fixed an issue where the player could fall through the ground on ActIII (Community feedback: Good_Ol_Rusty)[/p]
  • [p]Dagon's stage now works as intended in multiplayer (Community feedback: MrWhitefolks)[/p]
  • [p]Fixed pedestal interactions that forced doors to be closed[/p]
  • [p]Fixed loot placement outside of the Mother Hydra map[/p]
  • [p]Fixed Panic effect: affected enemies now correctly attack other enemies[/p]
  • [p]Stability fixes[/p]
[p]Thank you, explorers of the unknown, for your patience and guidance through the darkness!

- The Dev Team[/p]

ACT III DAGON'S DOMAIN OUT NOW!

[p]Salutations, debtors!

Cosmic portents have aligned to herald a new major update: Act III - Dagon's Domain!

Gaze into the eldritch eye of the YouTube abyss to see our new trailer staring back...

[/p][previewyoutube][/previewyoutube][p]
Act III includes the following:
[/p]
  • [p]Three levels and a new final boss fight culminating in Dagon, the most epic and cinematic boss encounter yet.
    [/p]
  • [p]Three new enemies, one per level, each introducing distinct mechanics that evolve the combat flow.
    [/p]
  • [p]15 new Incantation sets with 45 unique effect combinations, allowing players to harness the powers of Lovecraftian deities Hastur, Shub-Niggurath, Dagon, and Cthulhu for deep, synergizing upgrades.
    [/p]
  • [p]New combat effects including Bleeding, Blood Wave, Corruption-Fueled, Panicked, Panic Wave, and Life Steal, giving players more ways to build deadly combinations.
    [/p]
  • [p]Four ultimate Eldritch Incantations, one drawn from each Great Old One, granting immense powers.
    [/p]
[p]Cthulhu's Reach: Devil Reef is now 15% off for the Steam Scream Fest. There's never been a better time to jump into the void...[/p][p][/p][p][/p]

Patch Notes - Blessings from the Black Goat

Whispers of the Thousand Young bring new sounds, balance, and fixes to guide your path through the abyss.

Audio

  • Added missing sfx for some continous/looping incantation effects


Balance
  • Rerolls now cost a flat amount
  • Adjusted Tommy Gun ammo pickups for better balance


Fixes
  • Fixed an issue where Deep One bullets could deal double damage (Community feedback: Good_Ol_Rusty)
  • Bullets go through Saltwraith enemies while they are invisible (and hits enemies behind)
  • Current gold is now displayed during incantation selection for re-rolls (Community feedback: Capitatum)
  • Fixed Gamepad support in shop (Community feedback: Good_Ol_Rusty)
  • Fixed an issue where the Watcher enemy could stop unexpectedly (Community feedback: Good_Ol_Rusty)
  • Bosses has collider that stops player from moving through them
  • Improved stability for certain enemy attacks


- The Dev Team