1. Whispers of the Eyeless
  2. News

Whispers of the Eyeless News

The Road Ahead: Whispers of the Eyeless Roadmap

As the Prophet’s influence spreads, Whispers of the Eyeless continues to evolve, bringing new mechanics, deeper narratives, and an expanding world for players to unravel. This roadmap outlines what’s coming — from major content updates to the full release.

the first major update focuses on Old Town—a district where faith is tested, power is seized, and every decision reshapes the Cult’s future. This update brings the full Old Town story arc, expanding on the Prophet’s role in gathering followers, securing the Sanctum, and determining the fate of the district.

Beyond narrative expansion, new gameplay mechanics emerge. Preaching allows players to spread divine influence, growing the strength of Wrath, Desire, or Madness through targeted conversions. Passive Events introduce unpredictable moments that test the Cult’s stability, offering rewards or dangers based on the Prophet’s actions.

This is the first step in expanding Whispers of the Eyeless, bringing deeper systems, more player agency, and an evolving world shaped by faith, ambition, and consequences.

Here’s what’s coming in Update 1 right after a message to all of you incredible cultists.

[h2]Gratitude and Madness in Equal Measure[/h2][hr][/hr]Sixty Steam reviews. Sixty voices whispering in the dark, carving out a place for Whispers of the Eyeless among the damned and the devoted. We see them. We hear them. And we appreciate every single one.

Our next major milestone is 100 reviews. If you’ve enjoyed your time in the abyss, drop a review and help pull more lost souls into the fold. Whatever your thoughts are, positive, negative or in between, your feedback not only helps us know what you want next. But it also lets Steam know, "Hey, more people ought to see Whispers!", and that is major.

For a team with no publisher, no safety net, and nothing but a vision, your support means everything. This is our first game — a dream that’s taken shape through sheer determination, late nights, and more caffeine than is medically advisable.

Now let's get into the roadmap.



Now for the details for Update 1's content.

[h2]The Old Town Arc: Cults, Consequences, and Control[/h2][hr][/hr]Old Town is the Prophet’s testing ground, where faith, ambition, and a creeping sense of doom dictate the future. The Cult grows, the Sanctum expands, and with each new recruit, another piece of the puzzle falls into place. Every new NPC unlocks a room in the Sanctum, along with a tutorial that introduces fresh mechanics as players move deeper into the game’s layers.



Three main quests shape the district’s transformation, forcing decisions that determine who will oversee key rooms. Each choice carries weight, triggering consequence quests that branch in different directions. Six additional side quests emerge from player actions, independent of the main narrative but still shaping the Cult’s grip over Old Town.

Once all three main quests are complete, a final choice looms: the fate of Old Town itself. The Prophet claims the district in the name of the Dead Gods, but how that plays out depends on everything that came before.

This entire arc is woven into the game’s tutorial system, letting players absorb mechanics naturally instead of dumping information upfront. No info overload, no hand-holding—just decisions, ripple effects, and the gradual realization that every step forward leaves a mark.

[h2]Spread the Word: The Power of Preach[/h2][hr][/hr]Preach replaces a Tale for the day, shifting focus from storytelling to spreading divine influence. Players must find up to six individuals in a crowd, each aligned with Wrath, Desire, or Madness.

Each identified follower is marked, making their allegiance clear. Unlike other actions, Preaching lowers district threat rather than increasing it, allowing for safer influence-building. Unlocking Preach requires progression, starting at two selections and scaling up to ten at higher tiers.

Selecting them strengthens the chosen god’s meter, granting increasing bonuses as more are found.


People
Wrath
Desire
Madness

1

Wrath Influence: +4%
Wrath Ascension: +1

Desire Influence: +4%
Desire Ascension: +1

Madness Influence: +4%
Madness Ascension: +1

2

Wrath Influence: +8%
Wrath Ascension: +2
Whispers: +50

Desire Influence: +8%
Desire Ascension: +2
Gold: +50

Madness Influence: +8%
Madness Ascension: +2
Relics: +1

3

Wrath Influence: +12%
Wrath Ascension: +3
Whispers: +50
Cultists: +1

Desire Influence: +12%
Desire Ascension: +3
Gold: +50
Cultists: +1

Madness Influence: +12%
Madness Ascension: +3
Relics: +1
Cultists: +1

4

Wrath Influence: +16%
Wrath Ascension: +4
Whispers: +100
Cultists: +1

Desire Influence: +16%
Desire Ascension: +4
Gold: +100
Cultists: +1

Madness Influence: +16%
Madness Ascension: +4
Relics: +2
Cultists: +1

5

Wrath Influence: +20%
Wrath Ascension: +5
Whispers: +200
Cultists: +2

Desire Influence: +20%
Desire Ascension: +5
Gold: +200
Cultists: +2

Madness Influence: +20%
Madness Ascension: +5
Relics: +4
Cultists: +2

[h2]Passive Events[/h2][hr][/hr]Passive events can appear each day in Sanctum. There is a 25% chance of an event happening when the day begins. Events roll from those that meet their conditions, including some from the previous day, like callings or tales.

The same passive event cannot appear twice in a row. When an event ends, it cannot appear again for at least 5 days. Each day, only one event can appear.


Condition
Event
Effect

Faith 75% or higher
1 day

The Flock Grows
High Faith
The Whispers guide the Awakened to our most holy Sanctum.

Cultists: +1

Notoriety 25% or lower
1 day

From the Shadows
Low Notoriety
Aranthor’s guard is down. Now is the time for decisive action.

Disciples experience: +100

Winning Tale
1 day

Worthy of the Gods
Successful Tales
The Gods grant divine wisdom to their Prophet.

Whispers: +50

Needs 25% or lower
1 day

Focused Faithful
Low Needs
The cultists are performing their duties effectively, freeing the Prophet to contemplate the Whispers of the Eyeless.

Prophet experience: +50

Successful Calling
1 day

A Holy Gift
Successful Callings
Additional holy relics were discovered in the vault… perhaps bestowed by the Gods themselves?

Relics: +2

Faith 50% or lower
2 days

Insidious Doubt
Low Faith
The cultists cannot be overseen at all times. It would be wise to bolster their faith.

Prophet Health, Loot and Sanity: -10

Notoriety 75% or higher
2 days

Secrecy in Peril
High Notoriety
As word of the cult spreads, fear grips the cultists’ hearts and weakens their resolve.

Prophet Health, Loot and Sanity: -10

Failing Tale
1 day

Deafening Silence
Failed Tales
Do the Gods doubt their chosen Prophet? We must turn the tides back in our favor.

Whispers: -50

Needs 75% or higher
2 days

Pestering Masses
High Needs
The Prophet must expend energy and effort to maintain order.

Prophet Health, Loot and Sanity: -10

Failed Calling
1 day

Whispered Repercussions
Failed Callings
A cursed malediction overcomes our Disciples. Their screaming is most disconcerting.

Disciples Sanity: -10
Alright, that's it for now. Let us know what you think in the comments!



🌀 Steam Community Hub – Discussions, updates, and official announcements.
💬 Discord – Real-time chats, dev insights, and questionable choices.
📜 Reddit – Share your journey, tactics, and cult aesthetics.
🐦 Twitter/X – Official updates, highlights, and cursed thoughts.
📘 Facebook – News, discussions, and the occasional ominous post.
🌤 Bluesky – For those who prefer their whispers in the wind.

Whispers of the Eyeless Patch #4: The Arrival of Mini-bosses and Battle Changes!

The path to the exit has changed — two foes now stand in your way, while a miniboss guards the threshold, holding its ground at its former strength. Combat is no longer a race to kill before being killed; enemy damage has been lowered while their resilience grows, forcing a shift from raw aggression to tactical adaptation.

Miniboss fights demand focus, while the journey allows breathing room — less about immediate survival, more about the choices you make between blows. Adjustments to enemy stats, skills, and economy ensure the challenge remains sharp but measured. Adapt, endure, and carve your way forward.

[h3]Thank You So Much![/h3][hr][/hr]We are so close to 50 reviews!

Your Steam reviews and community discussions mean the world to us. As a small indie team, knowing what resonates with players helps guide our decisions. Your feedback shapes our priorities, and we’re grateful for every insight you share. We are so close to 50 reviews!

[h3]Enemy Power Level Changes[/h3][hr][/hr]
We have changed the system of enemy power levels. Previously, they were divided into levels depending on the Tales tiers. With the new system, you will find two weaker enemies on the way to the exit. At the end, you will meet a miniboss, which will be at the level before the changes.

We want fights with minibosses to be more engaging while reducing the possibility of death on the way. Additionally, the damage of all enemies has been reduced and their life increased. This change shifts the emphasis in fights away from pure damage output. Previously, the best tactic was to kill the enemy as quickly as possible.

Now, players will have more time to change tactics and adapt to the situation.

[h2]Build 0.40.4 Changelog[/h2]
[h3]General Updates[/h3]
  • Tutorial Tale: Players no longer can die in it.
  • Congregation Task: Required Cultists to obtain changed to 3 from 4.

[h3]Dungeon Enemy Adjustments[/h3]

  • Horde of Rats (Tier 1): Damage -2 (14), Critical Chance -20% (10%), Evasion -10% (0%), Special Cooldown -2 (6).
  • Scavenger (Tier 1): Damage -2 (10), Evasion -5% (5%).
  • Leftover (Tier 1 Miniboss): Sanity Damage +2 (6), Health +50 (125).
  • Fly Keeper (Tier 2): Damage -2 (8), Health +25 (150), Critical Damage -6 (6), Evasion -5% (5%).
  • Lunatic (Tier 2): Damage -8 (12), Health +25 (150), Evasion -5% (5%).
  • Candleman (Tier 2 Miniboss): Damage -4 (10), Health +50 (200), Evasion -5% (5%), Special Cooldown -2 (4).
  • Pain Vessel (Tier 3): Damage -6 (18), Health +25 (200), Evasion -5% (5%).
  • Pain Vessel (Tier 3 Variant): Damage -8 (10), Health +25 (225).

[h3]Old Town Enemy Adjustments[/h3]

  • Wild Dog (Tier 1): Critical Chance -10% (10%), Critical Damage -6 (6), Evasion -10% (0%), Special Cooldown -2 (6).
  • Refugee (Tier 1): Evasion -5% (5%).
  • Thief (Tier 1 Miniboss): Damage +2 (12), Health +25 (100), Evasion -10% (10%).
  • Drunk (Tier 1): Damage -2 (10), Health +25 (150), Evasion -5% (5%).
  • Smuggler (Tier 1): Damage -6 (10), Health +25 (150), Evasion -5% (5%), Special changed to loot stealing from increased evasion.
  • Refugee Mob (Tier 1 Miniboss): Evasion -5% (5%).
  • Murderer (Tier 3): Damage -4 (18).
  • Marauder (Tier 3): Evasion -5% (5%).

[h3]Raid Guards Adjustments[/h3]

  • Enforcer: Damage -3 (22), Health +25 (225), Evasion -5% (5%).
  • Defender: Damage -2 (18), Health +25 (225), Evasion -5% (5%).
  • Commander: Damage -3 (22), Health +25 (300), Evasion -5% (5%).

[h3]Raid Sons of Valour Adjustments[/h3]

  • Interrogator: Damage -3 (22), Health +50 (300), Evasion -5% (5%).
  • Judge: Damage -3 (22), Health +50 (300), Evasion -5% (5%).
  • Monument: Damage -4 (26), Health +75 (400), Evasion -5% (5%).

[h3]Combat & Economy Adjustments[/h3]

  • Prophet: Base evasion chance lowered to 5% from 10%.
  • Reckless Attack Action: Damage bonus changed to +8 from +5. Evasion and Special effects removed.
  • Savage Brand Action: Counter bonus changed to +5 from +4.
  • Maddening Inculcation Action: Sanity replenished changed to +10 from +8.
  • Item Sell Prices: Adjusted to 10/20/30 gold based on tier, down from 25/50/75. Due to increased item sources, the previous system led to infinite gold exploitation.


🌀 Steam Community Hub – Discussions, updates, and official announcements.
💬 Discord – Real-time chats, dev insights, and questionable choices.
📜 Reddit – Share your journey, tactics, and cult aesthetics.
🐦 Twitter/X – Official updates, highlights, and cursed thoughts.
📘 Facebook – News, discussions, and the occasional ominous post.
🌤 Bluesky – For those who prefer their whispers in the wind.

Whispers of the Eyeless – Patch #3: Windowed Mode Added & Bug Fixes

A prophet must see clearly, and clarity begins with the fundamentals. This update tweaks the foundation — sharpening the interface, tightening mechanics, and scrubbing out lingering oddities that lurked in the code. Windowed mode has arrived, messages now sit where they belong, and the Vault and Reliquary reveal just enough to keep the mystery alive.

Alongside these changes, we’ve tracked down misbehaving events, wayward UI elements, and stubborn artifacts that refused to work as intended. No more missing loot, vanishing tasks, or confused gods. The path forward is now clearer, though the trials ahead remain just as daunting.

[h3]To the Community[/h3]
Your insights in Steam reviews and community discussions are invaluable to us. For a small indie team, understanding what players connect with the most is everything. Thank you for sharing your thoughts — your feedback directly shapes our priorities. We’ll have more updates to share soon, so please keep the conversation going!

[h3]New Art for the Whispers[/h3]
Our incredibly talented artist, Symon, has made a nice piece of art befitting for the Prophet! You'll see it in your library, on our Steam page, and elsewhere.


[h2]Build 0.40.3 Changelog[/h2]
[h3]General Updates[/h3]

  • Windowed Mode: Added as a new display option.
  • Welcome Message Frame: Adjusted for improved readability.

[h3]Sanctum Updates[/h3]

  • Vault and Reliquary Mechanics: Locked mechanics are now less transparent.mystery.

[h3]Bug Fixes[/h3]

  • Opportunity Events: Fixed a bug causing incorrect effects.
  • Task Scrolls: Now properly show after loading the game.
  • Loot Bags in Tales: Will display all gathered items throughout the Tale rather than only at the end.
  • Combat Dialogue: Corrected improper lines linked to different gods.
  • Bleeding Stone (Lesser Artifact): Fixed an issue where it did not increase Blood Sacrifice CHaline as intended.
  • Text Formatting: Various minor bugs in text formatting have been fixed.

[h2]What's Next?[/h2]
We’re preparing a patch set to arrive sooner rather than later, introducing mini-bosses that will test your cult’s resolve in new and brutal ways.



🌀 Steam Community Hub – Discussions, updates, and official announcements.
💬 Discord – Real-time chats, dev insights, and questionable choices.
📜 Reddit – Share your journey, tactics, and cult aesthetics.
🐦 Twitter/X – Official updates, highlights, and cursed thoughts.
📘 Facebook – News, discussions, and the occasional ominous post.
🌤 Bluesky – For those who prefer their whispers in the wind.

Whispers of the Eyeless – Patch #2: A Stronger Prophet and Faster Leveling

This update tinkers with the very bones of the Sanctum, polishes blessings, and gives unruly enemies a much-needed attitude adjustment. Costs have been trimmed, rewards made sweeter, and the flow of gameplay smoothed like river stones under the weight of your ambition.

Early fights are now more forgiving, helping new players survive longer. Blessings and counter builds pack more punch, making new strategies viable. Experience gains have been boosted, ensuring progress never drags. The Prophet’s path is still treacherous, but now, every step forward feels sharper, swifter, and more rewarding.

[h3]To the Community[/h3]
As always, your feedback in Steam reviews and elsewhere continues to guide us on what to focus on. Steam reviews are so important, especially for an indie team. Thank you to everyone who has shared their thoughts and thanks to your input, we know what to prioritize and we'll have more news soon. Keep it coming!

[h2]Build 0.40.2 Changelog[/h2]
[h2]Sanctum Updates[/h2]

  • Prophet and Human Sacrifices: Buffed to provide greater utility.
  • Calling God Deployments: Negative effects removed, and buffs increased.
  • Customization Costs: Adjusted to 1 Supply (previously 2).
  • Lesser Artifacts: Upgrade cost changed to 10 Supplies (from 4 Relics).
  • Item Crafting: Costs adjusted to 5 Supplies (from 4 Relics).

[h2]Tales & Balancing[/h2]

  • Starting Equipment: Prophets now begin campaigns with Robe armor. No Prophet should go into the dungeons underdressed with some manner of protection.
  • Old Town Adjustments: Enemy damage reduced by 10-20%, with Drunk enemies taking the largest hit. Let's say an enemy used to deal 10 damage per hit, with a 20% reduction, the new damage is 8 damage.
  • Blessings Adjusted:
    • Bloodhound (Wrath Rare): Damage per status effect stack increased to 3 (from 2).
    • Lasting Vigour (Desire Common): Block replenishment improved to +6 (from +5).
    • Retaliation (Wrath Common): Counter raised to +6 (from +4).
    • Desperation (Wrath Common): Reworked to "Counter: +5 per attack (until hit received) (1 combat)."
  • Armor Affixes Buffed:
    • Counter increased to +3 (from +2).
    • Block replenishment raised to +3 (from +2).
  • Dungeon Rewards: Experience rewards replaced with random tier 1 equipment.
  • Experience Gain: Adjusted in Old Town and Dungeons to 10/15/20 based on tier (from 5/10/15).
  • Gods Hunger Event: Effects doubled for greater impact.
  • Archetype Adjustments:
    • Secondary negative effects removed.
    • First Prophet: Experience gain improved to 20% (from 10%), with Insight effect
      removed.
  • Raid Mechanics: Extra evasion bonus reduced to 20% (from 40%).
  • Maneuver Passive: Status effect removal doubled.

[h2]Bug Fixes[/h2]

  • Channel Divinity: Fixed issue where it wouldn’t work with the loot bag open.
  • Fates Mirror Raid Shard: Sons of Valour encounter crash fixed.
  • Notification Placement: Improved placement in the Artifacts tab.
  • Raid Special Cooldown: Corrected to Special Replenishment as intended.
  • Various minor bug fixes.

[h2]Fate's Mirror[/h2]
Fates Mirror NPCs received grey text info telling what they offer.

[h2]What's Next?[/h2]
we’re also working behind the scenes on refining enemy power levels and introducing challenges that demand more than just brute strength. There's greater trials ahead for a would-be Prophet and their cult.



🌀 Steam Community Hub – Discussions, updates, and official announcements.
💬 Discord – Real-time chats, dev insights, and questionable choices.
📜 Reddit – Share your journey, tactics, and cult aesthetics.
🐦 Twitter/X – Official updates, highlights, and cursed thoughts.
📘 Facebook – News, discussions, and the occasional ominous post.
🌤 Bluesky – For those who prefer their whispers in the wind.

Whispers Of The Eyeless, the strategy RPG from the modder behind Total War: Warhammer's most legendary overhaul, is out now in early access

I was initially sceptical that we'd be seeing dark fantasy strategy RPG Whispers Of The Eyeless any time soon. I follow the game's creator Venris on YouTube. He's co-developing this with Evil Gingerbread Studio but his other big project is the Total War: Warhammer III overhaul mod SFO, and it seems barely a month passes without some huge update to that. Venris once told me he mods for around "eight to 12 hours a day", though, so I suppose I shouldn't be surprised that this cult-shepherding roguelite is now available in Steam early access. Edwin described it as "Darkest Dungeon, but you're running the dungeon". That's better than anything I could come up with, so let's stick with that.


Read more