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Stygian: Outer Gods News

We Need Your Feedback on Languages!

[p][/p][p]Greetings, ladies, gentlemen, and any eldritch entities watching us from the void!

In our latest update, we’ve added new language options for Stygian: Outer Gods, including Simplified Chinese, French, German, Spanish, Brazilian Portuguese, Russian and Japanese. We’re excited to make the game more accessible to players around the world, and now we’d love your help reviewing these localizations. We’re particularly interested in feedback on the Chinese, Japanese and Russian translations, as these are among the most complex and challenging languages to localize effectively.[/p][p]If you notice any issues, typos, or awkward translations while playing in any of the supported languages, please share your feedback. To make it easier, we’ve opened dedicated feedback threads on Steam where you can report any problems you encounter, one for Simplified Chinese and one for all the other languages. You can also hop on our Discord where there is a dedicated forum too! Your input is incredibly valuable in helping us polish the game’s localization and ensure a smooth, immersive experience for all players.[/p][p]Please note that Stygian: Outer Gods is an atmospheric, immersive game, and the in-game language reflects this: it’s written in a Lovecraftian, poetic, and mysterious style. We’d also love to get your feedback specifically on how well this style comes across in the different localizations.[/p][p]Thank you for helping us make Stygian: Outer Gods the best it can be![/p][p]
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Souls of the Silent Tide Update is Out Now for Everyone!

[p][/p][p]Greetings, ladies, gentlemen, and any eldritch entities watching us from the void! We are proud to announce that the first major Content Update, Souls of the Silent Tide, is now available for everyone to download! The game will also be 20% off for one entire week, starting at 7 PM CEST / 10 AM PT today, which makes it the perfect time to grab it.[/p][previewyoutube][/previewyoutube][p]This new update features the otherworldly House of Mists with its surrounding Blood Forest area, a ghastly ritual site of the head witch Agata, as well as a secret surprise for the most diligent and perseverant of explorers (an achievement is linked to this secret – let us know if you find it, but don’t spoil it for the others!). These locales will be brought to life with new intriguing characters and deadly enemies, together with new challenging puzzles and quests. The whole Change Log can be found below.[/p][p]Stygian: Outer Gods has also been localized with subtitles for players across the globe. New languages now include: French, German, Spanish, Brazilian Portuguese, Simplified Chinese, Russian and Japanese.
[/p][p]We would like to thank everyone who helped with the beta testing, your feedback and suggestions were invaluable! We were able to fix a lot of bugs thanks to your reports and we are continuously monitoring what you have to say! Join our Discord and share your opinion.[/p][p]It is necessary to mention that after the 20% discount ends on Friday 29th at 7 PM CEST, the price of Stygian: Outer Gods will change to 24,99 USD / EUR. This makes the discount even more of a bargain and this is definitely the best time to get yourself a copy of the game, if you haven't done so yet.[/p][p]To sweeten the deal, Stygian’s older brother, Stygian: Reign of the Old Ones, is discounted by 80% all week long as well. If you haven’t played the first game, this is the perfect chance to check it out.
[/p][p][dynamiclink][/dynamiclink][/p][h3]Change Log:[/h3][p]New Content[/p]
  • [p]New locations: House of Mists, Blood Forest, Agata's Ritual Place, new secret location[/p]
  • [p]New weapon: H&W Military Police Revolver[/p]
  • [p]New monsters: Feral Witches, Feral Dogs[/p]
  • [p]New artifacts: Pendulum, Ring of Pain's Poison[/p]
  • [p]New NPCs and quests: Misty Hill Spirit, The Tree[/p]
  • [p]New consumables and recipes[/p]
  • [p]New dangers, stories and secrets[/p]
  • [p]New boss fight[/p]
  • [p]New localizations: French, German, Spanish, Brazilian Portuguese, Simplified Chinese, Japanese and Russian subtitles[/p]
[p]Bugfixes and Changes[/p]
  • [p]Fixed the "invisible" notes and diaries[/p]
  • [p]Fixed some description problems[/p]
  • [p]Fixed the incorrect save mirror in the forest[/p]
  • [p]Fixed Boatman's marker incorrect placement[/p]
  • [p]Fixed the retroactive unlocking of the Kerosene Lamp achievement[/p]
  • [p]Fixed some localization problems[/p]
  • [p]Improved the design of Jack's status mirror in inventory[/p]
  • [p]Improved the key finding quest (made it easier to understand) in Jack's apartment[/p]
  • [p]Changed the design and sound of the stunning totems in Agatha's Swamp[/p]
  • [p]Added 2 more autosaves (next to the Church after Jack returns from his apartment and next to the Misty House after the boat docks)[/p]
  • [p]Added the inventory space check in Percival's gun quest[/p]
  • [p]Added a Lovecraft Easter Egg in the cave[/p]
  • [p]Added the Witch house Easter Egg in the corridor with trapped Percival[/p]
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Stygian: Outer Gods | Talents, Cards, and the Player’s Path

[p]Greetings, ladies, gentlemen, and any eldritch entities watching us from the void![/p][p]Since last Friday, the Open Beta of the upcoming Content Update has been available to all who hold Stygian: Outer Gods in their Steam library. If you wish to experience a host of unreleased content – including new locations, quests, characters, enemies, and much more, now also localized into several additional languages – do not hesitate to join. You can read more here.[/p][p]But now, let us turn to the notes of Daniel Upton:
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Stygian: Outer Gods diverges from many of the foundational pillars of the original game – not just in narrative and structure, but in its entire RPG model. We’ve deliberately abandoned traditional archetypes to focus not on classes, but on character – alive, conflicted, and vulnerable.[/p][p]There are no classes here. No one will hand you a staff or a sword and declare, “You’re a mage now,” or “You’re a warrior.” Jack Harrison is no hero in the usual sense. He’s just a man, one of the unfortunate few who found themselves in the wrong place at the wrong time. Just another accidental participant in a nightmare. Someone any of us could be.[/p][p]In the original Stygian: Reign of the Old Ones, players could choose from several archetypes: Occultist, Soldier, Detective, Scholar, Aristocrat, and others. These helped shape a general direction and offered distinct playstyles that many players enjoyed.[/p][p]But Outer Gods tells a different story – a more personal one. The player takes control of a fully-formed personality: a protagonist with a past, a temperament, and motivations. How he changes, what he becomes, and what he’s willing to do – all that is for the player to decide based on their choices and experiences.
[/p][h2]Ordinary Hero: A Protagonist Without a Title[/h2][p]At the heart of our approach lies the timeless literary archetype of the Ordinary Hero. Not a chosen one, not someone blessed with power or knowledge, and certainly not someone prepared for what lies ahead.[/p][p]He is not “chosen” in any traditional sense. His strength awakens only in reaction to the horror around him. His heroism lies not in superiority, but in persistence, humanity, and the ability to make choices under pressure, fear, and uncertainty.[/p][p]He makes mistakes. He hesitates. He’s afraid – but keeps going. His growth is internal: he learns, he changes, he takes responsibility. This archetype resonates with players because it’s relatable. He could be any of us.[/p][p]The character evolves based on how the player chooses to play. We intentionally moved away from rigid class systems. Rather than assign a role, we let players become one. Instead of predefined archetypes, we chose a talent card system – designed not to reflect a profession, but to shape identity. It’s not about who you chose to be at the start, but who you become through play.
[/p][p][/p][h2]Gold and Silver Cards: What Are They?[/h2][p]The talent system in Outer Gods is built around the “Sinner” and “Seer” card mechanics and is split into two major types: Gold and Silver cards. Players find or earn them as they progress, unlock them, choose specific abilities, and apply them – thus forming a unique development path for their character.[/p][p]Gold cards are core skills. They grant access to new abilities and interactions that were previously unavailable – like speaking with the dead, using arcane amulets, stealth, or heightened perception. Each Gold card is a pivotal moment in character development and often defines or alters how the player interacts with the world.[/p][p]Silver cards function differently. These are modifiers and amplifiers. They don’t provide new skills but enhance and expand existing abilities – both active and passive. Silver cards can affect Jack’s mental and physical resilience, or enhance abilities such as lockpicking, knowledge of the occult, and persuasion.[/p][p]Cards directly affect gameplay: they determine which actions are available, how you interact with the world, and what new paths open up. Here are some practical examples.
[/p][p][/p][h2]Gold Card: Speak with Dead[/h2][p]One of the most intriguing Gold cards is Speak with Dead – a skill that allows players to communicate with the souls of the deceased. This talent also existed in the original Stygian, and here it serves to deepen mechanics and storytelling.[/p][p]In Kingsport, players will frequently come across dead bodies. Some are recent, others have been lying there for decades. Victims of the cult, or simply in the wrong place at the wrong time. Some souls have not moved on, held back by fear, pain, or injustice. This card allows you to hear and speak with them.[/p][p]These aren’t just flavor dialogues. The dead often reveal things the living won’t – lore, hidden truths, and overlooked details. Sometimes, they’ll even give direct hints: where to find a stash, how to bypass an obstacle, or what really happened.[/p][p]Without this talent, all of that remains hidden. The player would have to rely purely on intuition and observation. Still a valid path – just a less dense one.
[/p][p][/p][h2]Gold Card: Leverage[/h2][p]This card allows the player to move heavy objects. It opens access to areas previously unreachable – blocked paths, barrels, rubble. Without enough strength, these locations remain mere background. But with this talent, they become part of the navigable world.[/p][p]With Leverage, you might shift a heavy barrel to discover a hidden descent or alternate route. Such barriers often conceal loot, shortcuts, or optional story fragments. Sometimes, using them lets you avoid confrontation entirely.[/p][p]These moments are subtle, but they reinforce the feeling that you’re not just walking down a corridor – you’re truly interacting with the world.
[/p][p][/p][h2]Silver Cards: Support and Amplification[/h2][p]Silver cards don’t unlock new talents – but they empower the hero, making gameplay more versatile. They allow players to open tougher locks, deal more damage, or better utilize support tools.[/p][p]For example, to make Jack a master of stealth, you might start with the Gold card Stealth Master, which removes footstep noise. Pair it with Backstab, which boosts damage from the shadows. Add Silver cards like Quick Fingered or Master Wrecker, and you’ll be picking locks, avoiding enemies, and finding alternate routes with ease.[/p][p]Silver cards also enhance non-combat abilities. For instance, pair a persuasion-related talent with a Silver card that boosts speech power. Jack will then be able to convince not just people but creatures – avoiding conflict, opening new dialogue paths, gaining rare rewards, and accessing hidden knowledge.[/p][p]Silver cards don’t just buff existing stats – they flesh out your chosen role, making it deeper and more natural.
[/p][p][/p][h2]The Hero’s Path[/h2][p]We consciously moved away from the classic RPG model, where talents are a linear climb toward power. Here, it’s not about strength or efficiency – it’s about how a person changes when thrown into the impossible.[/p][p]From the beginning, we spoke of the Ordinary Hero – someone not ready for the nightmare, but who walks through it anyway. That’s who our protagonist is.[/p][p]He doesn’t choose a role up front. He adapts. He evolves.[/p][p]The cards in Outer Gods are not mere upgrade tools. They reflect decisions made, lessons lived, and identity forged. They shape not just playstyle – but personality. And yet, he remains human – mortal, but more capable than before.[/p][p]It’s a way to hold on to yourself. Or at least not vanish completely.[/p][p]Outer Gods won’t ask how you want to play.[/p][p]It will ask: Who are you willing to become? What will you sacrifice to reach the end?[/p]

New Content Update is Available in Open Beta Now!

[p][/p][p]Greetings, ladies, gentlemen, and any eldritch entities watching us from the void![/p][p]The upcoming Content Update for Stygian: Outer Gods is almost here, and we’re inviting you to be among the first to experience it through our Open Beta. This is your chance to explore new content, test improvements, and help shape the game before the official release.[/p][p]The new Content Update brings exciting additions, including mysterious new locations like the House on the Misty Hill and Blood Forest, dangerous new monsters such as Feral Witches and Feral Dogs, powerful artifacts and a brand-new weapon, NPCs, quests and much more. The entire Change Log can be found below.[/p][p]We encourage everyone to join the Open Beta and share as much feedback as possible. Your insights will be invaluable in helping us fine-tune the update and ensure the best possible experience for all players. We would especially like to hear what you think about the beta of new localizations - French, German, Spanish, Brazilian Portuguese, Simplified Chinese, Japanese and Russian subtitles are available in the Open Beta.[/p][p]Your gameplay progress from previous playthroughs shouldn't be affected, but we still recommend making a back-up save. You can do so by copying all the files from this location and putting them aside:

C:\\Users\\%username%\\AppData\\Local\\Stygian\\Saved\\SaveGames

If you need help with doing so, or have any other questions, don't hesitate to reach out to us here on Steam or on the Stygian: Outer Gods Discord server.[/p][p][/p][p]To access the Open Beta branch, head to your Steam Library, right-click Stygian: Outer Gods, left-click Properties, left-click Betas and from the drop-down menu select the option "public_beta". Your Steam client will then download the Content Update.[/p][p][/p][p]We can’t wait to see how you explore the new content and what you think of the improvements. Every bit of feedback helps us make Stygian: Outer Gods even better.[/p][p]Jump in, experiment, and share your thoughts – your input could directly shape the future of the game![/p][p]Happy testing, and may the Ancient Ones watch over your journey…[/p][p][/p][p]Change Log:[/p]
  • [p]New locations: House of Mists, Blood Forest, Agatha's Ritual Place, new secret location[/p]
  • [p]New weapon: H&W Military Police Revolver[/p]
  • [p]New monsters: Feral Witches, Feral Dogs[/p]
  • [p]New Artifacts: Pendulum, Ring of Pain's Poison[/p]
  • [p]New NPCs and Quests: Misty Hill Spirit, The Tree[/p]
  • [p]New consumables and recipes[/p]
  • [p]New dangers, stories and secrets[/p]
  • [p]New Boss Fight[/p]
  • [p]Beta version of new localizations: French, German, Spanish, Brazilian Portuguese, Simplified Chinese, Japanese and Russian subtitles.[/p]

Stygian: Outer Gods | Daniel Upton's Notes: The Architecture of Madness

[p][/p][p]Greetings, ladies, gentlemen, and any eldritch entities watching us from the void![/p][p]When we started working on Stygian: Outer Gods, one of our earliest and most daunting challenges was designing a town that would evoke the feelings of Lovecraft’s tales, as if it hovered on the edge of reality itself. Not merely a physical space, but a place where time had grown thin, where the present was an echo and the future a distant cry.[/p][p][/p][p]Eventually we designed Kingsport – an ancient coastal town in Massachusetts, seemingly caught in suspension between centuries. The past never truly passed. The future never arrived. Its crooked lanes twist between crumbling 17th-century houses, untouched by the passage of time.[/p][p][/p][h2]The Architecture of Dread[/h2][p]We turned to Lovecraft’s own depictions of Kingsport, as seen in The Festival, and, in part, The Dream-Quest of Unknown Kadath. Our Kingsport is a place steeped in forgotten centuries. A town preserved not by care, but by madness.[/p][p]We drew visual inspiration from the abandoned fishing hamlets of New England, those coastal towns that seem to have turned their backs on the sea, unable to bear what they once glimpsed within it.[/p][p]Dilapidated houses lean into one another, as if seeking support. The narrow streets show no sign of life – only a tense, lingering silence. Masonry is thick with moss and black mildew. Beams hang low, like soaked bones beneath rotting flesh. Old ropes still sag above the alleyways, once strung for drying fish, now they hang like silent nooses, long forgotten.[/p][p]The farther you stray from the town center, the more it feels as though you're wandering not through the streets of Kingsport, but through someone else’s dream.[/p][p][/p][p][/p][h2]Color and Light[/h2][p]The color palette in Stygian: Outer Gods is sickly and tightly restrained. There is no true black, nor pristine white. At times, the colors feel unreal, soaked in dream logic.[/p][p]Light in Kingsport doesn’t illuminate; it only reveals. It isn’t sunlight, but a dim glow, like the mist before a storm. It casts no shadows and offers no comfort.[/p][p]The only living light comes from torches and the slow burn of candle flames.[/p][p]We deliberately avoided pitch darkness in areas where gameplay doesn’t demand it. Instead, we embraced a pale, evasive radiance. Not to conceal horror, but to underline it.[/p][p][/p]
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[p][/p][h2]Sea Hungers[/h2][p]The town doesn’t merely sit beside the sea – it is nearly consumed by it. The ocean is an ancient, hostile presence, slowly swallowing the streets.[/p][p]Kingsport is covered with salt, shrouded in fog, and worn thin by the ceaseless wind. Each breath carries the bitter tang of rust. And with every dawn, the waters rise anew, creeping further, claiming more.[/p][p][/p][p][/p][h2]Key Landmarks of Kingsport[/h2][p]The Brasco Estate serves as our architectural guiding mark and the emotional core of Kingsport. We designed it to always haunt the player’s periphery. It stands somewhere between cathedral and crypt – a vessel for memories twisted beyond recognition.[/p][p]The Lighthouse is a presence of its own. In Lovecraft’s fiction, lighthouses often serve as symbolic and visual anchors, perched at the boundary between reality and the unknowable. We drew upon the image of Basil Elton, the lighthouse keeper from The White Ship, a solitary wanderer, slipping into dreams in search of distant, forbidden worlds. Our lighthouse remains ever-present and always on the horizon.[/p][p]The lighthouse burns with a pale light above the cliffs, casting its indifferent glow across the shoreline. But deeper in the fog, other lights flicker, a thick, venomous green radiance seeping from the windows of the House of Mists, a place that seems fused to the rock itself. Inaccessible by land, it yields only to the wind. Or to those who no longer belong to the world of the living.[/p][p][/p][p][/p][h2]A Town That Breathes[/h2][p]Kingsport was never meant to feel like a common town. It was conceived as something alive that breathes and watches. Sound plays a crucial role in evoking that presence.[/p][p]While moving through Kingsport, you might hear whispers threading through the walls, too faint to comprehend. The rattle of shutters, the steady ticking of ancient clocks, the weary groan of swollen doors on rusted hinges. The shrill wails of witches prowling the outskirts, tearing through the silence, sharp, unnatural shrieks that gnaw at your sanity.[/p][p]The sounds shift and twist, as if the town is speaking to you in its own twisted language.[/p][p][/p][p][/p][p]Creating Kingsport was one of the most demanding journeys we’ve taken as a team. We needed to preserve the spirit of the source material, weave it into our own vision, and, most importantly, to capture that delicate sensation of a dream gone wrong. That instability of existence, which is key to Lovecraftian horror, where behind every crooked wall, something ancient awaits.[/p][p]We want players to feel more than fear the moment they step into these streets. That strange familiarity, as though something long-buried stirs in them. As if they’ve walked here once before, in a life not their own, or in a dream that still clings to them like mist.[/p]