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Styx: Blades of Greed News

An Orc village under siege

[p][/p][p]Hi folks, Cyanide here! We’re back with another look inside Styx: Blades of Greed. This time, we’re leaving behind the towering stone of The Wall and diving deep into a very different kind of battlefield: Turquoise Dawn. Lush, haunted, and bristling with danger, it’s an environment unlike anything we’ve done before.
[/p][p]Turquoise Dawn is a dense forest, once a proud Orc village, now caught in the teeth of the Empire's war machine. Half-colonized, half-scattered, it stands as a testament to the scale of the conflict, and Styx's place in it.
[/p][p]This is the first time players will explore this iconic location, where nature and tradition clash violently with conquest and betrayal. It’s a place tied to Styx’s own past, one he'd probably rather forget. 
[/p][p]But as the invasion deepens and ancient bonds resurface, even Styx, grudgingly, instinctively, might find himself helping his former kin. 
[/p][p][/p][h2]The forest bleeds[/h2][p]Turquoise Dawn isn’t just “a forest level”. It’s a battlefield layered with pain and history. Once home to the Orc Clan of the Turquoise Dawn, it was a breathtaking village built into the treetops, homes were carved into massive, hollow trees, their walkways stretched across carefully guided branches, and their culture, deeply spiritual, centered on balance with the Earth Mother.
[/p][p]Then the Empire launched a brutal surprise attack to seize the clan’s Quartz stone, guided by betrayals from within. Many Orcs were killed or captured. The survivors fled into the forest, leaving their ancestral home desecrated. [/p][p]Now the place is divided, occupied, and defiled. [/p][p][/p][p]The Outpost, once a forgotten forward camp, has become a fully established Imperial base built over scorched earth with fortifications. The Main Tree, the clan’s spiritual core, stands vandalized, its council halls ransacked and murals defaced. The Empire has begun to claim it, but only partially. The base of the tree has been invaded and defiled. Imperial soldiers have set up camps, hacked into roots, and carved out footholds. As you climb, signs of the invasion thin out. The middle zone teeters between ruin and resistance, while the upper levels remain untouched, wild, and sacred.
[/p][p]And deep in hiding lies the Shamans’ Lair, where corrupted Quartz pulses at the heart of a decaying sanctuary.[/p][p][/p][p][/p][h2]Nature fights back[/h2][p]If The Wall was all about cold geometry and heavy boots on steel, Turquoise Dawn is wild. The environment itself is sometimes a threat.
[/p][p]We designed this space to be vertical in a very different way. Instead of towers and catwalks, you’ll be traversing roots, vines, and collapsed walkways. The forest itself becomes both your cover and your enemy. It’s a stealth playground filled with traps, opportunities, and the kind of natural hazards that don’t care if you’re a guard or a goblin.[/p][p][/p][p] Toxic mushrooms lie in wait. Fun to kick. Dangerous near enemies. Giant thorn clusters block shortcuts and escape routes, forcing you into more dangerous terrain. Even the Roaches are different here. Blind, yes, but far more sensitive to noise. Use them, or stay very, very quiet. Oh, and then there are the Roabies. You’ll meet them soon enough. Try not to panic.
[/p][p]And in the thickest parts of the forest, where the Inquisition’s boots. Inquisition doesn’t march on schedules here. They adapt. So should you.
[/p][p]Whether you’re crawling through fallen trunks, diving into old shrines, or navigating the shattered village center, this environment rewards creativity, and punishes mistakes.[/p][p][/p][h2][dynamiclink][/dynamiclink]Enemies who know the land[/h2][p]You’ll deal with more than just soldiers in Turquoise Dawn. The forest is home to complex factions and unpredictable threats.[/p][p][/p][p]The Empire controls a part of the area now. Their soldiers may not have fancy gadgets, but they’ve got numbers and discipline. Sometimes you’ll hear them above you, sometimes below. Always watching.

But they’re not your only problem. Roaches still crawl in the darkness, and they’re worse than ever. You’ll also run into Orcs. Some chose the wrong side of history, some are just... broken. They might help. They might scream. A few still fight. Orc warriors scattered throughout the forest, striking at anything that trespasses too deep into their land, fiercely protecting what little remains of their home.
[/p][p]Then there are the Shaman Orcs. Still rare. Still terrifying. Their connection to the spiritual forces of the forest isn’t broken, it’s just twisted. And bad news, some can sense Styx before he even enters the room. Others go berserk if you get too close to sacred ground. When one shows up? Stay hidden.[/p][p][/p][h2] A living wound[/h2][p]Turquoise Dawn isn’t just a forest map. It’s a wild, wounded place, scarred by war, soaked in memory. A fallen world still echoing with what was lost. And whether Styx admits it or not… this one’s personal.
[/p][p]This forest remembers what it was. It remembers the pain. And it wants someone, anyone, to pay for it. Styx might not care about revenge or healing, but he’s got his own reasons for being here.
[/p][p]What does he find among the ruins? That’s for you to discover.

But the journey’s far from over.
Next time, we’ll take you somewhere even older. Deeper. A place long thought buried beneath dust, secrets… and bones.
[/p][p]The ruins of Akenash await.[/p][p][/p][p]– The Cyanide Team[/p][hr][/hr][p] \[STYX INTERRUPTS] Did the devs seriously end this with a meditation on memory? Unbelievable![/p][p][/p][p]Anyway. TL;DR: Forest’s wrecked. Everyone’s crazy. The Empire’s stomping around like they own the place. There’s Quartz to steal, secrets to uncover, and more corpses than I have insults for. I’m in! You?[/p][p]
You’re still here? Go wishlist the damn game already.[/p][p]Or don’t. Up to you.[/p][p][/p][p]…No really, click the button. It’s right there. See it?[/p][p][/p][p][dynamiclink][/dynamiclink]Touch it.

Click it.

Do it before I turn your antivirus into a roach nest!
[/p][hr][/hr][p]
[/p][p]https://discord.gg/ctqYDp3kzP[/p][h2]Styx's socials:[/h2][p]X (Twitter) Facebook BlueSky Reddit Discord[/p][h2]Cyanide socials:[/h2][p]X (Twitter) Facebook BlueSky TikTok Instagram
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A fortress built to keep you out

[p][/p]
A fortress built to keep you out
[p]Hi everyone, Cyanide here!

We wanted to kick off our new devblog with a closer look at the opening environment of Styx: Blades of Greed, a place full of danger, secrets, and narrative weight: The Wall. It’s the perfect introduction to Styx’s new journey and the systems at the heart of the game. And...[/p][p][/p][p]\[STYX INTERRUPTS][/p][p]Oh no! No no no! We are NOT starting this with “Hi everyone!” What is this, a tea party?! Step aside, devs. Let a professional handle this![/p][p][/p][p]So, picture this: a rotting mountain of stone and steel, stacked high with paranoid humans, shiny guards, and stuff. They call it The Wall, a towering monument to everything the Empire fears. And surprise, surprise, it's exactly the kind of place they don’t want me crawling around in. Which is exactly why I’m here. [/p][p][/p][p]It’s big, it’s dangerous, and it’s full of loot, lies, and overconfident Inquisitors begging to be humiliated. The perfect opening act for a story about infiltration, subversion, and reminding the high and mighty that no one, NO ONE, is out of my reach.
[/p][p]I’ve said enough. I have things to do (not your business). The devs’ll take it from here and talk about all their clever little design choices. Just don’t get too comfy. I’ll be back.
[/p][h2][dynamiclink][/dynamiclink]A symbol of control[/h2][p]From the very beginning, we knew The Wall had to be more than just a backdrop. It needed to be a statement. It looms over the borderlands of the Empire, a brutal monument of concrete, steel, and surveillance, where power is enforced not just by guards and weapons, but by architecture itself.
[/p][p]This place has history. Some players might remember it from Of Orcs and Men, but what you’ll discover in Blades of Greed is a very different beast. Built centuries ago to mark the edge of the Empire and to repel Orc invasions, it has long since become a prison, a military stronghold, and a city in itself, one where privilege and suffering coexist in plain view.
[/p][p][/p][p][/p][p]At the top, the nobles live in lavish quarters that mimic the capital. The Inquisition’s headquarters sit in a towering cathedral, both a religious center and a command post. But it’s the Embassy that truly pulls the strings here. More than just a diplomatic outpost, it acts as the political brain of The Wall.

But down below? It’s a different story. The Slums stretch across the lower levels of the fortress, overcrowded with refugees, plague survivors, and the forgotten. The guards down here are either corrupt, indifferent, or overwhelmed, sometimes all three. Gangs rule the streets, and Orc prisoners are forced into brutal labor at a construction site that never stops growing.[/p][p]
[/p][h2]A dangerous playground[/h2][p]For Styx, The Wall is both an obstacle and a perfect starting point. He’s not just here to make a mess, he’s here to steal a zeppelin. Not just any zeppelin, mind you: this one belongs to a sky pirate with a sharp tongue and questionable morals… which probably explains why Styx decides to recruit him instead of gutting him.

The zeppelin is Styx’s ticket out, and his first real step in a much bigger hunt. With Körangar already reduced to rubble, traces of Quartz have started surfacing across the continent. Why? You'll see.
[/p][p]From a design perspective, The Wall had to be a vertical, oppressive maze that demanded players master the core gameplay pillars early on. Narrow corridors, echoing stone halls, and sharp contrasts between light and shadow define the interior, while the exterior leans into open, dizzying drops and exposed platforms. Every route feels dangerous. Every shortcut is a risk. Whether you’re squeezing through a vent, scaling a watchtower, or crawling through tunnels teeming with roaches, the environment is working against you at every turn.[/p][p]
[/p][p]But it also rewards cleverness. Each objective within The Wall is built with multiple paths in mind. You can enter through the front with careful timing, drop in from a ledge, climb your way in from the scaffolding, or find hidden entry points through chimneys, or ventilation shafts. We wanted this area to feel alive and reactive, not just something to pass through, but something to puzzle out.
[/p][h2]Enemies that don’t mess around[/h2][p]The Wall is also your first real encounter with the Empire’s elite forces, especially the Inquisition, and they’re not here to play fair. Unlike the guards, Styx may have outwitted in the past, these enemies are trained, disciplined, and equipped with tools specifically designed to catch intruders.
[/p][p]Some are heavily armored and can’t be taken out directly unless you dismantle their defenses first. Worst of all are the Inquisition Elite, who can interfere with Styx’s powers, disrupt his powers or even take him down from afar. They fundamentally shift the stealth dynamic, making close encounters a constant gamble. [/p][p][/p][p]
And because The Wall is structured across multiple vertical layers, the threats aren’t just in front of you, they’re above and below, watching from every angle. The result is a space that feels constantly alive with tension. A place where silence is survival, and one wrong move can cost you everything.
[/p][h2]Places worth sneaking into[/h2][p]Throughout your infiltration, you’ll visit some of the most important and atmospheric spaces in the game. The Slums are dense, dangerous, and full of underworld dealings. It's a market packed with useful loot for Styx and even though it’s controlled by gangs, it’s also the birthplace of the resistance. Higher up, the nobles’ district drips with decadence, concealing political secrets… and some of their valuable loot.
[/p][p]Then there are the dungeons, grim, foul-smelling chambers where Orcs and other prisoners are held before being dragged into forced labor. Few make it out. Fewer still are even remembered.

The Inquisition’s cathedral is arguably the most intimidating location inside The Wall. Built as both a place of worship and domination, it serves as the central hub of power for this region. You’ll also visit the Empire Embassy, where political diplomacy masks darker motives, and eventually reach the construction site where the zeppelin is being assembled, a place buzzing with engineers, military personnel, and the constant churn of Quartz energy.
[/p][h2]Everything begins here[/h2][p]By the time you exit The Wall, you’ll have a clear sense of what’s at stake, and who you’re up against. The Empire is growing bolder, fueled by Quartz and ambition. Körangar has already fallen. And in the shadows, the Inquisition is preparing something far worse.
[/p][p]But Styx doesn’t run from impossible odds. He slips past them, poisons their water, and vanishes with their secrets.
[/p][p]In our next devblog, we’ll leave behind cold stone and political corruption for something far more primal, the lush, deceptive danger of Turquoise Dawn. It’s wild, it’s unpredictable, and it may not care who wins your little war.
[/p][p]Until then, keep your blade sharp, and your footsteps silent.

– The Cyanide Team[/p][p][/p][h2]OH COME ON, they’re still talking?![/h2][p]That’s enough, devs! We get it, bricks, lore, lighting, “narrative cohesion”, blah blah blah. You almost put me to sleep in my own blog... Let’s wrap this up before they start quoting architecture manuals.
[/p][p]But let’s cut to the chase: There’s a fortress full of idiots who think they're in control, a shiny zeppelin I’ve got dibs on, and a whole Empire that’s about to get Styx.

Wishlist Styx: Blades of Greed right now, or I swear I’ll sneak into your desktop, rename all your files “LOSER_01”, and leave roach eggs in your RAM. Try me.

Great. We good? Blog’s over.

Go touch this wishlist button bellow. [/p][p][dynamiclink][/dynamiclink]...Still here? Touch the wishlist button. [/p][p]...You didn’t.
[/p][p]I can see you!
[/p][p]Click it before I do something you might regret.[/p][hr][/hr][p]
[/p][p]https://discord.gg/ctqYDp3kzP[/p][h2]Styx's socials:[/h2][p]X (Twitter) Facebook BlueSky Reddit Discord[/p][h2]Cyanide socials:[/h2][p]X (Twitter) Facebook BlueSky TikTok Instagram
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How to revive a 10 year old franchise

[p][/p][p]Hi everyone, usually, Styx would be the one writing this kind of article himself, snarky tone, suspiciously self-glorifying, maybe a few insults thrown in for good measure. But let’s just say… he’s busy right now (don’t ask).

So this time, it’s us, the devs at Cyanide, who are stepping in to answer the big question: why now? Why bring back Styx after nearly a decade in the shadows?
[/p][p]It’s been almost ten years since Styx, the wisecracking goblin thief, slipped into the shadows. But even after all that time, players never stopped asking the same question: “Is he ever coming back?” We’re thrilled to finally say: yes!

With Styx: Blades of Greed, the master of stealth is back in action, and we wanted to share a little more about the journey that led us here.[/p][p][/p][p][dynamiclink][/dynamiclink][/p][h2]Why bring Styx back now?[/h2][p]A lot has changed over the past decade, especially in game development. Thanks to tools like Unreal Engine 5, we can finally realize the vision we’ve always had for Styx’s world, both artistically and technically.

After spending the past few years on very different projects (Werewolf: The Apocalypse, Blood Bowl 3, Pro Cycling Manager, Tour de France...), we were ready for something more personal. Styx has always held a special place in the hearts of our team, and when the opportunity arose to team up with Nacon, everything fell into place.[/p][p][/p][h2]A familiar world, reimagined[/h2][p]We didn’t want to reinvent Styx’s world, we wanted to evolve it.
[/p][p]That signature darkness, vertical level design, and the feeling of being small in a dangerous place? It’s all still there. But this time, we're taking you to places we only hinted at in the past. Visually, the game reflects where Cyanide is headed as a studio, more detailed, more atmospheric, but always true to Styx’s gritty tone.[/p][p][/p][p][/p][h2]The community never left[/h2][p]Over the years, we kept receiving messages from fans, DMs, emails, fan art, heartfelt posts, asking if Styx would ever return.
[/p][p]That kind of passion sticks with you. We knew that if we brought him back, it had to be for the right reasons. We weren’t interested in a half-hearted sequel. We wanted to do it properly, and make something the community could truly get excited about.[/p][p][/p][h2]What it means to build a stealth game in 2025[/h2][p]Creating a stealth game today is no small feat.
[/p][p]AI is more important than ever, it has to be smart, believable, and readable. That balance is critical: delivering a real challenge without crossing into frustration. We’re staying true to Styx’s hardcore roots, but refining the experience to be more accessible and intuitive without watering anything down.[/p][p][/p][h2]Keeping the soul of Styx intact[/h2][p]Styx has always been about pure stealth. No brute force, no loud gunfights, just strategy, timing, and careful movement. And if you mess up, you deal with the consequences. That core hasn’t changed.[/p][p][/p][p]What has evolved is the tone: his sarcasm is still sharp, but the writing now has more weight and consistency. We’ve taken a more mature approach to both the narrative and the character, less noise, more focus.[/p][p][/p][p] [/p][h2]Designed for today’s players[/h2][p]We’ve updated the game’s rhythm, mechanics, and controls to meet modern standards, while staying faithful to what fans loved about the originals. We’ll dive deeper into level design in an upcoming post, but know this: every system, every decision has been made with both legacy and new players in mind.[/p][p][/p][h2]A whole new level of quality for Styx[/h2][p]Switching to Unreal Engine 5 has opened the door to a whole new level of quality.
[/p][p]For the first time, we can fully realize Styx’s world without compromise. More than just a visual upgrade, the new tools also give us room to offer players more flexibility, more ways to approach each challenge, more creative freedom, all while staying true to the core principles of stealth gameplay.[/p][p][/p][p][/p][h2]Thanks for reading![/h2][p]We can't wait to show you more of Styx: Blades of Greed in the months ahead. Whether you’re a longtime fan or discovering Styx for the first time, we’re building this game with you in mind. Stick around, there’s a lot more lurking in the shadows![/p][p][/p][p]And if you’re excited about Styx’s return, there’s one small thing that makes a big difference: wishlist the game. It helps us out a lot, boosts visibility on Steam, and makes sure you don’t miss any updates. Plus, Styx swears he’ll stop judging you (silently, from the shadows) if you do.
[/p][p]So hit that wishlist button, it really matters.[/p][p][/p][p][dynamiclink][/dynamiclink][/p][p][/p][hr][/hr][p]
[/p][p]https://discord.gg/ctqYDp3kzP[/p][h2]Styx's socials:[/h2][p]X (Twitter) Facebook BlueSky Reddit Discord[/p][h2]Cyanide socials:[/h2][p]X (Twitter) Facebook BlueSky TikTok Instagram
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Sign up for our upcoming playtest

[p][/p]
Wanna sneak in early?
[p]Styx: Blades of Greed is still cookin’ in the shadows, but we’re letting a few sneaky types in for a taste. Our first closed playtest is coming, and if you’ve got the guts (and a brain), we want you to try and break it.
[/p][p]Sign-ups close on June 23. After that? Tough luck.[/p][p]
Try your luck here:[/p][p]https://my.nacongaming.com/en-US/playtests[/p][p][/p][p]Once you click to sign up, you’ll receive a form to fill out. Don’t ignore it, no form, no entry.[/p][p][/p][p]Spots are limited, so don’t drag your feet. And remember: it’s a test, not a vacation. Bring feedback, or don’t come crying when I poison your boots.[/p][p][/p]
  • [p]Sign-ups: Open[/p]
  • [p]End of sign-ups: June 23[/p]
  • [p]Playest Starts: Early of July[/p]
  • [p]Platform: PC only (Steam)[/p]
  • [p]Goal: Help us sharpen this blade of greed till it cuts clean.[/p]
[p]See you in the shadows… if you’re not too slow.[/p][p][/p][p]Note: Dates subject to change[/p][p][dynamiclink][/dynamiclink][/p][hr][/hr][h2]Styx's socials:[/h2][p]X (Twitter) Facebook BlueSky Reddit [/p][p][/p][h2]Cyanide socials:[/h2][p]X (Twitter) Facebook BlueSky TikTok Instagram [/p]

Join my community

Wanna be my minions? Stick with me.
[p]
Yeah, yeah, I get it, you’ve got other games to play, other things to do. But if you think you can keep up with me and not miss a beat of what’s coming next, you’re gonna need to crawl out of your little cave and follow my trail.

I’m not gonna hold your hand, but I might drop some secrets, sneak peeks, and sharp-tongued comments, if you’re in the right place at the right time.

Speaking of the right place, we’ve just opened a brand new Discord. Shiny, squeaky clean... (for now). Perfect place to talk about my glorious past exploits, share your wild theories, or just hang around with other sneaky types like you.



Think of it as my hideout, and you? You’re part of my crew. My little sbires, gathering in the shadows, whispering about my brilliance and plotting whatever comes next.

Got thoughts about that mess in Akenash? Korrangar? Want to yell at the devs? Fine by me, as long as I don’t have to moderate. Just remember who the real star is.

[/p][hr][/hr][h2]Styx's socials:[/h2][p]Get in. Lurk around. Complain if you must, I won’t read it, but someone might.

[/p][hr][/hr][h2]Cyanide socials:[/h2][p]The humans behind the curtain. They do the coding, I do the stabbing. I guess you could say they’re in my crew. Follow them.[/p]