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Immortum — patch notes and updates

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Dated developer announcements recorded from Steam. Open the source for the complete update.

UpdateDateExcerpt / source
Immortum Will Be Out On December 9th 2026!2026-10-31After plenty of playtests, high and lows, Immortum is ready to hit the world on December 9th 2026!Most of my posts are quite long but there isn't a lot to say honestly. I would say that the trailer is that short because I didn't want to spoil too much of the game. If you pause in strategic areas you can actually see and collect some of the key points of the game already - so that's for the hunters out there.You can watch the full trailer here:Don't forget to wishlist!
Perma Death is now OPTIONAL?!2026-10-29This will probably be one of the more exciting posts I'll make about Immortum since officially, I would say Immortum is complete!TLDRImmortum is complete and apart of some bug fixes, good quality of life improvements and translations, the game is ready to ship!PlaytestsAfter running some closed playtests Immortum was adjusted to be challenging but not hard, and as part of this approach I finally tackled perma death. Immortum had a strict save file deletion policy if a player lost all of their lives, since I envisioned it as being the full Immortum experience.But, seeing people's frustration when they lose their save file, not even understandi
Achievement Unlocked: Multiple Endings2026-06-20TLDR: Immortum now has achievements and multiple endings! And thank you for 1300 wishlists!Immortum is all about driving you mad, and what is a better experience for that other than multiple endings? I have been mentioning it briefly here and there, but now it is official. Immortum now has 4 endings. There are some other endings you can get for achievements, but 4 are official endings.Achievements you said? Yes! 21 achievements will await you aboard the Immortum. It is a mix of the tried and true reach-a-certain-level achievement, but also includes ones that would push you to your limit!Combining the achievements with the multiple endings bri
New Demo, New Description, 100% Focus2026-04-26DirectionIn the previous announcements I declared that Immortum will have no combat. Although it might be sad for some, it means that the story will benefit greatly. Therefore, I updated Steam description to show that Immortum is focused on the narrative approach while still providing engaging puzzles and interesting enemies. You can also check the longer description for a more detailed overview of what's to come.Spoiler: It also means multiple endings and choices the matter and require you to pay attention!DemoImmortum's demo included the first two levels, but it felt like the first level is too story driven. Drawing inspiration from other d
A thousand thank you, and 1 sorry 🙏2026-01-30TLDR: Immortum will be released in Q2 instead of Q1 2026.Immortum is coming along very nicely, and the last levels are my favorites of the entire game, closing everything nicely together. Here is a small teaser:It was promised to be released in Q1 2026, and it is possible, but it requires me to rush Immortum, and as a result, it will not be true to its original vision. The story has many twists and turns, and with that, I am adding more story elements and text. For those who don’t like reading in games, that’s fine as well. There is a lot to see and experience in Immortum. I am certain that everybody, with their different game styles, will lo
The worst design mistake is finally fixed! I hope 🙈2025-11-15When it comes to designing games you think you might know everything, but players are unpredictable.But players are not the issue. The issue is always a design mistake - because I designed it poorly, players couldn't understand what to do next.Somewhere around the beginning of Immortum, on the spaceship itself, there is a door leading to a classic psychological mindfuck. You can escape this crazy room, but the door locks behind you.My mistake was using that door to open another real room, with a key card. But people had already used that door, and most of them didn't assume it could be opened with the newly picked-up card.And again, I am not
Game breaking bug LIVE ON STREAM?! 😱2025-11-13To be completely honest, I held on for the next update because the game was very stable. I worked hard to optimize all the lights in the game - the biggest performance hog in the entire game. But I was afraid to break the already great working demo.Until I saw a streamer get stuck between rooms.The most fundamental mechanic of Immortum is separated rooms, in classic horror fashion, with a transition animation in between. And that exact crucial mechanic completely broke and the poor streamer got stuck between rooms.You can watch the video here:https://www.twitch.tv/videos/2612230234At 44:37 it gets completely breaks the game because you are lo
We're not going to start a fight now...2025-10-27Steam Next Fest was great and I had joy watching people play the Immortum Demo.Considering the current wishlists, player base, and the direction of the game, I have decided that Immortum will not feature combat. Having most of the levels focusing on environment, scares, and the story, Immortum will be a better game without combat.The longer story is that the game follows a narrative, and in that story Immortum is a slow burn horror game, ramping up towards the climax at the end. It meant that I would have to add combat to the last level, but it makes little sense to add combat to only one small portion of the game. It was as if Immortum had c
Goodbye version 13! Sounds good?2025-10-12The reception of the new demo changes was great, but there was a single complaint that kept bugging me: it was just too quiet.Sound is a tricky thing since players can listen in with their headphones or their speakers, and the equalizer and sound levels change drastically between the two.Immortum was always about the ambiance and the atmosphere, but you can't set up anything if you can't hear anything. So I boosted the sounds across the entire game to be twice as loud. But it isn't everything!Immortum has a few new soundtracks now, including a new main menu song that fits the version more.And with that, I believe Immortum is Steam Next Fest r
Achievement Unlocked: Faster, Harder, all with a controller!2025-09-09As with all demo releases, if you don’t get it the first time, keep trying. And it paid off because I addressed all the issues the players had:Maps are now small enough so you won’t feel like you are in a walking simulator, but not as tiny as a 21st-century spaceship.Puzzles and key items have a much better description, not making it too easy on players, but not as hard as searching for a guide.Controller support existed before, but I am confident it is more in a beta phase, addressing issues with interaction. I am a solo developer, so if you are passionate about controllers on a PC, support the future of Immortum by providing valuable feedba
Getting lost can be a bad thing2025-09-05Players resonated with Immortum’s Demo, and it was a pleasure to see the faces of those lost in its depths. However, not all games are perfect, and the demo required some fixes.Keeping the balance between making the game fun to play without changing its core was a challenge. Challenge is a positive word since it brings much-needed change!Improvements in the current patch are:Key cards and items that belong to a certain room will now have that room mentioned in their description.Small fixes and tweaks to rooms that were buggy. Now you have a more probable chance of dying.Additionally, the biggest feedback was that the corridors are too long. S
Demo Release Date: July 15th2025-06-29I have created Immortum out of a passion for Horror games. Drawing inspiration from what I like and creating what I wanted to see led to a game that can stand its own ground in today's Horror game scene.The official demo release date, July 1st, was communicated to enthusiastic content creators willing to try Immortum's Demo before everybody else. The reception was amazing and the dream I once had became a reality.Sadly, beyond development, there is also life happening around me, and being solo, I cannot delegate work to others. I am in the process of moving and creating a better working environment for my Quantomuse studio, and unfortunately,
Why did play testers get lost? Demo play test updates!2025-03-19Maps are tricky. Immortum started without any maps. As an ever-changing maze of corridors, the player should be on the edge of his seat without knowing what lurks beyond the corner. But the reality was different than expected and players got lost. Then how do we keep the tension of not knowing the entire map without getting lost? It took some time to find the answer. The first obvious answer is an interactive map. Players won't get lost but they will see the entire map, which defeats the purpose of mystery. And honestly, it's a big feature to build that would take focus from the rest of the game. If not an interactive map, then a static map w