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Thank you all for your patience. Today is finally the day, we're excited to release The Erebus (also known as "the ship")!
The Erebus has been a huge undertaking for us. It features a vast playable space spanning multiple decks, with sections of the ship being randomly generated each time you play.
The new map introduces two brand-new major monsters, each with their own unique abilities, as well as a new environmental threat. For those who enjoy uncovering the story, there's plenty of new lore to discover and piece together.
Of course, we've also added new achievements, cosmetics, and a brand-new collectible to collect on the map.
Not at all.
We have plenty more improvements planned. Over the coming weeks we'll continue fixing bugs, improving performance, and polishing the map's visual fidelity. Some areas currently perform worse than others, and we're already working on optimisations.
So why release it now? We want to get the update into your hands so we can gather feedback and bug reports from a much larger group of players.
Alongside The Erebus, we've fixed hundreds, if not thousands, of bugs, as well as made a wide range of smaller performance improvements.
There are simply too many minor changes to list individually, so if you encounter any new or existing issues, please let us know!
We've also added a brand-new lobby minigame, Scooter Menace, which is available to play right away while waiting for your friends.
In addition, we've expanded localisation support with new translations for:
German
Portuguese (Brazil)
Turkish
Spanish
Polish
There's plenty more to come, and we'll be sharing more details soon.
Be sure to join our Discord and keep an eye on our developer blogs for news and updates on future content.
See you aboard The Erebus!
- Valko Game Studios
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This page aggregates Steam news feeds, patch notes, and developer announcements for CRYO, sourced from official Steam community posts.
Major updates, balance changes, and seasonal events often correlate with player-count spikes — cross-reference announcements here with the live charts on the main CRYO statistics page.
Articles link back to Steam for full changelogs. SteamScope refreshes news entries as new posts are published to the game's Steam hub.
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Hello everyone,
We’ve just published a new developer blog for CRYO, where we talk about what the team has been working on recently and what’s coming next for the game.
In this update we share a closer look at the upcoming second map, including some of the new environments players will explore aboard Angenex’s massive offshore research vessel. We also touch on some of the procedural systems we’re implementing to keep each run feeling unpredictable, along with a few details about new monsters currently being developed.
There are also a few sneak peeks scattered throughout the blog if you want an early look at what’s been happening behind the scenes.
You can read the full developer update here: Valko Games Developer Update - April 2026
Thank you to everyone who has played CRYO so far and taken the time to share feedback. Seeing the community grow and hearing your thoughts on the game has been incredibly helpful as we continue development.
If you’re not already part of it, feel free to join our Discord.
We’re looking forward to showing more soon.
Fixed an issue where the AI could be moved nearby to a player if they were detected as "stuck"
Fixed some missing Localisation in the UI
Added Localisation strings that were previously missing
Updated Chinese font to support new localisation
Fixed Hound not being able to enter panic room
Fixed an issue where players could get stuck between lockers in the locker room when being killed
Fixed an issue causing environmental jumpscares to not play for non-host players.
Minor performance improvement for environmental jumpscares
Hello! Apologies for the delay on this update, we wanted to get a bunch of fixes and adjustments in. As always, we'd love to hear your feedback on the discord! Valko Games Official Discord
For those who don't keep up with our dev blogs, the new map should be coming soon; there's a couple sneak peeks in the discord in the meantime. Enjoy!
Added the hound
Added a hound win achievement and cosmetic
Added sounds for curtain collisions
Added Russian Localisation
Added some variation to the kennels in delta7
Added some gore piles / dead grabbers around delta7
Added a new "audio reflection" system to improve the realism and quality of sounds in-game
Improved Stalker sounds in ceiling vents
In the lobby, players will always have 5 inventory slots regardless of the difficulty
Increased vignette when player crouches
On Hard/Hell, monsters will be able to hear tablet notification sounds
Increased the camera stun distance
AI will now run over the chair in the conference room on Delta 7 rather than jump it
The motion sensor will no longer detect dead players
Made hiding spots conceal noise better
You will no longer drop key items or med kits during a grabber attack
Improved navigation for AI
You now have a vignette when knocked down by a pipe throw
The feral is now more accurate when throwing
AI will now try to avoid wandering around downed players
AI will now try to avoid checking the same place twice (unless it's absolutely sure someone is in there)
AI will no longer walk on the coffee table in the lounge
Improved note page in tablet
Made the tablet work regardless of ping
Improved weather so that it transitions better when exiting a building
Improved mouse/keyboard input detection
Improved AI accuracy when pathing
Improved corridor textures in Delta7
Changing room progress bars are now clamped (i.e. it won't show 67/1 revives)
Distractors now work much more effectively
Keypad code tablets now flicker to make them more noticeable (we noticed a lot of players just ignored them)
Improved stability
Improved blood visuals to look less wet and increased amount around Delta-7
Reduced lighting around map
Improved microphone latency
Added escaped players to the spectator chat so they can talk with players who died
Improved penguin spawns to make them easier to find
Increased the amount of penguins that spawn per round
Tutorial - added UI scale pulse animations to Objective Tablet buttons showing what to press
Added 'Confirm' popup to buttons: Quit, Go To Lobby, Disconnect
Whiteboard text has been made black to improve readability
Fixed issues with mics not working (this should solve all the intermittent microphone issues)
Fixed another bug that allowed AI to get stuck
Fixed an issue causing the motion tracker to make noise in your inventory but not your hand
Fixed keypad code position issue in research
Fixed several minor lightmap issues such as the desk with dividers
Fixed issues with inventory sometimes desyncing
Fixed a couple areas where occlusion could cause things to disappear
Fixed an issue that could result in monsters using the wrong mesh for navigation and therefore clipping into buildings/under floors
Fixed fridges in the labs causing players to clip into the wall
Fixed a bug causing players to get pushed through walls during kills in lodgings A
Fixed a bug where the AI could sometimes "teleport" between lockers in very specific circumstances
Fixed a bug where objectives would switch while walking
Fixed objective tablet persistent notifications not registering correctly
Fixed a bug causing delayed sounds when a remote player collides with objects
Fixed a bug where your cursor could disappear when interacting with the cryo-storage puzzle
Fixed a bug where players could get stuck inside the vehicle shed walls
Fixed a wall collider in the start area that allowed players to get stuck when self-reviving
Fixed a bug where the server list didn't mouse scroll
Fixed a bug causing players screen to continue to freeze after spectating a freezing player's revival
Fixed some issues with the controller overlay for steam
Fixed a bug where AI could get stuck at vent entrances
Fixed a bug that could occur with extreme pings where a feral object throw would cause a disconnection
Fixed a bug where players could get stuck if they were killed moments after being revived
Fixed the Camera stun achievement, it should now be consistent
Fixed a bug relating to light sources which could result in monsters attacking the wrong player
Fixed some colliders that allowed items to fall behind them and were subsequently unreachable
Fixed a bug where the AI could clip into the floor in Lodgings A
Fixed a bug causing AI to slow down when changing or turning directions
Various smaller fixes that could cause crashes
Added controller support
Spectate will now show the spectated player's inventory and noise meter
Improved the transitions between Walking, Running and Idling for all AI
Improved how we handle monsters being active around players
Improved how monsters determine whether a player is in a hiding spot
Added an additional check to make sure downed players aren't contributing to the monsters interest
Added an in-house analytics solution (anonymous)
Improved stalker ceiling-vent usage
Added a toggle sprint option
Added a minor vignette when sneaking
Removed code spawn points outside of the conference room for the printer objective (people weren't seeing it while wandering around PCs leading to frustration)
Improved the panic room tasks to be clearer
Added a cooldown to the AI search animation so they're not stood sniffing repeatedly
Added a bunch of new spawn points for items around the base, mostly on bodies
Added a shader preload to prevent the FPS dip when particles first spawn
Changed fire extinguisher particles and ensured they no longer appear far from the source
Added new achievements for escaping
Added the first Arcade machine to the lobby
Added an achievement linked to the arcade machine
Fixed cosmetic marker being visible through the wall
Fixed "Family Photo" unlocking for the wrong player
Fixed a safe spot in lodgings B
Fixed several penguin spawns not being interactable
Fixed an issue causing players to clip through the floor in the vehicle shed
Fixed several missing or wrong localisation keys
Fixed an issue causing host to have a screen fade each time a player switches their body type
Fixed local volume slider not working in solo
Fixed a floating jug in Lab A
Fixed an issue where you could interact with the customisation UI outside of the changing room
Fixed the "infiltrator" achievement not unlocking correctly
Fixed snow goggle glass colour
Fixed an issue causing the mirror to not render goggle glass & making it darker
Fixed a bug that allowed monsters to kill players going into hiding spots even if they weren't seen (this happened within 3m)
Fixed medkit being invisible after self-reviving
Fixed an issue where your screen would fade trying to switch players, even if there is no one else to spectate
Fixed an issue causing AI to sometimes slow down, particularly when investigating
Fixed an issue causing AI to break/get stuck
Fixed an issue causing the player animations to jitter
Fixed the desync between players doing actions at the same time (for example, locking a door and opening it at the same time)
Fixed an issue where you can cause an item to disappear if you switch to another inventory slot during the drop animation
Fixed a bug where doors stayed closed after the stalker breaks the chains on it
Fixed a bug where the stalker was entering ambush midway through a chase
Fixed a bug that allowed monsters to kill people in lockers even without seeing them go in there
Fixed a bug that allowed monsters to chase for longer than they should
Fixed a bug allowing you to run through the stalker in his ambush animation
Fixed an issue where the security decryption didn't feature all letters
Fixed several instances of the stalker sneaking where he shouldn't
Fixed an issue where monsters could occasionally get stuck for a short amount of time while searching for a player
Fixed having an empty medkit in a slot before a full one causing the game to end
Fixed an issue with players being unable to interact with objectives (printer, hdd reader) while holding empty fuel cans
Fixed the player tab on the tablet not saving and also fixed a bug where the volumes were incorrect
Fixed an issue where AI could get stuck trying to destroy distractor items
Fixed a bug resulting in players getting stuck while using deicer / fire extinguishers
Fixed a bug that allowed players to shoot themselves with a flaregun
Fixed an issue where certain keycards spawned inside objects
Hello all,
Just to update everyone with the current game plans, we've put together a dev blog. You can read it here: Valko Games Developer Update - December 2025
Thank you to everyone who has joined us so far with CRYO!
Hello Everyone,
We have enabled the ability to earn cosmetics this update. This is done currently in two different ways;
Achievements - Completing an achievement will unlock a corresponding cosmetic.
Penguins - Hidden around Delta-7 are penguin figurines. These are designed to be multi-match collectibles, so you will need to play the map quite a bit to unlock everything.
Both the methods above have UI in the lobby changing room to show your progress to unlocking new cosmetics.
There's also 15 new achievements in this update.
For those not on discord (Come join us!), we have an informal Trello we're keeping up to date. You can find that here https://trello.com/b/3GtPTbDV/cryo-feature-roadmap
- Added Cosmetics
- Improved the noise meter to be much more accurate
- Lobby lighting has been improved
- Stalker no longer plays chase music when in stalk mode
- Escaping in a vehicle no longer plays the low pass filter (muffled)
- Several interactions now trigger the AI noise meter (body flashlights, door latches, vents etc)
- Metal floors now make more noise
- Monsters won't investigate player footsteps if they are made when crouched
- Base layout maps will now appear in high resolution, even on low texture quality
- New escape music
- Added a new room to the lodgings
- AI will now detect dropped items
- Added player list to tablet (basic)
- Dead players now have a "dead only" voice channel
- Improved lighting quality on Delta 7
- Added penguins to Delta 7 (collectibles that unlock cosmetics)
- Reduced memory consumption in Delta 7
- Made the lobby mirror clearer
- Improved reflections of the maintenance area
- Added 15 new Achievements
- Implemented basic language support for French, Italian and Chinese (this is unfinished)
- Fixed an issue where the feral could throw pipes at downed players which broke animations
- Fixed plays clipping through walls after kills
- Fixed AI running in place on the player's body after a kill
- Fixed AI sometimes not killing players who enter hiding spots in front of them
- Fixed an issue causing camera locks when states are changed
- Fixed a bug causing players to get stuck in the hiding animation
- Fixed a bug causing the tablet the auto-open after leaving a hiding spot
- Fixed a bug causing the grabbers to generate "panic" sounds when the player was near
- Fixed an issue where the enter on the numpad wasn't registering
- Fixed auto-uncrouching when sending a tablet message
- Fixed blowtorch not progressing the objective
- Fixed blowtorch allowing you to cut the same chain twice
- Fixed a problem where players couldn't uncrouch in some doorways
- Fixed AI getting stuck (and will teleport stuck monsters)
- Fixed some clipping item spawns
- Fixed timer reset noise playing when picking up digital timer
- Fixed an issue that could make the AI ignore distractor objects
- Fixed freeze transferring when being resurrected
- Fixed an issue where players could talk after death
- Fixed an issue where the AI could clip through doors to open them
- Fixed an issue where the lobby would not be joinable through steam after going back to the lobby
- Fixed an issue where the body flashlight was active during respawn
- Fixed some invalid reflection probes
- Fixed glowing red cement bags
- Fixed light probes for objects in labs
- Fixed an issue where monsters wouldn't kill players despite colliding with them
- Fixed an issue where weather wouldn't render when looking outside via a window
- Fixed female hair so it's not as wispy
- Fixed a bug where you couldn't input the password for the panic room laptop
- Fixed a buffer error when using the intercom
- Fixed a problem where the feral would constantly aggro a player going into vent
- Fixed an issue where players would get stuck jumping a railing in the stairwells
- Fixed an issue where fixing the printer jam could drain your item
- Fixed an issue where some fridges wouldn't open on the first interaction
- Fixed an area of Lodgings A where there was no footsteps
- Fixed an issue where animations and controls could break after being killed by AI
Loading screen hints have been added
Texts have been updated to help players find/understand objectives
Easy difficulty will now only have a single objective and it will never be the CCTV one
Microphones can now be reduced even further
Lobby passwords are now hidden (stream friendly) and appear on the lobby board
Various audio improvements to occlusion, reverb, footsteps etc
More variation for the grabber audio
Added the ability to self revive in singleplayer and Easy difficulty
Map wall decals have been adjusted to represent their respective keycards (i.e. red card -> red decals)
Some small audio additions when the feral is walking nearby
Increased the default FoV
New lighting around the base to make some areas easier to notice and navigate
The Stalker AI has been redone and will now "stalk" players. He also ambushes much more often.
We've reduced the headbob when downed
Motion detectors are now more likely to spawn in the locked labs
We've reduced the intensity of the body flashlight so it's not as annoying against the tablet
New spawn points have been added to the Gym and Printer Room
Added more signage around the map and included floor plans to help players understand where they are.
Large flashlights now drain a lot slower
Added FSR2 upscaling if DLSS isn't supported
Chain will now notify players that only double doors can be locked
Made tutorial text more noticeable
Defibrillator item has been added that will allow players to "resurrect" dead players
Toilets are now much more effective for hiding (we see a lot of players using them as hiding spots)
Fixed AI getting stuck on distractor items
Fixed the visuals on hair that was causing it to result in bald-looking players
Snowtruck audio volume has been increased
Grabbers will no longer run in place
Lobby has had some audio issues fixed
The panic room notification now sends to chat correctly
Plants no longer block vision in fire and medical
AI shouldn't get stuck in the spot while searching for players as often (we're still looking into this fully)
Typing on the tablet will no longer speed up your "give up" bar when using space
Medkit vials no longer have crazy physics sometimes
Player positions are synced much better during kills
The game no longer ends if you trap the monster in the panic room
You should no longer clip in hiding spots
Synchronised hiding spots better so you shouldn't get desynced hiding
Bathroom reflection probes have been added to prevent you from going shiny in complete darkness
The stalker should no longer run at full speed in the walk animation when searching for players
Fixed an issue where players could walk into lockers
Fixed a bug where players could interact with hiding spots while the monster was also searching it
Fixed several spawners being hidden or floating
Fixed a bug that caused multiple of the same objective to sometimes appear in the tablet
Fixed a bug where the scaling was sometimes off for the cancel revive text
Fixed a bug where the panic room password would be in the decrypted list
Fixed a bug where items would desync when dropped sometimes
Fixed a bug where reviving would sometimes cause players to be disconnected
Fixed a bug where lobbies sometimes allowed more people to connect
Fixed chat not auto scrolling
Fixed a bug where the lobby password could cause a crash
Fixed a bug where getting jumped on by a grabber would lock your camera
Fixed a bug where getting into a vent after a feral pipe throw would prevent getting caught