
Steam news
Full Steam announcements and update articles for this title.
It's Steam Next Fest – and our friend HIROTONFA, the artist behind Marie's icons, has a game in it that we're proud to be publishing: American Revolution Smuggler.
You're a broke Connecticut ex-lawyer who owes a debt to a literal demon, sailing the East Coast, buying low and selling high, while the Revolution burns around you. Dodge British blockades, outrun Patriot privateers, bribe customs, box dockworkers to train your courage stat… and, yes, romance the anthropomorphic colonial state-chans.
It's Recettear's buy-low-sell-high loop mixed with 100% Orange Juice dice combat and a Persona-ish dating sim, with a very cool voice cast. Nothing like Peri on the surface, but underneath it's the same thing: a labor of love, shoving an engine way past where it was meant to go. If that's why you're here, you'll appreciate HARS.
The inventory transfer update is out. And since it shipped, a lot of time's gone into making it bulletproof: hunting down every duplication bug and edge case you've reported so carrying gear between levels just works. That grind's ongoing, and fixes are landing steadily.
Alongside that, what's new and on the way:
New weapons. A new grenade launcher, new APS-style needler gun, assorted iron of varying dignity.
New outfits for Marie.
UI update for level selection based on feedback and our ambitions.
Apartment is being further improved, with more detail in the intimate spaces between missions.
Smarter enemies, eventually. Enemies can hear your footsteps again (sorry about that) and we've started a real upgrade to enemy AI. Early days, the skeleton's in, but it'll happen.
On the horizon: we’ll be adding gibs. And we're setting up for a new distribution platform.
… plus a stack of smaller fixes. Full patchnotes will be available once the updates go public. For now, details are available as git commits on the Discord.
Since the last update, Peri's been pairing off with a whole spread of games we admire – household names and one-person labors of love alike. Building these little crossovers with other devs has been one of the best parts of the year, and we're thankful to every partner who said yes. Go play their games. You own Peri and get the other at an extra discount, stacked on top of whatever's already on sale:
https://store.steampowered.com/bundlelist/1437760
Lone/Wolves – with ANNO: Mutationem
Machines of Loving Grace – with System Shock 2
Liturgy of the Punished – with No Sun To Worship
The Longest Shift – with halfmoon
Concrete Dreams – with NIDANA
Blood West x Peripeteia
Hard Grit – with G-String
Lore and Liminal Spaces – with Mycelium: The Silent Contract
Big studio or solo dev, every one of these is made by people worth supporting. Thanks for backing them alongside us.
Week of polish on the Stash Update. Thank you for reporting all the “fun” edge cases. Here's what got fixed:
Guns with a lot of attachments could get stuck to your cursor after transitioning levels. These models get deleted as a bandaid. The bandaid will likely stay on forever, as such things do.
Items brought from previous maps no longer get destroyed when you return to the apartment. Many bramit devices were hurt in the process.
Fixed phantom items taking up invisible inventory space after level transitions.
Weight limit at 100% now lets you pass. Previously you needed to be under 100%, not the intention.
Autosave no longer triggers while airborne.
Autosaves will load properly after death – kind of what they are for.
Added a menu option to disable autosaves entirely, at special request of speedrunners.
Apartment containers clear properly after first visit - no more duplication.
Added fallback for entering the apartment from an old save.
Reclamation now properly clears your hotslots and ghost item silhouettes when it strips your gear.
Fixed the save handler writing to disk twice for no reason.
Fixed putting the sabre in as the first item in a container causing weirdness - likely also fixes the M53 disappearing from the locker on top of the Arcology forever stairs.
Dogshit AK is now open bolt. Finally, everything is wrong with it.
New props in the basement. New graffiti. Some new frob descriptions.
This update's beautiful art is by Taco XD: https://x.com/taco_xd69/status/2038673535691051234/photo/1
Managed to take care of some issues reported after dropping the Stash Update:
Fixed Arcology light buzz bleeding into the whole scene.
Fixed gun disappearing when switching hotbar slots.
Fixed crouch toggle not sticking between sessions.
Oil filter and other attachments now properly persist in inventory across level transitions.
Gun wall prototype exists but isn't in this build yet. Soon.
20260411.16344 is a hotfix for the hotfix:
Fixed stash resetting on death, sorry about that.
Fixed apartment containers refilling with ammo on every load.
Fixed apartment lights sometimes going dark when entering from previous mission.
One more buzzing light silenced. They bred.
Marie's fridge is back. She was hungry out of beer.
This patch is accompanied by cute art by the ever prolific Sachik: https://x.com/DogHunt14716979/status/2032146806386409831/photo/1
Items, weapons, and attachments finally carry between levels. Everything you loot, strip, or steal stays in your inventory when you move to the next mission. Implants stay as they did before.
Marie's apartment now has a basement stash. Store what you can't carry, plan your loadout before heading out, come back for it later. Hoard to your heart's content – the items are persistent.
There's a weight limit before going out to a mission. Your inventory shows encumbrance as a percentage. If you're over the limit, you'll need to store or drop items before traveling. The PSR has weight limits on train passengers, you know.
For the purists that love the previous iteration: "Sell items on transition" will be available as a difficulty option when the difficulty system ships. Classic mode, no carry. Difficulty sliders are next expected large system addition, System Shock 1 style. If you have any suggestions on how to make your playthrough more fun (by making it more lenient or ballbustingly hard), feel free to name them!
Other changes:
Arriving at a new level triggers an autosave.
Fixed Marie's legs sometimes acting on their own accord after last patch.
Effect limit raised - was set to a very conservative value.
What's next:
A public roadmap is coming. Big things ahead. Thanks for your patience – it hasn't been wasted.
The art in this post is by the wonderful Somerdrop: https://x.com/smrsltdrpkck/status/1885191124509213000.
As always, be sure to report any new or recurring bugs on the discord or the steam forums! Yes, I know Marie's fridge got moved to the basement! I'll buy her a second one next update.
Hey everyone. It's been a while. Here's what we've been up to.
This patch is primarily a stability and performance pass but there's some fun things for you to play with as well. From simple things to more significant, here they are
Music track display added. You can toggle it in the settings menu, so you can stop asking "who wrote this track here?".
Rewrote the AI controller using a quadtree. NPCs process significantly faster.
Added "Reset to Defaults" button under keybinds.
Performance pass across various systems: data is cached instead of recalculated every frame, shadowmap caching distance lowered, rigidbody interactions changed for better physics behavior.
Fixed the one billion ammo bug (or the negative billion bug if you're unlucky).
Culture-aware string handling for the save system: Fixes saves breaking when loaded on a system with a different decimal separator than the one they were created on (comma vs period).
Culture-aware inputs added to the hacking minigame. Turkish players were hit hardest, making it often impossible to pass a hack. Sorry about that one.
Unconscious NPCs now save and load correctly.
Fixed enemy animation freeze on load. Should also reduce T-pose pop-in.
Chips now save properly.
Reclamation volume states save correctly (fixes Kacper darkness on load).
Conversation and readable logs are now saved.
Iron lung saves properly.
Molodost heads no longer turn invisible after loading.
Tank tread position maintained on load (really hoping the tank bugs will stop now).
Projector bulb interaction preserved after load.
Shock effect no longer persists after loading.
Item held on cursor cleared on load - no more duping.
RPGs and grenades save more consistently.
Hind won't kill itself anymore - traced down to a misaligned collider.
Entering the dogshit AK zone no longer turns the entire map hostile - just the armorer, as intended.
Fixed the apartment commies holding their weapons in weird, contorted ways.
Improved NPC pathing predictability.
APS spike detection working again (Marie should stand properly on them now).
Coyote time implant now shows activation on HUD (hopefully makes the mechanic more understandable).
Dialogue log: selecting a different entry now jumps to the start of that entry.
Loot UI can now be scrolled when hovering over items or dragging.
Hacking minigame pauses when window loses focus (so you're not punished for accidentally hitting the windows key or alt-tabbing, God knows how).
Esc key works in conversations (but don't expect exiting the conversation to always be the best course of action).
Fixed White Rabbit font softness on lower resolutions (Textmeshpro issue). The font has also received Cyrillic (including Ukrainian) and Polish glyphs - both for Polish words sneaking into the dialogue and for the currently ongoing fan translation efforts.
New SKS model with functional bayonet.
Upgraded the Polon model.
Added Veresk smg, still needs proper ammo type.
Guns now dry fire when empty.
RPG rockets are no longer light as a feather and save properly.
Laser sight on the Mosin renders correctly in first person.
Bayonet topielecs can stab you again after being revived (that's good, right?).
Fixed weird akimbo rendering behavior in third person.
Outskirts Iskander ending skybox fixed.
\ Lowered the volume of some buzzing.
\ Vending machines now have varied passwords.
\ Fixed some light bleeding through walls.
Fixed tank hackable console issue.
Holstering no longer happens during hacking.
Metroface dialogue makes more sense now.
Hopefully removed all trailing spaces, double spaces, and weird periods across all dialogue.
Iskander bloodline description fixed.
TwoFuture's typo pass incorporated - thank you!
Sound meter data reads spread over multiple frames.
Added babushka headscarf to the train station girl. It suits her.
Holster dupe exploit fixed.
Candlesmuggle inventory exploit fixed.
Click-too-quickly inventory stacking bug fixed.
Trimmed ~400 megabytes from build size by removing redundant VIDE dialogue metadata.
Item grid generation now consistent across maps.
New vodka brand added. Na zdrowie, hope it’s not sour.
Rats squeak.
Cat carrier snakes hiss.
Keep in mind that with the new models and consistent item generation across maps, your carefully maintained inventory might get disorganized and some items may even fall to the floor. Thanks for understanding.
And since some systems went through some refactoring and upgrades, there’s always a chance new, fun bugs will appear. Please keep ‘em coming on the Steam forums and our discord.
The art in this post is by amazing septictanksam: https://x.com/spky1999/status/2030108222158188976
More to come. We're just getting started.
The Steam Awards are coming. Nominate Peripeteia before December 1st! If you’ve enjoyed our world, our vibes, our sprawling level design, and Marie's iconic look, then please consider nominating us for Outstanding Visual Style. Votes in other categories are welcome as well.
Thank you for your support!
And huge thanks to MagnaGallina for the awesome banner art!
Thank you for your patience, we announced on Twitter we'd be releasing the patch yesterday, but we've been completely sucked in into setting up and manning our booth at the International Festival of Comics and Games in Łódź (there's still today if you wanna say hi!). Here's what you can expect in this update:
Introduced a whole new crosshair customization system. The look of the crosshair has been updated to fit the rest of the UI, multiple presets were added and you can also edit and save your own presets! We hope community feedback will help further improve this feature.
Added ability to interact with items in the world with the right-click menu, just like in inventory
Modified UI elements for Reclamation, save button won’t disappear in the menu, it’s grayed out instead. You will also be reminded what the hotkey for saving is in safe zones.
Maid outfit is now available through cheats.
Fixed exploit allowing saving anywhere on Reclamation.
Added button to call the Arcology elevator.
Fixed broken damage triggers in Reclamation.
Fixed world holes in Arcology and Reclamation.
Fix inspect items overlapping
Added a slider for first person weapon scale.
Added ability to holster weapons (default key \), mainly for cosmetic effect.
Replaced simple vsync on/off option with numerous frame limits.
Fixed inconsistency with sabre climbing.
Made bayonets throwable,
Made the gardener convo more navigable for first-time players.
A bit more was planned for today's patch but we noticed something was off about the build we had for the con, so stay tuned for more fixes next week!
And of course, thank you to wonderful Puto Trash for allowing us to use his fanart in this update. https://x.com/puto_trash/status/1784265947068666234
About
This page aggregates Steam news feeds, patch notes, and developer announcements for Peripeteia, 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 Peripeteia 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.