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Full Steam announcements and update articles for this title.
You've stolen treasures, outsmarted guards, and survived the Inquisition. Think you've mastered the art of being a goblin thief? Think again. Today's update introduces New Game+, giving you a brand-new reason to return to the shadows.
After defeating the final boss, you'll unlock New Game+, allowing you to start a fresh adventure while keeping much of your hard-earned progression and experiment with new approaches throughout every mission:
Skills
Runes
Blueprints
Inventory
Upgrades
Story-related tools such as the Grapple, Glider, Spectral Dash, and Claws will still need to be unlocked through the campaign at their intended story moments. All collectibles from your first playthrough will also be available to collect again, including XP rewards, runes, blueprints, and more. We've also added a dedicated end-game save before traveling to Akenash for the grand finale, allowing players to return and hunt down any collectibles they may have missed or simply revisit the game's environments, experiment with new strategies, and cause a little more trouble for the guards. Alongside New Game+, this update also brings several performance improvements and bug fixes.
Optimized dead AI ragdolls, reducing their CPU cost by roughly 80%.
(PC only) Global Illumination now disables Lumen when set to LOW. AI light and shadow detection will fall back to a software implementation. While less precise than Lumen-based detection, this option is intended to improve performance on lower-end GPUs.
Fixed a rare crash that could occur when an AI was unloaded during its update.
Fixed a side impulse applied to Styx when leaving a balloon after traveling between wharves.
Fixed an issue where kills performed with the Rune of the Wolf could permanently lock the music in its combat state.
Fixed an issue where grapple kills could permanently lock the music in its combat state.
Fixed dead AI occasionally returning to an idle standing pose.
Fixed DLC outfits being randomly applied or lost when loading save files from older versions. Loading affected saves will reset outfits and daggers to their default versions once.
Fixed the Equipment menu losing focus when using a gamepad if an equipped outfit variant was missing from the save.
Thank you for all your feedback and support. See you in the shadows, The Cyanide Team
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Hi everyone, Cyanide here.
Styx: Blades of Greed is currently 20% off for a few days only on Steam! No better time to jump into the shadows and get your hands on some Quartz.
VFX indicating quartz locations not being present (on the map of Iseria) on some occasions has been fixed
A softlock during "Embassy's Stone" mission has been fixed
Invisible wall during Where the "Quartz Breaks" mission has been removed
Picking up 2 gems on an old build softlock the game has been fixed
A wharf that could no longer be freed in specific conditions rendering travels to this wharf impossible has been addressed
Markers anomaly during SL02 in specific context has been addressed
In a tutorial, some icons not displaying properly in some languages has been corrected
Act 1 - Gangbuilding - Two dialogues which could be heard at once when entering Gangbuilding from the Harlow shop side has been corrected
Some specific crashes have been corrected
Thanks again for your support and feedback, it helps us make Styx sharper, deadlier, and even more annoying (in the best way).
Please do not hesitate to keep reporting bugs.
https://steamcommunity.com/app/3290690/discussions/0/780947731575248255/
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So… you’re still hesitating?
Watching from the shadows, are we? Waiting for the “right moment”? Well, congratulations, your patience finally paid off. Or maybe mine did?
For the first time, Styx: Blades of Greed is slinking into your library with a 20% discount.
Now you’ve got no excuse. Don’t take too long though. Opportunities like this? They tend to… disappear.
Just like me.
You didn’t think I’d do all the work alone, did you?
Even a master thief like me needs a few… useful hands. Disposable, sometimes. Entertaining, always. Let me introduce you to the fine selection of misfits I’ve decided to tolerate: my crew. Each one has their own skills, their own secrets… and their own reasons to stick around.
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Hi everyone, Cyanide here. First of all, we’d like to thank you for playing Styx: Blades of Greed. It’s been quite a journey bringing our favorite goblin back into the spotlight after all these years. Styx: Blades of Greed isn’t without its flaws, and there are still a few issues we need to address. That’s why we’re releasing this patch, which should fix several problems some of you may have encountered, including a bug affecting save files. Thanks again to everyone who reported bugs and helped us improve the game!
Clone Throw can now be activated again after killing an AI from a chest.
Clone Throw now vanishes instead of standing there by the wardrobes after it has been activated.
Clone Throw can now be used again after targeting a Big Roach.
Clone Throw correctly returns to the ability wheel after being used with the Harmful Clone upgrade.
Clone Decoy now properly resets enemy alert states.
Act 1 – The Wall: Reaching the Gang building Quartz now correctly triggers the cinematic.
The Quartz compass Malfunction level : Grappling Hook is properly given back after a death or reload
Act 2 – Turquoise Dawn: Merchant airship keys can now both be collected without causing a softlock.
Act 3 – Turquoise Dawn: Using a Sequoia seed in unintended areas no longer blocks progression.
Act 3: The ending cutscene now starts correctly after completing the Act.
Several doors in Irving Zeppelin can now be interacted with properly and no longer block progression.
Save fileshave been reduced to avoid save corruptions and performance issues linked to the size of the saves
Creating a new automatic or manual save will now clean and optimize previous saves.
The “Save is already pending” issue has been resolved.
Frightened civilians no longer prevent automatic or manual saves.
Fixed a flickering skybox that could appear after reloading a save once an Act had been completed.
Fixed multiple crashes.
Fix stability issue on Intel 13 & 14 th generation
The menu cursor now correctly appears when returning to the main menu or navigating between menus.
Controller vibration issues have been addressed.
Improved Polish localization.
Corrected several French typos.
Thanks to everyone who reported issues and shared feedback with us. Your reports help us improve the experience for all players.
Please do not hesitate to keep reporting bugs.
https://steamcommunity.com/app/3290690/discussions/0/780947731575248255/
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Oh gods, you thought you’d seen everything? Turns out the world has room for not just one legendary filcher of priceless goods… but two. That’s right: the goblin with sticky fingers (me) has found a very special partner, a cloaked human named Garrett, thief of rooftops, keeper of mittens, and apparently, someone who still hasn’t learned to close his damn inventory doors.
So we did what any self-respecting underworld professional would do: We made a bundle Welcome to the Master Thieves Bundle, where your Steam library gets twice as sneaky and half as polite.
Two masters of stealth. One irresistible bundle. Me: Styx: Blades of Greed. My latest solo misadventure. My latest solo misadventure. Goblins, traps, guards with bad attitudes, and loot. Lots of loot.
The master of stealth is back! Explore the dizzying heights of the Iserian Continent and cunningly eliminate your enemies. Thanks to your Quartz powers, you are freer than ever. Be creative: Never has it felt so good to be greedy.
Him: Thief Follow Garrett as he swipes jewels, valuables, and dignity from every rich fool who never looks behind the drapes.
Garrett, the Master Thief, steps out of the shadows into the City. In this treacherous place, where the Baron’s Watch spreads a rising tide of fear and oppression, his skills are the only things he can trust. Even the most cautious citizens and their best-guarded possessions are not safe from his reach.
You see, I’ve watched Garrett work from afar. Sure, he has training. A fancy hood. A certain solemnity when sneaking. But does he have my finesse? No. Obviously. He’s clumsy with potions. Keeps trying to talk to guards like they’re old friends. And don’t get me started on his inventory management, I mean really, do we need 20 lockpicks?
Still… He’s learned patience and timing. Things I respect.
So we pooled our talents. He brings the brooding cool. I bring the strategic chaos. You bring the trigger finger.
A word from me:
Some people call it teamwork. I call it strategic annoyance management. But whatever you want to call it, this bundle is good. Very good. It’s got shadows, shiny things, and a guy who thinks stealth is a state of mind. Grab it before the guards catch on. Or before Garrett starts charging emotional support fees. Styx
No fancy pretense. No chosen one super hero. Just you and two masters of thievery.
Get it.
Play it.
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The wait is finally over.
Styx: Blades of Greed is officially available.
Yes. Now.
No more waiting. No more teasing. No more “coming soon”. You can finally put your sticky little hands on it.
There’s a shiny launch trailer. It has action. Drama. Explosions Blah blah blah... And me, obviously.
My new adventure Styx: Blades of Greed is now available, bringing back everyone’s favorite goblin assassin (me) for my most ambitious adventure. Infiltrate big places, outsmart deadly enemies, and master brutal stealth abilities in a dark fantasy world where power is currency. This time, it’s bigger. More vertical. More dangerous. And far more rewarding. Sharpen your blades, embrace the shadows, and get ready to steal what was never meant to be yours.
So. What’s the job?
Pure stealth. If you get spotted, that’s a you problem.
Massive vertical playgrounds where gravity is your ally.
Multiple paths. Multiple plans. Multiple ways to mess everything up.
New tools and abilities to make ennemies question their career choices.
A story about power, Qwartz.
No hand-holding.
No heroic speeches.
Just shadows, steel, and greed.
You want more? Of course you do!
The Quartz Edition includes:
The full game
Exclusive Greed Skin Pack
Legacy Skin pack
Weapon Pack
Starter Pack
It won’t make you better. But you’ll look better while failing.
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Well, well, well... You’ve waited long enough. On February 19th, 2026, I return. Try to contain your excitement.
Not living in CET? How inconvenient. Fine. Take a look at the world map above (yes, your world) to find your local release time.
Some of you will stare at the clock. Some of you will pretend to “work”.
Sharpen your blades. Stretch those sneaky fingers. Oh, and for those who secured early access…
I’ll see you sooner on February 17th. Same hours.
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Oi, meatbag, You want to sneak through the shadows, slit a few throats, and steal everything that isn’t nailed down? Good. But first, let’s see if your precious machine can keep up. I’ve prepared a little list of “requirements”. Think of it as a test. If your PC survives, you get silky shadows, sharp steel, and cities worth robbing. If it doesn’t… well, I hear farming simulators run on anything. Here are the specs you’ll need to follow me into the dark.
Try not to disappoint me.
All the PC specs are displayed on the store page:
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AH, you're here! Good. That means you’ve got taste. Or bad habits. Probably both.
In just one week, I’ll finally slither my way onto Steam with Styx: Blades of Greed.
And to all of you who already crept through the Demo, poked every corner, broke a few things, and flooded my creators with feedback…
You have my gratitude. Which is rare. Treasure it.
Now, since you clearly enjoy spoiling me, let me present something shiny:
Consider this my personal thank-you note. You get extra goodies. I get better toys. Everyone wins.
The Quartz Edition is already available for pre-order on Steam for $49.99, and unlocks on February 17th.
Why wait? Choose the Quartz Edition and you’ll get 48 hours of early access, letting you start your glorious career in backstabbing on February 17th.
A proper goblin never repeats outfits. You’ll receive 5 skins for my charming self:
3 exclusive Blades of Greed skins from the Greedy Skin Pack
2 classic skins from the Legacy Skin Pack for those feeling nostalgic
Killing is an art form. Art deserves options. Pick from 3 dagger skins to match your mood while opening throats. Elegant. Deadly. Beautiful. Ho and because humiliation is half the fun, enjoy 5 additional taunts to distract, lure, and psychologically ruin your enemies.
And don’t forget to register to MyNacon in-game. You’ll unlock an extra dagger skin. Sharp. Just like me.
Feeling impatient? Good. You’ll begin your adventure with:
2 talent points to unlock abilities immediately
A stash of resources to craft deadlier gear faster
More power. More tricks. More chaos.
So… Quartz Edition or not, I’ll see you very soon. Try not to trip over your own greed on the way in.
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Schemes within schemes. Lies within lies. Think you know my story? Let’s see how good your memory really is. Before the blood, the betrayals, and my next big mistake, here’s a reminder of how I crawled out of the Tower of Akenash… and kept making excellent life choices. This story trailer revisits the key events of Styx: Master of Shadows and Styx: Shards of Darkness, leading to my newest obsession: Quartz… and the chaos of Styx: Blades of Greed. Same goblin. New mess.
You can pre-order the game right now and secure exclusive content to be ready for the next Styx's adventure!
https://www.nacongaming.com/en-US/styx-blades-of-greed All the informations here:
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So. You want to move around without being seen? Good. Because walking like a clueless guard isn’t really my style.
In Styx: Blades of Greed, I don’t just sneak. I climb, glide, swing, and cheat my way through places I’m clearly not supposed to be. Rules? Cute idea.
Let me show you how I get around. But first, yes, this is the part where I tell you to wishlist or pre-order the game. Do it. It makes the numbers happy. And I like happy numbers.
You can wishlist my game (because it obviously worth it), or even pre-order it. Base Edition for the reasonable. Quartz (Deluxe) Edition for people with taste (like me)
Alright.
Movement.
Big gap? High ledge? Sudden urge to disappear because someone finally looked up? One pull, and poof, like the man dressed as a bat, I’m gone. Up, across. Or somewhere guards can’t quite look up to. Sometimes, I’m in the mood for something spicier. Instead of pulling enemies to me, I pull myself to them.
A lonely guard standing there? A perfect opportunity. One yank. A very short scream.
Then… calm. Deeply satisfying.
Useful for infiltration.
Even better for escapes.
Especially when things go loud and everyone suddenly remembers they’re bad at their job.
I see you coming, and no, this isn’t one of those games where a flying bus drops hundreds of people for a cheerful group murder session. This is classy here.
So why take the long way when gravity can do the work for me? The glider lets me float over open areas, bypass patrols, and land exactly where I want. …Okay. Almost exactly.
But here’s the fun part: I don’t just go down. Thanks to rising air currents, I can gain altitude, stay airborne longer, and reach places guards assume are “impossible to access”. (Spoiler: they’re not)
Quietly.
Gracefully.
Mockingly. I ride the wind (yep, I’m THAT good)... and then I drop straight into an enemy who never saw me coming. One silent aerial kill later, and I’m already gone, floating away while someone else wonders what just happened.
The best.
Walls. You guards love walls. They make you feel safe. Protected. Employed. I climb them. With my claws… No, not those claws, relax. My manicure is flawless. I mean the tool. The sharp one. The one that turns your “secure area” into a joke. Quartz Walls become shortcuts, ambush spots, and unpleasant realizations for anyone standing underneath me.
I’m a ghost! …I mean, not a ghost. But like a ghost!
No, I don’t wear a sheet on my head. Seriously…? Focus! For f*ck’s sake!
\
THANK YOU.
So. Metal grilles. Locked paths. “No entry” signs. Adorable. Spectral Dash lets me slip through certain obstacles like they were never there. Different paths. Secret routes. Escape prison. And one more reason your defenses were a waste of time.
See, movement isn’t about speed. It’s about control. Control of the environment.
Control of my enemies.
Control of the poor guard reading this right now thinking: “Yeah… we’re screwed.”
And when I control the environment… you never even know I was there. Styx: Blades of Greed launches in less than a month, on PC and consoles on Feb 19. Crazy right? And if you already know you’re going to need me? Pre-orders are open now.
Go on. Be prepared. We’ll be working together very soon.
I hope you’re ready. Because I am.
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Alright, I’ve seen a lot of you “having fun” in the demo. “Having fun” is a generous term, considering how some of you swing my dagger like it’s a butter knife.
So yeah, clearly, I need to teach you how things work around here. Did you know I’ve been sharing lessons on my social channels (follow me)? No? Thought so. Disappointing.
Good thing I’m here to fix that mess, huh?
Anyway… take a look below.
The world is your weapon. Shadows, heights, noise, light, everything wants to help you if you’re not an idiot. Stay out of sight, out of earshot, and out of nose range. Use every dirty trick, every tool, every unfair advantage you can get your claws on. If they notice you, you already failed.
https://www.nacongaming.com/en-US/styx-blades-of-greed
Look at this look from Styx: Master of Shadows. Retro, but still good.
And if you’re anything like me, you love shiny things. Gold things. So go pre-order the Quartz Edition (Deluxe Edition). You’re worthy… No, no! Not that kind of magical hammer. Don’t get ideas.
https://www.nacongaming.com/en-US/styx-blades-of-greed
See you in the shadows!
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Hey folks,
Cyanide here, we’re thrilled to finally let you sneak your way into Styx: Blades of Greed with a brand-new playable demo on Steam! This is a limited-time demo (yep, it won’t be around forever), so if you’re itching to sharpen your knives and your wits, now is the perfect moment to jump in.
Oh, and one more thing before we get into the details:
This demo gives you access to the very beginning of the game!
From there, Styx goes back to doing what he does best: slipping through shadows, breaking into places he shouldn’t, and stealing things that definitely don’t belong to him.
You’ll get to experience:
The infiltration inside a massive golem attacking Styx to destroy it from the inside, a perfect introduction and tutorial to some Styx’s new tricks
Styx’s first real mission, a high-risk zeppelin theft under the ever-watchful eye of the Inquisition in the first open environment of the game, The Wall
It’s a focused taste of the tone, systems, and level of freedom we’re building into the full experience, just enough to get you into trouble, and hopefully out of it.
Good news! Your save from the demo will be fully compatible with the base game on February 19th!
So if you fall in love with the smell of fresh loot and lurking in the shadows, you’ll be able to pick up your adventure right where you left off when the game launches, no need to start over.
The demo is just the opening chapter of Styx’s new adventure, roughly an hour of gameplay but if you want to poke around, and test every shadow you’ll spend way more time in the demo. Naturally, this slice doesn’t contain everything the full experience has to offer.
Since it’s the very beginning of the game, some tools and systems are still out of reach here. You won’t, for example, get your hands on the glider or the grappling hook yet… and that’s on purpose. We’d rather let you discover the full extent of Styx’s tricks, powers, and playgrounds in the final game instead of spoiling them in the demo.
Consider this demo a taste of what’s to come, just enough to whet your appetite, and get you hungry for the full menu.
The full game will include:
Three large, open environments to explore and infiltrate in your own way. You'll discover brand new areas of The Wall as you unlock your new tools. You'll be sneaking through the vile orc nest of Turquoise Dawn and the rotting Ruins of Akenash, a twisted version of Styx: Master of Shadows world.
Movement tools to unlock new routes and unreachable areas, such as the grappling hook and glider
Unlock more upgrades for your tools and powers
New Quartz powers, including mind control and time shifting
New enemy factions with their own gameplay specificities, including Inquisitors, Orcs, or Elves
And above all: fresh infiltration challenges, a full liberty to design your own approaches, and situations to outsmart with Styx’s trademark creativity (and bad attitude)
You can pre-order the game right now and secure exclusive content to be ready for the next Styx's adventure!
https://www.nacongaming.com/en-US/styx-blades-of-greed
Pre-order the standard edition and unlock the Master of Shadow skin, inspired by Styx: Master of Shadows.
You can also pre-order the Quartz Edition (Deluxe Edition). It gives you even more to start your adventure in style:
Additional outfits including several skins based on Styx greed for Quartz, Amber and Gold and iconic outfits from Styx: Shards of Darkness
Exclusive dagger skins
Additional taunts to lure enemies
A starter pack with 2 skill points and crafting materials
48 hours early unlock to the game when pre-ordered
https://www.nacongaming.com/en-US/styx-blades-of-greed
Sharpen your blades, plan your infiltration, and get ready to steal everything in your path.
We’re extremely proud to finally share with you a first glimpse of the final game, coming in a little over a month. This demo is a real milestone for the whole team: the result of years of work on the project, and the long-awaited return of a flagship franchise after almost nine years.
To everyone who decides to give the demo a try: thank you. Your time, your feedback, and simply your curiosity mean a lot to the team. Seeing players back in Styx’s world after all this time is incredibly rewarding.
That said… our work isn’t completely over yet. The final game is coming very soon, and we’re giving it its last finishing touches. In the meantime, it’s still the perfect moment to pre-order the game! We’ve had a lot of fun crafting this slice of the game, and we’re excited to finally put it in your sneaky hands. Now go make a mess of carefully guarded places. Quietly… or not. You are choosing your path!
See you in the shadows,
The Cyanide Team
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Oi, oi, oi! Happy New Year… or whatever disaster you’ve stumbled into so far. Don’t panic, I’m here to make it worse and better at the same time! To mark the occasion, a brand-new 10-minute gameplay trailer of Styx: Blades of Greed is out! Yes, TEN minutes of me being amazing. As usual.
Come watch how a real professional works in the shadows. Take notes, not that it’ll help. You’ll still be loud, clumsy, and bad at it… but hey, at least you’ll fail with style.
Oh, and before you scurry off:
Add Styx: Blades of Greed to your wishlist. It makes numbers go up and humans happy. For some reason that helps me too.
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Hey everyone, Cyanide here! A few days ago, we hosted a Q&A session on Discord (join us), giving you the opportunity to ask us anything about Styx: Blades of Greed. From development workflow to gameplay choices and narrative direction, here’s our answers to some of your questions. Just a quick note before we dive in: if your question wasn’t selected, it’s simply because we didn’t have time to answer everyone. We picked the questions we felt were the most relevant to share with you, and for some topics, we also chose not to reveal everything just yet, no spoilers!
Now, let’s get into your questions!
Answer: Development on Styx: Blades of Greed started in early 2021 with a prototyping phase. At that point, we focused on defining the 3Cs (Character, Controls, Camera), along with Styx’s new movement tools and abilities. We also spent a lot of time testing our new open environments to make sure they were feasible within the project’s scope and technical constraints.
It took some time to find the right balance, both creatively and technically. But the team stayed highly motivated throughout the project, and by regularly refocusing and adjusting the scope, we managed to stay on track, without going through sustained crunch periods.
A: We’re especially proud of how smooth Styx feels to control compared to previous games. His new traversal tools, like the grappling hook and the glider, give you much more freedom, whether you’re exploring the world or approaching stealth situations in creative ways. We really hope you’ll enjoy playing with all of that as much as we enjoyed building it.
A: As soon as we prototyped the grappling hook and glider, it became clear that larger, more open environments were the best way to showcase these abilities. This approach also allowed us to push verticality even further than in previous Styx games.
A: No. We made a deliberate choice to focus entirely on a solo experience, in line with Styx: Master of Shadows. This allowed us to fully concentrate on level design, pacing, and stealth systems built specifically for a single player.
A: While we know some players enjoyed them, we felt they became repetitive over time and a bit intrusive. Because of that, we decided not to bring them back for this new adventure.
A: No, we didn’t use generative AI at any point during development. All of the narrative and dialogue were written by our writers, and everything in the game is handcrafted, from concept art and voice acting to code, animations, assets, and motion capture.
A: After working on other projects and prototypes, we realized just how much we missed our favorite goblin. It felt like the right time to come back to Styx, pick up the story right after Shards of Darkness, and start building stronger connections with Of Orcs and Men.
A: Yes, definitely. Over the course of the game, Styx gradually starts to change, moving away from being purely selfish and getting closer to the version players might remember from Of Orcs and Men, when he becomes part of the Black Hand.
A: Yes, that’s clearly the direction we’re heading in. Blades of Greed acts as the missing link between Shards of Darkness and Of Orcs and Men, and marks the beginning of the Great War. We don’t want to spoil too much, but this chapter plays a key role in tying everything together.
A: Yes, that’s definitely the direction we’re heading in. We don’t want to spoil too much just yet, but you’ll start seeing those connections take shape as the story unfolds.
A: Absolutely! The adventure begins right after the cliffhanger ending of Shards of Darkness. Quite literally.
A: We took the time to carefully read your feedback from the playtests, Discord, and our social media channels. Based on that, we decided to push the release back by a few months so we could improve several aspects of the game. The extra development time was mainly spent on polishing the experience, improving lighting, and optimizing the project to deliver a smoother and more refined adventure.
A: That really depends on how you play, but on average, you can expect around 20 hours of gameplay in traight line, but way more if you want to 100% the game.
A: No. Physical PC releases have become quite rare, and many retailers no longer carry PC games. While Nacon still offers physical editions on consoles, PC physical versions just aren’t really relevant anymore.
Thanks again to everyone who took part in the Q&A and shared their questions with us. Your curiosity and feedback mean a lot to the team, and we love seeing how engaged you are with Styx and his world.
On behalf of the entire team, we’d also like to wish you all wonderful winter holidays. Take care, enjoy the end of the year. We’ll be answering more of your questions as we get closer to the launch of Styx: Blades of Greed, so stay tuned over the next couple of months, and, as always, keep an eye on the shadows.
Cyanide_
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The softskins at NACON and Cyanide told me I had to “announce” something, so here it is: Styx: Blades of Greed is now sneaking its way to you on February 19, 2026.
Yeah, yeah, I know, waiting isn’t your favorite thing. Mine either. (Unless I’m waiting in the dark to stab someone, of course)
The devs are taking a few extra months to polish everything up, tweak the bits that need tweaking, and make sure my grand return is as glorious (and chaotic) as it deserves to be.
A much more sharper adventure. One worthy of slipping back into my slightly grimy, perfectly stylish boots. Thanks for sticking around (I’ll only say it once)
See you in the shadows, try not to trip over anything.
The One and only Styx_
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Cyanide here again! Last time, we introduced you to the “Intelligent” enemies, those who plan, coordinate, and work in teams. Now we’re going deeper, into the wild and the weird. Down here, there’s no strategy, no logic, just hunger and instinct. Let’s just say… we’re not in Kansas anymore. Welcome to the “Beast” archetypes of Styx: Blades of Greed, crawling horrors, deranged goblins, and corrupted elves. And as a certain guy who wrote about a sand planet and a lot of spice once said: “Fear is the mind-killer.”
Let’s dive in!
⚠️ Warning! ⚠️ If you want to keep the surprises intact, stop reading now and go back into hiding. For everyone else: grab a coffee, sheath your daggers, and let us introduce the factions and creatures Styx will need to avoid, stab, or blow to pieces.
Now for the more… instinct-driven creatures.
Styx: Blades of Greed isn’t limited to well-equipped soldiers and armored fanatics. Beneath the citadels and in the darkest corners lurk far more primitive creatures. Blind, hungry, or driven mad by Amber, they act on instinct, and on the slightest scent of goblin. Goblins, Amber-starved Elves, and the Roachs belong to the “Beast” archetype. They don’t think much, don’t really communicate, but they react instantly to the slightest noise or movement, and share their agitation among themselves. No tactics here: just reflexes, rage, and raw aggression. Pure, chaotic madness, the perfect playground for a trickster like Styx.
Completely blind yet gifted with an uncanny sense of hearing, these creatures hunt by sound alone. In their world, the faintest step or breath can mean death. Stealth isn’t optional, it’s survival.
The basic Roachs are fast and vicious, charging at anything that moves to sink their razor-sharp mandibles into flesh. When their prey is out of reach, they spit acid. Rude, but disturbingly effective.
Brood Females are slow but armored. Fortunately, there is a weak point, somewhere… not that they’ll let you get there easily. Don’t turn your back, or they’ll spit acid, or lay hatchlings to chase you down.
The armored Roaches? Almost indestructible. You’ll need brains, not brawn, to deal with them.
Even their eggs are a threat: dormant until disturbed, they hatch the moment an intruder approaches. We won’t spoil what happens next… let’s just say curiosity isn’t always a virtue down here.
And as for what lurks deeper…well, some secrets are best experienced firsthand.
Ah, goblins… Styx’s so-called “relatives”, born of Amber after the fall of Akenash, but without his charm or wit.
The basic Goblins are weak and erratic, but surprisingly nimble. Their clumsy swipes may not do much damage, yet their instinct to dodge makes them annoyingly hard to hit.
The Unstable ones are worse, living time bombs that explode in a toxic cloud the moment they die. Get too close, and you’ll regret it.
And the stealth Goblins? They know the value of patience. Invisible until they strike, they’ve turned ambush into an art form.
Once proud devotees of Amber, the altered Elves have long since fallen into decay. Their obsession with the substance that once granted them power has twisted both body and mind, leaving only pale reflections of the noble beings they used to be. The Altered Elves have lost their grace and sanity, but not their hunger. Their bodies are frail, their minds shattered, but they can sense a goblin infused with Amber from afar, and when they do, they won’t stop hunting until one of them falls.
As if the beasts weren’t enough, nature itself seems determined to kill Styx.
Spores release clouds of poison when disturbed, and swarms of insects will force you to run for your life, unless you find refuge near certain fungi that drive them away.
And there you have it! A tour of everything trying to kill Styx in Blades of Greed! Overzealous guards, fanatics with magic toys, half-burnt goblin cousins… and those lovely beasts that explode or lay eggs everywhere. A true paradise for chaos lovers! They all have one goal: Styx’s head. Spoiler: they won’t get it! Well… that’s up to you. If you know Styx, you know he never goes down without a fight. Whether it’s stabbing, trapping, poisoning, or mocking, he’ll always find a way to survive, and brag about it afterwards. What’s next? Let’s just say we’ll have some news to share about Styx: Blades of Greed’s release date soon. Stay sharp, and see you in the shadows! Cyanide team_
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Hello everyone, Cyanide here! We’re back, not to prepare for trouble (and definitely not to make it double) but to lift the veil on the denizens of Styx: Blades of Greed. It’s time to meet those who want Styx dead… and the list is long!
From disciplined soldiers to the most deranged creatures, every corner of Styx’s world hides a threat… or an opportunity, depending on your level of sneakiness.
⚠️ Warning! ⚠️ If you want to keep the surprises intact, stop reading now and go back into hiding.
For everyone else: grab a coffee, sheath your daggers, and let us introduce the factions and creatures Styx will need to avoid, stab, or blow to pieces. Coffee ready? Let’s go!
Before we start, a little context. You see… in this world there's two kinds of people: The “Intelligent” enemies archetypes, and the “Beast” ones.
In this first part, we’ll focus on the Intelligent ones.
Part two, coming in a few days, will take us deeper into the lairs of the Beasts.
Humans, Dark Elves, and Orcs are among the most methodical foes Styx will face. These so-called “intelligent” enemies don’t just patrol aimlessly, they search every corner, relight torches if they’re carrying a lantern, and most importantly, they cooperate to track threats or defend their positions.
When danger looms, they’ll call for reinforcements and cover each other’s backs.
Let’s just say stealth will be your most valuable weapon.
Every corner of Styx: Blades of Greed teems with threats ready to strike. From Humans to Inquisitors, Orcs to Dark elves, each faction has its own way of making our favorite goblin regret leaving the shadows…
Let’s dive into the factions that make up the “intelligent” archetypes.
Civilized? Maybe. Dangerous? Not always.
Not every human Styx encounters is built for battle, but don’t underestimate them. Some know how to swing a sword… or pull a trigger.
Civilians: nobles, priests, or simple peasants, aren’t much of a threat. Most will flee screaming at the sight of a green shadow, but beware: their cries can attract far deadlier enemies.
Gangs infest the human underworld, armed with whatever they can find. Some rush in swinging crude weapons, others shoot from afar with crossbows, and the toughest charge Styx head-on, dealing serious damage despite their poor equipment.
Guards are another story. Trained, disciplined, and well-equipped, they defend human citadels with precision. From swordfighters who chain deadly combos to military crossbowmen and hammer-wielding brutes capable of flattening Styx, you’ll want to pick your battles carefully
Elite guards take things to a whole new level, because size matters! Their armor shrugs off Styx’s daggers, their helmets deflect darts, you’ll need to be smart, strike unexpectedly, or change tactics. Armored, deadly in melee, lethal at range, and unstoppable in close quarters, these walking fortresses are no joke.
A sturdy human will require two assassination strikes to bring down, while an Orc’s size and muscle make it even tougher.
Some factions field elite soldiers clad in heavy armor, sometimes even immune to Styx’s direct attacks. You’ll need to break their defenses first, shoot off their helmets with a well-placed dart, or strike them from behind to remove their armor, before you can take them down.
Inquisitors don’t just hunt heretics, they purge anything they consider inferior...
They’re immune to mind control and can sense when Styx tries to tamper with their thoughts… and they retaliate with cruel precision.
Close range Inquisitor hit hard with their flails, and some wield telekinetic powers, able to grab Styx from a distance as long as they have line of sight.
The largest among them combine psychic force with devastating physical strength.
But the true nightmares are the high-ranking inquisitors: they create anti-Amber zones that nullify Styx’s powers, all while wearing armor his daggers can’t pierce.
Orcs know neither fear nor subtlety. They’re towering walls of muscle and rage, built to crush anything foolish enough to stand in their way.
Orcs warriors are living tanks, capable of leaping onto Styx, grabbing him, and smashing him beneath massive war hammers.
Beside them stand the Shamans, slightly less robust, but still dangerous. They wield staves in melee but prefer summoning vengeful spirits that hunt Styx like homing projectiles.
Fighting an orc head-on? Yeah… don’t.
They may be quieter, but Dark Elves are no less deadly. Fast, agile, and precise, they strike before Styx even has time to throw an insult.
Melee fighters wield curved blades with lethal grace, while ranged ones use blowpipes with surgical accuracy.
When an Elite enters the fray, you’ll know it, swift, relentless, and armored just enough to make your life miserable.
Even the mightiest foes have weaknesses. Between traps, special abilities, and the environment itself, Styx always finds clever ways to turn the situation in his favor. A little imagination, a dash of cruelty, and a whole lot of trickery can make all the difference.
That’s it for the “Intelligent” side of the equation, organized killers who think before they strike (most of the time). Next time, we’ll head underground to meet the creatures are instinct-driven, but still love the taste of goblin. Stay tuned for Part 2: The Beasts of Styx: Blades of Greed. In the meantime, don't forget to wishlist the game, it's helps a LOT! Cyanide team_
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Oi meetbat! Sharpen your blades, or don’t, I’ll be doing all the stabbing anyway.
New, shiny, exclusive, marvelous gameplay trailer just dropped. Yes, now!
Click the button bellow. Chop chop!
I’m back! Styx. The original, the best, the nightmare your guards still whisper about. And this time, you're getting an unfiltered look at my next job: Styx: Blades of Greed.
Slip into my grimy boots (don’t sniff them), and lead my crew through the shadows of a collapsing empire. Outsmart, outstab, outsteal, the usual.
Three towering, trap-riddled playgrounds built for vertical sneakiness.
Quartz to chase.
Danger to ignore.
Shiny things to hoard. You know, the important stuff.
This isn’t just a comeback it’s a masterclass in stealth, greed, and raw goblin excellence!
Because all it takes is one goblin with a dagger to ruin everything. And I’m very good at ruining things.
Then hit that wishlist button. It helps more than you think!
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Hey everyone, Cyanide here again! Styx isn’t around right now, he’s busy recording… well, let’s just say “top-secret stuff” (the answer is at the end of this blog 🤫). We’ve shown you the Empire’s towering arrogance in The Wall, and the wounded wilderness of Turquoise Dawn. Now it’s time to go deeper. Older. Somewhere sacred, shattered… and rotting from the inside out. Welcome to the Akenash Ruins, the final breath of a once-mighty tower suspended by dying magic. Players of Master of Shadows may remember this place as the cradle of Amber, and the spark that lit the entire continent on fire. Well… it’s not what it used to be. This is a place where history has curdled. Amber has dried up. The World Tree is dying. And everyone left inside. Goblin, elf, or roach is either desperate, deranged, or both.
Akenash used to be a miracle of architecture and diplomacy, towering over a lake of pure Amber, powered by the World Tree’s essence, guarded by Elves, and home to the Empire’s most unethical geniuses. Then Styx stole the Heart. Then the Green Plague. Then everything went to hell.
Now? The tower hangs in pieces, suspended in the void. Its core is a throbbing Quartz shard that poisons what’s left of the Tree. Machinery still hums, but the Amber’s gone. Only scars remain. And yet… people cling to it. Survivors. Goblins. Roaches and more.
Akenash is split across multiple fractured layers, each in worse shape than the last. Collapsed walls and debris have created new traversal routes. Some are clever. Most are unstable. All of them are dangerous. At the heart, the World Tree still stands, but barely. Its Amber veins are dried. Its branches are brittle. Strange organisms cling to its rotting husk, feeding on the corrupted Quartz like parasites. The terrain here is post-apocalyptic: dead roots, fallen leaves, crumbling bark, and a stink that makes even Styx gag. And up top, the ruins of luxury rot in silence. The Barimen estate is now a haunted maze of shattered glass and unstable halls. Roaches rule this place, multiplying in the damp dark. Somewhere within, a secret chamber still ticks, traps active, vaults sealed. The Elven embassy is wrecked. The grand library is ash.
Akenash isn’t guarded. It’s infested. What remains of this place isn’t a military presence, it’s a fractured ecosystem of desperate survivors, and creatures twisted by exposure to corrupted magic. Every faction here is holding on by a thread, driven more by instinct and obsession than tactics. The worst? The Roaches. These aren’t your average skittering pests. They adapted to the darkness, multiplying like fungus, and deeply territorial. Then there are the Feral Elves, survivors of the fall. Once scholars and guardians of the World Tree, now reduced to silent, predatory husks. Their minds have shattered under the combined pressure of trauma, spiritual collapse, and Quartz corruption. Goblins also prowl the lower ruins. Many are fractured echoes of Styx’s lineage. Their behavior is erratic: sabotage, ambush, self-detonation… They're unpredictable, and that makes them dangerous. Oh, and don’t forget the Dark Elves, scavengers in exile, fueled by obsession. And the Inquisition, still poking around for Quartz, as if they haven’t ruined enough. And… maybe there’s something else down there.
Akenash is no fortress anymore. It’s a grave.
But graveyards are full of treasure. Full of stories. And sometimes… full of second chances. The Tree is dying. The Amber’s gone. The factions trapped inside are tearing each other apart. But if anyone can sneak through the madness, unearth the last secrets, and maybe, maybe, stop what’s coming? It’s Styx. (Probably) Don’t forget to wishlist Styx: Blades of Greed! It really helps the team, boosts visibility, and makes sure you don’t miss anything leading up to launch. Every wishlist counts, thanks for the support! 🙏
Oh, and by the way, that wraps up our little tour of the environments series. Next time? No more sightseeing. It’s gameplay time! See you (very) soon! 👀 – The Cyanide Team
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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.
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.
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.
But as the invasion deepens and ancient bonds resurface, even Styx, grudgingly, instinctively, might find himself helping his former kin.
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.
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.
Now the place is divided, occupied, and defiled.
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.
And deep in hiding lies the Shamans’ Lair, where corrupted Quartz pulses at the heart of a decaying sanctuary.
If The Wall was all about cold geometry and heavy boots on steel, Turquoise Dawn is wild. The environment itself is sometimes a threat.
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.
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.
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.
Whether you’re crawling through fallen trunks, diving into old shrines, or navigating the shattered village center, this environment rewards creativity, and punishes mistakes.
You’ll deal with more than just soldiers in Turquoise Dawn. The forest is home to complex factions and unpredictable threats.
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.
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.
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.
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.
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.
The ruins of Akenash await.
– The Cyanide Team
\ Did the devs seriously end this with a meditation on memory? Unbelievable!
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?
You’re still here? Go wishlist the damn game already.
Or don’t. Up to you.
…No really, click the button. It’s right there. See it?
Touch it. Click it. Do it before I turn your antivirus into a roach nest!
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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...
\
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!
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
But Styx doesn’t run from impossible odds. He slips past them, poisons their water, and vanishes with their secrets.
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.
Until then, keep your blade sharp, and your footsteps silent. – The Cyanide Team
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.
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.
...Still here? Touch the wishlist button.
...You didn’t.
I can see you!
Click it before I do something you might regret.
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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?
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.
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.
We didn’t want to reinvent Styx’s world, we wanted to evolve it.
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.
Over the years, we kept receiving messages from fans, DMs, emails, fan art, heartfelt posts, asking if Styx would ever return.
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.
Creating a stealth game today is no small feat.
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.
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.
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.
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.
Switching to Unreal Engine 5 has opened the door to a whole new level of quality.
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.
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!
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.
So hit that wishlist button, it really matters.
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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.
Sign-ups close on June 23. After that? Tough luck.
Try your luck here:
https://my.nacongaming.com/en-US/playtests
Once you click to sign up, you’ll receive a form to fill out. Don’t ignore it, no form, no entry.
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.
Sign-ups: Open
End of sign-ups: June 23
Playest Starts: Early of July
Platform: PC only (Steam)
Goal: Help us sharpen this blade of greed till it cuts clean.
See you in the shadows… if you’re not too slow.
Note: Dates subject to change
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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.
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Get in. Lurk around. Complain if you must, I won’t read it, but someone might.
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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.
Alright, maggots, gather 'round. You want to know how this wretched world came to be the steaming pile of betrayal, blood, and bad decisions it is today? Lucky for you, I’m feeling generous. I’ll walk you through it, MY WAY. Because let’s be honest, if you let some pompous human scribe do it, you’d get a long-winded tale about honor and destiny. Blegh! No, no, no… this story’s about greed, stupidity, and a whole lot of stabbing. Oh, and me. Mostly me. Because I’m the hero. Not a good one, but the hero of my story. Before I started sneaking through the shadows, sticking knives into backs and making history the fun way, the world was already a mess. Power-hungry humans, self-righteous elves, gold-grubbing dwarfs, and orcs, big green creatures link to something they called “Mother nature” something like that, but the point is they are too stubborn to know when to quit, it was all one big, bloody disaster. And me? Well, I wasn’t even supposed to exist. But we’ll get to that later. So sit down, shut up, and let Uncle Styx tell you how things really went down in this saga.
Ah, humans. The cockroaches of the world, but with an ego so inflated it could float a fleet of airships. For centuries, they’ve scurried across the land, multiplying, conquering, and generally making a mess of things. And just when you think they couldn’t get any worse, enter Emperor Damocles. Now, this guy wasn’t content with just ruling his own little corner of dirt. Nooo, he had to unite all the northern human kingdoms into one big, stinking Empire. And because humans have an allergic reaction to leaving well enough alone, he then turned his greedy little eyes southward, where orcs lived happily smashing each other’s skulls in. Naturally, the orcs weren’t big on outsiders crashing their eternal headbutting tournament, so they fought back. Hard.
And what did the Empire do? Oh, the usual… Conquering, enslaving, and exterminating anything that didn’t look like them. The orcs? Well, the humans figured out that instead of just killing them all, they could be put to good use. Enter: slavery. They forced the orcs to build a Wall to keep the Southern Lands and its inhabitants out.
With the Empire riding high on orc labor, they started pulling the other races into their little power game. The elves? Oh, they loved it. Those pointy-eared snobs sided with humans, calling it "divine justice" or whatever garbage they spew. Dwarfs? They went where the money was, because of course they did. And goblins? Well… it’s a long story.
See, somewhere along the line, something went wrong, or right, depending on how you look at it. Something happens to someone and a small green creature called “Goblin” was “born” differently. Smarter. Sneakier. Handsome as hell. Me. Now, if you’re expecting some tragic backstory where I whimper about not knowing my origins, think again. I know exactly where I come from. I know why I exist… or I knew… I guess I knew… it’s confusing… Whatever, don’t ask dumb questions! Come on, you really think I’m going to spoil all the juicy details right now? Please. That’d be like giving away the punchline before the joke (Only losers do that). And trust me, this is one hell of a joke. Nobody else knew what I was, though. To them, I was just an anomaly, a freak of nature. But I wasn’t just another mindless green pest. I could think. I could talk. I could plan. And that, my dear idiot, made me the most dangerous thing in the world. The world discovered things about goblins. I had plans. And trust me, things were about to get a whole lot messier.
Stick around, because we’re just getting started. We just scratched the surface in this first Steam News, it’s a three part story! Next up? We’re not in the Styx Cinematic Universe (Don’t sue me, Mouse), but in any superhero origin story out there (This bunch of weirdos wearing underwear), in our next Steam News, I’ll tell you MY story in Styx: Master of Shadow. The real juicy stuff. The betrayals, the bloodshed, the bodies piling up in the dark. But fair warning: if you don’t like spoilers, you might want to grow a spine before we get there. Because once we dive in, there’s no turning back. - A universe of idiots, Empires, and one genius goblin (me) - The Story of Styx - Part 1 (As told by me) - The Story of Styx - Part 2 (Still told by Me)
Ho and have you wishlisted my upcoming next adventure Styx: Blades of Greed yet? No? Of course not. You didn’t even think about it, did you? Typical. You’re human. Thinking Isn't exactly your strong suit. Do yourself a favor, add it now before you forget again. Trust me, you’ll want in on this one.
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What do you want? You need a tutorial? A map? Someone to hold your hand? Pathetic. But it’s your lucky day. Today I'm in a good mood. Alright, listen up: Styx: Blades of Greed is coming and that means I’ve got work to do. A brand-new adventure, bigger heists, deadlier tricks, and an even sharper tongue. Get ready to sneak, steal, and stab your way through a world on the brink of war. Got my own crew (Yes I have my own crew now), my own zeppelin (Pretty cool, huh?), and my own mission: stealing every last piece of Quartz, the most powerful resource out there in this rotten world. Problem is, like in a classic Fantasy universe, there are some self-righteous lunatics (*cough* the Inquisition *cough*) and think they can stop me. Adorable. https://store.steampowered.com/app/3290690/
If you’re the type who charges into fights swinging, go play something else. Styx: Blades of Greed is for people who know how to think. Each mission is a puzzle, and there is not just one solution. But don't be a coward, of course you’ll have to jump right into the action with me. And I’ve got more ways than ever to mess with my enemies: Cloning & Invisibility? Check ✅Classic moves, sharper than ever. Mind control & time shift? Check ✅ Quartz brings new toys to play with. Vertical gameplay? Check ✅ Grapple, glide, and climb your way to the top. A living world? Check ✅ Three massive playgrounds for me to loot. (Oh, and for you to explore, I guess.) And a LOT more!
https://youtu.be/raQj2vqngjU
No more working for the big guys. This time, I am the big guy. I’ve got my own crew, my own mission, and my own zeppelin (Still cool to say that for the second time). Together, we’re pulling off the heist of a lifetime, unless the Inquisition gets in our way. Spoiler: They will. Bigger spoiler: It won’t help them.
Styx: Blades of Greed is not my first rodeo. Wait… you’ve never heard of me? Never played Styx: Master of Shadows and Styx: Shards of Darkness? That’s tragic. Seriously, how have you even made it this far in life? You’ve missed out on some peak goblin greatness, me sneaking, stealing and stabbing people who deserved it (which was most of them). Let’s catch you up before you embarrass yourself further: Styx: Master of Shadows is the beginning of MY story. I’m on a mission to steal the Heart of the World Tree. No big deal. Just one of the most powerful sources of magic in existence. In Styx: Shards of Darkness, the second episode of my story, I’m working for myself, doing a little mercenary work. Some fool wants me to grab a magic scepter or whatever. But hey, lucky for you, those games still exist. So go play them. Educate yourself. Oh, and if you’re one of those lore nerds, Styx: Blades of Greed also connects to Of Orcs and Men, the so-called “sequel” to this whole saga. Yeah, yeah, big war, big drama, big orc, blah blah. All you need to know is: I was there, with an orc, (not a friend, obviously) and our brilliant idea is to kill the Emperor. Easy. And by the way, you’re new to my world? No problem. You don’t need to have played my past adventures to enjoy Styx: Blades of Greed. But if you want extra credit (and, let’s be honest, a better taste in games), go check them out.
Let’s cut to the chase: Styx: Blades of Greed is coming, and you want it. You need it. And if you don’t hit that Wishlist button, well… I don't know who you are. I don't know what you want… Wait, who said that again? I forgot the rest. Whatever. Just do it. Now get out of my sight!
About
This page aggregates Steam news feeds, patch notes, and developer announcements for Styx: Blades of Greed, 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 Styx: Blades of Greed 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.