
Steam news
Full Steam announcements and update articles for this title.
Bug Fixes
Black monitor softlock - happens when internet goes out, then power goes out during virtmesh opening,
Fixed ghost image when getting out of the monitor,
Fixed a case where the player's computer could completely lock out and not being able to open virtmesh or seccam requiring the player to restart their in-game computer,
Daredash overlay bugged when network goes out and comes back during a delivery,
Fixed source code viewer showing up on the main desktop instead of the VM - related to the softlock bug,
Firewall turns itself back on whenever any purchase is made,
Computer monitor staying on when the power went out during the computer boot sequence,
Fix duplicate bookmarks,
Dark drop sounds not affected by audio sliders
Fixed a few crashes
1337 Mode Adjustments
Fixed memDEALLOC hack that was only 7 seconds.
Added a 0.5 second buff to typing hack per line.
Buffed hack dos coin reward by 10%
Nerfed Bomb Maker
Balance:
Decreased TOKENINE (match the shapes hack minigame) difficulty at higher levels
Decreased kernalCOMPILER (typing hack minigame) difficulty at higher levels
Decreased frequency of incoming hacks
Decreased rewards for blocking a hack across every minigame at all difficulty levels
Increased crypto miner mining rates across all VM Grid Tiers (I, II, and III) slightly
Increased reward from sharing video files with the users who are asking for them
Decreased reward from sharing websites with the users who are asking for them
Increased pricing on most products in DarkDrop shop
Decreased pricing of firewalls
Decreased amount of time you can spend on Tier 1 connected machines before you're locked out of them permanently
Increased the time it takes a key decryptor to perform their services after you send a valid key (i.e. 1 - o3rS81b)
Decreased frequency of threat spawns (threat spawns are now working as intended, so this change should make room for all the threats to show up)
Decreased Lucas' spawn rate to push him later into the game
Adjusted AI player brains (goal prioritization and quirks)
Ronald now mentions that The Game ends at 4AM in his messages to the player through CryptChat
Updated threat information document for Noir and Tanner to include mention of needing to keep your play location well lit (Noir) and frequent panic button presses degrading internet connection (Tanner)
Issues:
Fixed TOKENINE (match the shape) minigame sometimes not accepting the correct sequence
Fixed AI player's icon not updating its current state after loading a checkpoint
Fixed Lucas killing the player after they had completed the game
Fixed possible key hash locations on prohibitedStockpile
Fixed possible key hash locations on EatMySh**
Fixed a bug in where the power would not go out.
Fixed a bug which caused a crash under the game over screen over certain conditions.
Some how Tanner had a 100% spawn rate in normal mode. re-adjusted that.
Minor balance changes To Normal Mode, Normal + and 1337 Mode.
Tomorrow we plan to focus heavily on balance changes and adjustments.
Hey All,
In this patch , we have addressed more bug fixes - and a major bug fix that should cover those odd ball bugs that people have been experiencing. FCTween - Refactor - The Root of a lot of bugs
In this project we are using a very popular Unreal Engine plugin called Freshly Cooked Tweens.
What is a tween?
Well to put it as simple as possible, let's say you have a number of 0 and over a time period you want to change it to 1.
So for example: Over a 5 second period I want to go from 0 to 1.. it would then go 0.1, 0.2, etc, etc over the period of 5 seconds.
We are using Freshly Cooked Tweens a lot trough out the entire project to handle animation, fading, etc.. A LOT.
The problem we discovered is that the tweens were not being recycled correctly in memory.
We would create a tween for example to show the loading progress bar of sending a file.
Then later in the game, that same tween would be pulled from memory and be re-used on another tween for example the Drone flying.
This would cause a whole nightmare of bugs.
After this patched however, we have re-worked this system to never do this again.
This should solve bugs people are experiencing.. Just to name a few:
Drone being stuck mid air.
Motion Alert getting stuck in red and never resetting.
Computer screens getting soft locked, exp the ones that have animations(SecCAM, VirtMesh, etc)
Will this fix all the bugs?!?
No, but it should cover a good base of them. Other Bugs Addressed and fixed
Refactor ACRS completely to address bugs of chat messages not clear, system clear showing up at random times and not clearing.
Fixed a bug where Cletus could be in a 'Get Simon outside' state which would lock up other threats until the player decided to finally go outside
Fixed a bug upon getting a hack which requires input(ShiftSEQ, memDEALLC) getting locked out from pressing space.
Fixed a bug in which would cause a crash if you hit the Test Hack button in the PDF, it would be
delayed, then crash if you close PDF.
We are continuing to monitor the bugs section, to continue to squash any future bugs that might come up.
Please report all bugs in the Bug Reporting section in the sub forums of this community. DO NOT post them in the comments of our posts, it's hard for us to keep track of all the places. If they are reported in one section, we will be able to find them much quicker.
In other news, the Tanner Mankini skin is now live!
Balance:
Threats have been buffed
Network hubs can go offline earlier without the help of Tucker
Hacks no longer can occur during Tucker's music game
Purchasing a hacker's services through ACRS at the lower tiers now has a higher chance of successfully hacking the AI players
Issues:
Fixed issue where Noir could only spawn once
Fixed issue where Tanner could only spawn once
Fixed audio muting after quitting to main menu, then starting a new game or continuing a run
Fixed issue where VirtMesh mounted computer could become locked out and cause a softlock, forcing a restart to fix
Fixed issue where Tucker's music game would start after power loss when he wasn't the one to turn off the power, thus giving the player not enough time to reach the ace of spades marked motel room
Pending:
Signing game application with Artifact Signing (Trusted Safety) to avoid issues with Windows Smart App Control blocking game from launching
Balance:
Increased volume by 20% for all non-jump scares (threat & hacks) sound effects - Better balance overall to hear threat sound cues - Adjust with "Master Audio" slider within settings menu
ACRS users asking for websites will always initially ask for websites that are on the starting Wiki page before asking for Wiki 2 & Wiki 3 websites in their follow up messages.
Issues:
Fixed computer getting locked when incoming hack interrupts connecting to VirtMesh
Fixed computer getting locked when power outage / network outage occurred while connecting to VirtMesh
Fixed hacks becoming unwinnable if network outage occurred while hacking minigame was ongoing
Fixed issue when power outage / network disconnection occurred while connecting on SecCam
Fixed crash that could occur when failing a hack after dying from a threat
Fixed Cletus pushing you through an exterior motel wall into rooms that are inescapable
Website Doughy will have accessible key if both .fetch file and key spawn as clickable hotspots on website
CryptChat messages will no longer pop-up while internet is offline
ACRS users will no longer go permanently offline late into the night
Changing game audio while in-game correctly relays the change - this fixes the issue with lowering the audio, then being unable to increase it back to it's previous level before the change
Attempted fix when getting killed by Lucas while entering a hiding location
Pending:
Signing game application with Artifact Signing (Trusted Safety) to avoid issues with Windows Smart App Control blocking game from launching
Drone stuck mid-flight bug
Non-Tucker power outage occurring right before Tucker starts his music game
Balance:
Buffed Noir to spawn more frequently
Normal+ (permadeath) rewards you more for blocking hacks than Normal (with checkpoints)
Issues:
Threats / hacks no longer stop appearing after a power outage
Can no longer save at 4AM and load a checkpoint past the last hour
Added separate settings for sizing & FPS for browser and files - Only affects A.N.N. Dark Net browser and Downloaded PDFs you open.
This should help solve issues that users with higher resolution monitors were encountering (4k).
Hey All,
Today is part one of two of todays patches. We are trying to squash as many bugs as we can find, and address any other sort of issues. Todays patch addresses some of them, and later today will address more bugs.
Fixes:
Fixed sticky windows, where you would drag a window and it would stay on your cursor.
DarkDrop not saving mid purchases.
Balance:
Made some minor adjustment to AI behaviors(Other players in the game)(Not threats)
Panic Button
We might have over shot the Panic Button nerf yesterday, as it was a last minute decision. So this morning we made more adjustments to make it more fair. Instead of degrading your network each time you press the button it works like this:
Press the button the first time, nothing happens
Press it again with in X time, it will degrade the network
Pretty simple change, as long as you dont spam the button you are fine.
Normal+ Mode This mode here is purely experimental for now. It's pretty much just normal mode but with perma death. It does not give you any other ending, nor does it give you any sort of new achievement.. for now. Just wanted to add this to the game, and get your feedback, see if you enjoy it. If it proves to be a positive impact to the game, we will leave it in the game and look into adding an achievement for it.
Balance:
Repeated use of the panic button will degrade an outdoor network hub. Choose wisely when to press the panic button or eventually be tasked with taking more trips outside to repair your internet connection.
This will be mentioned on the in-game note in another update
Fixes:
Key decryption agents no longer deny the keys they're intended to decrypt - Find an agent that can decrypt your key and they'll now do that, for a price.
Fixed Lucas bug with overlapping threats creating unwinnable scenarios (Tucker music + Lucas kill)
Increased potential reward for hacking enemy AI players across all hacking tiers
Pending:
Signing game application with Artifact Signing (Trusted Safety) to avoid issues with Windows Smart App Control blocking game from launching
Audio sliders are multiplicative and can lead to lower audio levels than intended after adjusting sliders in-game
Temporary Workarounds:
Problem: Game audio very low after changing levels.
Answer: Try changing audio levels on the main menu or quitting to the main menu, then loading your save.
Problem: Websites have difficulty loading / are not smooth to navigate
Answer: Try turning VSYNC -> ON, or set your Max FPS to any choice other than Unlimited. Also lowering quality from Epic to a lesser option has helped others.
Thank you for checking out the game on release. We're watching for feedback and bugs, so please keep sharing. Balance Changes:
Decreased the volume of incoming hacks
Decreased the volume of the panic button sound.
Decreased frequency of incoming hacks
Lowered the price of Signal Booster 200 DOS -> 125 DOS
QOL:
Added the ability to skip intro cinematics
Fixes:
ACRS users no longer deny the video they're requesting
Additional ACRS fixes to prevent possible crashes
All VirtMesh buttons can no longer be interacted with while being inside a hacking mini-game
All VirtMesh nodes will remain even if you change resolution after checkpoint saving
Crash that occurred after walking out a door when The Kidnapper would've attacked
Test hack buttons now actually allow testing the hacking mini-games
AI player scoreboard no longer viewable while power is out
Adjusted scaling for larger resolution monitors (i.e. 4k), so all downloaded files are visible on desktop
Successfully blocking Tanner's entry will now prevent him from turning around mid-run away and killing you
Fixed audio bug in which computer audio was muted upon start up.
Pending:
Signing game application with Artifact Signing (Trusted Safety) to avoid issues with Windows Smart App Control blocking game from launching
Audio sliders are multiplicative and can lead to lower audio levels than intended after adjusting sliders in-game
Cletus tackling you into locations you cannot escape bug
Temporary Workarounds:
Problem: Game audio very low after changing levels. Answer: Try changing audio levels on the main menu or quitting to the main menu, then loading your save. Problem: Websites have difficulty loading / are not smooth to navigate Answer: Try turning VSYNC -> ON, or set your Max FPS to any choice other than Unlimited
On each attempt inch closer to the goal (with checkpoint saving), refine what will become your winning strategy, and maybe you'll succeed in settling your outstanding debt. Good luck!
Multiple difficulty options, Normal & 1337 mode.
Normal mode features checkpoint saving every hour in-game, but don't let that lead you to believe it'll be easy to beat.
1337 mode requires the completion of normal difficulty to unlock, it does not have checkpoint saving, is far more difficult across the board, and features its own unique ending (not a meme ending).
Two unique endings, Normal & 1337 mode.
Five unique endings remains the goal. These three additional unreleased endings are planned, and have been partially completed, but are not ready to be shared just yet. Use the time now to learn the ins and outs before these extra endings are added.
All other planned content / features have made their way into the game.
An additional way to support has been added via Tanner outfits.
Maid
Swim Trunks
Classy
Cat
Mankini
Note that these outfits only change the appearance of Tanner in-game.
Following today's launch expect balance changes and bug fixes to roll out. Please use the Steam discussion forum to share any balance feedback or report bugs encountered. https://steamcommunity.com/app/3869850/discussions/
After over two years of development we're very excited for people to experience what Welcome to the Game III has in store.
Support us by sharing the trailer where you can! It greatly helps get the word out. Thank you!
A: It was taken down as it didn't represent the full game very well. The demo being a limited prologue served its purpose, but now with the release trailer out and store page updated it was further separated from what the full game is shown to be. Ideally the demo would be updated to better represent the full game, but there are no current plans to do so.
Demo: January 2026 - June 2026
If you missed out on playing the demo, it's gone. If you still have the demo installed you can launch it through a couple extra steps. Easiest way to get to the demo folder location is by Right clicking on the demo in your Steam library -> Manage -> Browse local files -> Double click the WTTGSD app.
In Welcome to the Game III - You won't be able to access the A.N.N browser on your main desktop. Introducing VirtMesh, with this tool you will hack into virtual machines. Once a machine is hacked, you can either mount the machine to access A.N.N and other tools or convert it into a DOS Coin Miner. But be careful! If you are in a mounted machine too long, it can be hacked and you will lose access to that machine for the rest of the playthrough! Each machine will have it's own unique set of hardware variables that will determine the DOS Coin mine rate.. with higher tier machines, the higher amount of DOS Coin it can generate! This mechanic sort of replaces the Wifi hacking mechanic in WTTG2. It was cool to see players figure out the SkyBreak tool - however the majority of the player base thought that mechanic was too difficult and not a fun mechanic to interact with. Here is a video of that in action!
Let me know what your guys thoughts are in the comments! Also - If you like this idea of a short dev log, where I will post updates / features of the new game. LMK and I can continue this here on Steam!
Your main goal is to find 2 hidden key hashes scattered across darknet websites
There are 10 possible websites, only a select number will be available per run
2 threats to contend with
2 hacking mini-games to counter incoming attacks
2 hacking defense related upgrades for sale in the DarkDrop shop
Multiple hidden files to be uncovered on darknet sites, then downloaded using the ShadowFetch application
Darknet files and website links can both be sold to requesting NPC buyers via CryptChat application
A tutorial & desktop files, which go over how everything works.
Estimated time to complete the demo is around 90 minutes, from start to finish of a run attempt. It's a challenging demo, so do not expect to complete it on your first attempt.
The demo is almost entirely separate from the full game. You can expect to see some of the content transfer over, but a significant portion was created specifically for this demo.
In comparison the full game takes place at a motel, with a much larger environment. The main character, Simon, has a backstory you'll learn about. In short there's something greater happening than someone just entering into "The Game" as seen in this demo.
Prepare for many more threats, websites, upgrades, hacking mini-games, ways to generate money, etc. All along with a greater challenge to follow.
Normal difficulty in the full game will offer a checkpoint saving system. When completed you'll unlock a higher difficulty (1337 mode) with permadeath.
Multiple upgrades to assist in finding hidden key hashes as well as upgrades to counter threats will also be part of the full game.
About
This page aggregates Steam news feeds, patch notes, and developer announcements for Welcome to the Game III, 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 Welcome to the Game III 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.