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December 2025 – Developer Update

Welcome to the first post CRYO release blog!

It’s coming up to 2 months since we released CRYO and we’re honestly so pleased with the reception so far. At the time of writing, we’re sat at 97% overall positive steam reviews, which would put us at Overwhelmingly Positive, the highest tier possible, if we had 500 total reviews.

On top of that, some of your clips and videos on twitch, tiktok, youtube and instagram have been hilarious to say to the least! If you’re a content creator, make sure to be tagging us on socials so we see them.

So, What's Next for Cryo?

First up, the next release of CRYO will feature controller support. We know there’s a small section of the community that play with controller or on steamdeck, so we’ve got you covered.

As many of you lore junkies have realised, we’re still one monster short on Delta-7. It’s almost finished and will be on its way soon.

We will also be bringing in some new achievements too, specifically for escaping via different methods as well as achieving a high score in Flappy Bober.

What the hell is flappy bober?

Coming soon is the first of the lobby arcade games. These are intended to be a bit of fun while you wait for your friends to be ready. It does also have a high score that you can show off to your friends (or complete strangers)! 

There will be more arcade games coming but these will likely be found or unlocked within levels.

Talking about levels, where is the next one?

The second level is coming along really nice. As we’ve mentioned in discord, part of this level will be procedurally generated each time the map is played, meaning the layouts will change. It’s also large, larger than Delta 7. 

NEW MAP SPOILERS BEYOND THIS POINT

As most people have figured out, the next map will take place on board a large research and transport ship.

All images below are without lighting, so it’s not going to look as great as it will do when finalised but it should give you an idea of the scale and complexity of this map.

The upper captains deck facing forward
Some of the lowerdeck halls
One of the crew quarters
The submarine bay
A larger cross section of the ship. It goes down 3 floors below.

As you can see, this map is a complex beast and we’ve got a bit to go but bear with us, it’s getting close. There’s a lot of the map that’s been purposefully left out of these screenshots so that it’s more of a fun surprise for you guys venturing in there.

and the monsters? Are they going to be the same?

No, the ship incident happens isolated from Delta7 so the previous monsters are not present. The ship is transporting some top secret cargo however that will be making an appearance….

That's a lot about CRYO, what about Labyrinthine? Is it dead?

Not at all! Our current plans are to finish up the second map on CRYO and then take a small break to go back and work on getting some DLC done for Labyrinthine. This will be in the form of case file packs and will include new maps, new monsters and most importantly, new cosmetics.

Being a small dev team has many benefits. We’re all very comfortable and friendly with each other, we all have our input, we know each other’s strengths and weaknesses and we don’t have the same money-squeezing overhead that many larger teams do. However, one of the major drawbacks is being limited in our development capacity. Right now, CRYO has consumed it nearly exclusively, leaving other projects such as labyrinthine (among some unannounced ones) on the side until we can spare time for them. We ask that Labyrinthine fans please bear with us while we get things up to scratch with the next map. We haven’t abandoned it!

This Post Has 2 Comments

  1. Rygen

    Love this studio and their games are a great way to spend time with friends.

  2. hotaw48162

    Will there some improvements to the AI of monsters in regards to if you run away and hide. The monster will run all the way up to the locker and then disengages. It looks unnatural like unlike anything any creature would do.

    like maybe monster could get some options when his target is hiding.
    1. he stops and looks, then picks a spot behind him and runs there. (thinks we ran the other way)
    2. he instantly picks as spot in front of him and runs there. (continuing a path he thinks we ran)

    Its already a cool game and a great experience, but some attention to that could really do well on that part, make the monster feel more realistic and more unpredictable.

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