MinorFix 1.1.2
-Fixed missing fonts in Asian languages. -Fixed Linux build for possible loading error when starting a new game
-Fixed missing fonts in Asian languages.
-Fixed Linux build for possible loading error when starting a new game

-Fixed missing fonts in Asian languages. -Fixed Linux build for possible loading error when starting a new game
-Fixed missing fonts in Asian languages.
-Fixed Linux build for possible loading error when starting a new game
- This update adds three new languages for testing (Simplified Chinese, Japanese, and Korean). - Several stability issues when working with multiple monitors or switching between windows on the same monitor have been fixed. - Bugs present in levels 3 and 4 have been fixed (rela
- This update adds three new languages for testing (Simplified Chinese, Japanese, and Korean).
- Several stability issues when working with multiple monitors or switching between windows on the same monitor have been fixed.
- Bugs present in levels 3 and 4 have been fixed (related to mission initiation and the electrical system), as well as a bug that caused a save window to open even without a save computer in mini-level 3.
- Two audio tracks have been optimized.
- A new accessibility option for scaling the minimap is available in the settings.
- The minimap now also displays the above-ground power grid (showing its construction status, not whether it's active or inactive).

Hello everyone, Christian here, and I have a new announcement for you. Starting today, by playing Beacon of Neyda, you'll have the chance to earn trading cards, badges, emoticons, and backgrounds for your Steam profile. We're very excited to add this little bit of extra content t

Hello everyone, Christian here, and I have a new announcement for you.
Starting today, by playing Beacon of Neyda, you'll have the chance to earn trading cards, badges, emoticons, and backgrounds for your Steam profile. We're very excited to add this little bit of extra content to Steam.
More news coming soon!
- Fixed some visual glitch in level 3. - Electric generator readjustment at level 3 (they are no longer affected by the main core when it shuts down, causing visual glitches and possible saving bugs) - *Adjustments were made to the positioning of elements in Level 3, primarily
- Fixed some visual glitch in level 3.
- Electric generator readjustment at level 3 (they are no longer affected by the main core when it shuts down, causing visual glitches and possible saving bugs)
- *Adjustments were made to the positioning of elements in Level 3, primarily in the first and second undergrounds levels.
- Fixed a possible silent bug where the main tower repair order loop would break
- Text adjustment in consoles at level 3
*(These adjustments may not be compatible with saved games. If you recently started a game on Level 3, we recommend restarting it. If you are at an advanced point in the game, be aware that some visual glitches may occur when reloading the save file.)
- Fixed visual glitch in the left elevator area of level 1. - Fixed missing animation of large scrap piles. - Fixed sensor error in level 1 that caused certain sprites to move in the Z direction, resulting in a visual glitch. - Fixed memory leak related to the green ammunition
- Fixed visual glitch in the left elevator area of level 1.
- Fixed missing animation of large scrap piles.
- Fixed sensor error in level 1 that caused certain sprites to move in the Z direction, resulting in a visual glitch.
- Fixed memory leak related to the green ammunition crafting forge.

Welcome to a new development diary—that's right, there's still plenty of work ahead. My name is Christian, and I'll be sharing our future plans for Beacon of Neyda. Development Status The game is currently at version 1.0.4c (on PC). Since its release, we've been working on variou

Welcome to a new development diary—that's right, there's still plenty of work ahead. My name is Christian, and I'll be sharing our future plans for Beacon of Neyda.
The game is currently at version 1.0.4c (on PC). Since its release, we've been working on various fixes and general updates. You can check out the different hotfixes and patches we've released on the meeting point, where we addressed some initial save issues, added support for new languages, balancing, visual tweaks, and more.

Right now, aside from minor visual and functional adjustments, our focus is on:
First, making the game more accessible. We're working on adding a new difficulty option in the game settings, as well as a permanent outline feature to highlight both the player and enemies separately, with different color options. And finally, we're adding key rebinding for keyboards only for now—controller options will come later.
Second, while there is replayability by repeating each scenario, we understand that after finishing the story, there isn't much motivation to replay the game regardless of each level. Therefore, the possibility of adding a free or endless mode, where the player has more freedom not guided by overarching objectives but by survival, seems essential for our game. This will require several changes and adjustments that will take us a few months of work (yes, I know you're hoping for it as soon as possible, but keep in mind it's December, with various holidays, and we're from central Argentina, where summer is about to start, and working in 38°C to 42°C heat is stifling).

Individually, we've been prototyping and making progress on smaller projects. 2026 is going to be an interesting year, with at least one new title released. But based on our experience, it's better not to bet on it, so I don't want to guarantee it—game development can be complicated. (You already know this if you've been following our development diaries ːsteamhappyː )
If you want to make suggestions for the game or learn about our upcoming projects, don't forget to join our Discord community!


It's been a couple of weeks since the launch, and after the general fixes of the first week, the first planned update is here. With this update we aim to lay the groundwork for future updates and game modes. Gameplay -The range of the rifle, mini gattling gun, and mini cannon las
It's been a couple of weeks since the launch, and after the general fixes of the first week, the first planned update is here. With this update we aim to lay the groundwork for future updates and game modes.
Gameplay

-The range of the rifle, mini gattling gun, and mini cannon laser have been adjusted, increasing their range by 13%.
-The rifle can quickly switch between ammo types while firing. (It's no longer necessary to stow the rifle to change ammo types and fire.)
-Added new icon when the player runs out of ammo.
-Moving combat drones now stop and attack enemies in their path.
-Combat drones that don't have a barricade to retreat to will now fight to the bitter end, holding their ground against enemies.
-The drones' general sensor has been adjusted to prevent them from leaving the power grid and stopping working.
-Changes have been made to the tutorial to make it easier to understand the initial level.
-The action menu now closes automatically if not used after 10 seconds.
-An additional visual indicator has been integrated to indicate whether or not the repair parts are connected to the electrical network.
Quality of life

-Experimental support for 21:9 ultrawide displays was added
-Experimental support for 3 new languages was added, German, Polish and Russian.
-More elements were changed to support PS controllers.
-In the player death menu, if you have beaten the first level you can now access the hub map from there.
Fixes
-Fixed a save bug in level 2 that could prevent the storm from working in very specific situations.
-A rebalance of music and various sounds was performed at different levels.
-Adjusted some chest and item collisions to prevent issues such as cores falling out of reach. (This particular fix doesn't work with older saves.)
-Fixed some scrap pieces that were out of reach of the player
-Fixed level 1 and 2 bug where some elevators could initially work without power
Extras

Several visual details have been added, such as:
-New wiring terminations on all levels.
-New color changes for drones that are disconnected from the power grid (they are no longer confused with green cores).
-New color details for grenades (depending on the type of ammunition used).
What are our next steps?
First of all, if you want to suggest changes or improvements, you can join our Discord community; your opinions are important to us.
Secondly, we'd like to add a new game mode. A semi-procedural, endless mode where you can play freely. This will take some time, but it's our next goal.
Last hotfix before moving to a more normal update process. -Fixed the save system for Linux systems. Balance changes: -Structure recycling values are now adjusted, giving more scrap back. -The values for enemy robots to drop scrap have been doubled (this especially affects ro
-Fixed the save system for Linux systems.
Balance changes:
-Structure recycling values are now adjusted, giving more scrap back.
-The values for enemy robots to drop scrap have been doubled (this especially affects robots between waves during tower construction).
-Adjusted drone behavior to prevent "suicidal" behavior by causing them to disconnect from the power grid.
-General adjustments to collisions between towers that the player can build.
-Fixed a save error that caused the level to load incorrectly.
-Updated the sound engine for improved performance.
-Added all PS controller icons for gameplay.
A new day, new fixes. In this hotfix, we focus on fixing: -Video format fixes for Linux compatibility. -Changed the behavior of collectors drones; they now search for the spare part closest to the base, not the one closest to their position. -Fixed bug that showed only controller
A new day, new fixes. In this hotfix, we focus on fixing:
-Video format fixes for Linux compatibility.
-Changed the behavior of collectors drones; they now search for the spare part closest to the base, not the one closest to their position.
-Fixed bug that showed only controller icons in certain places
-Fix for a bug where a spare part could get stuck in a position near a cargo elevator if it was moved by drones while the elevator was moving.
-Now certain elevators on levels 1 and 2 when receiving energy from the surface remain permanently charged (this is indicated by a new graphic indicator), in this way possible very specific softlocks will be avoided.
-A difficulty balance was performed on all levels, this balance is designed for long matches where the power of enemy robots is not overwhelming within a reasonable amount of time.
-New wave indicator, a timer was added that shows the time until the next enemy attack or danger state
-Level 1 Impulse Boots have had a slight speed boost.
-Fixed null reference error that caused the game to fail to finish after reloading a save.
In this hotfix, we focus on fixing: -Vsync issues (when using it, it no longer locks at 30 fps) -Unity Security Update, this fix is a general fix where we update the engine used to improve general security for new builds. -Added experimental support for PS controllers -New expe
-Vsync issues (when using it, it no longer locks at 30 fps)
-Unity Security Update, this fix is a general fix where we update the engine used to improve general security for new builds.
-Added experimental support for PS controllers
-New experimental build for Linux.
-Gameplay adjustment at level 2, storms take 2 minutes longer to activate.
-New addition, drone stations now visually show when a drone from that station was destroyed and can be rebuilt.
Full support for PS controllers
Fixes for the Linux version.
Gameplay balance adjustments.

Today is the day, we are finally releasing our game Beacon of Neyda! From the entire Ghost Creative team, thank you very much in advance! It’s now officially available on Steam. The game has different regional pricing. in case you didn't know Beacon of Neyda is our side-scroller

From the entire Ghost Creative team, thank you very much in advance!
It’s now officially available on Steam. The game has different regional pricing.
in case you didn't know Beacon of Neyda is our side-scroller micro-strategy game where you survive waves of enemies while creating your base and exploring a post-apocalyptic world to uncover its history and save humanity.
Inspired by the gameplay of the Kingdom series and Until We Die, among others, Beacon of Neyda combines vertical exploration and free building, making it not only a tower defense game but also a survival action game.
This isn't the end of the road for us, it's just an intermediate checkpoint. In the next updates, we plan to add support for more languages (initially four more; if you'd like to help us with the translation, we invite you to join our Discord community). Gameplay and quality of life tweaks. An endless mode, among other things.
Thanks again everyone!

Survival is no longer guaranteed, and it's time to send the signal. Beacon of Neyda, coming October 9th. Build. Survive. Discover. It's been a long time, but we can finally announce the release date. Don't forget to add the game to your wishlist so you don't miss out. The game wi

It's been a long time, but we can finally announce the release date. Don't forget to add the game to your wishlist so you don't miss out.
The game will not only be available on Steam but also on multiple platforms, including Xbox consoles.
Thanks to all our fans and everyone who has supported us along the way. See you on October 9th!

Follow us in our Discord community for more news and development progress. 

I'm back with possibly the last dev diary before launch... Christian here, and you can't imagine how long I waited to say this. Development Status Since the last post, there have been some changes that made the process of finishing the game slower. The reality of being an indie g

I'm back with possibly the last dev diary before launch... Christian here, and you can't imagine how long I waited to say this.

Since the last post, there have been some changes that made the process of finishing the game slower. The reality of being an indie game can be complicated at times, but we've reached the stage where we're starting to add final translations to the game while doing the necessary revisions to make sure everything is running smoothly.
We're fine-tuning mechanics, fixing bugs, and making some changes to the game art. This allows us to move on to the next stage, which is inviting you to fill out the form HERE for a closed test (we will select about 20 or 30 people only). We hope it will be one of the last tests before launch. I have to warn you that people who support us or supported us at some point on Patreon have a separate reservation for the test and will receive a key via DM on Patreon. So there is no need to fill out any forms for them.
But that's not all. When we launch this closed test in the coming weeks, we'll also be updating the demo, which remains free for everyone. As I mentioned in the previous post, this will be the final update to the demo, but it will include all the changes and adjustments we've made so far.
We hope that the feedback we receive during testing will be enough to make the final adjustments and announce a concrete release date.
It's been a long road, and we're finally reaching the end.

So, what are our plans after launch? Several ideas and content have been left out due to a lack of funding. Our plan is to continue adding content through continuous updates, for example, by adding more gameplay options and modes. Also, possible story DLCs, with mechanics or content not included in the initial launch version.
So there will be more content after the launch. We're also already thinking about what future project to pursue next. We have several options: finishing projects we've started and prototypes that exist, or starting a completely new project. We're not sure yet, so I invite you to follow us on our social media to stay up-to-date.
And that's all for this dev diary. Remember to join our patreon or buy our minigames if you want to help us with the development.

Follow us in our Discord community for more news and development progress.

As we announced earlier this week here is the new Demo update. Gameplay: - Improved upgrade menu, UI changes for better understanding when an item is purchased. - added improvement to the recycling menu, now it can be opened at any time and automatically takes the building that n
Gameplay:
- Improved upgrade menu, UI changes for better understanding when an item is purchased.
- added improvement to the recycling menu, now it can be opened at any time and automatically takes the building that needs to be recycled.
- Improved player and drone repair time.
- Adjusted +4% chance of scrap drop from enemies.
- Added immediate objective notifications for better player guidance.
- Added loading screen tips in multiple languages.
Minor visual updates:
- Minor general adjustments.
- Innocent robots have the on-hit effect now.
- Improved fusion core explosion.
- General animation timing adjustments.
- More subtle creation and destruction transitions.
Experimental:
- Added Italian and Turkish as selectable languages.
Sounds:
- General sound balancing.
Bugs:
- Fixed possible crash when using the roof cannon.
- Fixed drones not positioning correctly.
- Fixed power line connection glitch.
- Fixed phantom grab of an object.
- Minor performance bugs.
And that's all for this demo update.

After a couple of months, I'm back with a new development diary. My name is Christian, and I'm here to share the latest updates and a special announcement at the end. Last Months of Development That's right, we’re finally in the last stage of development. This means we are focuse

After a couple of months, I'm back with a new development diary. My name is Christian, and I'm here to share the latest updates and a special announcement at the end.
That's right, we’re finally in the last stage of development. This means we are focused on balancing the game, testing the different levels and mechanics. We're also fine-tuning various art assets and working on a small introductory animation for the game.
This was reflected in our participation in LevelUY and CONAVI, an event in Uruguay where we reached the finals in several categories.

The Demo
As we mentioned in the previous development diary, the demo is not a priority since all our efforts are directed at finishing the main game.
The demo will receive two more updates: the first one will happen this week to integrate some visual and translation adjustments already present in the main game.
The second update will include the game's introductory animation, making the demo complete. Outside of these two scheduled updates, the demo will not receive further support, at least until the game’s release.

What are we showing in this intro?
The beginning of all the problems, the passage of time, and the call to save humanity. Yes, quite a lot, but we can sum it up with focused art, smooth transitions, and a voice-over.
The game's lore is important to us, but we want players to discover it on their own if they're truly interested and willing to explore. If they simply want to play without worrying about the story, we want them to have that option. For this reason, we believe a light intro is the best solution.
Below, you can see a couple of screenshots of what you’ll be able to see once it’s finished.


The year is almost over, and you can feel it. Months of continuous work, lots of stress, good and bad things have happened, but we’re now in the final stretch of development. Two final announcements:
First, don’t forget to follow us on social media, especially on our Discord server. During Christmas, we’ll be giving away some keys for our mini-games and Beacon of Neyda. That’s right, winners will have their keys reserved for delivery on launch day.
Second, we’re participating in the IndieDB Top 100 Indie Games of the Year event, and your support would mean a lot! If you visit this link, you can vote for Beacon of Neyda to be part of the list. You can vote until Tuesday, December 10.


And that's all for this dev diary. Remember to join our patreon or buy our minigames if you want to help us with the development.
Follow us in our Discord community for more news and development progress.


It's been a while since the last dev diary, Christian here I am to clear up some doubts and announce a few things. Let's deal with the elephant in the room first. So yeah, we did a Kickstarter and the game didn't meet its goal. Does that mean the game isn't going to be made? Of c

It's been a while since the last dev diary, Christian here I am to clear up some doubts and announce a few things.

Let's deal with the elephant in the room first. So yeah, we did a Kickstarter and the game didn't meet its goal.
Does that mean the game isn't going to be made?
Of course not, the production and development of the game continues as we had planned. But some extra things we would have liked to have in the game at launch aren't going to be present. Maybe we can add them later via updates.
Not meeting the goal means there is no audience for the game?
Again, no, the failure of the Kickstarter is due to several factors, the main one being the poor publicity it had, since not having a marketing budget for the game and not being able to reach more people was very likely to end with that result. Another important factor is that we couldn't give all the time necessary to be behind the campaign, since we had to continue with the development of the game.
But what will be the future of the game?
Development continues, the feedback we had on the demo from the wonderful people who joined our community, helped us to fine-tune and improve many things. So the game will be released in the coming months, the date will be announced after securing certain development milestones,

This is something we had in mind for quite a while now. We hope to be able to come out on day 1 with full support for Steam Deck and Linux (SteamOS is based on Linux so support for one extends to the other).
The biggest challenge at the moment is that we don't have the necessary hardware to test all its functions so we depend on other equipment that uses Linux systems to emulate how it works.
Currently our demo has support for Linux and is working correctly on Steam Deck according to users who were able to test it on this console.
In terms of development we are moving forward at a good pace, despite having some delays in terms of art, but at the programming and design level we are doing well, we are going to start testing the new levels to see if the mechanics of each new level work correctly.
The demo will be updated the day after this dev diary is published, which brings with it some reported bug fixes, visual corrections and balance adjustments.

And that's all for this dev diary. Remember to join our patreon or buy our minigames if you want to help us with the development.
Follow us in our Discord community for more news and development progress.


"When the Artificial Intelligences tasked with terraforming the desert world rebelled against their creators, the world’s settlers were forced into war with the machines. With all communications lost with Earth, the people of Neyda fought alone to reclaim their world." Who are th

"When the Artificial Intelligences tasked with terraforming the desert world rebelled against their creators, the world’s settlers were forced into war with the machines. With all communications lost with Earth, the people of Neyda fought alone to reclaim their world."

For decades, various models of robots played crucial roles in the terraforming and construction of Neyda's first city, and you’ll find them in the game.

The most widespread and numerous model before the great disaster was the humanoid robot, designed primarily for service tasks. These robots were integrated into every aspect of life in Neyda with different variants of which we can find some in the game, because not all of them worked connected to the main network, thus avoiding infection of their systems, allowing them to continue their original duties even decades later.

Another prevalent model is the heavy-duty robot, built for construction, mining, and other hazardous tasks that demanded durability and strength.

For tasks requiring greater precision and agility, light work models were employed, effectively completing the basic workforce lineup.

These robots were produced in large numbers and serve as basic enemies in the game, often attacking the player or their base. However, underestimating them as the only threats would be a grave mistake.

Among the most dangerous models is the security robot. During the early stages of Neyda’s terraforming, there was a very hostile fauna on the planet, so different specific robots were created to deal with them. While most of these models were discontinued after the threats were neutralized, some persisted through the great disaster. The security robot, with its speed, saw-equipped arms, and powerful attacks, was once plentiful and remains a formidable foe.

Another significant threat comes from advanced repair robots. These maintenance units, although heavily corrupted, pose serious challenges to players. They have the ability to reactivate fallen comrades and repurpose them as suicide drones, making them a critical threat to base defenses.

Lastly, excavation robots, similar to the heavy-duty models, are incredibly resilient, heavy, and extremely dangerous, making them a top-priority target for players.

From a gameplay perspective, these last three robots are designed to create scenarios that require active player intervention. The security robot is a direct threat to the player's character, the advanced repair robot endangers the base’s defenses and resources by using dropped enemy resources to create more threats, and the excavation robot is a constant menace to the entire base, ignoring the player to focus on attacking structures.
I hope this blend of lore and gameplay insights has sparked your interest.


After our recent exclusive update for Backers in our kickstarter campaign , many of you expressed a keen interest in learning more about the gameplay possibilities of our game. Today, I am excited to share some additional news and insights. The Player Firstly, there are several w

After our recent exclusive update for Backers in our kickstarter campaign, many of you expressed a keen interest in learning more about the gameplay possibilities of our game. Today, I am excited to share some additional news and insights.
Firstly, there are several ways to alter the gameplay, with the most basic being through changes to the player's abilities. For example, we are introducing a new special weapon that functions almost like a portable cannon. This weapon, like all others in the game, adapts to the type of ammunition used, offering different effects depending on the ammunition type.

Another significant aspect is the progression trees for each structure. In the demo, resource management is designed to be straightforward, but in the final version, resources will be more limited. Therefore, you will need to strategically decide where to allocate these resources for upgrades and improvements.

The variety of enemies will also have a profound impact on gameplay. In the demo, there are three basic enemy types with similar roles. A well-planned defense can handle large waves without much player intervention. However, in the final game, there will be more specific enemies designed to harass the player or the defenses, requiring different strategies to deal with these threats. I will discuss these new enemies in a future update.

Lastly, the levels themselves will present unique threats and peculiarities that affect gameplay. For instance, one level might be influenced by terraforming machines, causing periodic sandstorms that reduce visibility, limit the use of allied drones, and even damage structures or the player if they are unprotected. This is just one example, with more to be elaborated on in future updates.

That’s all for this update. We have much more to share, but we wanted to give you a general idea of what the game will be like. We hope to have your continued support to make this game a reality. Don’t forget to join our Discord community!


Hi everyone! Christian here! One of the big days has arrived, our Kickstarter campaign is now live!. 🎉 The campaign First of all, from the following link you will be able to go to the Kickstarter campaign . Remember that if you share and spread the word, it also helps us a lot.
Hi everyone! Christian here! One of the big days has arrived, our Kickstarter campaign is now live!.
🎉
First of all, from the following link you will be able to go to the Kickstarter campaign. Remember that if you share and spread the word, it also helps us a lot.

🌟
Rewards range from Early Bird discounts! to access to our previous versions of the game or the current versions with exclusive access.
You can also leave your mark or messages within the game among other rewards.

🏆
If our Kickstarter is successful, we will be able to carry out the base vision we have for Beacon of Neyda, without major worries. But once our base funding goal is reached, any additional funds will be used to expand upon the base game through stretch goals. These come in the form of additional features that will enrich the gameplay, giving players more to experience, expanded lore, enhanced art and sound design, and additional modes that we wouldn't have the means to create otherwise.
If the kickstarter fails, the game will still be made but with less content, reducing the players' experience to a certain extent and we cannot guarantee its presence on consoles other than Xbox.
Follow us in our Discord community for more news and development progress.


We love pixel art games, and we know you do too. So, let’s celebrate together 🎉 We’re super excited to share that Beacon of Neyda joins PixElated Festival next week! This festival is featuring some of the best pixel art games on Steam. From retro-style classics to contemporary i

We love pixel art games, and we know you do too. So, let’s celebrate together 🎉 We’re super excited to share that Beacon of Neyda joins PixElated Festival next week! This festival is featuring some of the best pixel art games on Steam. From retro-style classics to contemporary indie gems all in one place!
There will be ✨ discounts ✨ live streams ✨ art contest ✨ demos✨ developer chats ✨ all centered around your favorite games.
Check out the official line-up and more information about the event here: http://pixelatedfest.com/
Don't forget to follow us on our Kickstarter, which will be launched in a few days.

Follow us in our Discord community for more news and development progress.
