About the Game
Wicked Seed is a modern-day horror RPG with tactical combat and survival horror roots.
Hybrid Combat System: Combine real-time actions like dodging and parrying with strategic turn-based attacks.
Rewarding Exploration: Discover hidden paths, solve optional puzzles, and find unique items that enhance your abilities.
Customization: 50 unlockable costumes and a variety of weapons and accessories to tailor your play style.

Move, block, parry and dodge enemy attacks in real time as you read and learn the enemy's patterns. Master positioning to flank enemies for increased damage or disable them entirely, and exploit precision timing to land powerful counter hits against enemies mid-attack.

Venture off the beaten path to uncover hidden upgrades, side stories, and powerful gear.

Gain experience by killing monsters, solving puzzles, and uncovering new locations. Level up to grow stronger, then shape your build with weapons, armor, and accessories that match your strategy and play style.

Survive in style with 50 unlockable costumes! All earned through exploration, challenges, and achievements.


Explore dark, foggy forests, forgotten underground tunnels, the alleys of an evacuated city, and more as you work to uncover the mystery of Ella's past and the appearance of monsters.




Tackle tougher difficulties, reshuffle the world with a built-in randomizer, and chase down what you missed in New Game Plus. In-game challenges and their rewards persist across all playthroughs, giving every run lasting impact.

A unique blend of action and turn-based combat with high skill expression
Solve puzzles and uncover hidden areas
Exploration rewards you with new gear, permanent stat boosts, and hidden surprises
Over 150 optional challenges that award points to spend on permanent unlockable content such as accessories, equipment parts, and costumes
Every weapon is viable and can be upgraded and customized to suit your play style
50 unlockable costumes, from casual to classy, and everywhere in between
Unlock new difficulties with remixed enemies and item placement
Built-in randomizer for endless replayability
New Game Plus lets you keep leveling and hunting down what you missed
Fully playable with controller and playable on Steam Deck
Screenshots
9 imagesVersion Information
Steam Patch Notes
Official update history
Gameplay Changes
Made some visual and terrain adjustments to some parts of Wyatt Park to reduce the density of foliage and trees in an attempt to improve performance in problem areas
This is an ongoing optimization and I'll be continuing this in the Seaside map as well as other exterior locations to continue to improve performance
When enemies take damage and die from "Thorn" damage (from bestiary and equipment effects) you will no longer take damage from that attack
Fixes and Adjustments
Fixed an issue where you may get an infinite load screen when attempting to load or continue certain saved games
Fixed an issue where blocking an attack from an enemy that died by thorns would deal damage to the player or take away damage buffer
Gameplay Changes
Reduced the flash intensity of the hit reaction when hitting destructible objects
When examining an object that requires an item be used to unlock it, the required item will now always show up somewhere in the list if it's in your inventory
When picking up the Nailed Bat in Daybreak, a UI indicator will now appear and bring attention to the fact you can swing it to destroy objects
Slightly reduced the health scaling of the Depth 100 boss in The Pit
Fixes and Adjustments
Fixed some floating pickups on the Daybreak map
Fixed an issue where the text "Green" and "Red" on the color panel puzzle was not localized
Fixed an issue where Daybreak weapons were being given out to new saves before Daybreak had been completed
Fixed an issue where the next depth was not being unlocked properly after clearing Depth 100
Fixed an issue where the challenge for surviving a night in Daybreak could be awarded by loading a saved game that is on Day 1
Fixed an issue where the Pliers item pickup was inaccessible if the item models were being shown
Fixed an issue where the Hard difficulty results for Daybreak was pulling in the wrong information (it was still calculating the score properly, just displaying it improperly)
Fixed an issue that prevented picking up the Last Word and Soldier weapons in subsequent runs of Daybreak
Fixed an issue where you were no longer able to trigger the manual reload using a gamepad due to it sharing the same action as the melee swing. Now it'll prioritize reloading if it's needed
Put in another potential fix for Eldritch Ella
Misc. localization fixes
(Updated 4:15 PM EST)
Fixed an issue where you'd experience an infinite load screen at the end of chapter 3 and 5 cutscenes
Fixed an issue where you could use a key item for a locked door even if it wasn't in your inventory
Gameplay Changes
In the Options under the Gameplay tab, added a toggle to switch between showing the shimmering object placeholder for item pickups or showing just the item model as it was before the Daybreak update
Toggling this will not take effect on objects currently loaded in the scene. To see the changes, leave and re-enter the area, save and load the game, or adjust this from the main menu
Fixes and Adjustments
Fixed an issue where the Last Word weapon pickup in Daybreak would respawn
Fixed an issue where Improvised Grenade was not using the appropriate amount of energy on Daybreak
Fixed an issue where the Colossal Vest model was missing some materials
Fixed an issue where the "Stair Toggle" setting may not persist between sessions
Added a potential fix for the costume deformation that may occur when loading a game after dying in Daybreak
Fixed an issue where the "stair toggle" option may not persist between sessions
Added a fix for the Soldier weapon not being awarded when completing Daybreak
Added some potential performance improvements, but this is still ongoing
Minor localization fixes
Known Issues
There is some slight shadow flickering occurring in Daybreak on some objects
Gameplay Changes
When in The Pit, entering a new room will automatically light the torch to help you track your progress on that floor
Added a UI indicator to the interaction points for area transitions to let you know the name of the area you'll be moving to
Added a UI indicator underneath the health bar that displays the number of damage buffers you have. Damage buffers are granted by the bestiary bonus for the final boss and when using the skill "Vengeance"
Increased the visibility of the golden targets in the shooting range minigame
The UI notification when transitioning to a new area will no longer overlap if you quickly move between two areas
Fixes and Adjustments
Fixed a bug where certain enemy attacks would bypass the player's damage buffer
Fixed an issue where certain item and skill effects were either playing the incorrect vfx and/or not positioned properly for the player
Fixed an issue where background music may not always play for the Back Alleys area
Fixed an issue where some voiced effort sounds were having their pitch randomized, creating higher or lower voices where it wasn't intended
Fixed some LOD issues on some objects in Wyatt Park (Day)
Fixed a bug where you would be sent to the wrong place when Retrying after dying on an encounter under specific conditions
This is expected to be the last update to the beta branch. I'm doing final testing and getting the update ready for the demo ahead of the public release of Daybreak.
Gameplay Updates
Japanese, Simplified Chinese, Russian, and Brazilian Portuguese are now available. If you haven't played Daybreak yet, or are waiting for the full release, you will be prompted to select your language when starting the game. You can also change the language at any time from the Gameplay tab in the Options menu.
Fixed and Adjustments
Fixed an issue where transitioning between day and night while on stairs would lock Ella in stair climbing animations
With localization (finally) added, I'm going to be doing some testing in the various languages to try and find any issues of text overlapping, wrapping, etc. but I figured I'd include others in on the testing for those who either wanted an early look or to help find formatting issues.
With that said though, I don't expect this phase of testing to take very long so I'm hopeful I'll be able to get the full release of Daybreak out soon.
-Ryan
Gameplay Changes
Reduced the health scaling of the boss Demon Lung. This only applies to its encounter from Depth 75 onwards in the endless mode of The Pit
Added a minimum number of high powered ammo for randomizer runs
The Randomizer_Item_List text file will now display the amount next to the item name, useful for checking high powered ammo amounts on their pickups
Moved a problematic encounter in Candle Rock Coast on Despair difficulty
Armor Padding, Molotov, and Engineering Manuals can no longer spawn during randomizer runs
Due to the nature of its ruleset, when starting a new playthrough using the Chaos randomizer setting, you will no longer receive the Daybreak weapons in your stash, but they can still be found during the playthrough as pickups
Fixes and Adjustments
Fixed an issue where some items didn't have item models assigned to them, causing issues on scene start up during randomizer runs
Fixed an issue where the maximum XP possible from an encounter in The Pit was too low
Fixed an issue where the maximum held XP could not exceed 9,999,999, making expedition levels unattainable after a certain point
Fixed an issue where parts of the level would not load when using the Unstuck feature in Daybreak before saving your game
Fixed an issue where the challenge "Round 2" was not properly displaying its additional costume unlock in the Extras menu
Gameplay Changes
Increased the bonus damage and duration granted by the master trait for Badger
Increased the rate at which the damage is applied to enemies from player spawned acid puddles
The enemy's defense is now permanently reduced by 10% for each trigger of the acid status
Elemental status application is no longer reduced if an enemy has armor
Enemies suffer burn damage on a faster interval
Max held scrap has been increased from 9,999,999 to 99,999,999
(Daybreak) You can now craft backpacks while your inventory is full
When an enemy spawns during combat, it now has a short cooldown before it is able to attack
(Daybreak) Reduced the volume of some of the ambient sounds
The amount of experience needed to level up your expedition level now increases by 10k per expedition level
Fixed and Adjustments
Fixed an issue where Ella would be invisible in the status screen if it was opened while she was being hidden from being too close to the camera
Reduced the volume of certain BGM, namely combat music, to be more inline with environmental music so the transitions between the two aren't as intense
Fixed an issue where the First Contact note for Discovery was displaying the wrong text
The workbench can now support displaying more than 12 weapons/armor at a time
Fixed a bug where the mastery trait on a weapon would not be removed if you disassembled the weapon prior to unequipping it
Fixed an issue where opening your status and entering combat at the same time would put the player in an inconsistent state
Fixed the animation transition during the Daybreak intro cutscene
Fixed an issue where the Day Walker challenge wasn't unlocking
Added additional safeguards against the issue where option settings were inadvertently being applied
Fixed an additional potential combat soft lock that occurred when executing a brutal attack as a new enemy was spawning
Fixed a couple cliff pieces in Sea Spray Trail that had incorrect LODs
Fixed a bug where you could get a movement speed boost on stairs in combat if you had walk toggled on prior to entering combat
Fixed several instances of stuttering during combat when using certain items and skills
Fixed an issue where the damage from the acid puddles created by the player when using the Caustic weapon part were not properly being increased by attributes that enhance elemental damage
Fixed an issue where invisible collision was being left behind by dead enemies which would impede the navigation of other enemies
Fixed an issue where some unspoken dialogue wouldn't show if subtitles were turned off
Gameplay Changes
Moved the duck pickup from its current spot to a new spot within the main/central area where the player is likely to naturally come across it
Added an option to toggle the stair ascending animation within Gameplay options
When handing in supplies at the truck it will automatically hand in all supplies of that type (example, handing in small supplies will hand in all small supplies you have in your inventory)
Improved the smoothness of Ella's "look at" animation to reduce snappy or jerky movements
Lessened the intensity of the hit effect on destructible objects
Reduced the health of some destructible objects
Fixes and Adjustments
Fixed an issue where you weren't able to load a saved game from Wyatt Park (Day)
Fixed an issue where the toggle to turn off barefoot sounds was not working on certain terrain surfaces
Fixed an issue where the challenge for completing Daybreak on Hard difficulty was not activating
Fixed a possibility of the enemy's health dropping to 0, but not dying, if they were at the same time having their action skipped from Ring of Lust or Beartrap town improvement
Fixed some localization issues for the costume descriptions of Bookworm, Summertime, and Casual
Fixed an issue where pressing "enter" on certain UI screens would improperly apply option settings
Fixed an issue where combat in Daybreak could occur at the same time as a time switch (day into night or night into day)
Fixed an issue where a wall at the beginning area of Daybreak had no collision
Fixed a render sorting issue for the second sunglasses cosmetic option
Fixed the effect description of Tactician to include the fact it also deals increased flank break damage
Fixed an issue where the description for the Chaos randomizer would overflow on Steamdeck
Fixed a few costumes where they had some clothing items that weren't double sided
Fixed an issue where you could interact with two interactive objects too quickly which could result in putting the game in conflicting menu states
Fixed an issue where the text displayed for trying to Unstuck in combat was incorrect
Fixed an issue where certain scene objects were not being reloaded properly if you load a saved game that is in the same area that you are in currently
Fixed an issue where manually skipping a cutscene in the Manor could result in text not being removed from the screen
Fixed an issue where killing a splittercrab egg right as it hatches may end combat before the hatched enemy activates, resulting in an enemy that will attack you out of combat
Thank you to everyone who has played the beta and given feedback and bug reports!
-Ryan
Fixed the acquisition method for the Allure costume. It was incorrectly stating it is acquired when achieving Expedition Level 50 when you only need 10
Fixed an issue where the amount of High Powered Ammo that is returned to you when retrying a fight was incorrect if you had multiple stacks of ammo in your inventory
High Powered Ammo now stacks to 999999
Added a description to the Unstuck selection in the pause menu
Fixed an issue where non-randomized fights on a randomizer run would not spawn correctly
Increased the upper limit on how many parts you can hold to accommodate the added parts from The Pit
There is an issue if you own the majority of the weapon parts and they are unequipped that they will overflow their UI panel in the Parts screen. This will be addressed in a future patch
Fixed an issue where attacking multiple times with the Blitz with high attack speed would lock you in its "shot" animation
Added an option under Gameplay to turn off the toggle for Attack All during combat. Since toggling this accidentally could have some negative impact on gameplay, the default setting for this will be off
The dismiss action can now be used to close out of the pause menuThis has been rolled back until more testing can be done. It was having conflicts with other menus in the pause menu.
When successfully launching the game and loading your save data, a new "session" backup save file will be created. In the event of a power outage or other unexpected closures of the game, this session data, while potentially outdated, can be used to recover save data in the event of data corruption
Fixed an issue where no button was given focus on the death screen
Adjusted the text for "Retry" on the death screen to "Return to camp" if you have died in The Pit
You can now open the pause menu during some interactive story sections
Fixed a combat soft lock issue if you froze the boss on Depth 15 and killed it while it was frozen
Fixed an issue where using a shotgun on the boss of Depth 10 would cause a script error and soft lock you in combat
Fixed an issue where the acid pool left behind by the Grasper's spit attack was not dealing damage to enemies stepping inside
Fixed an issue where when starting a randomizer run, a fight in Seaspray Trail was not properly randomized, causing errors and potentially soft locking combat
Current Release
Build 23091950
Uploaded May 06, 2026
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System Requirements
How to Install
Wicked Seed.exe to play
Troubleshooting tips
• Run Redist/_CommonRedist installers if game won't start
• Add folder to Windows Defender exclusions
• Run as administrator
Download
Direct link available
Needed when extracting (WinRAR / 7-Zip) — not a site login.
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