Everstill Valley - Marc Lonia
First of all - thank you to everyone who’s tried the demo for Everstill Valley!

Seeing players explore, survive, get lost, and occasionally run screaming into the fog has been incredibly rewarding.

Special thanks to the YouTubers who’ve uploaded long-plays - watching those has given me a lot of insight into what needs work.

Upcoming Improvements (based on feedback):

  • Crafting UI: The current crafting window is a bit unclear - I’m working on making it more readable and intuitive

  • Level flow: A few areas are too directionless - I’ll be adding subtle world hints to help players orient without hand-holding

  • Lighting & fog: Tweaks to improve visibility in key spaces, especially around important POIs

  • Spawn logic: Fixes to stop the stalker from spawning in weird places (yes, including rooftops…)

  • Notes: Improvements to visibility and placement of lore notes

  • Audio levels: Some sound effects are too quiet - adjustments coming to improve balance and atmosphere

This demo is still just a taste of what’s to come - a quiet, rotting forest full of secrets, dread, and slow decay.

If you played and have thoughts, I’d love to hear them. Your feedback shapes this strange little world.

Marcelo

下午 2:33
Halved - DjAcemetrical

- Reworked Christopher's second weapon

- Fixed the yellow and black striped texture on the elevator in the Abandones Oil Mines to repeat seamlessly

- Made the difficulty notations in the campaign menu consistent with the ones in achievement descriptions

- Reduced the size of an unnecessarily large audio file

- Made minor changes in campaign start UI, including adding back buttons

- Gave gamemode selection a menu of its own

- Changed the skin button to cycle all availible skins

- Skin selection and character selection will now remember previous choices

- Added preludes to Bossdome fights

- Removed a hidden visual element that was causing lag on all Snowhenge levels

- Added the run time to ending screens

下午 2:32
Chronicles of Vaeltaja: In Search of the Great Wanderer - Vaeltaja

A small update to address some issues.

Patch Notes:

  • Fixed a bug that activated spring water collecting when trying to open certain chests in Twin Falls Riverside North and the Great Forest

  • Fixed a bug that activated spring water collecting when trying to exit a secret area in the Great Forest South

  • Increased the damage of Fireball spell

  • Lowered the resistance of light spells on certain enemies

  • Spell scrolls are now described as scrolls in the inventory

  • Corrected Warlock's Cloak's description

Thank you and have fun!

Jani/Witchgrove Games

DecayZ Origin - KillHero

🛠 Improvements & Fixes

- Fixed trees popping in from long distances.

- Improved lighting and visibility in the laboratory area.

- Fixed an issue where dodge roll sometimes didn’t work correctly after un-aiming

🔮 What's Coming Next:

- Add melee combat system – because sometimes, bullets just aren’t enough. (This will take some time to balance and implement properly.)

💬 Developer Message
If you’re still out there reading this — thank you.
You’re not just playing DecayZ Origin — you’re part of something we’re building together.

Whether you adored your cat companion 🐱, got stuck in a tough fight, or just have an idea for what you'd love to see — we want to hear it.

💬 Please consider leaving a Steam review — even just a sentence.
It helps more than you know. It boosts visibility, guides development, and keeps this world alive for others to discover.

🙏 To everyone who took a chance on this early: You believed when no one else did.
🫡 Your trust means the world to me.

Scope 3 - BUY SCOPE 3 ON STEEAM
🔶🔶🔶MRSMITHENTOP'S LETTER🔶🔶🔶

🔶🔶🔶 TEXT VERSION🔶🔶🔶

🔶 Page One – A Message from Mr smithentop

Hey everyone,

I want to take a moment and speak directly to all of you — the Scope 3 community, the testers, the early adopters, the curious, the committed. This isn’t just another product update. This is something bigger.

You’ve seen Scope 3 grow from a focused tool to a serious piece of software. You’ve seen how every update comes from user needs — not hype, not marketing fluff, but precision. I’ve built Scope 3 to solve real problems for real players. It's clean, respectful of game integrity, and it always stays in its lane.

But lately, there's been confusion. Another product has appeared on the scene, one that looks and sounds remarkably similar. Their branding, their name, their namespace — all echo mine. The difference? They came after.

Let me make this perfectly clear:

🔶 Scope 3 is the original.
🔶 Scope 3 is legally protected.
🔶 Scope 3 is mine — and always will be.

Some of you noticed. Some of you even reached out confused, thinking their work was mine. It wasn’t. What you’re seeing is brand dilution — and behind the scenes, I’ve had to take action to protect this thing we’ve built together.

I’ve filed DMCA takedowns. I’ve responded to impersonation attempts. I’ve documented the use of my marketing language, even my versioning style. I’ve watched developers from the other camp show up in my Discord pretending to be customers, demanding I market more — not to help me, but to lift their app by confusing the space.

But I’m not here to rant. I’m here to clarify.

Scope 3 is built with surgical intent. I’m in direct contact with game developers to ensure it remains in fair standing. No one gets banned for using Scope 3. We don’t inject. We don’t modify. We don’t cheat.

And now we’re adding Auto Push-To-Talk, an extension I designed myself — not suggested by the community, but created to serve it. It gives streamers, competitive players, and focused communicators a way to keep their mic responsive without holding down a key, while still respecting game audio rules.

What we’re building here is about trust, clarity, and function. Not shortcuts. Not hype. Not deception.

 

🔶 Page Two – Scope 3 vs Brand Cloning: Facts You Need to Know

This page isn’t about drama — it’s about clarity and protection of our identity.

When I launched Scope 3, I didn’t just build an app. I built a namespace, a signature posture, and a community-centered design philosophy. Everything — from the name to the UI, from the release strategy to the user support — was developed in-house and in full alignment with fair use, platform compliance, and original identity.


🔶 I Engineered Scope 3 from Scratch

Scope 3 was not cloned, copied, or borrowed.
I built it — personally.

Every line of logic, every UI decision, every tool integration came from my own research, testing, and intent. I engineered Scope 3 to solve a very real problem: gamers leaning into their screens, squinting for clarity, breaking posture just to stay competitive. This wasn’t some spin-off of another product. This was — and is — a unique solution I designed for real users with real needs.

From idea to prototype to release, Scope 3 is 100% authored by meMrsmithentop — without the help or influence of any outside product or company. That’s what makes these clone attempts so offensive. They didn’t just borrow an idea — they tried to confuse users into believing it came from the same place.


🔶 What Happened?

A separate product — Scope X — appeared after Scope 3’s release, replicating several of our core presentation elements:

  • The “Scope” naming structure, directly overlapping our namespace.

  • UI and UX designs eerily similar to Scope 3's modular layout.

  • Marketing headlines and update formats mimicking our tone and structure.

  • Discord behavior from related parties mimicking our phrasing and support posture.

To the untrained eye, this may have looked like coincidence. But when stacked together, the overlaps created a market identity conflict — legally known as brand dilution.


🔶 Why Brand Dilution Is Serious

In trademark and copyright law, “first use in commerce” carries weight. The party who launches first and uses a namespace publicly in commercial context holds rights over that space, especially if confusion or damage results from imitation.

Scope 3 was first.
Scope 3 was public.
Scope 3 was documented.
Scope 3 was established before Scope X existed.

Brand dilution is when a competing product tries to adopt similar branding in order to siphon trust, attention, or user association from an existing brand. It confuses customers. It undermines clarity. And it causes reputational harm.


🔶 What We've Seen

Some users who tried Scope X reached out to me, directly asking:

"Will I get banned for using Scope 3 too?"
"Is Scope 3 a rebrand of Scope X or are you the same developer?"

These are not isolated cases. Multiple users expressed worry after Scope X was warned in certain game communities for being unauthorized or improperly interacting with games. This confusion affects our credibility — and that’s not acceptable.

Scope 3 has never caused a ban.
Scope 3 has never been flagged as unsafe.
Scope 3 is built with cooperation in mind, not exploitation.

I personally speak with game developers to ensure we remain on safe, collaborative ground — never stepping on terms of service or fair play boundaries.


🔶 My Legal Response

This isn’t something I take lightly.

✔️ I’ve issued formal DMCA takedowns against cloned assets and branding violations.
✔️ I’m maintaining full documentation of visual and structural similarities.
✔️ I have legal conversations ongoing, but I’ll let the results speak when the time is right.
✔️ I’ve archived impersonation efforts — including members associated with Scope X entering our Discord, pretending to be customers, and trying to pressure me into marketing more… not for our growth, but to cover up their shortfalls.

These aren’t conspiracy theories. These are timestamped, archived facts.


🔶 Where We Draw the Line

Scope 3 is about innovation, not imitation.

We build clean, ethical, high-performance tools that respect the games you love and the platforms we release on. We don’t get users banned, we don’t step outside legal boundaries, and we don’t impersonate.


🔸 I’m Not Just Defending Scope 3 — I’m Defending You

This project is about giving you tools that feel like an extension of your own gameplay style. Tools that make sense. That respect your setups. That never put your accounts or games at risk.

That’s why we draw the line so clearly — and stand by it.

 

 

🔶 Page Three – From the Trenches of Esports: Why Scope 3 Had to Exist

Let me take you back. Before Scope 3. Before the noise, the copycats, the community, and even the tool itself—there was just me.

A competitive player, climbing the ranks the hard way.

I wasn’t a prodigy. I didn’t have flashy sponsors or viral clips. What I had was discipline. Grind. And pain.

Lots of it.

I entered esports with fire, but I didn’t make it through on passion alone. I had coaches—real ones—who broke me down to milliseconds and micro-movements. It wasn’t just about playing the game. It was about playing it in a hyper-optimized, inhumanly efficient way, until that method of play became me.


🔶 The Pressure You Never See on Stream

Imagine having your coach freeze footage to correct your eyeball drift.
Or being told that a half-inch head tilt was the reason you lost a clutch.
That your reaction time dropped by 6ms because your neck wasn’t at the right tension angle.

That was my world.

This wasn’t just keyboard and mouse. This was a machine — and I was one of the parts. I was taught eye tracking drills, reaction pattern loops, eyestreaming discipline, and postural lock-ins that had to hold through six-hour scrims.

Eyestreaming — the heart of what makes Scope 3 possible — was an unspoken secret in those rooms.

We trained our eyes to scan the screen edge-to-edge without moving the mouse.
We ran drills that mimicked eye saccades—those micro-jerks your eyes make—to increase cognitive processing across multiple HUD elements.
We were tested on how long we could scan five information zones while holding muscular tension in the jaw and neck to prevent posture loss.


🔶 And Then the Pain Came

At first, I ignored it. Everyone did.
Neck stiffness? “Stretch more.”
Eye blur? “Blink less.”
Tension headaches? “Sleep better.”

But the truth is, we were injuring ourselves for the sake of awareness.

It caught up to me hard:

  • 🔶 My neck started locking during games.

  • 🔶 My left shoulder became numb after sessions.

  • 🔶 I got dizzy after long sessions due to oculomotor fatigue.

  • 🔶 My back curved from years of leaning into the screen unconsciously.

  • 🔶 My emotional regulation dipped from chronic sympathetic overload (fight or flight).

At tournaments, I’d go from stage lights and adrenaline straight into near blackout migraines.
I was fighting for milliseconds — and it was taking years off my physical wellness.

And no one knew.
No one saw.
Because these aren’t the battle scars people talk about.


🔶 Why Scope 3 Was Born

Scope 3 was never some experiment in power. It was born from that quiet suffering — the kind only serious players understand.

I wanted a tool that gave me back what I lost.

I engineered Scope 3 not to boost performance, but to stop the decay.

  • So others didn’t have to bend forward to feel “locked in”

  • So players didn’t have to destroy their necks to keep control

  • So competitive clarity could be brought to the average player, without physical cost

  • So that eyestreaming precision could be simulated without years of neural programming

And it works.

But I get it — to someone who hasn’t trained this way, Scope 3 can seem alien.
Even… suspicious.
Like, “Why does it look like this? Why does it feel different?”

Because it’s replicating a style of gameplay that used to live only in the bodies of the broken.

Scope 3 simulates what pro players put their bodies through, minus the harm.
That’s why it’s unfamiliar. That’s why it’s powerful.
That’s why it’s necessary.


🔶 Balance, Not Advantage

Let me be absolutely clear:

Scope 3 is balanced. Period.

Each zoom level is engineered to provide clarity — not dominance. The system avoids competitive gaps by:

  • Capping max zoom intelligently

  • Keeping overlays minimal

  • Offering equal visibility profiles across every option

  • And enforcing stability between mouse vs. keyboard control preferences

Nobody using Scope 3 gets an edge over someone else — but they do get relief.

That’s the goal.

Not to take from others — but to give back what competition takes from us:
Our health. Our posture. Our peace.


🔶 From My Body, To Yours

I built this because I had to.
Because I couldn’t do it anymore.
Because I knew I wasn’t the only one breaking their body to stay in the game.

I’m not just a developer.
I’m one of you.
I played until it broke me — then I built a tool that would stop others from breaking too.

Scope 3 is the tool I wish I had when I needed it most.

And now, it’s yours.

 

🔶 Page Four – Respect, Not Rebellion: The Developer’s Line I Refuse to Cross

Let me shift focus — from esports, to engineering.

From the moment Scope 3 went from personal necessity to public release, I knew what kind of developer I wanted to be.

Not someone trying to fly under the radar.
Not someone bypassing detection systems.
And never — never — someone who risks a player's account or reputation just to push out a feature faster.

This is where Scope 3 draws a hard line:
I work with the spirit of the games — not against them.


🔶 I Talk to Developers — A Lot

Every feature I add is weighed with care, because Scope 3 isn’t just software — it’s a promise to do things the right way.

That means:

  • 🔸 I have open conversations with game developers

  • 🔸 I listen carefully to their concerns around competitive integrity

  • 🔸 I avoid any feature that introduces exploitable behavior

  • 🔸 Scope 3 never injects into games, hooks game processes, or impersonates system inputs

  • 🔸 Everything it does runs externally, transparently, and ethically

That's why no Scope 3 user has been banned.
And that's by design — not luck.


🔶 Where Scope X Crossed the Line — And Why It Matters

This isn’t a rivalry.
This isn’t competition.
This is about integrity.

Scope X released a set of features that go beyond ergonomic assistance and into unfair mechanical advantage — things I explicitly chose not to implement, because I’ve spoken directly with developers and understand the risks.

Their version introduces:

  • Unauthorized visual augmentations

  • Game-facing manipulation layers

  • Input behavior that mimics assisted targeting

These things do not align with esports ethics or developer guidelines.
They create an imbalance — and developers notice.

The result?

  • Players using Scope X have been banned in certain games

  • Developers are forced to grow suspicious of any tool that bears the name "Scope"

  • And my ability to build relationships and partnerships is damaged — despite having done nothing wrong


🔶 Scope 3 Is Not an Overlay, Cheat, or Exploit

Scope 3 doesn’t patch drivers.
It doesn’t alter memory.
It doesn’t hide behind DLL tricks or overlays.

It is a purely external tool — just like Discord or OBS — that exists beside your game, not inside it.
Its focus is posture, clarity, and physical well-being, not advantage.

Because I understand how small edge cases can ripple into ban systems,
and I refuse to play that game.


🔶 Brand Contamination Hurts Real Work

When Scope X mimics Scope 3’s name, layout, and posture — then adds unauthorized, risky features — it doesn’t just confuse players.

It damages everything I’ve built.

  • Developers now question the word "Scope"

  • My product gets lumped into risk lists by association

  • Players are afraid to use Scope 3 because of bans caused by another team’s reckless design

I built Scope 3 with discipline.
I left power on the table — on purpose — to protect you.

Scope X didn’t. And now you see the difference

 

🔶 Page Five – The Unbreakable Origin

This is not a confession.
This is a declaration.

Scope 3 wasn’t born from shortcuts.
It was built from discipline, vision, and resolve.
No templates. No cloning. No borrowed blueprints.

And now that it’s here —
It will not be moved.


🔶 My Work Stands Alone

Scope 3 is engineered.
I designed every mechanism. Every customization. Every layer of fairness baked into it was intentional.

I didn’t follow trends. I didn’t rush to market.
I built something that would last — something that couldn’t be mistaken if you’ve ever actually used it.

Others didn’t build. They followed.
They copied names, copied aesthetics, and positioned themselves inside my namespace.

This isn’t a rivalry. This is someone squatting on identity
Trying to occupy the same air, without breathing the same fire.

Let them.
Because nothing about Scope 3 is replicable.


🔶 I’ve Seen Their Play — and I Wrote the Counter

They came under disguise.
Infiltrated my community.
Demanded I “market more” so their clone could grow behind my momentum.

That’s not business.
That’s not competition.
That’s a parasite trying to feed on origin.

But here's the problem with shadowing giants:
You never grow your own stride.

Scope 3 is recognized because it doesn't take shortcuts — and neither do I.


🔶 The Standard You Can’t Touch

I didn’t build Scope 3 to cheat systems.
I built it to respect them
While fixing what most people didn’t even realize was broken.

Neck fatigue.
Eye exhaustion.
The micro-movements that wear you down after 1,000 hours of pushing your limits.

That’s what Scope 3 is for:
Real correction. Real relief. Real playability.

It doesn’t break games — it restores gamers.
It doesn’t trigger bans — it earns trust.
It’s not flagged — it’s welcomed.

Because I took the time to make sure it fits into the ecosystem without bending the rules.


🔶 This Is Not a Defense. This Is a Warning.

To my users:
You are protected. You are seen. You are using the tool everyone else is trying to catch up to.

To the copycats:
You're not standing beside me.
You're standing in my trail.

And to the industry:
Understand the difference between a tool of alleviation and a tool of advantage.
I’ve had those conversations. I’ll continue to have them.
And Scope 3 will continue to stand on solid ground.


🔶 I’m Not Just the Creator — I’m the Guardian

This is more than product protection.
It’s about preserving standards.

I’ve already begun legal operations behind the scenes — and I’ll escalate where necessary.
I don’t need to shout. I need to finish the work.
And I will.

This is about legacy.
It’s about showing that when you stand for something, it holds.

Scope 3 is not a reaction.
It’s the benchmark.
It’s the original.
It’s the real one.

And it does not yield.

Mr smithentop

 

 🔶🔶🔶 LEADING UP TO THIS 🔶🔶🔶

🔶FAZE 1🔶⤵️

🔶FAZE 2🔶⤵️

🔶FAZE 3🔶⤵️

🔶FAZE 4🔶⤵️

The Core Playtest - carlton
- Added new hints to the door passcode puzzle in the ventilation shaft. Also, changed the code. I hope this is not too easy now!
- Added volume controls to settings menu
- Added volume ducking to music and sound effect channels so that dialog will always be audible in loud environments
- Fixed bug that occurs after unpausing the game if the player is on a rail
下午 2:25
Helios Hotel: The Night Shift - misfits830
Fixed bugs found in chapter 3.

  • Tasks added to task list twice.
  • One scene could be confusing to trigger properly
  • Missing audio during a cutscene.
  • Floor 3 lighting bug.
  • Fixed task list not persisting between chapter 3 scenes.
下午 2:22
Idol Showdown - retro
Online:
- Added an indicator for player connection status
- Various stability improvements for online
Blossom: The Seed Of Life Playtest - Thorin

\New Features\

• Vehicles now have an auto-unstuck system, similar to Blossom.

• Terraform notifications now appear only when a Terraform Monitor is built.

• Game now autosaves when quitting to main menu or desktop.

• Wagon train power drain is now visible on Blossom’s backpack UI.

\General Improvements\

• Vehicle cables optimized so they drop less fps on larger trains and now feel firmer.

• Removed vehicle collisions with rovers and modules to improve handling.

• Deposit nodes are no longer individually scannable but are scanned as part of their main resource group (first part is new games only).

• Explorable bases and their parts are now non-deconstructable.

• Render distance now adjusts based on zoom level.

• Bike hangars are now scannable via radio towers.

• Regolith deposits now spawn slightly farther from the starting base (new games only).

• Printer now checks for empty space in the base when printing Blossom, improving spawn positioning.

• Performance optimisations for distant objects.

\Bug Fixes\

• Player dying during ship launch.

• Rover and wagon cave detection not working.

• Lighting not updating properly when exiting caves.

• Power drain for wagon trains over 5 wagons is being constant instead of only when moving.

• Printer sometimes not playing blueprint disk install sound.

• Resource nodes not trackable.

• Sound effects not stopping correctly on some machines.

• Player ship launching with nearby objects.

• Station collider issues (new games only).

• Constant power drain for medium rover, wagon, and bikes.

• Cave entrances not cut properly.

• World generation stacking objects (new games only).

• Hangar doors missing localization.

• Bikes unrideable due to missing component.

下午 2:16
Gales of Nayeli - BlindCoco Studios

The Solance Twins get some time in the sun as well as some more improvements and fixes.

Improvements

The Solance Twins weren't Gotoh-ing as well as they should. They should still perform a bit worse than any unit you invested into, but at least they can replace anyone who is performing below expectations for the final stretch of the game.

  • Estelle buff : +15 HP, +3 Str, +2 Spd, +6 Def/Res, +10 Lck.

  • Michelle buff : +15 HP, +3 Mag, +2 Spd, +6 Def/Res, +10 Lck.

  • Staff Expert - S Ranking Staves now grants the Staff Expert skill, giving +5 Lck/Res to the unit.

  • Chapter 17 (Keri Vers.) - Ayka now provides a bit more guidance on how to avoid Zuri's Stone Pulse before it triggers, telling her allies to take cover behind cacti and trees.

  • Combat Arts that give another action after a KO now also states in their description that this can only happen once per turn.

Fixes
  • Fixed issue that caused Sawyer's Crits to Freeze up his battle animations.

  • Fixed issue in Save Menu that prioritized mouse's cursor placement even though your mouse was not moving, giving the illusion of a menu freeze.

  • Monster Hunter Avatar can now use Firearms as advertised.

  • Ayka's Hero Relic, the Moonblight bow, now correctly has the Dark Element tag in its description.

  • Fixed portrait display issue in Flynn and Daisie's romantic conversation.

  • Fixed some minor typos in some cutscenes.

Thanks again for playing and sharing your experience!

...

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