Sailwind - RawLionWorkshop
- fixed a bug where the game wouldn't load properly in some cases
Machick 2 - Deadpixel
  • Skill Opacity: Skills now have customizable opacity levels

  • Wand Names: Fixed wand names showing as "????"

  • Achievements: Fixed achievements that were not completing

  • Achievements: Fixed synchronization of achievements with Steam

  • Fusion Unlock: It was possible to unlock fusion without completing the upgrade screen — now fixed

  • Skill Fusion: Fusion icons on the HUD updated

  • Accessories: Chicken Jockey was not unlocking its accessories — fixed

  • Leaderboard Time Table: Added error handling for record submissions

  • DualSense (PS5) Buttons: Fixed visual compatibility for DualSense controller

  • Lancer Events: Reduced the number of lancers

  • Lancer Events: Fixed weight calculation for spawning new lancers

  • Map 1 Boss: After reaching half health, it would jump and not come back down — fixed

  • Map 6 Boss: Boss spawn position regularized

  • Map 7 Semi-Boss: Fixed event triggering during sphinx battle

  • Map 7 Semi-Boss: Fixed chance of becoming immortal after the first phase ended

Thank you for all the support and feedback — more updates are on the way!

Eternal Rising - Capivara
Hi Players,
Here’s the list of changes in this new update:

Changes
  • Dash can now pass through trees, as long as those trees are not close to world colliders.
  • EXP orbs now have a new greenish color to avoid being confused with enemy projectiles.
  • Crystals in the Crypt Lord boss fight now have significantly less health.
  • Crystals now have their own health bar.
  • Dark Hollows now grant a 5% score bonus.
  • Murky Swamp now grants a 10% score bonus.
  • Frost Staff quest requirement reduced from 2500 kills to 1750 kills in a run.

Fixes
  • Knockbacks no longer prevent players from dashing.
  • Combos now reset after some time without hitting enemies.
  • Wrong sprite fixed for Ooze Mother’s death.
  • Golem mini-bosses no longer gain extra health incorrectly.
  • Pink poison no longer overlaps with other assets.
  • Spawner mobs now explode even if they are trapped.

Also, get ready for the next updates, which will add permanent weapon upgrades in the main menu.
Boba Cafe Simulator - yiming

Hello everyone, another day has passed, and here are the issues I’ve fixed today. If you still experience any unpleasant gameplay feelings or encounter bugs, please contact me via the forum, discussion board, or QQ group: 722792074. Your feedback is very important to me.

Added
  • Added a progress bar for recipe unlocks (e.g. 0/5)

  • Added a spiked club weapon

  • Su Kele will now come to the shop entrance every Wednesday to collect recyclables

  • Added a freezer (currently does not consume electricity)

  • Added a small sink

  • Added an auto-stop liquid container: it automatically stops when the cup is full

  • Added a left-side UI reminder after obtaining a recipe, informing the player that new recipes can be listed on the phone

Optimized
  • When the bill amount is $0, the order will now be placed directly without needing to manually check out

Fixed
  • Fixed an issue where after leaving the cashier, players might not be able to re-enter it

Light On - indigo.game.production

Hello everyone, thank you for your support! We have currently sold about 100 copies of the game. This update will bring you 4 extremely difficult levels for each world, totaling 28 levels, along with UX updates.

You can now see purple special levels on the map. Each map has 4 special levels, which will appear once the area is completed to a certain extent. The difficulty of the special levels will be extremely high, and it's estimated that each level after the third map will take about 8 minutes on average.

UX Updates:

  • When the mouse hovers over a house for a while, it will now show the connectable segments for that house, and the segments that are already connected will change color.

  • When the mouse hovers over a portal for a while, it will not only show the connectable segments but also change the segments connected to that portal to blue, while the segments connected to the exit portal will turn green. Segments that are not connected to the entry or exit portals will remain black.

11:24pm
Total blade - moondol

Fungor – Six times the health compared to other factions of the same tier. They have low attack power and armor, but excel at forcing prolonged wars of attrition using poison.

  • White Caps: Pure spore fundamentalists.

  • Ascendants: Girls who willingly implant spores into themselves to achieve fusion. Notable for their rapid regeneration.

  • Pestbrain: Operates spore-mutated versions of medium-sized beasts.

Stellar Knights – A faction composed of weak serfs and powerful knights. Despite their name, they betrayed the Star Masters, extracting mutagenic energy from serfs to empower their knights.

  • Astromant: Fields comet knights with powerful charges.

  • Cerevian: Knights specialized in hunting down large monsters.

  • Nospira: A clan of sorcerers that harnesses the mutagenic powers of serfs.


System Updates

While adding factions is relatively quick, we’ve also made major changes to the core systems:

  • Character Skeleton has been switched to UE5. Previously, animations had to be implemented using only two spine bones.

  • Town System has been fundamentally redesigned, now functioning more like movement on a separate world map.

  • Battle Reinforcements now use a round-based system. The losing side’s reinforcements spawn farther behind. This lays the foundation for the upcoming formation system.

  • Inventory System has been simplified. There are now 4 weapon slots, and the dedicated shield slot has been removed.

  • Clan System has been added. Clans exist under each kingdom, forming the groundwork for the upcoming diplomacy system.


Development Roadmap
  1. Add the remaining ~10 factions.

  2. Map reworks, town interiors, diplomacy, and transition to a fully playable game.

  3. Implement a war sound manager.

  4. Apply new mechanics such as damage-over-time and resistances, and update stats and perks to fit the new world setting. At this stage, the game will shift from test build to main build.

  5. Add siege battle and units requiring detailed implementation (e.g., wagons, flying units).

  6. Finish quests and voice acting.

  7. Complete with localization into 11 languages.

    Each development stage takes about three weeks, excluding quests.

    When around eight factions have been added, combat test build wil be released.

    This build will only feature combat, with no other gameplay available.

    In about three weeks, a test version with most of the races added will likely be uploaded.

Mage and Monsters II - malvzach

Made performance improvements to collision detection between units. Hopefully this should make the game run smoother when there are a lot of units stacked very close to each other.

Necromancer For A Week - quietpenguingaming

Fellow Necromancers,

 

Run difficulties have been implemented! There are now 3 different difficulties:

 

Chill Difficulty

 

  • No Modifiers

 

This is the default Difficulty, and exactly the same as the game has been up till now. If you were already enjoying the game and don't want anything different, choose this.

 

Standard Difficulty

 

  • A Monster with at least 60% HP will be auto-selected each Battle (excluding Boss and Final Battles)

 

Extreme Difficulty

 

  • A Monster with at least 60% HP will be auto-selected each Battle (excluding Boss and Final Battles)

  • 0-Cost Moves cannot be duplicated with Duplication Orbs

  • Cannot see Enemy tooltips before Battle

 

Philosophy behind the changes:

 

In an ideal world, we would like players to be switching their teams around more than they do currently. Figuring out the optimal way to play a given configuration is fun, and many Monsters can pair well with a lot of others even if it's not necessarily the absolute 'best' team you could assemble.

 

The Standard Difficulty was one we spent a lot of time playtesting (manually, it wasn't coded) just prior to release, and we almost decided to make that the main mode of the game. At the last moment we decided that removing the ability to always choose your team might negatively impact newer players too much, and so decided against it.

 

Now that we have a small but dedicated player base, we're really excited to see what people think! Even though it may seem frustrating at first, we've found it to be more fun overall when you're really forced to make the most out of any given spot, and there is some really interesting counterplay to it as well (such as letting your weaker Monsters take more Damage intentionally so they cannot be force-chosen, or even killing them off entirely and getting a higher chance of Move Tomes for your preferred Monsters),

 

As always, we welcome your feedback!

 

Additional Changes:

 

Can no longer exit the run and re-enter to reset Move Tomes (or the Monster chosen for you on higher Difficulties)

With the introduction of Difficulties, we have decided to remove the ability to 'reset' what Move Tomes you are offered by exiting the run and reloading it. We received feedback from multiple players who wishes this wasn't a possibility, as they felt pressured to take advantage of it.

Resetting a Battle can still be accomplished using this trick however, including at higher Difficulties (though the Monster auto-chosen for you will not change, you can change who you pair it with).

Volcurtle Battle (end of Night 3)

 

  • Both Volcurtles have been slightly nerfed - gaining 5 Block on the non-Eruption turn (was 10), dealing 5 Damage (was 10), and gaining 2 Power (was 5). Their HP has also been reduced to 105 (was 120).

 

Most players agree that this Battle can be a run-ender if you're newer to the game, or if you don't have good sources of Block.

 

For now we've decided to make the Battle a little easier, but if this isn't enough we may choose to switch its location to a later night.

 

What's Next?

 

Our next update will include additional Enemies. Ideally we would like every non Boss/Final Battle to have 2 options, and all Boss/Final Battles to have 3 possible options. This will likely come out over the span of 2 updates as we also look to rebalance our existing Enemies (particularly with the new difficulties).

 

We are also moving to fortnightly updates to ensure everything continues to run smoothly and as bug-free as possible. Any reported bugs will of course be fixed ASAP (ideally within 24h!).

 

Happy reanimating!

 

 

 

KKCKC - Kudeok
KKCKC 0.6 Version has been updated.



Keyboard Selection
You can now choose your preferred keyboard!





  • From typewriters without arrow keys, to familiar keyboards, to powerful gaming keyboards!

No Arrow Key
A true keyboard game must support even the 60% layout without arrow keys.





  • Added a setting to play without using arrow keys!

New Keycaps
  • Added 27 new ability keycaps.

Balance
  • Improved the abilities of the “Jet Pack” and “Wings” keycaps.
  • The “Super Mushroom” passive keycap has been changed to an active keycap.

Visual
  • Completely improved the icons of keycaps and achievements.
  • Improved the visibility of the “Matrix” theme.
  • Improved the visual effects of the “Molotov” active keycap.
  • Added boss defeat effects.
  • Improved hit and defeat effects.

Bug Fix
  • Fixed an issue where text was not displayed correctly in certain situations.
  • Fixed an issue occurring when using the “Slot Machine” keycap.
  • Fixed the shield position when obtaining the “Holy Shield” keycap.
  • Fixed an issue where the “Linked Bullet” keycap did not function correctly.
  • Fixed an issue where the “Indicator” keycap did not function correctly.
  • Fixed an issue where the cable’s position was not recognized properly in the cable boss battle.
  • Fixed an issue where the microphone collision was not recognized properly in the sound boss battle.

Else
  • Added 23 achievements.
  • Added 3 themes.
  • Added 16 caps.
Millispeed Playtest - Autumn
  • Game now pauses when the app loses focus.
  • Fixed some bugs related to audio volume states not saving on restart.
...

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