星星水族馆~Star Aquarium - 你们的大基神
Increase initial money, cancel fish growth
CUSTOM ORDER MAID 3D2 It's a Night Magic - S-court

Introducing the CUSTOM ORDER MAID 3D2 It's a Night Magic June Bride Rut Prevention ALL in ONE Pack!

What do you think of when the calendar finally hits June? June brides, of course! However, did you know that the most romantic time of the year is also when many married couples hit a rut? Don't worry, though! This ALL in ONE Pack gives you access to some adult lingerie and bonus content to help you and your beloved maid get out of your rut! Get this DLC to try some, uh... different... things with your better half!

This DLC comes with...

4 New Costume Sets

4 New Underwear Sets

1 New Event

21 New Yotogi Skills

2 New Studio Mode Items

This new content is sure to spice up your CUSTOM ORDER MAID life!

【Costumes】

*Celeb One-Piece Swimsuit Set
*Cyber Rogue Set
*Vintage Sweater Set
*Retro Future Set

【Underwear】

*Open Zipper Bondage Set
*2-Layered Frilly Set
*Lace Bustier Set
*Heart Cutout Set

【Yotogi】

*\[Naughty Slut] Orgy Foursome Service
*\[Naughty Slut] Orgy Threesome Standing Carry
*\[Naughty Slut] Orgy Foursome Butterfly Missionary
*\[Naughty Slut] Orgy Foursome Anal Butterfly Missionary
*\[Masochist Pig] Restrained Double Vibrator
*\[Masochist Pig] Bridge Position Missionary
*\[Masochist Pig] Bridge Position Anal Missionary
*\[Masochist Pig] Piledriver Sex
*\[Masochist Pig] Piledriver Anal Sex
*\[Adult +] Naughty Chair Sex
*\[Adult +] Naughty Chair Anal Sex
*\[Adult +] Restrained Sex
*\[Adult +] Restrained Anal Sex
*\[Adult +] Hanging Sex
*\[Adult +] Hanging Anal Sex
*\[Ball gag] Naughty Chair Sex
*\[Ball gag] Naughty Chair Anal Sex
*\[Ball gag] Restrained Sex
*\[Ball gag] Restrained Anal Sex
*\[Ball gag] Hanging Sex
*\[Ball gag] Hanging Anal Sex

*The \[Naughty Slut] Yotogi Skills above cannot be played if NTR Block is set to ON.

*The Yotogi Skills above may contain BDSM or BDSM-adjacent content.

【Events】
Heroine type: Muku, Majime, Rindere

*Lingerie and sex toys

*This event may contain BDSM or BDSM-adjacent content.

【Studio Mode Items】

*VibeEX
*AnalvibeEX

Thank you for your continued support of CUSTOM ORDER MAID 3D2!

The Darkblade - Lyh Project

Hey Gamers,

Back with another quality-of-life update — this time focused on clarity in combat.

Health Bars for Enemies
You’ll now see health indicators for:

  • 👹 Regular Enemies – Know how much more pain they can take

  • 🐉 Boss Enemies – Track your progress through those intense fights

Whether you're planning your next dodge or deciding when to go all-in, this makes fights more readable, strategic, and satisfying.

📣 This is part of our ongoing goal to improve the experience without removing the challenge.
Let us know what you think — and what you'd like to see next!

As always, wishlist The Darkblade on Steam if you haven’t already and join the growing community!

6:38pm
QBob: Remastered - Tantalus of North America
  • Gamepad ACTION button responsiveness enhanced

  • Gamepad analog stick deadzone bug fixed

  • Checks to make sure demo version doesn't alter high scores for full game

Creature Keeper - Zach

The roadmap is officially here, and with it a long list of changes to creatures.

There's a lot to talk about today, but I have you covered if you’re not gonna read through it all yourself. Check out the TLDR at the bottom of this post if that’s more your speed.

It’s been just over a month since Creature Keeper launched on May 8th, and we’ve pushed six updates since then! Addressing everything from softlocks & bugs, to menu navigation and creature behaviors. There is plenty more to bring to life, which is why we’re stoked to be sharing with you lots more information on what our plans are going forward! The time has arrived for the coveted roadmap, the great informer of future design intention, for your eyes to gaze upon.

If any questions arise regarding the Roadmap, or you'd like to join the conversation, check out the Creature Keeper Discord: https://discord.gg/hf9UZsQ




Additionally, for those who like to dig in to the details, below are all the changes made with Creature Responsiveness as our focus. We saw some great posts on creature behaviors feeling sometimes floaty or unsatisfying. Creatures sometimes miss their attacks, get stuck, or in instances such as the Verdire, which couldn't move but they can now!

Creature Interaction & Responsiveness Changes

  • Fixed an exploit where you could switch creatures out to instantly reset Heart cooldowns.

  • Fixed a bug where you could pet creatures to instantly restore their Attack Cooldowns.

  • Reduced the minimum distance for creatures to teleport to you when moving away from them.

  • Removed an indicator for creatures showing a hunger emote. (Hunger is not a mechanic)

  • Fixed a bug where creature orbitals that were used for attacking (like Denka's and Levatin's Crystals) were not getting their damage reset on each attack. Which meant that they were continuously getting weaker with every enemy hit.

Creature Balance Changes

  • The focus of these changes was to make creatures feel more reliable to use. These are general improvements made to increase creature responsiveness, such that creatures hit their targets more, follow their targets more, and are more present in combat.

Amphibole

  • Amphibole's hop windup has been sped up.

  • The landing area of the attack is increased so that it hits more consistently.

  • The formula for calculating its landing area has been improved, such that it hits more consistently as long as there aren't objects blocking the way of the jumping path.

Bequaris

  • Increased the damage of the main projectile.

  • Increased the range of when it would start its attack.

  • Reduced tracking strength of the main projectile.

  • Increased the cooldown on Bequaris' attack. (longer time in between attacks)

Canvulf

  • Changed its attack to be Might based to match its type. (it was previously skill based)

Catue

  • Increased the damage of its charge.

  • Increased the range of when it would start its charge attack.

Centius

  • Decreased the range at which its attack can trigger, because its attack wouldn't reach the target in some cases.

Denka

  • Made its crystal-attack a lot stronger, and cover a wider area.

  • The crystal can also hit more targets, but loses a significant amount of damage with each hit.

  • Fixed a bug where the Denka's crystal power wasn't resetting with each attack. (Denka's crystal was continuously getting weaker)

  • Increased the cooldown on Denka's attack. (longer time in between attacks)

  • Denka can start up its attack from a further distance.

  • Denka is more likely to enclose in on an enemy.

Elkirith

  • Changed its initial ranged attack to chill instead of bruise. The second part of its attack still applies bruise stacks.

Glimia

  • Its spike attack now applies shock.

  • Its impact attack now applies bruise.

  • Its slash attack now applies chill.

  • The casting time has been reduced for each of its spells.

  • Decreased the cooldown on Glimia's spike attack. (shorter time in between attacks)

  • Increased the cooldown on Glimia's pillar attack. (longer time in between attacks)

  • Increased the damage of all of Glimia's attacks.

  • Glimia now launches 5 spikes from the ground.

  • Glimia now launches 3 swords from the ground.

  • Glimia's attacks now predict where to cast based on the player's speed and movement.

Jalamin

  • Decreased the speed between lightning bolts so that all three can hit a target, regardless of its size.

  • Decreased the maximum distance Jalamin needed to be in order to start casting its attack.

Keraple

  • Decreased maximum speed for projectiles, and they spread in a wider pattern.

  • More time in between projectiles.

  • Decreased maximum range for its attack, it was attacking from too far away previously.

Lutras

  • Increased the cooldown on Lutras' attack. (longer time in between attacks)

  • Increased damage of Lutras' attack.

Levatin

  • Levatin slows down when starting its attack.

Marbil

  • Reduced Marbil’s knockback on hit, so that it doesn't break your shield stance.

Mehlin

  • Increased the range of when it would start its charge attack.

  • Lowered the speed of the projectile's attack, and increased its spread.

  • Increased the duration of its attack.

Molectus

  • Increased attack damage.

Morphix

  • The Morphix's movement patterns have been improved, so that it can hit its targets more consistently.

  • Increased the attack range of the punches.

  • Fixed a bug where the fist would glitch out, spamming noises.

  • Fixed a bug where the fists wouldn't face the same direction as its body.

Mushlad

  • Decreased the range at which its attack can trigger, because its attack wouldn't reach in some cases.

Naero

  • Increased damage of its attack

  • Increased the range of when it would start its charge attack.

Nokobo

  • Increased the range of when it would start its charge attack.

Naowl

  • Increased damage.

  • Made the Naowl's attack less awkward looking.

  • Fixed its attack to do Skill based damage instead of Ranged.

  • Naowl's attacks now apply Bruise and Chill.

Ottop

  • Decreased the cooldown on Ottops's attack. (shorter time in between attacks)

  • When you hit an Ottop, its cooldown is shortened.

Petil

  • Increased damage of its projectiles.

Rotas

  • Increased the range of when it would start its charge attack.

  • Increased the damage of its attack, and lowered its speed.

  • Increased the duration of its attack, and tracking of its attack.

  • Increased the cooldown on Rotas' attack. (longer time in between attacks)

Scorpin

  • Decreased the range at which its attack can trigger because its attack wouldn't reach in some cases.

Shaler

  • Increased its attack damage.

  • Decreased the cooldown on Shaler's attack. (shorter time in between attacks)

  • Shaler's attack now also applies stacks of bruise.

Slyker

  • Increased the range of when it would start its charge attack.

  • Increased the speed and damage of the second part of its attack.

  • Increased the amount of targets that could be hit by each swipe from 2 to 3.

Swolfe

  • The rocks from its attack do not inflict void damage anymore. (it was not supposed to inflict void)

  • Increased the damage of its slam attack by 200%.

  • Increased the cooldown on Swolfe's attack. (longer time in between attacks)

  • Added more rocks to its attack, and the pattern now resembles a spray cone away from the Swolfe.

Tecton

  • Increased the damage of its attack.

Tepin

  • Increased the distance at which it could start an attack.

Verdire

  • Verdire can teleport to you when in combat (previously only possible while out of combat) and can happen more frequently.

  • Verdire takes longer between attacks, but can shoot further, track targets, and are more accurate.

  • Verdire's attack now has two projectiles. The first projectile is faster and more accurate, the second projectile is less accurate and slower. Both can hit the same target to stack poison twice.

  • Increased hits from 2 to 3, removed poison from the bite.

  • Increased range of Verdire's attack to take advantage of its ranged component.

Vitet

  • Increased the damage of its attack.

  • Added burn damage to its attack.

  • Decreased the cooldown on Vitet's attack (shorter time in between attacks)

Velthyra

  • Increased its damage and made it more consistent in terms of variability.

  • Changed its attack type to might, to correctly match its type. (it was previously skill)

  • Reduced the damage for each target hit simultaneously.

  • Reduced the number of simultaneous targets it could hit to 3 from 4.

Xortic

  • Its attack now shoots out projectiles when it crashes into the ground, which creates extra ice crystals.

Yamas

  • Increased the range of when it would start its charge attack.

  • Increased the damage of its attack.

  • Increased the cooldown on Yamas' attack. (longer time in between attacks)

Zanred

  • Increased the area of the bite attack.

Zunix

  • Added additional strikes to its attack.

Boss Fights / Area of Influence Creature Adjustments

  • Fixed a bug where the Void Overseer wasn't spawning some adds.

  • Fixed the electric circuit in the mines fight.

  • Fixed the levels of all the corrupted creatures in Areas of Influence throughout the game.

  • Fixed the levels of all creatures that were part of boss fights.

  • Applied Skill, Might, and Ranged types to most bosses.

  • Applied HP multipliers to bosses.

  • Increased the health of the sparkstone cases in the Act3 Boss fight.

  • Fixed some visual bugs with the final fight.

Player Balance

  • Added a barrier that prevents a player from suffering more than 20% of their max hp from one hit at a time, but can still be hit by multiple sources, or the same source consecutively.

  • Status effects are 50% less effective on the player character.

  • Increased Stun Multiplier gained from dodging an attack. This now stacks with the back attack bonus.

  • Increased Stun Multiplier gained from back attacking a creature which is vulnerable to back attacks. This now stacks with the dodge bonus.

  • Fixed a bug where dodging an attack would decrease your stun multiplier bonus.

Player Weapon Changes

  • Decreased the amount of stun buildup from Dual Dagger's normal attack.

  • Decreased the minimum value for how much damage contributes to stun buildup based on the weapon's knockback. This means attacks with low knockback will be worse at building up stun.

  • Increased knockback of the Dagger Throw attack.

  • Increased knockback for the Dual Dagger counterattack.

  • Increased knockback for charged Ice, Fire, and Lightning arrow attacks.

  • Increased knockback for the charged boomerang attack. (not mini boomerangs)

  • Increased knockback for the shield and shield bash attacks.

  • Increased knockback for the charged attack on Maul.

  • Increased knockback for the saber's charged attack.

  • Increased knockback for the projectile of the Saber's Charged Attack.

  • Increased knockback for the projectile of the Saber's Charged Attack after you've dodged.

  • Increased knockback for the flame uppercut.

Cutscene improvements

  • Fixed the Hiven Mines area to have the right darkness level for its puzzles.

  • Fixed a bug where the game was saving in the middle of the ending cutscene, preventing you from playing again. If you have experienced this, your save will revert to before the final boss fight. Only the story state is reset, no creature progression will be lost.

  • Added save points in cutscenes for the tutorial so you don't have to do it all in one go.

  • Fixed a bug where you could access a cave after said cave was sealed off.

  • Removed a mention of a recipe found in a cave.

  • Fixed a bug where there was an invisible attack that remained on screen after defeating the final boss and watching the cutscene.

  • Prevented being able to perish after the final boss was defeated, causing unintentional sequence breaks if poorly timed.

  • Fixed a bug where you could befriend creatures while your creatures were in Bibb's care.

  • Fixed a bug where corrupted creatures were spawning in areas where your attacks were disabled.

UI Change

  • Fixed title screen controls to be more consistent with in-game controls.


TLDR:

For those who prefer quick & condensed info

  • alongside the roadmap announcement comes a large bundle of much requested changes to Creature responsiveness, which aims to increase the quality of life for overall creature behaviors. There are many individual adjustments that go into this change as a whole. Including but not limited to, buggy interactions in bosses & sequences, creature aggression, and creature consistency while fighting.

  • The Roadmap entails a comprehensive list of polish, revamped systems, and new content coming to Creature Keeper.

  • We’ve pushed six updates since launch just over a month ago!

  • Lots of great fixes and changes, but there’s much more to work on.

  • The release of a Beta Branch, or PTR, and more news about it, are coming soon.

  • If there’s something not on the roadmap you feel is important, please let us know in any of the various Creature Keeper channels!

  • Creature Keeper is officially Steam Deck Verified!

    We're celebrating with a 20% discount to Creature Keeper as well! Which will be active on the 19th of June. Lastly, if you've enjoyed Creature Keeper, or would like to support it's continued development, leaving a positive steam review makes a big difference! We're always listening, and this game has an exciting future ahead of it!

    Indie forever,

    Zach

ANOTHER EDEN - z.yu.y.inoue

\[Day 3000 Campaign]

・Today's Item up during the campaign!

・Encounter marking 3000 days since the JP release!

・More Cat Scratchbook cats can be found wandering around!

Ver 3.12.10 Update

◆Manifestation: Weapon Tempering

Added a new enhancement event for the characters and classes listed below.

・Renri (Inspector)

◆Encounters

・Cyan Scyther (Another Style) is encounterable.

・Renri (Inspector) receives Stellar Awakening.

Check the in-game notices for more information.

Pipeworks Puzzle - NINES

To celebrate the reveal of Pipeworks Puzzles, NINES is giving away $65 worth of Steam Wallet Credit to one lucky winner!

To enter the giveaway, repost the reveal post on either Bluesky or X. Make sure to include @ninesconnect in your repost to ensure your entry into the giveaway. Read the giveaway terms and conditions (T&Cs) below before entering.

Head over to the Pipeworks Puzzle store page and wishlist now to unlock new features in game!

Pipeworks Puzzle adds a unique twist on the classic tile sliding puzzle and contains cute visuals and relaxing tunes.

You can find the reveal post here:

https://x.com/NINESconnect/status/1935508218882765125

https://bsky.app/profile/ninesconnect.bsky.social/post/3lrwecphzlk23

T&Cs:

  • The prize is NOT A GIFT CARD and is therefore NOT TRANSFERABLE. It will be sent directly to your Steam Wallet.

  • All entrants must have a valid Steam account prior to entering the giveaway. Your Steam account may not have any limitations preventing you from receiving the prize. If there are limitations and you cannot receive the prize, you forfeit the prize. Please check with your local Steam/Valve terms and conditions to ensure eligibility.

  • If your country has legislation/laws which limit or restrict the giveaway, your entry may be ineligible. Please ensure you comply with your local laws before entering the giveaway.

  • Multiple account entries are not permitted. One person may only enter the giveaway once. Anyone found to be using multiple accounts to enter will be ineligible and forfeit the prize.

  • Bots are ineligible for the giveaway. If your account is found to be associated with bot activity, your entry will be ineligible and forfeit the prize.

  • The winner will be selected on 26 June 2025 at which entry will close. The winner will be contacted via DM. The winner will be given two weeks to respond to the DM, after which time if they do not respond, they will forfeit the price. After contact is established, it will take at least 3 days for the funds to be transferred to the winner. This is due to transfer rules set out by Steam https://(https://store.steampowered.com/digitalgiftcards/selectgiftcard)

  • The price is approximately 65 USD equivalent in the winners own currency of the country their Steam account is registered in. The exact amount may differ due to currency conversions.

Fish to Dish: Idle Sushi - chandler

VERSION 1.01 Changelog:

1. The cat on the boat can make a sound now.

2. Scroll to zoom can now be disabled in the settings.

3. Fixed an issue where the sleeping effect appeared when no pet was present.

4. Fixed the position of the star icons in fish tooltips within the aquarium.

5. Expanded the lower screen boundary for second monitor setups.

6. Fixed a launch error occurring on Turkish-language systems.

Unnamed Space Idle - Sylv
Update drops next week, no exact day set yet.

Along with the 6th galaxy comes tons more sectors, upgrades and the next evolution of the Warp system.

You'll need to pretty much have completed galaxy 6 and reinforced to unlock it, as it requires fully finishing the Capital warp tree.

This is a much bigger change up then Warp got for Capital (which was just a new upgrade tree). Now, which warp you use your core on matters much more, and you will continue to unlock new upgrades over time.

In addition to all this new content, the patch also contains a bunch of rebalancing and QoL stuff. Here is a short list of some of that.

  • Veil Piercer siphoning behavior changed to a "normal" upgrade instead of time skips, no more stupid timers and works with active OD,

  • Rebalanced Capital Warp to be a little smoother to start right when you get it, as well as the distribution of warp related upgrades elsewhere,

  • Rebalanced Capital Synth to have smaller crafting time jumps between and within tiers, this makes for synth upgrade being more rewarding more consistently.,

  • Fifth galaxy tweaked to be easier to complete with lower starting FR and requiring less optimization,

  • The final artifact node in all galaxies has been reduced and is now repeatable, optimizing more and more will actually yield more artifacts per run as a result,

  • A bunch of other minor tweaks and QoL stuff,

Here are some spoiler/teaser images for ya.

Dungeon Survivor - Airagone
Finished updating all areas (except swamp) to use the new spawn zone.

This will likely change the feel and difficulty of the game and what enemies are where. Several follow-up updates will likely be made to tweak the new spawns

Swamp areas are likely to get updated to the new spawn zones - though they may not need it. We'll see

...

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