10:58pm
Underground Security Inc Playtest - krnkstudios
Rebalancing some minion abilities
The Bleakest Keep - Cache of Bones

Bug Fixes

  • One of the hidden coins had a duplicate coin of the same value nearby, which could cause confusion on how many coins were destroyed. This duplicate coin is no longer a problem.

  • Moved a floating object.

轮回修仙传 - OKJOY

《轮回修仙传》Demo版本上线不到一天的时间,我们收到了道友们许多的反馈,非常感谢道友们为游戏出谋划策,目前游戏确实存在一些不足,我们希望在接下来的时间逐步完善游戏体验,尽量让道友的修仙旅途更有乐趣!

以下是最近几次热更新的修复汇总:
  • 商店固定刷新忘尘丹

  • 削弱了30年之前所有敌人的数值,主要是蛤蟆精和树妖

  • 削弱了历练所有boss的数值

  • 修复了技能队列显示错误的问题

  • 修复了战斗卡死以及战斗显示相关的问题

  • 增强了【脆皮杀手】和【森罗万象】天赋

  • 删除了开局15年邪修的地震术技能

  • 修复了部分特殊情况下突破不额外增加属性的bug

  • 修改了部分文案错误

另外我们也准备了本次Demo版本的调查问卷,各位道友路过可以填写一下,这对我们非常有用!

调查问卷链接:https://www.wjx.cn/vm/e2t4GFe.aspx#

最后我们再次感谢各位道友的游玩,你们的支持是对我们最大的鼓励!

Light Fall: A Clicker RPG - Tamed Shame
Light Fall: A Clicker RPG v1.80 is Live and is the Final version of the Prologue that will be available until release December 5th (Aside from any hot fixes that might be needed).

Update 1.80 is the BIGGEST UPDATE and Includes

  • Gallery Mode (Unlocks after beating New Game +)

  • New Game + Doubles all enemy health in game AND you only have 30 seconds to beat each dungeon / area

v1.80 Bug Fixes

  • Patched the infinite use of an ability

  • Okay so apparently CLICKING damage in Light Fall wasn't accurate to how it was supposed to work this entire time?! How the hell was that missed??? Thousands of people played this game and no one noticed that the math wasn't mathing?????????

I will have new projects come out between that time. It's all a matter of patience as I try to juggle making games with zero budget while also working full time at my job IRL.

I thank you all that support me even if you can't give me monetary support, you give me hope and that's something we could all use right now.

Yes the Mac port is still on the way and hopefully by the end of this month.

As for the Android port it's only available through the $5+ Tier on my Subscribestar BUT I will have it available on itch for a short time this weekend if you want to get it there.

Cosmic Construct - SoaringMoon

This is the week 41 devlog for Cosmic Construct. Each week I go over development goals established at the end of the previous week's post.

To follow the game's progress you can join me at:

---

I didn't get as much as I would like to have gotten done. I roped myself into doing a writing event, which ate up a bit of my time. It was a 24 hour writing sprint, where you write as much as you can for a story in 24 hours. After that, as a creative, you find yourself out of the creative juice for a little bit until you recover. I wasn't really in the mental state to do the art design for anything. I did get some work done however, so lets take a look at

- Structure Art (which is still a development bottleneck)

I did like a few lines for one frame of animation, we will say this was not done.

- Start on the 6th biome.

I got the terrain and foliage layers for the biome done. Coming up with new interlocking shapes for the terrain is always difficult. Because of the way the pieces fit together (they are non-regular concave tessellating) I have to be careful with what shapes are where when they are interlocked with the procedural terrain generator. They also have to fit together with every other terrain shape to support terraformation.

I finished up two of the new resources, Soulstone and Astralite. The minable resources have a bunch of variations, so they have a lot of frames to draw.

I also did the item icons needed. I'm sure I'll need more icons for crafted recipes later. Here in the bottom row left to right are Purple Plant Fiber, Astralite, Soulstone, Ghost Peppers, Astralar, and Weird Log.

I still need to do the interactable world objects for Weirdwood trees, Ghost Peppers, and Ghastgrass.

- Work on the minigame mechanics

I'm also having difficult getting the turns rolling over after dice are selected in the Sparkle minigame, and I'm trying to figure out why. Sometimes the NPC is selecting the player's dice on the player's turn. So, I have something going on with states that I need to fix. I also need to add a way for the player to bail from the game, a while also losing their bet. Also, I need the save file to resolve the gameplay state, so that if the game is closed in the middle of a minigame the player still loses their bet to prevent save scumming.

- More achievement icons (If I have time)

I did 2 more of these.

---

Over this next week I need to finish the biome I started, so that has priority.

- Finish the biome.

- Work on the minigame mechanics

- Structure Art (if I have time)

- More achievement icons (if I have time)

Thank you for joining me this devlog.

Super Drift Blade - liujiajun
Hi, everyone.

Steam cards have been approved by Valve and are now available for Super Drift Blade.


Liujiajun
Sep 13, 2025



Welcome to follow my Steam developer homepage and social media:

ːluvː Steam Dev Page ːluvː Discord YouTube X TikTok RedNote
Bonelords - z0gamestudios

Adjusted a few things to help players be nudged in the right direction while playing:

  • Marrow Flasks have had a few small tweaks made to them:

    • The Merchant now sells them in 9-packs instead of 3 at a time. The price is also somewhat lower per flask than before. This is because almost everyone just ended up buying a full stack anyway.

    • As a consequence, normal enemies now have a small chance of dropping Marrow Flasks to help players replenish, since the cost to acquire the flasks in the first place is higher & it is no longer much of a "I have spare bones to spend" item.

    • As a final knock-on consequence, since there are more Flasks in circulation & they are cheaper, players now get a big penalty to HP healed after drinking a whole 9-pack of flasks in a single life (it resets at the end of the wave, too).

    • The end result is that it is a more reliable mechanic that players will think to use more often, but limits players from just spamming heals to force a win!

    • My notes won't always be this detailed, but I do enjoy sharing the design process with you guys!

  • Added a hidden mechanic that will improve block defense while there are less blocks on the map.

    • It is 4% reduced block damage when there is less than 90 blocks.

    • This is for interesting reasons - players who don't like building won't need to build as much.

    • Of course, as enemies break your blocks, it will cause there to be less blocks - so this also creates a "last line of defense" mechanic, adding some nice tension to things! And it means that you don't need to count exact blocks for this niche adjustment - since it will naturally go down during a wave anyway.

  • Fort Platz now has less base defense, but gains more once it is at 1/3rd HP or lower. It also now has somewhat more defense in Lunatic mode.

    • (final note on design here) This just helps players "feel" like they are in more danger, or are having a better comeback! Plus, 1/3rd is out of the range of the fort defense bonus, which could be the real killer long term!

  • The "Clow Legion Emblem" relic now gives +25% HP and +14% Stamina, up from +15% HP and +9% Stamina.

  • Paintings are slightly rarer, and sell for more bones.

  • Chairs and Tables cost slightly less.

  • Added 6 new tips to the main menu.

  • Fixed a bug where the game's icon in Windows was blurry.

Onigiri Shop Simulator - kimidori.soft
  • Added display of total orders and items served on the end-of-day summary screen.

  • Fixed an issue where items would disappear when retrieved from a paper bag while holding another object.

  • Resolved character encoding issues affecting Simplified and Traditional Chinese text.

10:31pm
Connected Clue - Alphe*

Hello, this is Alpheratz*.
The hot summer is finally coming to an end—how was it for you?
For me, it was a whirlwind of events and preparations, as Connected Clue reaches the final stage of development while also being showcased at BIC and other exhibitions.

Here’s what I’ll be sharing in this development log:

  • GxG / GES2025 Exhibition News

  • Updates on the STEAM Store Page and Assets

  • Game Promotion and Events via Social Media

  • Official Website Updates

  • BIC Feedback & Gratitude

  • Current Progress

Official Website:

https://www.connected-clue.com/

We’ve also opened the Steam store page and a merchandise shop! Please check them out.
Steam:

https://store.steampowered.com/app/1777200/Connected_Clue/

Merch Shop:

https://marpple.shop/kr/alpheratz4869

GxG / GES2025 Exhibition News

Connected Clue will be exhibited at IndieCraft GxG2025 from September 19–20.
You can find us at Booth #1, Sunken Plaza, Pangyo Station in Korea. We’d love for you to stop by, try the demo, and share your feedback!

In addition, from September 19–21, Connected Clue will also be showcased through our publisher CFK at GES2025, hosted by SBA at DDP Art Hall in Korea.
You can find us at Booth SG19 in the Seoul Game Ally zone. If you’re nearby, please drop by!

Exhibition Info: https://x.com/CFK_NEWS_KR/status/1966378440623603830

Steam Store Page and Assets Update

We’ve refreshed the Steam and STOVE store pages with updated descriptions and new screenshots.

https://store.steampowered.com/app/1777200

We’ve also completed promotional images for mobile stores.

Social Media Promotion & Events

Starting soon, we’ll be posting bi-weekly updates every Friday through our official social media accounts to introduce Connected Clue.
Please check the links below and give us a follow!

X (Twitter) : https://x.com/_alphe
YouTube : https://www.youtube.com/@_AlpheratzInstagram : https://www.instagram.com/alpheratz4869/
TikTok : https://www.tiktok.com/@shw1208

We’re also running an RT campaign until Christmas (December 25).
Two winners will receive a $8.99 Steam digital gift card. Please join, retweet, and follow!

RT Event Tweet : https://x.com/shw1208/status/1966657788316418455

Official Website Update

The character introduction section on the Connected Clue official site has been updated with new characters.

Please look forward to their stories and roles in the game!

https://www.connected-clue.com/

BIC Feedback & Gratitude

Thanks to all the feedback we received during BIC, we were able to polish Connected Clue even further.

Compared to our first showcase at BIC in 2023, the response this time was even more enthusiastic—making our game one of the most-reviewed titles at the event.
We are deeply grateful for your support, and we’ll continue working hard to create a fun and memorable experience.

Current Progress

QA is now in its final stage, and we’re currently working on English and Japanese translations of the main game.

During this translation period, we’re also preparing various content to keep players engaged and interested.

Meanwhile, development of our next project’s prototype is also underway. Once it’s ready, we’ll share more details.

Updates are ongoing, and patch notes are regularly posted on our Discord channel.
For the latest news on Connected Clue, feel free to join us there!

▶️ https://discord.gg/nCnhycdRN5

Additional updates not included in this devlog are often shared on X (formerly Twitter).
Please check them out here:

https://x.com/shw1208

Thank you once again for your continued support. We’ll be back soon with the next development log!

Grimslair Playtest - SirRenolds14
Every aspect of the game is pretty much updated.
New cards, new VO, new mechanics... EVERYTHING.
...

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