Spirit of the North 2 - Julia @ Silver Lining
Greetings, Guardians!

We're excited to bring you Dev Diary #4: Music & Lore!

In today’s diary, Tayler is joined by composer Pav Gekko for a deeper look into the emotional heart of Spirit of the North 2 - its music.

From quiet snowfall to ancient ruins wrapped mystery, every note in the world of Spirit of the North 2 is designed to guide and connect. Pav shares his approach to creating a soundtrack that doesn’t just accompany your journey - it becomes part of it.

Each region you explore has its own musical identity, woven with care to reflect its story, its spirits, and the feeling of being truly lost… and then found again. Whether you're wandering through moonlit valleys or chasing the trail of a lost Guardian, the music is always there - quietly shaping the way you feel.

And yes, there may just be a few musical secrets hidden in the wind. 🎶

We can't wait for you to hear more.






The world is full of surprises, and we can’t wait for you to experience it all!


Pre-Order Signature Edition here!
Support us and Wishlist Spirit of the North 2 now!
https://store.steampowered.com/app/1778840/Spirit_of_the_North_2/
Backrooms: Extractions - Mat
Localization
- General improvement of the game’s translation, including:
- Initial implementation of environmental elements
- Action/interaction buttons for in-game items

Gameplay
- Fixed entities continuing to apply stress after disappearing
- Improved feedback from the Quantum Signal on the PDA

General
- Improved tutorial
- Fixed the mouse sensitivity slider
- Various other background improvements

This is just the beginning. More updates and content are on the way!
Stay tuned :)
TREEPURY - RABBIT


New Features



- New Area: Desert Oasis
+ Welcome to the Desert Oasis, where adventurers stop to rest.
+ You can talk to certain NPCs and purchase items.



- Added Desert Air Balloon Research
- Added Hidden Snow Village Air Balloon Research



- Research UI updated!
- Removed Banana Research
- Removed Chocolate Research
- Banana and Chocolate research can now be purchased at the Desert Oasis




- Improved Underground UI
- Added minimap to the Underground
- Various biomes can now appear in the Underground
+ Using the "Go Deeper" feature will change the underground



- Restaurant System Overhaul
+ Adventurers can now be assigned to restaurants
+ Cooked food in your inventory can be registered as menu items
+ Changed Restaurant Research progresses faster
+ Adventurers will now automatically sell registered menu items
+ Guests will now say a variety of phrases
+ Adventurers assigned to a restaurant cannot be Un-deploy
+ Restaurants can no longer be deleted in multiplayer



- Upgraded graphics in Corrupted Areas
- Added special rewards for Decoration Academy Ranks


Changes
- More detailed biome generation when creating a new world
- Changed world loading UI
- Changed default loading UI
- Added sound effect to main quest UI
- Changed research requirements for Advanced Potion Workshop
- Changed research requirements for Special Clothing Store
- Lowered difficulty of restaurant research
- Removed Banana and Chocolate crops from research
- Changed dialogue and trade behavior for the Santa NPC in Hidden Snow Village
- Increased hot air balloon cost to Hidden Snow Village
- Updated text when Fire adventurers
- Optimized data processing when placing walls or connected objects
- Changed Decoration Academy building price to 300,000 Gold
- Updated community icon design on title screen
- Removed Trello icon from title screen
- Moved Exit Game button to the top right on title screen
- Moved profile picture display to the top left on title screen
- Changed text display in research notification UI
- Optimized initial data calculations when launching the game
- Optimized text handling when starting the game

Bug Fixes
- Fixed sound effects from players in other worlds could be heard in multiplayer
- Fixed typos
- Fixed UI elements not clickable during some NPC trades
- Added data validation when fire adventurers in multiplayer
- Fixed adventurer UI data would mismatch under certain conditions
- Fixed incorrect expressions and mask visuals for some adventurers
- Fixed tooltip remaining after moving to another world
- Fixed synchronization bug with corrupted tiles in multiplayer
- Fixed rotating background when connecting in multiplayer
- Fixed tile flickering when using click monster in UI
- Fixed UI display bug when buying items from NPCs in multiplayer
- Fixed sync issue when assigning adventurers in multiplayer

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Hachishaku - SUZAKU_games
I've found the error with the localization/language setting and pushed a patch to fix it! I also might have been able to address some performance issues but need more data and time for sure!
Main Sequence Playtest - lilystar
Bug Fixes:
  • Fixed a crash when loading certain save files
  • Fixed a crash when using the drone bay.
少年名将 - cute168178
活动时间:5月1日0点-5月7日23点59分

活动规则
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Boat Crew - Darky
Greetings Captain,

It's been almost two months since our last Developer's Diary and we are back with another reboot of the series, talking about the next Big Update. The long awaited Crew Rework is the main object of this Big Update, but we also have many other things to talk about, so let's get right down to it!



The crew system has been rewritten from the ground up to be more responsive and fluid. One particular thing you might notice is that the same point can be serviced by multiple crew members at the same time, and they should also move to positions assigned by their roles more quickly.

We also added a "haste" system that makes the crew run in times of emergency, addressing an observation made by our Captains that crew would often walk at the pace of a leisurely stroll as their boat is falling apart around them. This is a temporary ability on a quick cooldown, and will activate on its own using our AI logic, but you can also prompt a sprint to station by right clicking twice with a crew member selected if it's not on cooldown at the time.

Aside from the haste mechanic and the updated models for the supply boxes, most of the improvements here are under the hood. The best way to communicate the significance of these changes will be to show you, as you will be able to see for yourselves on the next Experimental Branch starting on Friday, tomorrow.



Another thing Captains have often lamented the lack of is berthing for additional crew. We're happy to say we are finally adding upgrades for your boats, starting with Additional Crew Space upgrades. These upgrades will be obtained directly from our new unlock tree, giving you a permanent increase in crew capacity per level. You will be able to have up to 14 crew on PT boats, or up to 18 on the eventual playable version of the PC-461 Submarine Chaser.

Purchasable upgrades are not bought with RP. Instead, we are introducing the Captain Rank system, which acts as a global progress and upgrade system tracking your overall Campaign progress. Combat score, RP earned and VP earned all generate xp for you, and each level of Captain Rank will require an increasing amount of xp.



Each Captain Rank allows you to purchase a permanent global upgrade in one of four categories: Armament, Leadership, Survivability and Resourcefulness. You must go down these upgrade trees in sequence, but you are free to pick which tree to invest in with the only restriction being that your highest level in a category can't exceed the level in the category you have invested the least in by more than 2. So before you can get 3 levels in armament, you must have at least a point of investment in every other tree. This limitation will be disabled during the Experimental branch though so you won't have to worry about that for now.

We are hoping the global upgrade system will be a good balance of flexibility and structured progress, allowing you to prioritize to your preferences. In the first Experimental version, only the Leadership tree will be available, but you will be able to keep gaining Captain Rank for future unlocks as we add the other trees.



Last but not least, we are also including basic Squadron commands as the first part of a broader Squadron Rework. Using a new, convenient interface, you will be able to give Hold Position, Follow Me, and Retreat orders.

Hold Position allows you to designate a place, similar to how you might call Artillery, to be defended by your squadron boats. Your squadron will move to target position and patrol around it.

The Follow Me order cancels other orders, making the boats start following you. This will remain their default behaviour.

Finally, Retreat will order all Squadron boats to move out of bounds of the combat zone, for when you want to get them in out of harm's way for whatever reason.

We're hoping these additions will be welcome, particularly for those of you who have been asking for improved Squadron functionality. We'll have more on that later.



That about sums up what you might expect to see on the Experimental Branch, starting tomorrow. We are excited to start another cycle with you, and are looking forward to hearing your comments and feedback on our work so far.

That's all for now,
Captain,
T.T.


Dollar - DollarDev
The First Bank of Dollar Check has been released

In addition, the bank upgrade has been added

The First Bank Check will double your bank income

7:38am
Auto Blober Playtest - ClepTiq
just fixed visual bug with shield popup
...

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