Idle Life - An Idle Game - LetsSxbi
⚡ Weekly Update #5 – Performance & Polish!

This week’s patch focuses on making the game run smoother, feel snappier, and remove a bunch of little frustrations. No flashy new items this time – but tons of important under-the-hood fixes and optimizations.

🛠️ Optimizations

• ⚡ Performance upgrades across Quests, Mining, Crafting & Inventory
• 📦 Inventory loading optimized – small change, but big impact for responsiveness
• 🧹 Code cleanup – you won’t see it directly, but it’s crucial for future updates

🔔 Notifications

Quest Notifications now play a sound when ready to claim
• Volume settings & further customization will follow soon!

🐞 Fixes

• 🛒 Shop discounts fixed
• 🎰 Casino stability & minigame tweaks
• ⚔️ Arena, Shop & Casino UI display issues resolved
• 📅 Daily progress & next-day transition fixed

🗑️ Removed for now

• 📖 Wiki temporarily removed – wasn’t useful or nice to look at, will be redesigned later

🎲 Adjustments

• Scratch It! odds & feel tuned
• Casino minigames slightly rebalanced

That’s it for this week! Not the flashiest update, but a very important one for long-term stability and quality.

See you soon,
— The Dev Goblin 👹

VEIN - disseminate
  • Fix some memory leaks
  • Fix settings resetting to ultra all the time
  • Fix crash when changing vehicle parts
  • Fix Containers Respawn setting being partially affected by difficulty presets
  • You can close locked doors that are stuck open (e.g. to work around desync)
  • Fix crash after pulling grenade pin that's in your hands
2:23am
Project Prison Playtest - True Seria
Bug Fixes
    • NPC Social Interaction Bug: When two NPCs are engaged in social interaction and one is attacked, both NPCs now properly end the interaction.
    • Combat Hit Detection Issue: Targets now properly register hits by being correctly included in the fight graph system.
    • Player Reversal Mechanics: Reversal attacks now function correctly for the player character.
    • Sitting Character Ragdoll Physics: Characters in sitting position no longer exhibit abnormal ragdoll behavior when struck.
    • Multi-Attack System: Resolved issues with multi-attack functionality using separate animation graphs.
    • Animation Transition Sliding: Characters no longer slide to animation positions via tween when interrupted by attacks while moving toward trigger points.
    • Quest System Malfunction: Quest giver NPCs now properly initiate and distribute quests to players.
    • Work Tab Display Issue: Work tab no longer appears incorrectly after delivering mail letters.
    • Movement Mode Lock: Eliminated intermittent locked movement mode that incorrectly allowed backward walking.
New Features
    • AI Pathfinding During Combat: AI characters now seek alternative routes when they detect the player is in combat.
2:22am
Reflex Unit : Strike Ops - Robosaru

Hi everyone!

Thanks again for all your awesome feedback and suggestions in the forums. I am happy to share another update for Reflex Unit : Strike Ops with the follows improvements and fixes!

Current version 1.0.6

IMPROVEMENTS

  • Gamepad Aiming has added stickyness.

  • In Co-op mode, dead players with no vehicles remaning now spectate until the end of the game and can complete the stage with the other players.

  • Co-op players are now visible on the mini-map.

  • Increased the speed of ground alignment to reduce crashes with terrain and bridges.

FIXES

  • Improved render stuttering issue encountered my some players.

  • Fixed issue with co-op syncing of boss at end of first stage.

  • Fixed issue with co-op syncing of landing craft on first stage

  • Fixed animation jittering when enemy aircraft are destroyed and fall from the sky.

Please continue to share any issues or improvment suggestions you have for the game in the discussion forum and I will do my best to follow up with them.

Coming Soon: A new Free DLC Epilogue stage that wraps up the story after the last campaign mission. This will be available in the next few weeks, so stay tuned!

Thanks for playing!

Alex

Robosaru Games

TAXINAUT - mosgrom
IMPORTANT CHANGES
  1. Your existing save-games are no longer compatible with this version of TAXINAUT
    When you LOAD/CONTINUE a save-game you will be given the option to import your character into a new game. You can also just start a completely NEW GAME with a fresh character.
  2. The file used to launch TAXINAUT on Windows has changed from taxinaut.exe to taxiwin_steam.bat
    taxinaut.exe no longer exists. If you had shortcuts to taxinaut.exe they are no longer valid. If TAXINAUT doesn't launch after the update you will have to restart Steam.
  3. TAXINAUT is now supported on Linux
    The official supported distro is Ubuntu 24.04 but others should work fine. TAXINAUT should work on any capable platform with Java >= 17 installed on it.
[h4]In light of these significant changes: If there's any problems (e.g. TAXINAUT doesn't start or you don't get the import option when continuing an old save-game, please let me know![/h4]

Other changes:
  • Clicking on your radio now shows the radio controls where you can see what song is playing, turn off news & ad bulletins and change the volume of music and sound.
  • 4 new music tracks.
  • Clicking your home item now shows a UI for your home with options to set destination to there and possibly (if your home supports it) to warp or teleport there.
  • New taxi-company F-TAX.
  • Use of warp-beacons should now be clearer. Home warp-beacons now also show in the regular warp-beacon list for example and warp-routes on the galaxy map will show white if the destination has a warp-beacon and will automatically not consume a warp-jump even if you clicked one, warp-beacons now have unlimited range, etc.
  • A lot of other tweaks, additions, adjustments and fixes.

Store Keeper - AlexsusDev

A new app called "Side Jobs" is available.

There, you’ll be able to earn some extra cash with zero investment. When the update drops, there’ll be one side job available for Nordwell:

• They’ll be using your warehouse for supplier transit.

• Your job: follow storage conditions, be on time, and check the equipment.

OVIS LOOP - lifuelgames

Hi protectors! This is LIFUEL.

We sincerely apologize for the inconvenience caused by the numerous bugs in the game. At the same time, we would like to express our deep gratitude for all the support and feedback you’ve given.

In this update, we mainly focused on fixing the occasional crashes, making balance adjustments, and implementing various improvements.

Many players have raised concerns about the game’s balance, especially the sudden difficulty spike in the second stage and the balance issues with the second boss. To address this, we've made changes to the placement and types of enemies without nerfing them to offer you a better game experience on the action part. Additionally, we added backswing to some actions, making it easier for players to find opportunities to deal damage.

After investigating the seemingly unreasonable damage, we found that this was not caused by one specific enemy but rather a result of multiple factors stacking together. So we’ve minimized the changes to the stats in this balance patch. Please see below for details.

Moreover, we’ve prioritized the crash issues and other severe problems that affect gameplay experience. Although not all issues were resolved in this patch, we will continue to work on fixing the remaining bugs step by step.

Bug Fixes:
  • Fixed problem with HP increase due to Meta-progression not being applied

  • Fixed the crash issue in Stage 1 village

    • Confirmed that a specific language file was the cause

  • Fixed issue with protective clothing module not restoring max HP

  • Fixed issue with cloud sync repeatedly showing up even when local cloud is up to date

  • Fixed an issue with Dr. Wolf occasionally going off-screen

  • Fixed an issue where Dr. Wolf would stop acting after passing out

  • Partially fixed game crashing issue

    • This is a major improvement to a bug that causes certain users to force quit the game for no reason. A summary is as follows:

      • Fixed the design flaw in the animation-related code used throughout the game causing intermittent force closures

      • Fixed the problem with the order in which memory is released when switching between scenes, causing intermittent terminations

      • Fixed the problem that caused forced termination when a large number of token units (monsters summoned by the enemy) were generated

  • Fixed some forced termination that occurred when interacting with modules and elephant shop

    • (We have confirmed that it was mostly caused by interactions with modules However, we would appreciate it if you could report us if you find similar issue with skill boxes or weapon modification boxes as well)

  • Fixed an issue in alpha mode where the player would take 1 damage when taking 0 damage

Changes:
  • Reduced damage dealt by all ranged enemies

  • Reduced number of ranged enemies and increased number of melee enemies in all stages

  • Removed Admin Wolf's buff Double Attack and reduced its damage bonus from 50% to 25%

  • Slightly reduced Stage 1 boss rockfall damage

  • Added VFX for Stage 1 Bag Wolf

  • Reduced Stage 1 miniboss Meteorite Destroyer damage

  • Changed the placement of Shield Wolf and traps

  • Stage 2 boss Phase 2 appearance requirement changed from 60% HP to 40% HP

  • Added post attack delay and VFX effect to Stage 2 boss

  • Fixed VFX effect and added post attack delay for Stage 2 miniboss Scrap Collector

  • Slightly reduced overall health and damage of Stage 2 minibosses

  • Fixed an issue where the critical hit chance of the Stage 2 miniboss Watcher was being applied unintentionally

  • Added AoE UI for Stage 2 miniboss Watcher

  • Fixed the attack pattern stack issue at the end of Stage 2 miniboss Watcher's laser skill

  • Reduced the damage of Stage 3 Bite Wolf

  • Significantly reduced the damage of the admin version of the Stage 3 Bite wolf (this was unintentionally overpowered)

    *IMPORTANT: Fixed a bug where "Damage taken -1" in the shield module was incorrectly stated as "Damage taken ×2"
    • (We are sincerely sorry for this issue, this is where most of the sudden deaths can be related)

Other fixes:
  • Fixed some translation errors (thanks for the feedback).

  • Fixed the issue where a single sentence in Korean would appear when player rejoined a conversation with hyenas after being declined

Other than that, we're still working on other issues. The content released in the near future may be based on update announcements, please follow us to update the game in time. Thank you very much! We're open for feedback 24/7, no matter when or where it is submitted, we will promptly confirm and carefully record it.

For video, photo reports, and real-time communication, please join our official discord. We'll reply to you asap.

Thank you very much for your support and feedback. We will keep on our hard work!

Regrets - Vissevanger
There was an issue causing the animation sequence for the final scene to be out of order. Should be fixed now, sorry if anyone had to experience a buggy ending <3
Curse of Argentum - ApertureToast
CURSE OF ARGENTUM | AUG 29th 2025!

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