The Pale Deep - caseyfromspace
Hey guys! Many of you have requested the addition of a settings button on the main menu, since the settings only being available on the mission control screen meant you couldn't change the settings until after the tutorial. This was totally an oversight by me during development, my apologies!!!

While this update is absolutely tiny, I am working on a much larger update with some new content! I just felt like this little tweak was needed enough that I wanted to get it out now rather than waiting however long the big update is gonna take me. I'm currently working on a challenge mode that has higher spawn-rates and a limited number of cadets, and I'm planning on an endless mode as well. I also want to try implementing Steam achievements!

Anyway, I hope you're all enjoying The Pale Deep!!! Thank you so much for playing! :D
Solace Crafting - Malkere

Hello fellow gamers, Kyle here.

Before we get into adding the full builder capabilities to the beta branch and a few extras that are going to make it that much more interesting in-game, I wanted to address several performance issues that have plagued the game for quite some time. Specifically, world generation.

As you run around in Solace Crafting the entire world, from the grass to the mountains is 100% generated in runtime. There is no level until the game is turned on and running. The game also of course has to handle monster AI, player animations, weather, audio, rendering, lighting, post-processing, there are all kinds of systems running at once. And you only get 0.008 seconds per frame to take care of absolutely everything the game needs to do if you want to run it at 120fps. Pretty tall order honestly.

Thankfully the beta branch does run over 120fps on my good ol' GeForce 1080, but it has had, since the beginning, some very sharp spikes when new terrains come on. Each terrain is 1,048,576 square meters! That's a lotta grass! But I was finally able to make some significant improvements to the world generation performance after many many attempts throughout the years.

The above graphic is not an accurate representation of the actual speed my computer runs it at as this is running what is called "deep profiling" with a Unity profiler attached to a special developer version of the game used to track down performance issues. In short, it slows the game down a LOT, but it help you spot the spikes. As you can see, there is a very noticeable difference in the severity of the spikes compared to how they were just last week.

There is still more to be done in this area though. I attacked the big 3 of 5-6 problems and they have made a very promising impact on the performance, but I will continue to work on the few remaining major culprits. In time we will of course focus on more wide-spread improvements that aren't quite the best use of our time just yet.

Having said all that, it's long time we fix some of these things on the live branch as well. As most of you know my firstborn arrived in November of last year, and it was kind of a whirlwind for a while there. I tried to make a live patch in December by walking months worth of version control backwards to before we started working on the new beta content, but it ended up breaking a variety of systems and I had to roll back the patch. So today I made a completely separate copy of the project specifically for the purpose of working on live patches as the live and beta branches are now too far apart to try and travel back and forth between them within a single project. I will first off implement some of these world generation performance upgrades into the live branch before starting to spend some time each week addressing bug reports related to the live branch. This first patch, as it is again such a long walk back from where the project currently is, will likely be posted on a test branch for volunteers to try out and make sure that there isn't some grave error that I've overlooked, but if all goes well we'll push it out to the public!

What You Can Do To Help

If you wanna push us up, either one of these will support us more than you know

v 1.2.0.7 2025.7.17

- Improved terrain generation performance
- Improved flora generation performance
- Changed global entity spawning to only spawn near the player
- Added "Bushcraft" profession to crafting and moved most unrefined resource based recipes to Bushcraft
- Removed the looping wind audio tracks that were overpowering the ambient soundtracks
- Fixed PoI terrain flattening
- Changed grass to scatter method
- Fixed grass density/range settings
- Fixed /targetframerate console command

v 1.2.0.6

- Fixed new stones in the plains not being harvestable
- Added a custom animation for lumbering that does not move the character forward

v 1.2.0.5

- Stalks are now triggers instead of colliders meaning they can be walked through
- Added a custom animation for reaping that does not move the character forward
- Reduced the size of the sledgehammer
- Fixed mountain stamps not auto-upscaling their heightmaps to the new increased terrain resolution
- Altered height fog and distance fog settings
- Fixed swamp random extra clutter positioning itself wrong causing objects to float and go underground
- Fixed plains bushes spawning in tree spawn positions sometimes
- Separated harvestable from non-harvestable trees in world generation
- Added the ability to specify tree collider size on a per-tree basis
- Added the ability to specify a tree collider offset on a per-tree basis
- Reduced maximum noise based ocean depth from 80m to 50m
- Added the ability to rotate spawned objects on all 3 axis
- Added the ability to specify random scales to non-tree objects
- Changed rock spawn types in plains biome
- Added randomly generated clusters of rocks to plains biome

BROTANK - Dfriend Games
  • Fixed the issue where dragging a popup warning caused the window to remain on screen after clicking

  • Fixed the issue where synergy effects didn’t update properly after switching drivers

  • Added auto-loot for dropped items

  • Fixed the issue where window wasn’t centered after changing resolution

  • Fixed D-pad not working on controllers

  • Added multilingual support: Japanese, Korean, Traditional Chinese, and more
    Thanks for all your feedback and support! Feel free to keep sending suggestions — we’ll keep improving the experience!

Becoming Saint - Margoaw
Patch Notes - 17/07/25

Improved:

  • Revised the level-up algorithm, now based on levelling up units that survived at every 3 towns conquered

  • Units when they level up do a nice fxs

  • Better wording of “back to start” button

  • Much faster scene navigation after battle: from the second town conquered onwards, there is no intro cover, all texts are faster, and the three sections advance much quicker

Fixed:

  • Fixed font issues

  • Fixed the tooltip on low level tree branches in Piazza

  • Fixed typos issues

  • Fixed the meeting title labels for longer character names

Marty's Funducational Tour! - zellousgames

Howdy All,

Big news! Marty's Funducational Tour! is ready for release and will be releasing on July 25th. Wahooo, Yippee. Me (and Marty) are very excited to show you the result of all our hard work for the last few months. Don't forget to tell your friends, your mom, your friends mom's, and your grandma about it.

Also I have updated the Demo and made two more buildings available (House and Funeral Home), so you can check out those buildings if you like.

Last of all I would like to thank everyone who supported this game, wishlisted it, or maybe mentioned it in passing to someone. Your support makes me very happy.

If two roads met in the wood and you took the road less traveled, that would damage your footwear more and could cause blisters. So be careful meeting roads in the wood.

-Marty

HamsterCraft Playtest - DocRage
- Settings Page is now working! Volume, key binds, toggle for QoL and other sweet things. Resolution somewhat working, although still a bit wonky so keep that in mind! RESOLUTION NEEDS WORK.
(settings is both active in-game and in menu)

- Radius indicator for when hovering on attribute purchase to help make an informed choice.

- Shop has been updated to show what you already own, as well as the total items list for everyone to view. (not sure if this was mentioned before)

- New Daily Streak: Earn bonus rewards after completing at least 1 daily for 5 days. Doesn't matter if you miss a day or two in-between. as long as you've done them for 5 days.

Other small QoL things that I already forgot.

I hope you guys enjoy!
- Doc
Uh Oh Airlines Playtest - HoonShuber
added parachute
Lustful Apocalypse - Demon Alter Studios

Hey survivors! We’re back with another juicy development update to keep you in the loop with what’s cooking in the wasteland 😈💦

Here’s what we’re currently working on for the next build:

🐺 New Wyn x Wolf Sex Animation – It’s getting wild out there. The new animation is in the works and already looking deliciously feral! (WIP)

🛠️ Fixed Boss Battles Crashing Game – No more game-breaking orgasms—your climactic battles are safe now.

🐞 General Bug Fixes – Smoother gameplay and fewer unexpected “surprises” (the bad kind).

🗺️ Expanded Main Map – Explore new areas, meet new friends… or breed them. Your choice.

💏 Updated Wolf Breeding Animation – We’ve given our wolf boys some extra polish for more immersive scenes. You’re welcome.

💤 Optimised Breeding Mechanics – Sleep and recovery systems got a little love. Efficiency and pleasure.

🐴 New Horse Models & Animation Data – Hooves and hips incoming! (WIP)

🛡️ New Male Guard Models & Animations – Fresh meat on the field. Buff, tough, and ready for action. (WIP)


We’re hard at work making Lustful Apocalypse steamier, smoother, and more twistedly satisfying. Stay tuned for the release and, as always, thank you for your support 💖

~ The Demon Alter Studios Team

Bleak Haven - Artur

Thank you so much to everyone who played the demo and shared feedback — it truly means a lot.

This is just the beginning of many improvements to come, so if you have more thoughts or suggestions, feel free to join our Discord and let me know!

Patch Notes – Fixes & Improvements:

  • Added a small “plus” icon to the items that can be combined together.

  • Fixed an issue where falling rock debris would endlessly respawn at the beginning of the level.

  • Made notes closing animations faster and added a warning icon to the notes pickups to prevent confusion with key items during combat.

  • Dropped items now fall to the ground instead of disappearing and can be picked up again.

JOIN DISCORD

Forever World Cup Simulator - laukaichung
Home & away standings

You can now view home and away standings in tournament stages where matches are played in a home-and-away format. Matches held in neutral venues will be counted as away games.



AFCON

All hosts will play in the qualifiers and automatically qualify for the finals, regardless of their qualifying results. For example, Morocco, the host of AFCON 2025, is directly qualified for the finals.

Americas League

The Americas League has been expanded to include four divisions, each consisting of 16 teams (4 × 16). This league now features several unaffiliated teams, such as Franken Island, which will compete in the lowest division.



Web site:
https://simcups.com
...

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