FoxTail - Artem Vodoriz

This month we've done a lot of crucial things, even if it doesn't sound like much.

Development:

- Bug fixes and script adjustments for Chapter Three;

- Added fog and smoke to Chapter Three, to the dream of Chapter One and to the deep forest of Chapter Two (we finally implemented what was planned from the very beginning. The atmosphere of Chapter Three has become even more mysterious);

- Added a lot of contextual descriptions for translators, which will greatly simplify the translation of existing and future chapters.

We are getting closer to Chapter Four

We encourage you to follow the development of the game on Twitter/X, Bluesky, and join our friendly community on Discord.

Also, if you want to receive exclusive content related to the game, join our sponsors on Patreon.

Hydro - HarmanMotor
Hey everyone,

Well it's been a busy weekend for me post-launch! I wanted to thank everyone who has provided feedback on their experience so far.

Seems I couldn't keep myself away from pushing updates 😅 and so this is the 2nd post-launch mini-update to hit Steam as we begin to see-out the weekend. I've now implemented some additional quality-of-life improvements per below, taking the game to v1.02:

  • Fatigue blur no longer affects HUD UI elements! Also, it will wait until ~93% fatigue before it starts (not 85% as it was before); note that whilst the HUD UI is now no longer subject to blur, any sheets of paper you interact with will still have a small amount of blur applied to simulate the player having difficulty reading these in the game world in their 'tired' state. I think this strikes a realistic enough balance now. Please add any constructive feedback in the Steam discussions if you have further thoughts on this fatigue blur; I don't want the blur to be too extreme, but I'd like a way to communicate simply to the player (apart from the Fatigue bar) they are 'tired' and should get some rest
  • I've changed the way the 'Loading...' screen works; it now blocks-out all the interface elements properly during game load (as one might expect it to) and it's no longer affected by any fatigue blur, too.
  • In the Guided Tutorial, during the Local Power Fuse repair process, it seems there was some confusion as to where the fuse gets repaired, therefore I greatly increased the size of the blue arrow that points to the Sleeping Quarters. It now animates in varying sizes too, to help players notice it.
  • Some more detailed 'knife contacts' have been added to the Generator Output switch 3d mesh
  • Now when the Generator Grid Fuse blows, the body of the fuse will change to a much more noticeable 'burnt' texture as well (previously, only the center 'filament' would turn a different color)
  • Minor texture change to the Gear Oil Cans (added a 'gear' symbol)
  • Now when you drop either a Gear Oil can or a Battery Acid can, their Z-axis rotation will randomize on each 'drop'...purely a cosmetic thing!
These updates take the game to v1.02 (you can confirm the version from the Main Menu).

I'm knee-deep in the process of prioritizing my next, more substantive updates to the game and I will be in-touch with more news on this as it materializes! I may continue to push smaller QoL/bug fixes like this in the interim however (depending on player feedback I receive in the near future, too).

Medium term, I would really like to begin conceptualizing a weather system of sorts, even if it starts-out basic initially (I am currently investigating plugins and assets around cloud/rain/fog). Will see how that pans out...

But in the meantime, as always, I appreciate your support!

Till next time, happy generating!
Speed NFL - chrsprnc10
Modified start page.
Bonanit - A Menorcan Horror Story - THEPRIMO

I know I've been quiet around here for a while... but I haven't been idle. As you already know, Bonanit is a solo project, and that means everything moves a bit slower "but with a lot of love and dedication".

Today, I can finally share something that makes me incredibly excited: The release date is now very, VERY close.

First of all, I want to say THANK YOU to all the content creators who dared to try the demo. It was a very early version (maybe too early), but even so, you jumped in and gave me a lot of feedback. I've read all your comments and applied a ton of improvements to make the final game more solid, more immersive… and much more terrifying.

For those who haven't heard about it yet: Bonanit is a psychological horror game where you're trapped in your bed, a victim of sleep paralysis, while something moves in the darkness of your room on a stormy night. Each run is 100% random, no night is the same, and every blink could be your last. Will you survive until dawn?

More than 1000 people have added Bonanit to their wishlist on Steam.

Honestly, I didn't expect it. I'm just one person behind all of this, so seeing such support is simply incredible. Thank you from the bottom of my heart. If you haven't yet, I encourage you to add Bonanit to your wishlist so you don't miss the release.

Thank you for being there!
捉妖物语 Monster Girl - 云中鹤

The two-week Summer Sale is now live!

Enjoy a 50% discount — don’t miss out!

Grab it while it lasts, thank you !

3:25am
Wolf Souls - LordDrw

Idle Life - An Idle Game - LetsSxbi

Small Hotfix,

Fixed an issue that Prevent Players from getting quest Scratch It's.

3:23am
Keyboard Simulator - acatato

In this update we bring QoL features and fixes:

  • Fixed issues with laptop keyboard making sound only in the right "ear"

  • Fixed issue of Envy Gradient keyboard having double clicks

  • Rare keyboards have less drop chance

  • Added settings for different screen mods and resolutions

We are also working on overhauling rarities for keyboards, so there won't be issues like blue keyboard of model A being common, while green keyboard of model A being rare.

You can always give us feedback in our discord server: link to Discord

Cyber Rats Playtest - Outpost Games
1. Fixed a critical bug where the gatling cyborg could see and shoot through the big cogwheels.

2. Fixed a lot of collision related stuff on chains and cogwheels

3. made ceiling chains bigger.. The ceiling chains might be a bit much in general, but I haven't made a solid system for ceiling stuff yet, so it's work in progress.

-Have a nice day! 🙂
Frostory - Team OOPArts
Hello!
Today, I’d like to talk about the work we did to make placing doors (and windows) easier.



In our previous game, placing doors was relatively difficult.
The reason it was difficult was because you had to create a hole in the wall before placing a door.



The pain of placing doors and windows

Since our game is tile-based, holes also had to be made in tile units.


However, doors are not sized exactly to fit a tile.
In other words, the door image inevitably had to include graphics to fill the wall gap.


Also, to finely adjust the position of a door, we needed another version of the image with a different background.
To support placing a door offset by half a tile, we had to create both versions like above.


Still, we developed while enduring this hassle.
Game development produces mountains of issues, and unless they’re critical, we often overlook them.



The door issue that finally stood out


Walls implemented not with tilemaps, but with mesh renderers were added to our game.
And we needed to attach doors to these walls.

While tilemaps let us make holes on a grid, meshes require more complex calculations.
We’d even need to create a tool for carving holes.
So we started looking for a simpler method.



Improvement 1

Through some research, we found people use stencil buffers in such cases.
Stencil buffers are special rendering buffers used for masking, allowing certain areas to be rendered or not.


In the example above, only areas marked with 1 in the stencil buffer are rendered.
Unity's ShaderLab supports the stencil feature, so we used it to modify our door like this:


We used a texture for the darker area of the door, masking it with stencil so that the wall behind wouldn’t render.
The door frame was floated slightly in front of the wall to avoid z-fighting. ←!
It was a convenient method, and we used it for a while, but even this had its problems.



A new problem


Characters would sometimes render between the door and the wall.
It didn’t happen often—it only occurred when the Y position was aligned just right—but it was very annoying as a developer.

This happened because there was a tiny actual gap between the frame and the wall.
But if we pushed the frame closer to the wall, z-fighting would occur.



Improvement 2


So we created a new mask texture.
This mask included not just the hole but also the frame area.
In other words, we cut out the frame too.

This allowed us to place the frame flush with the wall without causing z-fighting.
But it meant needing an extra texture, which was a bit inconvenient.


Then we came up with the idea of using the frame texture itself for masking.
We painted the hole section of the frame texture with alpha 1.
It's barely visible to the eye, but since it’s not fully transparent, the hole still gets cut.



Final Result



All the hassle was resolved, and we can now place holed objects freely and conveniently.

Thanks for reading!

...

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