Twilight Wars - haskasu
Fixed an issue where achievement on Steam were sometimes out of sync with Gamelet badges.
Fighting Rogue Playtest - Wystan弢
7:27am
MADNESS - Benk
Physics improvements:
. Exiting Vert Ramps more consistent and useful
. Turning is less slippery

Bug Fixed:
. Getting stuck at top of vert ramps
. Landing with wheels against wall and bouncing across map
Retroronto - Shramper

Greetings citizens and tourists!

This month’s update to Retroronto brings a host of refinements aimed at smoothing out your city-living experience. We’ve made a ton of bug fixes and quality-of-life tweaks following June’s packed slate of public playtests and showcases during Toronto Games Week.

Among the biggest additions is the new hotel system, letting players book a room for the night if they don’t have an apartmentl, perfect for skipping those long, lonely nights when the city shuts down. We’ve also added D-pad support across all major menus, a map legend, and handy ghost previews on cooking stations, helping you better navigate and interact with the city.

Interior transitions now include a fade animation, players can enter buildings while riding bikes, and a slew of smaller fixes improve everything from fridge inventory to NPC behavior and paycheck clarity. It’s a big maintenance month, but the city is running better than ever!

🕹️ Play the demo: https://starspray-studios.itch.io/retroronto

📰 Read our devblog: https://www.starspraystudios.com/devblog/retroronto-report-9

📣 Join our Discord: https://discord.gg/KyCAE4YRaS

Stay cool out there, and keep your eyes peeled for our next update!

CHANGES/FIXES:

- Swapped Back And Use Item Button on gamepad between X and B

- Adjusted Main Menu Help Page with added Phone Controls and changed/removed buttons

- Fixed bug where players wouldn't carry items with uiItemSlot highlighted when entering interiors

- Player Feedback for "Hands Full" will play when interacting with a timedFill station while carrying an item

- Fixed Fetch Task where players could break objective UI with multiple items and do task infinite amount of times. Task is now a one-off, only to be done once. Task NPC now has alternative dialogue for when task is active

- adjusted doors that are open when entering interiors to close after a certain amount of time

- Fixed bug where moving after eating food would cancel out energy gain from food

- Adjusted dialog near union station to mention using the phone to access the game's map

- Adjusted landlord dialog for basement apartment to mention 600 bucks a week between you and roommate

- Changed dialog for money loss from "You've Lost.." to "You've Spent..."

- Left-most doors in the food and bank places can no longer be interacted with as they're only for minigame customers

- Moved plants and ATM in Bank so Objective UI doesnt cover the ATM's UI

- Fixed Bug where other NPCs would show in the NPC window for dialogue, all NPCs now use a seperate NPC gameobject in the window instead of themselves in the scene.

- Fixed bug where opening the map on your phone indoors wouldn't work. Now the player can view the game map while inside.

- Fixed bug where player movement animation would keep playing when talking to NPCs in overworld

- Fixed bug where players would get off their bikes when talking to NPCs

- Adjusted all building colliders in world so players won't walk over lower parts of them

- Fixed a bug where player could cycle through inventory and fridge as well as start and proceed dialogue while in phone menu

- Fixed bug with home fridges not saving it's items when leaving and re-entering homes. Fridges now retain their stored items

- Adjusted all colliders for landlords

- Adjusted colliders for Home places so you can enter them more easilly

- Players can now enter interiors while riding their bike, instead of needing to get off it somewhere away from the place

- Certain stations now no longer highlight with player nearby while they're producing items

- Fixed bug where pizza oven didn't open when item was produced

- Fixed a bug where players could start minigame carrying an item they can't swap out during minigame

ADDITIONS:

- Added Dpad Functionality to the Player, Phone, Player Customization, Dialogue Choices, and the Main Menu

- All interiors now have an 'Exit' text show up above/next to the doors when highlighting them

- Adjusted Map to have a legend for all the map icons

- All stations in food places now show a 'ghost' item when highlighted to show what they make

- Newspaper items now give dialogue notifying players and giving them a choice to open a website link to the devblog

- Added Hotel Places, which load up Lobby interiors where you must book a room from a concierge to gain access to a bed for a fee

- A fading animation now plays when loading interiors, so players don't see the jank of loading everything

- Added a '-' to penalties score for paycheques for better clarification

- Players now start within work area of minigame, and Managers don't despawn anymore when minigame starts, blocking the player from exiting the work area. Players can speak to the manager in order to end the minigame prematurely

Petmate - dass90

Hello everyone, this update is a regular update at the beginning of every month.

In this update, owners with Daisy's intimacy level greater than or equal to three can communicate with Daisy through QQ. This is the first way to play with the intimacy level, and we will introduce more new ways to play every month.

Introduction of Affinity Level

Affinity Level is a new mechanism that we updated in V0.3.3. As long as you help Daisy fulfill her wishes, you will increase your intimacy level, and every 100 intimacy will increase your intimacy level by one. Affinity level plays a crucial role in Daisy's development. Almost most of the subsequent gameplay is based on the intimacy level.

What we are doing now

1. Modeling

Considering that 2D models can't make a lot of better interactions, our team got a modeler in mid-June and she is working on a new 3D model of Daisy. The model currently has a general look and is in the bone binding stage. We'll show you an update on the model's progress in a later devlog. By then, Daisy will have more movement and better interactivity.

2. Sound

We received a lot of feedback that we would like to be able to customize the sound and so on, but the existing development framework is not able to do that, and we are fully aware that people like to customize their own exclusive companion, so we will launch the ability to customize the sound soon, and it is completely free

3. Optimization

Sometimes our game causes frame drops, and again, considering the second point, we decided to remake a version of the game, and the new The UI of the new version will be quite different from the previous one and will not drop frames! There will be more rich content coming along with it, and the Creative Workshop will be right behind it!

Finally, I hope you will give us more feedback! Thank you for your support!

肉鸽武林 Fighting Rogue - Wystan弢
7:23am
Bloom Thrice - neopun

- Fixed the bug where achievement progress was not properly recorded in the demo version. (Due to the technical issue, it can't be fixed if you had already played the demo, so please re-unlock them. I apologize for the inconvenience.)

- (Spoiler alert)\ Fixed the bug where fighting certain boss in training room after game clear could cause inconsistency in the number of Dark Hearts or trigger unintended story events.\

BlueberryNOVA - hatereallys

We have created a Discord server! Join us and don't miss the news, giveaways and other activities!

Join our Discord server

WolfQuest: Anniversary Edition - loboLoco
v2.0.1d - Released 1 July 2025

NEW:

* New howling animations during Pack Rally and Victory howls.

* Several new wolf squeal/pain audio sfx during fights.

IMPROVEMENTS:

* Many refinements to pathfinding and movement when packmates are trying to reach food, especially when others are nearby trying to do the same.

* Allow players to choose a mate from either Lost River map when setting up a new game in other maps.

* Known Wolves panel: Save "Show Dead Wolves" toggle state across game sessions.

* Improvements to Setup New Game panel: Added new message when selecting an ironwolf-enabled wolf from Full Saga MP game; Added the correct term (elder or iron) in ironwolf-enabled messages; Reset wolf filters when exiting panel; Update Start Game button when multiplayer rooms are updated (to help when an elder wolf is selected and the associated MP game is not created yet).

* Increased duration of time before player's former pack moves away.

* Increased duration before a rival pack will disband when it has only one pack leader.

* Increased odds of dispersal returning to natal pack for smaller packs.

* Skulls: Adjusted mouth placement on young hunter wolves.

* Prevent Urination tutorial tip from displaying in multiplayer

* Full Saga Multiplayer: Display notification for client (non-host) players when packmate forms a new pack and leaves.

* Full Saga Multiplayer: Improved logic of NPC Courtship music to prevent oddities.

* Lost River: Set a few important music tracks to override Floppy's Theme.

BUGS FIXED:

* Competitors don't get much boost to Flee meter when their packmates are killed.

* World Map: Hex percentage visible on map when it should not.

* Error in a particular UI interaction when deleting multiple files.

* Multiplayer: For client (non-host players), Friend, Block, and Report buttons don't do anything.

* Multiplayer: If host gets disconnected while loading the new map for map travel, game gets stuck on loading screen.

* Multiplayer: On rare occasions players may get stuck on pup naming screen when joining at that moment.

* Multiplayer: Client player wolves's death state may become inconsistent, resulting in problems when loading a save.

* Wolf ears are flattened back inside of head when doing new howls.

* Issues with snow on animals in certain circumstances.

* Partial body snow after map moving during snow

* Multiplayer: Collectible objects don't emit sounds to other players when moving, only when picked up or dropped.

The Unholy Priest - Quatech
💐 Flower Stand

With the new flower stand, you can sell flowers you've either grown yourself or bought from the shop. Visitors coming to the cemetery can purchase flowers from the stand and place them on the grave they are visiting. This allows you to both provide a service and earn income.

💾 New Game Save Backup System

Sometimes Steam Cloud may fail to save your files due to user error, internet issues, or antivirus software deleting them. To prevent this, we've developed a new system that backs up your saves in multiple locations. Even if the original file is deleted, it will be automatically restored from the backup.

‼️The automatic save recovery system introduced in this version can only recover save files lost after this version. If the system failed to recover these files, you can manually check the save files located in the The Unholy Priest_Data folder, inside the BackupSaves directory in the game installation path.

❗Please note: This system is designed to recover only files lost after this version. Unfortunately, we are unable to recover files lost in earlier versions.

If you need further assistance
Discord server:
https://discord.gg/bsQFhKWyww
...

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