壶中日月 Timeless Teapot - skyblack7301

We will proceed with the English version translation shortly. Thank you for your support!

Here are the main updates for version v1.1.5:

### **New Features:**
- Added attribute filtering for gems.
- Added automatic selling based on item prefixes.
- Added prefix filtering for equipment.
- Added a cancel button for Daoist study.
- Added display of critical rate and critical resistance in monster info.
- Added random name change by clicking the character name in the role interface (manual renaming with word filtering still has issues after days of testing, so a random renaming alternative is temporarily used).
- Completing Secret Realm cultivation now reduces the cooldown time for breakthrough failures (reduction time depends on sect level).

### **Bug Fixes:**
- Fixed an issue where BUFFs might not be removed correctly upon expiration.
- Fixed a bug where the "Heavenly Demon" mode could not accumulate continuously upon initial activation.

### **System Adjustments:**
- Reduced upgrade/advancement time for the Heavenly Workshop.
- Adjusted the maximum effective defense for martial skills/internal energy to 90%.

### **Archive Backup:**
If the game crashes or the process is terminated during saving, the archive may become corrupted. A backup system (`saves_backup`) has been added to prevent cloud save loss. If the archive is corrupted and the game cannot create a new save, you can:
1. Enable Steam offline mode.
2. Manually delete the corrupted save in the `saves` folder.
3. Copy the backup save from `saves_backup` to `saves` to attempt recovery.

**Save Location:** Press `Win + R`, enter `AppData`, then navigate to:
`\\LocalLow\\skyblack games\\Timeless Teapot\\userData\\saves`

If you encounter bugs or have questions, feel free to join our group (**361947533**) or email us at:

**skyblack7301@gmail.com**

What makes us human - Ancelin
Hello everyone!
Although most of this update was already available in version 6.95, this new version still brings an important element for better understanding of the game mechanics: the tutorial mode!
For this reason, I took the time to share it with you.
The next version will be 7.1, which will mainly give you access to the unfinished prototype of the campaign hub, and the first mission of the scenario!
I'm already actively working on it.
Thanks to all, and have fun! ;)

Additions:

Drone destruction animation
Satellite laser "Eperon"
Ability to enter firing coordinates of the Eperon via a numeric keypad
New desert ground texture
AC-1 canopy
Ammo box in the desert
Tutorial mode

Balancing:

Heartbeat accelerates each time you get hit when health is at 0.

Fixes:

The ArachnoTank no longer spawns in the air
Reduced unpredictable movements of the AC-1 thanks to the addition of a dead zone on the joysticks
Enemy info now displays again on the ATH
Turrets and ammo boxes no longer spawn inside the cave walls
Changed text zones to sliders for volume control and camera sensitivity
The map can no longer appear while the game is paused
CleanFall - EtheReal

Salutations denizens of the abyss!

As we prepare for the Early Access launch of CleanFall on August 8 at 8AM ET, 2025, we will disable the demo on August 7 at 10 AM ET, this will allow me focus on the release build updates.

Thank you so much to the 18,000+ players who tried the demo and shared your feedback in the past year, you’ve helped shape the game in so many ways.

If you’re enjoying the game, please follow us or add CleanFall to your wishlist to stay updated on events, launch news, and more.

And if you love what we’re building, share it with your friends or favorite creators :)

Thanks again!

—— Humanyoyo

Drag Racing Kaos - "One More Run" Playtest - eboyungs
We have listened to the community and rebuilt the game over the last 12 months. We have opened the options up to make almost anything possible now.
Tri Survive - luj

Hey Survivors!

Today’s devlog takes us below the surface into still waters, silent currents, and the story of a prodigy who nearly drowned in his own power.
Meet Noa Shimmerwind, a gifted aquamancer from the Ocean Tribes, and a Support hero with the rare ability to heal from the inside out.

He’s calm. Controlled. Reverent. But it wasn’t always that way.

Let’s dive in.


Born to Heal, Drawn to Power

Noa’s journey started like many Ocean Tribe apprentices: surrounded by salt spray and ancient rituals, taught to respect the sea’s balance.

From an early age, Noa excelled in aquamancy. Too much, too fast.

He could conjure water from dry stone, levitate spheres in the air, and perform tricks that dazzled his tribe, especially his younger sister, Faye.

But Noa didn’t stop at healing magic. His mind wandered. He experimented. He began to tap into deeper reserves waters locked beneath the earth, within trees, even inside living creatures.

The more he unlocked, the more detached he became, chasing power with reckless ambition.

The Breaking Point

Noa’s obsession peaked deep in the mainland. He attempted to destroy an ancient, towering tree to prove his strength. Just as the tree began to tremble, it was shielded by his sister. Faye, now the Forest Protector, confronted Noa. Her anger pierced through the fog of his delusion. Her fear of the water and of him shook him.

The forest floor collapsed. Faye fell into the churning abyss Noa had awakened. He dove in after her, fought the currents, and pulled her to the surface .. broken and unconscious. There was no time. Noa used everything he had, his full control over the water within her body, to heal her.

He succeeded. But the cost was clarity.

Redemption Runs Deep

Noa returned to the Ocean Tribes and made a vow to abandon destruction and cease all reckless experimentation. Despite already mastering advanced aquamancy, he voluntarily re-enrolled in basic healing studies to rebuild his path with discipline and humility. Over time, he became known as one of the most powerful healers of his kind. However, he now guards his knowledge closely and only teaches his techniques to those he personally deems worthy.

In-Game Role: Support

Noa is a ranged support. His auto attack sends an orb of water outward until it reaches his attack range. It splashes on impact, dealing AOE damage. A percentage of the damage heals the party.

His active ability, Whirlpool Trap, spawns three small whirlpools in random locations within his attack range. Each whirlpool lasts one second, traps enemies, pulls them to the center, and deals 5% of their max HP as damage per second.
At level 2, the radius increases.
At level 3, the duration extends to two seconds.
At level 4, the number of whirlpools increases to four.

Noa’s abilities rely on crowd control, healing, and positioning.


Still Waters, Quiet Strength

Noa doesn’t talk much. But when he does, it’s thoughtful & measured.

He’s no longer the showoff who juggled water for applause.

Now, he watches. He listens. He acts only when necessary.

But under that calm surface?

There’s still a flicker of the boy who dreamed of controlling oceans.

(Concept)

That’s it for today’s devlog!

Noa will be playable at launch in Tri Survive, bringing a unique approach to healing and battlefield control unlike any other hero in our roster.

Keep following us on all socials to be the first to know when new devlogs, updates, and more are happening!

9:48am
IndianOps Playtest - iamsince1998
Unable to match fix
Never's End - hypersect
Hello everyone and welcome (or welcome back) to our Dev Diary #2 for Never's End!

I'm Ryan, the game director, and one of my main goals with the design of Never's End has been to support player creativity and expressivity in combat.

Wherever possible, we try to make all objects operate within a shared set of systemic rules, based on a common set of properties. This extends to our magic system, but it’s also important in more grounded interactions like pushing, which is what I want to talk about today.

Positioning

A lot of the game’s rules and calculations depend on how objects are positioned, and pushing is your primary tool for rearranging the battlefield. If you are standing on higher ground than your enemy, you are more likely to land a headshot. If you are surrounded by multiple enemies, you are less likely to evade. If you are behind an obstacle, it might obstruct an incoming projectile and keep you safe.

The list goes on, but one of the most important positional systems to be aware of is engagement. Adjacent enemies become engaged and can't walk away from each other, but they can be pushed apart, which frees them up to move again!

What Can Be Pushed?

You can push items, crates, candelabras, chairs, tables, and just about anything that isn’t rooted to the floor, like a tree or building. You can push enemies, and you can also push your allies.

All pushable objects have a weight class, which we use to balance the system. Heavier objects cost more stamina to push. As a result, you can even push that giant boss you are fighting, but you might not be able to do much else afterwards.

Systemic Interactions

Pushing isn’t just about movement. It’s also about the interactions between what you push, and where you push it.

Impact Damage

Push an object into a wall or another object of equal or greater weight, and it takes guaranteed damage (there is no random roll to hit). And if you push it into an especially dangerous object such as a cactus or the spiked side of a barricade, you get additional bonus damage.

Chain Collisions

If there are a series of objects lined up, the collision will cascade down the line. Each one takes damage, but only the final object in the line is the one that actually moves, similar to a line of pool balls impacting.

Staggers

If you push a character into a heavier object or just into a high terrain wall, they will be staggered. Staggered characters are unable to evade until the next turn, which makes it a great way to increase your hit chance on a follow-up attack.

Knockdowns

When you push characters off of high ledges, they fall and become knocked down. This takes them out of the fight for one turn!

Bouncing

When you try to push a character off a ledge, but there is another object in the spot where they would land, it causes a bounce. The bounced-on character takes damage according to the weight of the pushed character that fell on them, and the pushed character will bounce forward to the next location and possibly even bounce again. Bounces can create surprising strategies where you might want to push an ally off a ledge so that it damages enemies below while also safely reaching a new location.

Status Transfer

Things get more interesting when status effects are involved, because anytime two characters collide from an impact or bounce, certain status effects get transferred between them: burning, oiled, and wet. Because these status effects then have their own sets of rules and interactions, this is a common place where high-skilled players can take advantage of very specific scenarios, but also where hilarious unintentional outcomes might appear.

Slipping

The terrain status you are pushing characters onto is also important to consider. Ice and oil are slippery surfaces and let you push characters farther than usual.

Breaking Stances

Pushing can also be used to knock characters out of different stances. If your foe has raised their shield, you can push them to lower it. The same goes for characters in a resist stance, waiting for someone to approach, or characters in a riposte stance, waiting to counterattack.

Pushing, Pulling, Wind and Water

So far, I’ve mostly been talking about pushing characters away from you. That is how the standard push interaction works. But Never’s End provides numerous ways to push. Some weapons allow you to push from a distance, such as the pitchfork and pike. Other weapons allow you to pull characters towards you, such as the hoe and halberd. Environmental forces like wind and water currents can be used to push in any direction. While wind and water currents can be naturally occurring, they are most often due to magic, which can be very powerful when mastered. Fire magic is your path to creating temperature changes that result in wind, which can be used to push characters left, right, forward or back, and it can do it at range! 

Player Freedom and Creativity

Because Never’s End allows for so much player freedom, we are often discovering new tricks and tactics in playtests that were not explicitly designed for. One of my favorite examples is pushing to help your allies move into position. This can be a strong tactic in cases where movement is very costly, such as on snow or sand. You might have your archer on the back line push your warrior forward, getting them one step closer to the enemy before it’s their turn. This can result in landing additional attacks and give you an early advantage in the fight.

Continued Development

The game isn’t finished yet, and we are always looking for new ways to have our systems interact, creating even more strategies and possibilities. One of our upcoming tasks is to experiment with characters standing on webbed ground being resistant to pushes from wind (some spiders create webbing as they move through the map). Time will tell how this feels and if it will be implemented permanently in the game, but I suspect it will be another interesting interaction that ties more systems together.


That's it for this deep dive into pushing and how it fits into the various systems of Never's End. Like many other mechanics in the game, it's easy to learn and use on its own, but it leaves a lot of room for experimentation once you start thinking more creatively.

As development continues, we still have a lot of interactions and edge cases to explore, and I'm really excited to keep building upon systems that make combat feel dynamic and expressive.

As always, thank you so much for following along with the development and for all your support so far, it really means a lot to us.

If you have thoughts, questions, or if you just want to speculate on possible strategies by using different mechanics, feel free to join our Discordhttps://discord.gg/hypersector leave a comment below!

And if you want to see regular content about the game, such as videos showcasing mechanics, lore, design, and much more, be sure to subscribe to our newsletterhttps://hypersect.us11.list-manage.com/subscribe?u=439d96db34a98bb5ec6a531cc&id=41a4d50bbfand follow us on our socials!

Until next time,

- Ryan

Stoneman's Adventure - TrioDuckk三重鸭

Both being Sokoban-like games, these two titles share many parallel design elements — some concepts coincidentally align, while others reveal intriguing differences. And coincidentally, both games have 'Adventure' in their titles, so we thought it'd be nice to bundle them together.

P.S. I also followed development of Kiko for a long time, it has a well polished level design. And its difficulty curve is friendlier then my game :)

https://store.steampowered.com/bundle/54475/Adventure_Puzzler/

Grimshire - AcuteOwlStudio

Update patch time again!

Version v0.22.13

Bugs :

  • The butcher table can now lock-in a selected critter to prevents accidental butchering.

  • Fixed an issue where the previous character's death dialog was shown instead of the current character's death.

  • Can no longer place gates inside the player home,

  • Can no longer use shears and milker on non animal objects and waste stamina.

  • Fish traps will no longer consume kibble and not catch a fish.

  • Possibly Fixed double placement of items in a single spot.

  • Possibly Fixed a bug that resulted in black screens.

  • Remove foundations from all storage if refunded.

  • Fixed an issue where unlimited experience was granted to the player when while fishing.

  • Fixed an issue where fish would stop attacking the bobber after reeling it in a little.

  • Fixed bugs related to fainting and opening menus or entering doors.

  • Fixed an issue with the last defender's ration needing an extra days worth of food.

  • The last defender's ration no longer takes more than the required food from the root cellar.

  • Adjusted the marsh forage map, a forage was spawning at the base of tree making it unreachable.

  • Fixed Kai's funeral not playing after one his death cutscenes.

Changes:

  • New Easy Peasy Mode.

  • Added Town Project Due Dates.

  • Lowered cost of upgrading fishing rod to 10 ingots.

  • Sorted Crafting menu options.

  • Added Diet type icon to cooking menu details.

  • Wild Critter spawner now less random.

  • Alpheeps and Girtles no longer have increased spawn chances over bluggie/Chikrees.

  • Put Chicory seeds back in prudence shop,

  • Changed fish bait to "chum".

  • Coal is now bluish.

  • Added a tools tutorial tab.

  • Tano's personal quest now requires peanuts instead of peanut butter.

  • All 3 Mines are highlighted on the map now when hovering over the "Mines" option,

  • Added Lost and Found to various bits of dialog.

  • Added end of day report Festival news blurbs.

  • Adjusted Kibble descriptions.

  • Nerfed fish traps. Now the higher tier kibbles have a chance to catch bigger fish, but not guaranteed.

9:45am
Star Pulse:The War-test - 3079143477
Change the font and style used for English and Chinese; Change the hero's item warehouse settings; Dealing with occasional difficulty issues in certain levels where difficulty cannot be selected
...

Search news
Archive
2025
Aug   Jul   Jun   May   Apr   Mar  
Feb   Jan  
Archives By Year
2025   2024   2023   2022   2021  
2020   2019   2018   2017   2016  
2015   2014   2013   2012   2011  
2010   2009   2008   2007   2006  
2005   2004   2003   2002