Bottomless Pit Supervisor - Sudo Make
You have commented and I have heard you!

Unreal Engine 5 is too powerful, and gameplay is more important than screenshots.

  • Default Scalability is now set to 'Fine'. If you have launched the game in the past you may need to update the setting yourself in the Phone Menu under the Settings Icon -> Graphics Settings.
  • Lumen is now only enabled on the higher quality settings.
  • TSR is disabled entirely to address UI ghosting issues. Temporal Super Resolution is an Unreal Anti-Aliasing solution that blends frames together to address noise issues in their rendering pipeline. Unfortunately it plays very poorly with diegetic UIs and makes for a frustrating experience.
  • The Worker Handbook now specifies what each button does.
  • The Tutorial text messages are a bit more helpful.

I'll be watching for feedback and preparing additional performance changes to come soon.
Touhou Volleyball Danmaku - Toolkitz Games

The road to version 1.100 continues. To think that I just released the beta about 2 weeks ago, and even more so, online was started to be developed over a month. Time sure is flying by quickly, but that just makes it more remarkable at just how much progress has been made and soon the game will be online!

As you may have read from the last quick update, all characters are now available on the beta, which means that online is getting closer to being complete. But you guys are going to have to hang on tight for just a bit longer as there is more to the next major update. There is so much that I want to do for version 1.100 that I needed to stop for the time being to figure out what is the next step before the major release. I will take this time to outline my thoughts and plans for the upcoming big update and show you guys what to expect.

Online Mode

We're first going to talk about online and how that is progressing. As mentioned, I released the beta 2 weeks ago and have gotten some good feedback from it. Many changes were made to the game to suit the online experience, especially the characters. As I figured, not everything about the characters that worked offline would translate to an online experience. Many changes had to be made to the character's abilities. But since I was going to do that anyway to balance them out, I figured this was a good time as any. I have written the changes made to the characters in their own announcements but for ease of access, here are all the changes summarized:


Reimu

Bomb

  • Her orbs have been decreased from 16 to 14 and are summoned in a circular pattern.

Sakuya

Desperation

  • Increased cost from 2 points per step to 5 points per step.

  • Desperation max lowered from 500 to 300.

  • Slow down changed from 20fps to 15fps.

  • In online mode, when activating slow down, game immediately slows down instead of gradually.

  • You can no longer stop the slow down after activation.

Remilia

Projectile

  • Trail pattern has been changed.

  • Cost of using projectile has been lowered from 250 to 145.

Bomb

  • Commanding the bats to transform into bullets, the number of bullets have been changed from 4 to 3 per bat.

Cirno

Desperation

  • Cirno's desperation can now be disabled by having the ball hit the wall, but the wall will lose an extra 50 points in addition to whatever strength it had.


Daiyousei

Projectile

  • Every individual projectile may now target the closest opponent to their proximity. This means that the bullets won't target the same opponent as a group as often as before.

Bomb

  • Dai will now stop the ball every time she teleports, even if its off screen.

Nitori

Desperation

  • Size of bubbles have been halved to make it easier to pop.

  • Ball resets touches when destroying bubbles.

  • Fixed Reimu's desperation being ineffective.

  • Fixed Marisa's bomb and desperation being ineffective.

  • Fixed Remilia's bomb and desperation being ineffective.

  • Cirno's desperation will prevent ball from bouncing, destroying bubbles in its path.

  • Youmu's bomb can destroy all the bubbles.

  • Yuugi's bomb can destroy the bubbles.

  • Aya's bomb and desperation can blow away and destroy all the bubbles respectively.

  • Suika's bomb can destroy the bubbles and fixed the issue of the mini Suika's not damaging the bubbles.

Suika

Desperation

  • Destroying the mist manually will now disperse items from the center of the player's side.

Ran

Projectile

  • Two extra denser rings of danmaku can be emitted when the star explodes at full size.

  • The ball will now explode the star when it touches it.

Bomb

  • Ball no longer cancels the dispersion but activates it.

  • Projectile collection now lasts twice as long as before. This means that you will have more time to to collect more projectiles or have the ball activate it.

  • When Ran starts dispensing, she no longer collects any further projectiles.

  • You now get two points per projectile collected rather than one. This means that the dispersion now lasts longer than before.

Chen

Bomb

  • You can now shoot while using bomb but will unleash the built up projectiles.

Desperation

  • You can now hit the ball in this state.


And now that the characters have been set up for online, all that is left is to wrap things up, right? Not quite yet. There's still a to-do list that I have to go through. Most are minor things like making the alt palettes available online (if you tried switching colors for your character, it may not have been seen by the other player) along with some more major things like adding 2v2. And while some changes are exclusive to the online functionality, others are linked to version 1.100 in general, so let us get to that.

Version 1.100

This is going to be a big update. Unlike before where the updates were gradually building the game, this one is going to updated many elements all at once. It's not a complete overhaul of the game, but it will surely have very noticeable changes to the current presentation. I have mentioned this before but the majority of the time spent in developing this game for the past 2 years was in the gameplay department. Everything else, down to the menus, was done in a relatively short amount of time. That's why there are many inconsistencies with many aspects of the game and this next version is going to fix that up.

I'm still going through the game to see what is needing update but have made a general list of the changes I want to make. I'll let you guys in on what to expect for this major update:

New menu designs: As I already explained, some menus are inconsistent. I'll be working on improving the navigation of the menus to make them more streamlined and consistent.

Thank you fairies: To those who bought the game and requested a fairy, it has not been forgotten, and version 1.100 will finally see them appear!

CPU opponent update: This will be an update to the AI of the computer controlled opponents during single player. It has been using the same basic AI for so long that it's time for an update. This might be the most labor intensive of the tasks due to needing to account for every character's abilities, so it may take a while, and may even need further updates later on, which I'll let you guys know in future announcements.

Redraw graphics: Lots of graphics need work such as the cutscene graphics, which is one of the aspects that was done in haste due to the deadline of the time (they don't even have backgrounds). I want to go back and fix them up. There are also other graphics that need fixing such as some character sprites.

More modes and access to the campaign mini games: I will be adding more game modes, including the arcade mode I have been wanting to add for a while now. I'm also planning on adding fresh new mini-games as well and giving you guys access to the mini games in the campaign in a separate menu.

Extras and secrets: Expect a few more surprises on the way.

Gameplay will be more or less the same, which you can get a glimpse of in the beta. You can experience the changes to the players as well as any gameplay changes as the base game has not been changed since the last update. If you own a copy of the game, follow the instructions in this announcement:

https://steamcommunity.com/games/3428330/announcements/detail/541119816328546525

Also of note, the beta won't be around for long. It will remain for the remainder of the month but won't be updated any further, and will be removed right around the time the next version comes out.

That is all the information I have for the upcoming version 1.100. Look forward to seeing all the changes. Keep an eye on the Compact Youmu channel as I will be uploading a special video announcing v1.100, as well as here in the Steam store page and the Twitter profile where I post constant updates to the game.

And thank you so much for all your support.

Mewgenics - souldescen
99 days remain… 99 fuckin’ days!

Crazy to see us under that 100-day mark.

Shit is getting real. Let me break down where we’re at.

- All of the game’s content has been added (outside of a few cutscenes).

- Localization has been prepped, all mechanical text has been re-edited (by Tyler this time), and localization has officially started!

Seems finished, right? WRONG! Here’s what we have left to do:

- Achievements (these are drawn but not implemented; roughly 300).

- 1.5 cutscenes need to be animated (and I’m adding one more since the team is a bit ahead of schedule).

- A few cutscenes still need to be scored and have SFX added.

- The game’s intro, start screen, and save menu need to be finished.

- The game’s credits roll needs to be finished.

- There are 3 bosses that need some extra polish/rebalancing.

- Pause/options menu needs to be fully implemented.

- Visual goal markers need to be added to the Pause/House screens.

- Re-order buttons and other QoL updates need to be added to the House and House menus.

- Gamepad support! (Tyler is working on this now.)

- General polish (adding missing particles, spicing up existing animations/cutscenes, etc.).

So, a few big things and a lot of little things. It’s mildly stressful to think about, but everyone’s in get-shit-done mode from here on out!

But you’re here for my stream, right? Well, guess what?! I’m not showing you my next stream—instead we’re gonna watch an edited version of Tyler’s livestream from a few weeks ago!

Watch as Tyler takes the hard path all the way through the Junkyard while viewers vote on what he does. Will he be trolled to the point of failure, or will he crush?!

Go watch it and find out!


Since we’ve officially spoiled the Junkyard now, I think it’s time to reveal the track “Chum Bucket Kitty” in all its glory (with lyrics).


We’ve also been doing a ton of podcasts and interviews the last few weeks. Here are a few of my personal faves:




See you next week with Part 3 of my Mewgenics series!

xoxo

-Edmund

Masters of Anghoul - Biotale Interactive

We've released our first little gameplay trailer, and our Kickstarter page is now up!

Please wish list our Steam and share the Kickstarter. Even if you don't back it, we greatly appreciate any and all support from our community!

Kickstarter: https://www.kickstarter.com/projects/biotale/masters-of-anghoul-a-fantasy-action-rpg

For any questions, you can comment below or ask in our discord.

Tawa : Lost in Time - DREXTHEDRAKE

🎮 Sneak & Roll Mechanics

C now activates the sneak mode, allowing Tawa to move quietly and avoid predators more effectively.

R triggers the roll / dodge move — a quick evasive maneuver extremely useful for escaping danger and avoiding enemy attacks. This mechanic gives Tawa a fast burst of movement to survive tight situations.

Both moves now have proper behavior timing and cooldown logic, making stealth and evasion feel more strategic and responsive.

---

🎬 Loading Video System

A short introductory loading video now plays when the game starts, creating a smoother and more atmospheric transition into the world of Tawa.

(This replaces the static loading screen and helps set the tone of the adventure from the first seconds.)

---

🔤 UI & Text Improvements

Fixed several text display issues, improving legibility and proper appearance across scenes. Small polish, but important for clarity and immersion.

---

🎧 Voice Atmosphere

Added a bit of voice-over ambience to enhance mood during key moments.

This brings more life to the experience and reinforces the emotional tone of Tawa's journey.

---

💾 Save System Work

Improved the save/load system:

Automatic load of the latest save on game startup

More reliable data handling

Tweaks for smoother transitions when spawning into the world

Pawsta - A Cozy Claymation Cooking Game - Crumpets & Tea
Meep!

At the moment, Pawsta is proudly participating in the wonderful Shop Keepers Event!
It's a super festival which celebrates games where you maintain a restaurant, shop, café or similar!



There's lots of super cool games included, and plenty are released & are celebrating their involvement with a discount! And demos too! So please check them out here!

Recommend Upcoming Games:

When something like this happens, I think it's always nice to shine a light on some other games!
So here are a few :))

Burger Bois

https://store.steampowered.com/app/3224290/Burger_Bois/


Burger Bois is food truck game, where you're inventing creative burger recipes to match the random requests of customers!

Burger Boys are also our neighbours on Wholesome Games' wonderful Dev Diaries forum, which we recommend checking out!

It's a new iniative on their Discord, which we're super excited to be a part of. Burger Bois do a great job in particular of jumping into some behind-the-scenes of their dev journey!

Cat Cafe Manager 2 is a super lovely game with the cutest kitties! In it, you can build the cat cafe of your dreams!

I had the pleasure of meeting some of the team at GamesCom this year, and can confirm they're amazing people too!

Farm To Table is one of those super ambitious "everything" games, which combines Farming, Fishing, Foraging, Building, Cooking & Restaurant Management!

It's exactly the type of game I set out to make with An Island Away, before burning out & realising it was a huge undertaking (though I have plans to rescue it in ze future...) - so I wish them the best of luck!

It looks super cute and ambitious!

Cafe Cafe

https://store.steampowered.com/app/3979710/Cafe_Cafe_Idle_Bird_Collector/

Cafe Cafe is a cozy idle game that sits anywhere on your screen & looks cute as heck!

If you like birbs it's sure to charm you no end, as you discover their preferences and see your very avian cafe flourish!

Ugoku Sushi Bar

https://store.steampowered.com/app/3938640/Ugoku_Sushi_Bar/

Ugoku Sushi Bar is a wonderfully delightful-looking sushi game!

It's set all around the iconic sushi belt, which I adore, and its minimalistic art style really adds to the strong cozy factor apparent here!

Before you say something, I never said they would all be food games - hehe!

Leafy Corner is a game all about running a cute lil plant shop & just looking at the screenshots makes me feel so relaxed, thanks to all the leafy greens! Actually, Biophilia is well-documented for improving your emotional well-being, even in digital form!

The team are also super supportive of Pawsta on Tiktok and often use their own plants as a basis for the 3D models!

Bye For Now!

I hope you found at least another game here to wishlist!
If you like updates like this, I'll be sure to do more in the future!

And thank you again to Shop Keepers Event for including Pawsta!
We've already seen a sharp increase in wishlists, which is super exciting!

<3 Harry

后室迷失之境Backrooms:The Lost - Tony

Hi Backrooms roomates,

Many thanks for your support, we ALL Very touched and thank you for your support.

It courage us must do the game better and better.

Thank you, my backrooms roomates, thank you my friends.

Hope you have a nice day and enjoy the game.

——Golden Trees Studios

Age of Empires IV: Anniversary Edition - Lady Eridani

Age of Empires IV: Dynasties of the East launches globally tomorrow! See when it goes live in your area with our time zone map.

Golden Horde, Tughlaq Dynasty, Sengoku Daimyo, or Macedonian Dynasty: which of these powerful armies will you command first? ⚔️


Pre-Order Now!
https://store.steampowered.com/app/3067190/Age_of_Empires_IV_Dynasties_of_the_East/
Golembert - studiofirlefanz
Happy belated Halloween!

Our last Update Post might not seem very long ago (which in fact is true because I posted it two weeks late in case you didn’t notice) so therefore this post will be as short and sweet as a Halloween treat!

Or will it???

So what did we do last month?

1. We added a Night Theme!

As mentioned in last month’s update, Luca wrote a magical Night Theme we implemented into the game this month. It’ll play every night/evening from around 9 pm until 12 pm and signal you that it’s time to pack up your tools and finish your garden work for today. (You can still stay awake until 1 am and will not lose any progress for falling asleep in your garden, just in case you’re wondering.)

2. We playtested approximatley 24% of the game!

We finally playtested up until the 2h 30min mark of the game which is around 24% of the main game’s playtime (meaning: if you only consider/do main quests and nothing else). The only game breaking bugs we encountered (and fixed) were:

  • You weren’t able to input nails into the recipe of the main quest relevant Repair Potion. This happened because the crafting system only considered garden yields and their similarities (because most potions just need x red crop yields for example). Stupid!

  • Absolved quests didn’t load properly. That one was partially the cause of us not continuing our save files/not playtesting longer than an hour. This funnily (and stupidly, again) happened because the absolved quests weren’t saved properly! We tried to save/load them as a temporary scriptable object in a way that didn’t work. But now it does!

  • The skip time-function called when waking up from sleeping miscalculated the time to skip when changing weeks (sleeping from Sunday to Monday). Therefore the old (before sleeping) and new (after sleeping) phases (1/96 time segments of a day in our game) didn’t match up, meaning the old phase was higher than the new phase (767 from last week vs 128 from this week), meaning that the game’s time system didn’t work anymore. The function now consideres week changes too lol.

  • Falling asleep in the Herbit Map breaked the game’s UI so that you couldn’t exit the Herbit Map anymore. AHHH!!!

3. We technically finalized the Herbit Map!

After visually finalizing it last months we added some transform position feedback animations, some unnecessarily crazy expedition agent paths to the map’s islands, and made the ingame tooltip system work with both world and UI objects (before that only certain/auto-filled UI elements had working tooltips lol).

And what are we currently working on?

1. We’re still working on dialogue portraits!

We already made the first/most important 5 portraits of Golembert, Helio, and the Herbit and will add them to the game this month and/or once we have a couple more ready to implement. Next up to add are Susu, Milly, and Maynard!

2. We’re trying to improve our quest information design!

We stopped playtesting after 2h 30min mostly because the main quest got so complex that we needed more information in the game to fulfill it. The specific quest that I’m talking about requires you to make 2x Unbinding, 2x Neutralize Magic, and 2x Dissolution of Contract Potions. All three potions need an Expedition Item (scissors, soap, and notary’s hair) as well as 5 different garden yields in total. That’s a lot of information you need to know to fulfill this quest!!! Therefore we are trying to make more potion crafting information available in the ingame wiki as well as in the ingame questlog so you don’t have to go through the crafting panel ten times to check which specific red crop yield tier you need.

3. We’re trying to playtest to a certain point!

Now that we reached the 24% main quest progress mark anything is possible, lol. Our goal for this month is to get to 36%! (wish us luck)

And that’s it already for this month!

If you would like to playtest our game well before its (demo) release to give us feedback AND receive our game for free AND get a Steam gift card as a compensation for your efforts then you should consider following us on any social media so you do not miss the start of our beta playtesting program next year!!!

Remember to start your Christmas preparations early this year!

xoxo St. Golembert

Haven't watched our last devlog? Watch it here:

Project Hunt - projecthunt2022
Improvements

- Added the ability to sell all animal carcasses in your inventory at once from the carcass sales counter.

- The durability of vehicles such as the 4x4, SUV, and motorcycle has been significantly increased. It will now be much harder to blow up vehicles.

...

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