404 Breakpoint - diegonflas

Major Change to the house level and laboratory level.

House level changes:

  • Bigger

Laboratory Level changes:

  • Scarier

  • Hallways that are narrow

  • More puzzles

  • Only one skeleton

Tap Ninja - Idle game - Shamahan
● Seasonal task to defeat 5 million enemies has been reduced to 2.5 million
● During Season 2 triggering an Enemy Frenzy will now also trigger an extra Samurai Frenzy
● Firefly events - Coin drop Big & Coin drop MEGA now also spawn a Samurai Frenzy during Season 2
● A few bug fixes
核金风暴(GigaSlave) - 创艺网络
Update Content
  • Added to BOX1 Crate: 6 pieces of the Polar Series. These clothing items feature outline light, +5 AMP, and a random in-game currency reward of 100,000–500,000.

  • The Honor Shop has added an in-game currency redemption function: 500,000 * (Note: The asterisk content can be supplemented if there is specific information like "per redemption" or "daily limit").

  • Returning Content in the New Prize Pool: Permanent Cute Pet Uniform Set, A.SMAW Dragon, and Permanent Hoodie Set.

  • In-game currency will be recovered from players who obtained it through abnormal means.

  • Crates in the Item Shop will be permanently removed.

  • The Honor Shop and Cash Shop now offer easy access to in-game currency to address the issue of currency inflation.

SuperSpec Rallycross - Volume Games
This is a minor update that patches a vulnerability with the UnityPlayer.dll.
Spectral Prison - Moonlight Reaper Hien

It's been almost a week since the veil to the prison was breached and you all have been able to follow David's Journey. Thanks to the community response a new feature has been updated for the key pickups.

New Feature

  • Keys in the safe zones will now have a audible pickup sound for more immersion.

New Change

  • The Main Menu has been updated to display the hidden objects you find are taken with you back and displayed on the Main Menu.

Note

During the gameplay, some of the hidden objects look like they disappear when you find them for the achievement, but appear back later in other loops. This is by design since you are stuck in an endless loop and the actions performed during the last loop still aren't known during the rewind. Don't worry though. The first time you grab the item, it will be checked off on steam as achieved.

If you’re a man, hold on for half a song - 打野能手排骨战士

Dear Players,

This is AnG. I’ve rolled out the following updates on November 3, 2025:

  1. Addressed the issue of missing EXE files in some regions;

  2. Added 4 new achievements to the achievement system.

While these updates may not be major for many teams,as a solo developer, I spent a lot of time refining them and also learned a great deal in the process.

Wishing you all a great time playing!

Yoiyami Biscuit - tripper


Hello!
A little bit late, but Yoiyami Biscuit is out now as an Early Access. We're very grateful that a lot of people already played and enjoyed the game, and many players posted feedback and bug reports. Thank you so much!

This update patch is mostly about addressing players' bug reports. We're sorry for taking too long for this!

Version 0.5.1, build eb7

Fixed issues (Gameplay):
  • Fixed the issue where you could press greyed out "OK" buttons in certain events (without selecting your item or snack), causing numerous problems or even crashes.
  • Fixed that activating AED+'s effect could cause the game to freeze up.
  • Fixed the effect of loyalty perk Lv8 (via Loyalty Card+) not working in Kogasa's shop.
  • Fixed that Blank Card aren't making EZ-Digest in shops free.
  • Fixed that the information related to the Run Summary wasn't saved properly in suspended saves.
  • Fixed that having a Plastic Bag and triggering event "ESP (Extrasensory Polymorphing)" or "Was This What You Had Lost...?" could cause the event to target and reference an invalid item.
  • Fixed that having negative amount of money (using Credit Card) and having no Credit Card prevented you from taking on challenges.
  • Fixed the effect of Takane Doll+ not triggering on purchasing items with 20% discount.
  • Fixed the issue where resuming the gameplay from suspended save preventing you from giving you Fairy Bonuses after retrying.
  • Properly implemented the mouse control in Treasure spaces.
  • Fixed the issue where your control is being active while paused in Treasure spaces.
  • Fixed that if you had very low HP you couldn't upgrade your items in Rest Site spaces even with a snack with sufficient level.
  • Fixed the issue where you could take on additional challenges by taking one, rerolling and then clicking on the "(Already Accepted)" icon.

Fixed issues (Visual):
  • Made sure that the description window in shop screen is displayed correctly even if it overlaps with your Snack inventory.
  • Fixed the invalid item description of Recycle Box+.
  • Fixed that visiting 5 different spaces would cause a visual issue on the Run Summary window.
  • Fixed that getting defeated by an elite version of certain enemies could cause a visual issue on the Run Summary window.
  • Reworded the description of items that multiplies your item stack count so that they have less ambiguity.
  • Replaced "Participation Bonus" in dialogs with "Sign-On Bonus" for the consistency.
  • Fixed that the text of page 13 of Tutorial/Manual(about White Talismans) was being cut off mid-paragraph.

Changes (visual):
  • A countermeasure is implemented to reduce the lags caused by using Pretzel or Bottle Rocket with a higher fire rate. This changed the look of these projectiles slightly, and noticeably so if there are many in screen.
  • Slightly decreased the opacity of bullet shot from Li'l Incident Enemies spawned by Model Pyramid.
  • Changed the name order of boss HP bars so that it matches ones in the Run Summary.
  • Changed the text of event "ESP (Extrasensory Polymorphing)" slightly.



What's next?

Some of the reported issues couldn't be addressed in this patch, so I'll try and fix them in version 0.5.2 patch. After that we'll work on version 0.6.0, a balance and content update patch.

We're reading your every single feedback - whether they're in Steam discussion forums, twitter(X) or reviews! While we can't promise to address every single feedback given to us, they're very helpful regardless and we intend to carefully analyze and make a full use of them to make this game better. Please feel free to post your ideas and opinions!

Rumia is cute ːyoidan_rumiaː
- tripper




(click to see the rumia cuteness in full size!)
Ultimate Theater Simulator - Steel

Hey everyone, we're getting closer to our first content update, which will include the custom movie tapes but for now, we're pushing more fixes & needed additions.

[c]v1.2.8[/c] Change log:

Changes/Additions

  • NEW - Added the Nacho Container holder.

  • Customers don't complain about newly unlocked food items until 1 level after unlocking it.

  • Lowered robbery limit to $300.

  • Knocking out robbers after a robbery now gives you your money back.

  • Added various missing sounds.

  • Updated tutorial to include showing the Movie Projector screen.

  • Clapping only happens at end of movie now.

  • More balancing!

Fixes

  • Fixed delivery trucks getting stuck.

  • Fixed sometimes customers not buying from heat tray.

  • Fixed Security wasn't always working.

  • Fixed customers stop spawning after a while.

  • Fixed missing localization with Movie Projector.

  • Fixed issue with setting worker salary.

  • Fixed pizza machine stopping checkout line.

  • Fixed issue with customers leaving when movie starts.

  • Fixed customers walking outside occasionally gets stuck.

Heatwave - gn_dynames_02

Hello everyone! Heatwave will be releasing on November 12th 2025! I hope you're ready!!! If you're curious about story mode, please view the summaries of each branch below.

Robin’s magic is a necessity to protect the village they live in from the Earth’s inhospitable climate. That changes when they are cursed by a Divine Weapon, and lose the ability to cast spells. To break the curse, they are led by V down to the Underworld, where someone from V’s past may have the solution to their problem.

Clay is a geologist, leaving the Moon on a work trip to Earth to scout out new places to mine for raw materials. But after a one-night stand with a mysterious mercenary, returning to the Moon might be impossible for them both.

After a sentimental item is stolen from Mai, she is gravely injured in a fight with the thief. Yet only days later, she is perfectly fine, a symptom of the Angel that lives inside her. She and her wife, April, set out to hunt down the thief, and reclaim what was stolen from them.

Mona has spent seven years of her life trapped in a prison on Earth, as punishment for a crime she allegedly committed on the Moon. After so long, she finally puts her plan to escape into action, her only goal to reunite with the people she left behind back on the Moon.

Sparrow searches the Earth for Divine Weapons, as part of his job working for Lunar Biotech. But Setsuna accompanies him for a different reason, to investigate the company that murdered her father.

After accidentally time travelling to the future, Rain enlists the help of the witch, Athena, to send her back. The deadline for the spell, a lunar eclipse, is fast approaching, and more than just the lack of magic energy might end up preventing them from casting the spell.

Hiraeth - ☵ HIRAETH™
🛠 Recent Changes in ☵ Hiraeth

It’s been two weeks of intense work since the last issue of Ahra Prime Times. The migration to the new engine version is now complete, allowing for a series of improvements: the inventory weight system has been refined, backpack dropping mechanics have been polished, and many other technical aspects have been addressed.

With these foundations in place, Hiraeth is now ready to enter its next phase of development — from evolving the design of Nesoi, to expanding Ahra Prime with a brand-new, extensive location. Gameplay changes, difficulty levels, and other updates are also on the horizon, some of which you’ll read more about below.

💬 Comments, Sales, and the Future of the Game

As many of you know, Hiraeth is a project created entirely by me — without any budget for production or marketing. For years, I’ve worked on it daily, often beyond my limits, which is reflected in the many updates released so far. I’ve managed to fix countless minor issues, as well as major ones related to game stability across different devices — made possible only now thanks to the new engine version.

But this phase is coming to an end. Without even minimal sales, further development will become impossible or significantly delayed. Everything depends on you — the players.

Initial sales, though modest, were enough to ensure safe and steady progress. Unfortunately, they dropped after a wave of negative reviews — many of which are now outdated and refer to issues that have long been resolved. From countless conversations, especially on Discord, I know that many of you play for hours and genuinely enjoy the game, yet haven’t left a review.

Even short reviews help — without them, the project remains invisible to new players, and its future grows uncertain. In a world ruled by algorithms, every honest opinion matters.

📣 A Call to the Community

I encourage everyone to leave a sincere review on Steam — it’s the only path that truly supports Hiraeth’s development. If your review is based on issues that have already been fixed, please consider updating it.

I know Hiraeth is a unique game — not for everyone. But I also know that many of you spend hours immersed in it and praise it in various places… just not on Steam. I understand the reluctance to post fake-positive comments — I don’t want those either. But the absence of reviews, even brief ones, puts the entire project in a very difficult position.

Thank you in advance to everyone who chooses to support Hiraeth with even a single sentence. ːss2heartː

Your words are like echoes among the forsaken colonies of Ahra Prime.

Let ☵ Hiraeth resound with your voice — for it is a voice that shapes the future!
🌀 Echo Without Tremor: Head Bob and Full Body Awareness

For a long time, I’ve known that head bob is a concern for many of you — and I do intend to resolve it. But this isn’t a matter of simply refining code. It requires adding a new system alongside the current one, which many players appreciate.

In Hiraeth’s chosen path of realistic Full Body Awareness (FBA), direct reduction or removal of head bob isn’t possible without breaking immersion. However, after studying other games — like ARMA 3 — I’ve found that with a thoughtful compromise, head bob can be eliminated by offering an optional FBA view with similar limitations:

  • The camera will no longer sit precisely within the character’s eyes, but will be shifted forward — as seen in ARMA 3.

  • Some visual shortcuts may appear — such as visible arms without a head, or missing gear elements like the Neck Guard. The head itself may be omitted.

  • These limitations, common in other titles, are acceptable and will be part of an optional setting — one that reduces head bob to nearly zero.

When?

Development of this additional system has already begun, progressing alongside other planned features. If the project remains sustainable, you can expect head bob improvements later this year. Additionally, a third-person view mode is also in development, which may offer a satisfying alternative for many of you.

🎥 Third-Person View: A Shift in Perspective

As an echo of the work on head bob, I’ve begun early development of a third-person view system. While Hiraeth is designed as a first-person experience with Full Body Awareness, I understand that for many players, third-person view is more than a matter of comfort — it’s a way to reclaim clarity, control, and immersion.

Diving

Walking

The initial implementation is promising. The camera already behaves correctly both outdoors and inside structures. What remains is refining its position, movement dynamics, and field of view (FOV). Weapon aiming will still rely on the FPS perspective, though changes are coming there too — I’m currently improving weapon handling, with plans for hip-fire and other enhancements.

Third-person view may arrive soon as an optional mode — allowing exploration and movement in TPS, while precise actions like item selection and interaction remain in FPS. Full polish will take time, and other critical tasks are still ahead, but the foundation is already in motion.

🎮 Gamepad: Opening Hiraeth to Every Grip

Gamepad support arrives not just for comfort or habit, but to open Hiraeth to hands that need it most.

With upcoming updates, controller support will begin to roll out.

I’m planning full integration — both in gameplay and UI. The system is already functional on my end, but I have limited experience with gamepad design, so the first versions may need refinement. Some features might be simplified at first, but I’m counting on your feedback to help shape them.

Initial goals:
  • Full controller support across gameplay and interface

  • Default bindings and player-customizable controls, just like with keyboard and mouse

  • Glyph-based prompts (already available in many areas)

  • Currently working with Logitech F310 — behaves like an Xbox controller; other layouts will follow

🧩 Related Input Work — Full Custom Keys Everywhere

Alongside gamepad integration, I’ve been refining the overall input system — especially within UI widgets. For example, actions like exiting menus, previously hardcoded to Esc, will now respond to your chosen key or gamepad button. The same applies to interaction prompts.

Additionally, main buttons will now display hints showing which keys are assigned to each action. These hints are currently in a provisional form — smaller text beneath the button, as seen in the Breaching example.

🌍 Other Updates from Hiraeth

A major phase of the project is now behind us — the labor-intensive engine migration has been completed successfully. I’ve also refined many essential systems related to item handling, weight checks, and smooth inventory transfers. Now begins a long-awaited chapter: expanding the world and deepening gameplay.

To prepare for this, I’ve spoken with many of you — thank you for your time and insights. These conversations were incredibly helpful, offering new perspectives and reminding me of things I had overlooked while focused on the engine transition.

Here are some of the key directions and upcoming changes:

  • Survival Survival on Nesoi is currently not much of a challenge — that’s about to change.

  • Food, water, and resources Right now, the supplies found in Nesoi’s containers are enough to last around 20 in-game days (not counting hunting or foraging). Soon, with the introduction of difficulty levels, these resources will be much scarcer in modes other than Wayfarer (easy). Upcoming quests will also accelerate the passage of time and resource consumption.

  • Movement Even for players seeking realism and challenge, movement currently feels off. The issue isn’t speed itself, but how it’s perceived. Nesoi is a desert-like environment with little terrain variation. The lack of visual landmarks makes distances feel shorter than they are. Solution: More POIs will be added — not necessarily fast travel points, but orientation markers worth investigating. New explorable locations will appear, often tied to gameplay. For example, the Athens station will soon be accessible. Adding foliage to barren areas will also make traversal more engaging. While even larger and more desolate regions are planned, they’ll arrive only once vehicles are introduced. Underwater terrain will also receive significant improvements.

  • Environmental hazards Currently, hazards are rare, easy to avoid, and deal little damage. That will change. More varied threats are coming — not just radiation. Medkits and armor upgrades (via crafting) will become essential. While I don’t plan for extreme temperatures on Nesoi, other regions will feature heat and cold management. Some areas on Nesoi may also require thermal regulation soon.

  • Other long-postponed changes

    • Major improvements to roads — both in collision and visual design

    • Expanded foliage (rocks and small vegetation)

    • Underwater world population

    • Final terrain polish

  • Demo changes Based on your feedback, the demo will be slightly limited. It will never extend beyond Nesoi or a similarly sized future location. Its purpose is to showcase core mechanics and performance on your device — something the current version already does more than well.

  • Gameplay and the world of Ahra Prime The ultimate goal is to introduce quests, gameplay systems, and expand the world beyond Nesoi. The points above outline the immediate directions for this next phase.

Thank you for your attention and for all the suggestions regarding the game. I invite you to the next edition of The Ahra Prime Times — and before that, to the upcoming update planned for the week ahead.

Warm regards, The Author

...

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