Final Signature - Aeexyn
The Participation Rules Have Been Set. There's No Turning Back.

You hear those whispers too, don't you? The moment you arrived on our page, the decaying walls of the De'Manor Hotel began to learn your name. You think you're here for a prize. How naive.

The puzzles in these halls aren't designed to test your intellect. They are the scattered fragments of rotting minds that lost their sanity here long before you. As you try to solve them, you will feel your own mind begin to fracture.

That other "contestant" offering you a helping hand... Do you really think they are your friend? Or are they just calculating the easiest way to eliminate you? Here, every face is a mask, and every smile hides a dagger.

Forget this: There is no prize to be won here.

There is only a price to be paid.

The bargain is for your soul. And the final signature you cast will seal the contract.

If you want to be among the first to be summoned when the gates open, add the game to your wishlist. This will be your first, irreversible registration.

[dynamiclink href="https://store.steampowered.com/app/3600200/Final_Signature/?curator_clanid=26335619"][/dynamiclink]

There's no need to follow us for updates. We are already watching you.

- The Management

摸鱼仙村 - 国宴大厨阿毛

First of all, a huge thank you to all the players who chose to try out our demo during the New Product Festival, a celebration filled with outstanding games. We're even more grateful for all the suggestions and bug reports you’ve shared with us during your playthrough. We’ve pulled some late nights to bring you updates as quickly as possible!

During this period, we've been updating the demo 2 to 4 times a day, each update including the latest fixes and changes. We apologize if this high frequency of updates has affected your gameplay experience.

Here are today’s update details:

Fixes:
  • Fixed an issue where, under certain conditions, monsters dropped items not meant for this version of the game. (We weren’t hiding anything—these items were part of planned future content.) In this update, we adjusted the loot tables and added legality checks for items in the inventory.

  • Fixed a font display issue on some manufacturing UI screens.

  • Fixed a bug where dice values could unexpectedly become negative.

  • Fixed a bug preventing alchemy experience from saving or loading correctly.

  • Fixed save/load bugs related to consumables in the quiver (arrows, darts, needles, etc.).

  • Fixed a freeze issue when players reached the Waterworks Department and triggered the slot machine minigame during patrol.

Balance Adjustments:
  • Reduced the chance of triggering the "Pig Demon Eats Villagers" outcome in the \[Natural Events].

    (“I finally gathered 9 hardworking villagers, went AFK for a bit... came back and Mr. Hammibal Lecter had snacked on two of them. Unbelievable.” 🐷💀)

  • Adjusted the resource consumption logic for the Lingxi Patrol functional cards. Moving with these cards no longer consumes dice.

New Additions:
  • Added a quick feedback button on the right side of the screen. Clicking it opens a page with a link to join our QQ group and shows the log folder location. This makes it easier for players to find save data and hunt down programmers directly.

  • Added graphics rendering settings. You can now configure screen resolution, anti-aliasing level, and both foreground and background framerate settings.

    • Foreground Framerate: The frame rate while the game is in fullscreen mode. Recommended to set to 60 for smooth performance.

    • Background Framerate: The frame rate while the game is minimized. Recommended to set to 15 to minimize system resource usage.

These are the patch notes for June 10th. Special thanks to the players in our QQ group who’ve stayed with us through all the testing and updates.

Fish Princess bows deeply in gratitude.

If you enjoy our demo, please consider adding it to your wishlist—we’ve got many more fun stories and events planned!

For feedback, suggestions about the demo, or questions about our development plans, you’re more than welcome to join our community

Mow Meow - sorryaboutyourcats.tv .ͭ̊͊̋
Hello Mowmeowians! Er.. Meowzers? Uhhh..

*clears throat*

Hey there.. you! ːTECsweatː ːpoemgː

For the past few weeks I've failed to migrate fully over to mirror / steamworks and finally started to backtrack changes last week out of lack of patience (sign to meditate again? perhaps!).

Now I come with an update - not the fun one with cosmetics, more furr, the level up system and more areas to explore, but an update that's needed.

  • Private lobbies are now a thang'

  • Hosts are now admins

  • Admins can now kick kitties out

  • Keyboard controls shown with Momo added to main menu

  • Cat may still get tired of mowing, but they should pop back up on the next segment

  • Vivox chat filter enabled at all times (will change in future)

  • Lobbies disappear quicker now when the host closes it out (unless they quit the game)

  • Username automatically taken from Steam meow

  • When host turns into a client or vice versa, chat was broken… now it *should* be goooood

  • Fixed a bug where you could join a lobby with the wrong case, but still get in, but like, you couldn't talk bruh

  • Fixed several errors that weren't game breaking but aren't important enough to mention here, except wait, I did mention them… ah damn it

  • Chat alert when someone leaves

  • And the most important one of all.. a welcome message when you start a lobby… How comforting!

If all goes according to plan, the next update is adding a…… level up system! You may be wondering - do I put points in DEX for speed or VIT for.. wait, you can't die in Mow Meow.. Hmm no no, leveling up will grant you new furr and access to new areas. Catnip will then be used to buy cosmetics or items, or other furr. The catnip acquired will get reset (if it didn't already happen for you on from this update), so sorry if you have millions (pft, no one has millions).

Hopefully the next update doesn't take as long as this one...

Thank you for your patience. ːluvː ːbbtcatː

sorryaboutyourcats

Dice Trek - refreshertowel.games

Yet more bugs squashed. My fly swatter is wearing thin.

  • Fixed/Updated: Enemy pre-battle display updated to accurately reflect shields, plus their attached weapons are now shown.

  • Fixed: An off by 1 error in the Gain Crew Event was making it so that it wouldn't give you a crew member if you had 1 less than the max crew members for your chosen class of ship.

  • AI has been made slightly smarter yet again.

  • Fixed: If a crew member was in the middle of a boarding party when the enemy died, they would be permanently AFK. This should be fixed now.

  • Fixed: More tutorial bugs have been squashed, mainly around crew member damage

  • Fixed: Sabotage dice (from a boarding party) would roll one additional time after determining its result, meaning that the face would not match with the outcome. This no longer happens.

  • Fixed: Systems were not removing themselves as listeners for a boarding party ended signal, which meant the length of the signal list would grow eternally. This has been fixed, and I'm hoping this relates to the lengthy pause that could happen when launching a boarding party sometimes. I have not been able to trigger the pause since this fix was implemented.

Firestone: Online Idle RPG - Holyday Studios
⚔️🌌 Embrace Your Destiny as "Guardians of Destiny" - Unleash the Power Within! 🎮🏆

🔮🛡️ Embody the role of protectors and wielders of Strange Dust in this profound event!

⚔️🌠 Unite forces, strategize with fellow guardians, and shape the path of fate itself! 💪💫🌌

🛡️🎁 Prove your mettle, gather the enigmatic Strange Dust, and unlock the hidden depths of your guardian abilities.

✨🎉 Unveil remarkable rewards and etch your legacy! Don't miss "Guardians of Destiny" - Step into your destiny today! 🌟🤝

Cooking Live - Italian Kitchen Simulator - Victoria S.
Jane’s been asked to shoot a TV program called “Cooking Strike” to show off her incredible cooking skills, and she needs to complete five levels in a row to make sure she’s ready!

While you complete the levels to get ready for the show, the TV crew will bring some more professional equipment.

If you fail a level, your progress will be reset and you’ll have to start from the beginning!
You can try as many times as you want. The TV show’s paying for the food, so you won’t be using yours up.

When you finish the fifth level you’ll receive a big reward that includes booster parts, Coins, Rubies, and blog points!



If you don’t complete all the levels before the event ends, don’t worry. You aren’t losing anything, and there’ll always be another TV program!
PengPong - Gulja

Hello, everyone!
A big welcome from the PengPong Team!

Jong: Hello, I'm Jong, the Leader of the PengPong Production Team.

First off, we just want to say a huge thank you for visiting the PengPong Steam page and for taking the time to read this devlog. As this is our very first introduction, we thought it would be a great idea to give you a little peek into the development journey of PengPong and also share our exciting release schedule with you.

So, let's dive into how the PengPong project began, discuss our initial concepts, and reveal some of the features we're currently working on. To kick things off, I'd like to introduce Hwang, who's not only in charge of PengPong's main development but also oversees the entire Game Direction.

Hwang: Hello everyone, I'm really looking forward to chatting with you more often through these devlogs. For this time, I'd like to share a special story about how our PengPong project came to life.

After our last project didn't quite hit the meaningful success we'd hoped for, we found ourselves starting a new one. At that point, all of our development team members paused work on new features, and the team instead decided to hold a three-week game jam. During this time, every single developer dedicated all their efforts to creating mechanics within the genres they felt most confident about.

A photo of SANDY FLOOR Game jam

<Project: Pinball Surviors>, created during 3 weeks

My idea that came out of that jam was ‘Pinball Survivors.’ Unlike typical survivor-like games where a character holds a weapon and battles automatically, I actually designed a mechanic where weapons are scattered on the ground, and hitting them causes them to move and attack monsters.

When the game jam concluded, this idea received incredibly positive feedback from the team, and as a result, we kicked off the pre-production phase for PengPong in February 2025.

PengPong is a game with graphics that beautifully blend a gambling theme with the style of old American animation. To match this theme, we're currently devising and developing in-game mechanics that incorporate a form of gambling to maximise the fun.

Oh, speaking of concepts, when we showcased our demo at a Physical Expo, many people absolutely loved it, saying the graphics reminded them of Cuphead! I've gone on a bit, haven't I? So, I'll now pass the baton to Young, our lead artist, who can tell you a bit more about how the game's concept was decided upon.

Young : Hello there! I'm Young, the lead artist, and I'm absolutely delighted to greet you through this devlog. I'm going to share a bit more about how the PengPong project ended up with its current visual style.

As Hwang mentioned earlier, initially, the game was called ‘Pinball Survivors,’ and it didn't feature the gambling theme or the old American animation concept you see now. However, because of the game's ‘bouncing’ mechanics, the character naturally ended up holding a hockey stick and using a hockey puck as its main weapon. This led to the main character naturally evolving into a penguin due to their sliding motion. And, of course, with a penguin as the main character, the background naturally became an arctic setting, reflecting their primary habitat.

The first illustration of <PengPong>

However, the combination of penguins and the arctic felt too natural and, frankly, didn't quite capture the unique spark we were looking for. So, the team spent over a month deliberating on the concept for PengPong. We primarily used our internal design methodology, which we've developed from a concept called 'Dialectic'. The principle here is that new stories and unique personalities emerge when familiar elements, deeply ingrained in people's subconscious, are combined with unconventional concepts. It was through this iterative process that our current result came to life.

Concept image of <Project: Pinball Survior>, former version of PengPong

Concept image of main character

Of course, the art details and quality are continuously improving, and as the game progresses through its production phases, we're constantly striving to ensure that as the game elements become a little more complex, we maintain a sense of logical consistency that will resonate with players. We'd be incredibly grateful if you could keep an eye out for how this amazing game develops!

Right then, with that covered, Gulja will now introduce you to our future schedule and the direction we'll be taking to complete and then release the PengPong project to all of you players.

Gulja : Hello all, Gulja here! What I’m doing at SANDY FLOOR game studio is basically to build bridges, making sure our fantastic games reach as many people as possible, including all of you.

I’m based in London. See you all in game show in EU!

The PengPong project, in particular, holds a really special place for me. We're properly gearing up for marketing, and with playtesting scheduled for July, every single day is absolutely buzzing with excitement! We started out as a small indie team, so this whole process hasn't been easy, and I know there will be more challenges ahead. But we are genuinely, incredibly excited for all the hard work and thought we've poured into this game to finally reach you through this upcoming test and demo.

If you have any interest, feedback, or even just a word of encouragement for PengPong, please don't hesitate to speak up. (For bug reports or technical stuff, we'll guide you to other channels, but for anything else, I'm personally checking it!) So, let's chat about our penguin anytime!

Speaking of playtesting, I bet you're wondering about our concrete schedule for rolling out the PengPong project, aren't you? Indie teams often have the great advantage of being easily approachable at expos, where you can chat directly with the developers. So, to wrap things up, Jong will be back to explain our upcoming timeline!

Jong: Many thanks to Hwang, Young, and Gulja for explaining the PengPong project from each of your perspectives! We truly hope that through this devlog, you've been able to feel our genuine passion. We've got the following exciting schedule lined up, and we'd absolutely love to meet you and chat at various offline game shows across different countries, as well as at online expos.

Here's a look at what's coming up for PengPong:

  • July 2025: We'll be running PengPong's first playtest. We'd really appreciate all your feedback!

  • September 2025: Our second playtest for PengPong is scheduled. We'll be incorporating the diverse feedback from the first playtest to check on improved mechanics and more. We'll also be meeting lots of East Asian players, including those from Japan, at the Tokyo Game Show Indie Area via a turnkey booth.

  • October 2025: The official Demo version of PengPong will be released.

  • December 2025: We'll be connecting with Taiwanese players through a sponsor booth at the Taiwan G-EIGHT event.

  • February 2026: PengPong will be participating in Steam Next Fest.

  • March 2026: We're aiming for Early Access for PengPong.

While this is our basic roadmap, the Pengpong Team is always keen to move things forward even faster if we can!

We're aiming to connect with you all once a month, sharing insights into our daily work, the features we're currently developing, and summaries of all the valuable feedback and opinions we gather from meeting you at Physical Expos.

Please feel free to drop by our Discord anytime and share your thoughts and ideas – the PengPong Team will be there to answer you directly!

Discord

We look forward to meeting you next month with even more exciting news!

All the best, Team Pengpong

Evolution Board Game - wrench06
We've fixed two major bugs in multiplayer that were happening when players would put the game into the background during a live match, and added a system to better recreate multiplayer bugs when they are reported by players.
Skeleseller - Adam

The biggest changes in this patch have to do with skills:

  • You now unlock two skills upon hitting level 2, that way you have a choice of where to put your first skill point.

  • Skills that haven't been unlocked now show in the skill area so that you can tell how many you will get.

  • The tooltips for skills tell you what level you get the skill at and how to level up (so it will tell you to beat an elite enemy → build the farm → use Wisdom Sludge).

This should add clarity and choice for players, so let us know what you think! 😁

There are also some minor improvements:

  • Fixed a sprite-bleeding issue that could happen on the coin and brain icons.

  • The fishing pond's tooltip now indicates that you can click the pond to directly open the battle map.

  • The tip system will no longer show the tips about building the armor or weapon shops if you already have them.

Stars Reach - sean.weeden
Wild Wormholes!!!

Every playtest, when you go to Space, you’ll find a Wild Wormhole somewhere in the zone. This wormhole takes you to a planet that has never been seen before this test…and which will never be seen again after this test.

That world is using the new procedural generation systems (detailed below) and is a unique world for you to explore.

To use a Wild Wormhole, just fly into it. Once you do, you’ll transport through a wormhole to the frontier planet. For now, you’ll land at a portal (because we don’t have all the other systems we need, including starships, for you to land properly), but after that, you’re on your own.

To return to space, click the portal on that planet normally.

Each wild wormhole planet has its own selection of resources, flora, creatures, and geography.

For now, we’re going to run the wild wormholes every test, but later on, finding a wild wormhole will be an event that will take you to the truly bizarre planets that are outside of Servitor control and the wormhole you use to get there can collapse at any moment, stranding you on the other side if you’re not careful. But we’ll get to that. For now, rest assured that the planet will last until the end of the playtest and feel free to exploit it for its riches.

 

Procedural Generation of Planets

Previously, we have done a lot of hand-crafting of planets, refining the systems we wanted to use for procedural generation. Now we’re doing it the intended way and are testing it out with the Wild Wormhole feature.

  • A planet’s Climate (global heat and humidity) is generated at world creation now and that determines the types of soils on the world, which then determines the metals and gem types on that world also.

  • Flora is now generated in a new way. Bushes and trees now grow in a more natural-feeling way and the algorithms we’re using allow us to tweak it and customize spread patterns going forward.

  • The sky lighting and sky objects are calculated at time of world creation now. This will continue to improve in various ways in the future, but the system is set up properly now.

  • World geometry is procedurally generated.

  • The types of creatures and their placement in the world is procedurally generated now.

 

Basic Crafting Interface

The basic crafting UI got an overhaul. It’s now easier to see the various types of resources you can combine into a recipe, and more importantly, there is a “Craft Again” button on the interface so that if you want to make another of the same item you just crafted, you don’t have to set up the resources all over again each time. You can craft another item once every three seconds.

 

Chronophasing

A number of lithify and erode interactions were added to the game so that those two chronophasing modes do something to pretty much any rock or soil you target. You should get far fewer “no interaction” results. A number of the existing interactions were modified to work better with the new world generation routines. For example: Eroding Basalt no longer turns it into Sand. It turns it into Black Soil. You can then lithify Black Soil to turn it back into Basalt.

The F1 screen has been updated to reflect the changes.

 

Miscellaneous Updates
  • The Harror was updated with some combat improvements to make it a bit scarier in combat.

  • The Emberbloom Torch now drops seeds that match the color of the parent plant (so that you can plant groves of the same color if you’d like instead of just all blue).

  • The Instaformer preview can now accommodate many more blocks. You should no longer be limited to only 100 blocks at a time. In fact, you shouldn’t feel any limits at all except that placement still needs to occur within a Homestead you have permission to build on.

  • Creatures with the smallest size of projectile no longer create status effects. In other words, if you’re hit with a tiny fireball, it won’t set you on fire. A tiny iceball won’t freeze you in place. Etc.

  • A few creatures now explode on death. We’ll leave it to your own research to figure out which ones the hard way. 😉

  • Knockback has some teeth now. The larger the Kinetic projectile, the more knockback that will occur. (And there are some cool animations and special effects that occur with knockback also.)

  • The UI system is being overhauled. We’re trying to keep it so that you won’t notice many issues, but there may be some oddities here and there. Please pardon our dust. Construction engineers are hard at work.

  • Thickets are now discoverable with the Harvester and will be added to your collections.

  • The following recipes have been fixed and are usable now:

    • Copper Block

    • Laterite Block

    • Making Clay from Laterite Soil.

  • Under the hood, the resource system has been cleaned up and consolidated in preparation for work on Artisan Crafting. Nothing visible in-game yet, but progress is marching forward!

  • Creatures that end up under terrain somehow should die naturally and then respawn at their Maker later on. Fewer landsharks should be in existence now.

  • Trees were not randomizing tilt or rotation properly due to a recent bug and this is fixed now. There also should be more variations in many of the trees.

  • You should not be able to stand inside the large alpine trees any longer. (Collision shape is fixed.)

  • The issue that caused water to disappear at certain points of the Seasons cycle has been resolved and should no longer occur.

  • More new bushes and trees have been added:

    • Spore Pod and Organ Pipe trees (seen on dry, hot planets)

    • Paintbrush and Funnel Plant bushes (also seen on dry, hot planets)

  • The Kharvix have appeared as a new foe. They also have a new boss that comes along for the ride.

  • The very first steps have been taken toward a new First-Person User Experience. Most of it is placeholder, but progress is progress, so you’ll be seeing that when you make a new character. But please enjoy one of your early tastes of Servitors’ callous disregard for your meatbag experiences.

  • We are pleased to bring you a few new animations: Sliding, and AFK. The sliding happens when you slide down hills. The AFK one triggers if you’re idle too long or if you type /afk. Enjoy!

...

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