12:11pm
Solar Nations 2 - FlomgusEpicStyle

Hello everyone, today I am releasing the 0.15 update into the main branch. If you have been following the experimental branch, the only things that are different are as follows:

  • Project Costs have been increased by 100%

  • Resource income has also been increased by 100%

  • Terrain on outer planets has been fixed

  • Titan's oceans are now actually oceans

  • Many instances of "Tax Base" multipliers have been reduced or replaced by resource income multipliers instead

  • Unrest is now much more dangerous, and will require garrisons in the form of manpower and industrial capacity to maintain law and order.

  • New unrest map mode

  • Assimilation is more consistent in territories with none of your primary culture

  • Leader level-ups are now always automated (will be changed in the next update with a more permanent solution)

For everyone else, I will go over everything that has been put through the experimental branch over the past few weeks.

Politics
  • You can no longer customize faction privileges

  • Each faction has an unlimited number of possible privileges, but the cost now scales exponentially (similar to projects) for each one you enact.

  • Each privilege can be leveled up to a certain maximum, but the cost scales exponentially per level. (Again, similar to projects but with stability instead of money)

  • Reforms which would increase the maximum number of privileges per faction now decrease the cost of granting privileges for that faction.

  • Privileges can now be revoked to refund 66% of the invested stability.

  • Each privilege will now manipulate the power and loyalty of the faction you give it to. Generally, each privilege will make every other faction 1% less loyal, but make the privileged faction 5% more loyal, resulting in an overall small decrease in total loyalty.

Stability Rebalance

In order to maintain stability, you need to keep your factions happy, as the stability you gain from Culture Tech is now dependent on the approval of your factions.

Faction Privileges

Faction Privileges now have their own icons, which are color coded to the faction they belong to. In addition, Factions' desire for reforms have been slightly altered, making them more interested in reforms that they should like, and there is a larger penalty for going against your Factions' wishes.

There are also some new privileges that allow you to take advantage of a faction or reduce its power, but for a cost.

New Spending Items

There are a few new reforms which go over government spending. These are sort of WIP, especially for the balancing side of things. Not really sure how I want fiscal policy to work yet.

Regional Politics

Regional Faction control is now determined by many more factors, and no longer has seemingly random oscillations. It is now significantly harder to monopolize the politics of your entire country to a single faction, but it is also more rewarding to do so.

Situations

Situations are a new mechanic which offer variable empire-specific content and new opportunities for you to engage in over the course of the game. Each major power starts with at least one of these, and most of those are special for that specific major power, but there are also situations that can be added or removed during the game, giving you the opportunity to experiment with new gameplay options.

Situations have variables and interactions, which allow you to do special functions and gain modifiers you otherwise would not be able to. As these are situation specific, there are many new options to discover.

The American Dominate retains some aspects of the former Republic, but for how long? Each of these actions will interact with Congress in order to give you something, so there is good reason to keep an eye on these.

The Seventeen Council's vision for humanity will not be realized overnight- it will take centuries of careful planning in order to bring utopia into reality.

Other major civilizations have their own special situations, and even some smaller situations like the Saturnian League, Tricorp, and Thule have their own.

Ascension

Some technologies present us with unique opportunities to integrate ourselves with them. In Solar Nations 2, you can now evolve humanity using the powers of Genetics, Cybernetics, or AI. Once you research the relevant technologies, you can acquire extremely powerful bonuses through the strengthening of your new species. This is done through the aforementioned Situation system, where you can add the powerful Ascension Situations once you unlock the necessary technology and for 30 stability.

Organization Changes

Organizations now have types, which define exactly what they are and how they work. There are currently four types, each with their own utility:

Military Alliance

The military Alliance gives bonuses to the military of its member states. It is the most basic kind of organization, and most of the starting organizations are of this kind.

Research Cooperative

Research Cooperatives give technological bonuses based on whether or not a faction member has completed a technology. This only applies to technology, and not culture.

Cultural Exchange

The Cultural exchange is effectively the same as the research cooperative, except that it only works on culture techs and does not apply to anything else.

Economic Union

The Economic Union has two main advantages: first of all, it lowers your trade barriers, making trade easier, as well as increasing income from resources. However, the most powerful thing about an economic union is that it can be Federalized.

Federalization

Federalization allows you to integrate all members of your organization, but it requires you to maximize the Cohesion of the organization in question, which is a long process. It does not give any accepted cultures, but will increase your progress towards the creation of a larger formable nation which could give you accepted cultures on that territory.

Currently, the organizations and their situations are relatively basic, but these will serve as the basis for the European Union as well as NATO in 2025, which is why I have been working on them.

2025

I have more or less finished the 2025 scenario, but it may not be balanced properly so keep that in mind when playing. 2025 differs from 2092 in quite a few ways, the most important being the Polycrisis Situation that most countries have, as well as a much more polarized level of development/education across the world.

Polycrisis

"The Polycrisis" refers to the collection of problems that seem to be facing practically every major country right now. I decided to represent all of these problems as a single Situation for simplicity's sake, as having 4-5 simultaneous crisis situations demanding attention was kind of annoying to play with. For the most part, the Polycrisis makes expansion more difficult, but allows you to more easily reform your government, which should make the early game more focused around building yourself up for domination once everyone emerges from the problems of the current day.

East vs West

The world in 2025 is split primarily between three alliances, NATO, CSTO, and the Belt and Road. Almost half of the world's nations are involved in one of these alliances, making expansion difficult, since a single guarantee of independence could spark World War III.

Nuclear Armageddon

The US, China, and Russia all possess very large nuclear stockpiles, and are not afraid to use them if needed to achieve victory. You should be careful to avoid escalated warfare with any of these three powers until establishing point defense around your Empire to lessen the damage done by these weapons of mass destruction.

The AI loves intervening in conflicts and with how many organizations there are, you should prepare for nuclear war.

Notes on Balance

Some things about the 2025 scenario are not going to be 100% accurate to reality since Solar Nations 2 is not a hyper realistic game. There have been some alterations made to the scenario in order to make it more fun and balanced than realistic.

UI/UX

A number of miscellaneous improvements have been made to the UI, especially in regards to Terrain view, something which I didn't explain very well. It is now very easy to see what terrain any region has, as well as what that means for units there.

Current Character System definitely doesn't produce the most accurate results

  • Added edge scrolling (disable in settings)

  • Region constructions can now be reordered via drag and drop functionality

  • Unit Templates can now be created and customized

  • Unit Designs can be deleted when not in use

  • Unit Recruitment now shows advanced statistics for unit using the template in question

  • Project listings will now tell you how many of a project is under construction

  • Uncontrolled territory now has brighter borders

  • Deposit mapmode has been fixed

  • Population, Education, and Development map modes now display better data, and have better statistics.

  • Fixed occasional click-through errors

  • Slight alterations to quite a few menus

AI
  • AI now colonizes more frequently, but with less manpower

  • AI has less desire to leave factions, but still does it eventually

Other
Cosmetic Editing

It is now possible to edit the cosmetic aspects of your country without using the scenario editor with a new button added in the country panel.

  • Recapture of rebellious territory no longer requires integration

  • Fixed intervention bug that let you go to war with yourself

  • You can now always see allied units on the map

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.

...

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