RnGesus Slayer - minhduc.lepham
  • Revert to the original more standard card-game layout with the player in the left side and enemy on the right side, on the same horizontal line.

  • Move the reel (the most important element) to the middle of the screen again, and the stage preview to the right of the screen.

  • This is a bit different from the original view since the shop are omitted and is now just part of the reel, so there are more screen estate (which I use for nothing)

  • Remove the Wife-shop button, I feel it's there to just cause confusion, you should use the shop under the reel, it's clearer.

Finch & Archie - Katanoueki

The alley stinks of old rain and fresh lies. Finch squints through the gloom, trying to piece together what happened. Archie’s nose twitches—he already knows.

Welcome back to the dev diary series for Finch & Archie. This time, we’re diving into the beating heart of the game: the asymmetrical mechanic that puts one player in a trench coat and the other on four paws. Let’s talk about how we built it—and what we’ve learned along the way.

Why Man & Dog?

From the start, we were drawn to asymmetry. We didn’t just want two characters—we wanted two perspectives. Two ways of seeing the same world.

You and your partner aren’t meant to talk freely over voice chat. You’ve got an intentionally clunky, in-game comms system that forces you to learn how to share info in short bursts and weird phrases. It’s messy, inefficient, and sometimes hilarious. That’s the point.

The tension—and the fun—comes from struggling to translate your discoveries to your partner, even as you’re both trying to crack the same case. The mystery doesn’t just live in the world—it lives between you.

The result? High-stakes detective work, filtered through messy human (and canine) interpretation.


Their Skills, Their Stories

To make this work, each character needed their own distinct mechanics and narrative lens.

Archie, a sharp-nosed Pointer with more intuition than patience, sees the world through smell. His trail mechanic shows a clear path of travel from one location to another. At the start of a trail, you get a clue—something left behind that links to the person at the other end. The rest is on you to follow and piece together.

Finch, ever the classic noir detective, uses his magnifying glass to spot the small things: a torn scarf, a boot print, a smudged label. It’s how we show key evidence without overloading the player. He’s the classic sleuth, catching the details that others miss—but he can’t smell a lie like Archie can.

One sees the invisible. The other sees the overlooked.


The Puzzle of Partnership

Creating solo mechanics was easy. Making them work together was the challenge.

We’re constantly refining puzzles that require both players to interact with the same space, but from different angles—without leaving one player lost or idle. The goal is simple: both players should know what they’re doing, but not necessarily why it matters to the other.

The challenge has always been making both players feel essential. It’s not enough for one to be solving while the other watches. We wanted both to understand their own piece of the puzzle, then struggle (and laugh) as they try to combine them.

Sometimes that works beautifully. Other times, one partner ends up wildly guessing while the other shrugs helplessly. We're still refining that balance—but that's the fun of it.

One of our favourite examples is our item mechanic. You might find a character who refuses to help without a bribe—or a very specific object. Problem is, you don’t have it… but your partner might.

Suddenly, you’re yelling across the room, “Rat need smoke stick!” and hoping your partner can figure out what that means before they can move on. 

It ties the environment, NPCs, and co-op communication into one very loud (and hilarious) moment.


What We’ve Learned

We started with a serious noir murder mystery. Gritty. Grimy. Moody. But somewhere along the way, something unexpected happened: the characters came to life—and they were funny.

The more we wrote, the more they joked. The more they joked, the more we leaned in. They started driving the tone. We followed. The noir is still there, but the game feels alive now—like two real partners who can’t help but bicker through the job.

We’ve also learned that players will always surprise you. Some stumble into the solution, others brute-force their way through. But if they’re having fun, we’ve done our job.


Evolving the Partnership

The heart of Finch & Archie is the partnership itself. Not just in the story, but in the way you play.

At the beginning, Finch and Archie are uneasy allies—just doing the job. But as the story unfolds, their relationship deepens, and their cooperation tightens. That narrative arc mirrors the ludonarrative one: players, too, begin unsure of how to work together—but grow more intuitive, more connected, as they go.

That bond—on screen and off—is what the game is really about.


Closing: Soft call-to-action.

That’s all for now. We’ve still got plenty of puzzles to tweak and trails to follow, but this mechanic is the soul of the game.

Got thoughts? Suggestions? Dog puns? Drop us a line on Instagram, Reddit, or Discord. We’d love to hear from you. Until next time… stay sharp, and keep sniffing.

— The Octarine Arts Team ⋮3

1:07am
100 Trials - KinTheInfinite
  • Fixes an issue with Hardcore mode

Go Forward Survivors - CubeSwim

Battle

1. Adjust the enemy's birth method

2. Added enemy birth position prompt

3. Optimized the battle rhythm

4. The victory countdown was changed to 10s

5. Reduced the number of targets in the task of killing enemies

6. Reduced the time of survival tasks

Attack model

1. Slash 1~4 changes the initial direction to: Automatic

2. Slash 1~4 reduced the cooldown time when equipped with small and medium weapons

3. Whirlwind 1~3 reduced the cooldown time when equipped with small and medium weapons

4. The attack model preview interface will display more attributes (type, range, cooldown =Time, damage, critical hit rate, etc.)

Equipment

1. Reduce the weight and damage reduction attributes of heavy and medium armor equipment

UI

1. Optimize multiple interface prompt information

Fixed

1. Fixed: When upgrading in battle, click preview attack model, and then click settings->exit, the battle data will display incorrectly.

2. Fixed: When upgrading in battle, click preview attack model, and after winning the battle, click battle data again, the error will be displayed.

3. Fixed: When upgrading preview attack model, the displayed weapon is inconsistent with the display after selecting this attack model.

Songs of Silence - Linastale
⚔️ Greetings Commanders! ⚔️

Songs of Silence first released in Early Access on June 4, 2024...

A year later, the game has come a long way! 🎂

To celebrate the game's 1 year anniversary, we're releasing 2 new cosmetic hero frames!

These DLCs will be free for a limited time, so don't forget to grab them! 👀

https://store.steampowered.com/app/3774820/Songs_of_Silence__Year_1_Champions_Frame/
https://store.steampowered.com/app/3776820/Songs_of_Silence__Year_1_Crafters_Frame/







We hope you like them! 🤗

As usual - have fun, and do leave us a review if you like the game! ✨

⚔️ See you on the battlefield! ⚔️

Cheers,
The Chimera Team
UFL™ - Zimmerman2222

It’s almost time to show the world what you’re made of! The action begins in just 2 days.
Check your internet connection, grab your gamepad — it’s going to get intense!

Sphere 3 - Evanesca


✨ The weekend is in full swing! ✨

We have prepared a special buff of great mood and a small gift for you. Here's what you need to do:

1️⃣ Insert the magic promo code into the window in the "Gifts" section of the game store.

PROMOCODE:
e8a6b494a675751ee186ecaf555ffe

2️⃣Look into the magic chest and get something amazing.
The promo code is valid until next Wednesday!

May this weekend bring you joy and a little magic! 🎁
Medieval Monarch - StPapi

Bilibili

Hello generals of the Eastern Roman Empire, today we are updating some follow-up functions of the military districts (themes).

I have added two entrances to the military district interface. One is via vassals, and the other is via the national territory tab at the top.

The emperor of the Eastern Roman Empire can establish new military districts (themes) to avoid having too many tax officials directly under their control.

This helps prevent tax revenue loss. Indeed, there is an upper limit on the number of tax officials the emperor can appoint.
The new general must be a retired officer who has served in the military.
If the emperor appoints a general with low merit, all officers with higher merit will have their relations with the emperor reduced.
This list has been sorted according to the level of merit.

When the emperor transfers direct territories and tax officials to a general, a new military district (theme) is established.
Newly established military districts (themes) have no standing troops initially, which the emperor must personally address.
As emperor, you can order generals to form military district infantry and garrison forces.
However, all funding is provided by the emperor. Military district infantry are replenished by free farmers...

while garrison forces are replenished by serfs. They can only participate in defensive wars and cannot invade other territories...

As emperor, you can also expand the territorial scope of military districts (themes) in later stages.
Additionally, several minor functions have been added...

A grain transportation function has been added to fiefdoms, allowing grain to be transported to the capital, or vice versa. Of course, there will be losses during transportation.
A small function to search for families and characters has also been added, making it easier for everyone to find the characters and families they wish to learn about.

Development progress remains slow. The folder for civilian official functions has not been created, and fragmented functions of the military district system are still incomplete.
It is expected to resume at the start of next week when this week ends. See you next week!

Kernel - archzodo

1. Bug Fixes

- Fixed the large map UI bug

ACROBATIC CAR - Vega
-track 65&66 (by SkilledBird) added
...

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