
Hello Chefs,
We know it took a while to patch and make improvement on VR since we first show build to you.
We are sorry that your first feelings were not the ones you were expecting and that is something we took and start working hard and still do to make VR best as it can be.
Together with our external team which supports us on this since couple months we started tweaking, fixing and improving experience on VR. I know it was little quiet here, and we made couple stealth updates however we wanted to deliver you better version as fast as possible and improve your experience, focusing on work. Since then, team made huge effort and hope so you will feel it on the newest patch update.
We know that there is always work to be done as we went through all challenges, and we want to make it perfect as we believe VR is future.
You may wonder why we made such a bold move - so some time ago our original partner team which was working with us on VR has decided to go its own way - since then we could not update VR and bring new DLC. The best solutions occurred to find new partner and start rebuilding Cooking for new.
That way we want VR to be live product which will get DLC’s, events and will be supported. As some of you may already know we also releasing Cooing Simulator 2 in January 2026 and we strongly believe, it will become VR one day too- extending what we already have and adding multiplayer.
We ask you for patience and understanding in processes we took and trust as our idea is to be sure that all our products are alive and being supported even though Cooking Simulator 2 is on the way. We want Cooking to create universe of products which are supported and developed by us for a long time in the future. We hope so that all of you who decided to give hard review will reconsider to change it once you see progress and commitment which is being given to Cooking Simulator VR.
We wish to say THANK YOU to all Play testers which supports us on Discord and all feedback we got here - your help is great and makes we can improve it and fix faster. Huge Thank You for being with us and we are counting for further support.
Following latest changes, we are adding a small list of improvement and changes:(it is much more then this):
Pouring, transferring
Dish rating system
Improved performance
Baking and cooking times
Baking detection
Baking states
Crash with fluids other small fixes
More intensive color
Performance
Bottles have caps when you buy in tablet
Noodles fix
Fix pause menu in career mode
Chinese simplify translations
Easier opening
improvements of cooking system
Skeletal attaches to containers in better way.
Improvements on volume for fluids
Hands improvement
Mouse tweaks
Added pull to knife
Improved container widget icons
Improved food processor
Paprika slicing fixed
GUI more user friendly
Cooking School Improvements
No more "devil's" plate
No more infinite pouring
No more baking with open oven
No more double tongs
Easier closing doors, windows in equipment
Faster rotating for those players who asked
Show / hide info button
Color spices
Better air conditioning system
Timer indicator fixed
Easier cutting
Small text fixes
Steak has improved
Save system improved
And many many more other small fixes and improvements
Stay tuned and more to come in close days.
Best,
Your Cooking Team
There's been a lot going for us recently with the launch of our first ever DLC and the upcoming release of JDM on Xbox, but we’re definitely not forgetting about the base game.
Today, we bring some very much needed bug fixes, so without further ado let’s go over the patch notes.
Fixed an issue where the Nissan GTR R35 EBA was inaccessible through the Car Dealer.
Fixed an issue with the Nissan GTR R35 EBA’s distance travelled tracker which showed a static number.
Fixed an invisible collision on one of the parking lots in the Open World.
Fixed an issue with Underground Race Side Missions which could spawn the player at a random position on the map, after starting the event.
Fixed an issue that occurred on select Tiger’s Side Story missions where crossing the time limit for the event would be considered as an event success.
Fixed an issue during Mission 07 of the Tiger’s Side Event Campaign where the player would be spawned in the wrong location after completing the event.
Fixed an issue during Mission 08 of the Tiger’s Side Event Campaign where restarting the event would trigger an “Out of Bounds” game notification.
Fixed an issue during Mission 07 of the Honey Badger’s Side Event Campaign where the game would incorrectly spawn Touma as the driver.
As you read this, the patch is already live, so please update your game.
For the latest news on JDM and an awesome JDM oriented community head to our Discord server.

PS. If you don’t own the base game or you’re thinking about grabbing the Made in USA DLC - they are both on sale until November 20.
Let’s Drift!
The Gaming Factory Team
https://store.steampowered.com/app/4054180/JDM_Made_in_USA
We're not only a developer but also a publisher. If you like JDM, take a look at what other titles we have gearing up for launch. Who knows, maybe you'll come to love them, as much as we do!
Thanks!
https://store.steampowered.com/app/1385290/Pizza_Slicehttps://store.steampowered.com/app/2708880/Ghost_Keeper
Dear Stonkers
A new batch of fixes is here depending on your most reported issues:
added a "Reset NPCs" button to the pause menu to reset the customer's navigation path
fixed incorrect customer positions on load game,
fixed manufacturer logo not visible
Enjoy the hustle, and keep the doors of the last video game store open!
Your GameStonk Simulator: Gone Rogue team
Is it Wednesday again already? Yes it is. Wow. Nice. Cool. Good.
We're basically done Logic World update 0.92.1, which fixes many minor issues with update 0.92. We intend to release 0.92.1 next week.
You can test the almost-finished update right now in the [c]public-previews[/c] branch. Instructions for that along with a changelog for today's preview update are at the end of this post.
Are there any last minute changes or fixes you really want to see in this update? Let us know!
Logic World uses an "outline" effect to highlight certain objects in the world. The outlines have been problematic recently and so this week I staged an intervention.
In the earliest prototypes for Logic World, then called The Ultimate Nerd Game, I used a library called Outline Effect by Cakeslice. When I had performance problems, I ended up forking Outline Effect into a library called Outline Effect But It's Faster. This was my very first time doing open source work!

Later, TUNG/LW was moved to Unity's Universal Render Pipeline, which broke all graphics effects made for earlier Unity versions, so we had to find a new outline solution. We ended up going with a modified version of PRO Outline by Knife Entertainment.

However, PRO Outline was made before 2020. In 2020, Unity broke all graphics effects made for earlier Unity versions (again). We put off updating Unity for a long time because of annoying crap like this, but in Logic World 0.92 we finally updated Unity and so PRO Outline didn't work anymore and we had to find a new solution.
We ended up going with the Wide Outline from Ameye's Linework, which uses a really cool jump flood algorithm to give us exceptionally high-quality outlines.

While these outlines look great, they unfortunately have some performance issues. Lag from these outlines is especially noticeable by folks on integrated GPUs and especially when there are a lot of outlines visible simultaneously (such as when using the Resizing building mechanic).
To improve performance on the devices that aren't suited to the new and expensive outlines, I decided to add a new setting to choose the outline algorithm the game uses. We'll keep the existing outlines around as the high-end option while adding an option to use a faster outline method instead.
Initially I wanted to code up a brand new outline system for this, with a balance of visual quality and performance perfectly tailored to Logic World's use case. I started working on this, but it was taking way too long, and I sort of lost motivation on it because A) Unity's APIs are super annoying to work with and B) this system, being closely tied to Unity APIs, would have to be completely thrown out when we switch to Godot in 0.100.
So I instead looked into premade options for outlines, and I determined that the best option was to add the other two outline options from Linework. The old jump-flood outlines are now called "Beautiful", and there are two new options: "Balanced" which looks fine and is much faster, and "Fast" which looks like crap but has only a very small performance impact.
In this table you can see what the new outline options look like and their relative performance. I've elected to do this comparison with the Resizing UI since that's where you see some of the most technically complex outlines in the game.
Outline Style
Fast
Balanced
Beautiful
Method
Extruded mesh via Linework's Fast Outline
Dilated silhouette via Linework's Soft Outline
Distance field and JFA via Linework's Wide Outline
Screenshot (click to view)



FPS while resizing (3840x2160, Linux, RX Vega 64)
160
140
97
Seeing these numbers, I decided to make Balanced outlines the new default. If you want to retain the same outline visuals (and performance impact) from 0.92, you'll have to manually change the Outline Style setting to "Beautiful" after updating to 0.92.1.
This should solve all those performance issues for people! Now, hopefully I don't have to touch outlines ever again. Until we move to Godot and it has to all be redone from scratch.
A few days ago I was browsing the Logic World Discord server and noticed a few people iterating on the design of a circuit, sharing each attempt as a subassembly on the Hub. When I opened each one to see the implementation, I realized that it would be great if you could properly link two creations and say "this one is based on that one" without having to manually write this in the description and add a link.
Thus, when uploading a creation you may now specify which existing creation it is based on (or "remixing"), which will show a link to the original creation on the sidebar of the new one:

Pictured: @CrispyPin's Game of Life: 36 components
It's worth noting that this is different from the concept of creation versioning (which will be coming soon 🤞): a remix implies that the new creation is based on another but doesn't unconditionally improve on it (maybe different tradeoffs were made, e.g. it's faster but also bigger), whereas a new version means that the older versions should generally not be used and that the new one is plain better (e.g. it fixes the output not being correct).
Here's everything new in 0.92.1 Preview 41, since Preview 21 last week. You can play it right now by opting into the 'Public Previews' Steam branch. opting into the 'Public Previews' Steam branch.

Outlines
Added setting: "Outline Style"
Added two new outline styles, "Fast" and "Balanced". These are alternative outlining techniques that look worse in exchange for more performance. The old outline style is now called "Beautiful".
The default outline style is now "Balanced".
Changed the default outline thickness from 5 to 4.
Changed the minimum outline thickness from 1 to 2.
Changed the maximum outline thickness from 50 to 20.
Fixed a visual issue where the color of outlines would be affected by the Resize Component UI.
Other stuff
When you place a subassembly with multiple roots, the game now properly saves the placement info (i.e. rotation, flip state, etc) for all the roots. When you place a multi-root subassembly multiple times, all roots will be placed the same way you set it on the preceding placement.
Fixed the Back Mouse Button and Forward Mouse Button being swapped on Linux.
Fixed not being able to bind some keys (i.e. Escape, Back Mouse Button) because they close the keybind edit UI.
Fixed StackOverflowException when a very large number of pegs are connected.
Slightly improved the performance of calculating the circuit graph (disclaimer: you won't notice).
Greetings, players! It's been a while.
It has been nearly three months since our last version release. During this time, we have been working on significant internal framework modifications, which has slowed down our content update progress. We sincerely apologize for this. We are planning the next update for December. Now, let's briefly introduce the content coming in the next update!
We will be introducing our brand-new main scenario, "Emerald," in the EA version! The game content for this update includes:
Most areas and events in Chapter 1, "Luka Village." Compared to the previous version, we have optimized the scene presentation, gameplay routes, and quest branches.
A new companion! She wields special shadow magic and has versatile abilities, though her personality is a bit... well, she's a great partner nonetheless!
Several new weapons, pieces of equipment, over a dozen new skills, and a large number of new accessories.
The Encyclopedia Link feature is now live! When viewing the effects of equipment, skills, or items, you can now click the links on them to find definitions for specific terms.
You can now create custom characters in the initial character creation interface! Start by choosing your character's race and sub-race, customize their class and traits, and finally adjust their appearance to create your very own protagonist! (The current options are still somewhat limited, but we will gradually expand and improve them!)
The Trait system has been improved. You can unlock new traits and more trait points as you progress in the game, allowing you to swap out traits and shape your character!
Optimized some UI elements.
Made some performance optimizations.
We spent a lot of time migrating the engine version and refactoring our framework recently. Therefore, this upcoming update is primarily focused on "content" rather than major new system implementations.
We have a longer-term plan to implement "revolutionary changes" to the combat system, skills, and AI. But before that, please look forward to the update coming next month!
Commanders!
Steel Hunter returns! Fight for survival on ever-shrinking maps solo or as part of a two-player Platoon while enjoying an interface improved to Update 2.0 standards and style. Compete for fame and bragging rights, and obtain rewards including Experimental Equipment, bonds, credits, and exclusive customizations.

EU (CET/UTC+1)
NA (ET | CT | PT)
APAC (UTC+8)
Start
November 17, 07:00
November 17, 08:00 | 07:00 | 05:00
November 17, 08:00
End
November 24, 03:00
November 24, 03:00 | 02:00 | 00:00
November 24, 03:00
Servers and Daily Prime Times
EU1, EU2, EU3, EU5: 07:00–01:00
EU4: 05:00–23:00
NA3: 08:00-02:00 | 07:00–01:00 | 05:00–23:00
ASIA1: 08:00–02:00
Eight special vehicles with unique abilities will join the hunt.
When playing in a Platoon, you can use in-game voice chat and the command wheel to communicate with other players. Make sure you have voice chat enabled in your settings.
The total battle time is up to 15 minutes. Before each battle, you can choose from several spawn points on the map.
Battles unfold on three huge maps with playable areas that shrink over time. In Danger Zones, your vehicle won't receive damage, but pay attention to the countdown indicating when they will turn into Destruction Zones. Escape Destruction Zones as quickly as possible, as they will gradually cause damage until your vehicle is destroyed.
You can upgrade your vehicles while in battle and get stronger with each new tier.
Collect special objects (loot) that randomly spawn on the map (Consumables and Supplies) but also remain after destroyed vehicles (Spoils of War). These objects contain resources, Combat XP, Combat Ability charges, shells, HP, and repairs for modules.
Marauders are special AI-controlled opponents that yield Combat XP and Spoils of War when destroyed. They are displayed on your minimap as squares—not triangles like regular players.
Your mastery will be taken into account. The matchmaker aims to provide opponents of similar combat effectiveness for both Platoons and solo players.
Fighting in the armored battle royale, you complete missions and earn Progression Points. Progression Points advance your Progression. You get various valuable rewards for every completed Stage.

You start earning Steel Seals once you complete the event Progression. This special currency allows you to purchase themed 2D styles, decals, and inscriptions that are otherwise unobtainable. The customizations shown below (the "Rusted Steel" and "Decay Containment" 2D styles plus the "Steel Hunter, Mk. I" and "Steel Hunter, Mk. II" decals) are brand-new additions to the extensive pool or rewards.

LEARN MORE:
Roll out and let the hunt begin!


Patch 0.1.9 is now available on the Beta Branch!
We have added a new ability for the elemental orbs of fire and water (wind and earth will come next): the flame thrower and the water canon!
Instead of throwing an elemental orb you can just hold your left mouse button to burn your enemies down! Or grow some trees instead and refresh your poor mortals!
Furthermore, we have added different settlement profiles which are used to place different kind of start settlements with different mortals and buildings on startup, changing each match and providing more variety. These profiles are also used to let you as player get rid of the micromanagement and let the mortals do the job.
Just change the profile of one of your settlements and let the mortals do the job!
Added new general elemental orb functionality: thrower
Added thrower functionality for fire and water: flame thrower and water canon

Added fuel logic for elemental orbs
Added general settlement profile logic
Added visual differences per profile for mortals created on startup to raise different kind of dynasties
Added different skill set per profile on startup for created mortals
Added startup logic to create different and more advanced settlements based on randomly selected profiles
Added settlement profiles: Development, Belief, Income, Aggresssion, Normal and Entertainment
Added manipulations to allow player to change the profile of a settlement
Improved settlement manipulation menu by adding submenues for each topic: worklaod, settle, profile, send resources and loot
Balancing:
Strongly increased the amount of actions taken by settlement AI if free will is active
Bug Fixes:
Fixed game breaking bug occuring sometimes when switching to night phase
Fixed game breaking issue when killing main quest character while playing wihtout AI opponents
Open your Steam Library
Right-click on Fata Deum → Properties
Go to the Betas tab
Select Open - Beta from the dropdown menu
Close the window – Steam will now automatically download the Beta version
We hope you enjoy this patch and are looking forward to your feedback!