Hello everyone,
thanks to the contribution of Ranadiel,
many important characters of the world of Dungeon Dreams 2 now have a better-looking sprite, much more similar to their portrait artwork.
Here are a few of them in the header image, can you guess them all? :)
Thank you for reading.
	Hello dear players!
Starting today, Achievements work not only in the game itself, but also on Steam!
The game's 39 "achives" have their own unique Steam icons!
Steam Achievements updates will always be updated at the end of each level.
Have fun starting November 14th!
Best regards,
vito74m (A100N)

	
	














	
	A hotfix patch has just been pushed with:
Fixed Deffkopta falling over drunk in various menu screens
Fixed Stompa desync in Kill Konvoy - Scrap In Da Yard
Fixed issue with wheeled vehicles getting squished/warped when switching to them from Deffkopta. Yes, you read that right
Fixed issue with Squigbuggy Tires kit being purple invisible
Fixed issue with some rims not using proximity fade like other items
Fixed issue with accessories not being properly attached to Deffkopta
Changed Deffkopta drop rokkits to have same proximity fuse and impact radius as the default rokkits
Fanks fer playin', ya gits!
	
	Greetings, adventurers!
The past weeks have been hectic, with a lot of work being done on the project. We want to share information about some additions and changes made during the development.

In Dragon Ruins, you would fight monster groups one by one, and you did the same in Dragon Ruins II, except with the addition of damage types and status effects. Repeating the same thing felt like a missed opportunity, so we took time to revamp the battle system to try ideas that were previously pushed away for a potential Dragon Ruins III.
In Dragon Ruins II: Aftermath, all monster groups are participating in battle, with groups in the back performing their actions at a slower rate. As for the player characters, melee characters are focused on the group in the front, while ranged characters can target any monster group, sometimes clearing the groups in the back before they get a chance to strike.
We've also introduced multi-hit attacks. After some exploration, we landed on a combo system, where characters can sometimes execute several attacks based on their AGI. Monsters, on the other hand, have an attack pattern -- for example, Zombies hit once and prioritize characters in the front, while Dragons use breath attacks that attempt to target the entire party.
This made battles feel more chaotic and visceral compared to previous entries. Additionally, we've introduced Guarding with weapons/shields, which reduces incoming damage by 50%, letting some characters tank the incoming damage, while others could rely on their superior evasion to avoid being hit.
After some consideration, we moved the maximum number of skills to 100, which should cover the normal playthrough and keep offering new options during NG+ for a while.
We've also adjusted the pricing of upgrades and frequency of loot drops from monsters and chests to offer multiple ways to make money and grow, adapt, and optimize the party to suit a particular goal.

We've introduced cursed items to the game. Be sure to check the item information before equipping, as you may encounter unpleasant surprises later. Curses can be lifted by visiting the Blacksmith.
The number of Quest Ranks (difficulties) has been reduced from 10 to 5, and individual dungeons now have varying difficulty depending on which section of the dungeon you're currently in. This means that each quest is a small, standalone adventure similar to DR1, where areas further from the starting point have more difficult encounters. This element was somewhat lacking in DR2, so we felt it was important to reintroduce it in the expansion.
Dungeons are also (re)populated in a different way. Instead of flood-filling each room with monsters on each year/quest run, encounters and treasures are sprinkled across the dungeon, creating contrast between moments of quiet and sequences of battles, as well as opening new opportunities to grind levels and risk-vs-reward scenarios.
Currently, the project is about 90% complete, but as the old saying goes, the last 10% of the development takes 90% of the time and effort. All quests are in and undergoing active playtesting and adjustments, and in some cases, a complete redesign to ensure that no quest feels like padding.
Dragon Ruins II: Aftermath will launch in January 2026.
Initially, we planned to release it in late 2025, but due to the good sales of DR2 and our other games, we can afford to avoid crunch and prepare the Japanese localization along the way. Since this will be our last Dragon Ruins game for a while, we want to let the series rest for a while by going out with a bang.
Thank you for your support and patience.
	
	Hello everyone,
First of all, we know we’ve been away from you for quite some time.
It’s been a long while since we last updated Hardware Store & Workshop Simulator (formerly known as Workshop Wonders).
Sadly, the reason behind this silence is that we lost one of our teammates who helped develop the game. This tragic loss deeply affected us and led to the team falling apart. At first, we thought we could recover and continue development — but unfortunately, we couldn’t. We sincerely apologize for keeping you waiting and for the lack of communication during this difficult time. 💔
Because of technical and operational reasons, this game will no longer receive updates.
However, we haven’t given up. We’ve built a new team and are now working on a brand-new project: Farm Supply Simulator 25. 🌾🚜
We’re truly grateful for your support and for being part of this community.
As a small token of appreciation, we’d like to offer a free full version key for Farm Supply Simulator 25 to all players who purchased Hardware Store & Workshop Simulator and have played it for more than 2 hours.
📬 Please send an email to the address below with proof of your purchase and total playtime (a screenshot is fine):
 https://support@superwolfstudio.com
Thank you from the bottom of our hearts for your understanding, patience, and continued support.
We hope to see you again in our new project. ❤️
Farm Supply Simulator 25 Team
	
	Greetings Pilgrims;
This minor update includes many fixes and tweaks to existing issues.
There are a few bug fixes for minor issues, such as drill salvage containers spawning incorrectly when destroyed by alien bugs, and other minor issues with customization and colonists.
There are also many improvements and tweaks to drones, auto machinery, and colonists.
These include fixes, optimizations, and some rebalancing of drone carry amounts and auto machine crafting speeds.
There are still potential issues when combining automation, such as drones bringing food to an auto-cooker to be cooked, while other drones take food from that machine to the mess hall, where colonists automatically take food to eat.
When things occur randomly close to one another, we can get unexpected results. Such as a colonist selecting what food and water they want from the mess, then just as they try to collect, a drone drops new food and water off, which can re-arrange and extend the inventory array at just the right time to make a colonist grab the wrong item or the wrong quantity of items. Or when drones drop materials into an auto-refiner right as it is taking materials to create the next bar, potentially grabbing the wrong materials or amounts, flagging the bar as unable to be made.
I have added a variety of checks and balances into these systems to avoid such situations, but it is not 100% perfect yet.
The next major update I hope to release will be a rework of the visuals for machines and facilities. Once that happens, we can remake base visuals and tie those in even deeper with customization options from the new customization center. But to do this, I am looking to work with professional 3D artists to deliver high-quality visuals that match the depth and quality of the gameplay and systems.
This update will take some time to complete, but while I hope to bring in artists, I will continue to refine and improve all existing systems as we wait for them to elevate the game visually.
I don't have a large budget to hire artists, but I am working to find some small but talented help that will work for reasonable pay. I don't expect the visual update to land before 2026, but in the meantime, I will refine systems and start prototyping additional game ideas for the future. If you want to stay up to date or be the first to check out my next rough prototypes, consider joining the Discord, where I am always active.
Thank you to everyone for their continued support of the game, and I hope to bring the visuals up to the level the gameplay systems deserve, followed by a free DLC additional map if everything works out as I envision. But since I rely on others, I can't make any promises. I just wanted to be very transparent with my plans and where I am with the game.
	Greetings Fellow Effigies!
So as many may know, we started our playtest in the middle of October with the intent of testing many of our systems on a broader scale, finding bugs, and seeing what the community thought of what we have been working on.
And the response has been absolutely overwhelming. We cannot thank everyone enough for coming and trying out our game and leaving feedback and helping us get the game to a better place.
We were planning on originally briefly taking down the playtest at the end of October to give us enough time to clean up bugs and prepare for our next big playtest where we roll out our co-op for testing, but due to the amazing response from everyone, we have decided to keep it up for now.
We will keep pushing minor patches and bugfixes, but currently our main priority is working towards our multiplayer patch, which we are currently aiming for the end of November.
So feel free to keep playing, breaking and enjoying everything that Saltport has to offer!
If you have any questions, suggestions or just want to hang out with the developers, feel free to join us on Discord!
Regards
George