Updated body model and proportions
Improved fur detail and shading
New, smoother movement and behavior animations
This update is focused on improving visual quality and realism.
All previously hunted Tiger trophies will remain in your trophy lodges.
Their visuals will automatically update to the new model
Several new fur variations for the Tiger have been added.













A completely new explorable area in first person with a new enemy. Venture into the backrooms, explore the dangerous labyrinth, escape Martha, and claim an incredible reward if you reach the end.
A completely new item that will help you survive your journey... if you manage to get it.
Several improvements to overall game stability
Minor gameplay improvements
Fixes to camera filters. These filters can now be turned on or off from the start menu
Fix a bug on Mac caused by certain camera filters
Thank you so much for supporting our game, more changes, fixes and content are on the way!
Welcome once again to the weekly Development Log for Lionhearts, an up-and-coming project on Steam created using Unreal Engine 5.
This week, our team made progress toward preparing Lionhearts for internal Beta testing.
The programming team focused on stabilizing and wrapping up core systems, including building a Beta-ready version of all major gameplay features.
A new character display model was added to the main menu, allowing players to visually preview their loadout changes.
Spear and bludgeon combat were implemented as well: bludgeons are temporarily using arming sword animations until their custom set is finished.
Offhand functionality also progressed, with both the bow and shield now usable in the offhand slot. Shields currently pair with arming sword and bludgeon weapons, and future updates will allow players to dual-equip bows with one-handed weapons.
The 3D animation team created new bludgeon charge and attack animations for the left, up, and down directions, helping flesh out the weapon’s moveset.


On the 3D art team, the Sergeant-tier outfit was completed, marking another step forward in the visual progression system.



The 2D art team continued refining the Server Browser UI, the layout is now finalized, with work shifting to color palette polish and visual styling.
If you haven’t gotten a chance to check it out yet, our Kickstarter campaign is now accepting late pledges! Even if you only have a few bucks to spare, it helps us more than you know!
Reminder: We have begun handing out Discord rewards to Kickstarter backers, such as roles and other special permissions. Check your Kickstarter messages if you're a backer for info on how to claim these rewards!
Please join us on our Discord server where you can ask questions and participate in our growing community!
Be sure to wishlist the game on our Steam Page, too!
We began the Cosmic Miners project with a big dream. Our team was small, but our vision was vast. Despite a limited budget, we poured our passion and belief into building this universe.
Throughout the Early Access period, we released over 30 updates, improving the game step by step with your feedback.
Unfortunately, our sales haven’t reached the level needed to sustain ongoing development. For that reason, we’ve made the difficult decision to pause active development of Cosmic Miners for now.
We want to express our heartfelt gratitude to everyone who supported us. Those who played the game, shared feedback, and lifted our spirits with kind words. Your support is what made it possible for us to come this far.
Moving forward, we’re exploring opportunities to bring new investors on board who can help us continue this project. We also welcome volunteer developers or artists who wish to contribute to the Cosmic Miners universe. Please feel free to reach out to us.
We truly hope this is just a short break. The world of Cosmic Miners still has many stories to tell and countless planets waiting to be discovered. We can’t wait for the day we return, stronger than ever.
With love and gratitude,
The Cosmic Miners Development Team
Posted by: That One Guy Loki from That One Game Studio
Hey folks! Loki here — solo dev, night owl, and long-time lover of shop sims and small-scale racing chaos. I’ve been quietly working away on Pocket Racer Shop Sim, a game about running your own hobby shop, cracking open part packs, tinkering on tiny race cars, and hosting race nights with your friends… all wrapped in a chill, cozy shop sim vibe.
Thanks for checking out the project — I figured the first post should be a proper introduction to both the game and myself, so let’s jump in.
At its core, it’s a blend of:
Shop Simulator – Stock shelves, set up displays, decorate your workspace, and keep your customers happy.
Car Builder / Tinkerer Sandbox – Hunt for parts, open booster packs, compare stats, and build the perfect little racer.
Track Designer – Use the editor to create simple or wild race tracks that demand different builds to win.
Small-Scale Racing – Fast, fun, and a little chaotic. Tune your car, test your setups, and watch them tear around your tracks.
Multiplayer Social Hangout – Bring your save file and your cars to a friend’s shop, race together, and show off your builds.
It’s cozy, creative, and just competitive enough when it matters — on the racetrack.
One of the most addictive systems already in place is the part pack opening.
You’ll rip open randomized packs to find motors, gears, wheels, batteries, chassis, and more — all with stats that change how your racer handles.
Looking for that higher-tier gears?
Hunting for the perfect balanced wheels?
Chasing a specific rare motor pull?
Welcome to the rabbit hole.

And once you’ve got the parts…

You can build, tweak, tune, and test your creations.
The track designer is already taking shape, and even in its current state it’s surprisingly powerful.
Mix and match pieces
Build large sprawling tracks or small tight circuits
Make tracks that encourage specific car setups
The goal is that every player can build something fun and unique — and share it with friends in multiplayer.
This is the part I’m most excited about.
At any time while playing singleplayer, you can host your save and invite friends into your shop.
Your friends bring:
Their cars
Their inventory
Their progression
And inside your shop they can:
Buy packs
Upgrade their cars at your workbench
Race on your tracks
Think of it like inviting friends over to your real-life hobby shop to swap parts, talk builds, and run race nights together.
It’s social, it’s chill, and it’s already working in the playtest.

Right now multiplayer is aiming for 4–8 players depending on testing, but even with 2–4 it already feels like a fun hangout.
I’m not committing to dates — I work nights, and the motto around here is
“It’ll be ready when it’s ready.”
But I can give you a look at what’s cooking for the future:
More track pieces (ramps, corners, straights, special sections)
Loads more car parts to expand tuning depth
More pack types including higher rarity tiers
More shop furniture & décor to improve Ambience and creativity
New shopper models & shopper personality traits
Rent dues system for a touch of shop-management strategy
Deeper shop customization tools
Car Rating System to help compare builds and progression
Hirable staff for your growing shop
Track-based leaderboards
Player emotes for multiplayer personality
Market events (sales, shortages, specialty parts, etc.)
Player model customization
Weather systems to change the shop vibe
On the subject of “What’s coming next”… let’s just say someone keeps sitting on the checkout counter.

Pocket Racer Shop Sim is currently in a closed playtest, but I’ll be expanding access as things stabilize and as I move toward a public demo. Stay on the look out for future updates as I open it up to more testers.
If this whole vibe seems up your alley:
Please Wishlist the game — it helps SO much!
Would love to hear your thoughts and opinions as we build this game together, so hit that Discuss button and leave a comment.
Thanks for being here.
Can’t wait to share more soon.
— That One Guy Loki
That One Game Studio
Quite a lot in this update!
Complete map generation with a single button click
More map tile types including: corn fields, dirt roads and hills
Outbreak intensity score calculated per scenario from weak, to historic and even super-outbreak!
Default slider values set to more reasonable values for scenario customisation
More consistent road texturing
Fixed tears/seams between some map tiles
Improved scene tile loading to be less CPU intensive
This is starting to feel more like a game, it's actually really fun now trying to navigate the map, trying to keep up with the tornado while trying to predict what it will do next based on the CAPE and SRH environment it's moving into.
Screenshots below!



Hi all!
Since last time there have been another large batch of changes, fixes, and optimizations in anticipation of release on Steam Early Access soon!
Feature: Add attention-grabbing sprite animation to the map to make it easier to see at a glance where you are and where you're going
Enhancement: Improvements to UI layouts and text readability:
Party status pages
Party health pages
Fishing minigame
Fix: Weather was not being loaded from save file
Change: Remove left-click from being used in exploration interactions (now it's just 'E' or 'F')
Change: Add close button to fishing minigame
Change: Make fishing minigame ball a little bit faster
Change: Increase base detection radius for exploration POIs from 50 -> 70
Change: Append year to backup save file names
Journey to Alpha: Arrived!
Journey to Playtesting: Arrived!
Journey to Early Access: Coming soon!
Journey to Release: Coming soon!
Discord Server:
Bluesky:
https://bsky.app/profile/starcatgames.ltd
I have since moved on to Bluesky for all social media updates! Feel free to follow me there! :)
Thanks for reading!
- C
Hi everyone!
First off, thank you SO MUCH for playing and supporting the game, the reception has blown us away.
We’ve just released a small patch to the game that addresses some rare soft locks and an issue that made certain webcam setups (namely Iriun Webcam users) run very poorly.
Refactored some webcam code to fix Iriun fps drops and (hopefully) improve performance across the board
Fixed a German translation in chapter 20
Fixed a rare blocker in chapter 22
Fixed a minor issue where a text choice could be selected unintentionally in chapter 40
Fixed loud noise at the leftmost geolocation boundary in chapter 42
