Project Hunt - projecthunt2022
⭐ Enjoying PROJECT HUNT? Please leave a review. It really helps me keep developing and improving the game! 🙏

🐅Tiger has received a complete visual and animation overhaul.

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.

The tiger population has increased significantly.

🏆 Existing Trophies

All previously hunted Tiger trophies will remain in your trophy lodges.

Their visuals will automatically update to the new model

🎨 New Fur Variations

Several new fur variations for the Tiger have been added.

NEW

OLD

FURS

OTHER

Deadlivery Night - Bucefalo Games

Version 0.2 changes:
New Content:
  • 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.

Bug fixes
  • 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!

Cafe Cafe: Idle Bird Collector - Emery [CHONKSOFT]
Hi everyone! I hope you've all had a wonderful week!~

One of the biggest remaining issues in the game since launch has been the handling of multiple screens with different resolutions and/or orientations. I'm really sorry for the trouble this may have caused to some of you!

This version finally aims to address all of those issues! To make it as clear as I can, here are the changes that come with this version:
  • When clicking the Change Screen button, the game automatically moves its view back to the default bottom-right position on the new screen. This is to make sure the game remains visible no matter what the screen configurations are.
  • The game's view sizing code has been reworked for vertical screens specifically, in a way that attempts to ensure the game view can fully fit within a vertical screen when the View Size setting is at its largest value. (This means that by default, the game will now appear smaller than it did before on vertical screens, so feel free to resize it in the game's settings!)
  • The game now attempts to remember which screen it was on the last time it ran so that it can try going back to the same position when you play the game again. This can still sometimes fail if for example the screen the game was on isn't connected to the PC anymore, in which case the game will do its best to position itself according to your new setup.

If you like the game, please consider leaving us a review! Every single review is a huge help! Thank you so much!! 💖

Thank you all again so much for playing our humble little game, and have a lovely weekend!~

Emery & Rox
Lionhearts - Credenzio

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!

Cosmic Miners - S.Soyalic

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

Pocket Racer Shop Sim - That One Game Studio
Welcome to Pocket Racer Shop Sim!

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.


What IS Pocket Racer Shop Sim?

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.


Open Packs, Find Parts, Build Your Dream Racer

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.


Race on Tracks You Build

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.


Multiplayer — the Heart of the Experience

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.


Roadmap (High-Level & No Deadlines)

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:


Demo-Focused Content Being Developed
  • 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


Long-Term Vision
  • 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


And Something Else Is Lurking…

On the subject of “What’s coming next”… let’s just say someone keeps sitting on the checkout counter.


Let’s Build This Thing Together

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

Tornado: Research and Rescue - Sam Kennedy

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!

Journey Express - WhetherMan

Hi all!

# Progress Report

Since last time there have been another large batch of changes, fixes, and optimizations in anticipation of release on Steam Early Access soon!

## Release notes:

  • 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

# Project Status Update

Journey to Alpha: Arrived!

Journey to Playtesting: Arrived!

Journey to Early Access: Coming soon!

Journey to Release: Coming soon!


Discord Server:

https://discord.gg/234V3TFZ6y

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

Goodnight Universe - od_clay

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.

PATCH NOTES
  • 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

3:10pm
Kadin the Soul Eater - Kedaku
Two things ended up broken. And fixed them.
Brime Town had Festival decorations that blocked a few things. So fixed that.
One text option with shadow creature in Kadin's home locked the game.
...