Sep 13
Robo Rob - CiaranT_Dev
with V1 on the horizon there is a new visual style to Robo rob.
Gregory Horror Show: Soul of Roses - Unframe
Thank you for participating in the closed beta test.
It was very encouraging to receive so many positive feedbacks.
We will reflect your feedback in our work and brush up to make it even better.
Below is a summary of areas for improvement based on your feedback.

- Game operability
We will add tutorials for controls that were not explained, such as double jumps, descending from the floor, and dash avoidance.
We will also add explanations of other controls in general.

- Difficulty of the game
We have received a variety of opinions ranging from those who said the game is too difficult to those who want a higher difficulty mode.
Our policy for the future is to make the effects of the assist mode easier to understand and adjust it so that people who are not used to playing action games can play more comfortably.
We do not plan to implement the high difficulty mode at the start of Early Access, but will implement it in a major update or when the product version is released.
In addition, because enemy HP was too high overall, we will reduce the HP and density of enemies and instead respond by increasing their attack and mobility to enhance the speed of the game.
Stage gimmicks will be added and the stage structure and enemy placement will be refined.
We will implement a mid-boss, which was not implemented in the beta test.
We are also planning to add distinctive memories that will make you want to use more different soul styles.

- About the game's ease of understanding
Many players said, โ€œThe game is fun once you understand the gameplay, but the first few rounds were hard until you understand it.
We will improve the game by adding a mechanism to help players understand the gameplay in the early stages of the game, and by displaying an explanation of the new soul style when it is transformed into a new one, so that players will find the game interesting more quickly.
Also, various effects and sound effects will be added so that the game will not become monotonous and you will know that you are making progress. (e.g., progress indicator to the boss, Soul Resonance completion, memory acquisition, etc.)

- Graphics
The icons of memory will be redesigned to have a more unified design within the overall game.

- Glitches
We have received many reports of problems with game progression, graphic clutter, mistranslations, etc. We are very grateful for all of the help we have received.
All reported bugs will be fixed.


We will release the demo version on Steam after we have completed all the measures based on the feedback from the beta test.
The demo version will be basically the same as the beta test version, but with additional restrictions on character conversations, gift conversations, soul taker enhancements, etc.
The demo version will have no restrictions on live video or SNS posting.
After the release of the demo version, we plan to participate in SteamNextFes in mid-October and launch the Early Access version in early November after the completion of SteamNextFes.
The Early Access version will include the main storyline that was not implemented in the beta test and demo versions.

We apologize for the delay from our original release plan, but we will deliver the game to you with even better quality.
Please look forward to it.
Spotless - frederickiv
Hello ghosties!

We're back with another small update comprised mainly of small fixes and QoL features. Some highlights include:
  • New Pixel Style Cover Art!
  • A visual indicator during the Shift Upgrade Screen of current status effects over Gil's sprite
  • Despair now blocks Max HP+ Shift upgrades from healing. They will ONLY raise the max hp while in Despair.
  • Deodorant made more common in Shift Upgrades due to proliferation of Stinky enemies early on
  • Bug fix for some swimming enemies who are KOed in water who weren't disappearing previously
  • A KO of the player now takes precedent over a Time Out or Spotless site.
  • Fix for the Go Swimming Request
  • Fully Disabling Achievements for Windows. They will still be available on Linux/Steam OS, but the Windows machines were just having too many issues with the system for now.

    We hope everyone continues to enjoy Spotless and spreads the joy of cleaning in even the spookiest of places!
Realm Survivors - bswebste
Call to Arms, Heroes of the Realm!

The forces of darkness are closing in, and we need YOU to help defend the Realm! ๐ŸŒŸ Ready your weapons, summon your allies, and dive into the fray in our Realm Survivors pre-demo playtest, running through September 22. This is your chance to rise, fight, and become the ultimate champion in this rogue-lite adventure!

Your feedback is absolutely crucial in shaping the future of the game. Whether youโ€™re smashing through waves of enemies or unlocking godlike abilities, we want to hear all about it! Share your thoughts, triumphs, and ideas right here in the Steam forum, on our Discord, or via this handy Google Form.

Thank you for standing with us in this epic battle. Letโ€™s make the Realm stronger, together!

๐Ÿ›ก๏ธ Wishlist Realm Survivors on Steam to stay informed about future play sessions and the full release!
Nancy Drewยฎ: Mystery of the Seven Keysโ„ข - HeR Interactive
Puzzle Tips & Tricks | For Steam
From HeR Interactive

  • ๐Ÿงฉ KEY Puzzle tips and tricks from Roo and Brighella to keep in mind when you play Nancy Drew:#MysteryOfTheSevenKeys! ๐Ÿ’ก
  • ๐Ÿ”— Message Boards Post [From 01:59]:
  • ๐Ÿ—๏ธPlay Nancy Drew: Mystery of the Seven Keys today!

CORPUS EDAX - EpicMcDude
Made some level design changes in the Arboretum -

  • Air ventilation props now lead to the breakable office windows inside the trees and flowers area in the 2nd area.
  • Emails are now even more explicit hinting on where to go.
  • Switch Zhang's safe to an analog one so you can have the choice of hacking the face pad or lockpicking the safe
Lockpicking pointer magnet is now slower, trying to counter those who have high DPI which affects the pointer speed.

Stealth perks for reduced sound propagation and footsteps sound range being reset were fixed

Added an analog safe in the Forever Night Club level as an alternate way of completing the objective.

Added some more consumables on the last level.
Sep 13
The Queendom of Lithzena - pk
Hi guys

Here is the new update. as always, any feedbacks are welcome.


v37b have:

Sophie's lewd scene x1

Angel lewd scene x 3

1 lewd angel move

Anubis lewd scene + animation

Chloe's shoe polishing scene.

Have fun thanks!
ASYLUM - AgustinCordes
Hello. Happy Friday. This is a new ASYLUM update.

BUT! Contrary to the past few ones, this joyous new collection of words is meant to hype you. Yes, you wonderful people -- we're very appreciative of the strong reception to our previous write-up, and we're going to increase the rate of communication as the release date draws closer. So here's what you can expect in this mรฉlange of tidbits:

- Fewer words than usual (I'll try).
- Eye candy and mood. Lots.
- Some cool technical wizardry.
- Next steps and tentative timeline of major events.

Read on for the goods!

The good things always happen with the rain

One of my favorite quotes in a movie, it's from John Frankenheimer's Seconds. A poetic line by itself, but has a special meaning in the context of the film. In our context, though, it would be more like the horrific things always happen with the rain.

Anyway, a critical goal in ASYLUM is to ensure the environments feel engrossing, you know, as in the moooood and the feels absorb you. Scratches had a good dose of ambiance, yet everything felt somewhat static and lifeless (in a way, it kinda fit with the style of the game). But, we've always aimed for a big boost with its successor -- ensuring the passage of time is well represented during the night you spend in the Hanwell institute, with as much detail and movement as we can. Different stages of weather are an excellent way to establish a notion of urgency and dread. For example, rain:



Really dense rain, gloomy clouds, distant lightning, raindrops hitting surfaces, both inside and outside, all combined with a cared-for sound design. Remember, this is pre-rendered graphics -- there's arcane knowledge applied here to put those splashes of raindrops on top of the car.

Speaking of sound, we finally have a full-time, dedicated sound designer (Nico Franza, who worked on some of the spookiest scenes from Silent Hill: Ascension) enhancing all the gloomy places you'll visit. This was a big note from beta-testers, that audio ambience overall needed an extra kick. Well, people shall be happy:



Moving on, I mentioned characters are being polished as much as we can, and testers also mentioned inconsistencies, such as Lenny missing while you open the door and move from one room to another. Again, this isn't regular 3D in which you seamlessly move between real-time geometry, you must render separate videos with and without Lenny. It's a crazy amount of work but we're doing this out of sheer love.



And before I close this section, here's some more footage with visual effects being worked on, such as flying leaves and puffs of dust as dusk falls, or heat haze near a menacing boiler. We know fans of Scratches like boilers very much, so we must get them right.



Oh, yeah... and FIREFLIES!



What kind of sorcery is this

This is my favorite recent development, because it's a feature we briefly explored but left behind. With an old-school style and pre-rendered adventure, there's so much movement and sense of depth you can have... unless you have a stellar team with great ideas and skill. The theory worked, but we never got around to establishing a pipeline that would allow us to scale this visual treatment across many environments. It's pretty wild. Let me first show you this old video how it's meant to work:

https://www.youtube.com/watch?v=mF0uAUgyHNg

You see what happened there? It's four flat images projected on the sides of a cube. But then I put a light inside the cube, move it around, and the flat geo projects... shadows? How on Earth?

Well, as they used to say, learning algebra is important. And I finally found a good use for it! Look, it's like this:



That's the diffuse map (the very same texture you see in the game, as part of the cube) and a normal map. You're likely familiar with normals -- they're additional information for diffuses, so that a game engine like Unreal knows how light is meant to propagate across the texture. That's what they call Physically Based Rendering or PBR. Normals are used to bring an extra dimension to a flat texture without adding costly additional geo, such as cavities, cracks, holes in a piece of fabric, and a looong etc.

Well, in this case, we're using the normals to tell Unreal how the light should propagate across the "fake" room. There's more than just applying the normals, they have to be rotated in a certain way to avoid artifacts and some obscure magick that goes over my head. The result is that we can do stuff like this -- pay attention to how parts of the room react to blinking light, as if they were distinct surfaces:



It's a darn clever implementation, if I may say so. Credit for the original idea goes to Fran Tufro, and then Pablo Forsolloza for the 3ds Max scripts. I worked on the Unreal shader, then more recently Dani Herrera and Tomรกs Fernandez established the pipeline. Great job, guys ๐Ÿ‘ We exaggerated the effect for the Infirmary, a larger area with plenty of stuff that serves as a good example of how this works. Take a look at the jars, different parts of the walls, beds... there's *depth* where there's not supposed to be:



I don't believe any game has done this kind of lighting before. As a bonus, that video features a new music track from Pablo Cordes. The soundtrack is now clocking at 50 minutes, and it's quite reminiscent of Scratches and John Carpenter. I'm deeply in love with it.

Closing words

Holy crap, I said fewer words, but I can never help it. OK, so here's the summary:

I'm thrilled with the overall status of the game, and the team feels the same. The past few months have resulted in a huge lot of progress and stuff that we consider final. Seal of approval and ready to go. But there's still work left to do. Early October we'll share another build to beta-testers with most feedback addressed. The big pending before submitting that multiplatform build (Win, Mac and Linux) is me -- I need to review the script, prioritizing dialogue lines so that actors can start recording.

We're definitely close. Mood-wise, it's pretty much there. ASYLUM is stubbornly anachronic, but plays well, like any modern game. The best way I can describe it is that lets you feel what it was like to play an Infocom text adventure, without dated design annoyances such as dead-ends or sudden deaths and in glorious (pseudo) 3D. All while harkening back to a particular era of the adventure genre in which experimentation and ingenuity were common, as 2D was transitioning to 3D. It's a heartfelt love letter to the genre.



It still needs the cherry on top, which is the well-executed story, and that's entirely on me. There's still some of that glue missing in key moments, and I can't tell right now how long that will take. But, our goal is to release a new teaser or maybe even a full-blown trailer by Halloween, also update our Steam page, and settle on a launch date by then. I have my producer Fafa Cabrera breathing down my neck to make that happen. So there, that's solid news. And no, we're not going to show up in Halloween announcing a launch date in 2274. I'm talking about a handful of months at most.

In more conclusive news, we're going to have a new game jam during October! And I think it's going to be fantastic. Previous instalments yielded excellent games, even very well-reviewed commercial ones such as Partum Artifex, so we're hyped. Keep an eye on our Discord community if you want to participate.

OK, hope you liked the update. Time to eat pizza and watch an obscure horror movie. See you soon!

โ€”Agustรญn
Sep 13
Psychomachia - Kornux
- Adjustment
Nocturnal Nemesis - Mighty Mouseworks
Nocturnal Nemesis is Now Live on Steam! ๐Ÿฅณ


We are excited to announce that the alpha demo for Nocturnal Nemesis is now officially available for download on Steam! Step into the darkness and face terrifying AI-driven threats as you navigate a creepy, abandoned setting. Will you survive the night?


๐Ÿ‘พ What to Expect:

โ€ข Intense first-person survival horror
โ€ข Atmospheric tension and puzzles
โ€ข Challenging enemies with advanced AI

Don't miss out on the action! Be sure to follow us on our YouTube and Discord for exclusive updates, gameplay videos, and to join our amazing community:

๐Ÿ”— YouTube: www.youtube.com/@mightymou
๐Ÿ”— Discord: https://discord.com/invite/HXbZdCxugh


โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€

Calling All Influencers & Content Creators! ๐ŸŽฌ

We are excited to work with indie influencers and larger channels alike! If youโ€™re interested in featuring Nocturnal Nemesis on your platform, donโ€™t hesitate to get in touch. We are happy to collaborate and promote any creators who take our game behind the screen!

Thank you all for your support, and we can't wait to see you in-game!


โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€
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