Carnal Contract - Dotty Diaries

We’ve hit 18,200 wishlists!

Thank you so much for all the support so far. A strong wishlist count helps us tremendously at launch, so if you haven’t yet, please consider adding the game to your wishlist and sharing it with friends. Every single one makes a difference!

Translations

We’re currently working hard on Spanish and Russian translations. Both are on track to be ready before our August 20 launch date. If, for any reason, they aren’t fully complete by release, they will be added shortly after in a update so no one will have to wait long.

After launch, we’ll begin working on additional languages. If you’d like to see the game in your language, drop a comment or start a discussion to let us know which one should be next!

Proofreading

The entire script is going through a final proofreading pass to make sure everything reads smoothly and any small errors are fixed before launch. This is part of our last quality push so the story feels as polished as possible on day one.

Walkthrough

Since the game features multiple love interests and choices that can change the story, we’re also preparing a walkthrough. This will help players see exactly which choices to make depending on the outcome or scenes they want to experience. It will be available soon so everyone can explore the story the way they prefer.

Final Build & Steam Approval

The final build is currently with Steam, awaiting approval. I’m hopeful it will be completed on time so we can avoid any delay to the launch.

https://store.steampowered.com/app/2484170/Carnal_Contract/

Final Polish

While Steam does it’s part, we’re using this time to do a final polish pass on the game’s interface tweaking the GUI for smoother navigation, cleaning up small visual inconsistencies, and making sure every screen feels as clean and professional as possible.

The countdown is officially on… just over a week to go before we open the doors.

p.s. Join us on Discord!

Bane Murrain - DragonbornElias

ITS FINALLY TIME FOR ANOTHER BANE MURRAIN UPDATE!
This is a big one too. Although the levels remain mostly as they were (aside from a completely rebuilt first level + tutorial) the entire rest of the game has had a drastic overhaul, reworking and rebuilding half the game from the ground up for a more professional and smoother-to-run experience!

NEW GRAPHICS - The game has been moved from Unity's HDRP to URP and every texture has been rebalanced to account for this. The game's alot brighter and cartoonish now, which suits the style far more than the fancy shading and should have the game running smoother for alot of people!

The dialogue sections in the saferoom have also been completely redrawn and reanimated to have more lively expressions. They move! They talk! Wowie!
(Cosmetics have been temporarily disabled but will be re-added later. Animation takes a long time!)

NEW PLAYER, NEW MOVEMENT - Dayne has been rebuilt from the ground up for more momentum and speed-building movement like bunny hopping and rocket jumping, providing some ridiculously quick movement methods for speedrunners while making things smoother for the slow players too!

The previous movement system used a botched, modified version of Unity's standard FPS asset. With this reworked movement system I can actively tweak Dayne's movement over updates and make better alterations / bug fixes in a simpler fashion.

OVERDRIVE PUNCH - The Fervour punch is now far more worth the risk, where gibbing punches cause catastrophic explosions that damage enemies in an entire area. Alongside this, weak points for punching enemies now have clear markers for hitting, which is all explained in detail within the game's new tutorial level! I wanted to put as much effort as I can into making the game clear and understandable for all audiences, which I'll try to uphold with the later game aspects as best I can.

There's a whole bunch of tweaks, changes and expansions to the menu screens, weapons, how the enemies work and a lot more. You'll just have to play the game to find out!
Or read about them in the changelog below I guess.

v2.0 Changelog: "The Rework Update"

MAJOR GAMEPLAY CHANGES

fancy bits:

- The game has been switched from Unity's HDRP to URP Rendering

- Rebuilt the entire Main Menu

- Also rebuilt the entire Extras menu

- All loading screens have been updated with hints and level previews

- The HUD layout has been completely altered and redrawn

- Hand-drawn font in menus have been swapped for something more clean

- The End of Act screen has been completely reworked with individual stats per part

- Episode Acts now have ranking scores to achieve

- The pause screen has been completely rebuilt, and can be used to access settings now

player rework:

- Player movement and physics has been completely rebuilt

- The Mouse Wheel can now be used to switch weapons

- The game is now playable with a Controller (ish)

- Timed bunny hops build player velocity until they stop moving

- The camera now shakes in response to weapon fire

- Weapons now have a maximum ammo count / limit

- Gibbing enemies with a fervour punch creates a fervour explosion

- Player now starts levels at a minimum of 50 health

- Dayne has been made gayer

MINOR GAMEPLAY CHANGES

item pickups:

- Picking up an Overcharge at over 200 health no longer resets health back to 200, and counts as a standard

- Picking up weapons you already have plays weapon pickup sound instead of ammo pickup

- Weapon pickup sounds are now all randomly pitch shifted

- The PULSTN now gives plasma ammo for picking up again rather than lite ammo

- You can pick up a chainsaw even if you already have one now

- The Lite Ammo Magazine, Plasma Cartridge & Missile pickups are twice as large now

- Plasma Cartridges no longer have a spotlight around them

- Keycards are larger now and glow vibrantly

- Ammount of ammo per pickup has been increased

- Essence Orbs are larger

health pickup:

- Health pickups now flash with a glowing yellow outline

- Large Health pickups now drop can-tab particles

- Unique audio added for Large Health pickups + pitch shifting for all

- Health vending machines now spawn Health Packs instead of singular cans

- Singular Cans now grant +2 Health instead of +1

effects:

- New tentacles!! Wow!! So smooth!!

- Large Gibs are chunkier now and bouncier

- Leaves now move like leaves kinda

- Petal Saws make sound and create petal explosions when they hit objects

- Dayne's face in the HUD wiggles his eyebrows faster

- Small chance Gibs will splatter on the screen when close to large gib bursts

- Multiple unused Dayne quipps have been re-added and the quipp randomizer has been rebalanced

WEAPON CHANGES

- The TRCHR37 Pump-Action Shotgun has been redesigned

- Added visual changes to all upgraded weapons in workbench

- The HRL3 has been rescaled to account for other gun sizes in comparison

- New fire sound for Double Barrel TRCHR37

- Frostbyte Chainsaw is now visually unique

- The DNK50's rocket fire sound is slightly thumpier

ENEMY CHANGES

- Enemies gain a punch icon when a fervourless punch is available

- Destroying frozen enemies now causes small fervour explosions

- All enemy projectiles have been slowed for better dodging

- All enemy sprites glow slightly for better contrast

- First frame of enemy death animations have a randomly shuffled length for variance

- Rabid Draugr health has been greatly nerfed

- New Death variation for Rabid Draugr when killed with a shotgun

- Rabid Draugr have damaged textures for half health

- Calviscera can now be stunned with bullets

- Calviscera move faster / slower depending on difficulty now (similarly to Draugr)

- Claviscera now turns into a melee enemy when both arms are lost

- Rodent Mechs now shoot randomly angled projectiles

- Rodent Mechs now visually change slightly to show damage progress

- Panopticorpse attack sounds are now pitch shifted randomly

- BloodWillows drop their horns when they die

- Flying Bastards have been reworked with new movement & different bullets

- Acid floors now deal reduced damage

OPTIMISATION

- Enemy corpses have been slimmed down to one object instead of four each

- Triggered weak point colliders now destroy themselves after use

- Health pickups have been reduced from 3 objects per prefab to 1

- Ammo pickups have been reduced from 3 objects per prefab to 1

- Keycards have been reduced from 3 objects per prefab to 1

- Changed various enemy bullets to use object pooling

- Removed volume / post-processing frame upon muzzle flash

NEW OPTIONS & MODIFIERS

- Dynamic FOV: Player FOV now slightly changes depending on movespeed

- Controller Sensitivity for connected gamepads

- Game Speed can be changed for slower or faster gameplay

CAMPAIGN CHANGES

misc

- End of Act screen now uses Space to continue instead of Enter

- Start of Act title cards can now be skipped

- Data LOGS reset on a Full Campaign Reset now

- Jeff Cole now teleports to the player if he's too far away

tutorial

- Rebuilt the entire tutorial again again

the saferoom

- Reworked saferoom workbench visuals to use physical space

- Workbench HUD uses new font and has buttons for mouse input

- Added each weapon's equip sounds to the workbench menu

- Added a workbench essence bar/meter to show weapon upgrade progress

- Fixed some Dialtone segment spelling mistakes

- Completely reworked Dialtone terminal talks to look more like a Visual Novel

- Added more button input options for continuing/skipping visual novel segments

- Visual Novel dialogue is now stereo'd around the camera depending where the characters stand

- Visual Novel segment text is typed out in an animation now

- Dialtone Monitor fade transitions back to gameplay when finished with

- Added THE RIZZ'O'METER to the Saferoom

- Fixed Zeph's Dialtone progression, which has been broken the whole time apparently

episode1 act1

- Loading Act One from the menu now boots straight to \[P1] instead of the Title Card

- Rebuilt the entire level from the ground up lmfao \[p1]

- Minor décor placement changes \[p2]

episode1 act2

- Changed collision mesh for Herold's office table \[p2]

- Fixed one-off draugr from breaking SMG pooling \[p2]

- Fans on the ceiling no longer damage entities \[p2]

- Added extra railings with electricity warning signs \[p3]

- Increased collider to trigger Dayne lines when moving downstairs \[p3]

- Endless ammo spawners have been placed in the Evil Dummy room \[p3]

- The Evil Dummy's health has been halved \[p3]

- Tweaked and changed various enemy placements throughout the level \[p3]

- Added FX to Christine's radio com lines \[p3]

episode1 act3

- Filled the area with tons of ammo \[p1]

- Added a higher border around the elevator to prevent flying outwards \[p3]

- Added FX to Christine's radio com lines \[p2]

episode1 act4

- Stopped the crushing blockades still damaging player once fully closed \[p1]

- Christine's balcony has been blocked off from the player's reach \[p2]

HORDE MODE

- Original tester room horde map has been removed

- Dungeon Mode has been removed

COSMETICS

- All Outfits have been put under maintenance

- HUD Cosmetics are in the process of being reworked / redesigned

I hope y'all have fun with this update! I'm gonna crack down on making the next few episodes now, I just needed to get everything polished up beforehand so it wasn't this huge, impossible reworking task later on down the line.
This took way longer than expected, but that seems to be a pattern so far lmao.

Until next time!
-Elias

FREEZIA - rosawa

Thank you for playing FREEZIA.

FREEZIA received the following updates today:

- Fixed issue with the extra mode Time Attack Mode rankings.

- Added ability to view extra mode rankings at any time

Due to these updates, the Time Attack Mode rankings will be rolled back to an older period, meaning that the rankings for some players recordeded between that period and now will not be displayed.

We apologize for the inconvenience and will continue to do our best to ensure the rankings run smoothly.

We hope you will continue to enjoy your time with FREEZIA.

Noir Lords - speedtrailgames
Reduced warning text animation speed for smoother readability.

Fixed a misconception where the intro appeared to grant extra +10K credits.

The tutorial no longer incorrectly displays credits as a reward after victory.

Enemy turn points are now visible on the HUD.

When a card is used and becomes unavailable for the rest of the round, it now shows as Exhausted.

Adjusted side mission flow. You’ll warm up with easier missions before tackling longer or harder ones.

Updated blocking skill explanation and warnings for better clarity.

Starter pack composition adjusted to better fit new player needs.

Card usage section now shows remaining uses when hovering over a card.

Fixed an error that caused a null inventory when exiting with the ESC key.
Vikings: Sex and Blood - Fartman
I just updated Vikings: Sex and Blood with a bug fix for the Voice Acting.
In previous versions, we made a mistake in the latest update, and it wasn't enabled.

I would like to ask for your help in deciding whether we should continue adding AI Voice Acting to Vikings: Sex and Blood.


As you can see, in the last update, we added voice for Yrsa, and now all her events are voiced.
Is that something you enjoyed? Should we continue to add voices for the other characters too? I could really use some help deciding on this, as the amount of work to add the voices is quite large, and I don't want to waste time on something that you might not enjoy or would not make a big difference for the game.

So, please vote: https://www.patreon.com/posts/136140447?pr=true&cr=true
60 Parsecs! - Yebashnikov
🚀13/08/2025 1.7.0 Bugfix Update 🚀

BUGFIXES:
  • Moonheist event fixes.
  • Crafting system fixes.
  • Localization improvements.
  • Font fixes for zh-CN, JA and KO languages.
  • Expedition icons quality improvement.
  • Small UI improvements.
The Wife Next Door - Eagle
[Fixes]

Fixed an issue where closet outfit card colors were not applying correctly

Fixed an issue where dialogue sometimes wouldn’t appear in the drinking mini-game

Fixed errors in certain text animations

Corrected translation errors in some text

Fixed issues in certain sex animations

Arcade Jumper - maxpineqvist
First things first:

The key assignment can now be found in the lower right corner of the screen and can be displayed with a single click.

Furthermore:

..the existing maps in the game have been graphically redesigned and now have a uniform style.

New map:

The new map also brings new obstacles. Although it is quite short, it can take quite some time to reach the finish line.

Astro Protocol - Zeikko

Astro Protocol 0.11 brings the arrival of three new minor factions, reshaping how you explore the galaxy and compete for victory. Alongside improved map generation, new victory conditions, and visual upgrades, this update deepens the strategic and narrative potential of every match.

Meet the Minor Factions

The galaxy is no longer home to only the warring major factions. Surveyors, Cultivators, and Raiders now operate independently within the Astro Protocol system. Each minor faction has its own behavior, backstory, and role:

Surveyors

Volunteers and explorers dedicated to cosmic mapping. Alliance with the Surveyors will grant all their knowledge about the map of Astro Protocol to you. They will also periodically send scout ships to explore and share their observations with you.

Cultivators

Resource focused groups producing large scale gas reserves and protecting them. Alliance with the Cultivators will make your hydroponic farms no longer require upkeep.

Raiders

Aggressive opportunists targeting the weak. Their support might be volatile, but their fleets make them dangerous, both as enemies and as allies. Alliance with the Raiders will prevent them from raiding you. Your ships will also take part of the looting and produce 1 random resource when killing an enemy ship.

New Alliance System

You can now form alliances with minor factions by excelling in the specific area they value most. For example, Cultivators will ally with the major faction that generates the highest net gas income. Each minor faction has its own priority, and they will always side with the major faction that leads in that domain.

Alliances grant powerful strategic benefits, but they are not permanent. If another major faction surpasses you in the relevant area, the minor faction may switch allegiance. You can also break an alliance manually at any time if your plans change.

If a minor faction is defeated, the major faction that controls its home planet has the option to liberate it and restore its presence in the system.

Minor factions bring both opportunity and risk, whether as allies or adversaries. Choose your relationships wisely.

Map Generation Improvements
  • The map shape has been changed to accommodate minor factions.

  • Added map seed which guarantees the same map over multiple games

  • Improved placement of the planets, terrain and anomalies

  • Added new map generation settings such as planet, anomaly and terrain density

  • Removed planetary defences

Other Highlights
  • Added two new victory conditions and rebalanced some of the already existing ones

  • Improved the players colors on the map.

  • Improved tooltips.

  • Improved performance.

  • Menu buttons now darken when there are no options available in the menu

  • The Research Lab sprite is now larger for better visibility.

Try the Update and Shape the Future

Whether you choose to exploit, ally, or destroy the new minor factions, they’re now an integral part of your journey toward galactic dominance. Let us know how these new systems affect your matches, and which factions you find most compelling to engage with. The feedback will help developing the game further.

Thanks for playing and supporting Astro Protocol.

See you among the stars!

Aug 13
Harwell - cob
Development Showcase: Modding

Hiya, it's Caleb, developer of Harwell. If you've been keeping up with these I'm sorry for the delay on this one! I've been focusing hard on improving Harwell and rewriting large sections of it to be more modular so I can build the game with modding in mind.

Changes

One thing I was thinking about was moddability and modularity in the game's design. I potentially want to open the game up for modding, even just the foundations of it for now, and needed to consider this in how I design and implement features. I realised that I'd better do this sooner rather than later, as it required rewriting large parts of the code in a way that would open the game up for modding.

In order to do this I had to implement a way for the game to have it's base game resources and then check for additional content and mods when loaded up that it can overwrite the base resources with.

I also had to implement a way for the game to generate the relevant UI based on the modded entries. Previously, the resources in the market menu and the build buttons were hardcoded. I had to redesign the entire UI and write the scripts to automatically deploy those same entries using the JSON data and texture files.

Decisions

One of the tricky decisions was how to open up the game. There's two ways I could implement modding: a custom solution using JSON files or similar, and modding via PKG files that can be loaded as additional content.

PKG Files

Using the in-built features of Godot I can allow players to create their own complete packages and have the game load them up. This would mean modders would have to use Godot to create the mods, be familiar with Godot, and then know how to properly structure the mods and export it to use in-game.

One danger of this solution is it allows modders to implement any feature they want - for a game that will be Multiplayer this is especially dangerous as people could load malicious features into game scripts or exploit the game. Modders would have full access to the game and can work out how to best exploit it.

I could sanitise the mods loaded to remove the chance of that happening but it doesn't solve the problem of having to use the Godot engine and I wanted something more seamless.

Custom Solution

Inspired by Paradox Interactive games, I considered a custom solution using JSON files that means I could define the game's resources, buildings, parameters, etc. in JSON files that the game deploys. Players can then change, remove, or add JSON files and change how the game works that way. It would be moderated, very easy to use (would just need notepad), and I can keep the core of the game uneditable to avoid people changing parts of the game that could be a problem. The downside is I have to implement every kind of resource I want to be moddable and have the game read those mod files.

I may regret it, but I chose to implement the custom solution.

Difficulties

I quite quickly found out it was going to be much more work than I expected, even after carefully considering how I can implement it. I've had to build a resource loader than checks the game files, deploys the game's base files to the user directory, and then reads those files to use in-game. This resource loaders currently knows how to interpret resource files and building files, but I plan to implement more features soon. For now, that'll do.

Another thing I had to do was go through and redesign all of my resources and buildings as JSON files. Originally, they were nodes in Godot with scripts attached and modified via the engine or script. I kept most of the script the same, except it loads the script up with the values held in the JSON file.

The buildings were the same, I've had to allow buildings to be defined in the JSON files, these are then read by the build menu manager script that generates the construction buttons, reads the graphics folder for the textures (also moddable), and then loads the relevant building node to place it in game. I still haven't implemented the actual buildings themselves as this will take a bunch more work so I've put that off for now while I work on more important features. The main thing was understanding how it was all going to work together. The actual buildings will need textures, particle effects, lighting, shaders, etc. The textures aren't the difficult bit as I could easily make those moddable, but controlling custom particle effects (e.g. chimney smoke for Steel Mills) and lighting is more tricky via JSON and I may need a more robust solution for this (would love any suggestions!). I may have to make the buildings more generic or create a building mod making menu in-game.

Implementation

Currently, both resources and buildings are (mostly) moddable. The game deploys the base resources to the user:// directory and then reads those files every time the game is launched. The player can modify those directories and the game will load up the changes on next boot. I'll need to develop this further to support Steam Workshop and easily enabling/disabling mods but it's a start!

The moddable folders.

The data\\resources folder.

These files contain the important information for the resource, and the market automatically reads it, loads it into the game, and creates a market entry for it.

Modding a resource is as simple as changing the JSON file and reloading the game!

Example of a resource file.

Example building file.

There's still some adjustments I need to work on, such as localisation support, so the specific entries in these files may change as time goes on.

Checksum

In order for the mods to support multiplayer, I also implemented checksums (also strongly inspired by Paradox). The game calculates a short 8 character string to act as the checksum, this is generated based on the contents of the files in the user directory. Any modified game files will change this, ensuring that players can only join and play in games with the same checksum. Now to properly test multiplayer and implement the lobby system!

Cheers, that's all from me for this showcase. I'll try and keep more on top of these, I've got a lot lined up to show including a bunch of QoL features I've implemented such as profit calculations, auto-selling, and more, and I'm fleshing out the multiplayer game sessions and lobby systems currently.

Have a great week,

Caleb

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