Hey adventurers!
We’ve been hard at work polishing your journey through Plus Ultra: Legado — tightening combat, improving exploration, and making sure your hands (and patience) are rewarded. Here’s what’s new in this update 👇
🔳 HITBOXES REWORKED!
Some expert players noticed the pogo wasn’t always landing as expected. Turns out, those hitboxes demanded surgical precision. We’ve reworked them to feel smoother and way more comfortable.
🦇 Upward Attacks Improved: now with a larger hitbox — go ahead and swat those bats with confidence!
💨 Reduced Knockback: taking damage won’t send you flying nearly as far.
Cacalotl: thrust attack speed slightly reduced and better telegraphed for fairer reactions.
Villafaña: bats are now more predictable and less frequent.
👾 Final Cacalotl Fight: fewer enemies and lower HP for a more balanced endgame battle.
🪝 Added map icons for Hook Holes and Activators.
🔥 New icons: Charged Bounce walls, explosive stones, and Pole blockings.
🗺️ Corrected misplaced icons reported by some players.
⏩ Fast Travel unlocked earlier!
You can now teleport right after obtaining the Charged Bounce ability.
Save points now remind you to press the 🗺️ Map button to initiate fast travel.
(Already have a save file? Don’t worry — it’s automatically unlocked!)
🚆 Progression issues from early teleportation — fixed!
🎵 Music no longer continues after returning to the main menu post-credits.
🏆 Achievements that didn’t pop properly now trigger as intended.
(If you were affected, simply load your save to auto-fix!)
🐕 Coyote Time slightly more generous for tighter platforming comfort.
That’s all for now!
Keep exploring, bouncing, and uncovering the mysteries of Plus Ultra: Legado — and as always, thank you for your feedback and support.
¡Adelante, aventureros! ⚡
	
	🚨 Officers,
Our intel indicates that the Single Player event is going to continue for now. Stand by for further updates.
In other news, we're updating the main Early Access version of the game V.0.7.8.0, featuring the brand new Customization Update, and to celebrate, we're making it available at a 20% discount! This is a great opportunity to support our ongoing Early Access development if you haven't yet, and it'll be worth it, as more updates are on their way!
https://store.steampowered.com/app/1619310/SWAT_Commander/
For more information about the Customization Update and how now you can configure the missions you will be playing in Early Access more broadly, check out this news post we made about it here: https://store.steampowered.com/news/app/1619310/view/726894573624755577
You can also check it out in action in our new trailer here! 👇
Over and out,
SWAT Commander Team
	
	
	🚨 Officers,
The time has come for SWAT Commander to be updated to version 0.7.8.0 with the brand new Customization Update!
To celebrate, SWAT Commander is available at a 20% discount! This is a great opportunity to support our ongoing Early Access development if you haven't yet, and it'll be worth it, as more updates are on their way!
https://store.steampowered.com/app/1619310/SWAT_Commander/
What is the Customization Update exactly? Think back to all the components that make up a mission in SWAT Commander — the goals, the suspects you confront, what equipment they use, the civilians you encounter, how they all behave, the doors, the various environmental components of the deployment location, all the small and big things that determine how you proceed with your intervention.
Fig. 1 — The Custom Game button appearing on your Mission Selection screen, available in both singleplayer and co-op!
Now, consider what it would be like not to just go along with the the mission by default, how it's always been and how we've come to know it — save for difficulty settings and various Game Modes — what it would be like if you could change and adjust all of these various settings to your liking!
Fig. 2 — Preview of the Custom Game menu screen, where you can change settings for your selected mission more thoroughly.
Customization is a great way to grant you, our game's players, more ways to enjoy SWAT Commander's missions, by way of giving you the freedom to play them how you want! Silence of the Hansons full of RPG-wielding terrorists? Breaking Point where there's an absolutely ridiculous invasion of suspects? Both and many, many more are possible scenarios for your next playthrough challenge! And you can accomplish this in both singleplayer and cooperative gameplay!
Patch notes for this update, featuring the Mission Customization feature along with some fixes, provided below:
SWAT Commander EA v.0.7.8.0 Patch Notes:
GAMEPLAY
Added Custom Game Settings mode, allowing players to tailor gameplay settings to their preferences.
EQUIPMENT
Added additional inertial weapon movement animations.
UI
Added a head camera shake effect for increased immersion.
Fixed an issue where the audio disable option in the pause menu was not functioning correctly.
Custom Game Settings Overview
Create your own gameplay experience with control over mission composition, environment, and AI behavior:
Character Configuration
Set the total number of NPCs
Distribute the number of suspects and civilians within that total
Choose characters from individual missions or include characters from all missions at once
Define the exact number of each archetype to be spawned
Environment Settings
Set the time of day (Day/Night)
Adjust the percentage of doors that start locked
Toggle barricades
Toggle randomization of light sources and broken windows
Toggle SWAT vehicle spawn at mission start
Behavior Settings
Toggle suspects firing through doors
Toggle grenade use by suspects
Toggle fuse box interaction for suspects
Toggle fuse box interaction for civilians
Toggle civilians fleeing the area
Toggle suspects attempting to flee
Toggle unexpected suspect surrender behavior
Toggle NPC reaction to car alarms
Adjust morale for suspects and civilians
Adjust health for suspects and civilians
You can also check customization out in action in our new trailer here! 👇
The Customization Update brings a perfect set of tools for a really intense playthrough challenge solo or with your friends. If you make any videos about the results of your chosen customization settings, be sure to let us know, we'd love to see them! Stand by for further updates!
Over and out,
SWAT Commander Team
	Game Update Now Live!
To celebrate the release of my game Bigfoot Life today, we have released an update for the game.
You will now be able to purchase dive weights and walk on the bottom of the ocean. This should make finding sea mushrooms much easier.


Your daily morel count and record will now be displayed on the main UI.

Your photobook will now open up to the last page instead of the first page.

Morels: The Hunt 1 and 2 are also running a sale until November 10th to celebrate the updates and the launch of Bigfoot Life. 
Bigfoot Life Steam Page for those who are interested. 
https://store.steampowered.com/app/3108130/Bigfoot_Life/
Thank you so much!
-Wes
	
	
	
	
亲爱的少侠:
古风悬疑推理AVG《再见断刀》受邀参加了“古装游戏节”!
活动期间,游戏本体和DLC推出历史低价折扣,期待您的选购。更多您可能感兴趣的作品可以通过商店页上方横幅进入活动会场。
https://store.steampowered.com/app/2663950/_/https://store.steampowered.com/app/3633640/_/

2025年发售、广受中文玩家好评的两部叙事佳作——《三相奇谈》和《再见断刀》发布了合作捆绑包!
https://store.steampowered.com/bundle/58817/_x/
现在!通过捆绑包购买或补全两部游戏,即可享受【-10%】的额外优惠。希望能借此机会为热爱悬疑推理与东方风格的你献上一场不虚此行的沉浸式体验。
	
	Hey heroes! Goldpine City has two brand-new crime-fighting missions waiting for you:
🆕 New Missions
🏭 Warehouse Raid
Stop a dangerous criminal operation and rescue the hostages inside!
🏦 Bank Robbery Defense
Prevent a full-scale bank heist and save innocent civilians!
🔧 Fixes & Improvements
🐞 Bug Fixes for smoother gameplay
🎨 Graphical Enhancements across the city cleaner visuals, better lighting, improved atmosphere.
Suit up, fly out, and protect the city! 💪🦸♂️🦸♀️

	
	After a pretty intensive summer and autumn of development, I’m very excited to announce the release of Cacildes Adventure 2.0!
After going back and forth on the idea of a possible sequel, I decided instead to clean up a lot of the codebase and revisit some core mechanics of the existing game. This allowed me to improve the game, make combat more satisfying, and prepare a solid foundation for future expanded content.
Version 2.0 focuses on improving the base game, dropping ideas that didn’t work well, and making combat tighter, more fun, and deeper in terms of customization.
  
Skill System: Equip spells and cast them using a hotkey (Q) from any weapon—no magic staff required!
Data-driven AI: Enemies now use weapons, spells, and armor just like the player, unifying logic across the player, companions, and enemies.
Upgrades & Smithing: You can now upgrade armor and spells. Smithing has been simplified with the introduction of smithing shards.
…and much more! Check the full update details below.
The old card system has been replaced with a spell hotkey system. Spells can now be cast directly using Q from any weapon.

Expanded Narrative: All dialogues have been rewritten with new choices and expanded NPC backstories, powered by the INK narrative system, which allows for better dialogue creation outside of the Unity Editor.

NPCs feel more alive, with daily routines (e.g., Lara harvesting honey in Slepbone Pathway).
NPC and enemy names are now displayed above their health bars.
Added sprint attacks for all melee weapons.
Added shield-poking attacks, allowing players to strike while guarding.
Players can now upgrade shields, armor, and spells at the blacksmith’s forge.


Introduced smithing shards (+1 to +5) to replace iron ingots, and added magic smithing shards for spells.
Added animal hides (+1 to +5) for armor upgrades.
Added a secret area in Slepbone Beach with a unique NPC who assists with boss weapons and blacksmith upgrades.
Tons of new weapons are now naturally found across the world: Elven weapons in Arun Village, Fire weapons in Hell, and Ice weapons in Snowy regions.
Improved “fashion souls”: cloaks and shoulder pauldrons added as separate equippable accessories.
Improved performance on the save files screen by adding pagination.
Added a UI indicator for left-hand weapon attack damage on the main menu.
Complete refactor of AI: enemies are now data-driven and can equip the same weapons, armor, spells, and consumables as the player, making encounters far more varied and dynamic.
Added duplicate items—a huge codebase change allowing repeated weapons, armor, spells, and consumables. You can now dual-wield items, upgrade duplicates, and sell extras for gold.
Improved bow mechanics; equipping a bow now automatically loads the first available set of arrows.
Companions can now loot defeated enemies and opened chests, automatically equipping better gear when available.
Item icons have been replaced with high-resolution, polished versions.
The enemy HUD has been redesigned for improved readability and clarity.
Damage popups have been redesigned for better visibility and style.

Status effects and active buffs are now displayed above players and AI.
Enemies now show their active status effects beneath their health bars.
Weapon resins now scale with player stats through the endgame.
Inventory weight mechanics refined: medium load now performs a medium roll, heavy load a heavy roll.
Arenas now feature new enemies and reward players with crafting materials and weapon resins.
Arun Village has richer vegetation and new NPCs.
Arun Temple has been overhauled with new enemies, environments, and layouts.
Snowy Mountains, Snowy Ruins, and Crystal Tower have expanded with new zones, tougher enemies, and intricate puzzles. The endgame is now more challenging and rewarding.
All alchemy recipes are now unlocked by default (progressive unlocks may come in future updates).
Lock-on targeting improved: fixed raycast distances and made target switching smoother.
Fixed item pickup issues when multiple items were dropped too close together.
Fixed a bug where critical damage was not applied to stunned enemies.
Gameplay Exploit Fix: Fixed a gold exploit where dying could reset the game state but not gold pickups, potentially allowing duplication. Death now functions like in Dark Souls: respawning only reloads your position, not the entire save state. This also enables “sacrifice runs,” where you can pick up an item, die, and keep it.
As with any game update, this release fixes many bugs but may also introduce a few new ones. If you encounter any issues, please report them on Discord:

This update will make old save files incompatible! The changes were too extensive to maintain compatibility, so it’s recommended to start a new game in version 2.0.
If you wish to continue playing your old save files, a 1.8 branch will remain live for that purpose.
Going forward, save files now include a SAVE VERSION property, which will allow easier migration between versions in future updates.
I hope this marks the beginning of a better, more expansive game for everyone 🙂. I’m excited to continue expanding Cacildes Adventure with more adventures, now that the foundation is solid, scalable, and ready for future content!
Thank you all, and thanks for playing!

	
	We are part of the Metroidvania Fusion Festival event!
You can try out our Demo #1, which received several updates incorporating community feedback. Let us know what you think about the game when you try out the demo for the first time. This first demo focuses entirely on the platforming aspects of the game.
In the meantime we are hard at work for bringing you folks the first look of our game's combat system as well as new platforming abilities. Finally, we will gather feedback on our upgrades and vendors UI/UX in Demo #2.