Hi, hoomans! Fofiño here. ːfofinoː

I’m speaking from the stars, it’s so beautiful in here! I have been having so much fun and joy in here, no pain at all (though I miss my humans very much).
Anyway, today marks the 10th year since my humans found me, and it’s like my birthday, you know? Although I’m not physically on Earth anymore, I’m still alive in Heaven and in the hearts of everyone who loved me. So, I thought, why not celebrate, right?
There’s a special game coming up next year — Sticker Kittens — where I tell a very nice story of how I became an uncle to a litter of kittens!
I was a little annoyed at first, but I gotta tell you, it was very nice once we got to know each other. I learned a lot! So I decided to pass my knowledge along on how to take care of young kittens (even orphaned ones!). I hope you like it. ːfofinob2ː
Another nice announcement I’d like to make is this: all supporters of our Patreon in the Pawsome Patron tier and above will automatically have their kittens featured in Sticker Kittens! 
As for everyone else… if you want to have your Kittens featured you’ll need to complete a special challenge in the NEW update of Cats Love Boxes! Stay tuned, and sharpen your minds, it’s going to be ameowzing!!!
I hope you enjoy my mews and, please, share your love once my game is released. I made it with all my heart and fluffy paws. ❤️
https://store.steampowered.com/app/2606300/Sticker_Kittens/
Oh, and don’t forget to wishlist Sticker Kittens! It helps us a lot. ːfofino2ː
Love and Purrs,
Mr. Fofiño
UPDATE
Change Log:
* Fixed controller button down event
* Voxel editor: muted load icons crash
* updated hall model
* will store city size
* fixed rare crash on factionMayStartWar
* Can only win peace victory when owning less than half of the world
* fixed: having workers above 65 000 will break the 16bit limit
* Borderless window support
* destroyed buildings return servicemen
* destroyed buildings will not return water
The November game update contains numerous changes across a wide range of gameplay aspects. First, I removed equipment levels, then adjusted the missions where scientists studied crystals—I wanted crystals to remain only in missions where they could be mined. Then I moved on to improving the models and UI.
Unfortunately, due to the nature of the changes, old saves are not compatible with the new version of the game.
Here's a short list of changes:
Equipment levels removed
Reworked laboratory research
Changed tutorial mission
Adjusted Act I crystal-related missions
Made minor adjustments to some missions
Pause now affects shaders
Added the ability to move units by clicking on the minimap
Added default camera settings
Added the ability to disable damage pop-ups in the settings
Added optional chromatic aberration
Reworked parts of the user interface
Reworked 3D models, VFX, and spaceship interiors
The game has been updated to Godot 4.5.1.
Bug and error fixes
We want to thank everyone in Discord and our Steam Community for tracking down and reporting bugs and pain points. We've been working to update some of the major concerns and setting a path forward!
Multiplayer Mission Progress
Previously, anyone who joined a multiplayer mission late would not get credit for completing the mission. We've fixed this so everyone is credited and gets the mission UI updates.
Intro Cinematic Loudness
We've reduced the loudness by 20%, but we'll have another update that reduces it even further.
Randomized Missions
Instead of playing missions in order, then becoming randomized, the mission cards in the hand of fate are randomized from the start.
World State - "Old Wounds" Mission
Previously when you went to Arken Forest from Azarkeen, it would break Azarkeen upon your return; now the world state should be correct and the game won't bug out.
This mission is still buggy and will be disabled in the next build while we focus down the problems with it; it should not be gone too long but we want to make sure it works well before re-instating it.
Fixed Endless Cultist spawning
Fixed Old Wound mission gate breaking when grappled
Fixed Mouse wheel quick-slot assignment
Fixed Visitor interior making player stuck
Fixed Some loot falling through the world
Fixed infinite respawn bug in alcoves
Fixed some major crash bugs caused by the AI's
Some small UI fixes
Fixed Battle Music not respecting audio dials in options
Item descriptions
The game not do a good job of telling you what you got, and we're fixing this by including item descriptions in the inventory menu. So now when you pick up and item, you'll know what it is and what it's used for.

Today we are presenting you a gameplay video in the Forgotten Cemetery. This location has four cards you can destroy to summon a ghost! 👻
In Arena, each location is unique and has its own rules and setup, forcing you to adapt your strategy during all your journey.
Today marks one year since the release of JanKenUP! on Steam. We want to thank you all for the support you’ve given us throughout this time.
And to celebrate this milestone, the game will now become completely free, just like the mobile version. This price change will take effect on November 22.
A huge thank you to everyone who purchased it back then — your support made the final push of development possible, and we couldn’t have done it without you.
Have a great day!
Thanks so much for all the feedback you’ve been sending in – this update focuses on quality of life, small balance tweaks, and a bit more clarity around what’s happening under the hood.
Thief interaction at checkout
You now have a more interactive way to deal with thieves when they start running away at the payment area. Watch for the new interaction prompt and react in time to stop them, triggering a similar consequence to getting caught by the alarm system.
Pricing & probabilities tweak
Adjusted maximum price limits and purchase probabilities to make pricing feel fairer and more consistent, especially at the higher end of the price range.
Event label behavior fixed
Fixed an issue where labels/tags related to events were not updating correctly after an event triggered. They should now change state reliably when events occur.
Shader compile information
On first launches (or when shaders are compiling), players will now get clearer feedback that shaders are being prepared in the background, so initial stutters are easier to understand.
New FPS limit option
Added an FPS Limit setting to the options menu so you can better control performance, temps, and power usage based on your system.
General performance optimizations in busy areas and shops to reduce small hiccups and improve overall smoothness.
Minor background improvements to reduce unnecessary CPU usage in certain situations.
Various small bug fixes and stability tweaks based on your reports.
As always, thank you for playing Business Simulator 2026 and for all the reports, ideas, and reviews you’ve been sharing. Keep the feedback coming – it really helps us decide what to improve next. 💚