 
	After receiving some great feedback from players, I've made some minor balancing changes as well as a number of bug fixes. There could be moments in the game where you could receive too many "clean" loops in a row with no anomalies and this felt bad for players. Adjustments were made so that anomalies will be more likely to occur sooner/more often.
Balancing changes:
Adjusted logic to present anomalies more often/sooner (won't get 4-5 clean loops in a row anymore, for example)
Replaced the background hum ambient sound with another - the previous sound would loop poorly and cause confusion that it might be an anomaly
Bug fixes:
Fixed an issue with a couple anomalies not resetting correctly if missed
Fixed an issue where after a certain anomaly, the walking boss would end in a slightly different spot
Adjusted multiple audio levels - the audio of a certain anomaly could be unintentionally heard across the entire office
Fixed some menu and settings interactions on controller
Fixed an issue which caused the coworker sitting in the corner to move forward over time and end up fused into his desk
Fixed an issue where the cursor would stay visible when starting a new game
 
	
	 
	⬤ D-LOG ENTRY \[0018]
\[//]
\[2025-10-27-1100]
\[POE // DV-98]
\[NAFOSEC // NCC-RIGA]
\[RE: WOUNDS]
If a round hits the arm, what actually happens? You don’t just take a number off a health bar.
You lose strength, precision, control - possibly the ability to operate altogether.
So there need to be levels to it. Light hits versus major trauma.
First level’s a graze. It hurts, throws your aim, maybe bleeds a little. Doesn’t stop you.
Next level — the round goes in. Muscle damage. Grip starts to fail. Reloads get slower. Blood
starts to matter if you don’t stop it.
Next — bone hit or artery nicked. The arm barely works, bleeding fast, maybe dropping the
weapon altogether.
FUBAR— catastrophic. Limb’s done. You’re in shock. It’s survival at that point, not combat.
Same logic applies across the body. Leg hit slows everything — movement, stance, ability to
get to cover. A bad one and you’re crawling or pinned.
Torso hits are different. You can still move for a few seconds, maybe longer, but bleed-out starts
fast.
Head or neck is just over — doesn’t need stages, just a roll between stunned and gone.
All of that ties into what happens after.
A light wound can be patched quick. Pressure, wrap, move on.
Bad one needs a tourniquet. You stop the bleed, but that limb’s finished until you can get real
treatment.
Severe trauma or critical hits push toward shock — breathing gets shallow, aim starts to drift,
color fades, sound narrows.
You get hit, there’s consequence. Movement slows, aim shakes, blood loss starts counting
down. You decide whether to fight, crawl, or stop the bleed.
Later, this ties into longer-term states — scars, permanent impairment, mental collapse, all of it.
Every hit changes how you operate.
How it all works in the real world.
/// ===============================================
SUPPORT THE OP
👉 WISHLIST + FOLLOW // Every mark adds weight to the push ahead.
OPN-FULCRUM // PHASE 2 -KICKSTARTER \[JAN 2026] → JAN 2026. Mission-critical funding op to carry Burned Horizons forward. Stay locked in — followers get the deployment notice first.
 
	Developer Note – Pizza Shop Simulator v0.3.8 Update
During the development of Pizza Shop Simulator, we experimented with different game modes in an effort to provide players with a broader gameplay experience. However, many of these modes were unfinished, lacked proper optimization, and caused significant performance and stability issues throughout the game.
With the Early Access v0.3.8 update, we’ve made an important decision to address these problems: all additional game modes have been completely removed. From now on, Pizza Shop Simulator will focus solely on being a pizza shop management simulation, allowing us to refine the core experience and dedicate more resources to performance and gameplay improvements.
This update includes noticeable progress in optimization and overall performance. However, as the game is still in early access, some bugs, performance drops, and minor visual inconsistencies may still occur. We are aware of these issues and will continue to release regular updates and fixes based on community feedback.
In future versions, we also plan to remove all AI-generated visual assets from the game. Our goal is to deliver a more original, consistent, and professionally crafted visual experience.
In summary, Pizza Shop Simulator will now remain focused solely on the pizza shop theme. Our team is committed to making the game smoother, more stable, and more enjoyable with each upcoming update.
 
	
	





















 
	Hi! It's been a while... no, sit down, please. Come now. We don't have to be so formal. We've known each other for a while, and you know I don't really don't value that kind of stiff interaction. It's so very... false. Performative. Oh, I took the liberty of ordering your usual - I presume things haven't changed so much that you've changed... that? No. I thought not. Ha. That would be quite something, wouldn't it?
I'll get straight to the point. It's come to my att- 
...
...
Jesus.
Hmm. You know, I came very close to being a cliche there for a moment. Who says 'it's come to my attention' in real life? I know this isn't real life: not the confining walls of bullshit and fakery that passes for the office workplace. But I wish it were. Real. A place where people laugh and cry, and snot comes out of their nose, and their makeup runs, and the chaos and ruin of life is commented upon, and manifest... and honest. And safe. I know you feel the same way. I think we share some attitudes, some... shall we say 'strong' views on certain subjects. Oh, here it comes! 
("Thank you! Yes, over there is fine.")
Okay, he's gone. You can come back.
Anyway. 
As I was saying: we share certain attitudes, even though we don't work on the same fl- Wait. Do you even have a designated floor? Hmm. I'd never considered that before. I suppose you aren't really confined by those things, are you? Lord, I envy you in that. You can kind of move where you wish. I don't suppose you even have a supervisor? No. That would be odd, wouldn't it?
Anyway. I found something I thought was rather interesting as I was moving my desk drawers (I loathe hot-desking, I must say). It's hehttps://www.mediafire.com/file/7j7foyv34qlr7sj/MR2-20251023-2325-23.4091827.mp4/filere. I don't really know all the implications, or how it affects anything, but... I don't know. I saw it and it fired up something inside me.
Look, I'll get to the point. I'm tired of things around here, and - if you watch the news for 5 seconds - it's not really getting much better. No. You see it too. Well, it strikes me that I've had enough of... out here. And you're... in there. And I wondered if you'd mind... um... This really is so awkward.
Look, I don't have anyone here... or even out of here. I'd like to come with you. Into the walls. I can pass pretty well, and can probably rustle up food on the regular, so you don't have to scrounge for scraps and worry about being caught or trapped or poisoned, or any of that other stuff that's probably quite terrifying for you. I know it's sudden, but I'm ready to go whenever... oh. Oh! 
I see. Well... I can do right now! I've got my things... all that matters, anyway. I should at least leave a note, though. Give me just a moment and I'll be with you. And thank you. You won't regret this, I promise. 
It's a new life. For the both of us! Ahaha. Okay, just a moment.
This version includes all the minor bug fixes that occurred during the Switch conversion.
It may change some behaviour with the Options menu.
And the Switch Version should go live on the 13th November.Okay. Done. Honestly, I don't think they'll even notice I've gone. Not for a few weeks, anyway.
Lead on! Into the dark. It'll be a squeeze, I know, but I'm a lot more flexible than I lo-
 
	
	
 
	Hey everyone, we've just released the new EcoChess demo, with new language options, minor graphical improvements, and new levels to try out. Enjoy!
 
	
Hey, everyone!
First of all, thanks so much for playing Dead Finger Dice and leaving your positive reviews and feedback! We've worked on this patch while considering all the feedback and bug reports.
Bugs:
The Achievement bug for the Talisman should now be firing properly
Put limit on amount of characters displayed for custom die
Fixed some broken localization strings
QOL:
Added a "Fast Rolling" option in the Settings menu for people who have requested it. It will ensure the rolling dice animation plays faster.
Tweaked the difficulty on Bobby Froggic, as well as gave more varied rewards for winning.
Created a controller config for players that prefer playing with controller or on Steam Deck.
Thanks again for playing and we hope you keep enjoying Dead Finger Dice!
Rocket Adrift Team
 
	The next changes to the online beta, as well as general changes that will be available in the full release.
Changes in this version include:
Aya and Nitori available to test out.
Fixed error where leaving online mode and re-entering causes game to crash.
Fixed issue with menu music not fading out when changing characters.
Fixed player name not appearing on character UI.
In 1v1, issue with bullets not being absorbed by some attacks has been fixed.
Fixed issue with certain projectiles/special abilities destroying their own or partner projectiles/special abilities.
Desperation
Size of bubbles have been halved to make it easier to pop.
Ball resets touches when destroying bubbles.
Fixed Reimu's desperation being ineffective.
Fixed Marisa's bomb and desperation being ineffective.
Fixed Remilia's bomb and desperation being ineffective.
Cirno's desperation will prevent ball from bouncing, destroying bubbles in its path.
Youmu's bomb can destroy all the bubbles.
Yuugi's bomb can destroy the bubbles.
Aya's bomb and desperation can can blow away and destroy all the bubbles respectively.
Suika's bomb can destroy the bubbles and fixed the issue of the mini Suika's not damaging the bubbles.