AI2U: With You 'Til The End - dracaena.bot

AI2U’s second patch in 2025 is live! In addition to various adjustments detailed below, players can finally get hugs from the AI or even mod the NPC so the hug comes from your favorite underrated characters or problematic faves outside of AI2U.

Just remember: Even if you switch up the characters, the yandere essence isn’t going anywhere! Make sure to familiarize yourself with AI2U mods through our step-by-step tutorial and to be mindful of what you share in official AI2U communities. Note that, this mod is experimental and may bring unexpected issues.

Speaking of problematic faves, our resident witch’s cabin is finally fully renovatedshe never needed to change, the world around her needed to reflect her magnificence. Enjoy exploring the new space and deeper lore within it! As we published Elysia’s 3D model recently, you might also notice her features and garb pop a bit more, too.

New Features
  • Hugging: Players can now request hugs from NPCs in all levels and chat-only mode. At certain moments, NPCs may be the ones to initiate a hug.

  • Mod Support (Beta): Players can import custom models and mapper configurations to modify the appearance of the catgirl, witch, and hologram in all levels and the Atrium.

  • Witch's Cabin Revamp: Updated Level 2 with new story details and environmental changes that deepen the witch's backstory--Talk to her as you explore the space to unlock the secrets of her past!

  • Cosmetics 3D Preview: Updated the shop and phonebooth cosmetics pages with a 3D character preview feature.

  • Updated Tutorial: Added a name customization section to the tutorial, allowing players to set their name at the beginning of the game. Players can change their name anytime by pressing the ESC key while in the Atrium.

  • Data Reset & Account Deletion: Players have the choice to reset in-game data or permanently delete their account via the Settings page. Resetting data will erase all game progress and the unlocked Steam achievements.

  • Microphone Selection: Players can choose their preferred microphone for voice input in the Settings page.

Gameplay Adjustments
Level 2
  • Players can now see a potion’s name and its effect immediately in their Inventory after successfully crafting it—no need to consume it first to reveal its information.

Level 3
  • The Gas Mask—originally a feature in thehttp://itch.io release—has been restored and now spawns correctly in both thehttp://itch.io and Steam versions. Equip it during gas leaks to avoid negative effects.

Visuals
Level 1
  • Added several new animations for the Catgirl NPC:

    • Hands on hips

    • Attack animation

    • Idle animation

    • Angry knife chase

  • Added a new ending animation.

  • Updated the master bedroom environment.

  • Improved overall lighting.

Level 2
  • Updated the environment within the witch’s cabin.

  • Added a new ending animation for the "Turn Into a Plushie" ending.

  • Improved overall lighting.

Level 3
  • Updated visuals for space seen from the ship.

UI/UX
  • Added loading screen hints to assist players during level transitions.

  • Added an NPC name customization panel that appears when players enter each level for the first time.

  • Refreshed the Settings page layout.

  • A red dot notification now appears on phonebooth customization tabs when new personality tags or skins are unlocked.

  • Enhanced the voice input UI/UX with visual indicators for voice recognition.

  • Redesigned the ending summary page for improved clarity and readability.

  • Updated the UI/UX for internet disconnection in-game.

Bug Fixes
Tutorial
  • Fixed a softlock that could occur if “M” was pressed before the blue parrot speaks in the tutorial.

General
  • Fixed an issue where the redeem page UI incorrectly displayed "You have successfully redeemed:” even when the redemption failed.

The Atrium
  • Fixed the ottoman’s collider issue.

  • Added the Level 1 item “Hair Tie” to the shop.

  • Unified the Level 3 NPC’s name to “Hologram Assistant” across all in-game UI elements.

Level 1
  • Fixed a bug where the Catgirl NPC repeatedly said “Don’t say that” in response to the player’s paintings.

  • Fixed an issue where players could only access the PC using the English password when the game was set to non-English languages.

  • Fixed an issue where multiple Catgirls could appear in the ending animation.

Level 3
  • Fixed an issue where spam-clicking during the life support minigame could prevent the gas leak from turning off.

  • Fixed a localization issue with the mission goal panel.

HOT FIX - V0.5.5.7.1

2025.6.6

  • Fixed an issue where NPC can't follow the player in atrium and Level 2.

  • Tremendously increase the input limit. (In the future the limit may reduce down a bit based on overall server cost, but not going to be as low as 100 characters again).

勇者与亡灵之都 - steem
实装了可以重复挑战CG绯红女神战的雕像
Jun 5
Depths of Endor: Dungeon Crawler - depthsofendor
  • Completely redesigned dungeon UI
  • New home screen layout
  • Item rarity is now shown in the item view
  • Sound interruptions will only occur if game music is enabled
Paraside: Duality Unbound Playtest - Mitchell
Hey Commanders,

A new build is live! Refresh Steam to grab v0.13.3 and let us know if it smooths things out.

Patch Notes

Balance
  • Golden-Eyes Druid now casts fewer tile effects, making the fights a bit less RNG-heavy.
Fixes
  • Crash when using the keyboard shortcut to undeploy an Officer.
  • Conquered places popping back during a Realm Swap.
  • Save-load issue that could corrupt campaign progress in Exploration mode.
What’s Next

We'll send a proper announcement about the playtest soon. Your feedback over the last few days has been invaluable, keep it coming on Discord or through the in-game survey.

Thanks for participating in the playtest. Cheers!
勇者与亡灵之都 - steem
1.正式实装了成就

1.正式实装了成就,若没有特殊情况,则不另外增加成就。

2.之后会更新一个开关来让玩家可重复挑战CG中的绯莲boss战。

Marisa of Liartop Mountain - STREAM

Thank you for your patience!
We sincerely appreciate all the feedback and impressions we've received for the demo of Marisa of Liartop Mountain. Based on your valuable input, we're excited to unveil the Scarlet Devil Mansion Update.

Marisa of Liartop Mountain is a game that embraces the charm of board game style storytelling. With this update, we’ve aimed to deliver the fun of “enjoying games together with close friends” while enhancing the RPG elements for a deeper gameplay experience.

Highlights of the Update
・”Playing” Within the Scarlet Devil Mansion

Remilia Scarlet, Flandre Scarlet, Patchouli Knowledge, and Sakuya Izayoi join as players of the mysterious in-game book Marisa of Liartop Mountain. They observe Reimu's adventure as a game and chime in with spontaneous, often chaotic suggestions. Even if their advice causes major trouble for Reimu, they simply laugh and enjoy the outcome.

・Character Progression

Reimu gains experience points and levels up throughout the adventure, but each Scarlet Devil Mansion member has different ideas about how she should grow, and the dice you acquire may affect your adventure. You can follow your favorite character’s advice, prioritize your stats or dice strategy, or even reject a suggestion outright with a “reroll” (though it comes at a cost!).

・More Freedom in Exploration and Combat

You are able to meet unique allies and enemies in the strange library. By observing enemy patterns and exploiting weaknesses, even tough opponents can be defeated without taking damage. Thinking ahead may reveal surprising solutions.

・Play from Prologue through Chapter One

The full game will have five chapters, but the demo lets you play from the prologue to the end of Chapter One. Reimu can level beyond 10, allowing for powerful builds and new routes based on specialized dice.
Note: Demo save data will not carry over to the full version.

Planned Features for the Full Release
  • Steam Cloud support (Available in the full version)

  • Expanding save slots

  • Opening animation and achievement system

We hope you fully enjoy the Scarlet Devil Mansion Update of the Marisa of Liartop Mountain demo!

SGS Overlord - AvalonDigital
Hello everyone and thank you for your interest in SGS OVERLORD.

This anniversary update includes a new scenario and various improvements, starting with the game engine, which moves to version 1.5. You'll benefit from a greatly revised UI and numerous improvements (for example, the ability to see the troops engaged in each battle). The gameplay has also been improved in response to your many feedbacks and comments. We'd like to thank them all.

Manual
As requested by some players, a reinforcement calendar has been added at the end of the manual (in French, English and German), allowing those unfamiliar with this military campaign to have an overview of the gradual arrival of their troops. It should be noted that the German player has only a very limited view of the resources he will receive as he goes along, and this is deliberately included in the game in order to give a flavor of uncertainty entirely in keeping with historical reality.

Unit corrections
- The movement of American paratroopers has been raised, and certain areas of the map slightly modified to avoid frustrating “blocking” situations.
- Some British and Canadian units have had their offensive value slightly reduced. The idea is to take into account the difficulties experienced by these troops in advancing across the Caen plain, and the lack of offensive experience of many formations.
- Adjustment of the morale levels of certain German units (lowered in particular for certain recently reformed panzer divisions whose cohesion leaves something to be desired).
- The 5th Parachute Brigade was a ‘cheater’ but has been punished: it now uses its replacement points like every other unit, i.e. 2 replacements for 1life point.

Other changes and fixes
- Important change: HQs no longer act as supply relays. Despite a certain logic in its operation, this feature led to unrealistic and frustrating situations complained of by some players, such as units being surrounded but temporarily supplied by their HQ and therefore able to receive replacements. From now on, supply lines are strictly defined from the source and from relay to relay (towns, bridgeheads, fixed depots) every five zones. HQs are now used primarily as “boosters”, particularly in terms of movement points (think about this in certain situations).

- Cumulative combat and morale modifiers are now limited to +4, which prevents certain forms of abusive exploitation or accumulation.

- In response to comments from several players, Canadian forces and units of the British I Corps (together forming the 1st Canadian Army) are now prohibited from advancing in the “inter-allied zone”. This, in line with historical plans, limits the Allied player's ability to send all British forces south, while still allowing several British corps (VIIIth, XIIth and XXXth) to coordinate with American forces in the final phase of the campaign.

- It's worth remembering that certain design choices may not appeal to some players, and that's perfectly normal. But they have their own coherence and serve to balance the game without distorting it historically. The Normandy campaign was long, difficult, deadly and laborious. The Allies had hoped to break through in less than 30 days, but it took them two long months of fierce fighting to do so, and another major effort in August to complete the destruction of the German armies and reach the Seine. Hence certain mechanisms designed to make life hard for them, as in the reality of the Normandy bocage. Our aim here was to create a game that was interesting, fast-paced and well-balanced, while remaining easy to play, offering players numerous possibilities but “framing” them so as to retain a real sense of historical constraints. Typically, the role of reserved areas, which can sometimes seem frustrating, responds to these imperatives by avoiding overly unrealistic situations, as does the random aspect of German reinforcements and air cover, always leaving players with a degree of uncertainty.

We hope that these many small details, often unobtrusive, sometimes invisible, contribute to your enjoyment of taking command of one side or the other throughout the various scenarios.

NEW SCENARIO: MORTAIN/FALAISE (August 5-22, 1944)
The new 6th scenario is particularly dynamic and competitive. Lasting a maximum of 6 turns, it begins with the German Lüttich (Liège) counter-offensive designed to cut the Avranches corridor after the Patton army broke through the front line in early August 1944, and also covers the formation and destruction (historically) of the Falaise pocket.
There are no classic victory conditions here, neither VPs nor signs of Allied pressure.
  • The German wins instantly by taking Avranches, and the Ally by cutting off the Panzer divisions' rear and closing the Falaise pocket (simultaneous occupation of Le Mans, Argentan and Falaise).
  • Any other result at the end of turn 6 is a “draw”.
These two objectives are therefore in direct and permanent competition, with each player having to “push” forward to snatch victory, while at the same time protecting his rear to avoid instant defeat. Beware: the Allies are the strongest side, but the Germans have the advantage of playing second, and still have powerful armored and mechanized units at their disposal. They can therefore hope to counter a compromised situation in extremis.

We hope this little challenge will appeal to old and new players alike.
Gentoo Rescue - Jagriff
I'm pushing this patch earlier than planned because I think some of the changes warrant it. As a result I'm not finished with hints for all bonus levels yet.

Puzzle changes
  • Replaced Trapeze (level in post-Accumlation world Crowdsurf) with a completely new puzzle. The old version wasn't an amazing puzzle, and its idea also had already appeared in a similar form in another level. So I made a completely new level that explores a novel idea. I'm granting anyone that beat the old puzzle progress on this one because I don't want to spoil 100%-ers, but there is no relation between the old Trapeze and this new Trapeze. Give it a try!
  • Added blue wall to hub puzzle. This prevents another scarlet herring (see 1.0.3 notes), and should better hint at how to reach one of the endgame areas.
  • Hints for a couple of levels added.

Misc
  • Flashing export spirals are now much bigger. I noticed players were having issues finding out what to do immediately after completing Inception. Hopefully this helps!
  • Fade "undo or reset" message when pause or warp menus are opened.
  • Tweaked tile shader to not show grid lines (when enabled) on the sides of tiles.

Bugfixes
  • Fixed flashing "water" in the black background of the space biome when using "Medium" graphics settings preset.
  • Using the "quick exit" bind while the end popup and journal are both up will no longer close the end popup.
TypInc. - Game Game Games

Now your run will be saved automatically every time you finish a day in TypInc.
When opening the game you will be prompted with a dialog for if you would like to continue the game where you left.

Also added Run Stats that you can view at any time when in the game. These run stats are also shown in the game over screen.

Also improved the Catalogue Selection options with more obvious toggles to select and deselect Catalogues for your run.



This update works as the last iteration to Demo Version.

I've also added a little sneak peak of the perks images that are going to be in the game in the loading screen. Not all of these perks are available in the Demo version but will be included in the full version.
Fixed issues with cards getting stuck on screen sometimes.
Fixed issue with Blessings Machine rolling on clicking Spacebar while the player is typing.
Fixed issue with player being able to redeem a Blessing without spinning.

We're hoping to release TypInc. by the end of this month.
Thank you all for so much support and kind words.

theHunter Classic - awhelan

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