The Neeblarium - Ghost
Update: Eggs behave, populations feel smarter, and your worlds now persist 🌱🄚

Date: October 22, 2025

Hi caretakers! Today’s patch focuses on fixing the egg system, smoothing population growth near your cap, and adding a few long-requested comforts. Plus, a peek at the Geneticist’s Toolkit coming post-MVP. šŸ’›

New conveniences
  • Buy Eggs (safely). Purchase eggs with Charms right from the tray. We stagger spawns and enforce gentle limits to keep performance buttery.

Quality-of-life & visuals
  • Clearer egg icons. Bin backgrounds are dimmer by default so the white egg icons pop. If you prefer brighter bins, you can still tune it.

Smarter population flow
  • Auto-Spawn respects your cap. The button now stops at your remaining capacity—no accidental overflows.

  • Crowding slows romance (gently). As the world fills up, Neeblies become choosier and mate a bit less—no hard on/off switch, just a smooth taper.

  • Optional ā€œbounce backā€ help. If enabled (off by default), very small populations get a light nudge to recover.

What’s fixed (and why it matters)
  • All eggs appear as expected. Dropping a bunch of eggs now shows… a bunch of eggs. No more ā€œinvisibleā€ spawns that only count in the UI.

  • One life, one animation. Eggs that fail outside fertile zones now ā€œfinishā€ cleanly once—no repeated death spam.

  • Spawn at your cursor, not yesterday’s. Recycled eggs take the new drop position correctly.

  • No more free-egg exploit. Empty bins won’t magically refill without paying Charms. Buying eggs works only through the proper buttons.

Safeguards in a nutshell: max per-purchase, a daily cap, a hard inventory cap, and slightly higher prices when you’re near the population limit.

What’s next — The Geneticist’s Toolkit 🧬 (preview)

Design custom lineages with friendly sliders, test them in a tiny petri-dish micro-sim, then synthesize a small clutch when you’re happy. Save your favorite ā€œstrainsā€ for future runs. This is post-MVP content—tell us which genome sliders are must-have for you!

Known bits we’re still polishing
  • Import/Export for World Layouts is planned but not in-game yet.

  • Save/Load needs a nicer ā€œtoastā€ to confirm progress.

  • The egg purchase panel is first-pass and will get more visual love.

How you can help
  • Do the full loop once: buy eggs → fill dropper → drop → incubate → hatch and tell us if anything feels off.

  • Try nudging the population cap and watch how mating slows near the top—does it feel natural?

  • Share whether the new egg purchase limits feel fair, and which Geneticist sliders you most want on day one.

Thank you for keeping the Neeblarium cozy—and for all the sharp bug reports that made this patch possible. 🌿

TYPE - Parsy

Changes + Fixes
The leaderboard was wiped because of a bug that caused infinite score! Also, the achievement for becoming 1st place now works!

Balancing

  • focus slows time 5% more slower

  • luck now scales more satisfying, at 300% luck you will get nearly only legendary upgrades

HeavenX - happy happy sunshine jerry
Faces to the Faceless

We love instant messaging. Gone are the wrinkled pieces of stationery clutched to the chests of distant lovers through long nights, along with the exhilarating ring of a long expected call from the downstairs kitchen. Both have given way to the faint quake of the rectangle in the back pocket of our jeans. What has been lost in ceremony has been totally reimbursed in convenience. Many pine for what they call the good old days; few have anything nice to say about the United States Postal Service when pressed.
Though comparably simple, modern text-based communication is also precarious, as prone to misinterpretation as it is to expediency. There’s a reason people call to inform their loved ones about a death in the family or a recent engagement. Certain strains of information require intonation to be properly delivered. Otherwise meaningful words become mere arrangements of letters, and that’s just not enough sometimes.

HX as VN

The choice to tell the story of HeavenX via direct messaging and emails was a simple one, but has created its fair share of challenges. To relay narrative through text is not uncommon, but in the modern day this approach is normally aided by character sprites or illustrations. Take the visual novel as an example. You compliment the tsundere character and she immediately chews you out for being stupid and ugly, as is her nature. Meanwhile, as if to convey her subconscious affection towards you, she blushes and casts her eyes to the side. Without these visual cues the tsundere appears less like a potential love interest, and far more like an undersocialized freak. Luckily there’s no shortage of these types in the white collar world.

There are no character sprites hovering behind the dialog window in HeavenX. The game’s characters cannot react to your messages in real-time save for the use of a limited set of emoticons. In order to address this visual disconnect between the NPCs and the player, we have worked to ensure that any ambiguity is intentional and meaningful. Creating conflict is a crucial part of any character-driven story. Bridging these gaps, or widening them, forms the backbone of your interactions with the NPC coworkers in HeavenX.

Who is who?

Our story system attempts to capture what it’s like to socialize within a handful of productivity and communication platforms, with all of the implied benefits and drawbacks of each. Casual communication is reserved for Shout!, a direct messaging system. More formal mailings are sent via Edict, the email client of Zhaoxing Heavy industries. Characterizing the NPCs within the limits of each program has required a high degree of care and intent. Each had to be given specific idiosyncrasies that would differentiate them from their other coworkers. Take Beth Joon-Wen and Kyle McCafferty as an example. Beth occupies the same position at Zhaoxing Heavy Industries that you do, and is fresh out of college. She’s considerably less formal, with the bulk of her online communication prior to her employment done in web forums. Rather than use traditional English, Beth takes shortcuts where possible and strives to keep her conversations light and casual.

Kyle, meanwhile, is a manager to the manner born. He communicates with a rigid efficiency, a nearly imperceptible hint of domination dripping from every word. He’s got a job to do, and more importantly you’ve got a job to do. Kyle exists to keep you on track. Unlike Beth, he doesn’t care much about being your friend and his dialog reflects this.

Every character in HeavenX can be identified solely by their grammar, vocabulary, and communication habits. Even if the usernames for each character were to disappear from Shout!, a player could finish the game and know exactly who they were messaging at any given time. A message from Beth could never read like a message from Kyle, and vice versa. There is still much work to be done within the story system, but these rules regarding consistency and readability are set in stone. We’re developing vivid characters, some likeable and some contemptible, using a limited set of tools that serve to bolster the realism of the game’s setting. Characterization is important, and equally so is the satire we’re hoping to cultivate through the player’s interaction with Zhaoxing Heavy Industries and its employees. Working within the confines of Shout! and Edict has been an excellent exercise in creative limitation, and we firmly believe that the narrative is all the better for it. Anyway, let’s get back to work.

ē²¾ē„žåÆ„ē”Ÿ - 阿禾

Since this is my first time publishing a game on Steam, there are still many features I need to learn.

This is also my first time using NVL Maker (Kirikiri 2/krkr2) to create a game and integrating it with the Steam SDK.

I'll strive to make the official version available for download on my store as soon as possible after the release.

I'll run some simple tests and, if successful, will post an announcement.

If the Steam version proves unstable, I'll also keep the original version of Bahamut (not connected to Steam) as a backup.

https://forum.gamer.com.tw/C.php?bsn=60603&snA=353

Please forgive me if I've missed anything. šŸ™

Root - Dire Wolf CS

We've released a hotfix addressing various bugs following the release of Hirelings & Landmarks. A huge thanks to the players who have reported these issues so we can continue to make Root Digital the best it can be!

Bug Fixes
  • Fixed a number of compatibility issues when moving from the pre-Hirelings version and the post-Hirelings version, particularly around saving and resuming in-progress matches.

  • Fixed an issue where, moving from the pre-Hirelings version into the post-Hirelings version, players may be unable to place Corvid Plot tokens in online multiplayer games.

  • Resolved a case where players on the pre-Hirelings version could not explore the ruins as the Vagabond in multiplayer games.

  • Players who resume a save from the pre-Hirelings version on the post-Hirelings version should no longer encounter the Tower not properly granting points.

  • Lizard Cult should no longer be able to build a 6th Garden of one suit, which caused softlocks.

  • The ferry no longer disappears in cases where it was used to move the Lizards, Duchy, or Riverfolk.

  • Players should no longer be able to see unrevealed Plot tokens in Strategic view after the Corvid player revealed them.

  • Resolved a rare case where the match could crash when playing as the Marquise and choosing which wood to use during an action.

  • Fixed an issue where Marquise would softlock or not be able to undo when choosing wood to spend.

  • When the Vagabond uses a Favor card to remove warriors, their relationship with that warriors faction now becomes hostile.

  • Resolved a case where Keepers Relic icons could be very large when zoomed out.

  • Other factions should no longer use the Duchy Pickaxes in the ball of violence during combat.

  • The No Lords Before Me challenge should no longer occasionally end immediately after setup.

  • The Marquise Faction Info screen should no longer display incorrect building costs.

  • The Action log should no longer display suits of cards added to the Alliance supporters pile.

  • Players should no longer be forced to place two Mob tokens during Birdsong if next to the Lost City.

  • Lizards who begin to reveal Bird Cards for Acolytes should no longer have to reveal them all.

Mabinogi - Elebon



Mabinogi will have a scheduled maintenance onĀ October 23rd. During this time, the game will be unavailable. Maintenance is expected to begin at 7:00 AM PDT and last approximately 3 hours.

Please note that the estimated length of time for each maintenance is subject to change without notification.
-Time-
Thursday, October 23rd
  • Pacific (PDT, UTC -7): 7:00 AM - 10:00 AM
  • Eastern (EDT, UTC -4): 10:00 AM - 1:00 PM
  • Paris (CEST, UTC +2): 4:00 PM - 7:00 PM
  • Sydney (AEDT, UTC +11): 1:00 AM (October 24th) - 4:00 AM (October 24th)
To address the following:
Note: TheĀ Name Change submission site will be unavailable after 7:00 AM PDT time, and will be available after the maintenance.

- The Mabinogi Team
Lucha Chess - abyssal.tree.123

Hello, Jorge here! I'm back with the first major-ish update!

Can stack multiple copies of the same item!

That the one big thing from this patch, no more uniques! It took quite some time to make bacause I had to rewrite a huge chunk of the code. Even tho it may not seem like a huge change on your side, I'll allow me to make cooler items and units from now on! xD

Hereos Changes!

  • Red Devil

  • Huntress

  • Shadow

  • Magitian

  • Rex

Items changes

  • Holy candle

  • Blinding darts

  • Turtle Shell

  • Cold Heart

There are probably some other changes not listed here. Spect more changes soon!

SWAPMEAT - reset
Gameplay

  • Increased health of little Alien spawn pods by 80%
  • Empty Legs ā€œDashā€ Ability has more momentum on exit for a smoother flow of movement
  • Eyeclops Torso ā€œTenderizer Beamā€ Ability has a more responsive aim
  • Wheelie Legs ā€œTurbo Boostā€ Ability has a smoother feel and isn’t as jarring as before (but should still go a similar distance overall)
  • Added ā€œBlock Those Tractor Beams!!ā€ event to teach players how to clog pipes
  • The Summoning Circle event now indicates what meat parts you are sacrificing
  • Banzai Drop has been adjusted to bring its power up a bit: +15% jump height, +50% direct hit damage, +20% damage

Animation

  • New animation for Eyeclops (previously: Meat Zord) Leg Sprint Ability

AI

  • Increased savory smell of Gobble Bombs
  • Player minions will no longer try to attack the Referee

Audio

  • UI layer mix pass to bring things up overall and dial some things in

UI / UX

  • XP orbs are a little more friendly / responsive (slightly larger magnetic radius) and clear (slightly larger scale and quicker pickup)
  • Level-up rewards screen now shows selected equipment and upgrades when spectating.
  • Upgrade Grids now more clearly indicate when you don’t have enough points purchase a node.
  • Upgrade Grids now show a listing of the stats that are active.
  • The Wishlist on Steam button should no longer show up on purchased versions of the game.
  • Renamed the Account tab in the Options menu to ā€œDebugā€, as that more accurately describes the current functions located within it.
  • The Galaxy Map will no longer show the tutorial, and will show systems that are locked.

Bug Fixes

  • Fixed an issue where the Golden Spatula was missing it’s damage type (Fire)
  • Grenade Launcher magazine size now increases properly with upgrades/items
  • Rocket Launcher projectile speed now increases properly with upgrades/items
  • Rocket Launcher explosion radius now increases properly with upgrades/items
  • Certain localized strings now format correctly
  • Kinetic wasp dash will no longer continue to stack an item allowing for additional jumps. Thanks for the report @soulreaper!
  • Added markers to Chefs In Peril missions
  • Fixed bug that slime spawners would stop respawning after their previously spawned Peeperoni had self-destructed
  • Clients interacting with the galaxy map should now see correct data.
  • Fixed a bug where late-joining players could be trapped in the pipes on Li’l Tangus
  • The number of successfully extracted employees should show up correctly in the end-stage screen now.
  • Fixed a bug that had broken the ā€œI’m Stuckā€ function on clients.

Known Issues

  • No significant performance tuning has been done yet. If you are graphics bound, you can try lowering the quality settings in the Esc menu via Options → Video, but systems with more constrained hardware may struggle
  • Not all input buttons and keys have icons in the UI yet. Text descriptions (eg. ā€œJā€, or ā€œButton Westā€) will show up for things that do not yet have an icon in the input glyph map
  • When observing other players, some UI bits such as the reload HUD don’t show accurate information for the observed player
  • All cutscenes and voiceover dialogue are WIP (and most lines aren’t in at all yet)
4:48pm
The Backrooms: Reset - germz

* Added Level 17 "Abandoned Carrier" and it's corresponding achievement.

* Level 16 now transitions to Level 17.

* Changed CRT distortion intensity setting on Level ! "Run For Your Life".

* Fixed Level Fun exit when returning to Level 16 from Level Fun.

(Previously sent the player to Level 11.)

* Color corrected Title Screen to match Level 0 via CRT effect settings.

* Fixed missing ceiling light texture on Level 4.

* Fixed muted sound after manually saving.

* Moved furniture around on Level ! to prevent entities from getting stuck.

Known Bugs:

* Sound is not turned off when turning sound off in the pause menu.

* Display options menu requires clicking twice to activate/deactivate the first time.

* Display changes revert back to default on any level load.

Known Issues:

* The exe file is not signed, so Microsoft and antivirus software do not like it.

* Requires Microsoft Edge Webview2 to run the game, which comes packed in the game file folder.

Your Windows PC should have it already installed unless Microsoft Edge was uninstalled,

or never installed.

* Steam Overlay is not compatible with the Construct 3 engine when exporting with webview2, but

achievements still work as intended, just not shown in-game.

Toy Town Mayhem - MicahTech

Hey guys, just letting you know that a new update is coming SOON.

There was a small miscommunication with me and Steam and part of the update was released early.

The new achievements added are NOT functional yet, so please don't grind the game yet because they will NOT be applied.

Thank you and I hope you play the update when it comes!

...