Street of the Cats - marigamedev

Hello everyone!

“Dungeons & Meows: Hero Cats” is our next game, and will be released soon.

In this game, you'll find hidden cats in a medieval fantasy setting. Use heroic skills to rescue kittens in a charming hand-drawn hidden object game.

Add it to your wishlist and follow the game to not miss the launch discount!

Thanks for playing and support us!

=^.^=

https://store.steampowered.com/app/4105210/Dungeons__Meows_Hero_Cats/?curator_clanid=44889585

And follow too our Steam developer page to stay updated on the latest news!

Weird Mart - muuuuu
Payment announcer added - (Not available in demo)
Final Fall - Final Fall

I would like to apologize for the delay of this update, i recently had a child and things have been pretty hectic.

After carefully going through all feedback, bug reports and reviews i tried my best to bring you what ever you asked for without compromising the game's vision and integrity.

  • The zombie enemies from the initial version are back.

  • The zombies have had their AI reworked.

  • Dismemberment system has been added for the Zombie enemies. You can now shoot off all their limbs

  • Zombie behavior changes depending on what and how many limbs they have left.

  • Finisher move has been added to Ophelia for zombie enemies when they are crawling. Take advantage of this to conserve your bullets.

  • Ophelia can now backstep by pressing Space. Very useful when fighting with the box cutter.

  • Tormentor QTE issue has been fixed.

  • Tormentor encounter frequency has been decreased greatly.

  • Performance improvements for the Epic graphical settings.

  • All known and reported bugs up to this point has been fixed.

I want to thank everyone personally that took the time to play Final Fall, and a special thank you to those that went a step further and provided their invaluable feedback that helped make the game better for old and new players.

A little heads up for the next update, and this is going to change things quite a bit.

I understand the QTE sequence when fighting the Tormentors is not your favorite thing, it's not mine either, the idea was to somehow have an internal struggle with Ophelia's thoughts during those battles and fighting regularly was out of the question.

So to mitigate this issue on the next update players will be given an option between the QTE version (default) or a brand new voice recognition system that will allow you to resist and fight back on those encounters that represent Ophelia's inner struggle.

You will be able to use your microphone and speak the actual words that will keep the inner darkness at bay. This system will also be expanded and implemented in other aspects of the game such as puzzles and more and will be a toggle feature for those that prefer it over the QTE.

I hope you are happy with the changes, and as always feel free to contact me for any issues, questions, or requests.

Cats Everywhere - marigamedev

Hello everyone!

“Dungeons & Meows: Hero Cats” is our next game, and will be released soon.

In this game, you'll find hidden cats in a medieval fantasy setting. Use heroic skills to rescue kittens in a charming hand-drawn hidden object game.

Add it to your wishlist and follow the game to not miss the launch discount!

Thanks for playing and support us!

=^.^=

https://store.steampowered.com/app/4105210/Dungeons__Meows_Hero_Cats/?curator_clanid=44889585

And follow too our Steam developer page to stay updated on the latest news!

Tamara - David Kay

Hello everyone.

We had to move the release date a few months into next year. The good news is that we can finally afford to work on this full time so we managed to overcome our greatest hurdle that was halting our work all this time. Hopefully we will be able to deliver something tangible soon.

No promises but we aim for a solid demo somewhere around the New Year and a full release before May 2026.

Thank you all for your patience and support!

カルトに厳しいギャル-CULT VS GAL- - Bhaskara

Now I'm making title animation.

I'll get a something good animation.

Snouty And The Great Rift - freddiewpayne

Now that the demo for Snouty And The Great Rift has been released, I have been able to get an impression on the game's compatibility with the Steam Deck, thanks to some very helpful testers. In short, the game works perfectly well on the console, but more specifically:

  • All of the game's functionality is accessible through the Steam Deck's controls, with no additional configuration/hardware required

  • Button glyphs for Steam Deck controls (e.g. on interaction prompts or when approaching an NPC to talk to them) appear correctly

  • The game performs well on the Steam Deck with no major graphical bugs/stutters

  • All UI elements and text appear legible on the Steam Deck, with none clipping outside of the screen's borders

If you are playing the demo on Steam Deck, I'd be interested to hear more about your experience so that I can continue to keep the game as compatible as possible with the console.

Happy foraging!

Cairns Playtest - dont eat pagpag

When i was adding a non-unique story-related item, it felt kind of strange for it to have no use outside the story. The item felt forced and out of place. Since it was a food themed item, i decided to add the planned food system into the game. And because i dislike the idea of right-click use items (or overloading right-click functionalities), i made it so you get a dialog at any campfire and can only eat foods there. A typical food buff is basically like wearing an extra piece of equipment for about 8 minutes.

To reduce food waste, buffs can now be saved to the save file. This also enables other buffs, like potion poison and a new story buff, to be preserved when exiting and restarting the game.

Many works have been done on npc, story, dialog, and world maps. It feels like playtesting the main game build is only a few patches away.

Fixes & Improvements
  • migrated to a new pathing backend. movements are snappier and path finding performance is improved (not that it was a problem)

  • implemented a better way to update the pathing graph when loading new maps. updates are now properly queued and no internal errors will be thrown

  • deferred map instantiation across frames

  • updated how npc are presented. with the new animated sprite, they can move around and play animation clips during dialog in a scripted manner

  • shops can now have multiple “entrance” interactables. the same shop can be opened by an npc shopkeeper dialog or props around them

  • added food items and eating at campfires

  • allowed buffs to be saved to and load from the save file

  • fixed bare hand damage, balance, and crit chance miscalculation

Infinite World:Dice Team - 天河·龙卷

0.9.0.3 Added cloud save/archive. Fixed bugs.

Bloodright - OcO
Hi everyone,

Here are the updates from the latest patch:
  • Fixed issue where the stash could be accessed even if the "Stash" prompt didn't appear.
  • Fixed possible game breaking bug where some saves may end up corrupted after pausing and saving in quick succession.
  • Updated crafting recipe for shotgun shells. You will now need 1 gunpowder and 1 empty shell to create 1 shotgun shell.
Best and have fun,
OcO
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