
With a firm breath, the earth cracks once again.



– Pellu –
“Ugh… How long do I have to keep digging?”
\[Effect]
• 10% chance to gain an Enhancement Stone.
• If placed in a corner, gain 3 Gold.
⛏️⛏️⛏️
A diligent earth dragon and loyal companion to the red dragon Scarlet.
Wielding his ever-grumbling pickaxe “Grumbel,” he follows the whispers of the ground to find rich veins.
Though he complains constantly, he’s more earnest than anyone when it comes to his work.
Thanks for viewing!
We regret to inform you that the maintenance has been extended approximately by 2 hour(s).
We apologize for any inconvenience this may cause to your gameplay.
- Revised Maintenance Period:
ORIGINAL: 2025/11/04 02:00-06:00 (UTC)
EXTENDED: 2025/11/04 02:00-08:00 (UTC)
Thank you for being patient with us.
Hello, this is IvoryHand.
The minor improvement update for Signanota has been applied.
The following changes are included in this update:
Vulnerability patch
Minor bug fixes
We sincerely thank all players for supporting and enjoying Signanota.

Idosra: The Electric Renaissance has been updated to Version 1.1.4! This update brings a few last-minute changes before release.
Here is what's new:
Player Feedback:
Added a new configuration option to adjust camera pan speed. This feature will allow you to smooth its motion if you feel it pans too quickly.
Added a "quit" option to the greeting screen.
Bug Fixes:
Mouse pointer will be hidden if the game is played full screen or with a controller.
Increased size of greeting screen to 2x, but the screen will scale back down to 1x if it detects the window is too large to fit on the screen.
Back-end Changes:
Engine errors (purple screen) are now logged. The log file can be sent to technical support
Please note that while we cannot guarantee support for user mods, you are welcome to ask for help with mods.
If an engine error occurs during boot-up, the loading process will terminate and log the offending error code.
The source bitmaps generated during the indoor area loading process are now cached. This will reduce the number of steps needed to render indoor scenes (if the lighting effects are enabled), thus speeding up the loading process. This will also reduce memory usage.
cachewrite mode implemented to allow regeneration of cached source bitmaps.

Hey folks! With MDEV coming this week, I'm hoping to test a bunch of the changes that were made under the hood in preparation for challenge levels. Most of the changes should be invisible, but all of the spawning logic has been overhauled, so I'm hoping that I didn't break anything with that.
However, there have also been a few changes outside of that as well
Attacking is now left click by default
Controls can now be rebound at any time from the pause menu, instead of requiring going back to the main menu
Controls are now shown at the start of the game, and in the pause menu
The tutorial now forces players to slow down a bit, and explains energy/abilities in a little more depth
"Arcade" mode has been retired. Endless mode now uses the leaderboards functionality!
Fixes upgrades being skippable by submitting an unmatched word when offered upgrades
Variants can now stack - there is a small chance to get an enemy that is both golden and has a shield, if the enemy can have both variants, for example.
As always, please leave feedback or report bugs in the Discord!
https://discord.gg/GfrGtgn

This week marks 3-years since we were successfully funded on Kickstarter! Since then I've posted monthly updates there, and you are free to check those out for more specifics, but long story short, our current state of development looks roughly like this:
The world is defined and tangible. I'm super proud of how the 2D world map, the actual zones and biomes if you will, translate to the room it all takes place in.

All the mechanics for power-ups and character switching are in place. It feels good to jump and dash and grapple and swing through the world:

Puzzles are puzzling. Items and Power-ups are waiting to be collected. Secrets are waiting to be revealed. Tons of new music has been added. And so many new Tarot cards have been illustrated.

There have been times that development has flown by in powerful bursts and there have been moments of hitting walls for sure

Through it all we have kept pushing

I cannot wait to put this game in your hands <3
In the meantime, we have kept our free demo available, and it is currently part of the Metroidvania Fusion Festival, running now.

Changes & Fixes
Fixed "Unstopaball" achievement being granted to the unworthy.
Hello everyone,
The Early Access version of BonfireSimulator launched on November 3rd (PST)!
We’re thrilled to finally invite players who love campfires and simulation games to experience our world.
BonfireSimulator began as a personal portfolio project about two years ago and has since evolved into a full indie game, refined with new content and direction.
Since much of the game was built by a single developer, we understand there may be areas that feel rough or need improvement—especially without a dedicated planner!
We’re currently gathering reports on bugs and various issues.
Please share your feedback through the Steam Community.

Early Access Version 1.0 Updates
Campfire Power Level cap increased to 7
New Special Abilities added
New burnable special objects
Improved in-game UI
Added sub-events to maps
We’re preparing multilingual support and an achievement system for the next update.
More content is on the way, so stay tuned!
Thank you,
ehancreative Team