Hot Dogs, Horseshoes & Hand Grenades - [RUST]Grumplestiltskin


Howdy folks!

It's that same Experimental Build time again! This week we've got a brand new gun (The Martini Henry Khyber Pass Obrez), and a full rework of the falling block rifle code. The og Martini Henry and Sharps Cartridge Conversion have been rebuilt to run on it.

Take & Hold scoring has gotten another pass (though we still have a few bugs in it). The final scoring ranges SHOULD be closer to what they should be now. Let us know what you think!

As always let us know if you run into any bugs!

Peace,
Anton

TO PLAY THE NEW BUILD FOLLOW THESE STEPS:
Right click H3 in Steam
Go to Properties
Click Betas
Click The Dropdown
Select Experimental1!

Full Changelog - Update 120 - Experimental 5
Additions:
  • Added New Weapon: Khyber Pass Martini-Henry
  • Added New WIP Utility Prop: Sosigquin (poseable sosig)
Changes:
  • Take & Hold Scoring Further Adjusted.
  • Rebuilt Falling Block Firearm class to have a more natural interaction schema
  • Rebuilt Martini Henry to use new Falling Block Class
  • Rebuilt Sharps Cartridge Conversion to use new Falling Block Class
Fixed:
  • Fixed Left Handed Quickbelt Orientation FINALLY
  • TNH Ammo Reloader no longer detects flintlock weapons and tries to spawn cartridges for them (they have no cartridges that are compatible with the game’s core cartridge systems)
  • Fixed M76 bolt drop when removing an empty magazine
  • Fixed barrel smoke not following muzzle on Schofield Model 3, Webley Revolver, and MP412REX
  • Fixed incorrect ammo mappings on some sosigguns
  • Ammo Reloading Panel now correctly detected attachable weapons when held
  • Fixed TNH Ammo reloader playing wrong sound when successfully reloading a clip
  • Fixed TNH Object constructors not updating their visual lock state when one constructor unlocks a category
  • Fixed (possibly very long running) bug in how Take&Hold selects a ‘safe’ supply point relative to a hold point. This may have been the cause of having hold phases start and sosigs ina nearby supply point shooting at one immediately, for ages. I don’t know how this didn’t break more things for a long time (maybe it was).
  • Fixed some exotic errors in the Sentry Patrol system used by Northest Dakota (thanks O-Deka_K, i would have never found that)
  • Fixed foresight direction for H416A5
  • Fixed SW500 speedloader using incorrect model and cartridge poses
  • Fixed sosiggun ammo array length that was causing like 6 bugs in seemingly unrelated places
  • Fixed broken metadata on M76
  • Fixed broken rail lengths on H416C
  • Fixed issue where ammo reloader in tnh would sound spam from ammo box
  • Fixed P38 Ejection Direction
WIP Notes:
  • The Toolbox has a non-functional panel atm for setting clothing on the Sosigquin. It will be added in full in the next update.
Figmin XR - Tilt Five - services
experimental windowed mode, a pre-release of update 24
Candle Prick - Moraguma

Hope you've all been enjoying your eternal punishment! If you have, please consider leaving us a Steam review! 🗨️ Getting to 10 as soon as possible gives us a boost in Steam's algorithm, which is super important to a small team like us 🥺

Oh, and if you're grinding for best times in the leaderboards, consider joining our Discord, as players have been using it as a hub to discuss strategies!

https://discord.gg/xp6dhY65As

We have also just pushed a quick patch to round off a few corners. It's nothing major, but here's what changed!

▶️ Corrected spelling mistake in credits

▶️ Fixed out of bounds issue in Olympus

▶️ Updated a couple sound effects in Hades

Finally, if you enjoyed Sisyphus Is a Bug, also consider taking a look at our prior game, Candle Prick, which is 75% off right now to celebrate this launch!

https://store.steampowered.com/app/1920700/Candle_Prick/

Happy dung rolling! 🟤

Moraguma

Open or Die - Чибиси

Changes:

  • The item "Hammer" has been modified. It now breaks empty boxes and boxes with bombs (not more than half the number of boxes).

Added:

  • 5 achievements.

Fixes:

  • Fixed a bug with the endless mode button appearing after death.

  • Fixed a bug where multiple clicks on a disappearing item activated it.

Robot Mil - Mil
12 new achievements!
  • Fixed some incorrect character status definitions

  • More correctly defined input device

Sisyphus Is a Bug - Moraguma

Hope you've all been enjoying your eternal punishment! If you have, please consider leaving us a Steam review! 🗨️ Getting to 10 as soon as possible gives us a boost in Steam's algorithm, which is super important to a small team like us 🥺

Oh, and if you're grinding for best times in the leaderboards, consider joining our Discord, as players have been using it as a hub to discuss strategies!

https://discord.gg/xp6dhY65As

We have also just pushed a quick patch to round off a few corners. It's nothing major, but here's what changed!

▶️ Corrected spelling mistake in credits

▶️ Fixed out of bounds issue in Olympus

▶️ Updated a couple sound effects in Hades

Finally, if you enjoyed Sisyphus Is a Bug, also consider taking a look at our prior game, Candle Prick, which is 75% off right now to celebrate this launch!

https://store.steampowered.com/app/1920700/Candle_Prick/

Happy dung rolling! 🟤

Moraguma

Sudden Soul - Niko

The game's development is actually going swimmingly. We're hoping to get something out in the next few months publicly for you to enjoy. We even have time for some fun mini games like obligatory RPG fishing and slug F-Zero racing. 

The fishing mini game is based off a few other games' ideas, but with our own twist. Some of those inspirations are Breath of Fire 3, Stardew Valley and Animal Crossing. Maybe we'll implement an illegal fish trading market in the full release for fun. We'll make sure to make it as extra as possible of a fishing mini game as we can.

Keep an eye out these next few months for a public demo and thank you for your patience!

-Niko

Cabin Crew Life Simulator - ZackiChanke

Hi Cabin Crew!

Today, we’re incredibly proud to introduce a massive wave of improvements and brand-new features for Cabin Crew Life Simulator. Below is a full breakdown of what’s new, along with a little insight into what’s coming next for the game and our development team.

👩‍✈️ 1. New Safety Demonstration System

Featuring new animations and interactive controls, you can now perform your pre-flight duties with professional precision. Perfect your routine, deliver clear instructions, and make every takeoff feel authent. Make every takeoff feel authentic and perfect your routine one Minigame at a time.

🚨 2. Safe Emergency Landing Procedures

Aircraft may now face situations such as engine fires, smoke, or severe turbulence, requiring you to coordinate with the cockpit crew and carry out official safety procedures.

You’ll guide passengers step-by-step through emergency landing preparations, including:

  • Securing the cabin

  • Instructing brace positions

  • Preparing for land or water landings

  • Reminding passengers to put on life vests

  • Staying calm while managing panic and chaos

[carousel][/carousel]
👥 3. New Passenger Animations & Behaviors
  • Passengers now feel more alive than ever.

  • More natural body movements

  • Realistic eating and drinking behaviors

  • Emotional reactions during incidents

  • Funny, dynamic conversations with the cabin crew

Every moment in the cabin becomes richer, more immersive, and more human.

👩‍✈️ 4. New AI Crew Task

Your fellow crew members just got smarter.AI flight attendants will now assist, coordinate, and interact with you like a real in-flight team.

From service routines to emergency procedures, they’ll support you during every stage of the flight  making teamwork more dynamic and realistic than ever.

🌃 5. New Nightclub Missions & Decorations

Life as crew isn’t just about the skies  it’s about the layovers too! Enjoy new off-duty adventures with:

  • Fun and chaotic nightclub missions

  • Expanded nightlife areas to explore

  • Stylish new décor to customize your cabin and personal spaces

Work hard, play harder! 

⚠️ 6. New In-Flight Events

Expect the unexpected. This update introduces a variety of brand-new flight scenarios, from sudden emergencies to surprising passenger interactions.

Each flight feels unique, and each choice you make shapes the outcome.

🧳 7. New Profile System

Build your legacy and show the world what kind of crew you’ve become! The new Profile System lets you track your: Progress, Achievements, Career growth, Reputation as a cabin crew professional

⚠️ Below is a list of some issues we are currently addressing :
  • Fixed the issue of items appearing in the wrong position after jumping out of the aircraft.

  • Fixed incorrect money display.

  • Fixed the white screen issue at the end of the flight.

  • Fixed and updated in-flight announcements.

  • Fixed display issues when pressing ESC during service.

  • Added new passenger outfits.

  • Added end-of-day animation for cabin crew.

  • Added airport ambience, removed child-crying sounds.

  • Added camera movement during emergency landings.

  • Added passenger animations.

  • Improved game performance.

✨ A final note from the team

Today’s update is free for everyone who already owns the game. If you’ve been enjoying Cabin Crew Life Simulator, we kindly ask you to consider leaving a review on the store page.

We know every developer says this but your feedback truly motivates us and directly helps us continue improving, expanding, and bringing this world to life. If you run into problems,feel free to write in #bug-reports in our Discord. We’re discussing cases and fixing bugs almost around the clock.

Thank you for flying with us. More updates are on the horizon! ✈️💙

https://store.steampowered.com/app/2959610/Cabin_Crew_Life_Simulator/

BrokenLore: DON’T LIE - WiredAlex

Thanks to everyone who has already followed, wishlisted, or checked in on the game. We wanted to share a quick, simple update and make sure you have the right links to keep up to date with the latest news.

BrokenLore: DON’T LIE continues the psychological-horror direction of the series, focusing on Junko as she tries to reconnect with the outside world while her apartment - and her sense of reality - starts shifting around her. The game blends grounded psychological tension, surreal moments, stealth sections, and a small but important cast of characters tied to Junko’s past.

If you’ve added the game to your wishlist already: genuinely, thank you. It helps more than people often realise on Steam. If you haven’t yet and you’re interested in first-person psychological horror with a heavier, character-driven focus, hit the button below!

https://store.steampowered.com/app/3886200/BrokenLore_DONT_LIE/

Did you see Playstation Japan's State of Play this week? Discover more about the two BrokenLore titles shown there - ASCEND and UNFOLLOW - in this blog by Serafini Productions : https://blog.playstation.com/2025/11/11/brokenlore-unfollow-out-jan-16-on-ps5-brokenlore-ascend-revealed/

Follow Brokenlore Games at the links below:

https://www.tiktok.com/@brokenloregames?lang=en-GB

https://www.instagram.com/brokenloregames/

Starminer - Mortheim

Greetings, Commanders.

This is the last batch of your questions - and we want to thank you for them!
It’s been a real joy going through everything you sent. We hope you learned something new about the game and what’s coming next.

For now, stay tuned and keep an eye on your email - something is brewing…

Now to Q&A:

Question

Answer

Seems a bit annoying to have to go to one ship, setup what you want to build, then switch to another ship to do the actual building. Be smoother if the builder ship could just designate what it wants to build itself, then do the build.

This is absolutely possible. One ship can do everything, but sometimes it is more viable to have specialised ships that excel at one task.

Way better than crap team complex made, but, sadly single player only. i hope multiplayer will be added at some point like the riftbreaker did.

The multiplayer feature is high on our priority list

Solar? I'd think nuclear would be better for deep space operations.

There are also nuclear power plants, but they are more expensive to build and require special fuel to be manufactured.

How the multiplayer would work, if there is any? Is it going to be one server with an open galaxy for all players (MMO like), local servers where you can invite your friends or leave it open for any people (something like Rust)

Initially the multiplayer will likely be a coop mode for 2-4 players and deathmatch style on one large map.

And if we speaking about multiplayer: Will there be a PvP?

Yeah, it's definitely planned.

Will there going to be different NPC enemies along with pirates? Some sort of space fauna for example

Yes, there are aliens!

How much different resources will be in game?

There are 6 types of resources from asteroids: Silicates, Iron, Cobalt, Thorium, Eonite and Water. From these, players can manufacture three types of "products" - nuclear fuel, ordnance and plasma cells. Then there are also colonists, credits and research points which can also be considered as resources.

Will there be a free customization of in game UI, and how easy it would be to modificate it? Would it be like the EVE UI, or WoW with addons?

There will be some form of customisations in the future, mainly where you want certain panels to be placed on screen.

How does the Single Player/Story mode play out? Is there separate missions that you’re given specific resources to complete, or do you have numerous different objectives to complete, using the resources and ships you’ve been collecting from the start?

There is a main mission chain, with several side chains and simpler tasks/missions. You mostly need to complete these missions by acquiring the resources needed yourself.

Any Plans for VR Support?

Not currently, but it might change in the future. We are a very small team, so adding VR support is not viable at this point.

Is the Game Made in Unreal Engine? If yes 4 or 5?

The game is made in UE4.

Hi, any clue if the game will have support for 3D mouse? like SpaceMouse from 3dconnexion

This is something we'd definitely want to implement. The SpaceMouse is cool but we currently don't own one to test it out.

Will there be an ultra hardcore mode where if you die the game deletes your purchase so you need to buy it again?

Haha, no - we’re not that hardcore. Permanent death modes are fun to think about though!

adding to that question above...will there be a ultra hardcore PvP mode where the game deletes itself when you get destroyed and your killer gets your copy of the game?

See above.

What languages will be available at launch? Could the community contribute to translate the game? (I'd be volunteering for the italian localization 🫡 )

English, German and Chinese. Not sure about the community translations at this point.

I wonder if there will be an option to set "behavior" of ships when enemy is detected. For example - stop mining and redirect all the energy to shields

Not yet, but it is a good idea and we will likely implement it during the EA.

"build limits" - Can you give a rough estimate on what is possible with an minimum specs machine and for an recommended one?

Something along the lines of "20 medium ships with 40-60 modules per ship", so we can have a rough outline of the scope of this aspect of the game?

So is it more like Space Engineers, where you reach the limit of simulation speed pretty quickly. Or is it more like Dyson Sphere where the ships aren't getting simulated in detail after they leave render distance? Or more like some 4X strategy games, where you can zoom out and have hundreds of ships on your screen?

Yes, the ships aren't getting simulated fully at certain distances so there is some degree of optimisation regarding this. Up to ten medium sized ships with smooth gameplay should be possible on minimum specs.

Do you plan on allowing mods such as custom star systems, or maybe some kind of procedural generation beyond the 3 systems I believe you talked about during Dev Update 1

Yes, we would definitely like to offer expansive modding tools to the community and we will work on that after release.

Will there be different company/faction/alien technology trees for different kinds of modules? Like Company-A style equipment is tidy and energy efficient but lacks firepower, Company-B is rough around the edges but has overload power, and Alien is a sleek and sexy series of glowing spheres joined together by lightning?

Currently, there is only single tech-tree, but this is something we may also expand upon during the EA cycle.

Will there by support for Steam Deck?

There likely will be, but don't hold us on that, we still need to do more testing on the deck.

Fly safe!

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