Aside from taking a little break from KW, my main dev focus has been on the Woodlands rebuild. Unfortunately that map was made so long ago that it needs a complete rework to match the newer maps in terms of backend procedural generation. Once all the maps match it will enable future content that I have planned to work on all of them properly, as well as improve already existing content (like boss arenas for example). Hoping to have this done in the next week or two. I know it’s not an exciting update but it’s necessary for me to get this done.
Updates
The 2 tiers of interactable now have their own ticket pools. This should make spawns more numerous and consistent in terms of potential power growth.
Fixed
Fixed a couple more Keep menus that acted funky when using escape to exit in certain ways
(Protect Objective) Updated the skull’s spawning and pathing to reduce chances of a super fast skull
Update:
Added graphic mode (retro/pixelate)
Added achievements
Improved audio quality
Kalau kamu mau sedikit lebih halus tapi tetap ringkas (buat tampilan store page misalnya), bisa juga:
What's New:
New graphic mode
New achievements
Enhanced audio
Hello again, Contractors of the Gourmet Capital!
So, without further ado, let's hand over to Reinhardt to tell this roller-coaster of a story.
Hey everyone, I'm Reinhardt from White Star Studio.
After Feastopia entered full production, things like gameplay design and building concept art progressed quite smoothly. With the experience from our previous simulation game under our belts, we all expected the overall production cycle to be shorter. Initially, we even anticipated a release by the end of last year... but the reality is, we're still not quite done until now.
Aside from continuously adding new ideas and content to make the game more fun as development progressed, another major challenge was the game's UI, which underwent constant iteration and complete overhauls. We truly spent a significant amount of time on this.
So, why did this happen? Looking back now, I'd say the main issue was our insufficient grasp of the visual communication impact. Let me show you our first version of the UI. We used a wood grain and paper texture style to convey a rustic, European town feel. Back then, our focus was on the character Dango and the building designs, thinking the UI's primary role was just interaction and clean presentation.
(First Version UI Mockup)
However, when we implemented this UI into the game for testing, we found it looked a bit too plain. The reliance on mostly brown and white made it feel lifeless and somewhat disconnected from the game's various fantastical and whimsical buildings. So, we discussed with the art team about trying a different style. This time, we incorporated more metallic elements and used a bolder color palette, leading to a completely new second version.
(Second Version UI Mockup)
The second version was significantly different from the first. But even before implementation, other team members called for a stop. Everyone felt the extensive use of deep red made the overall game atmosphere feel oppressive and heavy. Furthermore, the metallic materials made the UI seem bulky. This was a lesson learned: we needed to redefine the UI's role in visual communication—it should help set the game's mood and expand upon the color schemes of the scenes and buildings. However, we still hadn't reached a solid consensus on how to achieve this effectively. So, we tried to optimize the first version again, incorporating some interactive improvements from the second design.
(Third Version UI Mockup)
What did we think of the third version? Well, we still found it stiff and lacking vitality. It just didn't feel lively enough and failed to integrate naturally with the vibrant game scenes and colorful buildings. By the time this third version was ready, it was nearly the end of 2024. We started to worry: if we couldn't find the right UI style, would we have to present a version we weren't even satisfied with to our players?
After much discussion, we decided to burn our boats and make a decisive move. We needed the courage to discard our previous work and boldly explore more vibrant colors, striving to make the visual effects livelier and more dynamic. Finally, our art team delivered under pressure! With limited time left, they created a version that immediately felt much more vivid to all of us—the draft was approved unanimously as soon as it was revealed!
(Fourth Version UI Mockup - The UI you see now!~)
This prolonged UI "tug-of-war" taught us an invaluable lesson: in a comprehensive art form like game development, no single element exists in isolation. The UI is not just a functional vessel; it's an extension of the game's world and a crucial guide for player immersion. We initially treated it as a "minimalist supporting actor," but that almost let it become the "weakest link" in the overall game atmosphere.
Looking back, those repeated revisions weren't wasted effort. It forced us out of our comfort zone and ultimately led us to a visual language that truly resonates in harmony with the game's content and style. We hope that when you all step into the Gourmet Capital in the future, you can feel this fantasy and harmony, delivered right from your fingertips to your eyes.
If you have any feedback – share bugs, ideas, or culinary fantasies, welcome to join our community in the Feastopia Discord!
In Note Mode: Shift + Mouse Wheel now switches note colors (red, blue, and yellow).
In Note Mode: Shift + Ctrl + Mouse Wheel adjusts the thickness of notes and the size of the eraser.
Fixed an issue where the Z key could not undo marking actions.
Fixed an issue where notes could not be erased in certain cases.
Hi everyone!
We just released a new build (0.13.0) with a new event in Aoki's timeline along with a sex scene: "No more pocket pussy", in which Aoki becomes even wilder than she was so far.
This version also offers UX tranlsation and partial story translation in Russian language (up to the same point as for French and Thai languages - the rest will come later).
Cheers,
Chuck Wow, Good Flicks
Hi everyone! It’s been a little over a month since the latest major update (v2.1). I hope you’ve all enjoyed the new content and fixes that were included in that update.
Today's update marks a big milestone for the game, as I’ve been working hard over the past few months to add some localisation to Within the Cosmos. In this update, you’ll find Spanish and French localisation! While I would love to translate it into more languages, I did these myself as they are the only other languages that I know.
Apart from that, I’ve also included a number of bug fixes and improvements to various gameplay elements.
Here's the full changelog:
Added Spanish and French localisations.
Resolved rare issue that could cause inventory to be wiped when entering the Comms Centre in Berith II.
Fixed cursor gamepad issue during some dialogue scenes.
Corrected text mismatches with spoken dialogue for the UESA Prime Minister.
Edited voice-over for UESA Prime Minister & Enlightened Leader when they contact the player via comms.
Resized the voice comms UI.
Fixed waypoint issues with side missions.
Polished side mission progression.
Fixed issue where skill bonuses didn’t update correctly when tagging them during character creation.
Improved and polished gamepad controls.
Side missions can now fail if certain conditions are met.
Added option to have objective UI fade after 10 seconds, or stay on screen indefinitely.
Fixed 'Weapon Crate' opening incorrectly.
Adjusted a screen near Chronos that had a distorted aspect ratio.
Fixed the UV's on some wall meshes across Berith II.
Adjusted the suppressor loot drop rate.
Fixed incorrect texture on a wall mesh in Pearl City.
Fixed issue with not being able to aim down the 'Avenger' weapon whilst sprinting.
Fixed issues with some text characters displaying incorrect glyphs in menus.
Fixed incorrect soldier name for Raven soldier.
Fixed gamepad issue when talking to Sera.
Fixed aiming issue with some Enlightened soldiers when the player gets near.
Fixed text messaging UI alignment for 'typing...' prompt.
Fixed tooltip for the 'Blade' weapon, now correctly lists its association with the Melee skill.
Fixed typo in a computer terminal in the Armis Tech HQ.
Fixed missing text in the New Haven terminal.
Fixed Bandits enemy name from 'Android' to 'Bandit'.
Updated gamepad input UI to accurately reflect changes.
Cave background music is now affected by the music volume slider.
Cave ambient sounds are now by the ambient volume slider.
Added shredder reload effect to sound effect volume slider.
Added the decreasing skill sound effect to the sound effect volume slider.
Missing 'Storage Facility' location trigger added.
Added terminal to opening area in the bunker.
Sheriff Anderson’s computer now requires hacking.
Removed ‘Night Vision’ UI in the equipment radial menu if the player doesn’t have the appropriate software.
Fixed issue with the radial equipment menu not allowing players to equip/use items when items were placed out of order.
Thank you to each and every one of you for believing in this project and for supporting me. There’s still more to come for Within the Cosmos, and I’m excited to share what’s next with you when the time comes! ❤️
- debdev
Grimdelve version 1.7 is chock full of quality of life, visual polish, and content updates. This is an extensive overhaul of most of the demo thanks to the feedback of Rainy Tei Production.
Some of the included updates are:
Voice actor JustTrent77 lends his voice to the opening cinematic
Improved the blood and gore visuals
Character motivations are clearer and more mature
New custom cursor
Retooled the speech system for the yet-to-be identified green soldier
Fixed so many bugs and probably made some new ones...
New face graphic art also coming soon, just waiting on my incredible artist! Good art takes time and yes I do say that with subtle anti generative AI undertones. Also also, I retooled much of the Steam page. Screenshots are more representative of current content, so look at those if you also want a sneak peak of all the new stuff in this update!
The demo is nearing completion. Once it's super solid, we begin the long period of silence while I make the rest of the game. Though, somewhere in there I will likely also run a kickstarter. Stay tuned cavedivers and thank you for supporting Grimdelve!
In response to the ongoing financial crisis and the resulting social instability, the local government of Moata announced in January 1548 the resumption of the city construction project, aiming to stimulate employment and stabilize the regional economy through infrastructure renewal and environmental improvements.
The project primarily focuses on upgrading the city's sewer system and expanding the artificial lake, in an effort to improve drainage, enhance the urban climate, and raise the quality of life for residents. Originally launched in 1545, the project was halted due to a shortage of funds and failed to achieve its initial goals.
According to data released by the Moata City Government, the project's relaunch is expected to create over two hundred direct jobs. The first phase will include the renovation of the old town's central sewer lines and the expansion of the southern artificial lake.
"Falcon News Investigation Hotline, Emilio Garcia speaking — truth's my trade, and I never clock out! Anonymous tips on the sewer project welcome. Who's on the line?"
"Mr. Garcia! You've got to listen to me! I think the sewer has been dug all the way through, now whenever someone talks, the whole building can hear it! And every time we flush, it echoes forever!"
"Uh… Sounds more like a plumbing mishap than a scandal."
"Can you at least check whether they've dug straight to the center of the earth?"
"…Ma'am, perhaps you should submit your story to Shuoliep Chronicles of the Bizarre instead. You're my forty-ninth call today, and I'm really just looking for one solid lead — you know, something with an invoice, a witness, or maybe a suspicious bank transfer!"

Hello everyone!
This is another small patch with the following changes:
Backend changes to how we handle first launch, so the first popup only appears the first time you load a new version.
Improved consistency when saving game settings. We still need to fix DLSS support though.
Fixed the camera Y axis not inverting when the option was toggled in game settings.
Improved how camera sensitivity controls are applied in game settings.
Moved Alvina’s notes closer to the entrance to the underground dungeon to guide new players. Also set the door to the underground to be open by default.
Removed running water trigger from the prologue dungeon.
Forced the tower door in the goblin dungeon to open when Kalyskah approaches. This lets players skip the boss fight, but we didn’t find a better way to handle the event without rewriting it, so this is a palliative measure.