We’re so excited to share that our Kickstarter campaign for Bad Summer is officially 75% funded! We couldn’t have made it this far without the amazing support from our backers, players, and everyone who’s been helping spread the word. 💖
Bad Summer is our horror romance visual novel where every choice matters and could be your last. With multiple romance routes, terrifying jumpscares, and over 20+ talented voice actors, it’s a game that blends love and fear in unforgettable ways.
Your support doesn’t just bring this game to life. it unlocks Kickstarter-exclusive rewards you won’t be able to get anywhere else. This includes the complete cast of acrylic keychains, special merch add-ons, and behind-the-scenes content just for backers.
We’re in the final stretch now, and every pledge, share, or mention counts. If you’ve been thinking about supporting the campaign, now’s the perfect time to join in and help us cross the finish line.
Thank you for believing in our vision, for loving our characters as much as we do, and for helping us make the worst summer of your life one you’ll never forget. 🏕️
Because we’ve taken Bad Summer as far as we can on our own. We’re a sister duo building this game from our tiny apartment, doing nearly everything ourselves: writing, music, coding, marketing, and more. And we’ve had help from friends and collaborators who believed in us, and in this game.
This Kickstarter isn’t just about funding a game.
It’s about finishing a story that people have already fallen in love with and making sure every member of our team gets the recognition and compensation they deserve.
If you’ve played the demo, if you’ve seen the art, if a single line or moment stuck with you, please consider backing Bad Summer. Or even just following the campaign. Every bit of support matters right now.
Check out our website for more info: https://sjdreamfree.com/kickstarter/
Thanks to everyone who has tried the game so far. I have been adding a heap of new features and quality of life upgrades and have finally got these into a build. I will aim to update more frequently in the run up to the full game being released in December.
– Game controller layout changed: “X” now used for pin-pointer and digging ✓
– More signposts on streets ✓
– Extra UI sounds added ✓
– Keyboard (M) and gamepad (left menu button) shortcuts to open/close map ✓
– Time of day system linked to in-game progress ✓
– Persistent instructions gives info on ground balance and frequencies to help you search ✓
– Refined all text speech, making everything easier to read ✓
– Clear signs for hardware, pet and antique shop + Police station and museum ✓
– All speech made a lot more northern! ✓
– All ambient sounds refined and remixed ✓
– Fully revised missions with clearer updates throughout ✓
Hey everyone,
I've pushed out another patch to address some bugs and improve your gameplay experience. Thank you for continuing to report issues and support the game!
Here's what's in v.1.06:
Bank Donation Fix: You will now only be able to donate to the homeless man at the bank if you have sufficient cash.
Screen Fade-in Fix: Resolved an issue where the screen could remain black after working out or resting at the Gym, Room-Tsuki (Meiji Spa), Mall Underground Toilet, Snow Cabin, and on the Steam Train.
Mama Bunny Disappears: Mama Bunny will now be correctly removed from your inventory after you release her back into the wild.
Gym Door Glitch: Fixed a bug where players could get stuck inside the gym if they closed the door with a negative balance, which prevented the door from being reopened.
Invisible NPC: Remove the feature where an NPC near a magazine rack could be turned invisible, potentially trapping the player.
Pawn Shop Sales: You can no longer sell limited-time special food items at the pawn shop.
New Save Point: We've added another Saveroid at the entrance of the Meiji Spa for your convenience.
Free Mochi No More: Fixed a bug where the Mochi Set at Meiji Spa could be obtained for free.
Combat Adjustment: During the battle with the old man with a cane, Akane's counterattack will no longer trigger automatically.
Appreciate all your feedback. I'll keep working on making Artis Impact even better!
Mas
Welcome, Park Testers!
This release addresses some of the main stability concerns, greatly improving session lifetime performance, while also giving our most avid builders brand new nature items.
As always, a swathe of bugs and glitches have been targeted thanks to everyone's invaluable feedback!
The Public Testing Branch (PTB) is a version of Prehistoric Kingdom that can be opted-into on Steam, containing experimental and potentially breaking changes. With the help of the community, we're able to hunt down various issues and gather feedback before pushing a an update to the public version of Prehistoric Kingdom.
Right click Prehistoric Kingdom in your Steam Library
Go to Properties
Betas
Select 'ptb_public_testing'Please note that it is not recommended to play Public Testing Branch parks on earlier versions of the game. Please send feedback and bug reports to our Discord server's appropriate channel.
Undo/redo for terrain sculpting with automatic slope painting attached isn't fully hooked up yet,
Animals socialization needs frequency balancing, and currently the socialization need can remain low for a long time,
Animal drinking points need a review, as animals can pick wildly inconsistent drinking points,
Various sound effects for new animations have not been hooked up yet
There are a number of temporary or missing icons for the paleobotany paleopedia entries
Buildings & Scenery
Added new animal enrichment items
Faux Ribcage Large
Faux Ribcage Small
Added new sandstone rocks
Rock Sandstone Boulder 1-3
Rock Sandstone Cliff 1-2
Rock Sandstone Cliff Arch
Rock Sandstone Pillar 1-2
UI/UX
Added a crown icon next to an animal's name in the Animal Info Menu, denoting whether an animal is the leader of its group
Added an excavations menu filter dropdown to the Excavation Menu worldmap, allowing players to display digsites by ‘All’, ‘Mesozoic Only’, ‘Cenozoic Only’, and ‘Paleoflora Only’
Animals
Added the new enrichment items to animal’s enrichment needs, which should now be accurately displayed in the paleopedia
Decreased embryo health decay for sauropods, maximizing clutch survivability
Buildings & Scenery
Increased visual fidelity for all Igneous Rocks
Environment
Adjusted UK map midday lighting to be slightly less blue on the equator
All rock textures now appear grittier to blend better with modular rocks
Boreal Rock texture is now dark
Foliage
Adjusted normals rendering on Welwitschiophyllum
UI/UX
Changed and added a variety of research icons
Updated various texture paint previews
Sculpted Slope Painting in the Landscaping Menu is now off by default
The tabs of the Animal Information Menu are now all accessible while the Landscaping Menu is on, with the Habitat tab still opening automatically
Refactored vegetation painting math, which now robustly handles lower intensity without creating ‘gaps’ in the painting action
Improved right click sensitivity for actions at lower frame rates
Post Processing
Large scale ambient occlusion on High and Ultra is more diffuse and darker, creating better indirect shadows in forests or around buildings in shade
Critical
Improved stability of animal texture loading, hopefully resolving issues causing exploding fuzz or missing texture maps
Implemented a potential fix for one of the Animal Nursery preview crashes
Fixed a critical issue related to Research Unlock progression, generally consolidating the entire research system
Fixed many discrepancies with undo/redo refund logic, which should be much more sound and less abuse-able now
Fixed the new game starting prefabs registering an Undo/Redo action
Gameplay
Fixed Loading Bay not starting out with full resources in new games
Fixed the landscaping brush getting stuck around map borders
Animals
Fixed a nursery synchronization bug resulting in spawned animals’ colorations to overflow out of their maximum bounds
Foliage
Fixed wavy leaves on Welwitschiophyllum 1
Fixed wavy trunk on Watsoniocladus 2
UI/UX
Fixed nursery animal preview stretching on certain screen aspect ratios
Disabled embryo tooltip on empty embryo items in the Reproduction Widget
Fixed a small visual glitch causing the modular grid to stick on screen when ending a grid-based modular action by starting a different action
Modular items cannot be placed from the animal Paleopedia if the item hasn’t been unlocked yet
Modular items cannot be switched to in Interchange Sets (i.e. Produce Stations) if the item hasn’t been unlocked yet
Staff skill level graphics in the Staff Management Menu now accurately listen for changes in the park-wide staff skill level
Fixed management and screenshot menu collision on keybind access
Fixed one animal texture memory leak
Fixed many instances of performance decay related to animal texture loading logging errors in the game files
Fixed one cause of low performance during first person mode gameplay
Once WTC : Love's Labour's Lost has been fully release, attention can now be fully put on this episode, at last. Progress has been made with adding CG's, but there is a bit more story to be added, and then proof read and so on.
The journey in Revella is about to get deeper—literally. The upcoming Demo update invites you to explore the new Cave, a place full of secrets, challenges, and rewards. In addition, we've introduced a new exploration mechanic that changes the way you interact with the world and discover its mysteries. Discover new powers, enemies, complete new missions, and meet Mr. Chomp!
"CHOOOOOMP!" - Said Mr. Chomp.
This is one of the last major updates to the Demo before the official Early Access launch. As we enter this phase, we will be committed to active development, constantly adding content and listening closely to the community. Our game has an active crowdfunding campaign, but so far, I have not received any financial compensation for it, so I am committing to leaving the game in Early Access so that more people can participate in the future of Revella.
💬 Join our Discord — there you can:
Give direct feedback that influences the direction of the game.
Vote on what should or should not be added to Revella.
Interact with other explorers and share discoveries.
Enter the giveaway for a free Revella key!
🔗 Join now and be part of this adventure from the beginning!
The future of Revella is in your hands. Get ready to explore, vote, influence... and survive.
This is not a reskin, this is not a release, this is a game between worlds - taking the best of two games and trying to improve upon that (see the FAQ for details!).
A huge thank you to our community for your support and enthusiasm. Your feedback has been instrumental in shaping Jupiter Hell over the years, and we're excited to continue this journey together as we work towards the 1.0 release.
As with all our releases, the success of this launch really depends on you - yes, you. Traditional roguelikes are a niche, mostly overlooked by mainstream press and big content creators. If you enjoy what we're doing (and trust me, we have a lot more planned!), help us spread the word. Tell your friends, leave a review, share it in your communities, and let us know what you think!
Upcoming releases (tentative)
0.5 - Early Access - August 13th!
0.6 - Callisto - September 2025 - TBA
TBA
1.0 - Full Release - Q3 2026
1.1 - yes, traditional roguelikes are never "done" :)
TBA
Planned features - Characters:
Heavy and Medic classes with assorted new traits
more class specific advanced traits
class kits - alternative variants for existing classes
more item traits and more complex items
hacking!
Planned features - Environment:
fire and smoke and related environmental interaction and trait changes
terminals and related environmental interaction
Dante special levels and branch
at least two more branches for each moon (each run will randomly pick two)
at least three more bosses
mechanical enemies
Planned features - Challenges:
at least one more unlockable difficulty level
more challenges, including the much awaited Endless mode
Angelic badge set for the masochists among us
Planned features - Visual:
particle emitters for more blood, chunks, special FX and general mayhem
possibly some rudimentary visual lighting
movement fluidness and animation improvements
animation ordering
Planned features - Audio:
overhaul of the soundtrack! (lower fi matching JH tracks :) )
more audio variety
better 3d soundscape
better handling of multiple sounds
Possible features:
If there's enough interest and funding - no promises.
localization and localization kit for modding
console ports (Switch confirmed feasible)
Regular updates:
more enemy types
more item variety
more exotics, uniques and assemblies
more challenges
modding tools and improvements
UI improvements
more transparent mechanics (info screens)
Because we want to build it with you. Jupiter Hell Classic is fully playable, but EA is our chance to grow the game together. We're talking frequent updates, hanging out with you all on Discord, and actually building features based on what you want to see. No corporate roadmap nonsense - just us, you, and a game that evolves based on direct player feedback. if you've been with us through Jupiter Hell or DRL, you know how we roll. Open development, regular updates, and a community that actually shapes the game. That's just how we do things around here.
Join us on the discord for Beta builds and discussions, and dive straight into the depths of Jupiter!
Social Links:
https://store.steampowered.com/app/3256910/Jupiter_Hell_Classic_DEMO/
...this is the game I’ve dreamt about making for quite some time. I wanted to bring to life the bold black and white, cross-hatched art style of the late 70s and early 80s. Although D&D is, of course, cerebral by design, when we fought goblins, I was picturing David Trampier’s goblin. And, when we fought an owlbear, I was thinking of Roslof’s owlbear from the Keep on the Borderlands interior cover.
I typically took on the role of Dungeon Master when playing, and I found myself enjoying so much art that the players never saw. Even the classic blue and white map art was rarely or never seen by those brave adventurers sitting on the other side of my Dungeon Master’s screen. One of my goals with The Secret of Weepstone is to give players all that same joy, providing a glimpse of all the great art (and lore) that the DM is privy to.
To make this happen, I was going to need help from great black and white fantasy artists who are still creating art in this epic style. Illustrators like Tommaso Galmacci and Ian MacLean really helped me get this project off the ground, paving the way for incredible contributions from Ricardo de Gaspar, Jonathan Everett, Hugo Araújo, Carlos Castilho and Bill Harbison. There are so many more amazing artists that I really hope to work with as we continue developing the game. Please reach out if you specialize in this style and are interested.
With the art well underway, enter Hunter Bond, a lifelong Dungeon Master that I asked to “write this like you’re 16 again.” Hunter and I have played many campaigns together, and some of our stories have found their way into the three-module arc that makes up The Secret of Weepstone. Our goal is a pulpy, old-school dungeon crawler that completed the vibes and tone put in place by the art.
It feels soooo good to finally make this adventure public, and I look forward to sharing the process as we boldly march towards a complete experience. Huge thanks to DreadXP for taking a chance on me and believing in this project. Please make sure to wishlist the game! And remember, you can follow the Talesworth and DreadXP journey on the usual social media suspects for updates, sneak peeks of art and game progress.
-Sean Gailey
Talesworth Game Studio
...and said that the idea he’d been chasing for a few years was ready to actually take form as a game, it was absolutely a dream come true.
Anyone who knows me well knows I’m obsessed with Tabletop RPGs, especially what I’d consider the golden age of old-school roleplaying that exists from the advent of the hobby’s creation as an offshoot of tabletop wargames through about at or just before the release of AD&D second edition. It’s not to say that games outside of that range aren’t ones I love and play, but the early wave (including some lesser-known than D&D games like Traveller, Runequest, GURPs and the like) will eternally have a place in my heart as the first steps into what is now obviously a worldwide phenomenon.
Just like the last game I worked on was a love letter to platformers of a certain era, I’m really excited to get to work with one of my best friends on a project that tries to do justice to a thing we both deeply love, and attempt to not slavishly recreate but instead pay homage to the actual experience of playing this earlier, looser, and often more deadly style of game that still holds such unique intrigue even all these years later.
I feel so incredibly lucky to still be friends with many of the people I learned to Dungeon Master for when we were nine. I draw from the best moments of those years of shared fun every time I sit down to write something for Weepstone, and I really hope when you have a chance to play you feel that in every moment.
-Hunter, Writer
I would first like to thank everyone who has supported our app and would like to offer a free access key (NOT a Steam Key) that would allow you to create 1 account to our fan website that would provide free access to the album, updated app and music downloads after the Online Launch on July 17th 2025.
To claim your gift, you simply need to own a copy of Forever Epic Story: A Journey of Life \[Music EP] in your game inventory (the mouse icon will appear next to your name).
Post in this thread "gift me" and we will send you an access key (NOT a steam key) via private message.
To redeem your access, sign in and register here:
https://www.foreverepicstory.com/signin