Darkenstein 3D - Rowye
Since I missed the 1st hotfix, I'm just adding both here.

Hotfix 1
· Fixed invisible wall preventing to pick up a checkpoint in level 10.
· Fixed camera bug on Pause.

Hotfix 2
· Small changes to game credits.
· Fixed small errors in the Controls rebinding tab.
· Fixed lighting bug in a level 1 secret.
· Fixed antagonist not appearing in lvl 10 cutscene.
· Fixed hole in level 9 where player could get stuck.
· Fixed level 5 dialogue that could be triggered twice.
· Fixed level 6 secrets text display that was not showing up


Thanks to everyone who reported issues.
If you're getting the final boss bug where you are left outside the barriers, here's a workaround a Steam forum user found:

Do this: start the level, collect all items, except for the +100 health. Take the elevator down and trigger the cutscene. Kill yourself with the Panzerfaust. You'll respawn on the hill where you started the level. Now collect the +100 health and jump onto the rocks from the small platform where the Minigun pickup is. You should have about 70 health left on a medium difficulty level. Run left across the rocks and from there you'll reach the first generator. Then you can continue the level normally.

Kudos to OGHR3N for the trick.
Pompeii: The Legacy - yeikosu | Pompeii: The Legacy
Pompeii: The Legacy - Steam Trading Cards Are Here!

Steam Trading Cards have just been added to Pompeii: The Legacy!
You can now earn cards while playing, trade them, and craft beautiful badges to show your dedication to rebuilding the ancient city.


Big Update Coming Soon!

In just a few days, Pompeii: The Legacy will receive a major update packed with new content, systems, and improvements.

Here’s a preview of what’s coming:

  • The Circus – The largest structure in the game so far, even bigger than the Arena!

  • New Production Chain – A fresh economic path featuring the Gold Mine and Jewelry Shop, along with several other new buildings.

  • Manual Worker Management – Gain more control over your workforce with the ability to manually assign workers and see which social class is employed in each building.

  • More SFX & Polished UI – Improved audio feedback and a smoother, more refined interface throughout the game.

  • Improved Aqueduct Management – Easier, more transparent handling of your city’s water network.

  • Production & Economy Polish – Dozens of tweaks and balance improvements for a smoother city-building experience.

  • Memory & Stability Optimization – Significant backend improvements for better performance and fewer crashes, especially in large, late-game cities.

This update focuses on expanding your city’s possibilities, enhancing stability, and refining the overall experience, a major step forward for everyone rebuilding Pompeii.


To Celebrate… Two Special Bundles!

To celebrate the upcoming update, I’ve partnered with my former teams to bring you two special Steam bundles, connecting Pompeii with my past projects:

Historical City Builder Pack
Includes: Pompeii: The Legacy + Patron
Perfect for players who love city-building strategy and managing thriving communities through history.

https://store.steampowered.com/bundle/61118/Historical_City_Builder_Pack/

From the Roman Empire to the Stars
Includes: Pompeii: The Legacy + Starpoint Gemini Warlords
For those who enjoy strategy on a grander scale, from ancient empires to galactic conquest.

https://store.steampowered.com/bundle/61287/From_the_Roman_Empire_to_the_Stars/

If you already own one of the games in either bundle, you’ll automatically receive a 10% discount on the other. A small way to say thank you for your support and to connect the journey across worlds, from the rise of Rome… to the edge of the stars.

A small way to say thank you for your continued support — and to connect the journey from the Roman Empire all the way to the stars.


The update is coming very soon; stay tuned, and prepare your city for its grandest chapter yet!

9:26am
Sofia's Dark Fantasies - Episode 1 - greuceanuheavyindustries
day 2 hotfix
9:26am
Under The Red Sky - Dedra Games

Hey Runners,

Here's another patch adding a LOT of QoL features as well as rounding some bugs here and there to both the story mode and the level editor - hope you'll have an improved experience with the game !

Game Additions :
  • Created a PBE branch for early beta testing of future updates !

  • Now the game can optionally use your steam username in game

  • Increased default graphics quality

  • Hub and level select button no longer appear in tutorial if you havent completed it

  • Hub and level select button are glitched out in ghost town if you havent completed it (yes I said Ghost Town)

  • Made it so you can use hub and level select buttons in tutorial and ghost town if you’ve already completed them

  • Added fullscreen and windowed option to settings menu

  • Removed FPS option from settings menu (caused more problems than it solved really)

  • App now has the correct icon instead of the default electron icon

Bugfixes :
  • Fixed multiple typos in portuguese brazilian

  • Fixed player model fading out weirdly in 3rd person camera

  • Common Achievements are now back to being consistently blue across theme colors

  • Escape to close Pause menu was sometimes broken

  • Fixed animations being broken in 3rd person when standing on a moving upwards platform

  • Tutorial now accurately says it only has 1 secret

  • Fixed typo in the name of “Abandoned place”

  • Removed untranslated texts

  • Fixed weird icons and white squares appearing in the fog

  • Fixed grates causing rendering issues

  • Fixed 3rd person view model sometimes being stuck in its angle

Level Editor :

  • The level editor uses your generated name if you don’t want to use the steam username

  • increased default camera speed in editor to 800

  • Added more slots to inventory bar in the editor

  • In the workshop dialog, added a link to our discord server as a level sharing alternative

  • Deleting instances from the inspector no longer tells you the action can’t be undone

  • Fixed collision boolean not working on models

  • Added a collision boolean on shape objects

  • Added a way to go back to the level editor when previewing a level without having to complete it

Thank you so much for those who gave us all the important feedback and playtests, helped us a ton !

See you Under the Red Sky Runners !

Tsarevna - Блог Эльфийки

We have decided to make the playtest even more exciting and larger in scale to get the most out of our interaction with players!

That is why, while we are preparing an expanded version for the playtest, it will be closed for the time being, with individual access for streamers. If you want to immerse yourself in the Tsarevna universe soon, have a blog or stream on your channel, then send your application to 👉 smm@wattstudio.art, tell us about yourself, and leave a link to your channel. We will definitely consider your participation in the first playtest.

We have already received 14,657 applications to participate. Standard distribution of access will begin later. We are aiming for the end of November. Stay tuned for news!

下一站江湖Ⅱ - Inmotiongame

各位大侠好,

莫道秋深寒意重,柔情亦可破冰封。霜降时节,《下一站江湖Ⅱ》给大家带来资料片“侠骨柔情”第二弹。 

由于最近在集中优化IOS4G、安卓6G运存的设备,因此:

  • 1) 10月23日,更新“百花大会”中由大侠们提名、官方自制的五位角色:柳如烟、东方不败、镜无双、潘金莲、高枫芸

  • 2) 11月6日,更新“百花大会”中由大侠们提名、官方自制的小龙女、陆可儿、白霜茗、幽影、灵均

  • 3) 11月13日,侠骨柔情第三弹,更新玩家共创的三位绝色及她的江湖

 

【即将更新】重点性能提升

经过近两个月全力以赴的优化,内部版本运行内存占用由原来的3.9G压到了1.4G左右。目前内部版本:

  • 1) IOS4G运行内存设备已能进入游戏进行体验(将在十一月上旬更新,我们在做最后的测试,胖子将在本周的直播中午给大家展示)

  • 2) 安卓6G运行内存设备已能进入游戏进行体验

  • 3) IOS6G以上、安卓8G以上运行内存设备运行更加稳定、流畅!

我们正在最后的优化冲刺,即将为大侠们带来更流畅的江湖!敬请期待!

 

“侠骨柔情”第二弹部分重点内容

1、天下英雄谱之百花谱

“一卷《天下英雄谱》横空出世,列尽武林风流人物”,本次我们将为大家带来“百花大会”中的大侠们提名的五位官方自制角色:柳如烟、东方不败、镜无双、潘金莲、高枫芸。

攻略心仪NPC,解锁专属剧情、独门武学尽归你手!携手入队,仗剑江湖!

11月6日,更新“百花大会”中大侠们提名、官方自制的小龙女、陆可儿、白霜茗、幽影、灵均

江湖2新资料片《侠骨柔情》系列活动二:“百花大会” - 下一站江湖Ⅱ社区活动 - TapTap 下一站江湖Ⅱ论坛

https://www.taptap.cn/moment/719934559633801419

2、数值优化(第七波)

1) 根据社区反馈莫千山作为门派初级晋升NPC挑战难度过高,会导致大侠们无法晋升也无法退出门派:NPC莫千山的境界由“天下无双”调整为“登堂入室”,让新手大侠们可以相对顺利晋升

2) 根据直播间大侠们反馈诛心太高容易秒掉BOSS,适当上调BOSS对抗属性以增加战斗体验:

  • a. 12阶境界的BOSS增加3000左右御心属性

  • b. 13阶境界的BOSS增加5000左右御心属性(镜无双除外)

 

3、其他更新内容

  • 1) 修复了PC端锻造读条时按右上角关闭界面,扣除了材料但不会获得制作物的问题

  • 2) 修复了极小概率下出现连招无法释放的问题

  • 3) 修复了切换武器后,使用的连招还是上个套路连招的问题

  • 4) 修复了老存档在不夜京还存在两个云烟的问题(新档正常)

  • 5) 修复每次读档后,NPC穿戴装备品质会变化的问题

  • 6) 修复了无名浪子和无名之辈没有力敌万夫天赋的问题

  • 7) 修复了部分任务道具双倍掉落的问题

  • 8) 移动端在系统设置里增加视频教学回放

  • 9) 修复追加内容显示异常的问题

  • 10) 修复主角被攻击后,会不显示侠云英杰特效的问题

  • 11) 修复了PC端武器特效明月碧波图标和模型不正确的问题

  • 12) 修复了PC端自动存档文件超过8个后不会自动删除的问题

  • 13) 修复了成就击败巨熊无法完成的问题

  • 14) 修复了成就击败白狼王无法完成的问题

  • 15) 由于NPC变动,去除了击败骆破虏的成就

  • 16) 修复了一些文案的错别字

  • 17) 公告页面加入活动福利标签页,方便大家了解当前活动

 

【策划面对面第九期】胖子B站直播带大家实地采风扫描!

周6下午2点半!胖子B站直播带大家实地采风扫描! - 下一站江湖Ⅱ官方公告 - TapTap 下一站江湖Ⅱ论坛

https://www.taptap.cn/moment/730482010757270295

查看《下一站江湖Ⅱ》2025年Q4版本规划

《下一站江湖Ⅱ》2025年Q4版本规划 - 下一站江湖Ⅱ官方公告 - TapTap 下一站江湖Ⅱ论坛

https://www.taptap.cn/moment/692309734400723997

【论坛活动】

1. 【活动1】:送祝福,领“下一站江湖2”与“百分之一”联动时装“碧之眬衣(女)”!

【友情联动】《下一站江湖Ⅱ》×《百分之一》第二期 - 下一站江湖Ⅱ社区活动 - TapTap 下一站江湖Ⅱ论坛

https://www.taptap.cn/moment/720684324537502117

2. 【活动2】:与渠道联合共创、TapTap独家签到

活动时间:

9月30日0:00至10月31日23:59

签到福利:

1) 累签第7天领【特效】灼灼其华

2) 累签第14天领【特效】金辉掠影

3) 累签第20天领取【时装】红袖添香

(注:累计第8~13天、第15~19天签到无奖励但仍需签到哦!)

参与方式:

“启动游戏,在游戏内点击“活动”——TapTap独家签到跳转前往”

 

白玉京工作室 拜上

 

 

下一站江湖Ⅱ - Inmotiongame

各位大侠好,

莫道秋深寒意重,柔情亦可破冰封。霜降时节,《下一站江湖Ⅱ》给大家带来资料片“侠骨柔情”第二弹。 

由于最近在集中优化IOS4G、安卓6G运存的设备,因此:

  • 1) 10月23日,更新“百花大会”中由大侠们提名、官方自制的五位角色:柳如烟、东方不败、镜无双、潘金莲、高枫芸

  • 2) 11月6日,更新“百花大会”中由大侠们提名、官方自制的小龙女、陆可儿、白霜茗、幽影、灵均

  • 3) 11月13日,侠骨柔情第三弹,更新玩家共创的三位绝色及她的江湖

 

【即将更新】重点性能提升

经过近两个月全力以赴的优化,内部版本运行内存占用由原来的3.9G压到了1.4G左右。目前内部版本:

  • 1) IOS4G运行内存设备已能进入游戏进行体验(将在十一月上旬更新,我们在做最后的测试,胖子将在本周的直播中午给大家展示)

  • 2) 安卓6G运行内存设备已能进入游戏进行体验

  • 3) IOS6G以上、安卓8G以上运行内存设备运行更加稳定、流畅!

我们正在最后的优化冲刺,即将为大侠们带来更流畅的江湖!敬请期待!

 

“侠骨柔情”第二弹部分重点内容

1、天下英雄谱之百花谱

“一卷《天下英雄谱》横空出世,列尽武林风流人物”,本次我们将为大家带来“百花大会”中的大侠们提名的五位官方自制角色:柳如烟、东方不败、镜无双、潘金莲、高枫芸。

攻略心仪NPC,解锁专属剧情、独门武学尽归你手!携手入队,仗剑江湖!

11月6日,更新“百花大会”中大侠们提名、官方自制的小龙女、陆可儿、白霜茗、幽影、灵均

江湖2新资料片《侠骨柔情》系列活动二:“百花大会” - 下一站江湖Ⅱ社区活动 - TapTap 下一站江湖Ⅱ论坛

https://www.taptap.cn/moment/719934559633801419

2、数值优化(第七波)

1) 根据社区反馈莫千山作为门派初级晋升NPC挑战难度过高,会导致大侠们无法晋升也无法退出门派:NPC莫千山的境界由“天下无双”调整为“登堂入室”,让新手大侠们可以相对顺利晋升

2) 根据直播间大侠们反馈诛心太高容易秒掉BOSS,适当上调BOSS对抗属性以增加战斗体验:

  • a. 12阶境界的BOSS增加3000左右御心属性

  • b. 13阶境界的BOSS增加5000左右御心属性(镜无双除外)

 

3、其他更新内容

  • 1) 修复了PC端锻造读条时按右上角关闭界面,扣除了材料但不会获得制作物的问题

  • 2) 修复了极小概率下出现连招无法释放的问题

  • 3) 修复了切换武器后,使用的连招还是上个套路连招的问题

  • 4) 修复了老存档在不夜京还存在两个云烟的问题(新档正常)

  • 5) 修复每次读档后,NPC穿戴装备品质会变化的问题

  • 6) 修复了无名浪子和无名之辈没有力敌万夫天赋的问题

  • 7) 修复了部分任务道具双倍掉落的问题

  • 8) 移动端在系统设置里增加视频教学回放

  • 9) 修复追加内容显示异常的问题

  • 10) 修复主角被攻击后,会不显示侠云英杰特效的问题

  • 11) 修复了PC端武器特效明月碧波图标和模型不正确的问题

  • 12) 修复了PC端自动存档文件超过8个后不会自动删除的问题

  • 13) 修复了成就击败巨熊无法完成的问题

  • 14) 修复了成就击败白狼王无法完成的问题

  • 15) 由于NPC变动,去除了击败骆破虏的成就

  • 16) 修复了一些文案的错别字

  • 17) 公告页面加入活动福利标签页,方便大家了解当前活动

 

【策划面对面第九期】胖子B站直播带大家实地采风扫描!

周6下午2点半!胖子B站直播带大家实地采风扫描! - 下一站江湖Ⅱ官方公告 - TapTap 下一站江湖Ⅱ论坛

https://www.taptap.cn/moment/730482010757270295

查看《下一站江湖Ⅱ》2025年Q4版本规划

《下一站江湖Ⅱ》2025年Q4版本规划 - 下一站江湖Ⅱ官方公告 - TapTap 下一站江湖Ⅱ论坛

https://www.taptap.cn/moment/692309734400723997

【论坛活动】

1. 【活动1】:送祝福,领“下一站江湖2”与“百分之一”联动时装“碧之眬衣(女)”!

【友情联动】《下一站江湖Ⅱ》×《百分之一》第二期 - 下一站江湖Ⅱ社区活动 - TapTap 下一站江湖Ⅱ论坛

https://www.taptap.cn/moment/720684324537502117

2. 【活动2】:与渠道联合共创、TapTap独家签到

活动时间:

9月30日0:00至10月31日23:59

签到福利:

1) 累签第7天领【特效】灼灼其华

2) 累签第14天领【特效】金辉掠影

3) 累签第20天领取【时装】红袖添香

(注:累计第8~13天、第15~19天签到无奖励但仍需签到哦!)

参与方式:

“启动游戏,在游戏内点击“活动”——TapTap独家签到跳转前往”

 

白玉京工作室 拜上

 

 

skate. - Braddock512

With Skate-o-Ween live in-game, we wanted to turn attention back to the top issues in the game as a whole. The focus of this update is to address several of our most pressing crash / stability issues in addition to some key improvements. This is not an exhaustive list, nor is it everything the team is currently tracking. We’ll continue to update everyone via The Weekly Grind (posted every Tuesday on Steam forums, EA Forums, Discord, and Reddit, as well as skatestatus) as we lock in more fixes and ETAs on fixes for trending issues.

We wanted to drop the Patch Notes and Known Issues for you to dive into before Update 0.28.5 goes live at 10AM PT on Oct 23, 2025 with fixes, improvements, tweaks, and changes.

Please note: In Update 0.28 a bug was introduced that resulted in incorrect values when granting Rip Chips and XP through Challenges.  With Update 0.28.5, this bug was fixed, which now has the intended grants.

City challenges (rotating):

  • Per goal: 50 rep / 5 Rip Chips

    • 0.28.0 had 35 rep / 20 Rip Chips

  • Co-op: 5 Rep / 20 Rip Chips

    • 0.28.0 had 10 rep / 10 Rip Chips

Mission challenges:

  • Per goal: 0.28.5: 50 Rep / 25 Rip Chips

    • 0.28.0 had 35 rep / 20 Rip Chips

  • Co-op: 5 Rep / 20 Rip Chips

    • 0.28.0 had 10 rep / 10 Rip Chips

Crew challenges (static/non-rotating):

  • Per goal: 100 rep / 50 Rip Chips

    • No change from 0.28.0

  • Co-op: 5 Rep / 20 Rip Chips

    • 0.28.0 had 10 rep / 10 Rip Chips



BUG FIXES and IMPROVEMENTS

  • Crashes & Stability: Fixed numerous game or platform crashes and stability problems including, but not limited to, the following:

    • Crashes when getting into idle screen.

    • Crashes after completing a challenge, then opening the map.

    • Crashes while scrolling through the Spectate menu.

    • Other miscellaneous crashes.

  • Challenges & Progression: Fixed issues with challenge functionality, player progression and gameplay.

    • Fixed long loading screens, black screens, and “slow motion” after using Spectate.

    • Fixed various issues with Quick-Drop.

    • Fixed Wall Carver challenge completion and rewards.

  • Store, Economy, and Reward Issues: Fixed issues with the in-game store, item rewards, currency, and economy systems.

    • Fixed issues with skate.Pass menu navigation.

    • Fixed reward payouts, scaling, and item rarity.

  • Audio Bugs & Implementation: Resolved audio-related implementation and playback issues.

  • Character, Cosmetics & Content Errors: Resolved issues with character assets, cosmetics, missing or incorrect visual content, and user interface inconsistencies.

    • Fixed missing content and clipping content.

  • The Replay Editor (PC) often captures stuttering during export.

    • Fix: Only PC is fixed at this time, and we’re continuing to work on console Replay Editor issues.  

  • skate.Pass UI Bug preventing highlighting of preferred items from previous pages.

  • Xbox X|S players may notice the update is much larger on their console than for PC and PS players.

    • Fix: Fixed with update 0.28.5.

KNOWN ISSUES STILL BEING WORKED ON

We are also tracking the following Known Issues. This is not everything, and we’ll keep you updated as more trending issues are tracked. 

  • Stuck on Isle of Grom.

    • Fix: We pushed out a fix to stop the issue from occurring. However, this didn’t retroactively fix those in this state and we’re working to get the ferry running as soon as possible for those still stuck. If you’re still stuck waiting on the ferry, post in this thread.

  • Unable to play skate. due to a "connection to EA Servers" error.

    • Troubleshooting: Ensure that VPN is disabled and check that the EA App is not in offline mode. For more troubleshooting help, refer to our Connectivity FAQ.

  • Invisible party members when joining a friend from another server.

    • Workaround (not 100%): When joining a friend from another server, players may sometimes be invisible. The workaround is to use the in-game teleport option via Social menu to teleport to them.

    • Fix: Team is currently investigating a full fix.

  • Achievements are not granted to the user. 

    • Fix: We’re looking for a solution and will keep you posted with our progress.

  • Criteria for unlocking the Market Mile neighborhood is not showing up, causing the "Manual Extension" mission to not appear.

    • Workaround: You can get to Market Mile by doing more Challenges. Get that XP!

    • Fix: We’re working on a fix to be implemented as part of other various progression issues between 0.28 and 0.29.

  • The Replay Editor (consoles) often captures stuttering during export.

    • Fix: We’re continuing to work on console Replay Editor issues.

KNOWN ISSUES FOR 0.28.5

  • skate.Pass & Tix Purchase: After the user purchases the Premium skate.Pass or Tix they may be returned to a blank skate.Pass menu with no redemption page, showing only the character.

    • Workaround: Players can temporarily regain access by switching tabs, then backing out from the gameplay menu.

    • Fix: We’re working on a fix to be implemented in a future patch.

9:24am
Survivors of the Mare Vitalis - Tuerin

Hello there,

I’m back with a brand-new developer diary! This one will focus on the new user interface (UI). In the previous devlog, I mentioned that I had completely changed the UI — and now I’d like to share more details about it.

The new UI has been redesigned from the ground up to look more modern and clean, leaving behind the old interface’s rusty and outdated feel. I’ve added several touches to make it fit better with the overall sci-fi theme of the game.

Please note that the images I’ll be sharing below are not final — they are subject to change as development continues.

Our first image is the main menu

A screenshot of the in-game main menu interface

You’ll also see a few in-game logos and visuals, though keep in mind that the pixelization and new art style integration (as mentioned in previous devlogs) are still in progress.

Some of the new in-game logos;

  • Danger score

  • Kill count

  • Credits

One of the new additions is the Danger Score, now visible at the bottom-left corner of the screen. This value indicates the current difficulty level, which was previously hidden and only used internally to determine enemy spawns.

That’s all for this devlog!

In the next developer diary, we’ll dive into the new mechanics and card system — see you then!

Viscera Cleanup Detail - BlackEagle
Greetings, noble mop-warriors!

Ten years. It has already been ten years to the day since the full release of Viscera Cleanup Detail.
It feels like only yesterday (and yet so long ago at the same time), that we were putting the final touches on our crazy creation.

To celebrate and honor this occasion, we'd like to take a moment to look back and reflect upon VCD's history.

Thanks Be To Our Legendary Janitors

But first, we want to profoundly thank all of you, our loyal fans and valiant janitors throughout the years. From the first free release of VCD on ModDB, your numbers have swelled, and we have been continually impressed by how well-mannered and helpful our community has been.
We have also been (and continue to be) astounded by your many creations on VCD's Workshop, which has continued to breath new life and ideas into the game and expand upon its universe.

We would not be where we are today without all of you, and the success of Viscera Cleanup Detail fundamentally changed our lives.
So, we salute you, with our mops raised and our buckets filthy. May your buckets always be full!

As we work on and continue to develop a sequel, gradually getting it to a stable foundation, we are reminded of VCD's early days.
So, let us take you back to the beginning... *cue memory fade*

How It All Began


Having just come out of development on Rooks Keep, and faced with the reality of it failing to be a commercial success (upon which a lot was riding), we sat down one evening in defiance of this outcome and brainstormed over dinner.

When the idea of a Space Janitor came up, it struck a cord and we immediately ran with it, going off at once and setting to work.
We did not stop until 3:00 AM or so that night, and we did that for more or less 10 days straight in some kind of sleep-deprived and coffee-fueled frenzy of inspiration. By the end of it, we had a working concept and the basics of the game you know today. The name of Viscera Cleanup Detail was born, so to the point and dry as names go, it stuck, fitting the theme perfectly.

Flying in the face of the conventional release schedule of the industry, we made the very indie choice to released it for free on ModDB in its earliest (and incomplete) alpha form. People immediately liked it and saw the potential.


That following period of time was a blur, and as its notoriety soared beyond our wildest expectations we pushed to develop it further.
We soon set our sights on Multiplayer Co-op, even though the physics proved a daunting challenge in this regard, and would continue to see work done on it right until (and after) the final release.

We put out several simple levels and then worked toward Evil Science, which marked the first paid-access portion of the game, thanks to the Humble Store.
It wasn't long after that when we were given the opportunity to collaborate together with the legends at Devolver Digital and Flying Wild Hog on a Shadow Warrior spin-off.


We had a lot of fun with that concept, being especially impressed by the voice-over work they delivered for it. In the end, even though it had a bit of a time-crunch pressure to it, we came away quite pleased and proud of it. It showed us people were really into the concept of VCD as a whole, and naturally it inspired us further with the many other themes we could explore.

Enter Santa's Rampage.
On the heels of the Shadow Warrior spin-off, and while developing the main game, we had a concept floating around in our minds that we just couldn't ignore.


The Christmas season was close, and it was the perfect fit. The main game was much broader in scope and we wanted to get something out there people could buy instead of waiting for it to be further along.
In truth, we ourselves were so enamored with the theme and concept, we didn't even hesitate.

This was probably the most fun time we had working on VCD, and each of us was delighted to witness one-another's creations as soon as they were added in.
From the Elves to Santa's backstory and bad habits, to the reindeer, fireplace and the beautiful set-dressing and outdoor scenery, this was something of a love-letter of ours to Christmas as a whole, only with a dark VCD twist.

We were thrilled when it proved to be a success, and we finally made good on our hobby-turned-career path which (up until this point) had been a dauntingly elusive dream of ours that few understood.

The Road to 1.0

After this, the work and experience spent developing Santa's Rampage and Shadow Warrior spin-offs immediately went back into the main game, and we soon set our sights on expanding the game's level portfolio.
We continued to develop the game and finally pushed on into Early Access. We were then full steam ahead, trying our best to push out an update every week or second week.
We had no shortage of ideas, but the feedback from our early players played a big role in focusing on some weaker areas, and we tried our best to incorporate their requests and quality of life improvements wherever possible.

Forging on, we made a number of new levels and gradually added all the features and tools you know today over the course of 2 years, including Workshop Support, paperwork and easter-eggs.

With our love of Santa's Rampage (which we still played each year) and ideas floating around in our heads for another spin-off now that the main game was reaching its end, we excitedly began work on a Halloween theme.

House of Horror was born. This one was once again a lot of fun, and we enjoyed packing it full of crazy little easter-eggs.


Unlike the other spin-offs, this one was developed when the main game was largely complete. We wanted it to be released on Halloween, and it just so happened that we finished the 1.0 version of the game around that same time, given that House of Horror played a large role in refining its final state.
In retrospect, we should probably have spaced them out a bit and done more for the 1.0 release, but we had what we had and it seemed odd to just leave things unreleased at the time.

With the game now fully released, we still had some ideas rattling around, and saw no reason to not expand upon the game more, so we began work on a few extra free levels.
We also began work on MacOS support, which (despite a huge amount of work, and to our disappointment) never lived up to our standards, and we were only ever able to offer limited support.

After some time spent dabbling on other projects while continuing to push out fixes, we returned to VCD. Not yet feeling we were done with it, and wanting to give our players more, we developed some ideas.

Enter the Vulcan Affair. A spin-off concept that, like the others, came together very naturally. We had tons of inspiration for spy-spoof concepts, and soon had a level to build on.


We went all out on this one, developing new disposal methods and interactive elements. We enjoyed this one quite a lot.

Not content to simply put out a paid DLC, we wanted to give players some new levels for free too. Our front-runner was Core Sample, with the other two (Pestilent Penitentiary and Penumbra) exploring some other ideas we had.

Penumbra was spawned from our desire to explore a completely dark level, but sadly we didn't have enough time to really do it justice along with all the others, so it fell a bit short in the end, giving it its now legendary reputation.

Viscera Cleanup Detail 2?

Finally, we come to today. With a long hiatus since we released the Vulcan Affair, we moved on to some other projects of ours that had been in the pipeline for some time.

However, VCD remained in our minds, and the parts of its engine we were not able to fully wrangle into submission left us with something of a sore spot.
Coupled with the multitude of ideas we still had, and the march of technology making VCD show its vulnerability to aging, we set out to port it to UE4.

We soon discovered the work-load involved was immense, and eventually decided it was better to spend that time (and limited man power) pursuing a sequel with the heaps of new ideas and past knowledge we now had.


Now, we finally have a working foundation for VCD in Unreal Engine 5, and are putting the final touches on our first major level.

Having learned lessons from the original, we are using our knowledge to build upon the original and focus on the things that made it great. Adding new systems and mechanics that reinforce the core of VCD, and removing the less successful elements without losing the crazy stuff that made it great.

We are gradually working toward a showcase of what VCD 2 will be like before we put it on Steam. Firstly, because we value feedback, and secondly because it's a good semi-complete package to aim for at this early stage that will define a proof of concept.
We hope to get there soon, but there has been a lot of ground to cover, so it's an ongoing process with a lot of hurdles we continue to overcome.

Conclusion

Thank you for coming on this journey with us, and thank you once again to all our amazing fans and supporters who have made this dream a reality over the years.
You noble Janitors are the best! Truly a class act of custodians if ever there were.

Until next time. We hope you all keep well, and keep those floors/walls/halls/boots clean.
Raise your wet mops high in celebration, and down a can of 'fat-man'.

Here's to ten years of being clean!
...