Eyes Of The ElderWood - Voxel

Hi there! Since the start of Next Fest, we’ve been releasing updates almost every day, sometimes even multiple times a day to meet your expectations and implement your suggestions. Alongside numerous fixes, we’ve also focused on improving QoL features and overall readability so here is summary of what we added so far! Future updates will include proper patch notes, instead of the way we’ve handled them so this time.

📈 Performance 📈

We’ve seen a few reports about the game running unusually slow despite having stable FPS, that was indeed a bug, and the game should no longer play in slowmotion. We’ve also implemented several performance improvements for smoother gameplay. Please let us know right away if you encounter any performance issues even though the game isn’t graphically demanding, smooth performance is one of our top priorities!


🧩 Puzzle Helper 🧩

Mortem the Cat will now appear during puzzle sections to offer hints on what to do. Each subsequent hint will become more direct until, eventually, Mortem disappears once his patience runs out.

🌟 Pickup Indicator 🌟

You pointed out that some items required for progression were too hard to spot and didn’t stand out enough from the environment. While this was partially intentional, since game has Hidden Object elements we realized the visibility needed improvement. Previously, the crosshair would fill white when looking at an interactable item, but that alone wasn’t enough. We’ve now added a small star icon that appears when the player is close to an item they can pick up. We’ll continue experimenting with this mechanic to find right balance between keeping the sense of searching intact, but without turning it into frustrating pixel hunting.

✨ Ritual Drawing Effects ✨

Some of you mentioned being confused about what’s going on with the left hand. To make it clearer and give better context, we’ve added new visual and audio effects to the ritual drawing process.

🗺️ Expanded Level Start 🗺️

This update was actually implemented just before Next Fest, but we’re including it in this patch notes since it wasn’t mentioned previously.
The previous version of the level start was fairly dull, featuring only a single Drowned enemy that couldn’t be avoided. The current version makes the encounter optional and, if you choose to fight directly, allows for more shooting opportunities.The Drowned enemies themselves have also been updated. Their attacks can now be dodged by crouching just before they strike.

🔥 Ignitable Torches 🔥

We’ve added torches to the catacombs that can be set on fire using Fire Bullet. They can help indicate whether the player has already been in a certain area. Of course, they can also burn out after being ignited.

🔍 Inspect Improve 🔍

Due to the retro visual style, we noticed that some of you had to disable post-processing to properly see items during inspection. To make the experience smoother, the retro effect will now automatically turn off when inspecting an item and turn on when get out of inspect (if it's turned ON in settings).

🏃 Improved Sprint Feel 🏃

You pointed out that movement in the game felt like pushing a shopping cart (lol). We’ve improved it by enhancing the effects that contribute to the sprint feel.
We’ll continue monitoring both the actual speed and the overall feeling of movement. Additionally, we plan to add an option in the settings so each player can adjust headbobbing to their personal preference.

What's Next?

We’re currently focusing on improving existing systems, such as enemy AI (a top priority), and preparing new levels for early access. The demo will also receive updates when significant progress will be made.
Here’s a small preview of what we’re working on:

Lake level on it's early enviroMushroom Forest level on it's blockout phase

Official concept of the boss for the Mushroom level

Early concept of an enemy for the Fields level

Dystopika - Brant

Thank you everyone who participated in the Mall of Tomorrow challenge by submitting and voting on their favorites in the Dystopika Discord.

This week's selected highlights were submissions by: rogler, Xtal.Math, and Avrahm (Matt's Pick)

Community Challenge: Parade of the Undead

Introducing the Parade of the Undead challenge. When the sun starts to set, and the sky glows with an orange tint, the dead make their return. Towering high above your city, the skeletal remains of those who are no longer with us move throughout your city. Their eyes glow through the fog, lit up by the street lights and decorations constructed by the city to honor their fallen loved ones. Every Halloween season, City Officials decorate the city in preparation for what has been named the "Parade of the Undead".

In this challenge, your task is to transform your city into a haunting celebration of the undead. Fill your streets, rooftops, and plazas with eerie lights, festive displays, and a spooky aesthetic to honor those who walk with us once more. Decorate your city for Halloween and the Parade of the Undead.

We recommend using Dystopika version 1.6.1 with the limited-time “Spooky” weather setting for the full effect.

Photo Credit to Kenny Eliason on Unsplash

Approved Mods for Challenge

We've moved the Approved Mods list to a Workshop Collection, making it easier to download all the mods that are approved to be used in the current and future community challenges! Check it out here:

https://steamcommunity.com/sharedfiles/filedetails/?id=3565026841

Submissions

To learn more about the challenges and how to submit, please swing by our Discord. Submissions will be open until the night of October 31st in the #challenges channel.

Past Highlights can be found in the Hall of Fame

Mall of Tomorrow Highlights

A Game About Feeding A Black Hole - thornityco

Hi everyone,

We’ve passed 15,000 wishlists for A Game About Feeding A Black Hole!

The wishlists have successfully levelled up the black hole. We are no longer a baby black hole. ❤️

When we started, we never imagined this level of enthusiasm.
We’ve seen your playtime. Seek help (or keep feeding the black hole because we’re not judging).

We can’t wait to show you what’s next when the full game launches 👀

If you haven’t yet, you can join the Discord to help test future builds and give feedback right here 💬

The black hole must grow.

~Thornity from Team Black Hole

Poker Warlords - SkeleJelly
We have a big announcement!

Next month, November 2025, there will be a major Poker Warlords drop! We can't say exactly what it is, but keep your eyes peeled and get your chips ready! 👀 It's going to be a big one!
Dystopika - marshmatter
Release Notes
The weather seems a bit... spooky?
  • Must be the Spooky Season

  • Probably just until the end of the spooky month

  • Wow, spooky.

Bugs
  • Fixed a bug where Billboards props would become farther away from their placement surface when scaled.

  • Fixed a mousewheel scrolling sensitivity bug with the District list

  • Fixed an issue where props would flicker when moved and have incorrect rotations if moves between horizontal and vertical surfaces.

  • Fixed minor issues with grid snapping for props

YAR - HonorGames

Hello everyone.
Let me say this right away for those who doubt — the whole game is ready! But it has a lot of bugs, or at least it had a lot. Right now, I’m actively testing and fixing issues. Every single quest and the entire story are already in the game — coded, voiced, and fully playable, from the very beginning to the end credits.

But I’ll be releasing the update in parts — to properly test and polish everything. Please, show a little more patience. I’ll try to release the update before the end of the month, and if that doesn’t happen, don’t think the game’s abandoned or anything like that — it’ll come out during the first week of next month. There’s really not much left now. I’ve got 140 tasks of varying difficulty left — mostly simple ones, but some are tough.

After that, I’ll hand the game to a few close people, watch their playthroughs, fix any critical issues they encounter, and then release the update. Don’t forget that the game isn’t small — it’s much, much bigger than what was in Early Access, and testing it is hard and time-consuming, but also rewarding :)

I’m working non-stop, cut my sleep to 6 hours, and don’t bother telling me to “take care of my health” or whatever — I don’t care anymore. I’m just done with all the haters, doubters, trolls, and random people who’ve been pestering me for a year and still can’t understand that big open-world RPGs made by one person aren’t built easily or quickly — and that if the foundation changes, you can’t just patch it without breaking everything else.

But it’s okay. The time will soon come when they’ll all feel ashamed — if they have at least a drop of conscience left. Everyone who turned away, betrayed, unfollowed, removed the game from their wishlist, doubted, accused me for no reason, or spread hate — I hope you’ll feel really ashamed. And if you don’t — then leave and never come back. We’ll build a community of sane, decent people.

Thank you to everyone who still believes and stays with me. If not for you, I honestly don’t know where I’d find the strength to keep going. Steam shows I’ve lost 20,000 wishlists — that’s a lot, and it really hurts. But what can I say — farewell to those who left. I won’t give up. My goal is to finish this game no matter what — even though it’s obvious it probably won’t pay back the time and effort, and if the wishlist keeps falling, it might just fail completely. But even that doesn’t matter anymore. I just want to make the best Slavic open-world RPG ever made.

I never stopped, never took a break, and if I rested — it was maybe once a month since the last update. And honestly, I’ve worked like this for years — not only on this game. That’s just how I am.

Overall, the game is in great shape. There are minor bugs — sure, but that’s inevitable when you don’t have enough testers or time.

By the way — I’ve added full gamepad support, except for building (which isn’t mandatory) and the card game (though if you’re using DualSense or Steam Deck, you can do those too).

I don’t even know how I’ll write the next dev update when the release comes — how to describe everything new without people getting tired of reading it. Honestly, it’s like a book’s worth of new stuff — mechanics, quests, everything you could imagine in an RPG.

The update’s coming soon — and then you’ll understand why it took so long.

That’s it. Peace to everyone.
Wishing you all the best, patience, and understanding.
Now I’m going back to polishing the update :)

Neon Village - NeonVillage_official

Based on the feedback and reports we’ve received from everyone on Discord and Steam,

we’ve made the following fixes:

New Features

Addition of a feature to discard items

Mycopunk - Pigeon Juice

Hey employees! We’ve been hard at work on a new free roam mission and we’d love to hear your thoughts in this beta before it releases alongside a bunch of other new stuff.

To opt into the beta, right click on Mycopunk in your steam library, go to properties → betas, and input the code OysterAttack to unlock the beta branch. Progress is shared between your main save and the beta BUT there’s always a chance for things to break so PLEASE FOLLOW THESE INSTRUCTIONS TO BACK UP YOUR SAVE BEFORE PLAYING THE BETA:

  • Navigate to C:\\Users\\\[username]\\AppData\\LocalLow\\Pigeons at Play\\Mycopunk\\Profiles

  • Copy the ‘default’ folder to wherever you want to back up your save

  • If you ever need to restore your save data, just replace the default folder in profiles with your backed up folder

With that out of the way, lets get to the fun part:

New Mission - Paid Time Off

Drop into New Atlas, complete random objectives for as long as you want, and then extract at your leisure. If you’re playing on escalation mode, difficulty AND rewards increase the longer you stay in the mission.

Paid Time Off features objectives taken from previous missions as well as some new objectives, one of which comes with a new mission vehicle!

You can also switch and modify weapons whenever you want while in a Paid Time Off mission.

We’re also trying something new — Paid Time Off supports up to 6 players in a lobby!

UI Redesign

This beta includes the UI redesign coming with our next update! We’ve been working to make the interface prettier and cleaner, and UI distortion & bloom is gone.

トリと木の実 - takahiro.meme
-Fixed a bug that occurred in the October 18, 2025 update that prevented the ending song from playing.
PC Master Aim - Crosshair Overlay - ahmadessoghair
🛠️ PC Master Aim — Major Update!

This update is just the beginning of a series of continuous, major updates for PC Master Aim. It brings a big leap forward, focusing on simplicity, quality, and future expandability. Here’s what’s new:

✨ Complete Selector Page Overhaul

The entire Select Page UI has been redesigned — simpler, cleaner, and easier to navigate.

🧩 Introducing the Native .PCMA Crosshair Format

With our latest update, we're replacing static crosshair images with our new, native .PCMA format.

  • 🔄 What it is: A dedicated, vector-based file format for app crosshairs.

  • ✨ Enhanced Quality: Crosshairs are now generated as scalable vector shapes, allowing enhanced scaling without quality loss, The drawn pixels are now rendered using a nearest-neighbor algorithm as well, ensuring crisp, pixel-perfect clarity every time.

  • 🚀 Built for the Future: The .PCMA format is more than a file; it's a new platform. It creates a pipeline for a dynamic ecosystem where crosshairs are fully re-editable, shareable blueprints. This paves the way for an integrated workshop, version control for your designs, and advanced properties that go far beyond static images, fostering a new level of community collaboration and continuous customization.

🌟 Quality of Life & Polish
  • 👁️ Visible Toolbar Toggle – A clear and accessible visibility toggle is now available directly on the toolbar for instant control.

  • 🔊 Enhanced Audio Feedback – New sounds have been added throughout the app, making the experience feel more responsive and alive.

  • ⚙️ Stability Improvements – This release includes various bug fixes and under-the-hood optimizations for a smoother, more stable application.

🚧 What’s Next

I know it’s been a while since the last update, and I truly appreciate your patience. My commitment is fully renewed — this is just the beginning. I’m dedicated to making PC Master Aim the best crosshair app on the market, with many exciting updates coming very soon.

⚠️ Note: Future updates to the [c].PCMA[/c] format may temporarily affect current designs. If you’re planning big projects, we recommend waiting for the next updates before finalizing them.

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