It’s late autumn already.
The season of ripening crops and sweet, rich fruit...
Hmm, perfectly ripe fruit. Sounds delicious.
Unfortunately, this month’s development log is quite short —
there was a small accident, and I spent a month in the hospital...
Still, I’d like to show you what I’ve managed to prepare.
Let’s get right into it.
Reworked bullet impact and hit effects
Surfaces like walls, objects, enemies, and the ground now produce unique visual effects —
different sparks, smoke, and particles depending on the material hit.
All previous pixel-style effects have been removed and replaced with these new ones.
Fully destructible objects
Some objects are now completely destructible.
Objects made of durable materials such as metal, stone, or thick composite fiber won’t shatter,
but they can still take visible damage on the surface.
These serve as perfect cover for players and obstacles for enemies.
On the other hand, weaker materials — wood, plastic, and fragile debris —
will break apart after taking sustained damage,
allowing players to open new paths or discover hidden routes.
Large objects now provide full cover.
Once destroyed, destructible large objects can be climbed over or used for attacks,
adding more tactical options during combat.
New special enemy: “Stalker”
The new special enemy, Stalker, hides outside the player’s line of sight —
often lurking behind large objects mentioned earlier.
It can set traps along the player’s path or ambush when approached too closely.


Upgraded Overseer: Model 3
Our previous Overseer, mk.2 (as we’ve been calling it),
had serious performance and optimization issues — even a few game-breaking bugs.
We’re now rewriting and expanding it into mk.3,
which includes over 3,000 lines of new code and major improvements.

Still needs some work, but it’s getting there!
Lobby UI implementation
Stress system testing
Complete Overseer mk.3
Character selection system
Add the Stalker enemy
Add new environmental objects
Development has been slower than expected due to health issues,
but we’re finally back on track.
Hard to believe this is already our 10th dev log — time really flies.
Let’s make the end of this year a great one together.
As always, questions are welcome!
here`s Stalker!
	
	
We’re overjoyed to announce the official release of The Reason for your Smile, developed by 
Jinsei Tsukoudome! The game is available right now, with a special 20% off launch discount! 
https://store.steampowered.com/app/2693410/The_Reason_for_Your_Smile/
Trailer:
A visual novel telling the story of Shun Kousaka, a college student starting into a new chapter of his life. Experience and decide his journey through the perils of love as you work towards achieving his biggest dream: Getting a girlfriend!
https://store.steampowered.com/app/2924660/Fault__Broken_Promises/
https://store.steampowered.com/app/3536260/Dyed_in_White/
https://store.steampowered.com/app/2892500/Shy_Girls_Makeover/
https://store.steampowered.com/app/2820940/Minako_Beloved_Wife_in_the_Countryside/
	
	※If the “Saved Games” folder cannot be accessed, save data will now be created in the game’s installation folder instead.
	

Screenshots provided by 2 Players, thanks for reporting
	Based on player feedback from the Next Fest demo and the results of the first leaderboard season, we have made the following updates to the game demo:
Added a Refresh function to the Shop. You can now spend Gold to refresh everything in the Shop.
Added an Equipment gallery and Item gallery.
Cards will now have different outer glows during card selection to indicate their rarity.
Increased the information displayed on the game results screen. It can now show more details such as the run history, difficulty, etc.
Added a notification at the start of the game to alert players if insufficient device memory is detected.
In "Card Transform" events, choosing different cards will no longer affect the transformation's outcome.
Card recommendations during card selection will now be suggested by a more appropriate character.
Modified the passive effect of the River Monster.
Modified the design of some challenge levels.
Increased the amount of HP gained from Farmer's Talent.
Adjusted the effects or numerical values of approximately 50 cards.
Added one new Farmer-exclusive card: Life Swap.
Several cards have had their names and effects adjusted.
Optimized the way HP is displayed on the battlefield.
Optimized the "Victory" animation after combat.
Slightly adjusted the aspect ratio display of the battlefield.
Slightly adjusted the display style of card rarity gems.
Adjusted the Leaderboard UI to accommodate future versions.
Optimized the UI display for when leaderboard score submissions fail.
Adjusted the Monster AI to adapt to the new rule where "mutual destruction" (player and monster dying simultaneously) no longer consumes a Revive Stone.
Fixed an issue where, when Character A was selected, the numbers displayed on Character B's cards were incorrectly affected by Character A's buffs.
After "Rewinding", the game will now attempt to re-select the player's previously chosen character.
Disabled the "Abandon Run" function on the game results screen.
Fixed various text display and localization errors.
	
	
	
	