added more Languages (Chinese, French, Spanish & German) total of 5 languages now.
fixed some small Arena bugs
Join our Discord Server to see all Updates: https://discord.gg/ZxSM94nAt5
v1.04 Changelog
Gameplay & UI
• Dashboard statistics activated
• Motion blur settings implemented
• Graphics settings panel added
• Music on/off and volume settings added to menu
• Menu hover font issue fixed
• Master volume issue resolved
• "Continue Game" button added
• Level end UI and gameplay updated
• Furniture UI updated
• Main money and reputation UI added to car and house levels
• State bar (stats display) slightly increased
Missions & Story
• New missions added (child and mafia related)
• Sounds added to endgame dialogues
• Money and reputation system improved
• Joker character removed
Characters & Interactions
• Shower functionality added
• Basic needs like eating and urinating implemented
• House interact button translation completed
• Robot character added
• Ambulance system added
• Doctor assignment issue fixed
Technical & System
• Packaging addressables completed
• Tests run via home laptop environment
• Steam stats and leaderboards integrated
• Localization support implemented
• Language not working issue in settings resolved
• Localization bugs fixed for Chinese, Japanese, and Korean
• Dual radio bug fixed
Hello everybody!
We are back with another update, this one is the biggest we've made so far, and will be the last update to include new content until v0.2.0.0. We'll continue to release updates with bugfixes during this time so don't worry about that!
Tinkerlands v0.1.5.0 includes more than 100 different changes, including a new NPC, new items, new accesory combinations and much more. But It's about time that we shift our focus on v0.2.0.0 which will include one new major feature that we very excited to share.
And talking about that...
We are late on releasing the roadmap, we are aware and we are sorry about that 🙏. We put all our efforts during these 3 weeks since the game launched into fixing all the major bugs and polishing it as much as we could to make it as stable as possible. Now that we are in a much better place, we've been working on our roadmap, that will be published next week. But just as a little sneak peek, modding support is coming soon(ish).
ADDED
- Added new NPC <The Librarian>, she will spawn randomly in different islands.
- Save files are now compressed reducing save file sizes by 10x at the cost of slightly increasing save and loading times.
- Now merchants get new items throughout the game.
- Added new items to Electrician's shop.
- The Blacksmith now gets more items while progressing through the game.
- The Merchant now gets more items while progressing through the game.
- The Miner now gets more items while progressing through the game.
- The Nurse now gets more items while progressing through the game.
- Torches can now be flipped when placing them.
- Mannequins can now be flipped when placing them.
- Added teleport waypoints to the caves.
- Added teleport waypoints to random islands.
- Added new Hardwood furniture.
- Added new Tundra/Ice furniture.
- Added "Monsoon Island" unlocked after unlocking Ghostlands.
- Added "Lucky Jungle Island" unlocked after unlocking Ghostlands.
- Added "Tribes Island" unlocked after unlocking Ghostlands.
- Using recipes now has animation and sound effects.
- Added hook target interactable.
- Deep Sea King altar now has a guaranteed teleport waypoint.
- Added <Metal Detector> accessory.
- Added new accessory combinations.
- Bombs can now be crafted.
- Dynamite can now be crafted.
- Character's name can now be modified after creation.
- Island's name can now be modified after creation.
- Island's difficulty can now be modified after creation.
- Added new vase interactables to different biomes.
- Added recipe to craft Coral lamp.
- Added recipe to craft Turtle bench.
- Added recipe to craft Jungle torch.
- Added recipes to craft Merman floors and walls.
- Added recipes to craft Merman furniture (wardrobe, bed, table, big table, stool, door and bench).
- Overgrown Crab can now drop <Metal Detector>.
CHANGES
- Cooking minigame bar now goes back and forth until button is pressed again.
- Low-Specs mode now includes lighting.
- Shop GUI now shows the price for the whole stack when selling.
- Shop GUI now allows players to buy back items they've sold.
- Updated shop GUI to include a scrollbar.
- Updated torches fire sprites.
- Updated torches solid flags.
- Reduced <Trinity> sell price from 15 gold to 6 gold.
- Reduced <Lucky Frog Leg> sell price from 10 gold to 3 gold.
- Candles found in the Ghostlands Crypts are now a functioning light source.
- Streetlamps found in the Ghostlands surface are now a functioning light source.
- Added new parry effects for Parrying Dagger and Frozen Parrying Dagger.
- Changed Ghost Memories quest required item from Ghost Pepper Seeds to Ghost Pepper.
- Reduced required tool power for all the interactables in Jungle, except peridot.
- Added lights to the stairs structure in the crypts.
- Jungle totems can now be picked up.
- Coral lamps found in underwater Coraline Fields now behave like torches that can be turned on/off and can be picked up.
- Turtle benches can be walked through and picked up.
- Turtle fountains can now be picked up.
- Electrician quests now add the statues to its shop.
- Electrician quests are no longer repeatable.
- Localized cooking minigame texts.
- Added description to Map item.
- Desert Mask and Feather Coat can now be combined.
- Codex now shows the total kills for mobs and bosses.
- Game is now paused while fullscreen map is opened.
- Updated many different interactable and item sprites.
- Increased levers' HP to avoid destroying it by mistake.
- Recipes are now re-checked on game load. (To allow unlocking new recipes If ingredients were previously known).
BALANCE
- Updated Jungle, Ghostlands and Coraline Fields monster AI to have better vision and speed.
- Ninja turtles now throw shurikens.
- Updated the amount of kills required to unlock codex info for Slimeking from 5 to 3.
- Increased Whisper lighting radius from 1 to 3.
- Whisper now moves closer to the caster.
- Slightly increased player's pickup radius.
- Updated enemy spawn rate from 5~12s to 5~9s.
- Reduced <Swamp Essence> required to craft <Curse Of The Swamp> from 50 to 30.
- Reduced <Memento> required to craft <Curse Of The Desert> from 50 to 30.
- Increased enemy spawn rate in Hard mode from 100% to 120%.
- Reduced the maximum amount of spawned enemies from Necromancer.
- Leprechaun spawn chance lowered from 1% to 0.5%.
- Leprechauns now have different items in different islands.
- Removed enemy spawn rate grace period after traveling.
- Increased damage from spikes in Pumpkin and Ghostlands islands.
- Crafting tables now stack up to 99.
- Summon items now stack up to 99.
BUGFIXES
- Baba Yaga's hut can no longer be poisoned or burnt.
- Fixed quick potion not being usable if a spice was placed in the inventory.
- Fixed caves entrance/exit structures to be properly aligned.
- Fixed some tiles around the ship's structure.
- Fixed enemies spawned by Rainbow Slime not being flagged as summoned.
- <Loot All> function from chests should now move coins to the coin pouch when possible.
- <Quick Loot> function should now move coins to the coin pouch when possible.
- Poison damage no longer shows while the game is paused.
- Burn damage no longer shows while the game is paused.
- Recipes that are crafted at the forgotten altar now show the correct icon.
- Recipes that are crafted at NPCs now show the correct icon.
- Boss summons can no longer be used inside the ship.
- Fixed hook collision going crazy on doors.
- Fixed misc localization issues.
- Fixed <Turtle Bed> recipe.
- Fixed minibosses appearing at a much higher rate than expected in Trichroma island.
- Fixed <Iron Device> description being obsolete.
- Fixed pyramid structures so the entrance can't be blocked.
- Fixed a crash related to "Siren Solidification" quest from Electrician.
- Fixed a bug that would crash the game with corrupted Tops data.
- Fixed a bug that would allow clicking "Yes" on "Save & Exit" multiple times corrupting the save files.
- Fixed a bug that would make MP consumption reduction increase the MP cost instead.
- Fixed Overgrown Crab collision mask.
- Fixed General Skeleton's Scythe collision mask.
- Fixed Overgrown Crab and Mineral Spider not having boss immunities.
In this densely packed developer podcast, the team walks through a sweeping set of updates aimed at transforming co-op and horde gameplay into a dynamic, scalable experience. Efrain reveals his shift from polishing Alcatraz to leading development on a new horde map set in a reimagined Half Moon Bay—designed for verticality, multiple infiltration paths, and high replay value. He outlines design decisions behind the map’s objective points, terrain flow, and defensive challenges that avoid static play. Meanwhile, Robert deep-dives into system-level changes: persistent leveling for operators and units, revamped class abilities, combat balance tuning, and significant AI and UX upgrades. Expect improved spawn logic, smarter pathfinding, and fixes for legacy pain points like targeting quirks and gate behavior. The episode also includes a real-time co-op demo showcasing snipers, heavies, flamethrowers, new UI improvements, and gate mechanics—revealing how it all plays out under stress. The Q&A tackles questions on drone design, campaign plans, vehicle and helicopter timelines, multiplayer matchmaking, emblem customization, and long-term content like future DLCs or a potential dinosaur game. This episode marks a significant milestone in pushing towards the Phase One rebuild and sets the stage for the robust gameplay foundation of Phase Two and beyond.
2 Operator players guard an entry point while an RTS player moves a medic to heal them
https://youtu.be/9SsIX6t2iNAWe ran a 2-hour network stress test playtest last week! Curious about what we’re working on and where we're headed? 📘 Read about our Development Phases & Current Goals
🕔 When: June 14, 2025 – 7 PM EST (New Time!) 📺 Where to Watch:
Co-op Progress
Total Revamp based on Community Feedback
Level Design Updates
🎤 Don’t miss our Live Q&A! We’ll be answering questions from the community during the stream.
Spotify Podcast Archive (VODs may take 24 hours to appear)
This is just a shortlist of goals currently in motion—be sure to watch the last CERC HQ for a more detailed breakdown.
Finalize Operator Ability System
Expand Playable Classes
Visual UI Polish
Prepare for Phase 2: Airstrikes, Doctrines, Vehicles
Stay Frosty,
— The Cepheus Protocol Dev Team
Hi all,
Mortimer's Drain Wand excels at life drain, but it's damage was lacking so we decided to boost it by 40%. Erin's Bite can now infect enemies and cause Blood Bats or Blood Servants to spawn when they die.
Mortimer's drain wand does 40% more damage.
Erin's secondary weapon, Bite, has a chance to infect enemies and if they die while infected, a blood bat or servant will spawn. The spawn disappears after ten seconds, but several of them can be active at once. This means that players have more weapons that spawns followers!
Weapons now shoot projectiles at a rate that's evenly spread over their cooldown. So no more short bursts followed by long "reload" times.
Alien trees had a hitbox problem, which we fixed.
When a projectile like the trident moved outside the map, an error could occur, which didn't stop the game but probably caused lag. This was fixed.
We implemented "tile maps" to improve performance and memory use.
Technical changes we've introduced means that new maps can be up to 4000 times larger!
Most of the "props" like trees are now spawned on clients, meaning there's less communication between the host and the players, resulting in a game that starts a lot faster.
On the Crystalizer screen, the "fill all" button and "break 10" tick box was swapped around since it makes more sense that way.
The game should feel smoother overall since the tile maps definitely improves performance. We hope you enjoy the Bite weapon and Mortimer's increased damage.
Till later,
André
Hello, comrades!
Based on your feedback and from the events where we’ve showcased the Kriophobia demo, we’ve developed a patch that brings several fixes, quality-of-life improvements, and, for the first time, Mac support.
Here’s a list of the main updates:
🍎 You can now play the Kriophobia demo on your Mac.
🕹️ We’ve added a video that showcases the Tank and Modern control styles. You’ll choose your preferred style at the beginning of the game.
🎨 We've added color blindness accessibility features.
🔨 We’ve also implemented a series of bug fixes and general adjustments, such as improved demo flow, better UI feedback for game and enemy states, enhancements to relative camera input, updated credits, and more.
See you in the frozen lands of Siberia, where the cold is deadly.
- Fira Soft Team
Hello,
We released a small update with some QoL improvements and fixes. Thank you very much for the feedback!
ADDITIONS
Added ability to open/close shop and send customers out of the store.
Added previously missing WASD and zoom key indicators in Build Mode.
Added a video tutorial to the tutorial screen displayed at game start. (Videos can be accessed later from the computer.)
Added functionality to move icons within the computer interface by holding and dragging, with support for single-key opening.
FIXES
Fixed an issue preventing doors from being placed on the map border.
Fixed roofs were incorrectly placed over the Delivery Area.
Fixed an issue where bank loans were incorrectly processed without requiring players to have twice the loan amount available. Now, players must have twice the loan amount in their account to take out a loan, and a warning message has been added to inform players of this requirement.
Fixed object selection not exiting properly when clicking on another object in Build Mode.
Fixed the issue where players could select equipment from the tools menu and use it simultaneously while placing furniture, animals, food, or accessories.
Fixed feeding animals across multiple living areas simultaneously.
Fixed furniture placement issue where players could throw furniture boxes upon opening, leaving them open and preventing proper placement or exit from placement mode.
Hello Adventurers!
Thank you to everyone who has checked out LightSup! and played the demo during the Southeast Asian Games Showcase! We are so proud of the progress being made in LightSup! with your support and feedback.
Our demo is a slice of what you can expect in the lands of Lumineia, so we wanted to take a moment to share some of our most recent development.
The Living Forest is the second land you’ll travel to in hopes of bringing back the light. It’s a strange land full of stranger creatures and hidden secrets. We wanted to create a surreal area using blues, purples and greens with shadowed lighting to build a surreal area to explore.
But the aesthetic is not the only thing that makes this forest the strangest…
Long ago, this land housed a magical research facility that discovered rifts to other dimensions. A disastrous experiment tore reality apart, collapsing the facility and trapping the land in a warped space—those who enter may reappear elsewhere or vanish entirely.
Over time, nature consumed the ruins, and the forest earned a cursed reputation among locals. Now known as the Devouring Forest, it’s a place of mystery and danger—where few return, and even fewer understand what lies within.
Spooky huh? We cannot wait for you all to get a chance to explore (and hopefully) return from the Living Forest… but it won't be easy.
In addition to the winding paths leading Bearers of Light astray, we’ve also created brand new enemies specific to the Living Forest. Strange and (sometimes) cute, you’ll have to face off against several new enemy types.
Golem, The Protector is a brand new boss you will encounter in the Living Forest. Built from ancient stone and magic, it guards key areas with powerful melee strikes and elemental defenses, adding challenge and lore to the dungeon.
Pray as fast as you can to create light while dodging powerful attacks. Be patient for the opportunity to attack and you’ll be able to fell the mighty Golem. But beware… he is not the only big baddie in the Living Forest… larger monsters lurk in the dark.
Those are just a few new pieces of content to look forward to in LightSup!’s second world, The Living Forest, releasing later this year. Stay vigilant against the dark and for more news on the ongoing development of LightSup! There is so much more behind the curtain! If you have any feedback or bug reports for us regarding the demo or just want to join our growing community of Light Bearers, join us on Discord.
Thanks for reading, we cannot wait to share more!
- BugBlio Team
Get ready to blast back onto the Aran Plateau because Project ZETA’s next Closed Beta Test kicks off on June 20th, and we’re opening the portals to even more testers this time!
Europe, say hello to Project ZETA! For Closed Beta Test #2 we are expanding servers across the Atlantic, giving European players their first opportunity to try out Project ZETA.
The upcoming CBT2 is flush with new heroes, updates, bug fixes, and quality of life improvements to take your Prism plundering to the next level. All of CBT2’s changes will be posted in the Patch Notes prior to the CBT starting, so stay tuned!
Now let’s go over the details of CBT2, how to join, and how to earn rewards and prizes while you’re at it.
For those new to the game, Project ZETA is a team-based, third-person MOBA featuring five teams of three players each, fighting for control over dimensional energy sources called Prisms. Choose your role—Fighter, Assassin, Mage, or Marksman—and execute fast-paced, high-stakes strategy in a vibrant sci-fantasy battlefield.
Assemble your team and try out different strategies to claim victory on the Aran Plateau!
CBT2 runs over two back-to-back weekends, with 6-hour play windows each day.
Weekend #1: June 20–22, 2025
Weekend #2: June 27–29, 2025
North America
Europe
Pacific Time (PT): 4:00 PM – 10:00 PM
Eastern Time (ET): 7:00 PM – 1:00 AM (next day)
Central European Summer Time (CEST): 5:00 PM – 11:00 PM
If you participated in our previous beta test, you’re golden! All existing players will have access to this and all future beta tests of the game. You will also have the opportunity to refer your friends to the game and pick up some cool IRL rewards in the process, so keep your eyes locked to Project ZETA channels for upcoming details!
Are you discovering Project ZETA for the first time? We’re adding significantly more players this time around, and there are multiple ways to grab a Steam key!
First, head on over to the Project ZETA Steam Page and sign up for Closed Beta access! We’ll be adding new players in waves, so keep an eye out as we get closer to the test date.
Your next option is to sign up for the Closed Beta Test Challenge through Challengermode. NA and EU Players who sign up for the challenge will have a beta key sent to them, so sign up and secure your spot. You can learn more about the Closed Beta Test Challenge through the link above.
Finally, ask your friends! If you have a friend who participated in the last closed beta, they’ll be able to use one of their friend referral codes to get you in. Plus, you’ll be helping them work toward cool prizes.
There are a few ways to earn rewards while playing CBT2! First, by referring your friends to come play the beta with you, you can earn some cool IRL items like a Project ZETA Mousepad, a Beta Mystery Box, or even an Alienware 5080 Gaming PC! Full details on the refer-a-friend program will be available soon!
As mentioned above, Challengermode is also hosting a Project ZETA CBT2 event. Your top 10 matches each weekend will be scored against all other players, with the top 4 bringing home cash prizes! Check out the Project ZETA Closed Beta Challenge details here.
Our priority through these beta phases is to shape the game alongside our dedicated community. Your voice matters, and this test will shape what comes next, so be sure to share your ideas and feedback in our Discord to have your voice heard!
Project ZETA’s CBT2 starts soon, so grab your keys, bring your squad, and get ready to bring the storm to the Aran Plateau. See you soon!
All gameplay remains under strict NDA protection. Streaming, recording, or publicly sharing any footage or content is prohibited and may result in immediate removal from the beta test and future blacklisting of other products. Private feedback channels will be provided for approved testers via Discord after agreeing to the NDA through the game client.
Pain Point: Our old tooltip system blocked the view when placing factories, especially when zoomed out. It was based on the concept of having inputs near the center of the screen, which proved to be a bad UX rule to follow for FVC.
Fix: We moved the tooltips to join the rest of our HUD on the bottom panel and improved the layout so it never blocks the player's selection or placement process.
[carousel]Pain Point: Players had a tough time placing belts quickly. In addition, they had trouble seeing the path of their belts and struggled with the positioning of certain belt setups.
Fix: We reworked our placement system entirely which now supports
Click-and-hold placement with autogeneration of rectilinear paths, curving, and the ability to place anchors!
Indicators that reveal directions of belts and belt neighbors.
Introduction of T-junction belts in input and output positions.
Pipette tool to quickly place objects, hotkeys to open building categories, and drag-to-delete options.
Pain Point: Players had a tough time knowing which direction would input into a factory and which one would be an output.
Fix: We built a custom indicator shader that shows this information on placement and on hover that pulses to the tempo of your music! Now you can FLOW easily!
Pain Point: Players felt that the tutorial and the tutorial screen system were excessive and constantly interrupted the player as it took up the whole screen and was unskippable.
Fix: We adopted a model of progressive disclosure and a tutorial tab to the main character menu. Now, when a quest pops up the player can solve it but if they take longer than expected to complete a tutorial task, a tutorial button will pop up which they can choose to interact with. We have big plans to dramatically improve our tutorial in the July update.
Of course, we squashed tons of bugs like menu lock-ups, instrument switching, settings saving, and tons more!
We also added neat new tools to play around with in CREATIVE mode like a Modulator to control the timing of your music and a Signal Splitter to modify the patterns of different sections of your composition! Check out some of the wild community creations in our discord!
New tutorial path – Reworking the early game crafting loop and tutorial. Our immediate goal here is clarity, not reinvention. We want to shave time off the “aha, I’m making music!” moment while protecting the sandbox depth that testers already love.
More QOL – Improved icons, menus, and tooltips. In addition, we have plans for blueprints and mass selection.
New Music Tools – Arpeggiation, reverse strumming and more!
Thanks for building the vibe with us. More soon! You can always access our roadmap or share feedback here.
— Unwise & the FVC team 🎛️🎶