Snail Simulator - Snail Simulator

Fixes

- Witch hat cackle now has variation in pitch

- Removed collision on spoopy pumpkin hat

- Fixed position of a couple Halloween decorations in town

Woodfel - l3ftybot
Hello Woodfolks!

Halloween comes to Woodfel with this update! For Halloween pumpkins have started to grow around Woodfel. You can gather them to create placeable pumpkins, or use them to craft carved pumpkin lanterns! Some monsters also have a chance to drop Dark Pumpkin Lanterns, which are a little larger and spookier than normal..

Hope you enjoy giving a little halloween decoration to your worlds! The Halloween event is active from October 24th until November 7th.
Sketchy's Contract - Dimensionless Games
Hey all, had to push a quick fix for the haunted house so that everyone could continue experiencing it. Fixed a few smaller things while I was at it.
FIXES
  • Fixed the player collision width preventing the narrow entrance and corridor in haunted house from being walked through.
  • Fixed an issue where Wraith Corpse was blocking interaction so if an item was underneath it, that item could not be picked up.
  • Fixed an issue where player dead bodies were phasing through Hollow Manor/ Dark Wood wagon transports.
  • Fixed an issue where the Ghost Investigation computer was showing 1PM on guessing correctly rather than 2PM.
  • Fixed a few spawn points where Miss Nibbles was appearing in an incorrect location.
  • Fixed a few spawn points where Moro appeared in an incorrect location.
  • Fixed a few spawn points where Crucifx appeared in an incorrect location.
Gunlocked 2 - FromLefcourt
Fixed a number of reported bugs. More stuff soon. Have a nice weekend!

  • The "Additional Pylons" achievement will now properly unlock
  • Fixed an issue causing the drone swarm mastery chance to constantly increase over time
  • Fixed Shell Shocker’s chance to trigger (was applying an additive bonus with each check, instead of always adding the same flat bonus)
  • Fixed a number of upgrades that were not correctly scaling with chance-based improvements
  • Fixed an issue that would cause any bonus effects triggered by Bombikaze to be placed at the wrong location
Cutie Crowd Control - TeamBeepBoop-*****

Hi! I posted a new trailer while I'm polishing some levels in the game. In the next week I'll be adding to this trailer as I finish polish on other levels. So in the next 2 weeks you'll see a wide variety of levels that are in the game now.

So right now the trailer shows one of the levels I recently finished for the game. This should give you a good idea of what the gameplay is like since that's what it is: 100% Gameplay. This level is part of the City Crossing group of levels where you are dodging cars, manholes, fire hydrants, all kinds of things that explode, smush, or launch your sheep into orbit.

Right now, the game has a lot of different levels types in different settings like:

  • Winter levels

  • Westerns

  • Factory levels

  • Pinball levels

  • Mayhem levels

  • and a bunch more.

Honestly, I can't wait to give everyone a peak of them as the trailer gets updated over time.

So for the time being, I guess this is more of a Teaser Trailer hehe. I hope you like it! There's lot's more to come.

Check the store page to see it now :)

Harper and Lyre - John Pork

Beta 1.0.14 Update Now Available!

This update brings some of our most significant improvements yet, including a major dialogue system overhaul, the introduction of combat mechanics, and the long-awaited music system!

🐛 Major Bug Fixes
  • Dialogue System Completely Overhauled - Eliminated all button render delays in the dialogue system for smooth, responsive conversations

  • Options Menu Fixed - The options menu no longer stays on screen after unpausing the game

  • Controller Options Added - Players can now configure controller settings through the options menu

⚔️ New Combat System
  • Rootling Combat - Players can now attack and defeat rootlings! This marks the introduction of combat mechanics to Harper and Lyre

✨ Quality of Life Improvements
  • NPC Interaction Indicators - Helpful "Interact" prompts now appear when you approach NPCs, making it clear when you can start conversations

  • Music System Implementation - Music has been added throughout the game! All music files are now properly linked to collectables and game areas

  • Enhanced Controller Support - Continued improvements to controller functionality for UI elements (still in progress, more updates coming)

  • Main Menu Tooltips - Information now appears when hovering over menu options for better clarity

⚙️ Gameplay Changes
  • Landscape Remeshed - Terrain has been refined to better support the Fleet Feet ability for smoother movement

  • Dialogue Updates - Revised dialogue for Hugo and Springo to improve character interactions and story flow

🎵 Music is Here!

One of our most requested features is finally live! The game now includes a complete music system with tracks tied to different areas and collectables. Experience Harper and Lyre with the soundtrack it deserves!

💬 Join Our Community Share your feedback on the new combat system and music: Discord:

https://discord.com/invite/qVNnvmTKeV

This is a massive update that addresses some of our biggest system improvements. Thank you for your patience and continued testing!

The Harper and Lyre Development Team 🎵

Knights Within - IndecisionLabs

New

  • 4 new Beacons

  • Weapon’s Mobility stat now also affects ADS/Block transition speed

  • New setting: Enemy outline/glow intensity 

Updates

  • (Enemy Knight) Reduced attack slide distance by ~10%

  • Enemy spawning algorithm has a new component based on player’s travel distance

  • Enemy squad spawning size is now tied to total danger limit instead of being a flat scaling value.

    The goal here is to make the scaling with difficulty smoother and make lower difficulties have fewer trickles of 1 enemy at a time. This will likely require further tuning over time.

  • Fallen ambushes now have an announcement so they don’t just show up randomly

  • Beacon rolling pool per stage has been doubled in size to increase variety

  • (Ricochet Beacon) 

    • Now auto targets nearby enemies, still goes in random direction if none are close. 

    • Damage reduced to 50% (was 100).

    • Now can trigger other ranged hit perks

Fixes

  • Fixed Knights, Brutes and Chargers ignoring base movement speed stats while attack chasing.

    It’s been bugging me for quite a while how heavy knights feel so oppressive and hard to manage when they are supposed to be the slower tankier enemies… finally found it. Might need to buff their other stats in the future to compensate.

2:40pm
Dungeon Ward Playtest - DungeonWard
- added demo feedback form for a chance to win full copy of the game
Onirism - Vulpecula

Hi Everyone!

Whew, it’s been quite insane for us over the last few days, and we’ve been hard at work addressing bugs being reported and feedback from all of you!

Here’s a quick list of the issues that have been fixed in the latest patches (We left a few off here as they are quite spoiler-ish):

-Fixed the door from Aeon not opening correctly

-Fixed being stuck in bonus levels

-Fixed some issues with accessories

-Fixed vehicles not appearing after summoning them

-Fixed some issues regarding level loading

-Fixed scroll speed in shop and menus, causing it to skip lines

-Fixed some issues with hairstyles

-Fixed an issue with localized fonts in some text boxes

-Fixed save deletion causing a softlock

-Fixed the travel booth to the valley of the king,s being available at the start of Rottenlake

-Fixed some icon errors for weapons

-Fixed the Glacier nightmare portal not triggering anymore

-Fixed Persephone being broken, hindering progress

-Fixed some glyphs issues

-Fixed Ragg's shop not saving properly in some levels

-Fixed some issues with outfits that are not supposed to have hair

-Fixed the Cursed Forest Citadel door not being open after a second visit

-Fixed Dispenser texts in tales mode showing the wrong text

-Fixed some of the missing localization for some outfits

-Fixed pickup text failing to insert weapon name for Chinese and Japanese languages

-Fixed save duration display being broken for non-Latin languages

-Fixed broken non-Latin glyphs in tutorial popups and loading screen

-Normalized mouse scroll speed to avoid scrolling faster on longer lists

-Many minor bugs and glitches

That said, we are aware and working on a few major issues that will take us a bit longer to resolve:

-Performance issues (We’ve pushed some updates to fix this, but it’s ongoing)

-Very rare issue where the game crashes on startup 

-Issue in Corpopolis where progress is broken 

-Co-op requiring two controllers plugged instead of just one

-Playground not starting properly for a very small group of people -

-The map does not properly open on some rare occasions

We appreciate everyone's continued support as we work to get things resolved asap! But we do need a bit of rest today!

Thanks!

~Team Crimson

VEIN - disseminate
Although this seems tiny, and it's only been 30 hours since launch, we wanted to get it out to fix the mass-crashing issue in multiplayer. Enjoy!

  • Fix some incorrect thumbnails in inventory for hats and glasses items
  • Fix zombie melee audio not being occluded (e.g. hearing zombie punches through walls)
  • Fix zombies continuing to attack doors when they've lost sight of everyone (I guess they were really angry)
  • Fix being able to push RVs while standing on stuff inside of them
  • Fix moving tall bookshelf not working
  • Fix some metal doors sounding like wood when destroyed
  • Fix some display stands not letting you take items in them
  • Fix everyone crashing on multiplayer when you fail a code lock
  • Fix becoming a stretchy fat or thin dude when sitting/sleeping in some chairs/beds
  • Custom map marker names and descriptions save even if you don't hit enter
  • Fix cargo container having inaccessible box on the floor
  • Fix hand soap description typo
  • Fix snowfall indoors
  • Fix crashed helicopter collision
  • Hide build menu maintenance cost warning from things that don't decay
  • It is impossible for UCs to block you from building in singleplayer
  • Fix weird stairs collision in prison
  • Fix wooden rods dismantling into random other stuff like screws
  • Fix being able to damage players that are loading in
  • Add the ability to unbind keys
  • Fix cabins not being fortifiable
  • Increase makeshift windmill power output
  • Add setting for zombie walker percentage
...