Unity-Chan: Desktop Companion - Jacopo
Today marks a very special day - it’s Unity-chan’s birthday! 🎉

We all wish for her to become the superstar she’s always dreamed of being…

…Wait. Why is she going up?
No, Unity-chan, that’s not how you become a star! Get back here before the balloons carry you into orbit! 🎈🚀

Art made by MisuzuMeow, go check her other artworks on X

A little update about game modding

On a more serious note, I want to personally thank all of you for your support, we’re closing in on 800 wishlists!

It really means a lot and keeps me motivated to make Unity-chan’s world as lively and fun as possible.

As for development news: I’m getting close to finishing full mod support for the game. Alongside this, I’m preparing to release the Mod Toolset, so you’ll be able to create and share your own mods from day one of release.

More details about modding update will come in the next Steam post!

Thanks again,
JacopoDev

IfSunSets - POLYMORPH:IFSUNSETS

Hello,

This is the IfSunSets development team.

The game has been Updated.

Thank you.

■ Update Version: v0.6.4

■ Major Update Details
  • Status Effect: Poison status has been added, along with a visual effect to indicate the poison status.

  • Status Effect: A visual effect to indicate the Bleed status has been added.

  • Phantom Limb Transformation can now be performed while moving.

  • Aerial Phantom Limb: Wire can now be used in midair.

  • Aerial Phantom Limb: Wire skills can now be used in midair.

  • Phantom Limb: Wire now consumes Limb only when it hits the target.

  • The quest display on the HUD has been updated.

  • A boost system has been added to the glider.

  • The visual effect shown when a monster becomes incapacitated has been changed.

  • A lantern ON/OFF function has been added. (You can toggle it by pressing the button in the inventory slot. A hotkey option will be added in the future.)

  • Tooltips now show an icon indicating books or blueprints you have already read.

  • When chopping down a tree, items will now be automatically added to your inventory with each hit (similar to mining ores), and once all items have been collected, the tree will fall.

■ Update Details

🔧 \[Changes & Additions]
  • The battle area for the Golden Wing Tribe Chief has been redesigned into a larger space for more comfortable combat.

  • The Golden Wing Tribe Chief’s motion has been completely overhauled.

  • Phantom Limb: Wire now consumes Limb only when it hits the target.

  • Phantom Limb: Fixed unnatural movement when using a shield while moving.

🛠️ \[Bug Fix]
  • Fixed an issue where the character selection UI overlapped in 16:10 resolution.

  • Fixed an issue where pressing ESC while the guide was displayed did not work.

  • Fixed an issue where the Fracture debuff could be ignored by opening and closing any popup while it was active.

  • Fixed an issue where the Farmer skill did not apply to newly placed fields.

  • Fixed an issue where feed could not be properly placed into the chicken coop and feed trough.

  • Fixed an issue where the pouch generated when butchering animals would occasionally bounce away.

  • Fixed an issue where the weapon skill cooldown UI did not update when no weapon was equipped.

  • Fixed an issue where the Dull Iron Sword used one-handed sword animations instead of two-handed sword animations.

  • Fixed an issue where night monsters could not properly climb slopes.

  • Fixed an issue where a specific rock peak in Snakehead Mountain had no collision.

  • Fixed an issue where the gravestone spawned in an abnormal location when dying during a boss battle.

  • Fixed an issue with abnormal collision on the Bombale.

  • Fixed an issue where certain objects inside the Shark Tooth Pirate Base had unnatural collisions and textures.

  • Fixed an issue where the growth speed of some pine trees was inconsistent.

  • Fixed an issue where feed inside the feed trough appeared transparent.

  • Fixed an issue where being attacked by Sand Flea: Sticky while Fairy’s Protection was active would cause the Fracture status to last indefinitely.

  • Fixed an issue where the difficulty preset in World Settings was displayed in Korean in other languages.

  • Fixed an issue where some trees could not be hit with the weapon skill of the Nameless Captain’s Sword.

  • Fixed an issue where certain document items did not exist in the game.

  • Fixed an issue where attacking seated monsters with certain fairy skills caused them to move while remaining seated.

  • Fixed an issue where the equipment comparison tooltip prevented viewing decoration details.

  • Fixed an issue where the bed popup UI did not respond to the first click.

  • Fixed an issue where the ESC key could not be used while the bed UI was displayed.

  • Changed so that Sprint cannot be used while guarding with Phantom Limb.

  • Fixed an issue where Perfect Guard would restore health equal to the damage received.

  • Fixed an issue where the chest loot quantity option did not apply correctly.

  • Fixed an issue where the “Rage” skill text was displayed differently in the skill tree and traits window.

🌐 \[Multiplayer]
  • Fixed an issue where the world was visible before the loading screen when a guest entered the world.

  • Fixed an issue where the fairy animation would stop when a guest clicked on the fairy’s appearance.

  • Fixed an issue where daily quests in the guest environment did not refresh even after a day had passed.

  • Fixed an issue where the guest’s camera shake option followed the host’s settings.


We are continuously working on fixing crashes and errors in the game

If you experience any issues after the patch, please tell us in our discord.
Your feedback is always welcome. You can write your feedback on Steam or Discord.

Discord: https://discord.gg/Ifsunsets

Bug report form (link)

Primitive Society Simulator - 鸽天下BigDove_YSH
Primarily appears in the Diplomacy interface

and Character interface.

Players can now more visually perceive characters' ethnicity, cultural background, and social status than before.

Society is structured by individuals of differing statuses, constituting the social fabric.

In defining one's social status:
Attire, hairstyle, headwear, and facial hair carry more weight than facial features.

We are visually paving the way for the upcoming "Society Shaping" mechanics.

Deva's Neverland - SideStory - zzttth
  • 1.Adjusted the basic hit sound effect.

  • 2.Normal attacks can now be performed while moving.

  • 3.Added contact splash effect.

  • 4.Added audio compressor.

  • 5.Changed the configuration file path.

  • 6.Changed the save file path.

Medieval Shop Simulator - Iulius

Here's the patch notes for v0.1.0.2:

  • Adjusted number formatting so decimals now display with two decimal places.

  • Improved NPC navigation to prevent them from walking too close to buildings.

  • Fixed an issue where items could fall off intended surfaces.

  • Added new skyboxes and improved overall lighting quality.

  • Resolved an issue where certain objects could remain floating in the air.

  • Improved cashier register movement for smoother interactions.

  • Fixed a bug where product photos could disappear after closing certain containers.

  • Updated the market pricing algorithm for better balance.

  • Enhanced the cashier drawer design to include four compartments.

  • Overhauled various textures for improved visual quality.

  • Applied minor performance optimizations for smoother gameplay.

Please let us know when you encounter any issue on our Discord or Steam community so that we can fix it asap.

Thank you and have fun!
Bob's Crystals - RedFlare

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🔮 Bob's Crystals - Beta v1.31 - xx-July-2025 - Release Notes
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📈 General

- Created my own soundfx engine to make unique sounds effects for the game.
I made it public available at: https://www.bobscrystals.com/sds.html--
So the devvers out there can create their own fancy sounds ;)

- Added keybindings for Sony controller (Steamdeck - remote controller support)
- Sound loading system improvements.
- Finetuning different levels and adding more details.
- Finetuning game core code - 40-60% faster execution on the character scene.
- Finetuning game core code - CPU usage should drop by 30-50%

🛠️ Fix

- Levelpack checksum was broken. (somehow, somewhere).
- Crystal tower subgame, Swarmbot was attaching to aggressive (still)
- Lambda errors after exploding.
- Uploading level - empty description fix.

----------------------------------------------------------------

🔮 Bob's Crystals - Beta v1.30 - 22-July-2025 - Release Notes

------------------------------------------------------------------

📈 General

- Crystal marker game

- Added Viperchain to the scene (after level 5 - every two levels)

- Added health bar to enemies who need more shots to kill.

- Added swarmbot to the scene.

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🔮 Bob's Crystals - Beta v1.28 - 21-July-2025 - Release Notes

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📈 General

- Crystal marker game

- Now always available and has a minimum of 5 level points.

- Maximum level points is now 30 instead of 100.

- Reduced damage of the missiles for better balance

- Reduced spawn change for powerups.

- New ENEMY: BOSS - Core Reaper appears every 5 level.

- New ENEMY: Hyperchain - Swarm Unit – A convoy of chained drone units that streak across the skies like runaway traincarts.

- Changed button layout on main screen.

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🔮 Bob's Crystals - Beta v1.28 - 16-July-2025 - Release Notes

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📈 General

- Dropped splash screen, the asset preload screan already act as one.

- Crystal marker defense system

Added additional movement to the enemies

- Spiralling

- Zigzaggin

- orbiting

- bobbing

- tilting

added microtarget target laser line from the bullet to the enemy

Added microtarget damage.. if target is in half range of the target laser. bullet teleports to target.

Added microtarget to upgrade cards.

Defense game tuning

- Reduced continous motion speed

- Increased enemies per wave for faster mayhem experience

- Decreased wave duration for faster mayhem experience

Added powerup images to the cards bringing the tower defense more to life.

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🔮 Bob's Crystals - Beta v1.27 - 15-July-2025 - Release Notes

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📈 General

- Tested the game on SteamDeck and was running like a charm, or crystal.

The levelbuilder is not controler-enabled, so that is still a mouse/keyboard thing.

# Crystal marker defense game

- Added Micro homing to the normal bullits, making targeting easier.

- Added micro_targeting upgrades to the card deck, making targeting more easier.

🛠️ Fix

# Crystal marker defense game

- Touching the mousepad on steamdeck would overtake the motion, now gamepads have priority.

-Highscores were gone from the mainscreen.. now the're back.

📖 Story

Level 58,59 and 60 (running marker crystal) currently under construction.

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🔮 Bob's Crystals - Beta v1.26a - 10-July-2025 - Release Notes

------------------------------------------------------------------

Quickfix: Sortorder in main menu.

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🔮 Bob's Crystals - Beta v1.25 - 10-July-2025 - Release Notes

------------------------------------------------------------------

📈 General

Profile management updates. LEVELBUILDER PARTY!

Levelbuilder is now unlocked by default. Registration is only needed for online sharing and or profile sharing (play with multiple users on the same computer).

So have a look and have fun!.

------------------------------------------------------------------

🔮 Bob's Crystals - Beta v1.24 - 10-July-2025 - Release Notes

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📈 General

Core: Expected performance improvements - removed debug statements and getting the core code production ready.

Bob motion: Reworked the animation a bit by alternating the steps not starting with the same leg every time.

Added extra tags on the tiles so more keywords to find your asset.

------------------------------------------------------------------

🔮 Bob's Crystals - Beta v1.23 - 08-07-2025 - Release Notes

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🛠️ HOTFix

- Skipping an online level was crashing the game.

Game core adjustment.

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🔮 Bob's Crystals - Beta v1.22 - 08-07-2025 - Release Notes

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🧰 General

- Added preload screen for Assets, this is giving the gameplay much more smooth play.

- Narratives added for level 56,57,58,59 and 60.

- 2 New tiles: Dark lower ramp-reversed and dark lower block.

- Changed audiobus configuration - OS.set_environment("PULSE_LATENCY_MSEC", "30")

🛠️ Fixes

- Sometimes tiles were not removed in the levelbuilder. due to the garbage collection cycle and frame load.. technical thingy!.

- Selecting an effect in the levelbuilder a wrong path was passed and an error occured. this was not visible on the front-end.

------------------------------------------------------------------

🔮 Bob's Crystals - Beta v1.21 - 07-07-2025 - Release Notes

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🧰 General

- Added function to skip a level.. but comes with a cost!.

🛠️ Fixes

- Marker progressbar was visible in online levels.

- reset_onlinelevel was broken

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🔮 Bob's Crystals - Beta v1.20 - 04-07-2025 - Release Notes

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🛠️ HOTFixes

- Soundblocks were visible in the online level play.

- Restarting online levels were loading the storymode levels...

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🔮 Bob's Crystals - Beta v1.19 - 03-07-2025 - Release Notes

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🧰 General

- Levelbuilder: Tile caching now saved locally with a checksum, so the cache is build only when tiles are added or changed.

- Levelbuilder: Music caching now saved locally with a checksum

- new asset: movable: bunch of bananas.

- new asset: movable: bunch of bananas.

- new asset: environment: bananaplant

🛠️ Fixes

- Levelbuilder: Music explorer - first time music selection was not responding.

- (camp) fire colors where a bit off

🛠️ # CRITICAL FIX: Adding a level to your levelpack was not selecting it by default.

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🔮 Bob's Crystals - Beta v1.18 - 02-07-2025 - Release Notes

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🧰 General

- 10 brand new vibrand skydomes added to the game - bringing it to a total of 135 skydomes for the game.

- 10 brand new pulse driven soundtracks added to the game - - bringing it to a total of 138 music scores for the game.

- Levelbuilder: *NEW keybinding

P key creates a plane of 9 * 6 at the current cursor position with the cursor selection.

Makes is easyer to create larger areas, rooftops or other surfaces (lava / water / etc.)

- Marker Crystal game: Changed mouse move motion to a continous motion instead of absolute positioning.

- Marker Crystal game: added 2 extra skybox domes.

- Added Cache loading screen on the tile editor, so the first time it takes some time to, but now you see what is happening.

- Added Cache mechanism to the music explorer including loading overlay.

- 🖲️ Level 56: Control Room Alpha

- Created a Python script to optimize images sizes for skydomes and textures recursive troughout the project.

- New Asset - Environment - Big spaceship with slight pulsating lights.

🛠️ Fixes

- skybox3 was broken in the marker game... strange?!.

- Chemical explosion was not affecting Bob... Now Bob explodes happy with it.

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🔮 Bob's Crystals - Beta v1.17 - 01-07-2025 - Release Notes

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🧰 General

- Added extra checks in the levelbuilder. At least 1 crystal is required in order to test the level and-or upload the leven.

- Added extra notification in the levelbuilder stating missing crystals, and or considering adding collectables.

- Balancing: When playing online levels a maximum of 10 collectibles are added to your total collectibles.

- New assets:

Environment: computertable1

Environment: computertable2

Environment: computertable3

Environment: computerpanel1

Environment: computerstep

Environment: computercrane

Environment: spaceship1

🛠️ Fixes

- Had some @tool param at the wrong spot giving some weird behaviour. :)

🧰 Upcoming....

🖲️ Level 56: Control Room Alpha

Mission Prompt: “Buttons, switches, and no user manual.”

🔐 Level 57: Security Override

Mission Prompt: “Hack the system, bypass the drones, don’t explode.”

🚀 Level 58: The Hangar

Mission Prompt: “That's a big spaceship. A really big spaceship.”

🔋 Level 59: Power Core Access

Mission Prompt: “The heart of the facility beats with ancient energy.”

💎 Level 60: The Fourth Marker

Mission Prompt: “Three down, more to go.”

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🔮 Bob's Crystals - Beta v1.16 - 27-06-2025 - Release Notes

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🧰 General

- Library image from steampage upgraded to more higher quality.

- New main logo depicting more the story.. sunrise on earth showing the energy grid.

- New tile objects

* pipe-corner

* pipe-cross

* pipe-straight

* pipe-straight-broken <- breakable tile

* pipe-tshape

- Modified satelite dish with blinking light doing morse code and "volumentric" light.

- Added levelvoices for level 54 and 55.

🛠️ Fixes

- Some lambda errors where occuring (invisible for the player) when hit by a fireball.

🧰 Areas of attention.

Main screen buttons and layout.

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🔮 Bob's Crystals - Beta v1.15 - 25-06-2025 - Release Notes

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🧰 General

- Added 11 new soundtracks totalling it to 128 soundtracks.

  • Check out the pulse* music in the levelbuilders music library.!!!

- Library image from steampage upgraded to more higher quality.

- New main logo depicting more the story.. sunrise on earth showing the energy grid.

- Marker crystal game - the controler left should shows cross and zooms.. right mousebutton also connected to this function.

🛠️ Fixes

- Main tune was playing when going into the levelbuilder - switching off now.

- When switching profile, the marker game crystals are not "switched".

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🔮 Bob's Crystals - Beta v1.14 - 24-06-2025 - Release Notes

------------------------------------------------------------------

🧰 General

- Performance improvements and fixes on the core gameplay mechanics.

- Upgraded 3D Floater enemy graphics in the Crystal marker defence

- Upgraded 3D Crawler enemy graphics in the Crystal marker defence

- Upgraded 3D Zapper enemy graphics in the Crystal marker defence

- Upgraded 3D Sentinel enemy graphics in the Crystal marker defence

🛠️ Fixes

- When bob explodes sometimes attribes where set while bob was already gone.

- When bob explodes the camera cannot follow him anymore.

- Electric generator was not brighten up when active.

- Updated harbor boulder collision shape.

- Markerparts counter stayed empty when there were no parts in the level. now shows full.

🧰 Known issues and areas of attention.

- Jumping off Transporter tiles while they are rotating is giving an small issue - keep trying ;)

- Need to balance the tower defence part more.

📖 Story

- 🤖 Level 54: Drone Factory

- 🤖 Level 55: Ventilation Chase

Both work in progress

Old School RuneScape - Mod Yume

This week’s update features a full behind-the-scenes rewrite of the Player-Owned House system, alongside a handful of tweaks and fixes.


Changelog - August 13th

[expand type=show more]

Player-Owned-House Recode
  • Completely rewrote the Player-Owned House code. Everything should work the same, but please let us know if your furniture starts to haunt you.
Delve Boss Updates and What We're Watching
  • Further altered the shape of the Ranged projectile to ensure it appears noticeably different to Melee.
  • Fixed a bug where valuable loot drops received from the Doom of Mokhaiotl did not broadcast to the clan chat. Note: We are aware this is also affecting the Colosseum, and we’re planning to fix it soon too.
  • A large number of hotfixes were deployed last week. For the full list, please see the table here.
  • We've also addressed several points raised by players in the blog section below.
Client and Mobile Updates
  • Fixed a bug where, when the XP tracker in the popout panel was closed, it would duplicate the last XP tracker in the list and create a 'ghost' tracker.
  • Fixed an issue on mobile where tapping near the side panel buttons could accidentally interact with the game beneath the UI.
  • Re-added the limit framerate option to the mobile side panel display settings.
  • Players in the new Renderer Beta will see improved visuals across multiple areas, with fixes for flickering, terrain clipping, and geometry issues in Lumbridge, Lumbridge Swamp, Player-Owned Houses, the Wizard’s Tower, and a bridge in Prifddinas.
  • Fixed a visual issue where the Amulet of Glory and similar amulets were missing their inner gem detail when using the new renderer beta.
Other Changes
  • Added a new category to the 'Report Abuse' menu: 'PvP Cheating'. This may be used when you suspect someone of cheating in PvP, including through the use of macroing software.
  • Removing Raging Echoes curtains now correctly clears both the curtains and the wall decoration, without needing to reload your house.
  • Added a missing bass instrument to the Kastori music track.
  • Dimintheis and his sons can now give spare copies of their gauntlets more conveniently, if you have earned them, and Dimintheis now properly explains why he won't give you anything if you're ineligible.
  • Re-added a missing unsent letter to a house on the Sunset Coast.
  • Adjusted the GE buy limit of early League canes to that of other canes.
  • One version of the Fremennik helmet now has an improved model with horns that connect to the helmet.
  • Clicking out of Mr Mordaut's chat no longer tricks him into setting the same puzzle repeatedly.
PvP Rota

The PvP rota has moved to Period B:
  • 560 - (UK) - PvP World
  • 319 - (US) - Bounty Hunter World
  • 579 - (US) - High-Risk PvP World
  • 561 - (UK) - Free-to-Play PvP World
  • 580 - (US) - LMS Competitive
World 390 (AUS) for LMS Competitive has been de-activated with this rota.

World 569 (AUS) for Bounty Hunter has been de-activated with this rota.

The PvP Arena is using 'Max/Med' loadouts in Ranked Duels and Tournaments this week.
[/expand]


PoH Under Construction


If you can’t see the image above, click here!

While this week’s update may appear light, it actually includes a major behind-the-scenes rewrite of the entire Player-Owned House (PoH) system.

Ideally, you won’t notice a thing; your humble abode should work just as it always has. But under the hood, we've done some pretty heavy-duty rewiring of our beloved spaghetti code. As with any large renovation project, there's always the chance of finding some bugs in the walls.

'So why take the risk?' we hear you ask. Well, the old PoH code was ancient, creaky, and held together by developer prayers and duct tape. By modernising it, we’ve made it much easier to maintain and expand on in the future - so your dreams of a fully customisable, lava-moated, gilded, flying dungeon dragon house aren't quite as far-fetched anymore.

We’ve put this update through plenty of testing but given the scale of the changes, there’s always the possibility of the odd spooky surprise - ghost chairs, vanishing walls, portals to the void. You know, the usual snags. If you spot anything strange, please let us know!

There’s still a lot more work ahead of us, but this is a big step in that direction, and we appreciate your patience and support as we build the foundations for the homes of the future.


Delve Boss Updates and What We're Watching

Last week we delivered several hotfixes to the Delve boss, which you can find in the table here. This week’s update includes a couple more touch-ups:
  • Further altered the shape of the Ranged projectile to ensure it appears noticeably different to Melee.
  • Fixed a bug where valuable loot drops received from the Doom of Mokhaiotl did not broadcast to the clan chat.
Addressing Your Feedback

We also want to take a moment to acknowledge some of the more common bits of feedback we've seen floating around. While these aren’t things we’re immediately changing, we hear you, and we want to be as clear as possible about where we’re currently at with each one:

Attack speed delay on Volatile Earth

  • We’ve seen some concerns around the slower feel when attacking Volatile Earth, and we just want to clarify that this one’s working as intended. The 1-tick delay you’re used to seeing only applies when using Demonbane weapons on demons, and Volatile Earth doesn’t fall into that category.
Large grub damage confusion

  • The phrase "triple-punishing damage" caused a bit of confusion - and understandably so! To clarify: the damage is meant to punish the player. The grub does not deal triple damage to the boss. We’ve updated the blog to reflect this more clearly. Apologies for the confusion!
Rapid or Unexpected Phase Changes (Melee Punish → Blue Shield)

  • This one should now be resolved! Doom’s transition to shielded phase is now triggered by an attack timer instead of on-hit. To avoid instant phase transitions, Doom will also wait for two attacks after the last orb phase before triggering the shield.
What this means in practice:
  • Hitting 75% HP no longer causes an immediate shield swap - instead, Doom will complete his current attack before making the change.
  • After the Volatile Earth special attack finishes, Doom will always perform two attacks before entering the shield phase.
  • This prevents rare cases where mechanics like grub explosions or midair arrows could skip the punish window and send him straight into shield phase.
For most players, this should be a welcome quality-of-life change, making the flow of the fight more predictable, and fairer. However, we do acknowledge that a small group of high-end Delvers may find it harder to use late-fight stalling to force a second Volatile Earth special, as this will now require going through an additional shield phase. We’ll keep an eye on this feedback and see if there’s a way to support that playstyle without reintroducing the old issues.

Unavoidable damage from early Melee punish

  • Triggering the Melee punish at the wrong tick on higher Delve levels can sometimes result in two overlapping hits from Doom. While we know this can feel punishing, we're keeping this one as it is for now - the aim being to reward precise timing and good preparation.
Eye of Ayak vs. Doom’s Beam Charge

  • With the latest update, the Eye of Ayak now acts similarly to a Demonbane weapon when dealing with mage grubs, and we understand why some of you feel it should work the same way against Doom’s beam charge for consistency. After reviewing this, we’ve decided not to extend that interaction. While the Eye can help clear grubs more fluidly, using it to interrupt the beam would allow Doom’s shield to be drained far too quickly. Since the encounter already requires a Scorching Bow (providing a reliable ranged interrupt), we want to preserve the intended pacing and challenge of the fight.
We’re generally happy with the challenge level of the encounter at the moment, so we’re taking a cautious approach to any further tweaks. However, there are still a few bugs we're investigating, and rest assured, we’re watching your feedback closely, reviewing gameplay data, and monitoring for any emerging issues. Your feedback has been incredibly helpful so far, and we’re grateful for your continued support (and patience!) as we continue to refine the experience.


Client and Mobile Updates

  • Fixed a bug where, when the XP tracker in the popout panel was closed, it would duplicate the last XP tracker in the list and create a 'ghost' tracker.
  • Fixed an issue on mobile where tapping near the side panel buttons could accidentally interact with the game beneath the UI.
  • Re-added the limit framerate option to the mobile side panel display settings.
  • Players in the new Renderer Beta will see improved visuals across multiple areas, with fixes for flickering, terrain clipping, and geometry issues in Lumbridge, Lumbridge Swamp, Player-Owned Houses, the Wizard’s Tower, and a bridge in Prifddinas.
  • Fixed a visual issue where the Amulet of Glory and similar amulets were missing their inner gem detail when using the new renderer beta.


Sailing Stress Test

The Sailing Stress test will begin on Thursday, August 14th!

A single beta world will be accessible to players for 15 minutes at a time, four times over the course of one day. The exact times are: 15:00 BST, 15:30 BST, 16:00 BST and 16:30 BST.

We want as many players as possible to test our system to its absolute capacity so please do hop in if you’ve got time! When the test begins, we'll announce it via an in-game broadcast. There are no sign-ups or requirements – anyone can help out.

Although this test isn’t focused on Sailing content, it’s still really important for the skill. We’ve already run a few internal stress tests - but now it's time to see how worlds fare in a live environment.

During the stress test you’ll get to play a short minigame and (hopefully) meet some fellow sailors, including a few J-Mods! Once it's over, feel free to get back to your grind.

Heads up! Originally the in-game poll stated that the poll would close on the 15th, however it was always meant to be the 14th, this has been changed now. Apologies for the miscommunication - go vote if you haven't already!


The Land of Kourend Album OUT NOW!

This soundtrack captures the essence of adventuring through the five unique houses of Great Kourend.


If you can’t see the image above, click here!

Now available on all major digital music platforms.

Add the tracks to your playlist now using the handy links on this page!


Other Changes

  • Added a new category to the 'Report Abuse' menu: 'PvP Cheating'. This may be used when you suspect someone of cheating in PvP, including through the use of macroing software.
  • Removing Raging Echoes curtains now correctly clears both the curtains and the wall decoration, without needing to reload your house.
  • Added a missing bass instrument to the Kastori music track.
  • Dimintheis and his sons can now give spare copies of their gauntlets more conveniently, if you have earned them, and Dimintheis now properly explains why he won't give you anything if you're ineligible.
  • Re-added a missing unsent letter to a house on the Sunset Coast.
  • Adjusted the GE buy limit of early League canes to that of other canes.
  • One version of the Fremennik helmet now has an improved model with horns that connect to the helmet.
  • Clicking out of Mr Mordaut's chat no longer tricks him into setting the same puzzle repeatedly.


PvP World Rota

The PvP rota has moved to Period B:
  • 560 - (UK) - PvP World
  • 319 - (US) - Bounty Hunter World
  • 579 - (US) - High-Risk PvP World
  • 561 - (UK) - Free-to-Play PvP World
  • 580 - (US) - LMS Competitive
World 390 (AUS) for LMS Competitive has been de-activated with this rota.

World 569 (AUS) for Bounty Hunter has been de-activated with this rota.

The PvP Arena is using 'Max/Med' loadouts in Ranked Duels and Tournaments this week.


You can also discuss this update on the 2007Scape subreddit, the Steam forums, or the community-led OSRS Discord in the #gameupdate channel. For more info on the above content, check out the official Old School Wiki.

Mods Abe, Abyss, Acorn, Arcane, Archie, Argo, Ash, Ayiza, BigRig, Blossom, Boko, Bruno, Chilly, Criminal, Crystal, Curse, Daizong, Donkey, Ed, Elena, Enigma, Entropi, Errol, Freddie, Fuzz, Gecko, Gengis, Gizmo, Goblin, Grace, Grub, Halo, Harold, Hend, Hornet, Husky, Ivory, Jalo, Jamesy, Jerv, Keyser, Kieren, Kirby, Kurotou, Leebleh, Lenny, Light, Liron, Lykos, Mack, Manked, Markos, Maylea, Mobius, Moogle, Morty, Moz, Necro, Nin, Nixon, Nox, Nylu, Ori, Other, Philomel, Pork, Pumpkin, Puppi, Rach, Redfield, Rice, Roq, Roy, Ry, Saiyan, Sarnie, Schmidt, Shogun, Shroom, Sigma, Skylark, Smithy, Sova, Squid, Starry, Suharun, Surma, Sween, Tide, Titania, Titus, TJ, Tomb, Tsourorf, Tyran, Veda, Vegard, West, Wolfy & Yume

The Old School Team.
Under a Desert Sun: Seekers of the Cursed Vessel - Revolving Gear Studios

Hi everyone!
With Next Fest coming up and more people discovering the game, I thought it would be a good time to put together a Frequently Asked Questions list.
We’re posting it here once for visibility, but it will be maintained and updated in the game’s forum section — it’s pinned at the top so you can always find the latest version.


Q: Is there a roadmap?
A: Yes! You can view the current development roadmap here:

https://www.reddit.com/r/RevolvingGearStudios/comments/1m16qd3/under_a_desert_sun_seekers_of_the_cursed_vessel/

It will be updated as development progresses.


Q: What will the game cost?
A: Early Access will launch at a lower price to reward early supporters, with occasional discounts. The full release will see a price increase, but it will remain below the cost of most AAA titles — offering a fair price for the amount of content and the fact that this is an indie project. Even at full price, it will be more affordable than many comparable big-team ARPGs.


Q: Will there be paid cosmetics, seasons, or other types of paid services?
A: At Revolving Gear Studios, we believe players should receive a complete game and get exactly what they paid for. The only additional paid content will be story DLCs that may include new classes and extra content. (Disclaimer: The release of DLCs depends on how well the base game performs during and after Early Access.)


Q: Will there be a loot system?
A: Yes. The plan is to include a full loot system for weapons, gear, and similar items. While the complete system will not be ready for the demo or the first Early Access release, those versions will feature placed loot drops using an early version of the system.


Q: Are there difficulty settings?
A: Currently, only the normal difficulty is available. Additional difficulty options will be added during Early Access.


Q: How long will the final game be?
A: The goal is to have a four-act structure, with each act’s main story taking about 3–4 hours to complete. In addition, there will be side quests and other activities to explore throughout the world.


Q: Who is making this?
A: Hi! I’m Raymond, and I founded Revolving Gear Studios after working on a range of hobby projects and holding various interesting jobs in IT. While I’m the primary developer, I don’t really see the “solo dev” label as anything special — modern tools and collaboration with skilled artists, musicians, and other creatives make it entirely possible to build a game this way. I work with talented people on a contract basis to bring in the expertise and assets needed to bring the world of Under a Desert Sun to life.


Q: Can I beta test the game?
A: From time to time, we look for additional testers to try out early builds. Join the Discord to see when testing opportunities are available and how you can take part!


Q: How does this compare to other ARPGs?
A: While I’m inspired by the classic ARPGs of the past, my focus is on a few key things. First, fun should always come before spreadsheets and extreme grinding — I want exploration and adventure to feel just as rewarding as leveling up. Second, the story should be engaging and central, not an afterthought. And finally, for me, ARPGs have always been about playing with friends — whether on LAN or online — and feeling like you’ve been somewhere else entirely. My goal is for players to finish a session thinking, “That was an adventure… let’s do it again!”


Q: How replayable will the game be?
A: In the final release, you’ll be able to carry your character into a new game, join someone else’s game, or move on to a higher difficulty level. If sales are strong, DLC will add even more content. I also plan to release updates with additional content based on the funding available — after the four acts and all core content are complete. As for the endgame, I’m still exploring what form it will take. What’s certain is that it will fit the game’s focus on immersion and fun over pure number-crunching.


If your question isn’t listed here yet, feel free to ask in the comments or join the Discord community:

https://discord.gg/g5fK7Df

Wishlist the game on Steam:

https://store.steampowered.com/app/3273880

Infected Mushroom Pinball - Jussi
- DMD now tracks persistent mode progress all the time

- Special Modes now correctly receive keyboard input

- Ball bounce from power target fixed. Ball speed also reduced when coming out of the loop.

- Multiball lock should not drop balls to play accidentally anymore.

- Fly activation transition bug fixed.

- Audio Master Volume: Setting music or master volume to zero does not prevent game mode activation anymore.

- Texture Quality settings now load correctly when starting map

- VPIN Anaglyph 3D: Added more options to Anaglyph 3D

- VPIN Quick Start is now fixed. Press left or right flipper, or start button right after start loading screen ends to quick start VPIN mode.

- VPIN SSF settings now save and load all channels correctly. Output channel names may still differ from your cabinet’s configuration.

- VPIN Input bug where flipper input keybinds stopped working after the first played game has been fixed.
Combat Arms: the Classic - GM_CA04

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