IfSunSets - POLYMORPH:IFSUNSETS
<1st Anniversary Event> 🎉

🕊️Content

To celebrate our 1st Anniversary,
we asked ourselves a simple question:
“What would be the best gift?”

And the answer was clear —
the best gift is one created by you.

That’s why we’re inviting your ideas!
We’ll select one outstanding idea and turn it into
a real 1st Anniversary commemorative item.

Let your imagination come to life within IfSunSets.
We look forward to your participation.

Even at this very moment,
we’re doing our utmost to make IfSunSets
a more beautiful and moving experience.

Your words give us the strength to rise again.
Thank you — truly.

📅 Event Period

Nov 5, 2025 – Dec 31, 2025

🎁 Result

Will be included in the next update after the event period.

📬 How to Participate

✉️ Send us your ideas by email!

Make sure your thoughts are clearly expressed,
and please use an email address where we can reach you!

Mail : support@ifsunsets.kr

🧾 Terms & Conditions

Please follow the guidelines below when submitting your idea!


1) Username
(Your Discord name, Steam nickname, or preferred display name)
(This name will appear in the item’s tooltip.)

2) Concept Title

3) Design Description

4) Design Image or Reference Photo
(If you don’t have a suitable image, a detailed written description is perfectly fine.)


⚠️ Important Rules

  1. No Plagiarism — Do not copy or imitate others’ work.

  2. Copyright Compliance — Submissions containing copyrighted material may be disqualified.

  3. No Inappropriate Names — If the tooltip nickname includes profanity, political content, or offensive language, it may be edited or replaced.

※ If you have any questions, feel free to join our Discord and reach out anytime!

We’re always happy to hear your thoughts and feedback.

Join our Discord!

IfSunSets - POLYMORPH:IFSUNSETS

Hello everyone,

This is Cho, CEO of Polymorph Studios.

Today marks exactly one year since IfSunSets first stepped into the world through Early Access.

On behalf of the entire development team, I want to express my sincere gratitude to every survivor who has walked this journey with us.

Our Beginning — From Their World to Ours

Our team originally worked in film VFX outsourcing.

For three years, we helped bring other people’s imaginations to life, until one day, we felt a deep desire to create our own world.

With no programmers on the team, we taught ourselves Unreal Engine from scratch.

We spent Mondays to Wednesdays on outsourcing work, and Thursdays to Saturdays developing the game.

As time went on, one thing became certain.

“This isn’t just a project — it’s a challenge that will change our lives.”

So, we made a bold decision: we stopped all outsourcing and poured everything we had into the dream called IfSunSets.

And now, that dream has taken its first step forward — together with you — for a full year.

Our Growth — From Three to Fifteen

From the days when not a single person on our team could code,

we’ve now grown into a full development team of fifteen.

  • When we heard “the animations feel awkward,” we formed a dedicated animation team.

  • When players said “there are too many bugs,” we built a QA team.

  • When we heard “the sound feels flat,” we brought in a sound designer.

Piece by piece, the team came together — and IfSunSets began to feel more and more like a complete game. Every bit of this progress was made possible by your feedback and support. Every cent you’ve contributed has gone directly back into development.

Yes, my personal debt has grown a little as the team expanded — but that’s okay. You only live once, and I don’t want to have any regrets.

We believe that as long as we reach the level of quality we’re aiming for, the effort will be rewarded in the end.

Our Goal — A Game That Brings Comfort to Someone’s Day

“We want everyone who plays IfSunSets to find comfort in their busy lives and to share moments of happiness with the people around them.”

That was the mindset we had when this project first began. And we’ve never forgotten it.

We hope that IfSunSets can be a quiet moment of comfort after a long day for some, and a memory filled with laughter shared with friends for others.

One Year of Lessons — Painful Feedback and Real Growth

The early days of release were far from perfect.

Server instability, clunky controls, performance issues, incomplete systems…

Your honest feedback was tough to hear at times — but it was also completely right.

Thanks to that feedback, we’ve released over 80 patches and hotfixes,

and added a wide range of new content.

Every change we made started with your voices.

Our Promise — The True Beginning of IfSunSets

From this point forward, we’re going beyond stability. It’s time to bring you the new experiences you’ve been waiting for.

In the next update, we’ll introduce the Ocean Update, where you can freely explore the open sea;

the main story that uncovers the mysteries of Luminora Island;

and new monsters, animals, and marine life waiting for your challenge.

Originally, we aimed to release this update in Q4 2025, but we’ve decided to take one additional month to reach the level of quality we’re striving for.

As a result, the Ocean content has been rescheduled for mid-January 2026.

We sincerely apologize to everyone who’s been waiting.

It may be a little later than planned, but we promise to make it worth the wait — more polished, more complete, and more immersive.

Every single day, we’re working tirelessly to make sure the January update shows you the true identity and core mechanics of IfSunSets.

We’ll make a version of IfSunSets you can truly be proud to play.

And Finally

Over the past year, we’ve learned that passion alone isn’t enough to make a game.

But we’ve also learned that when something’s missing, we can improve it — and when something’s unknown, we can learn it. That’s how we’ve kept going.

Your feedback has been an enormous help along the way.

We’re now entering our second year as a young studio that just released its first game.

Polymorph Studios will stay true to our original intentions, and with sincerity and care, we’ll continue developing IfSunSets until it becomes a complete, unforgettable experience — one that still resonates with players even ten years from now.

And beyond IfSunSets, we’ll keep growing into a trusted studio that brings lasting joy to players around the world.

Once again, to every survivor who has shared this long journey with us — thank you, from the bottom of our hearts.

With gratitude,
Cho, CEO of Polymorph Studios


Coming Soon — “Ocean” Update (Q1 2026)

A new main story will be added, revealing the secrets and mysteries of Luminora Island.

New underwater regions and five fragment islands will open for exploration.

New monsters are coming.

New equipment will be available.

A new craftable “Ship” will be introduced.

A brand-new “Pet” system will arrive.

Over 120 species of marine life will be added.

A new style of instanced dungeon will be introduced.

An elemental system will be added.

Three new Phantom Limb forms will appear.

New “Hunting Gear” equipment will be available.

A key NPC, “Bloody Kid,” will make his debut.

And that’s not all — we’re also developing additional systems and content that will surprise you.

Based on your ongoing feedback, we’re also improving controls, optimization, bug fixes, and sound quality across the board.

We’ll continue communicating with you and sharing our development progress.

Since the update is taking a bit longer, we’re polishing every detail to make sure it brings you genuine joy when it arrives.

And one more thing — our new goals and roadmap are here.

We’ll do everything we can to deliver on every promise in this roadmap.

Thank you.

Final District - Kalahari's End Game
Final District has finally launched!

Final District has finally launched. A set of patches is scheduled for the next few weeks which are intended to address any bugs and problems that players are experiencing (Although this does not mean that updates will stop after this period.) If you are having issues with the game please see the section near the bottom of this post. If you have any suggestions, feedback or discussions please share them on the Final District socials listed at the bottom of this post.

Here are some things to look forward to!

Story Mode

Explore the beautiful planet of Kepler-11e and discover the mysteries of this abandoned mining planet!

Deathmatch

Challenge up to 3 other players in free for all deathmatch where the player with the most kills wins!

Dummy Practice

Train your aim against unsuspecting practice dummies by enabling them in the custom game settings during a deathmatch game!

New Weapon Skin System

Players can earn crafting materials by finishing the story mode or by playing horde mode, Crafting materials can be used to craft a wide range of weapon skins!

Horde Mode

Survive against increasingly difficult hordes of enemies while upgrading weapons and collecting care packages!

Capture the Flag

Challenge up to 3 other players in free for all capture the flag where the player with the most flags wins!

For players who participated in the beta during Steam Next Fest, Here are some of the new additions!

New Bosses and Enemies

Defeat new bosses and enemies all with unique abilities and the common goal of destroying you and your team.

New Quickplay Maps and Modes

Explore new quickplay maps with new modes and custom game options.

Completed Story Mode

Explore the full story of Final District and find out what is really going on underneath this strange abandoned planet!

Dev Notes on 'Horde Mode'

Although Horde Mode is complete and functional it still requires more attention to reach its full potential, At the moment players can go up against infinite hordes of enemies while upgrading weapons, Collecting care package amplifiers, Upgrading weapons and unlocking larger parts of the horde map. For the future more abilities, ways of barricading sections from enemies, New enemy types and interactions and new combat events are planned.


If you have any suggestions for new content that you would like to see in Horde Mode (Or any other part of the game) Please contact any of the official socials linked at the bottom of this post.

For Players Seeking Others to Play With / Groups

Anyone looking for players to join their game can check the Final District Discord where you can look for players in the 'find-players' channel or by posting on the Final District Subreddit. Furthermore one can also simply create a post on Steam. (Remember to share your lobby codes!)

IMPORTANT : For any players experiencing game breaking bugs!

Please note that there is currently a rare known bug effecting ONLY multiplayer games causing players to experience issues once having entered the warehouse section, This bug causes very high latency for clients. Please read below for possible fixes. (Basically if any players excluding the host is seeing platforms teleporting around, AI standing still or interacting with items like shield cores do nothing you likely have the bug.)

A set of patches is scheduled for the next few weeks after launch, Testing has kicked off and a cause for this bug has been fixed and could not be replicated again, But just in case this issue still persists the following help section will stay for now.

Solution 1, Ask all players including the host to exit the game completely and reload the host's save.
Solution 2, (If solution 1 did not work), Ask the host to move a little bit forward into the warehouse in an attempt to trigger an invisible checkpoint. (You can test if a new checkpoint is triggered by pausing and clicking on 'teleport to previous checkpoint' and comparing it to your previous one.) Once the host has completed this complete the steps for Solution 1 again.

If you are experiencing any other bugs and need any assistance AT ALL please come in contact on any of the Official Final District Socials which are listed below. Feedback is also appreciated!

Social Links,

Discord, https://discord.gg/D4wt9HbAR5

Reddit, https://www.reddit.com/r/FinalDistrict/

YouTube, https://www.youtube.com/@finaldistrictgame

Developer Contact, https://owlfig.business@gmail.com

NavalArt - Zhesheng_1818
Foreword

Version 1.31 focuses on optimizing some underlying content. We have completely revamped the local save mechanism to facilitate easier management of numerous save files for both players and the development team. With continuous updates, our official parts have now surpassed the 900 mark. To better organize the various components, the dock scene's warehouse has introduced a new Parts Catalog Collapse System. Meanwhile, seaplane equipped with anti-ship weapons have also made their return to the game.

Dock

Added: Parts Catalog Collapse System

Added: Shipsave Management System

Added: Part category: Newly Added Parts

Adjusted: Search tool in the Tab menu now only return results within the currently selected category.

Air Combat

Added: Lvl II Squadron perk upgrade

New Aircraft squadron perks:

F-Two Aircraft Team

F-Quick Maintenance I

DB-Raiders

DB-Quick Maintenance I

DB-Bombing Training II

TB-Raiders

TB-Quick Maintenance I

TB-Large Formation II

TB-Bombing Training II

B-Large Formation II

R-Remove Armor

R-Extra Armor

Fixed: issue where Squadron Torpedo Release Distance and Torpedo Gap were not affected by Perks.

Fixed: issue where Perks for squadrons generated by Custom Airstrike were not taking effect.

Fixed: issue where enemy aircraft from Custom Airstrike were unable to land at the airfield, preventing the Airstrike from concluding.

Adjusted: Renamed in-game descriptions for squadron perk "Focused Armor Plating" and "Extended Armor Coverage" to "Critical Area Protection " and "Structural Reinforcement"

Adjusted: Increased all air-launched torpedoes’ operational depth from -1m to -2m.

Adjusted RTS interface operation logic

Fixed anomalies in fighter dogfight synchronization

Fixed anomalies in fighter strafing damage determination

Fixed a bug in the replenishment system that prevented squadrons from landing and a bug in the model after takeoff.

(Credit: Discord MOLLU)

Anti-Aircraft Gun

Adjustment: Relaxed restrictions of anti-air firing angle to resolve abnormal behavior where AA guns (including both DP guns and small caliber AA guns) hesitated to fire at hostile squadrons.

Adjustment: Completely overhauled the stats (dps, range, damage pattern) of small caliber AA guns based on historical performance, in order to distinguish mid-range AA guns and close-range AA guns. The overall anti-air efficiency slightly increased.

Standardized AA Gun Armor Thickness:

Light AA without shield:14mm

Light AA with shield : 16mm

Medium AA without shield: 20mm

Medium AA with shield/ Enclosed AA turrets: 23mm

Enclosed, armored AA turrets: 28mm
(Credit: Discord SirPerson)

Fixes

Fixed: issue where aircraft UI could not be hidden in RTS mode.

Fixed: the wrongly displayed keybinding of ballast tank control.

Fixed: issue where custom parts appeared duplicated and could not be selected.

Fixed: rare issue causing ships with a high number of parts (8000+) to capsize when spawning near the edge of map.

Fixed: loading failures caused by conflicting mod part ID.

Fixed: issue where Airstrike-related achievements failed to trigger correctly.

(Credit: Discord Worldoz)

Settings

Added: Ability to customize shortcut keys for the Keybinding Panel.

Fixed: An issue where modifying Keyboard Binding would accidentally trigger specific bound functions.

Gallery

Adjusted: Added key prompts for the walking mode button in the Gallery.

Tutorial

Adjusted: Tutorial Level \[6] "Keyboard Shortcuts" now includes guidance on customizing shortcut keys.

Fixed: An issue causing players to get stuck in Tutorial Level \[2] "The First Craft."

Fixed: An issue causing players to get stuck in Tutorial Level \[5] "Advanced Building Techniques."

Parts

Adjusted

Renamed n70 Cabin Door I to Watertight Door I, same for n544,n545, n550.

Renamed n314-316 Cabin Door II (Variants) to Deck hatch I (Variants)

Removed the Germany nation tag for n666 370mm Porthole.

Reclassified several Soviet and Russian weapons into their historical-accurate national categories

Removed the Britain nation tag for n248 343mm/45 Two-gun turret due to significant modelling error.

Renamed aircraft. Now the name directly display ordnance carried.

Modified the Japanese 140mm/50 3rd Year Type (Casemate) model, increasing the maximum single-side rotation angle supported by the casemate from 120° to 135°.

Slightly increased the accuracy of n525 Swedish 57mm/60 SAK 1950 Bofors Automatic AA Gun (Model 1950 Twin Mount)

Fixed an issue where the size of the n637 French 155mm/50 Modèle 1920 (Casemate) was too small.

When the aircraft is folded, bombs mounted under the folded wings of the aircraft are hidden.

New Parts

French 305mm/45 Modèle 1906 (Modèle 1906 Two-gun Turret)

French 240mm/50 Modèle 1902 (Modèle 1902 Two-gun Turret)

French 75mm/63 Modèle 1908 (Single Mount)

German 420mm/45 SK L/45 (Two-gun Turret)

German 128mm/54 Doppelflak (Three-axis Stabilized Twin Turret)

Japanese 460mm/50 5th Year Type (Two-gun Turret)

Italian 203mm/50 Model 1924 (Model 1924 Twin Turret)

Sweden 533mm Modell 1930 Quadruple Torpedo Launcher (Torped 141)

Sweden 533mm Modell 1930 Quadruple Torpedo Launcher (Torped 141,Without Bridge)

Sweden 533mm Modell 1930 Quintuplet Torpedo Launcher (Torped 141)

Sweden 533mm Modell 1930 Quintuplet Torpedo Launcher (Torped 141,Without Bridge)

Anchor I (Shank)

Anchor I (Tripping palm)

Anchor III

New Part variants

Ladder (single)

Japanese 140mm/50 3rd Year Type (Without Shielded)

British 40mm/39 Mark VIII "Pom-Pom" Gun(Mark VI Octuple Mount)

British 40mm/39 Mark VIII "Pom-Pom" Gun(RP 10 Mark VIA* Octuple Mount)

Douglas SBD-3 'Dauntless' Dive Bomber (Scout)

Vought SB2U 'Vindicator' Dive Bomber (Scout)

Curtiss SB2C 'Helldiver' Dive Bomber (Scout)

Grumman TBF 'Avenger' Torpedo Bomber (Scout)

Curtiss SOC 'Seagull' Reconnaissance Seaplane (100lb AN/M30 HE *2)

Aichi E13A 'Zero' Reconnaissance Seaplane (250kg Type.99 No.25 HE *1)

Vought OS2U-1 'Kingfisher' Reconnaissance Seaplane (100lb AN/M30 HE *2)

Arado Ar 196 Reconnaissance Seaplane (50kg SC50JA HE *2)

Mitsubishi F1M2 'Zero' Observation Plane (50kg Type.94 HE *2)

Consolidated PBY 'Catalina' Large Seaplane (1000lb AN-M65A1 HE *4)

Consolidated PBY 'Catalina' Large Seaplane (MK 13-6 *2)

Beriev Be-6 Large Seaplane (500kg FAB-500sv HE *6)

Beriev Be-6 Large Seaplane (45-36MAN *2)

Beriev Be-4 (KOR-2) Reconnaissance Seaplane (100kg FAB-100 HE *2)

Kawanishi H6K Type.97 Large Seaplane (800kg No.80 Model 1 HE *2)

Kawanishi H6K Type.97 Large Seaplane (Type 91 Model 3 *2)

Kawanishi H8K Type.2 Large Seaplane (250kgType.99 No.25 HE *8)

Kawanishi H8K Type.2 Large Seaplane (800kg Type.99 No.80 *2)

Kawanishi H8K Type.2 Large Seaplane (Type 91 Model 3 *2)

Supermarine “Walrus” Seaplane (250lb GP Mark.III HE *2)

Curtiss SC-1 “Seahawk” Seaplane (250lb AN-M57 HE *2)

Reworked model

n84 Anchor I

n149 Japanese 310mm/50 Three-gun Turret

n651 Soviet 152mm/57 B-38 Pattern 1938 (MK-17 Twin Turret)

Colored parts

n152 Japanese 356mm/45 41rd Year Type (two-gun Turret)

n153 Japanese 356mm/45 41rd Year Type (two-gun Turret with Rangefinder)

n293 American \[RIM-116 "Rolling Airframe"] Anti-Aircraft Missile Launcher

n472 Soviet 152mm/57 B-38 Triple Turret(Radar)

n473 Soviet 152mm/57 B-38 Triple Turret

n544 Watertight Door II

Historically corrected name and description

n119 French 57mm/60 Modèle 1951 Automatic AA Gun (ACAD Modèle 1948 Twin Mount)

n133 French 152mm/55 Modèle 1930 (Modèle 1936 DP Triple Turret)

n149 Japanese 310mm/50 Three-gun Turret

n152 Japanese 356mm/45 41rd Year Type (two-gun Turret)

n153 Japanese 356mm/45 41rd Year Type (two-gun Turret with Rangefinder)

n177 American 254mm/40 Mark 3 (Mark 6 Two-gun Turret)

n287 Soviet 30mm/54 AO-18 (AK-630 Single Mount)

n288 Russian 30mm/54 AO-18KD (AK-630M2 Twin Mount)

n525 Swedish 57mm/60 SAK 1950 Bofors Automatic AA Gun (Model 1950 Twin Mount)

(Credit: Discord 天さん)

Ships&Ship Saves

Added new Presets: Baltimore, Chosin, Kirov, BĂŠarn, Mogador

Removed USS Alaska from Presets

Reworked the Preset North Carolina

Moved all presets into the Presets folder.

Fixed an issue where the secondary guns on Presets Yamato '41" and Yamato '45 lacked a matte finish

Fixed an issue where the Preset Renown had an excessively high speed

(Credit: Ansel CNK)

Thumps & Blows Playtest - widijou
Changes in the beta version 03-11-2025:

**Note**
These changes are implemented at the gameplay level, but the in-game guides have not yet been updated.

**Gameplay**
-Added the "Antisocial Corner," which contains the single-player modes.
-Added the single-player mode "Beat the AI," which consists of a quick match against the CPU.
-Other single-player options will be added in the future.

**General**
-Adjustments to dodges. Previously, the long recovery time could leave you vulnerable.

Affects: Everyone

-Change to the charged jump mechanic. Now, you must press the skill button and up before the normal jump finishes, instead of down and skill. Previously, this conflicted with trying to dodge in place and was also somewhat slow and counterintuitive for performing other actions in the air.

Affects: Jack, Weirdo, Cronchman, Egguy

- Standardized jump time based on agility level: 0 agility, 12 frames; 5 agility, 2 frames (each point subtracts 2 frames)

Affects: All characters

- Improved timing and buffering for choreographic sequences.

- General adjustments to collision boxes, animations, and movements for all characters.

**Characters**
-Widijou
Changes to the distribution of some attacks to make them more intuitive/easier to use

Shawashawasha is now the back special, and Saltimbanqui is the forward special)

Increased Saltimbanqui damage and adjustments to its mechanics

Adjusted passive: Rage (reduced the maximum attack boost from 200% to 100%)

Various adjustments to his basic attacks and hitboxes

Increased the energy cost for his choreographic chains

-Jack
Change to the Fart-Booster mechanics. Jack now retains control after it ends, allowing him to perform some actions in the air, leading to some new combos.
You can now slightly control your horizontal speed while ascending.

Adjusted the charge time of his passive: Flatulence

Change to Jackmobile: To launch yourself, press any normal attack button. Damage and distance traveled vary depending on your initial speed. To land, press down.

Reduced the damage from the Jackmobile's launch.

Increased the Jackmobile's energy cost.

Changed the taunt animation. It's a ludonarrative dissonance to waste energy to fart, but then have the taunt, which recovers energy, consist of a fart. Now, the music plays until you release the taunt button.

Fixed the shield bug while running where the character wouldn't take damage, nor would the shield run out.

-Alex
Changed the arrangement of the elements in his special build. Added an animation to indicate the mode change.

Adjustments to the tail thruster.

-Mike
Changed his hook: now, when you perform the diagonal hook, you can grab the opponent to pull them in. Also, if you're pulled by the hook, you'll pull the opponent with you.
Additionally, during the diagonal hook, when you're ascending, you can descend simply by pressing a direction instead of pressing the special button.

Adjustment to his "Bass Buster" combo chain: an initial boost has been added to make it easier to land.

-Iago
Changes to the distribution of his special techniques to make them more intuitive/easier to use: now, Yo-Yo Shield is the back special, and Yo-Yo Hook is the neutral one.

He now pulls out his skateboard faster.

The ultimate technique now deploys faster and has a period of invulnerability at the start.

Fixed a bug where Yo-Yo Shield wouldn't last.

-Weirdo
Adjustments to his passive ability. He now charges energy faster than normal with the taunt.

Adjustments to his energy balls.

His "Super Combo" combo chain can now be performed in the air.

Adjustments to his "Levitate" technique: the passive descent now stops near the ground, and his horizontal flight speed has been increased.

Changed his quick back jump. It's cooler now.

-Cronchman
Adjusted his "Clumsy Thunderbolt" technique, reducing damage and electrocution time.

-Egguy
His "Armoegg Deployment" combo now begins with a small forward boost to make it easier to hit.

Changed his "Egg-Bomb" self throw. Damage now varies depending on flight speed. Flight distance has also been slightly increased.

In addition, the erratic behavior it had has been corrected.

-Towelman
Changed the weapon selection process. Instead of switching between weapons one by one, they are now deployed all at once, and you select by aiming with the direction.

**Aesthetics**
-New menu design with cool illustrations (pending completion)
-Original menu sounds

**Things you might not be interested in but that I'm excited about**
-Fixed default settings. It wasn't configured correctly, so when you reset it changed everything to a new configuration.
Looking Up - Blueroof Games

Hello, this is BlueRoof Games! 🌤️

We are excited to share that our official playtest is now available on Steam! 🎮

This is your opportunity to get involved early, discover the world we've been creating, and assist us in molding the game's future.
(Unfortunately, the playtest is only available on Windows for now — we truly appreciate your understanding! 💙 Don’t worry, the full game will launch on both Windows and macOS.)

In this playtest, we're concentrating on:

🧭 Balance in core gameplay

⚙️ Stability and performance

💬 Your opinions on the overall experience, controls, and graphics

We greatly value your feedback; each comment, bug report, and suggestion helps us make improvements prior to full release. Please join our Discord server to report these! 🤗

https://discord.gg/Puzm72uE

👉 Click the "Join the playtest" button on our Steam page to join the playtest right now.

We can’t wait to hear what you think!

We appreciate your support and participation in BlueRoof Games' journey. 💙

BlueRoof Games

Villain's Legacy - Mad Scientist
The long-awaited sequel to Villain’s Legacy is finally here!
Our (anti)hero returns for a new mind-bending, heart-racing, and very adult adventure.

After building his greatest invention, he becomes trapped in a dangerous game of secrets, manipulation, and desire. Every choice you make will shape his destiny — and the fate of those around him. Will you save the world... or succumb to your darker impulses?

What Awaits You

Choice-Driven Narrative: Every decision matters. Shape relationships, alliances, and outcomes.

Multiple Endings: Explore branching paths and uncover unexpected twists.

Unforgettable Women: Meet strong, complex, and dangerously attractive characters.

Romance & Mystery: Love, betrayal, moral gray areas — and a lot of passion in between.

A Cinematic AVN Experience: 50,000 words, over 4,000 images, and 300 smooth animations bring the story to life.

Whether you play for the drama, the mystery, or the heat — Villain’s Legacy 2 invites you to dive into a world where every choice comes with a price.

This is an Early Access release, which means we’ll keep adding new content, polishing visuals, and expanding storylines based on your feedback.
Your input will help shape the final version of the game!

Play now, experience the story, and tell us what you think!



1:28am
Spy Drops - RainyNightCreations

The following changes were introduced:

  • Soldiers drop more ammo now (before they were dropping but unless you had some luck leveled up they would drop next to 0)

  • Fixed: the camera movement would acts weird if VSYNC was disable and the frame rate were high

  • Both buttons of the sniper Zoom in/out will toggle the zoom

  • Fixed: If you inverted the camera Axis in the options while in First person view the changes would not take effect until you closed and open the first person view again

  • Strafe is disabled with the sniper rifer if you enter the snipe view while the aiming button is hold. Once released strafing is enabled again.

  • Options menu is now accessible from items menu

  • Fixed an issue that could make the level generation fails on some 4/5 star missions

  • There is an option now to toggle first person view between a Toggle/Hold action

  • Fixed: mission some Xbox controller icons in the rebinding options

  • Tilka was oversized in the last mission

  • You cannot hide now while wall-hugging

  • Fixed: you could crawl through tight spaces

  • Fixed: you could release from wall-hugging in tight spaces behind dumpsters

  • Fixed: Explosive drones might trigger if spawned at a certain distance from the wall

  • Fixed: Bots can stunt lock players

  • Fixed: when aborting a Standalone mission and going back to the leaderboards the results might not load

  • Fixed: Grenades and smoke grenades can be picked right before the explosion and don’t hurt Ripley

  • Fixed: Grenades HUD counter will not update on throw

  • You can now dash while crawling

  • Fixed: you cannot hide bodies in Dumpsters with the new grabbing system (not holding)

  • Fixed: a leaderboard error message could be displayed while loading already a level

  • Now the collision camera when wall-hugging is more snappy

  • Fixed: ROOM_B01_06/07 – Hiding cabinet not grounded

  • Fixed: pROOM_B03_courtyard – Blocking back wall was too extruded

  • Gas could sometime block the view if you were a level under it

  • Fixed: incorrect description of the unlockable dreamcatcher function displayed in the credits

  • Fixed: Colliders' plane in the desert could interfere with the route of the soldiers

  • Fixed: if you have selected a stat for upgrade and press return to previous screen you will lose focus on the UI

  • Fixed: some snitch soldiers weren’t coughing when idle

  • The camera now only offsets ahead while moving

Pixel Survivors: Defense - Amrita
  • Added keyboard support

  • Increased map limit to 25 waves

  • Added endless mode

Thank you everyone for playing the demo. The game will return soon with a more complete version. Thank you!

Entropia Universe - MindArk

New Features

  • New tutorial mission added to Howling Mine, teaching players about space flight and obtaining a free ship

Changes

  • The No-Vehicle Area at Ashi Oil Rig has been significantly expanded, by approximately 200m

  • The ability to use vehicles in Fort Events, including Land Grab, has been removed. They may be returned at a later date pending other changes and fixes

  • Shop Status has been returned to estates at Thebes, Ancient Greece

Bug Fixes

  • Fixed a bug that prevented the GenStar Daily Mining missions from completing

Account Website
  • The Inventory Changes page now also tracks your account PED card balance, making repairs and auction activity that affect both balance and inventory, visible.

...