MousePlay : 一键自动点击神器 - 菜鸟很忙的、
Optimization Log:

Supports keyboard input recording
Supports WASD movement recording within a window
Supports releasing console keys after locking via mouse icon click (0 9 8 7)
Optimized F9 to replace ESC for canceling playback
Arcaneering: Beyond Automation - sundropgames
Patch Notes v0.3.2

Blueprint Icons

- Saving a blueprint now automatically generates and saves an icon

- Build menu now displays icons for blueprint buttons

Creative Mode

- Removed fortification spawning in creative mode

Fixes

- Fixed string formatting in Bank purchase notification

- Fixed issue where drag placing curves onto starting curves incorrectly previewed+placed a straight belt line instead

Improvements

- Reduced clipping of vegetation and fortifications with border mountains

- Reduced cost for Ultimate Siege Magic research

- Waste Recycling research no longer requires Advanced Mana Forging as a prerequisite

- Minor localization fixes

Spectro: Phantom Tower - Borrowed Light Studios
Spectro: Phantom Tower is out now!

Action-roguelike FPS about capturing phantoms and climbing an ever-changing tower.

Highlights:
  • Hand-crafted rooms, procedurally remixed

  • Blasters, bombs, upgrades and a variety of other items keep each run fun and unique

  • Floor challenges and secret rooms!

Tried it and enjoyed it? A short Steam review helps a lot.
Bug/feedback threads are open on the Community Hub. Thank you!

-Mac

The Neeblarium - Ghost
✨ Highlights

A smoother, more reliable world awaits!
Florin Beds now remember their internal cycles perfectly between sessions, and achievement tracking for large colonies is back on track. 💚


🏆 Achievement Fix
  • “Bustling Habitat” (150+ Neeblies for 10 minutes) now unlocks properly.

  • Progress tracks accurately, rewarding sustained care for thriving colonies.

Your patient stewardship finally counts — keep those populations humming!


🌸 Florin Bed Epoch Persistence
  • Bed timers now resume exactly where you left them after loading a save.

  • Beds instantly detect who’s living there and restart or pause their internal cycles accordingly.

  • No more waiting for timers to “wake up” — continuity feels seamless.

When you return to your gardens, everything continues right where it should.


🌼 In Short

Build 629 keeps your Neeblarium alive between visits — achievements work, bed timers flow naturally, and your colonies feel truly continuous. 🌿💚

SCP: Echoes Playtest - Virtual
Shader Preloader

Shaders will now be preloaded before the main menu to prevent stutter when in game. This process will be slow the very first time you launch the game, and will be faster to load when re-launching the game.

Performance

We've been working mostly on fixing issues regarding processing physics and networking, and hopefully this update will fix that.

This update also adds pre-computed lighting, which might use more VRAM, but should generally reduce GPU utilization.

SCP-457

We've added SCP-457 as a playable character.

SCP-457 does not instantly kill humans, instead setting them ablaze. SCP-457 can sprint in short (but fast) bursts, and can use gas canisters placed around the map to re-fuel quicker.

Misc. Changes
  • Grenades are blue again

  • Added SCP-1930

  • SCP-294 now supports using keyboard inputs.

  • Changed the role intro screen, although it is still a work-in-progress

  • Changed the main menu back for the time being

  • Changed most of the rooms within Heavy Containment Zone

  • Remastered the tesla gate effects

  • You can press the USE button (E by default) to push around physics objects

  • Updated SCP-049's model

  • Made the health bar visible at all times

  • Added a view into the pocket dimension for SCP-106's portal

  • There are smaller changes that aren't listed here

Known Issues
  • Some areas of Surface and Entrance zone look pitch black with a white glow around them

  • Items don't follow a player's hands

  • Broken ragdolls

The Remainer - 20100

There was a known issue with the electrical maintenance door opening when it shouldn't that had been fixed in the past, but it turns out there was more than one thing causing conflicts with this door.

If you have unlocked the door to the sub-reactor in your playthrough, there is a glitch that will cause the electrical maintenance door to be unlocked once you save and reload the game. This is not intended, this door should not open under these circumstances, and it will no longer do so.

The electrical maintenance keys are tied to an important scripted event that will not occur if you do not pick them up.

Please note that this does not constitue a softlock, the game CAN progress normally even after this, so there is no need to restart your playthrough, HOWEVER: you will miss out on a large quantity of content by doing so. This also means that the sub-reactor door will be locked again, as this was an issue with the save system, meaning that when the sub-reactor will be available to explore completely in the future, you will not be able to do so.

If you have already shut off the power and don't wish to restart your playthrough, it is possible to still acquire the keys after the lights are off and go through the scripted event.

I apologize for this, this is a result of my past inexperience with the saving system that slipped through the cracks. It's normal to have glitches that need fixing at launch but this one in particular is a major one that should not have made it to the final product.

LION The Last Homeland - Sir Arcanos
Great Weekend, people!

I am rolling out the next hotfix for LION, addressing several critical bugs related to boss stability, enemy AI, and key progression roadblocks.

Progression & World Fixes
Judges Castle Entrance: A crucial progression lock has been fixed! The problematic collision blocking the path for carrying the final electrical generator to the entrance is now resolved. I also fixed several parts with missing meshes in this area.

The Red Void - Camera: The camera is now fixed on the platforms that need to be modified to let the tank pass.

The Red Void - Save Heaven Fix: The correct world name and music will now play if the game is loaded from the second Save Heaven in The Red Void.

Combat AI & Boss Stability
Uro Contra Boss Fight Fixed:

I fixed a major bug where the boss's wall-running attack would cause it to clip through walls, exiting the arena and locking the fight.

I also improved the boss's general AI to ensure it no longer gets stuck during its attack sequences.

Mecha Wings Him Rework: The AI behavior for Mecha Wings Him has been changed and modified, and I reduced its attributes. Previous fights were too intense and overwhelming in difficulty; the fight is now more possible to defeat while remaining challenging.

Enemy AI Execution Fixed: The AI behavior was broken for both the Killer Stone Root and the Skiller Mecha Root. Their attacks will now execute properly. The same fix applies to the Fire Whisps found in The Red Void.

Developer Focus Update
Over the coming weeks, updates will reduce in frequency, but I will keep posting weekly about the game's progress or new changes. My primary focus is now shifting to:

Final level design for the main world and Creating the main 8 dungeons of the final game.

I will continue to implement fixes and polish mechanics, enemies, abilities, and the world as needed during this process.

Stay tuned for more information and have a great weekend!
LIMSCAPE : THE LIMINAL SPACE EXPLORER - Smoothea

1.49 → 1.50

・Added realistic playroom mat materials (includes red, blue, and yellow templates)
・Added a Round Box Actor with adjustable corner roundness
・Improved crouching behavior to allow entering tight spaces smoothly
・Added a Christmas tree mesh
・Added the Group Object Library feature — save groups of objects as reusable presets and load them across different levels. Includes several built-in presets. Accessible from the top-right button in Edit Mode.

Shatterland - Althurius

Hello everyone,

I have some big news to share: Shatterland’s release has officially been moved up!
Instead of launching on December 11th as originally planned, I’ve decided to release the game early — tomorrow, November 15th.

Why the change?
Several major AAA titles are releasing in December, and I want Shatterland to have the best possible visibility. Releasing earlier gives the game a much better chance… and lets you dive in sooner!

🔥 Shatterland will be available on November 15th
🕒 At midnight (your local time)
🧡 Thank you all for the 10,000+ wishlists, your playtest feedback, and your support from day one.

I can’t wait to see you jump into Shatterland, explore the world, and start your adventure.

See you tomorrow in Shatterland!

Althurius / Shatterland Dev

Japanese Castle Defense : Zundamon Castle - KC Project
【Content Additions / Balance Adjustments】
  • Implemented English voice lines (some lines are currently quiet; volume will be adjusted for the official release).
  • Changed the ninja mechanics. When a ninja appears, only soldiers’ line of sight is now used to determine the spawn location (the ninja starts from one of the outer-edge cells and moves up to within 9 tiles of a soldier before spawning).
  • Slightly decreased the selling efficiency of the Rice Shop. In exchange, slightly increased the sale value of treasures from Stalls and Townhouses.
  • Increased the rice required for constructing the Elite Hall (as rice tends to be oversupplied in-game, this change aims to slightly increase consumption).
  • Adjusted Hard difficulty and above so that the level variance of normal raids is reduced.
  • Slightly weakened enemy HP on Hard difficulty and above (taking into account the ninja mechanic changes. Since we aim to balance the game so that the natural strength of real castle structures plays a major role, we intend to prevent “only defeating enemies by making them fall” from becoming the sole strategy).

【Bug Fixes】
  • Fixed missing description text for the Defense Hut construction button.
  • Fixed an issue where the Defense Hut was not treated as a defensive structure, causing enemies to pass through it and allowing soldiers inside to be attacked directly.
  • Fixed an error where loading could fail in very old versions because meal and drink data were absent in the save file.
  • Fixed missing English and Chinese translations.
  • Fixed a bug where units would automatically mount or dismount when reaching the stable while moving on auto-intercept.
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