May 31, 2022
Conrad Stevenson's Paranormal P.I. - D&A Studios
- Increase the size of the note pad.
- Corrected clipping that would occur while using the notepad.
- Added robustness to the ghost spawning code.
- Revised "Final Investigation" text to support upcoming changes…
- Revised "Notes" text to support upcoming changes…
- Corrected HUD to display "Notes" activation key/button.
Gripper - Садовник
New biome

As the story of Gripper unfolds, players will find themselves in new territories where they are to face completely new enemies and explore new landscapes. The frozen biome is one of them: dark, hostile and dangerous, it will bring a new atmosphere to Gripper, as well as new hazards to the player.

New hazards and challenges


Here, on the glacier, you have to outlast the rockets. Where did they come from? We’ll keep this secret for a while. But you should definitely be a skillful driver to avoid them, as they hit precisely where the player is and chase their target relentlessly.



Of course rockets won’t be the only hazard that awaits you in the frozen lands: somewhere, there is wandering a gigantic robotic serpent – and maybe once you’ll encounter it?



A story-centered adventure

We shall once again emphasize that we intend to make Gripper a deep and dramatic story. And the frozen biome is to deepen the sense that the story gives you by its art and atmosphere.



Unlike the desert, this territory is dark and silent – as if it had been abandoned and long forgotten by every living creature. And, as you ride through the vast lands filled only with ice blocks and danger, you should feel something our characters felt at critical moments of their lives.


May 31, 2022
Crypto Miner Tycoon Simulator - Bigosaur
Version 2.0.0. is live with the ability to play a custom game, starting from any year you want, with custom regional settings and custom skills. This mode has no quests, so you can set your own goals and play without any special events or time limits.

  • Sandbox feature upgraded to customizable Free Play / Endless mode
  • You can now run your own Crypto Exchange in both sandbox mode and Asia scenario
  • Added location with a huge empty outdoor area to real estate market, suitable for solar panel farm
  • Disallowed buying shop items for free by setting unrealistic USD exchange rate
  • Added warning when no person is present to install OS
  • Music no longer stops playing when you set the game speed to zero
  • Removed the low pass filter from music
  • Improved text layout on the phone screen
  • Prevented autopilot from selling USim to pay the bills
  • Fixed bug that caused infinite amount in player’s fiat wallet
  • Fixed bug with stale updates if you exit one scenario and start a new one immediately without restarting the game
  • Fixed bug where database and web server capacity was ignored in some cases
  • Updated translations

Note: some of new features linked to the contents of save files and are only available if you start a new scenario.

The next update will focus on quality of life improvements like setting the mining option for the whole facility, etc.
Spirit Swap: Lofi Beats to Match-3 To - kimchica


Hi Spirit Swappers!

We wanted to share an important update on Spirit Swap’s development before diving into what we’ve been working on this past month:

Your support and kindness throughout this whole process has been incredible. From an idea created by friends, to a successful Kickstarter: you have been with us and propelled this project further than we imagined!

Like so many teams, we have also faced challenges this year -- some that we anticipated, and some we weren’t quite able to. To ensure we take into account the well-being of our team and the desire to create the best possible game that we can for you, we have decided to shift our release to 2023. We truly appreciate your patience!

None of this would be possible without you, our amazing community, and we want to make sure you still have some FUN to tide you over. So, keep your eyes out for an exciting fresh demo experience coming in the near future. You’ll be able to visit Demashq and check out (first hand) what we’ve been up to!



Illustration Station

As we’ve been continuing our work on the hub area of the game, Samar’s Room, we’ve added yet another illustration to the mix!

For a bit of a reminder and context: Samar’s Room is the central area of the game. You’ll come here when the day is done to relax.…and you’ll start here each morning, ready for a day of swapping, spells, and …sfriends!

Our goal for the hub is for it to feel as diegetic and immersive as possible. To put it simply, this means as you move around, you’ll really feel like you’re in the room with Samar, seeing how they exist in the space, feeling a bit like you’re hanging out with them!

So, for the option to “Head Out” we wanted to make sure to convey Samar leaving the room, but taking a couple of elements in mind. When we initially brainstormed the “Heading out” artwork showing Samar walking out of their front door.



But there was a problem! We realized that since we will be providing the option for players to customize their outfits, if the illustration was different than the outfit equipped, that would ruin immersion! So, back to the drawing board….which then landed on the concept of a close-up while opening the front door.

As midniights__ was sketching, we also wanted to make sure that when heading out, you were feeling like you were going to head out to Demashq, not out of the game completely.

Thus, the SWAPSWAPSWAP key chain and trinket illustration came to be!



You’ll have to try the demo once it launches to see how the final version of the illustration turned out -- we think you’ll really like it!

(Also, who else wants this keychain?! WE DO!)

She’s too smart!

Here’s a silly moment we just had to share!

Morgan has been working on the AI for Spirit Swap -- this AI is who you’ll be taking on anytime you go up against the computer during the game. While initially, Morgan’s robot daughter wasn’t the best at playing Spirit Swap… she has finally become too smart.



Don’t fret! We’ll have her paired down for the demo! Pro-players who’re itching to test your skills: you’ll be able to customize the difficulty in the final version of the game! In the meantime? Don’t forget the Oh geez, oh f*ck mode for anyone who wants a challenge in a big way!


Wholesome Direct & Future of Play

June is an exciting time for anyone who enjoys games, and this upcoming June is no exception!

There are a bevy of game showcases happening all month long, and we’ll be at TWO of them: the Wholesome Direct and Future of Play!

Be sure to tune into both of the showcases to get a glimpse of some new footage (and some fun announcements), and get ready to wishlist lots of awesome games.

Wholesome Direct: Watch here on June 11th, 9:30 AM PT.




Future of Play:
Watch here on June 11th, at 11 AM PT




See you next month ~

Thanks again, and can’t wait to share even more. Let us know via Twitter, our Discord, TikTok, or here in the comments if you have any questions. See you next time!


Love,

The Spirit Swap Team



May 31, 2022
Bloodhound - Kruger & Flint Productions
Patch Notes 10/05/2022 - uploaded
- Added headshots.
- Added exploding heads.
- Cupid's eyes no longer glow after death.
- Fixed wall border decals and broken wall decals.
- Body count fix.

Patch Notes 14/04/2022 - uploaded
- Enemies waves balance changed.
- Enemies react to being shot by the player (animation of receiving damage).
- Motion Blur effect has been turned off.
- Opponents won’t stop chasing and attacking the player if the player crouches on the edge of the balcony.
- The player now immediately picks up two weapons (Barreled Harpoon Shotgun, Assault Rifle)
- Increased the harpoon hit area (Barreled Harpoon Shotgun alternative RMB fire).
- The bodies of the opponents don’t disappear from the arena immediately.
- The player character doesn’t get stuck on the edges of balconies if he is crouching.
- Dead enemies don’t glow red.

Patch Notes 05/04/2022 - uploaded
- No interaction with the menu while displaying the opening boards.
- Opening boards can be skipped.
- Enemies turn faster.
- Cultist Berserker dashes faster to the player.
- Blade Dancer does not block projectiles while she is in the air
- Changed game difficulty balance.

Patch Notes 04/04/2022 - uploaded
- Enemy Bishop is now more visible during battle.
- Added a warning of visual effects that may trigger an epileptic seizure.
- The player starts with an equipped revolver.
- Jumppads have an improved collision sphere (jumping between balconies is now more responsive).
- Enemy Cultist Berserker doesn’t get up if he is killed.

Patch Notes 01/04/2022 - uploaded
- Corrected the collision of the veins.
- Added VFX for Blade Dancer to increase the visibility of the deflect missile phase.
- Game loading should now be more efficient.
- Fixed textures loading.

From Players to Players o7
IL-2 Sturmovik: Battle of Stalingrad - 1CGS - Jason
Update 4.705

Dear Friends,

We just released the 4.705 update that contains one of the most awaited aircraft of the Battle of Normandy lineup - the British twin engine fighter/bomber De Havilland Mosquito F.B. Mk.VI series.2. This plane is very interesting - its speedy, and powerful while carrying an entire arsenal of guns, bombs and rockets.She's capable of retaining its speed even with a bomb load thanks to the internal bomb bay making her more streamlined. Moreover, there is a modification called "Tse-Tse" with a 57mm(!) Molins automatic gun that had nearly the same capabilities as the 6 pdr gun installed on Churchill tanks. This big gun was intended for attacking submarines, but in skilled hands it might kill a tank. This aircraft looks remarkable both inside and out and we did our best to show it in our 3D model. Of course, the flight model is as accurate as possible too, representing its handling peculiarities.

NOTE: The Mosquito will become flyable to Steam users as soon as Battle of Normandy is released on Steam later this Summer. For now anyone who has any other Great Battles title will see the Mosquito as an AI opponent or wing-mate




In addition to the new aircraft there are many other changes in 4.705 update:

Main Features

British twin engine fighter/bomber De Havilland Mosquito F.B. Mk.VI series.2 is available to all Battle of Normandy owners;
Balloons now have tethers which you can collide with and ruin a pilot;s day. They can also be towed by ships and vehicles;

Quad and Daimler DR.4 balloon winches added for Flying Circus (for mission designers: a balloon will tether to a truck or ship with a winch that is closer than 50 m on mission start);

Fire effect of collapsed buildings now shows on ground level (it could show in the air before);

Building collapse effect has been improved and better corresponds to it size;

Ships and Vehicles

Ship turrets no longer can damage their own ship;

Firing arcs of the ship turrets located near the superstructure were corrected (widened);

AI SPG gunners will correctly fire at the new indirect coordinates (previously they fired additional round at the previous coordinates);

Mission command Formation - Backwards correctly functions for wheeled vehicles;

Dust effect in non-rainy weather works correctly for detailed vehicles;

The driver of a detailed SPAA won't be erroneously shown as dead in the GUI when other crew members are killed;

Instrument Panel difficulty setting functions correctly for detailed tanks: on Expert or Custom difficulty with the panel switched off only the ammo and damage overlay (invoked by Enter key) will be shown;

Aircraft

AI pilots will cease firing at ground targets faster when pulling up;

AI pilots will correctly acknowledge the emergency bomb jettison (previously they could erroneously begin the attack run even having no bombs anymore);

Rear-upper Handley-Page O/400 turret gunner will engage the targets correctly;

An issue has been fixed in the Gotha G.V and Handley-Page O/400 pilot AI that could result in the plane crash or endless circling when doing a climbing spiral;

A Spitfire Mk.XIV issue that could cause additional wing guns to be shown has been fixed;

Tempest and Typhoon gun sights were corrected (vertical position of the horizontal line projected on the windshield);

Control mapping dialog text has been updated for the main throttle and separate throttle axes for three engines;

Stability Improvements

The sim won't crash when trying to repair a burning aircraft;

The sim won't randomly crash on mission start or end or adjusting responsiveness curves of Microsoft Force Feedback 2 joystick;

Hopefully, the old issue of TrackIR causing stutters when used together with Microsoft Force Feedback 2 joystick should be gone;

Aircraft crew members are correctly rendered after mission restart (previously they could render visibly outside of the aircraft if they were killed in the previous mission run).

We hope you enjoy!

The Sturmovik Team
Night Racer - Tortelious
We're excited to bring you a brand new multiplayer update. You don't have to turn back if there are not many rooms for you to join. We're adding super challenging AI Bots which will test your abilities to the absolute limit. Don't worry though the second another player creates a room the AI Rooms will vanish.

Full Patch Notes
- Added Bot Rooms when no players are playing multiplayer.
- When a player creates a room the bot rooms disappear, you can join other players.
- Added the ability to move from the championship result screen to the next championship.
- Fixed colliders in a few levels.

More fixes coming soon. This Friday, there will be a new car dropping for all the owners of the Ultimate Car Pack.
May 31, 2022
God of War - Alarcus_SMS
Patch v1.0.12 for God of War is now live.

Please restart Steam to receive the update immediately.

Patch Notes

New Features
  • FidelityFX Super Resolution 2.0 has been implemented and is now available as a resolution-scaling option within the display settings menu
Fixes
  • The Toggle Aim/Block accessibility features will now no longer have inconsistent behavior.
For a list of the other topics we're currently tracking, please refer to our Known Issues. If you are experiencing any of these problems, submitting a ticket greatly helps us gather all of the information we need to properly access each one. We appreciate your continued patience as our team investigates your reports.
Twilight Wars - unreal_mau5
Comrades,

Twilight Wars: Declassified is now available on Steam!

https://store.steampowered.com/app/1714850/Twilight_Wars_Declassified/

It's a free version of the Twilight Wars game, that shows the main game mechanics.

We sincerely thank those who give us feedback while holding the game playtest and have interest in the game. It helps us understand in which direction we should move and what to fix.

According to the feedback received, we have improved some points in the game:

* Redesigned energy system



* Reworked the interview system for hiring new agents




* Improved tutorial and UI



* Reworked the system of communication with agents



* Improved briefing window and agent positioning system



* Improved visual effects in combat rooms




Comrade Bear Games continues developing the full-fledged game Twilight Wars. Add to your wishlist and stay tuned!

https://store.steampowered.com/app/1396540/Twilight_Wars/

Also follow socials to get the latest news about the game:








In Sound Mind - We Create Stuff
Hello fellow Desmonds,

We're excited to ship In Sound Mind patch 1.05 across all platforms today. This update brings further performance optimizations to the game, user experience improvements, bug fixes AND a few new secrets. In addition, we're launching Steam Trading Cards for In Sound Mind! There's a lot to go over, so let's get started.

Please remember to follow us and leave a review to support the game!

New Steam Cards & Community Items

With this new update, we're also shipping Steam Points Shop items and Steam Cards. Including:
- 10 collectible Steam Cards, a full badge and foil badge.
- 10 emoticons ːismBullːːismEmptyːːismFlashːːismShadeːːismToniaːːismWatcherːːismAgentːːismDaveːːismDesmondːːismInkblotː
- 4 profile backgrounds
- 6 ANIMATED profile backgrounds!

Check out the Points Shop below:
https://store.steampowered.com/points/shop/app/1119980

And here are the Inkblot Steam Cards:


Further Optimization Improvements

We hear your feedback, and we took the time to further optimize the game. After further inspection, we've identified that for most players, the game is experiencing CPU bottlenecks even on high end rigs with great CPUs. The biggest offender were the real time shadow calculations, which, before rendering, were taking a big toll on the CPU every frame. From this, we’ve refactored our real time shadows system over the course of the last few months. In addition, we've optimized certain boss AIs, inkblots, effects, and level logic to further bring down the CPU load.

Among our tests, we used an Nvidia 1070 GTX / Intel I5 7600k / 16GB rig on high settings to test the new update (1.05) vs the previous update (1.04) and could see improvement from 10-30% in average FPS, depending on the area, hovering 60 FPS. Areas with a lot of light and details were showing an improvement, whereas other areas saw a smaller improvement (but generally were lighter to begin with). Keep in mind, while this is a positive enhancement and should affect all game systems and rigs, it might affect each system differently so it's hard to guarantee exact numbers.



Changelog
In Sound Mind 1.05.0511

General
- 👾 There are now 6 hidden portable game systems scattered around the game, playing each features a brand new 8-bit version of a song by The Living Tombstone from the OST. Go hunt for them!
- ⏯️🎶 Added a new in-game animated video by Mashed, featuring the theme song by The Living Tombstone and accessible after finishing the game
- 🎴🃏 New Steam Community items and Steam Cards!
- Weapon switching is now significantly faster, improving combat experience during the late stages of the game when scrolling through an arsenal of 8 weapons. It's no longer required to confirm with an extra click when switching weapons
- Equipment UI now shows ammo count and renders the weapon red when it runs out of ammo
- Performance improvements, including optimizations to the real time shadow rendering system
- Additional optimizations to much of the puzzle and level logic across the game
- Refactored the enemy inkblots music system, addressing some edge cases causing their music to remain past combat.
- Mirror debris on the floor, indicating there's a Mirror Shard puzzle nearby, will only glow once and stay for longer
- Mirror Shard attack range increased
- When finishing a level, the final door now glows in the mirror from a distance
- The Radio Device features new lights indicating the device status
- Decreased the speed granted when consuming a Lure Pill, but increased its effect duration and improved on screen effect
- It's now easier to collect items under temporary barrel and boxes debris
- Added new enemy inkblot music when fighting the brute type
- Fixed a few animation issues causing enemy inkblots to stutter
- The enemy brute inkblot shields less often
- Enemy inkblot weakpoints now glow in red instead of green
- Crows now have red eyes and will properly react to noise
- 🏆 Added a failsafe system in case pills were collected and an achievement was not triggered correctly (previously could happen during old save migrations)
- Fixed a highlight issue when replaying a tape, causing specifically sequenced collectible pills (the pill in C1 photobooth, rolling pill in C2 cliffs, dropped pill in on the electricity pole in C3 near power station) to highlight incorrectly.
- Increased player controls while in mid-air, giving players more agency when platforming and especially in the finale tape
- Locked doors will now automatically open when unlocked with their corresponding key
- Many level bug fixes, balancing and tweaks across the entire game - more on this below
- Video settings added: Fog Quality and Texture Streaming
- Spotty volumetric fog, usually seen near windows, was improved and can be set via Fog Quality
- Fixed a bug causing saves not to write to disk properly when using a non-Gregorian calendar settings - more on this here https://steamcommunity.com/app/1119980/discussions/0/3185740024688663519/
- Various localization improvements
- Fixed a bug causing the Audio volume settings to not save correctly when closing the game
- Fixed a bug causing electricity wires to appear red in the Mirror Shared reflection even when they are correctly active after reloading a save
- Pressing ESC when viewing a note will first dismiss it rather than pause the game
- Fixed an issue causing the trees to not move in the wind
- Fixed a bug causing the contaminated water to appear low-quality
- Fixed a bug causing the game objectives text to wrap unexpectedly
- Fixed the locked basement door issue when starting a new game from the 2nd starting point
- Fixed wrong UI scales in the Load Game screen in some resolutions
- Various UI improvements and optimizations



The Building (Hub)
- General performance improvements, lighting improvements and bug fixes in the hub level.
- Added a new portable game system in the hub! Go hunt for it.
- Added a telescope at the rooftop chill area.
- After completing a tape, a new postcard will now appear in Desmond's office wall showcasing the places he visited.
- Added a hint to the Flare Gun puzzle room as well as new Agent Rainbow graffiti.
- Moved the collectible pill from next to the Pistol parts quest note to the gas room nearby.
- We unhinged the Maintenance Room's door and threw it on the ground.
- There's now a red blinking light near ringing phones in the hub hallways, making it easier to spot which phone is ringing.
- Added an Unnatural Darkness puzzle in the Mail Room with a small reward.
- The building basement now floods after the third tape. Find a way to drain it to get new rewards!
- Vinyl records in apartments now glow in the Mirror Shard's reflection.
- At the introduction phase, when at the top floor, Your Office and Desmond's Apartment are revealed in two separate steps to make it less overwhelming.
- Switched between early Vitalyx and Enduramin collectible pills to make it easier to get at least one of each upgrade before the first tape.

Homa Mart (Supermarket)
- General performance improvements, lighting improvements and bug fixes in the hub level.
- Originally, only the supermarket had a portable game system. It is updated to align with the new tracks.
- Further optimized the reflection in the large mirrors in the center of the supermarket.
- Fixed an issue causing The Watcher to sometimes scream randomly. It's ok, you can rest now.
- If you finish the tape and still have pills to collect, a new note appears encouraging to use the Mirror Shard to find them.
- In the power room puzzle (right before Dave's moment), we changed the letters to numbers to create better consistency across different languages. Tweaked the note hint a bit.
- The supermarket map now shows the maintenance doors in red.
- The collectible 4 dolls are now highlighted using the Mirror Shard.
- Moved the Pen and Sticky Notes item to the office, close to the window.

Icarus Point (Lighthouse)
- Lighting improvements, bug fixes and overall performance improvements.
- Added a new portable game system somewhere in Point Icarus! Go hunt for it.
- Improved the visual effects of the red lighthouse beam hitting the player. Also optimized its performance.
- Minor balancing changes to the The Shade, making him a little faster the longer he chases you uninterrupted and made it easier to cast light on him with the Flashlight.
- Improved the lighthouse yard generator puzzle. Power lines are clearer, and the broken fuse box under the center spotlight is easier to see.
- Improvements to the boathouse puzzle making its mechanics clearer.
- Made the jump from the moving gantry crane slightly easier to perform.
- Improved the light bulb fight sequence, adding a doorway leading outside to the top of the lighthouse and additional visual hints during the fight.
- Added a new light indicator on the generator in the basement below the lighthouse so it's clear when the power is on without looking back.
- Moved the ending door to the tool room.

Old Factory
- Lighting improvements, bug fixes and overall performance improvements.
- Added a new portable game system somewhere in the Old Factory! Go hunt for it.
- Added bigger signs and light indications around the entire level making exploration easier.
- Improved the power box puzzle at the yard center, right before the power station gate.
- Improved the train turntable puzzle near the beginning of the level. There's a better indication to blocked rotations, it's easier to see the climbable fence, and the gate buttons are clearer.
- Balance The Bull eyes HP, making it slightly easier to disable him.
- When The Bull first crashes into the train yard, the way to the loading zone is now blocked by a large wagon. It's still possible to go over it, but it's now harder to troll The Bull in this area.
- Climbing and platforming over the yard bridge is clearer and easier to perform.
- In the power station inkblot waves sequence, it's more clear that you can setup the electricity traps versus incoming enemies with some level changes and a new tutorial hint.
- The armory section inside the factory now requires a 3V chip. You have to work for your rewards!
- Improved the conveyor belt room sequence. There are fewer levers and the path for the suitcase was simplified. Added more loot to deal with The Bull and clearer path signs.
- Rebalanced the packing room battle (where the big Brute Inkblots appear), making some traps using Lure Pills and electricity clearer.
- When returning to the hangar area after crafting the Lure Pills, there's clearer indication that The Bull is right outside and using the Lure Pills might get him wrecking.
- Thrown Lure Pills will no longer dissolve in shallow water anymore.
- In the quarry near the pumping station, added water draining signs and visual effects when draining the quarry.
- Added a new tutorial hint in the quarry to remind about the Lure Pills speed benefits.

Elysium Park (Forest)
- Lighting improvements, bug fixes and performance improvements
- Added TWO new portable game systems, somewhere in Elysium Park! Go hunt for them.
- Rebalanced The Flash spotlight HP and optimized it.
- Using the Radio Device on The Flash's weakpoints to stun it now has a cooldown before you can use it again.
- Improved signs all around the level, making them bigger and easier to spot.
- Mines are a little easier to disarm now.
- When The Empty calls via the Radio Device, the device now emits a radio static sound.
- Added three new gates in the forest with signs making exploration better.
- Sinking objects (like floating wooden planks in the swamp) will now shake the camera.
- The valve tool item will now remain in the inventory even after using it on all gates.
- Added a small tutorial teaching about the Radio Device and The Flash's jammers.
- Selecting stars in the skies using the Radio Device will now make the star blink so it's clearer which one you have selected.
- Added highlights and Unnatural Darkness on top of secret graves near the church.
- The radar in the final bossfight now has blue laser sight and the antennas around the radar are blue as well, making the bossfight mechanics clearer. The radar monitor was changed to an updating target locking indicator. Generally optimized this part of the level.

The End (Finale)
- After Agent Rainbow wraps up his piano solo (damn isn't he good?) you can now interact with his piano 🎹
- Increase player controls mid-air in low gravity, making platforming better.
- Falling to the abyss during the fight no longer instantly kills, instead the player respawns and takes 10 HP damage. Agent Rainbow will still mock you for falling down 👀
- You can now retry to high-five Dave the mannequin by falling down and teleporting back at the cost of HP ✋ The mannequins will not leave you high and dry, and will stay until you successfully slap Dave's plastic hand or move on to the next area.
- Lowered the big punch attack damage and knockback radius.
- There's now more loot and healing items in the later phases of the battle. Removed battery loot from the finale as it's not needed.
- Rebalanced the final bit near The Flash tape.
- Fixed explosive homing barrels being able to pass through some objects such as gates.
- After Agent Rainbow is destroyed, it now rains for a few moments. Also his hat now drops, and you can put his hat on your head and hang around with it. For example, this is you with his hat on: 🤠

End of changelog.

And in the meantime, we'd like to feature some really good playthrough series of In Sound Mind!
https://www.youtube.com/watch?v=pKiUTdSmhTE
https://www.youtube.com/watch?v=PhX1TUaRUyI
https://www.youtube.com/watch?v=r8KF-zdzDv8&list=PLrVhyUnEQMV-cOvLMRdd3_uo0mWTcKxgz

Let us know in the comments if you have a favorite streamer or video series featuring In Sound Mind.

Don't be a stranger and follow us here on Steam, or check our Discord community, or our Twitter page for any more updates and news from We Create Stuff.

Finally, we want to thank you so much for your support since release. In Sound Mind was a wild ride for us at We Create Stuff. To us, with In Sound Mind we tried to push the boundaries of what a psychological horror game is- and it didn't come without its challenges! What we found is a big community of horror fans who are looking for just that kind of a special journey. So thanks again for giving us a chance. Until next time!

Thank you ❤️
Team We Create Stuff
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