Astralojia: Season 1 - kahlikoh
I want to be as honest as I can here...

As a single developer working on, at the moment, all aspects of the series, I really am doing the absolute best I can with the limited resources that I have available to me. It's very VERY difficult being alone and working alone, but it can be enjoyable, even at the times when I've set deadlines for myself and things are stressful.

It's been my dream since I was very young to create my own anime/cartoon series, to write my own tv show and be a showrunner. I've been practicing as much as I can at this for as long as I could remember...and thanks to the technologies and tools available today, from Unity to Respeecher, I've finally been able to start to achieve this I'm hoping...

Futher Improvements...
Firstly, I'm doing the best I can to improve Season 1. One of the things I'm trying is to further balance out the gameplay to the story. This isn't easy. I'm considering adding some more mini-games throughout. I added 2 mini-games to the recent update in Episode 5 and Episode 6 as I felt they didn't have enough gameplay to story. Episode 5 and 6 were literally one long cutscene with a single battle at the end. This is to a degree the intention of the series, as the battles get more difficult and become multi-part and have more strategy, but there was something about these two episodes, whether it was just that the ending battles were relatively short in length, that didn't feel quite complete to me.

Other than that, there are parts that could use some work here and there. Mainly, there are a handful of voice acting lines that could use being redone. Visually, it could use every now and again some butterflies flying around or even birds in the background. The lighting could be improved in some scenes, etc... In particular, Episode 1 I believe is the weakest one of the series, while I like how Episode 7 came out the most, as Episode 7 conveys what the series is about. In fact, if there was a single episode out of the 7 that I would choose for a pilot, it would be Episode 7, as it shows what the series is really about in a broader sense.

I'm looking forward to getting a handful of second opinions on this moving forward, but the general idea is that it's important that one is honest with oneself and understands their weakest link. Episode 1 is, after all, the first episode that players/viewers will see, and it wouldn't hurt to target this episode for vast improvement...

The Future...
With that said, there is something I do want people to understand at this time....

I want people to understand that first, before I make any further improvements to Season 1, unless it's a game breaking bug, I'm going to finish Season 2. Everything about Season 2 improves upon the series as a whole. More characters are introduced, more drama starts to unfold, more mysteries are unveiled, and there are even more multi-part battles, as well as the battles generally being more difficult, and I want to even add more skill bars if I have the time. In particular there's a climactic part in Episode 12 that I really want people to see as well. Season 1 is like an introductory to the series, while in Season 2 more of a main arc starts to unfold, and I want to get the 2nd OP and ED of the series and the whole Season 2 OST out there as well. Voice Acting and Music for Season 2 as of right now is nearly finished...

With Season 2 out there, I sincerely feel that people will start to understand what my intention is with this series, as it hits on key dramatic parts, while maintaining a relaxed pace throughout other episodes, staying fun and light-hearted but sticking to the idea of creating a series that is balanced out with dramatic, emotional and even darker parts as well, and as far as battles go, having new mechanics introduced that keep each battle fresh and new feeling.

What It Is And What It Isn't...
A key important thing to me now, is that I don't want people to have expectations that this is something other than it is. This is important...It's a narrative game series that plays out like a tv show, I would put it more in the category of a visual novel but with ATB battles if I were to choose a game genre that it most closely would fit on a shelf with...

It isn't a game in where you'll run and jump around, it's not an open-world, it doesn't have multiple endings and won't have multiple endings, it doesn't have crafting, item collection, even leveling up, and if people go into it expecting a fast paced action game, I know they'll be disappointed to find something they didn't expect. What it is, in essence, is a shounen anime series with turn-based skill-driven boss battles. Each battle is trailored with a separate strategy from the next battle, and each battle gets more difficult as the series carries on.

In Conclusion...
I'll do my best to add extra features in the future like a hardcore difficulty level for example, and put more mini-games in, as I know that people do want a longer gameplay time.

I may not be the best of all time or anything, but I will always do my best to improve and make it a good series, as good a story as I can, with as good of music as I can, and improve the game or TV Show or whatever this thing is supposed to be as much as possible. Thanks for playing/watching, and I hope you might stick around and enjoy what's coming into the future.
Dark Days : Devil Hunt Prologue - Uğur ÇELİK
Chapter 9(Cave road 1 month ago)

John, Joseph and Richard were on their way to the unknown on this path that opened to them in a curious and excited way. Who knows, maybe the two brothers, who respect this belief without even questioning where Joseph discovered it, are aiming towards the just cause of their hopes.
They were on their way. There was no one but these three in the desolate forest. There were no traces of living things around them. John was startled at this moment. He had heard a sound. The presence of a voice in such a quiet environment for a long time caused some fear in the team. The voice belonged to an animal. Joseph He soon realized what this animal was.

A 3 headed dragon.
All three people were almost shocked. No matter how much Joseph refused and mocked the situation, the event was happening right before their eyes. The worst thing was that they had nothing but an ax to defend themselves and a few digging tools. Even if they did, they couldn't deal with the dragon.

Meanwhile, the dragon disappeared.
For a long time no one had even seen these creatures. had God shown a piece of the future? Who knows…

He looked towards John Joseph, and Richard gestured the path, and they were in a deep silence. It was as if fear had imprisoned their bodies. They wanted to follow this path non-stop for now. There was no obstacle that could stop them for the moment.

They suddenly realized that they were dizzy and their stomachs almost turned them into a prison, and they couldn't help falling to the ground and suddenly fainted. Deep sleep lowered their blinds. The dream they would soon see was just like a piece of the future. Yes, they were on a road they shouldn't have done and God was giving them a choice. Fate. was following them.

Chapter 10(The Sorcerer and Death Spell Years Ago)
In ancient times, an evil that was deadly to elves, dwarves, and the human race had invaded the world. Humanity had to survive. There was no other way, but how could it be? All the weapons and powers in their hands were not enough to kill these demons. The archenemy Azazil could not be stopped.

Azazil was raining death with his great sword and magic skill in his hand. With many golems, goblins, dragons, and demons after him, he was attacking from everywhere and sworn to destroy humanity. Such a scourge could not be stopped. At a time when the end of world humanity was imminent, a talent appeared. It was none other than a death spell.

The Death Spell was above all powers and was the kind of power to destroy demons and was bestowed upon those chosen by God. But it had a downside. Anyone who used this power would die.
An enormous aura brings great destruction. No creature can lift this aura.

A 70-year-old wizard named Robert was the one chosen by God who would have this aura. The death spell was now in his presence and under his control. He had only one right. He had to control this power well.

There was almost no margin of error.
One night, Robert dreamed of two apple trees. One was forked and neglected, and the other was a tree full of apples and leaves. Robert suddenly woke up and went out. He panicked at what he saw. Maybe it was just a dream everyone would see. It was a veritable dream with profound consequences, and Robert had already realized it.

One tree meant death, the other life. Life would continue human life. If he chose death and failed, all humanity with him would vanish from this world like the vanishing tree. God had given him this message and all he had to do was control this consciousness and maturing aura.

He retreated into a deserted, snowy mountain cave with a few supplies and belongings he had taken alone. He was trying to strengthen his aura. Controlling the death spell was not that easy. His strength increased day by day. He first created an aura with his right hand, then destroyed it with his left hand. It was a seemingly simple but very effective method. Like yin and yang. Absolute harmony of good and evil.

Finally the days passed. Now, Robert had managed to control a certain part of the death spell's aura, albeit a small one, and this aura would be enough to destroy all the demons in the world.
Robert left the cave where he had taken refuge.

He was prepared for war. Now it was time for all demons to be wiped out from this world, and this would be done by Robert with God's help. He had only one right, and he had to use it against the arch demon Azazi. He probably must have trapped all the demons in a Pandora's box. It wasn't anyone's place to seal it up so it wouldn't open again and then sacrifice himself.

Yes, Robert was preparing for war. He crossed mountains and plains. Finally, Arch Demon Azazil was waiting for him.
Spellbook Demonslayers - MeTheKisa
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Mar 17, 2023
Tower of Darkness - HIKAWASAYO
Hello March! But, half of it is already gone.
This month's developer note is very late. There were in-depth discussions related to the core of the game and the overall UI, and changes came out day by day, so I held off writing notes until they were properly organized.
Now that we have solution of ​​how the game is going to change, let's find out!

First of all, it's about the upcoming regular patch.

1. Addition of Inquisitor class
: Finally, a new class is coming. There may still have bugs, but we're pretty much done with it and will add it to regular builds as soon as after a few internal tests.

2. Addition of 3rd tower 3/4 section
: We tried to put all 3rd tower contents in at once, but we need check out inquisitor class and 2nd class upgrade system. Therefore, we only want to add content up to 3/4 of the way. For now.
We don't want to give you a pile of bugs.

3. Addition of town background animation
: An animation effect is added to the illustration of places that can be seen in town. It's a short and tiny animation, but we hope that more interest and realism will be conveyed to the game.


- Developer note for March -

1. Guide book (before encyclopedia)
: It was because of the guide book that the story of a huge patch came out. The development team organized and shared according to the elements in the game in their own way, but this is a bit messy for newbie players to understand right away, so we make more easily expression along with improvements. The guide book will gradually be patched in line with step by step, only a few will be added with each update.

2. Skill
: We're trying to set a clear concept of skill for the job. For example, Sniper's main concept is to deal nuke damage in a short period of time, but it has a long-term skill that increases CRC every turn. We are modifying the skill to fit concept and considering deleting or moving the existing skill if necessary.

3. Story
: I'm thinking a lot, but I'm being pushed by other tasks and I'm not able to work properly about story. But now, this story is about to be overhauled in a completely different way than before. The current story is a bit of a twist on the paradigm with normal and common story, but I came up with a new story method that is more interesting and nice to look at. Of course, that won't increase the priority of story task, but I'd like to show you a story that has changed for the better someday.

4. UI
: Some UI will be improved. It has not yet been decided which parts will be improved, but we are planning to make big changes in the tutorial, battle, and skill UI. More intuitive and user friendly.

5. Etc
: We are currently adjusting the number of doors and keys throughout the map. The quantity of keys are tight, so there will be adjustment of the key and door so that there is no case of being blocked in the section where you cannot secure more keys, especially at the beginning of the 1st tower.

: There is a function that increases the combat speed by pressing the left shift. We put it in to speed up the test. TOD's battle speed is fast, but it's boring to watch over and over again, so we'll add this to the tutorial and guide. It's a feature that has been around since the demo, so there may be people who find it by chance and use it.



These are the developer notes for March.
Since there were so many changes, we ask for your understanding that it took a long time to write and confirm notes, and that it was difficult to explain in detail.
Thank you to everyone who has been interested in and playing TOD!
Mar 17, 2023
Cubelander - TheRealWuka
V1.2 CHANGELOGS

Here's the full changelogs for the new version, v1.2! Have a read below -

Major Changes:
  • Defenders are now spawned from cores automatically and can spawn over time. They now have individual cooldowns. Added limit for summoning defenders.
  • Cores can now be upgraded to level 8, each bringing more health, defender spawns and resource generation. They also have a new model.
  • Most enemies and defenders have better graphics, tower tiles have been reworked!
  • You can now select your defenders to bring into battle, alongside your towers
  • Added the News section where you can see latest update notes.

Minor Changes:
  • Added some Advanced tips in the tutorial section
  • Loading screen tips improved!
  • Fixed bug where the tutorial was unlocked until you beat Ethoria (LOL)
  • You can now use previous loadout and clear your loadout in one click in arsenal select. By default, tower select will use your previous loadout

Balance Changes:

ENEMIES

The individual changes to each enemy will not be listed (there's too much to list!). But generally, as defenders are now more useful, and are spawned more frequently, all enemies have gotten a health, speed and attack buff. (The game should be still about as hard as before)

TOWERS

Ballista ->
  • Got a visual makeover!
  • Fire Rate: 1/1.3/1.5/1.7 -> 1.6/2.0/2.5/3.2
  • Damage p/shot: 50/80/130/200 -> 22/43/67/90
  • Explosion Radius: 7 -> 9
  • Range: 50/75/125/200 -> 65/75/85/98
  • New EFFECT: Projectiles now ignore 20%/25%/30%/35% of the target's ARMOR. (i.e. If a unit has 1 armor, they will be treated as if they have 0.8/0.75/0.7/0.65 armor)
(Developer's notes: Previously, the Ballista was in a pretty sad state, and looked horrible in-game. We've decided to make the ballista more unique, by making it more of an ACTUAL ballista. We've redone its model and projectiles, and gave it some armor piercing for dealing with those pesky juggernauts)

Cube Launcher ->
  • Damage p/shot reduced from 12/23/35/50 to 12/19/30/46
(Developer's notes: When Cube Launcher is too strong, early game is free. Nerfing to make early game not free!)

Cube Beamer ->
  • Energy cost reduced from 1/2/3/5 to 1/2/3/4
  • Range increased from 20/25/30/30 to 30/33/36/40
  • Slow reduced from 10% for 2 seconds to 5% for 1 second
  • DPS increased from 60/100/140/195 to 65/105/150/200
(Developer's notes: Again, Cube Beamer is still pretty underwhelming, especially given its range. We're going to shift some of its power from its slow (which is pretty useless anyways) to its DPS and reduce its energy cost. We're also going to throw in some range buffs here to make it viable again)

Frozen Shot ->
  • Freeze on-hit duration reduced from 1.4/1.9/2.4/2.8 to 1.4/1.7/2.0/2.3 seconds
  • Damage p/shot decreased from 89/149/190/285 to 77/135/178/266
  • Explosion Radius changed from 0/0/0/5 to 5 flat
(Developer's notes: Frozen shot is still a bit too OP for a zero energy cost tower. We're going to further nerf its freeze time to prevent perma-freezing when spammed, so you have to rely on other towers for backup as well)

Toxic Sentry ->
  • Got a visual makeover!
  • Energy cost increased 1/2/3/5 to 2/3/4/6
  • Range increased from 45/50/55/60 to 50/55/60/60
  • Fire rate reduced from 0.9/1/1.1/1.4 to 0.75/0.85/0.95/1.3
  • Slow increased from 25% for 1 to 25/35/45/55% for 1 second
  • DOT duration increased from 5/6/7/8 seconds to 8/11/13/15 seconds
(Developer's notes: It's about time we gave toxic sentry some love as well! We've always found the poison to be pretty underwhelming, so we skewed the tower to more towards the expensive side. We found these changes to make the tower way more fun to use!)

Gauss Accelerator ->
  • Energy cost reduced from 3/5/8/13 to 3/5/7/9
  • Fire rate reduced from 4/4.5/5/7 to 5 flat
(Developer's notes: We've found the Gauss Accelerator to be a bit feast or famine depending on the maps. We're going to reduce its energy cost to make it less of a risk to use, but trim down the strength when it overperforms on some maps)

Frostfire Laser ->
  • DPS increased from 70/155/260/365 to 85/180/295/400
(Developer's notes: Frostfire laser is *drumroll* still too weak in playtesting! Buffing accordingly)

Corrosive Shot ->
  • Damage increased from 10/17/29/44 to 23/45/62/89
(Developer's notes: Corrosive shot has hit rock bottom in terms of usability. Not only is its range short, and it has trouble applying its corrosion, but it's absolutely useless otherwise! Buffing its damage, which should hopefully make it useful in more situations)

Sludge Cannon ->
  • Sludge Duration increased from 4 seconds flat to 3/3/4/5 seconds
  • Sludge Puddle slow increased from 20/50/55/78% to 50/58/64/78%
(Developer's notes: Although the later levels of the sludge cannon are fine for now, the early levels definitely need some help. We're going to return some of the early level slows back, so that players are incentivized to use the Sludge Cannon more early game)

Symmetria Sword ->
  • Range increased from 35/35/45/45 to 55 flat
  • Now inflicts a 12/25/37/50% slow for 4 seconds
  • Fire rate increased from 0.5/0.55/0.6/0.65 to 0.7/0.85/1.1/1.5
  • Defender Damage amp reduced from 160/320/500/750% to 75/150/225/350%
  • NEW EFFECT: Smited enemies now take 0.8% of their missing health every second as true damage.
(Developer's notes: After careful consideration, we wanted to rethink how the Symmteria Sword fired and worked after the defender rework.

While we want the tower to be a defending augumenting tower, right now, the buff on defender hits is a bit too strong for now, and some levels can be trivialized now that autospawn exists.

We're going to reduce its defender damage amp, but give it a bit of other effects to make up for it, which should hopefully make it easier to stall enemies and allow your defenders to hit it)


EMP Field ->
  • Range increased from 20/25/30/35 to 30/30/35/35
  • Fire cooldown increased from 7/7/6/6 seconds to 10/9/8/7 seconds
  • Damage adjusted from 150/175/200/225 to 135/190/265/345
(Developer's notes: EMP field is a bit too strong, especially on higher difficulties. We're going to trim some of its fire rate to make it riskier to use.)

Cube Corp ->
  • Range adjusted from 35 flat to 25/32/39/46
  • Energy cost adjusted from 5 flat to 2/4/6/8
  • Money and energy generation p/tick decreased from 1/2/4/7 to 1/2/4/6
(Developer's notes: We're going to make it harder to use the Cube Corp without many other towers near it, so that the tower is more skill-expressive. We think that the range buff allows the player to better optimise their builds to max out the efficiency of the tower.)

Symmetria Crystal ->
  • Energy cost increased from 1/2/3/4 to 2/4/6/8
  • Range buffed from 40/43/46/50 to 50 flat
  • Fire rate buffed from 1 flat to 1.2 flat
  • Defenders now gain +33% speed for 3 seconds on hit
  • Symmetria Crystal no longer prevents enemy healing
  • Enemy stat loss decreased from 20% to 15%
  • At Level 4, now reduces enemy Tenacity by 15%
  • Now inflicts 20% slow for 1 second on hit
  • Defenders now gain speed at Level 3 rather than Level 4
  • Defender stat auguments adjusted from 30% to 25%
  • At Level 4, affected defenders now heal for 12 HP/sec.
  • Defender heal on hit reduced from 100% of the tower's damage to 80%
(Developer's notes: We've given the Symmetria Crystal a rework. We've shifted some of its healing powers, and reduce its efficiency on enemies for some other effects, making the tower way more versatile in more situations, which should hopefully make it more enjoyable to use.)

Vaporiser ->
  • Range adjusted from 30/40/60/100 to 40/50/60/70
  • DPS buffed from 500/900/1750/2600 to 650/1100/2050/3150
(Developer's notes: Although we like the current state of the Vaporiser, we believe that giving it almost infinite range takes the skill out of having to place it strategically and hold enemies in place. Nerfing its range on later levels so that players will have to stall the enemies for longer to get its full effect.)

Cube Reactor ->
  • Energy Generation increased from 1 p/3 enemies hit -> 1 p/2 enemies hit.
  • Energy Generation cap p/hit from 5 to 6
  • Attack interval changed from 0.7/0.6/0.5/0.4 seconds to 0.6/0.5/0.45/0.4 seconds
  • Damage increased from 5/9/13/17 to 6/10/14/18
  • Cost increased from $175/$250/$375/$525 to $175/$300/$450/$625
(Developer's notes: This adjustment to the cubic reactor should aim to tackle players spamming the tower too much, while not reducing the overall power of the tower.)

DEFENDERS

Remember that all defenders now have individual cooldowns. The main purpose of these changes is to balance the defenders under the context that they'll be spawned more often and have different cds. It's an overall nerf for cheap defenders as they can be spammed more frequently, but a buff for more expensive defenders

Infantry ->
  • Health decreased from 75 to 55

Ranger ->
  • Health increased from 55 to 60
  • Attack increased from 11 to 26

Barbarian ->
  • Heal per second increased from 3 to 6
  • Health decreased from 140 to 125
  • Attack damage increased from 14 to 20

Mage ->
  • Health increased from 40 to 45
  • Attack increased from 110 to 125

Wall ->
  • Health decreased from 200 to 125

Zapper ->
  • Death damage increased from 70 to 115
  • Disorientation time on death increased from 2.5 seconds to 2.7 seconds

Paladin ->
  • Health decreased from 380 to 350
  • Armor increased from 1.4 to 1.6
  • Explosion radius from 2 to 4
  • Attack damage increased from 75 to 90

ORBITAL STRIKE
  • Damage adjusted from 500-725 + 10% max health to 500-650 + 12% max health
  • (Remember that the damage is split over 3 strikes, with the first strike being the strongest)
(Developer's notes: Small balance change to make the orbital strike less RNG dependant)


And that's it for the changelogs! Thank you for playing Cubelander!
- Hyperreal Games
Dark Days : Devil Hunt - Uğur ÇELİK
Chapter 9(Cave road 1 month ago)

John, Joseph and Richard were on their way to the unknown on this path that opened to them in a curious and excited way. Who knows, maybe the two brothers, who respect this belief without even questioning where Joseph discovered it, are aiming towards the just cause of their hopes.
They were on their way. There was no one but these three in the desolate forest. There were no traces of living things around them. John was startled at this moment. He had heard a sound. The presence of a voice in such a quiet environment for a long time caused some fear in the team. The voice belonged to an animal. Joseph He soon realized what this animal was.

A 3 headed dragon.
All three people were almost shocked. No matter how much Joseph refused and mocked the situation, the event was happening right before their eyes. The worst thing was that they had nothing but an ax to defend themselves and a few digging tools. Even if they did, they couldn't deal with the dragon.

Meanwhile, the dragon disappeared.
For a long time no one had even seen these creatures. had God shown a piece of the future? Who knows…

He looked towards John Joseph, and Richard gestured the path, and they were in a deep silence. It was as if fear had imprisoned their bodies. They wanted to follow this path non-stop for now. There was no obstacle that could stop them for the moment.

They suddenly realized that they were dizzy and their stomachs almost turned them into a prison, and they couldn't help falling to the ground and suddenly fainted. Deep sleep lowered their blinds. The dream they would soon see was just like a piece of the future. Yes, they were on a road they shouldn't have done and God was giving them a choice. Fate. was following them.

Chapter 10(The Sorcerer and Death Spell Years Ago)
In ancient times, an evil that was deadly to elves, dwarves, and the human race had invaded the world. Humanity had to survive. There was no other way, but how could it be? All the weapons and powers in their hands were not enough to kill these demons. The archenemy Azazil could not be stopped.

Azazil was raining death with his great sword and magic skill in his hand. With many golems, goblins, dragons, and demons after him, he was attacking from everywhere and sworn to destroy humanity. Such a scourge could not be stopped. At a time when the end of world humanity was imminent, a talent appeared. It was none other than a death spell.

The Death Spell was above all powers and was the kind of power to destroy demons and was bestowed upon those chosen by God. But it had a downside. Anyone who used this power would die.
An enormous aura brings great destruction. No creature can lift this aura.

A 70-year-old wizard named Robert was the one chosen by God who would have this aura. The death spell was now in his presence and under his control. He had only one right. He had to control this power well.

There was almost no margin of error.
One night, Robert dreamed of two apple trees. One was forked and neglected, and the other was a tree full of apples and leaves. Robert suddenly woke up and went out. He panicked at what he saw. Maybe it was just a dream everyone would see. It was a veritable dream with profound consequences, and Robert had already realized it.

One tree meant death, the other life. Life would continue human life. If he chose death and failed, all humanity with him would vanish from this world like the vanishing tree. God had given him this message and all he had to do was control this consciousness and maturing aura.

He retreated into a deserted, snowy mountain cave with a few supplies and belongings he had taken alone. He was trying to strengthen his aura. Controlling the death spell was not that easy. His strength increased day by day. He first created an aura with his right hand, then destroyed it with his left hand. It was a seemingly simple but very effective method. Like yin and yang. Absolute harmony of good and evil.

Finally the days passed. Now, Robert had managed to control a certain part of the death spell's aura, albeit a small one, and this aura would be enough to destroy all the demons in the world.
Robert left the cave where he had taken refuge.

He was prepared for war. Now it was time for all demons to be wiped out from this world, and this would be done by Robert with God's help. He had only one right, and he had to use it against the arch demon Azazil. He probably must have trapped all the demons in a Pandora's box. It wasn't anyone's place to seal it up so it wouldn't open again and then sacrifice himself.

Yes, Robert was preparing for war. He crossed mountains and plains. Finally, Arch Demon Azazil was waiting for him.
Mar 17, 2023
Blacksmith Legends - VM_Machal
Changes:

- removed 1 iron and 1 wooden part restriction from hammer blueprint during tutorial phase

Bug fixes:

- camera zoom will be restricted when placing objects during build mode
- employee levels will be updated in build mode
- fixed shield icon from blueprint designer
- items in inventory will contain more tooltips
Get Together: A Coop Adventure - Cehdar


Hi everyone.

Our bunny arrives with a special gift🐰🎁

Get Together is 30% off 🐇🌻

As usual, don't forget to bring a friend along and enjoy fun coop time together!

We wish you (and your partner) a great experience,
The Team

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https://store.steampowered.com/app/1505540/Get_Together_A_Coop_Adventure/
Empire Takeover - winston
1. Added new content and gameplay.
2. Optimized the function experience.
3. Fixed some bugs.
Mar 17, 2023
Big Farm Story - BFS_CM_SVENJA
Peeps, we have some great news 🤩!

From 📆March 16th until March 23rd📆 you can save 30% on Big Farm Story on Steam🥳. And not only that, but we also have a 50% discount on all our DLC packages 🎊.

Check it out and take care!




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