7 Days to End with You - smsmagm
Hello everyone,

Thank you very much for your continued support for 7 Days to End with You.
Official merchandise for the game is now available on the PLAYISM Official Store!

Currently (January 2024), we have an acrylic stand of our red-haired friend, and a coffee mug with words in the game's original language printed on it.



Previously, the coffee mugs were preorder only, but they are now officially in stock and can be sent out right away!
Please take a look and see if you'd like to add any merch to your collection.

Purchase 7 Days to End with You official merchandise here
(Website in Japanese only)

Are there any other kinds of merch you'd like to see for the game? Feel free to tell us in the comments!

We hope you continue to enjoy 7 Days to End with You.

https://store.steampowered.com/app/1859280/7_Days_to_End_with_You/

PLAYISM
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Jan 21, 2024
Mouse Curser - capsulecollapse
  • Minor changes to music
  • Added Boss theme
  • Decreased bloom (Mostly visible with many candles)
  • Slightly changed candle lighting
  • EnemyProjectiles now clear when room doors open
  • Made heart elite room reward more noticeable
  • Fixed bug with containers and multicasts/shotgun behaving incorrectly
  • Coins now start blinking a second earlier
  • Player sprite increased in saturation
  • More blood on harder hits
  • Boss 3 crash fix
Jan 21, 2024
False Dream - masatoko
I updated to version 1.3.0.

- Updated the UI for the list of anomalies.
 - Displays the total number of anomalies and the number captured.
 - When clearing the game, highlights anomalies captured in that session in green, improving visibility of which anomalies were captured.



- Added several dummy capturable locations.
- Added an axis inversion feature for viewpoint control, accessible from the settings screen.
- Adjusted the capturable areas for some anomalies.
- Made several material corrections.
- Added and improved models.
 - Bathroom
  - Added a drain.
  - Added rails at the boundary with the room.
  - Added a hot water supply port to the bathtub.
  - Adjusted the hole size in the bath chair.
 - Added a lever to the washbasin.
 - Added a model for the internal key of the toilet door.

- Anomalies (spoiler alert)
 - Addressed the issue where changes after capturing the "Closet Back Hallway" were unclear.
Jan 21, 2024
Deliver or Die! - electronic
Sorry for the delay with this update. I have now fixed the issue where you die after making a delivery.

Somewhere in the code it was overwriting the 15 second value and making it default to 0. When the timer hits 0, you explode. So every time a delivery was made, it set it to 0 and KABOOM! I can now say this will no longer be an issue.

There are also some new timing changes after a few people game some feedback about the game being too difficult to learn. Hopefully these new timing changes will help the game to be more accessible.

- Fixed death on delivery.

- Time after making delivery 15>20 seconds.

- Time after picking up a delivery 5>10 seconds.

Thank you for your understanding and patience!
江湖客栈-The Jianghu - 东厂丶大卫
服务器兹定于2024年1月22日(周一)14:50开始维护更新,本次更新预计60-120分钟。更新前30分钟和更新期间游戏将无法登录,请大家在更新结束之后再进行游戏,给您带来的不便敬请谅解。

活动情报:
  • 1、开放渔村内的教头武备箱与江湖群侠谱升级功能,可以进入渔村点击右下角的建筑按钮消耗崇祯通宝进行升级、升级后可以在传承时选择更多的驻客与装备进入渔村;
  • 2、开放赛季内崇祯通宝使用功能,在客栈库房内右键崇祯通宝道具可以进行使用、使用后将转化为等量的渔村崇祯通宝(渔村内建筑升级消耗用)(赛季结束后未使用的崇祯通宝将自动转化)。

常规优化:
  • 1、增加六道限定皮肤-教主魍魉待机特效;
  • 2、增加六道限定皮肤-盲僧玄灭灵体待机特效。
  • [/h3]

    缺陷修复:
  • 1、修复武当药理在六道试炼关卡中对天王保命丸加成失效的问题;
  • 2、修复武当疯魔道长精魄使用一次内功会触发2次恢复效果的问题;
  • 3、修复黑沙堡小头目血玉减伤效果错误的问题;
  • 4、修复茶肆内乞讨点无法乞讨的问题;
  • 5、修复疯魔道人血玉无效的问题;
  • 6、修复悟性超过70后,六道试炼中武当同门效果两仪阵不触发的问题;
  • 7、修复背信的叫花子精魄无效的问题;
  • 8、修复轮回梦魇马笛【六道限定】无法使用的问题;
  • 9、修复骰神披风无法在楼兰市集摆摊上架的问题。
  • [/h3]
    Darksword: Battle Eternity - DarkswordVR
    Champions!

    The first Season of Darksword: Battle Eternity is about to come to an end!
    We would like to thank everyone for your support and participation.

    With Season 1 ending, here are some of the key points about the Season Competition:

    - Season 1 will end on Thu Feb 1 00:00AM UTC. Afterwards, players will no longer be able to renew their leaderboard rankings and gain Season Points until Season 2 starts.

    - Season 2 will begin on Thu Feb 1 02:00AM UTC. At this point, the leaderboards will be renewed, and players will be able to gain Season Points for the Season 2 Battle Passes. Please note that individual progression data will not be impacted by the Season renewal.

    - Top leaderboard rankers for Season 1 will be recorded in the Hall of Fame channel in our Discord channel, and the players who scored the highest on each mode & platform will be given a prize of 100 million gold!

    We also sent out an in-game notice in the mailbox where you can receive 1M gold, so don't miss out!

    Thank you again and see you in the Twisted Corridors!

    Darksword Dev Team
    Pokie The Stickfigure - NotoriousVen
    - Tweaked enemy AI behavior for berserker enemies to make the next 10 levels more accessible
    - Addresses a softlock
    Jan 21, 2024
    Rogues of Europa - greyhound
    Sorry for the missed week last week. I was very ill and not in any state to work or even type out a devlog. However I have recovered fully and will resume pushing out weekly devlog once again.

    This couple of weeks was spent working on the mad scientist towers, particularly implementing the physical spaces the puzzles would occupy.

    My initial instincts for making towers was just a big square. Plenty of room for activities, so to speak, reasonably sized, nice and utilitarian.

    Like father, like son.

    I might put some mobs inside the rooms, or loot drops or something. But the real meat and potatoes are obviously going to be the puzzles.

    Much like in monster lairs, mad scientist towers will have a randomly generated set of encounters on each floor. This will probably either be two puzzles which must be solved to advance (one door puzzle and one floor puzzle) or some monsters and a door puzzle.

    As I made my building, which has a relatively complex interior, I finally got absolutely fed up with the previous way I had been doing pathfinding in the overworld. I fixed up an extremely inefficient cost function and implemented A* instead of the previous greedy algorithm. Now everything uses A*. If you're an indie developer out there, write this down: do things the right way, not the easy way. If you just play the game, you will likely see some slight pathing changes which are guaranteed to be the most efficient route, making your moves take slightly less time. The previous greedy algorithm could enter infinite loops, which happened more frequently in challenging geometry, but the new A* algorithm is guaranteed to terminate.

    I then started making the actual levels of the tower. I'm planning on having a more open plan than the ground floor (the ground floor itself may change). From the player perspective, the tower is fundamentally the same as a lair. It only goes up or down in your imagination. With that in mind, I just copied existing code, and after a few tweaks, got tower levels to generate.

    Turns out mob generation was still turned on. From the program's perspective, the tower is merely a special case of lair with only one room and no paths.

    I fixed the mob generation issue and got on to creating an actual level for the tower. My plans for the towers are to have a primary room or set of rooms (decided as an encounter) and a secondary room which leads to the stairs up. This room will be blocked off with a locked door.

    The clock will be ticking as you solve puzzles which means that monsters will encroach on you as you solve them. It might be a good idea to fight them off first. Any damage taken while in a puzzle will automatically end the puzzle.

    My goal is to have the towers wrapped up and a good update out by the end of January, so keep on the lookout for that. Remember to email any questions, comments, and prayer requests you have to roguesofeuropa@protonmail.com.
    Yi Xian: The Cultivation Card Game - CocoLa03
    由于平台对接技术原因,《弈仙牌》Steam端转免费暂时出现问题。
    新赛季现已开服,请大家移步至移动端进行下载游玩。我们将在转免费成功后即刻通知大家!

    对于出现的问题,万分抱歉!
    Jan 21, 2024
    Creative Continents - lucienmaier
    Was able to fix the issue with the Continent Control Mens (admin menu)

    Menu got updated to the proper color sceme.
    There is a new TerraForming Tut video on youtunbe now as well:
    https://www.youtube.com/channel/UCG4oZ-CVsbnPzdAKxSAR8WA
    ...