Oh Deer - Cozy Cabin Studios
Patch Notes:

-Lowered the volume on in-game music

-Added a reset settings button to game settings UI

-Added Resolution Scaling option in graphics UI

-Allowed Wendigo to jump like an NBA player

-Improved system to check if food is in range to eat

-Fixed Music Issue when joining as spectator if hunter made it back to cabin

-Changed "Get to the cabin" text to "Get to your cabin" text

-Added Active Players counter in public sessions tab
Mar 8, 2024
Lootun - arrowsoftgames
Greetings Everyone. I have been hard at work on the 1.0 update and would like to preview some of the new content and features you can expect to see once the update releases.

Tasks:
Tasks are a new type of quest system being added in 1.0 and will be available throughout the game. Tasks come in a number of different types.

Primary Tasks:
Primary Tasks serve as the main quest-line through the game, guiding you from one Mission to the next and rewarding you with some currency and materials as you complete them. Primary Tasks will also replace the existing Ascendancy Challenges system.



Secondary Tasks:
Secondary Tasks are relatively short, repeatable objectives that can be progressed simply by playing the game. Secondary Tasks will reward materials that can be used to craft new equipment or upgrade your existing equipment.



Hunts:
Hunts unlock at level 101 and require you to clear specific missions in order to claim their rewards. Hunts can be very rewarding, providing you with rare Equipment bases, Divine Items and even Enchant Scrolls.



By default, Task rewards will be automatically claimed upon completion, however if your inventory is full when completing a Hunt you will need to manually claim the rewards.

Endless Mode:
The Endless Spires mission has been reworked into the new Endless Mode consisting of 4 different missions, including both 3 character missions and 6 character missions. As with the original Endless Spires, monsters will increase in level becoming more difficult to fight as you clear each floor.


When you begin a new Endless mission you will have the option to proceed to the next floor upon completion or to repeatedly farm the same floor.

Fated Augments:
Completing the first floor of each new Endless mission will unlock a Fated Augment. Fated Augments are powerful effects that can greatly boost the power of your characters. Each character may only have one Fated Augment active at a time.



As you progress through the new Endless missions your Fated Augments will level up, improving the strength of their base effects and unlocking new powerful passive effects.

New Class:
1.0 will also introduce a new class, the Paladin! The Paladin has a full set of attacks, cooldowns and ascendancies to match the other classes. The Paladin is a versatile fighter with strong damage, tank, and support options to choose from.



Divine Items and more:
The new Endless mode will also introduce many new Divine Items to hunt for and make use of.



1.0 will also feature a large number of bug-fixes, balance changes, and quality of life improvements.

In addition there are a number of smaller features to look forward to, such as:
  • New Factions Passives allowing you to raise your Material Storage capacity and increase the chance to find Divine Items.
  • New Endgame currency sinks for Gold, Rubies, Soul Orbs and Donation Credits.
  • New Divine Augment system allowing you to gain the benefit of some additional Divine Item powers without needing to equip the Item.

Wrap Up:
That’s all for this preview, thank you for reading this far. I am very excited to bring this update to you and am hoping to release the 1.0 Beta next week.

As always feel free to leave any suggestions or comments here, or on the Discord.
Discord: https://discord.gg/KmpBY9g7j6
Mar 8, 2024
Gorilla Tag - derek


The Forest is brimming with new life! The flowers are blooming, the bees are buzzing, and the monkes are celebrating! Help pollinate the Forest and experience the joy of Spring with the Nowruz update!

Nowruz, or "new day" in Persian, is a festival that marks the beginning of spring and celebrates the rebirth of nature. It begins on the vernal equinox, when the sun crosses the equator. This year, Nowruz falls on March 20th. It is celebrated by more than 300 million people all around the world and has been celebrated for over 3,000 years in the Balkans, the Black Sea Basin, the Caucasus, Central Asia, the Middle East and other regions.
Buckshot Roulette - Mistalleks
Hello, everyone!

Looks like it’s our turn to do one of these announcements, so let’s not beat around the bush.

WE’RE DELAYING BUCKSHOT ROULETTE’S STEAM LAUNCH UNTIL APRIL 4TH

This hasn’t been an easy decision for us, but we feel like we had to do it for a few reasons.

Firstly, and most importantly — we just need a little bit more time to polish the new features. We know that Miyamoto’s quote about rushed games being bad forever isn’t really the case in 2024, but hey, we still think games should at least try to be done before shipping.

Secondly, pushing back the Steam release also makes it possible for Mike to come to PAX East with us to showcase Buckshot Roulette and meet you guys — all without having to crunch his ass off.
And that’s exactly what we’re trying to achieve here at CR Channel.

We may have some more surprises waiting for you in the near future, and we hope they’ll be worth the wait!

Until then, stay in touch, High Rollers.
CR Channel & Mike Klubnika

http://store.steampowered.com/app/2835570/BUCKSHOT_ROULETTEa76ad436b7bf7f86a2bf227d2b183c6db9a9bf59.png


Mar 8, 2024
Vibrant Venture - Pattrigue
The Beta 4 update for Vibrant Venture is finally out!

The primary focus of this update is story and lore.
One of the primary criticisms of the game we've received over the years is that the game's story is too simple and doesn't have enough depth. We wanted to focus on the gameplay first and foremost, but now that the game is in a more polished state, we're ready to start fleshing out the world and characters more!

Major Changes
First, there are three new major story cutscenes in the game.
After collecting a Power Crystal, a short resonate cutscene will play, and the Crystal's Powers will offer you a glimpse into the past. These cutscenes offer insights into the origins of the Power Crystals and the characters in the game! This video shows one of these cutscenes in-game:



Another major feature we've added is Azura's Journal, something that has been requested for a long time. The Journal replaces the Help menu from previous versions and contains journal entries describing the world, characters, and creatures. It's written from Azura's perspective and features cute photos and doodles, and it's a fun way to learn more about the world of Vibrant Venture.



To fill in the journal, you'll need to defeat enemies and bosses, discover new worlds, and collect Power Crystals. Filling in the journal counts towards file completion, but it should be fairly easy to fill in during a regular playthrough and is mostly there to provide more lore and world-building.



We've also added a new level: 1-G (stylized 1-🗡️ in-game).
This is an enemy gauntlet level where the goal is to defeat all enemies within a time limit to earn Challenge Coins! While there's just one of these levels in the game right now, we plan to add more in the future, but we wanted to release just one gauntlet level for now and see how people like it before we commit to making more of them.



Two new upgrades have also been added: Lightweight and Ascender.
Ascender increases your jump height, and Lightweight allows you to fall slower! These upgrades are pretty straightforward, but they are actually the first upgrades in the game that affect the player's movement. We've already found a few crazy skips with them, so I'm sure you'll find some interesting uses for them as well!



Trophies have now been added to Time Trials instead of Time Trials simply having one single time to beat. Bronze Trophies are easiest to obtain, Silver requires more effort, and Gold is the most challenging. We made an entire video about it here:



When speaking to the Time Trial clock at the start of a level, you can now see the time required to earn each trophy.



A new Results Screen has also been added, showing your performance and a cute animation when you earn a trophy. We love details, so we made the characters' expressions, the music and the applause sound change depending on the trophy you earn!



You can also see the trophies you've earned in the World Map, which is a nice little touch.



Another new feature in Time Trials is the addition of Ghosts.
Completing a Time Trial or beating your previous best now automatically records and saves your run as a ghost for future replays! And when you replay a previously completed Time Trial, a playback of your best performance will be shown as a ghost for you to compete and compare against. This feature makes replaying Time Trials much more fun, and it's a great way to learn from your previous runs.

https://www.youtube.com/watch?v=6f0U3Y7JiKw

Six new achievements have also been added!
Most of them are related to getting all of the gold trophies in Time Trials, but there's a couple more - see the picture below:



We've also added new creatures and critters in several levels. Previously, we only had birds in 1-1, but now we've added squirrels, fireflies, worms, frogs, and turtles in various levels. These creatures are just for decoration and don't affect the gameplay, but they add a lot of life to the levels and make them feel more alive. Some of them also react to the player's presence and run away when you get close!



In line with the lore and world-building focus, we've also updated the dialogue UI.
Firstly, a speaker field has been added to the dialogue, which displays the current speaker's name and icon! This is a small detail, but it makes the dialogue feel more polished and the characters more distinct, which is a massive improvement from having no clue who's talking.



Also, there are now icons when a character is mentioned, which is another small detail that makes the dialogue feel more polished. For example, when someone mentions Pistachio, her icon will appear next to her name in the dialogue, and the name itself will be colored green to match her color scheme!



Miscellaneous Changes
Okay, so those were the major features we've added in this update.
However, there's also a bunch of smaller features and improvements!!

We added support for Sony PlayStation 5 DualSense and Nintendo Switch Pro controllers. Now, the controller icons will show up correctly when using either of these controllers instead of the generic Xbox icons. Also, the Steam Deck is now properly supported and allows text input through the on-screen keyboard on the console. So now, you can play the game on the go as well!



The control mapper has also received a major overhaul, now allowing you to remap every single button in the game, including the controller mouse used in the Level Builder and Pet Maker. Also, shortcuts in the Pet Maker can be remapped now, including support for modifier keys!



A new Challenge Level unlock cutscene has also been added in the World Map that plays when all Challenge Coins have been collected in the world! This way, you'll know when you've collected all the Challenge Coins in a world and unlocked the Challenge Level. Before, you would either have to check the level select screen or walk to the Challenge Level to see if it's unlocked, which was admittedly a bit annoying.



We've also added a page switch animation to the shop. I don't know what else to say about this, but I like watching the items bounce onto the shelves. It's cute!



The Sir Stomps'a'lot now has a short wind-up animation with a delay when stomping.
This was requested by a few people so you can see when Sir Stomps'a'lot is about to stomp instead of it happening instantly as soon as you enter the trigger. Not only that, but it also makes it possible to skip the stompers if you're fast enough, which is a great addition for speedrunners.



The enemies in the World 1 Map are also animated now!
Before, they were just static sprites, but now they have some life to them. This was already the case for the enemies in World 2 and 3, but now World 1 has finally caught up and it looks much more lively now!



We've also made the game fully independent from Steamworks, allowing for offline play! Before, you would need to be online to access features like the Level Builder or Pet Maker because of the Steam Workshop integration, but now you can access them offline as well.

The game icon has also been changed.
Say goodbye to Generic Leafly Icon and hello to epic Violastro Icon!



1-Boss has also been updated with new backgrounds for both phases and new and overhauled lighting for both phases. Just look at how much better the arena in the first phase looks now!!



The level HUD has also received a visual overhaul!
Before, it was actually stupidly inconsistent and some of the icons had bigger pixels than others, which was a bit of an eyesore. Now, they all have the same pixel ratio and look much more consistent and polished!



In addition, when you collect a Challenge Coin, a new animation will play in the Challenge Coin HUD, which makes it so much more satisfying to collect them. I'm a sucker for over-the-top animations, so I love this change.



The background for Challenge Levels has also been updated, and now looks much more polished and detailed!



But that's not all!
The camera movement is much smoother now, and we also updated a bunch of sprites and graphics all over the game. Check out the new Stealth Lasers in this video, for example!



Alright, so that's all the major features and improvements we've made in this update. Whew! I didn't cover everything that was added and changed, but that was the most important stuff.
Check out the changelog below for all of the details if you want to see everything that was added and changed!

We're already working on the next update, and we have some really cool stuff planned, so stay tuned for that! The focus of the next update is 3-Boss, and we're planning to add some more lore in that update as well, which I'm really excited about.

Please consider telling your friends about the game, and leaving a review if you've played it. It really helps us out a lot, and we appreciate it more than we can express. If you're interested in the game's development, you can subscribe to our YouTube channel for devlogs and updates, and follow us on Twitter and Discord for more frequent updates!

We love hearing your thoughts and feedback, and it really helps us out a lot. Many of the features in this update were added because of your feedback, so keep it coming!

Thank you so much for playing, until next time, take care!

- Pattrigue

Changelog
  • Added a new level: 1-G (stylized 1-🗡️ in-game)
    • Gauntlet level: Defeat all enemies within a time limit to earn Challenge Coins
  • Added three new major story cutscenes
    • Power Crystals now play a short resonate cutscene when collected
    • New story cutscenes play when a Power Crystal is collected
  • Added Azura's Journal
    • Replaces the Help menu from previous versions
    • Contains journal entries describing the world, characters, creatures, and more from Azura's perspective
    • Features cute photos and doodles
    • Defeating enemies and bosses unlocks their journal entries
    • Discovering new worlds unlocks a journal entry for the given world
    • Filling in the journal counts towards file completion
  • Added 2 new upgrades
    • Lightweight: Allows you to fall slower
    • Ascender: Increases your jump height
  • Added Trophies to Time Trials
    • Bronze Trophies are easiest to obtain, Silver requires more effort, and Gold is the most challenging
    • Now features a new results screen for Time Trials, displaying performance, comparing times with previous bests, and showing earned trophies
    • Earned Trophies show up in the World Map
  • Added Ghosts to Time Trials
    • Completing a Time Trial or beating your previous best now automatically records and saves your run as a ghost for future replays
    • Replaying a previously completed Time Trial now features a ghost of your best performance to race against
    • The new ghost system updates Tutorial Ghosts with physics-accurate animations, replacing hardcoded versions for improved accuracy
  • Added 6 new achievements
    • 4 related to getting all gold trophies in Time Trials - 1 for getting all gold trophies in each world, and 1 for getting all gold trophies in the game
    • 1 for completing Azura's Journal
    • And a new secret achievement!
  • Added new creatures and critters in several levels
    • Squirrels appear in 1-2 and 1-S
    • Fireflies illuminate 1-3
    • Worms and frogs inhabit the outdoors of 1-4
    • Turtles roam the beaches of 2-1 and 2-2
  • Added support for more controllers and hardware
    • Added support for Steam Deck through Steam Input API
    • Added support for Sony PlayStation 5 DualSense controllers
    • Added support for Nintendo Switch Pro controllers
  • Added icons to character mentions in Dialogue
  • Added speaker fields for Dialogue, which displays current speaker's name and icon
  • Added a new Challenge Level unlock cutscene in the World Map that plays when all Challenge Coins have been collected in the world
  • Added a page switch animation to the shop
  • Added a short wind-up animation with a delay to Sir Stomps'a'lot
  • Added audio reverb effects in specific game areas, like the cave in 1-1
  • Added animations to the enemies in the World 1 Map
  • Added a new secret room in 2-4
  • Added more dialogue for Hickory in the intro cutscene and Flint in the town
  • Added a navigation cursor for menu use with controller or keyboard
  • General usability and quality of life improvements
    • It is now possible to quickly restart Time Trials from the Pause Menu
    • Controller menu navigation is much more responsive and fluent now
    • The game is now fully independent from Steamworks, allowing for offline access to features such as the Pet Maker and Level Builder
    • Clicking "Return to Map", "Restart Level", or "Exit to Title Screen" in the Pause Menu now shows a prompt, preventing accidental progress loss
    • Disconnecting a controller now pauses the game
    • Improved lighting for clearer hazard visibility in levels, notably in 2-3
    • Improved decoration in the final section of 3-3 and the cave in 3-Bonus
    • 3-Bonus Maestro cheeseballs now have a trail and are brighter
  • Updated 1-Boss
    • New backgrounds for both phases
    • New and overhauled lighting for both phases
  • Updated the level HUD
    • Ability Icons, Character Wheel, Challenge Coin, Minigame and Time Trial HUDs have all been redrawn from scratch
    • New Challenge Coin collect animation for the Challenge Coin HUD
    • Pixel ratio is now consistent with all other UI in the game
  • Updated Control Mapper
    • Pet Maker and controller mouse buttons are now player assignable
    • Features new icons for the category buttons
    • Overhauled design
    • Keyboard and gamepad navigation has been improved
    • Input polling prompt is now animated, automatically resizes, and features updated graphics
  • Updated the skip cutscene prompt
    • Now requires a brief button hold to prevent accidental cutscene skips
  • Updated visuals for several sprites
    • Minigame Buttons, the fallen tree in 1-4, tents, and the large tree in the Town have received visual enhancements
  • Updated the temple interior in the town
  • Updated the 2-Bonus opening area
  • Updated the game icon
  • Updated credits
  • Updated sprites for static and pushable crates for clearer identification
  • Updated the Totals UI layout
  • Updated the Challenge Level background
  • Updated Stealth Laser visuals and hitbox
  • Improved the level camera
    • Horizontal and vertical tracking is now much smoother
    • Lookahead no longer jitters when moving fast
  • Improved the 2-Boss intro cutscene
  • Improved readability of dirt tiles in World 1
  • Improved pt-BR localization support
  • Improved secret tilemap usage in 2-3
  • Fixed bugs
Wizard101 - mbrown


Blazing its way into plushie form is the feisty Fire Cat! 🔥😼

For a limited time, you can grab the new Fire Cat plushie and get a free in-game housing item to go with it! 🎉

https://www.makeship.com/products/fire-cat-plush
Disciples: Liberation - Mr.Coldvalley


Disciples Liberation Daily Deal

is now live - save up to 55% on the Deluxe Edition⚔️

Become part of the history of Nevendaar and uncover the endless stories hidden within this richly detailed world where every decision has a consequence, and every wrong move could be deadly.

Explore a rich overworld and align with a variety of in-world factions: from a human empire tinged by religious extremism to the dark forces of the undead lead by a mad queen.




See you in Nevendaar! You can find all our offers as well as a free demo of the game here

Your Kalypso Media Team


Cabernet - PIntroverts
We’re getting ourselves ready for the Women-Led Games Showcase! Grab a snack, pour a drink and get yourself cozy 🍿

Stay tuned for some familiar faces, as Cabernet’s trailer will be included! You can catch all the fun right here (5PM EST): https://www.twitch.tv/womenledgames

Mar 8, 2024
Diplomacy is Not an Option - Moto_kattie
Good Lords, Fair Ladies!

In the previous post, we promised to reveal the capital city of Samreignia. The time has come, here it is!


When creating Abberlore, it was important for us to make it look like a real city for people to live in. To reach that goal, we designed an architectural style that echoes the style of the Player's settlement, as the protagonist, Milord, also lives in Samreignia. We built roads (which are purely decorative), planted trees, and placed a fountain. The city is divided into quarters, separated by walls easing the defense of the capital, and complicating the life of those who dare to storm it.


The artisan district. As evidenced by the smoke rising from the chimneys of various manufactories and workshops, it is not the most eco-friendly place in the city. But this is where the famous Samreignian fabric dyes are produced and where the smithies are located, supplying the regular army of His Majesty Ferdinand II with the necessary equipment.


The market district. Here the business pulse of Samreignia beats. The most important trade routes run through Abberlore, thanks to its location next to the delta of a navigable river. Merchants from all over the world, from Inverland to the Gorgoth Empire, gather in the city to offer their wares for sale. After all, it is well-known that the people of the capital are very wealthy and tend to overpay for what they consider exotic.


Here live the above-mentioned very wealthy people. Although they don't feel that way themselves, especially after Ferdinand II raised taxes.


As in real medieval cities, Abberlore's urban plan reflects the class divide of a feudal society. In the previous picture, you could see the houses of ordinary people like artisans and merchants. And this is the district built for the noble families of Samreignia.


The Gem of Abberlore. The Square of the Nine Pilgrims, where the Castle of Ferdinand II stood, stands, and will continue to stand (if no one destroys it). From the balcony you can see in the picture, heralds announce royal decrees and other important news for Samreignians.

It is worth saying that the city is a unique object, meaning its districts will always look the same, no matter the procedural generation of the in-game map with Abberlore.

Thank you for your attention, see you soon!
Yours, the Door 407 dev team
My Supermarket - iMusTanG
Greetings, cash register wizards! 🛒🧙‍♀️🧙

Sorry for the long time without new updates but the time has come!
This is the biggest update coming to the supermarket and brings the game one step close to the final vision.
Hope you join our Official Discord Server and help develop the game with your amazing ideas!

Something I will be reworking in the next weeks is the reputation system.
As more and more items are added in, the unlock time between products is too small for the player to handle the new product without having unhappy customers in the store.
For this, the player will now win reputation stars that will be added infinitely and those will allow the player to unlock any product he wants.

Also, here is the roadmap of features coming next:
- Rework on the current reputation system in order to accommodate new product
- Build own supermarket and customize walls, floors and more
- Delivery Services
- Achievements




Game Changes

Coffee Expansion



    Now there is the possibility to run a coffee shop inside your supermarket. This means you need to attend customers, take their orders and serve them the products they desire. The products available are yours to decide.Also, if you decide to run only the coffee and no grocery store, that's also possible!At the moment employees cannot be assign to any coffee shop task but that's something changing in the near future!
  • Player can enable coffee area after the first day in the administration app.
  • Grocery store can now be disabled also in the administration app.


Crafting Products
  • In this expansion, some products (presented below) will require to be crafted/baked.
  • Each product have now some recipe that requires some products in order to craft. This products can be in the storage racks and don't require the player to being holding them in their hands.
  • Some products will required to be cut in a cutting board, before served or even stored in the display shelf.

    Quick note: Like I mention above, the reputation system will be reworked and you will be able to choose what products you want to unlock at any point in the game. This will improve the recipes since you will also be able to pick what products you must unlock to craft some recipe you want.

Coffee Menu Application
  • Added to the tablet a new application called "Coffee Menu". This App is unlocked when you enable the coffee area inside your administration application.
  • Inside the application you will be able to:
    • Add/remove products to/from your coffee menu
    • Change the product price.

Products Price Customization
    Alongside with the possibility to change every product price, customers will also take into consideration for how much you are selling the product and how much it costs daily.
  • Products prices are now applied daily instead of hourly.
  • Players can change all products selling price.
  • While changing the price there is a face reflecting the current selling price compared to the buy price. This will help identifying when you are pushing too much on the price or making a good discount price!
  • Customers will take into consideration the current selling price and how different it is from the current daily price of that product (buy price). This will force the player to run low prices to avoid unhappy customers or keep updating daily the prices to reflect the current market situation.
  • Customers now have a tolerance to high prices. Abusing it may end up with the customer being unhappy and take no product at all.
  • Customers now can take more products than they initially intended. This mean the player can run some discount promotions on some products to quickly empty the stock of some product.
  • Any product price change will show a notification to other players telling who changed the price of what product.

    When players are grabbing some product from the shelf, they will check the price of that product. New emotes were added to reflect what the customer thinks of the price:

  • Green Sign - Customer thinks the product cheap and decided to grab more than they initially wanted.
  • Yellow Sign - Customer thinks the product expensive and they are taking less than they initially wanted.
  • Red Sign - Customer thinks the product is abusive and is not taking any product at that selling price.

    If no sign shows up, means the customer is accepting that product price and is taking the full amount intended of that product.
    Also, this will affect the happiness of the customer and eventually the reputation gain. If the customer finds expensive, he will be unhappy while in the other hand, cheaper promotions will keep customers happier and increase the reputation gain.

Warehouse Stock Manager
  • New service Stock Manager added to Services Application. Activating this service will enable the Warehouse Stock Application.
  • This stock manager will automatically buy the products you want when some criteria is met.
  • The stock manager will check if he needs to buy new products every hour.
  • If there is not enough money, the stock manager will send a message to warn the players.
  • In this new application you will be able to:
    • Check ALL the stock you have of ANY product.
    • Turn On/Off the auto-buy of any product.
    • Set the minimum stock level to order that product.
    • Set the maximum price to order that product.
    • Set the quantity to order.
    Both the minimum stock level and the maximum price must be met for the stock manager to buy the product.

New Game Customization

    This will allow the players to customize uniquely their game experience while providing also some predefined game modes like easy, normal and hard.
  • When starting a new game, in normal mode, the initial money was bumped from $15K → $20K.
  • When starting a new game, options menu is now available under the store name.
  • Different presets can now be picked (Easy, Normal and Hard).
  • Game mode called Sandbox is available where the player have unlimited money, reputation and everything will be unlocked since the beginning. Some other parameters can still be changed with sandbox selected like reputation multiplier, customers frequency or happiness modifier.
  • Beside the presets, the player can customize the following parameters:
    • Initial Money
    • Reputation Multiplier
    • Customer Frequency
    • Unlock All Tablet Applications [On/Off]
    • Unlock All Products [On/Off]
    • Runners Frequency
    • Thieves Frequency
    • Bus Frequency
    • Customer Budget Multiplier
    • Trash Drop Frequency
    • Dirty Floor Frequency
    • Customer Happiness Drop Multiplier

    With this settings, you can customize uniquely the experience of a new game.
    Imagine you want to start with employees right from the beginning? Just unlock all tablet applications and hire employees right away!
    Want to switch to coffee shop since the beginning and ignore grocery? Unlock all tablet applications, go to administration app and switch them!
    Want to spam your game with thousands of customers and maybe crash the game 💀? Sure, you can do this but... heh never mind, just bump the Customer Frequency and check it!

New Products
    Grocery Area
    • Olive Oil
    • Blueberry
    • Cherry
    • Coconut
    • Dragon Fruit
    • Fig
    • Grapes
    • Lemon
    • Mango
    • Orange
    • Peach
    • Pomegranate
    • Strawberry
    Coffee Area
    Some of this products need to be made and some recipes require you to unlock some products first.
    • Coffee
    • Muffin
    • Cupcake
    • Cookie
    • Pizza
    • Chocolate Cake
    • Beverage
    • Rye Bread

Objects
  • Objects placed are now sold by the full value for the first 2 minutes. After that the selling price will start decaying to half the price in the next 5 minutes.

    New Objects:
    • Coffee Machine
    • Drinks Machine
    • Oven
    • Small Food Display
    • Cutting Board
    • Coffee Counter
    • Coffee Corner Counter
    • Coffee Long Counter
    • Long Table
    • Coffee Table
    • Coffee Metal Table
    • Fancy Coffee Table
    • Wood Coffee Table
    • Elegant Chair
    • Plastic Chair
    • Delivery Kiosk

New Snap/Place-On-Top Mechanics
    With this update, not only new products were added but new mechanics to snap and place on top were added also.
  • Some objects can now be snapped to other objects. For example chairs to tables.
  • Some objects can now be placed on top of others. For example, some small plants, coffee machines, cutting board and others can be placed on top of coffee tables or counters.

    Both this mechanics will be further improved in later versions to being able to snap shelves to other shelves or the introducing of new cosmetic objects just for decoration purposes.

Player
  • Added the ability to control the Field of View (FOV) in settings.
  • Punching other player is now triggering a hit animation.
  • When placing/moving an object, the camera will apply slight zoom and offset.
  • New crosshair while placing/moving object to help with the placement.
  • [Multiplayer] Now weapon is syncing while aiming in all clients.

Employees
  • Employees can now hold more than one box in hands (10 products) up to 3 boxes (30 products) like the player. This is increased by the employee motivation stat. The maximum 30 maximum products is achieved when the employee reaches 80 motivation.
    Quick note: the movement will be capped when holding more than one box at the time (like the player is) but this will speed up restocking, meaning you probably gonna need less employees restocking than before.
  • Employees will now trigger the street trash animation when interacting with it.
  • Now when skipping night, both employee recruitment and employee training will fast forward accordingly to the time skipped.
  • Employees resting will not use any chair that is snapped to a coffee table.

Customers
  • Customers cannot have player or employee skins anymore.
  • Customer AI got tweaked so they get stuck less often.

Tutorial
  • Tutorial has suffered a little rework in order to accept the placement of the new different capacity items (like small, normal and large shelves).
  • Skip night don't show up until you get to the tutorial point where it's time to open the store or intentionally skip tutorial.
  • When skipping tutorial, it will now show a prompt to confirm that the player really wants to skip it.

Cloud Saving
  • Now the games are stored in Steam Cloud. This means you can jump between different computers or even reinstall the game that your saves are safely stored in cloud.

Steam Deck & Gamepad
    Officially going to support steam deck from now on.
  • Now when playing in steam deck, the keyboard will automatically open when some input is required from the player (like write store name).
  • Virtual cursor will now be visible since the beginning without needing to press any button.
  • New icons were added to confirmation dialogs (like hire, fire, skip tutorial, etc.).

User Interface
  • Added new HUD showing interaction keys every moment on the right bottom corner. This will adapt based on current context and controller being used.
  • Interaction indicators now switch between keyboard/mouse and gamepad.
  • There are new object indicators when using keyboard/mouse.
  • When editing, now there is a selling price indicator so the player can check the value he will get before selling it.
  • All Scroll views got their movement clamped while the scroll sensibility got increased slightly. This will avoid infinite scrolling and clumsy scroll movement.
  • Shelf/Storage Rack configuration UI now show the keys to interact around.
  • Added indicator in the shelf/storage rack configuration UI when hovering some product.
  • Added gamepad icons and support in edit mode, cash register and skip night.

Multiplayer Invites
  • Now when accepting any game invitation with the game close, after steam launch the game, the game will automatically join your friend that sent the invitation without require to sent it again and accept in the lobby.

Others...
  • Updated the engine version. Should fix some crashes.
  • Updated the game version watermark on bottom left to something simpler.
  • Old music were removed while new ones were added in-game. They are completely copyright free.




🪲 Bugs Smashed

  • Fixed an issue where players were able to aim and shoot while placing objects.
  • Fixed an issue where virtual mouse was crashing the game when opening tablet.
  • Fixed an issue where was impossible to place some objects in the second floor.
  • Fixed an issue where was possible to move/sell objects through the floor/ceiling.
  • Fixed an issue where returning to lobby and load a save would get object interactions stuck.
  • Fixed an issue where customers would stand in front of arcade machines with arms stretch doing nothing.
  • Fixed an issue where employee would be stuck when no janitor cart was available in the store.
  • Fixed an issue where was possible to move any chair while it was being used by an employee.
  • Fixed an issue where while placing objects and holding shift (to duplicate the object), if there was not enough money, the placement UI would stay visible forever.
  • Fixed an issue where loading saved game and have less than the required reputation to unlock staff, construction, banking or services would lead to locked apps until the required reputation was achieved again.
  • Fixed an issue where was impossible to place objects near the corners of the store.
  • Fixed an issue where the game would not run if there was another types of files in the saves folder.
  • Fixed an issue where was possible to move the loading bar (ops...)
  • Fixed an issue where old saves with old player skins would throw an error and crash the game.
  • Fixed an issue where opening the shelf configuration while having no product available for that shelf type would crash the game.
  • Fixed an issue where icons of the products in the cash register belt where offset from the actual product.
  • Fixed an issue where resetting the key bindings in the options menu would destroy all the UI, forcing the player to close and open settings back up in order to rebind some key after the reset.
  • Fixed an issue where the tutorial camera was not being moved properly to the object highlighted by the tutorial message.
  • Fixed an issue where pressing enter (or the assigned button) to minimize the tutorial task was not doing anything.
  • Fixed an issue where some products would being placed on the air when placing them in the small shelf.
  • Fixed wrong icons when opening/closing store using the store switch.
  • Fixed an issue where two customers grabbing products from the same shelf could end up grabbing a "ghost item" that didn't exist anymore (quantity below 0).
  • Fixed an issue where the ordering products message was showing the name of the product always in English instead of the translated name.
  • Fixed an issue where was not possible to place objects when the player was too close from the object being placed.
  • Fixed an issue where saved games where not loading when they were corrupted or had compatibility issues related with old versions. Now the save will be automatically reported in order to fix this problems in the future as more and more features gets added in and old save files break.
  • Fixed an issue where some objects were impossible from being placed on the second floor.
  • Fixed an issue where bad formatted price numbers were showing in the ordering messages.
  • Fixed an issue where was possible to interact with objects while they were being placed.
  • Fixed a bunch of texts with missing accents on different languages.
  • Fixed an issue where was possible to spam K to skip tutorial and eventually crash the game.
  • Fixed an issue where loading saved objects were not blocking properly the customers navigation.

👊 Multiplayer Related
  • Fixed an issue where Arcade Machines, Selling Machines and Product Stands would crash client when playing in co-op.
  • Fixed an issue where the clients would get disconnect when the escalator was trying to move some destroyed object.
  • Fixed an issue where security guard was disconnecting clients when they got punched.
  • Fixed an issue where duplicated sound were played when employee throwed trash in the street trash.
  • Fixed an issue where employees skin was not being synchronized between clients.
  • Fixed an issue where dragging products in the shelves and storage racks settings would crash clients.
  • Fixed an issue where selling objects too fast would throw an error and crash multiplayer clients.

🎮 Gamepad Related
  • Fixed an issue where gamepads were unable to fast forward or skip tutorial messages.
  • Fixed an issue where changing between controller and mouse/keyboard in-game would cause the game to crash.
  • Fixed an issue where was possible to punch while interacting with some object when playing with a gamepad.
  • Fixed an issue where playing with gamepad would double press any UI element.
  • Fixed an issue where was impossible to enable some toggles in the settings when using the gamepad.
  • Fixed an issue where was impossible to use the gamepad when configurating the shelves or storage racks products.
  • Fixed an issue where opening any object interaction radial menu with gamepad would pick the first option right away.
  • Fixed an issue where gamepad cursor was not properly being positioned when using other resolutions different from the standard 1080p (this includes steam deck).

Hope you enjoy the update and I'm thrilled to get feedback and more ideas from you guys!
🔥 Nero Games
...