Oct 12, 2024
Beef Cat Ultra - Clyde Frog
Coming in hot with another patch! Cleaning up Deathmatch this time as well as some quality of life. And a new Steam feature! Steam Stats! Steam Stats will be used to track player progress and info right in the Steam client and will be used for Steam Achievements so they can have the cool progress bars that fill up.

v1.0.8
  • Steam Stats Integration
  • 1 New Steam Stat - Total Enemy Kills
  • 4 New Steam Achievements related to Total Enemy Kills
  • More boost pads added to the world map from each Boost Shop
  • Boost pad depth adjustments
  • Boomstick and Badstick animation demake to make them more vibe appropriate
  • Adjusted camera position in all 6 extra Deathmatch arenas
  • Item spawn visual glitch fix in Deathmatch stages, Final Boss, and Beach stages
  • Added visual and sfx to item spawns in Deathmatch stages, Final Boss, and Beach stages
Comet Angel - cross couloir ☄
Hello Comet Angel fans!

I wanted to discuss the general roadmap for both the demo and the full game, including improvements, new features, and what the full game will look like. Let's take a look through Faerie's eyes and see the future!

The Demo
There are a few improvements I'd like to make to the demo. Currently all the major issues with the demo (as far as I know!) have been worked out, so I'm slowing things down with bugfix patches to prepare a version 1.1. I'm looking to include the following changes:
* More easter egg/incidental dialogue
* A small addition to the puzzle section
* Slight changes to the puzzle logic
* Streamlining puzzle dialogue when interacting with the same point multiple times
* Additions to the soundtrack
* Improvements to the consistency of the voiceover editing

The demo will not be expanded to cover a larger portion of the full game.

The Full Game
I don't want to discuss too many specifics of the full game as I don't want to spoil the experience! But here are some things you can look forward to:
* Total story length of 30,000 to 40,000 words
* Three puzzle sections
* A new character, Izzy's mother Helen
* More original songs, some including vocals with some familiar voices
* Open-ended non-puzzle exploration sections that let you learn more about Nat and Izzy's world
* Lots of CGs to tug at your heart strings
* Plenty of wholesome moments!

Development on the rest of the game is already underway. I'm so excited about how things are turning out, I can't wait to share more with you all!

The Release Date
I'm sure you have noticed that the game only has a rough release window of Q4 2025. It's difficult for me to offer a concrete release date right now. I'm a solo developer and Comet Angel is a passion project. I have a full time day job that, unfortunately, is not just drawing Izzy and Nat holding hands. The development time for the demo was about 11 months, and I set the release date for the full game to give me approximately another year. I would like to release the full game by the end of October 2025, but at the moment I can't offer any guarantees.

Thank You!
Lastly, I just want to say thank you again to every person who has downloaded, watched, or otherwise interacted with Comet Angel so far. I'm deeply grateful for each and every one of you, and the kind words you all have offered about this project have been absolutely moving. I'm inspired and energized to keep working on Comet Angel and I can't wait to share the final product with you!
Oct 12, 2024
Bulken - spa
Alpha 1.42


Audio
  • Added Master volume control to options menu.
  • Updated background soundscapes & added custom reverb settings for rooms.
  • Added lowpass sfx filter when player is wounded and/or affected by airlock.

Skill system
  • Expanded the skill "paths": Unlocks on the "main paths" branches out to new paths or discrete skills with synergistic abilities and stats.
  • Some skill paths have been extended from 3 tiers to 5 tiers.
  • Heavy weapon paths are now branches on other relevant main paths. ("Railgun" becomes available after "Nuclear 1" etc.).
  • Schematics skills now becomes available as branches on relevant paths ("Metabolism" becomes available after "Viral 1" etc.).
  • Schematic skills are now color coded based on type.
  • Removed "random" schematic skills.
  • Owned skills now show the stat & the combined sum of stats for all levels of that type + skill icon.
  • Skills are rebalanced and tweaked in general.
  • Removed some upgrades, converted some of them to skills.

Status Effects
  • Updated status effect system allowing for better rules, communication and synergies.
  • Fire damage now causes "Immolation" (dealing 10 fire damage 3 times over 6 seconds)
    - The player must take 3 instances of fire damage within 10 seconds to immolate
  • Viral damage now causes "Disease" (dealing 5 viral damage 10 times over 20 seconds)
    - The player must take 3 instances of viral damage within 10 seconds to get diseased
  • Radioactive damage now causes "Weakness" (reduces all five resistance types by 25% for 10 seconds).
  • Status effects do not stack but additional instances during ongoing effects will reset its lifetime.
  • Added status effect icons in the HUD above the hitpoint bar.

Added icons for item tooltips.

Added tooltips to explain damage types on the Character panel.

More robust handling of stacking movement modifiers.

Increased room light intensity in corner rooms

Fixed flame weapons no longer being blocked by broken debris from crates etc.

Secondary targets hit by penetrated shots (rail or uranium bullets) only take half damage (unless player has the "Breach" skill)

Updated floating text for better display + now indicates damage type, level-ups and status effects.

Performance optimizations.
Oct 12, 2024
Crash Dive 2 - Panic Ensues
• Pickup/dropoff side missions: Number of enemy searchers is now randomized (could even be zero)
• Your spotters no longer gather info on targets that are not in line of sight
• Enlarged HUD notifications button in Touch UI mode
Metaphor: ReFantazio - ATLUS West
Please refer to the instructions below if you are encountering issues transferring your save data from the Metaphor: ReFantazio – Prologue Demo.

Steam (PC):
If you selected “No” when the data carry over prompt appeared upon the full product’s initial boot or when selecting NEW GAME for the first time, the save data carry over will not appear when booting the game again. Please follow the instructions below to delete your system save data and try booting the full product again.
  1. Navigate to C:\Users\<username>\AppData\Roaming\SEGA\METAPHOR\Steam\<steam_account_id> and delete system.sav
  2. In order to avoid Cloud save data from syncing, select the full product from the Steam client library, then click on the gear icon (Manage) > Properties...
  3. Under the General tab, disable “Keep game’s saves in the Steam Cloud for Metaphor: ReFantazio” under the STEAM CLOUD section.
  4. Boot the full product.
*There are no issues with turning on the Steam Cloud Save setting after carrying over the demo save data.

Steam Deck:
  1. Press the STEAM button on your Steam Deck, select Settings > Cloud > Disable “Enable Steam Cloud” setting.
  2. Return to Home, press the STEAM button on your Steam Deck, select Power, and then select Switch to Desktop.
  3. Open the File Manager (Dolphin by default). You will be in the compatdata folder. If not, go to Menu (≡) and enable “Show Hidden Files”, then navigate to Home > .local > share > Steam > steamapps > compatdata


  4. Navigate to 2679460 > pfx > drive_c > users > steamuser > AppData > Roaming > SEGA > METAPHOR > Steam.


    If you have already launched Metaphor: ReFantazio on Steam Deck, follow Step 5. Otherwise, skip to Step 6.
  5. Open the folder named as your Steam ID. Select system.sav and then press L2 or Right Click > Move to Trash to delete the file.
  6. Hover cursor over File Manager and press L2 or Right click and select Open New Window.
  7. Navigate to 3130330 > pfx > drive_c > users > steamuser > AppData > Roaming > SEGA > METAPHOR > Steam.
  8. Select the folder named as your Steam ID so that it is highlighted.
  9. Press L2 or Right Click > Copy.


  10. Return to the previous Folder Manager window with the 2679460 folder.
  11. Press L2 or Right Click in the open space > Paste copied folder and merge it with existing folders and files.
  12. Close out the File Manager windows and select Return to Gaming Mode.
  13. Boot the full product.
*Depending on the environment, there are situations where the demo save data will not carry over as intended on the Steam Deck. We are actively investigating this issue.

We will continue to make adjustments. Thank you for your continued support on Metaphor: ReFantazio!
Void Climber - batraz
This minor patch fixes a bug related to saving and loading the game settings
Oct 12, 2024
isekizima: Ruins and Tails Journey - TamagawaSoft
Update ver. 0.4504

- Fixed a bug that prevented dodge inputs from being used when there was an object on Kijino's head.
When Kijino hits his head on the ceiling, the upward movement of his jump ends there, which is currently by design.
However, we are planning to revise the entire jump action in the future.

- An emotion is now displayed when Nyanko Sensei is able to rebuild the Goddess Statue.
Medieval Monarch - StPapi
Please note that all text is from Google Translate



Hello, dear, respected, and lovely lords!
For the glory of the house! Charge!!!!!!!!!
Today we'll talk about some private matters of the house.
Clan Laws
As usual, we still choose our lucky friend, William of Normandy.

As can be seen, William now has three sons who are not yet adults.

For demonstration purposes, we ignore their ages here and directly use code to add several grandchildren to William.
No wife, but directly giving birth, comparable to the magical water in the 女儿国 in Journey to the West.
With sons, grandchildren, and great-grandchildren, William has a full house of descendants!
The tooltip prompts the relevant introduction of clan laws. Let's click and open it.


In this interface, we can see all the living house members on the right side.
They will be sorted in descending order of house prestige.
The house leader will be determined by the title + number of fiefs + house prestige of each living character.
The acquisition of house prestige will be divided into normal quarterly increases, as well as the acquisition of fiefs in normal times, wars, and interactions within the house.
On the left side are clan law related. Changing clan laws each time will cost the house leader 100 house prestige.
Of course, only the house leader can change clan laws.
They are respectively:
Contribution ratio: When each house member acquires house prestige, what proportion needs to be contributed to the house bloodline to unlock house bloodline modifications, and the remaining part will become house prestige.
Allow execution of house members: Even if clan laws do not allow the execution of house members, you can still act willfully. However, this will reduce the relationships of all house members and increase your notoriety. AI will not act willfully and do things that violate clan laws.
Marriage within the same house: Oh! You heard it right! If the clan law allows it, as long as it's a female, you can marry!
Generations between new branch house: After how many generations can a new house be established? AI can propose it on its own, and the house leader decides whether to agree. The house leader can also order it to establish a new branch house.

Unlock bloodline permissions: Everyone can reduce the consumption of bloodlines. The leader can decide to increase consumption. Ask the leader to slightly increase consumption and some relationship modifications.
house Bloodline Modifications
For convenience of demonstration, here we use code to generate 10K bloodline points.
Currently, there are a total of nine bloodline inheritances, namely:





  • High-quality bloodline
  • Military bloodline
  • Legal bloodline
  • Tyrant bloodline
  • Conspiratorial bloodline
  • Cultural bloodline
  • Kinship bloodline
  • Legitimate bloodline
  • Glory bloodline
  • Heroic bloodline

All bloodlines must be unlocked sequentially from left to right. Each subsequent bloodline will cost 500 more bloodlines than the previous one.

New Branch house
Due to demonstration issues, here we remove the restriction that clan laws stipulate that a branch house can only be established after five years.
First, let's let Robert William establish a new branch house.
Please note: The new branch house will inherit 1/3 of the bloodline points consumed in the parent house as the basic bloodline points.


After the new house is established, a branch button will appear in the upper right corner of all related house.
It will show the origin of the house, the parent house, and the branch house separated from one's own house.
We can directly jump to the corresponding branch house from the arrows of related house.


As can be seen, the new branch house established by Robert directly has 1200 bloodline points because it is inherited.
I use code to establish another house for the descendant at the end. We can see his parentage and house origin.

The naming rule for branch house will be composed of the origin house + the fief name of the new branch house + the subsequent fief names of new branch house.
After all members of a house die, its heir will first look for a house leader from the parent house for inheritance. If the parent house also dies out completely, then a leader will be found from a branch house for inheritance. If there is none, finally a leader will be inherited from the origin house.
If all lines die out, then according to the inheritance rules, it will be inherited by a superior lord or vassal.
Community Announcements - 热情的气味
This update consumed four Laoxiangji set meals from the surviving developers.
  1. Added an in-game tutorial for new players.
  2. Fixed skill bugs for the Fund Manager and Scholar roles.
  3. Fixed bugs related to camp capacity display, overweight penalties, and money display.
  4. Adjusted the strength of the roles: Security, Boxer, Collector, and Streamer.
  5. Modified AI card-playing strategies, camp overweight penalty values, and casino role generation rules.
  6. Updated the 15-second countdown animation in multiplayer mode and the attack zombie animation.
  7. Added a select-all function in the camp page and other interactive details.
  8. Introduced a personal best record display on the difficulty selection page.
ChipWits - ChipWits
Witness a catastrophic event unfold at Droog Station in our new cinematic opening cutscene.

A lone ChipWit stands amidst the chaos, its fate uncertain.

Wishlist and download our Free Demo now and unravel the mystery!

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