Get ready, detectives! Urban Myth Dissolution Center will have an exclusive Steam Next Fest demo from October 14th to 31st!
Step into the shoes of Azami Fukurai, a rookie investigator with an extraordinary gift—the ability to see the memories of places. As she helps unravel supernatural mysteries at the Dissolution Center, you’ll encounter cursed relics, otherworldly creatures, and dimensional anomalies. Guided by her no-nonsense colleague Jasmine and psychic director Ayumu Meguriya, Azami must confront forces far beyond the ordinary.
But here's the catch: this special demo will only be available from the start of Steam Next Fest until the end of the month. After that, the demo will disappear into the net until it can be uncovered again! So don’t miss this chance to play Urban Myth Dissolution Center before its full release in February 2025! Get ready to dive into the paranormal and Wishlist Urban Myth Dissolution Center!
Added a new HUD element when inspecting electrical and torque components. This feature displays the available power, as well as the production and consumption of the selected component
Power Distribution: Power poles can now connect to an unlimited number of cables. Additionally, upgraded poles feature extended range capabilities
Storage Capacity: Increased the amount of slots in the Storage Unit
Bug Fixes:
Mechanical Miner: Coal mining can now be effectively automated using the mechanical miner
Mining System Fix: Resolved an issue where multiple miners could be placed on the same resource node
Foliage Collision Update: Certain types of foliage no longer obstruct player movement
HUD Removal Fix: Building HUDs will now be correctly removed from the player's screen
Incinerator Fix: Connecting a conveyor belt to an incinerator and saving the game now functions as intended
Upcoming Update: Building System OverhaulI'm currently working on a overhaul of the building system. My goal is to make construction more intuitive, efficient, and, most importantly, fun! Expect streamlined mechanics that will allow for quicker builds, more fluid interactions, and an overall enhanced experience. A big thank you to everyone for your support and bug reports — they help me make the game better! I hope you enjoy the new updates and have a blast building and exploring. Keep the feedback coming, and most of all, have fun!
Dear Heroes, we hope you're all doing well! ːsteamhappyː
Since we announced the 1.0 release date, many of you have been eager to know about the development progress and updates for The Matchless Kungfu. Therefore, we want to share some details about the current internal testing to keep you informed about what we’re working on. Given that the 1.0 version will introduce a lot of changes and new content, it's inevitable that there will be areas we couldn’t fully address during development. As The Matchless Kungfu is an open-world sandbox game, each hero’s journey through the martial world is unique, so we expect players will encounter a variety of unforeseen issues.
On October 15th, we invited some veteran players, along with a few new friends, to begin this round of internal testing. Just like the pre-EA launch, this test will last for over a week. Since we’ll need to continuously fix and develop certain features during the testing period, our development team has already switched to “super overtime mode,” so we’re unable to invite more players to participate. We appreciate your understanding!
At the same time, we will compile all the issues discovered during this test along with the fixes into a report to share with everyone, so that all of you heroes can stay informed about the problems encountered in the internal test version and the progress of our fixes!
Due to the laggy translation progress,Since testing for players in English-speaking regions won’t begin until October 15th, we will upload any subsequent player feedback and fixes in future updates to this announcement.
For the update notice of version 1.0, please refer to the link below Click to go directly!
As we are currently focusing on handling development tasks, internal test feedback, and bug fixes, updates to the official branch may not be as frequent during this period. We kindly ask for your understanding and patience, heroes!
✨ Agent Brain: Tricky Puzzle is participating in Steam Next Fest! ✨
This is a great chance to be among the first to try our unusual puzzle! Expect creative solutions, unexpected traps, and levels that will make you think.
We really need your support! Add the game to your wishlist, download the demo, and share your thoughts. Your feedback helps the game improve.
Join the fun adventures of Agent Brain and help us take the game to the next level!
This Halloween-themed book unlocks 20 additional levels for Coloring Pixels! Halloween is back for round 6 of pixel art, even more spooktacular than before!
Dive into this annual-themed book...if you dare!
Available for the price of $0.99, £0.89, (or your regional equivalent).
First of all, thank you for supporting me, whether by playing the game or joining my small community!
As some of you may know, I wasn't particularly excited about how the game performed in the first few months. Fortunately, some time ago, I partnered with a company that is now working on porting the game to consoles! This has given me a much-needed boost of confidence, helping me stay true to my vision and dedication.
I've even started gathering ideas for a future project similar to this one.
There's one confession I've been pondering, though: should I continue creating these types of games? They aren’t always the most popular. It’s not that the subject matter is lacking, but rather that the gameplay tends to be more linear and narrative-driven (think walking simulators). Is there a future for this type of game? Should I make another one, knowing how hard it is to reach a target audience?
Well, the answer remains the same as it has for years: God knows! 😄
So, despite things looking grim, I’ve decided to make another game! While I’m not ready to reveal specific details just yet, I can tell you that it will have a similar atmosphere to "What Have You Done, Father?" — meaning you’ll still encounter spirituality, bizarre and intriguing women, darkness, and all the thrills you’ve come to expect from my projects
+ most probably you'll play as a priest.
This time, I’m also planning to improve some technical aspects, such as creating a functional options menu and adding controller support. I know WHYDF had some technical issues that I wasn’t able to fix (due to my lack of experience, as it was my first fully programmed game), but now I’m confident I can do better! (Hopefully!) 🤞
That said, this will still be a small project, much like WHYDF, and I’ll be working on it alone. Hopefully, it will turn out to be another cool experience for you all.
On a side note, I’d love to hear your suggestions on how to make the game more appealing to a broader audience. For now, I’m considering not including a dialogue system like I did in WHYDF. What do you think? Don’t hesitate to reach out with your thoughts!
I can't wait to share more about my future projects with you!