Super Jigsaw Puzzle: Generations - Flat Cat Games
Hello, puzzle fans!

We’re thrilled to bring you Beaches 3, the latest DLC for Super Jigsaw Puzzle: Generations!

Our third installment in the beaches series, this collection features 30 stunning puzzles showcasing breathtaking beachscapes, from golden sands and rolling waves to serene seas and tropical landscapes!

There's nothing like the beauty of the beach to transport you to a place of calm and relaxation!

And to celebrate the launch, we’re giving away a free puzzle from this collection to all players. Dive into Beaches 3 and bring a touch of paradise to your puzzling experience today!



Keep relaxing and do puzzles!

https://store.steampowered.com/app/3154000/Super_Jigsaw_Puzzle_Generations__Beaches_3/

Lost Eidolons - ODS_ThorThor
Hello! I’m Jin Sang Kim, the Creative Director responsible for the development of Lost Eidolons: Veil of the Witch.

First and foremost, I’d like to extend my gratitude to all of you who purchased and played the Early Access version of the game!

It’s been just over a week since we launched Early Access. As a fan and developer of turn-based strategy RPGs myself, I’ve put great effort into adding another engaging game franchise for fans of the genre. While perfection is difficult to achieve, our goal with this Early Access is to share the core gameplay and gather feedback so we can launch the full release as a more polished game.

Over the past 10 days, we've received incredible feedback with many unique ideas that we hadn’t considered. We’re carefully reviewing all of these, discussing them within our team, and outlining future development plans.

Today, I’d like to share some updates on what our team is currently prioritizing and planning. I wish I could provide more information on content development plans, but we’re focusing on addressing your feedback first. We expect to share our content roadmap in early December once our plans are finalized. But as many of you have asked about content plans, I’ll briefly touch on what’s in store.

For game improvements, we’ve divided our update plans into short-term, mid-term, and long-term categories leading up to the full release.

Please note: The following items are those we’ve already decided to work on based on internal review. If your suggestion isn't listed, it doesn't mean we haven't reviewed your feedback or aren't considering it.

Short-term Updates – Early December 2024

UI/UX/Control Improvements
  • 4x Speed Option: We plan to add a 4x speed option to enable faster animation without entirely skipping enemy turns.
  • Character Stats Information: We’re improving the information on how character stat enhancements impact gameplay by providing more detailed descriptions on each stat during level-ups.
  • Unified and Customizable Hotkeys: Hotkeys, which currently vary by character because certain characters don’t have magic, will be standardized. We’ll also support custom hotkey assignments.
  • Quick Info for Combat Skills/Spells: We’re adding a quick info option to view layman version of combat skills and magic, on top of the existing Tactician’s detailed view currently accessible with by tapping "C."
  • Display Enemy Movement Range (F key): Instead of pressing "F" repeatedly to check enemy movement ranges, we’ll add an option to keep this range always visible.
  • Streamlined Battle Result Screen: We’ll simplify post-battle screens, eliminating separate screens for each reward type.
  • Steam Deck Improvements: We’re addressing Steam Deck display issues like cropped skill descriptions at 1280 x 800 resolution, as well as continuing with optimization for the Steam Deck.
  • Battle Dialogue Skip Option: The option to automatically skip previously viewed dialogues during battle already exists in-game. However, the translation for the option is incorrect and will be corrected for non-Korean languages.

  • End Credit: Currently, credits roll after completing Act 3. We’ll limit this to the first Act 3 completion.
  • Camera Zoom In/Out Feature: We’re adding a camera zoom function.
  • Available Combat Skills/Magic Display: Currently, it requires multiple clicks to check any given character’s skills/spells. Instead of navigating menus, we’ll show available combat skills and spells directly when selecting a character.
  • Promotion Rune Requirements: Rune requirements for promotions are currently not seen prior to the promotion. We’ll show the requirements in the UI so you can see unmet conditions upon clicking the promotion button.


Gameplay Adjustments
  • Tree of Life Skill Adjustment: We’re considering increasing the AoE damage, which is currently underpowered.
  • Balance Adjustment for Act 2 Boss: Based on feedback that the Act 2 boss is harder than Act 3’s, we’ll lower the shield and review other balance factors if needed.
  • Balance Adjustment for Temporary Allies: We’ll balance allies met in Acts 2 and 3, whose level is currently set too low for the battles in later acts.


Permanent Growth Adjustments
  • Altar of Fire Progression Rate: We’ll increase the number of Embers given out during an expedition to enhance the progression speed, addressing feedback that progress is too slow.


Mid-term Updates – January to February 2025

UI/UX/Control Improvements
  • WASD Camera Controls: We’ll support keyboard shortcuts for camera movement/panning, as some users find the current control scheme with camera movement and unit selection uncomfortable.
  • Enhanced Resonance Stone UI: We’ll improve the Resonance Stone UI so you can preview upgrade outcomes before selecting equipment for enchantment.
  • Improved Undo Feature: To make it easier to restart from the beginning of a battle, we’ll add a button for this purpose.
  • Character Stats Animation Skip Function: We’ll add a skip option for the post-battle stat screen animation.


Gameplay Adjustments

  • Improved Blessings Path: We’re reviewing ways to extend the duration of temporary blessings obtained through expedition, potentially making them last for an entire act or expedition. We will share more information about this in the future, after we assess its impact to the overall game.


Permanent Growth Adjustments
  • Greater Blessings from Altar of Fire: We’ll review and rebalance Greater Blessings, add more options, and avoid duplicates to encourage strategic variety.
  • Relic Unlock Display: We’ll add a UI feature to show relic unlock progression.
  • Partnership Level Balance: We’ll continue reviewing feedback on the progression rate and rewards for partnerships and adjust as needed. The feature is not yet complete, and we are hoping to make it more interesting with player feedback.


Long-term Updates – Before Full Release

UI/UX/Control Improvements
  • Steam Deck Optimization: We’ll continue optimizing the Steam Deck experience before launch.
  • Expedition Progress Information: We’ll add a map indicator for the last three stages before boss fights to help players prepare for boss encounters.


Gameplay Adjustments
  • More Simple Combat Types: To address long battle sequences, we’ll add shorter battle types to Act 1.
  • More Spellcaster Enemies: We’ve received feedback that the Magic Defense stat is less effective due to there being not too many enemies that use spells for primary attack. We are considering combat design level changes, like adding combat scenarios where there are multiple spellcasters in the enemy mix.
  • Addition of Mythic Skills: We’re considering adding new skills for accessories and potentially developing more Mythic skills before launch.


Permanent Growth Adjustments
  • Altar of Fire Enhancements: We’re planning to expand Altar of Fire options when “Trials Mode” is introduced, allowing more growth choices with varying levels of difficulty from Trials mode.


So there you have it—the above are what we’re prioritizing in terms of feedback-based improvements. However, please note that some feedback will require additional time or re-evaluation after content updates, which leads me to share the major content plans as below.

Major Content before Full Release

  • Trials Mode: Inspired by the Ascension system in Slay the Spire, players will be able to customize the difficulty. However, the execution will be done in the style of Hades in which you set the conditions of the challenge rather than be bound to the tiered difficulty levels. We hope to release this by February or March 2025.
  • Additional Battles: This is the most development-heavy task in terms of time. So we plan to first develop simpler battles and implement their variations that can be in the earlier part of an expedition, after first working on the Trials mode. We will then add two boss battle types for each Act, alongside the early simple battles. We will continue to discuss adding different types of battles for the game’s official release (different gimmicks, topography, etc.), but the two tasks above will be our highest priority and focus. And of course, we can work on more battles post official release if resources allow.
  • Items & Accessories Systems: We’re working on an item system (consumables that do not take the entire turn) and accessory system (new equipment type) to add strategic variety in combat. These systems will likely come with the release of Trials mode.
  • Final Boss Encounter: We’ll add a final boss fight that will require specific conditions to access, with the official release. As this needs to present the most epic-feeling battle experience, we will be taking utmost care in development.
  • Story and Voice Acting: We’re aware that the story currently ends a bit abruptly but rest assured that we’re investing in the story progression and will continue to update the story as we near official release. We will update everyone on the story and voice acting timelines soon.

We’ll share the full roadmap with the schedule as soon as possible!
We are committed to developing a quality game that resonates with turn-based RPG fans. We’re reviewing every piece of feedback, even if it doesn’t lead to immediate decisions. So please keep the feedback coming, and we’ll stay connected and keep the conversation and actions going!

Thank you for being part of the Lost Eidolons: Veil of the Witch journey. I apologize for the early bugs and am incredibly grateful for your continued support.

Sincerely,
Jin Sang Kim

Reborn - Season 1: New Life - Woundead
Fixed a bug where character lines were missing.
Also fixed some achievements that were not working correctly
Nov 15, 2024
Entropy Survivors - movingpieces
We’ve just unleashed a major update for the existing Entropy Survivors demo featuring:

  • Major balance changes, bug fixes, and performance improvements.
  • Support for DLSS and Ray Tracing on supported graphics hardware. We’ve been really surprised at how well DLSS handles our game and hope you turn it on if your card supports it!
  • Better support for older hardware and integrated graphics cards
  • Camera and gameplay readability improvements, including new accessibility options for highlighting enemies.
  • Support for 12 languages.

As always, please let us know what you think. See you in the full game in just a few weeks!
Community Announcements - 柠檬酱


🎁 禮包碼:Countdown1
💎 內含:鑽石*188、金幣*50000、月卡激活券*1
🕰️ 領取時間:11.16-12.01
Nov 15, 2024
Idylls of the Lunar Maria - Chuz
It's been a month and a bit since the last Tiny Update, here's what I've been making this whole time!

Examine this list to get the gist:

Levels:
  • Mysterious Moon Hills
Combat Characters:
  • PainTer
  • Pointy
  • Electrorat
  • Stopportunist
  • Flatmate
  • Dogosaur
  • Reader Rat
Exploration Encounters:
  • Penguini
  • Penguini Show
  • Penguini Show 2
Exploration Scenery:
  • Factory Tunnel
  • Dark Woods
  • Castle Approach
Meals:
  • Combo Crunch
Charms:
  • Snowdrop
  • Money Magnet
  • Combo Cup
Tiles:
  • Stop
  • Paintbrush
  • Flatmate
  • Thief Knife
  • Paper
  • Book
Achievements:
  • Bluesy Enjoyer
  • Big Damage
  • Huge Damage
  • The Red Castle (Gold)
  • The Recipe for Peace (Gold)
  • Unda Da Siege (Gold)
  • Red Rodent Rescue (Gold)
  • Ice Crisis (Gold)
  • The Never-Descending Terra Tower (Gold)
  • Across The Universe (Gold)
  • The Heist (Gold)
  • Treasure Cloud (Gold)
Changes:
  • Master volume default changed to 50% (games are too often unpredictably loud when you first boot them up so thought this would save the odd person a jumpscare)
  • Combos now have a UI indicator
  • Dancing Victory Rats
  • Unda Da Siege ending makes a bit more sense
  • Ice Crisis ending makes a bit more sense
  • The Recipe for Peace now has an additional story moment
  • Tile Upgrades available in the shop should make more sense for your character. (e.g no more mushrooms unless you're the forager)
  • New hover info blob, which is animated and has bigger text. You can also scroll properly now.
  • Font rendering should be better (crispier) on scaled resolutions, so that's good for windowed mode and Steam Deck
  • Bunch of new achievements, mainly for not dying on hardcore. The game now keeps track of your deaths as a stat (or you could call them more accurately "defeats")
  • Added an option for fixed conversation button placement, as some people don't like the way they move around randomly

This update comes with a variety of new content and adjustments. The stories should feel a little bit more fleshed out and you can now finally play an unfinished version of The Heist (and get the achievement for it).

I made a few unique enemies that needed their own special logic and introduced some new mechanics that could be used for later enemies. PainTer will literally paint an enemy in its canvas, dealing more damage to that target (or multiple targets of the same character). Pointy will force what direction you can swap tiles. Dogosaur can be found in hatched or egg form, the latter of which transforms into the former.

There is also a new fun character to meet: Penguini, the penguin comedian. Inspired by a snack, this guy can be paid to perform comedy shows if you're into his sense of humour.

Combos are getting more utilised by the Combo Cup charm and the Combo Crunch meal. There is lots of potential with a combo based build so I plan to create more items and enemies that are all about combos.

Also, there are now dancing victory rats which is very important. I plan to animate more dancing characters.

I hope you enjoy this update, it's getting much closer to a 1.0 release! If you have any suggestions or feedback please join my Discord (Steam doesn't allow links anymore, you can find it as a tiny link on the store page) and I will most likely implement your ideas!
Lost Eidolons: Veil of the Witch - ODS_ThorThor
Hello! I’m Jin Sang Kim, the Creative Director responsible for the development of Lost Eidolons: Veil of the Witch.

First and foremost, I’d like to extend my gratitude to all of you who purchased and played the Early Access version of the game!

It’s been just over a week since we launched Early Access. As a fan and developer of turn-based strategy RPGs myself, I’ve put great effort into adding another engaging game franchise for fans of the genre. While perfection is difficult to achieve, our goal with this Early Access is to share the core gameplay and gather feedback so we can launch the full release as a more polished game.

Over the past 10 days, we've received incredible feedback with many unique ideas that we hadn’t considered. We’re carefully reviewing all of these, discussing them within our team, and outlining future development plans.

Today, I’d like to share some updates on what our team is currently prioritizing and planning. I wish I could provide more information on content development plans, but we’re focusing on addressing your feedback first. We expect to share our content roadmap in early December once our plans are finalized. But as many of you have asked about content plans, I’ll briefly touch on what’s in store.

For game improvements, we’ve divided our update plans into short-term, mid-term, and long-term categories leading up to the full release.

Please note: The following items are those we’ve already decided to work on based on internal review. If your suggestion isn't listed, it doesn't mean we haven't reviewed your feedback or aren't considering it.

Short-term Updates – Early December 2024

UI/UX/Control Improvements
  • 4x Speed Option: We plan to add a 4x speed option to enable faster animation without entirely skipping enemy turns.
  • Character Stats Information: We’re improving the information on how character stat enhancements impact gameplay by providing more detailed descriptions on each stat during level-ups.
  • Unified and Customizable Hotkeys: Hotkeys, which currently vary by character because certain characters don’t have magic, will be standardized. We’ll also support custom hotkey assignments.
  • Quick Info for Combat Skills/Spells: We’re adding a quick info option to view layman version of combat skills and magic, on top of the existing Tactician’s detailed view currently accessible with by tapping "C."
  • Display Enemy Movement Range (F key): Instead of pressing "F" repeatedly to check enemy movement ranges, we’ll add an option to keep this range always visible.
  • Streamlined Battle Result Screen: We’ll simplify post-battle screens, eliminating separate screens for each reward type.
  • Steam Deck Improvements: We’re addressing Steam Deck display issues like cropped skill descriptions at 1280 x 800 resolution, as well as continuing with optimization for the Steam Deck.
  • Battle Dialogue Skip Option: The option to automatically skip previously viewed dialogues during battle already exists in-game. However, the translation for the option is incorrect and will be corrected for non-Korean languages.

  • End Credit: Currently, credits roll after completing Act 3. We’ll limit this to the first Act 3 completion.
  • Camera Zoom In/Out Feature: We’re adding a camera zoom function.
  • Available Combat Skills/Magic Display: Currently, it requires multiple clicks to check any given character’s skills/spells. Instead of navigating menus, we’ll show available combat skills and spells directly when selecting a character.
  • Promotion Rune Requirements: Rune requirements for promotions are currently not seen prior to the promotion. We’ll show the requirements in the UI so you can see unmet conditions upon clicking the promotion button.


Gameplay Adjustments
  • Tree of Life Skill Adjustment: We’re considering increasing the AoE damage, which is currently underpowered.
  • Balance Adjustment for Act 2 Boss: Based on feedback that the Act 2 boss is harder than Act 3’s, we’ll lower the shield and review other balance factors if needed.
  • Balance Adjustment for Temporary Allies: We’ll balance allies met in Acts 2 and 3, whose level is currently set too low for the battles in later acts.


Permanent Growth Adjustments
  • Altar of Fire Progression Rate: We’ll increase the number of Embers given out during an expedition to enhance the progression speed, addressing feedback that progress is too slow.


Mid-term Updates – January to February 2025

UI/UX/Control Improvements
  • WASD Camera Controls: We’ll support keyboard shortcuts for camera movement/panning, as some users find the current control scheme with camera movement and unit selection uncomfortable.
  • Enhanced Resonance Stone UI: We’ll improve the Resonance Stone UI so you can preview upgrade outcomes before selecting equipment for enchantment.
  • Improved Undo Feature: To make it easier to restart from the beginning of a battle, we’ll add a button for this purpose.
  • Character Stats Animation Skip Function: We’ll add a skip option for the post-battle stat screen animation.


Gameplay Adjustments

  • Improved Blessings Path: We’re reviewing ways to extend the duration of temporary blessings obtained through expedition, potentially making them last for an entire act or expedition. We will share more information about this in the future, after we assess its impact to the overall game.


Permanent Growth Adjustments
  • Greater Blessings from Altar of Fire: We’ll review and rebalance Greater Blessings, add more options, and avoid duplicates to encourage strategic variety.
  • Relic Unlock Display: We’ll add a UI feature to show relic unlock progression.
  • Partnership Level Balance: We’ll continue reviewing feedback on the progression rate and rewards for partnerships and adjust as needed. The feature is not yet complete, and we are hoping to make it more interesting with player feedback.


Long-term Updates – Before Full Release

UI/UX/Control Improvements
  • Steam Deck Optimization: We’ll continue optimizing the Steam Deck experience before launch.
  • Expedition Progress Information: We’ll add a map indicator for the last three stages before boss fights to help players prepare for boss encounters.


Gameplay Adjustments
  • More Simple Combat Types: To address long battle sequences, we’ll add shorter battle types to Act 1.
  • More Spellcaster Enemies: We’ve received feedback that the Magic Defense stat is less effective due to there being not too many enemies that use spells for primary attack. We are considering combat design level changes, like adding combat scenarios where there are multiple spellcasters in the enemy mix.
  • Addition of Mythic Skills: We’re considering adding new skills for accessories and potentially developing more Mythic skills before launch.


Permanent Growth Adjustments
  • Altar of Fire Enhancements: We’re planning to expand Altar of Fire options when “Trials Mode” is introduced, allowing more growth choices with varying levels of difficulty from Trials mode.


So there you have it—the above are what we’re prioritizing in terms of feedback-based improvements. However, please note that some feedback will require additional time or re-evaluation after content updates, which leads me to share the major content plans as below.

Major Content before Full Release

  • Trials Mode: Inspired by the Ascension system in Slay the Spire, players will be able to customize the difficulty. However, the execution will be done in the style of Hades in which you set the conditions of the challenge rather than be bound to the tiered difficulty levels. We hope to release this by February or March 2025.
  • Additional Battles: This is the most development-heavy task in terms of time. So we plan to first develop simpler battles and implement their variations that can be in the earlier part of an expedition, after first working on the Trials mode. We will then add two boss battle types for each Act, alongside the early simple battles. We will continue to discuss adding different types of battles for the game’s official release (different gimmicks, topography, etc.), but the two tasks above will be our highest priority and focus. And of course, we can work on more battles post official release if resources allow.
  • Items & Accessories Systems: We’re working on an item system (consumables that do not take the entire turn) and accessory system (new equipment type) to add strategic variety in combat. These systems will likely come with the release of Trials mode.
  • Final Boss Encounter: We’ll add a final boss fight that will require specific conditions to access, with the official release. As this needs to present the most epic-feeling battle experience, we will be taking utmost care in development.
  • Story and Voice Acting: We’re aware that the story currently ends a bit abruptly but rest assured that we’re investing in the story progression and will continue to update the story as we near official release. We will update everyone on the story and voice acting timelines soon.

We’ll share the full roadmap with the schedule as soon as possible!
We are committed to developing a quality game that resonates with turn-based RPG fans. We’re reviewing every piece of feedback, even if it doesn’t lead to immediate decisions. So please keep the feedback coming, and we’ll stay connected and keep the conversation and actions going!

Thank you for being part of the Lost Eidolons: Veil of the Witch journey. I apologize for the early bugs and am incredibly grateful for your continued support.

Sincerely,
Jin Sang Kim

https://store.steampowered.com/app/2530490/Lost_Eidolons_Veil_of_the_Witch/
Terror of the Seven Seas - Terror of the Seven Seas
1. Fixed a bug that was causing enemy captains to turn their sailing ships into land ships
Nov 15, 2024
Tricky Madness - Nathan Dearth
Updated Unity in hopes it will fix some obscure sound and controller issues.
Reduced the DJ's repeat lines frequency.
Fixed a bug where changing difficulty would apply until you relaunched the game.
Made difficulty settings affect the cpu racers more.
Nov 15, 2024
An Other Golf Game - waxycaps
Post-Launch Recap: Two Weeks of Fun, Community, and Updates!

It’s hard to believe it’s already been two weeks since An Other Golf Game launched, or as some of you like to call it, Death Golf! A huge thank you to everyone who has been playing, sharing, and making this journey so incredible. Here’s a quick recap of what’s been happening:


A Growing Community
The community forming around An Other Golf Game has been nothing short of amazing. Whether it’s your creative gameplay strategies, hilarious in-game moments, or heartwarming support in Discord or the discussions, I couldn’t have asked for a better group of players. You’re truly bringing this world to life, and I’m so excited to see it grow even more.


Community Tournament
The first-ever An Other Golf Game Community Tournament is happening now! Thanks again Casual Elephant for setting this up and bringing the community together for some friendly competition. If you haven’t submitted your score yet, it’s not too late. The first tournament closes at the end of this weekend and there will be ongoing community tournaments happening at a regular cadence going forward. Stay tuned for updates and results—may the best golfer win!

Check it out here for more details on how to compete: https://elephante.net/anothergolfgame



New Beta Branch
The beta branch is live! This branch lets you try out experimental updates and give feedback on upcoming features before they go into the main game. Your input has already been incredibly valuable, and I’m working hard to fine-tune the game and of course bring meaningful updates. I am setting up a better way to share what's in these beta branches directly to Steam in an easy way, but for more details you can find information in the Discord.


Updates
Frequent updates are planned throughout the early stages of Early Access, with batch just around the corner—landing in just a few days! You can find details about the upcoming update in Discord, and full patch notes will be shared here on Steam once it goes live.


Twitch


I’ve been blown away by all the incredible Twitch streams and hilarious clips people have been sharing! At one point we had 4,400+ people watching the game be played. It has really been a highlight of these past two weeks.

Have a great clip of your own? Share it on Discord! I’d love to see it.
https://discord.com/invite/xP9vy5pWp9


Thank you all again for making this launch such a memorable one. Your support means everything, and I’m so excited to see where we go next, I’m grateful to have you here.
...