Lost Castle 2 - Kafeier
Fixes
1. Fixed the issue where players could pick up multiple items from Chaos Treasure under certain conditions.
2. Fixed the issue where items from Chaos Treasure would abnormally appear in the scene.
3. Fixed the issue where characters hit by the Scissor Throw skill of Boss "Mad Gardener" would be unable to move if the Boss was defeated during this hit state.

Attempted Fixes
1. Attempted to fix the issue where the effects of soulstones occasionally fail to activate.
Steps of Debauchery - Fooxied
Hi everyone, it's time for small news about the new update!



As you can see above, we’re halfway through writing the scripts for the new update. These should be ready by early February. The full outline of the update is already set - we know exactly what we want to achieve and the direction we’re heading in.

Regarding renders and animations, we’ve nearly finished two large, new scenes, along with eight animations that we’re sure you’re going to love. Progress is going really well, no delays so far, and there’s even a chance we’ll hire additional artists to help push the project forward.

Programming and testing are on the same level. We’ve fixed all reported issues, so from now on, it’s all about adding new features.

I have big plans for Steps of Debauchery this year and clear goals I want to reach. Taking some time to recharge my batteries helped a lot, so right now, our only bottleneck is the number of artists. If you know anyone who creates great artwork, let them know we’re still hiring!

That should be it, here are a few images from the new scenes. Wishing you a lovely Sunday and a great week ahead. Talk to you soon!

Ps. Red-haired Riley is used exclusively in bonus scenes created for our supporters and based on their story outlines. These are additional scenes, and our brown-haired Riley hasn’t dyed her hair.











Forever World Cup Simulator - laukaichung
Historical Team Ratings

The team databases have been revamped with a new section called “Historical team ratings.” A significant change is that you can now import team data from any date between the 1870s and 2025, unlike the previous version with limited period options.



While the historical elo ratings are based on eloratings.net, some attributes like attack, defense, and mentality are calculated programmatically based on their match results from the selected period.

Other attributes, such as penalty, host advantage, luck, and reputation, rely on data from 2026. However, it’s possible that the penalty attribute will eventually be adjusted based on historical results as more data becomes available.

One important note: non-affiliated and defunct teams will only appear when you import them from the downloadable section, although there are plans to improve this and make them appear automatically in the future.

Futsal and Women Nations Teams.

Due to the groundbreaking nature of today’s updates, the databases for women’s national teams and futsal national teams will be temporarily suspended. The Futsal World Cup competition will also go offline. However, there are also plans to provide you with the option to download these databases and import them directly in the future.

Quick Matches

If you select two teams in the filter, only matches between those two teams will be displayed.



Web version:

https://simcups.com
Lords & Blades - [CD] Adonisraket
The final update for the release next week saturday 01-02-2025.

Fixed/added:

- Credits button in Main Menu.
- More updated settings with keybinds, music sound slider and resolution options.
- Home teleport button in main menu to be able to unstuck yourself without reloading and losing progress.
- Graphics optimization to run on lower specs.
Rust of Steel - Jack Kaine
- Fixed an issue where Ammo Packs and Murderous Impulses would not be processed if the target weapon was equipped when obtained.
- The IN mark for home has been changed to IN HOME. This has been fixed to make it more noticeable on signs.
- Added a "Quest acceptance location, destination" item to the quest list.
- Relaxed the armor penetration specifications. Adjusted so that a minimum of 20% passes through. Adjusted the calculation formula so that the attenuation is in 20% increments.
- Also changed the effectiveness rate of Fire damage and Electric damage. Adjusted so that a minimum of 20% passes through.
- Adjusted to lower the encounter rate.
- Fixed typos and omissions.
- Fixed minor bugs.
Moldbreaker: Rise of the Loaf - sillybusinessstudios


What a week!
We never could have imagined the incredible response that Moldbreaker has received! This past week has been an absolute whirlwind, and we’ve been blown away by all the love and creativity from you, our dear players.

We've seen it all..
Over the last week we've been keeping an eye out on our socials to see the reception to our game, stuff like:

  • Stunning fan-art!
  • Amazing YouTube videos!
  • Jaw-dropping speedrun submissions! (It has told us a lot about our mishaps in design..)
  • International articles featuring our game (this was a surreal moment for us!)
To every single one of you who has played, shared, or talked about the game: thank you, truly, from the bottom of our hearts. It really means the world to us and we couldn't be happier!❤️

What's on the horizon?
Over this next week we'll be pushing some smaller bug fixes, more frequent issues like the black screen bug and a new feature:
Speedrun Mode:

- In-Game Timer: Track your runs down to the millisecond!
- Level-Specific Stats: See your times per level, aim for that personal best time!



We couldn't have done it without you!
To give back to you, the people that have supported us. We want to highlight some of the incredible creations from our community. If you’d like to share your creations, share them in our Discord, tag us on social media or post them in the Steam Community Hub. We love to see it!

🌐 Discord: https://discord.gg/x3uMzYkTe9


Fan-Art:





Speedruns:
Our community has been hard at work beating our game in the fastest possible time, if you feel like entering the speedrun competition definitely check out our public Discord!


YouTube Highlights:
Just to shoutout a few, otherwise we'd have a wall of links:




❤️ Thank You ❤️
Thank you all so much for being part of this journey. Whether you’re breaking molds or breaking records, you’re making this adventure unforgettable for us. 💖



- Silly Business
Incremental Epic Hero 2 - Hapiwaku
We were able to further optimize the game! Our measurements show that the CPU usage while running the game has been reduced by up to 30%! This improvement allows for a smoother and more comfortable gaming experience!
Tips for Further Optimizing Game Performance
  • Enable the most lightweight setting by using Settings > [[b]Background Mode
[/b]]. This is highly recommended for extended idle periods.
  • Use [[b]Performance Mode
  • [/b]] by pressing Shift + P, which hides the battle screen.
  • Reduce graphical load during attacks by toggling [[b]Disable Attack Effects
  • [/b]] and [[b]Disable Particles[/b]] under Settings > Options. (We recommend enabling attack effects when trying a challenge boss for the first time. Observe the boss's attack patterns and dodge using the arrow keys or WASD keys!)
    [/list]
    Super Dungeon Improvement
    • The top left multi now applies to Super Dungeon Powerup purchase
    • Added [x1] toggle for SD Powerup purchase (default ON)
    • Expanded the level cap of SD Automations [Auto Buy Powerups] from 5 to 10. *(We are planning to add a way to get more topaz in the future update!)*
    • Added "Available Global Skill Slot" in SD > Hero Details tab
    Equipment Tab Improvement
    • Added Equipment Inventory page 10
    • Added Enchant Inventory page 6-7
    • Added Utility Inventory page 6-7
    • To prevent accidentally depleting Anvils, the [Apply All] function for Anvils is now disabled unless you have purchased the Epic Store item [Smart Use of Anvils].
    Bug Fixes
    • A bug where Utility item effects did not function correctly immediately after entering or exiting a Super Dungeon.
    • SD Automations [Auto Buy Powerups] bought powerups more times than you set in the first safe zone unintentionally.
    • Unacquired Blessings could unintentionally be retained upon starting the game.
    • Other minor bugs/typos
    Language Improvement
    • Improved Korean texts thanks to kkami! Previously, the texts were machine-translated, but the native speaker kkami volunteered to improve them!
    • Added the name *kkami* in Settings > Credit page
    Jan 26
    Anatta - AlexD
    Good day to everybody and everyone!

    A few additional words to the game description. This is a solo dev project — at least for now.

    The game focuses on puzzle-solving and overcoming obstacles — but with an extra level of challenge, designed for players who already have experience with similar games. You won’t find puzzles like sliding tiles or Rubik's Cubes here. No magic, runes, or spells either — just pure adventure and sci-fi vibes! And yes, Steam achievements will definitely be available.

    I’ve got a draft of the story and the basic mechanics in place and will share my devlog/progress updates here on Steam. I’m also planning to organize the first playtest within the next six months.

    I’d be thrilled to get your support, advice, suggestions, or feedback. So, please wishlist and wish me to break a leg!))

    Also, you can follow me on YouTube: https://www.youtube.com/@PlayS_more
    Jan 26
    Requiem For a Lost World - Nishi
    Hello, everyone!

    It's been a while since the last update, but I’ve been taking things slow as I haven’t been feeling up to the challenge, even with the limited scope. Considering I don’t really have a set update schedule, I think you’re probably used to these random update times by now. (。・∀・)ノ゙

    New Collection Menu

    Let’s start off with a new collection menu:



    As you can see, it has received a similar treatment to the achievement menu from the previous update. You can filter each section and combine elements or weapon types however you like. But that’s not all!

    Clicking on an item now opens a new window with detailed information:



    This brings us to the new feature: item banning!

    Item Bans

    With the growing number of weapons and items available in the game, things might start to feel cluttered. To address this (and as per user request), there is now an option to ban items from appearing in the game.

    To ban an item, simply open its details and click the Ban Item button.

    Enemy List

    The collection menu now also displays enemies you’ve defeated at least once:



    You can view their details, including their resistances and the number of times you’ve killed them. Please note that I’ve just started tracking these numbers, so they will initially show zero kills for all enemies. Sorry! (;′⌒`)

    Relics

    I asked on Discord, and you all seemed fond of the idea of updating the graphics for runes to make them less simplistic. While simple icons are nice, they don’t scale well for other uses.

    So now, the runes have been renamed to Relics, complete with a new look:



    They function the same as before—this is purely a naming and graphical update.

    Relics Synthesizer

    As requested by one of you, players can now merge relics of the same type and rarity to create more powerful relics:



    You’ll need 4 duplicate relics to create one of a higher rarity. The roll value of the new relic will be an average of the roll values of the input relics. A small fee, based on the relic’s rarity, will be required for this process.

    You can access the synthesizer via the small menu at the top-right of the relic page.

    Daily Rewards

    Players will now receive 3 to 5 relics each time they launch the game for the first time that day:



    You can inspect the obtained relics directly from this screen by clicking on them:



    Game Finish Rewards

    After completing a run, players will now be rewarded 3 to 5 relics (an increase from the flat 3 relics previously). These rewards will appear in the same pop-up as the daily rewards.

    On the topic of end-game rewards: runs lasting 30+ minutes in Endless Mode will now count as a victory instead of a loss.

    Component Changes

    A small but important update: players will no longer be offered components they don’t meet the requirements for.

    New Element

    Finally, let’s dive into the highlight of this update: a new element! For the first time since the elemental system’s implementation, I'm introducing Dark.

    Dark-aligned weapons specialize in high-damage attacks at the cost of health. Each attack drains 3 points of health until 50% of your health is consumed, boosting the weapon’s crit rate by 50%.

    Dark element interactions:
    • Lightning reaction (Disintegration) - instantly execute any enemy below 50% health
    • Light reaction (Nullification) - Cancels damage from the attack but increases the enemy’s elemental reaction effects by 200% (stackable).

    New Weapons

    There are a total of 11 new weapons and 1 new item. I’ll leave most of the discoveries to you, but here’s a sneak peek of what’s coming:

    Fireworks weapon (Unstable, AoE)
    Divine Punishment weapon (Light, Follow-Up)
    Frost Flames weapon (Ice, AoE)
    Thundering Slash weapon (Lightning, Follow-Up)
    Asteroid Belt weapon (Earth, AoE)
    Dark Projectile weapon (Dark, Pierce)
    Cursed Slash weapon (Dark, Simple)
    Devouring Mist weapon (Dark, DoT)
    Amaterasu weapon (Dark, AoE)
    Dark Affinity item (Dark Damage Increase)

    New Locations

    I don’t usually do this, but here’s a small preview of the new locations:







    Bug fixes and improvements

    • Fixed Cosmic Affinity upgrades being replaced by Ice Affinity upgrades
    • Fixed Wind Affinity missing upgrades
    • Fixed Time Blade weapon's behavior
    • Fixed a game freeze when skipping a level-up after picking up a big magnet.
    • Fixed vulnerability application on multiple weapons.




    That’s it for this update!

    I know some promised features haven’t been implemented just yet—most notably the new character, which I’m still working out the details for. (´。_。`)

    I’ve also been experimenting with a new map generation system, and it’s showing a lot of promise, though I can’t make any guarantees about when it might be ready.

    As the project continues to grow, the workload for new features has become more demanding, and I’ll admit it’s been a challenge to stay focused at times. I ask for your patience if some future updates take longer to release or include fewer features. Inspiration tends to come in waves for me, and I’m doing my best to avoid burnout so I can keep delivering quality content for the game.

    In the meantime, I may also take some time to work on The Abyss, as its release deadline is getting uncomfortably close. (There’s still about four months to go, but the scope of that project is massive!)

    Thank you all for your continued support and understanding. It means the world to me!

    As always I'll be waiting for your feedback and if you want to stay up to date with newest developments then visit our discord!
    Mystic Warfare Playtest - SECRET PAPER
    - update forest camp
    ...