Subway Exorcist Girl - ALKS
What completely took me by surprise was that the Japanese version of the translation was extremely, extremely poor.
The original translation quality was bad, but since I don’t understand Japanese, I didn’t notice the issues.
As a result, I received some negative reviews in Japanese, and I am very concerned about this.
The poor translation quality was not intentional on my part. It’s just that I set up 10 languages for the game and had to handle all the translation work alone.
So the workload was disastrously huge, far beyond what one person could handle.

I thought that even if machine translation results were a bit odd, they would still be understandable and wouldn’t overly affect the gameplay. So I wasn’t too worried.
But when I input the game’s text line by line into DeepSeek and ChatGPT today for direct translation, I found that the Japanese translation results were a disaster.
I laughed so hard because the translation was so bad. Many parts were completely opposite in meaning, and there were many hilarious mistakes. The characters’ titles were also all mixed up.

I am very grateful to the Japanese players who endured such translations and still managed to finish the game. I truly admire their comprehension skills and feel deeply sorry.

I resubmitted each sentence to DeepSeek and ChatGPT, had them translate directly, corrected the errors, provided the revised translations, and then filled them into the game engine. Each sentence took a minute. I even subscribed to ChatGPT’s monthly plan for this.

As a result, I used up all of ChatGPT’s quota, and DeepSeek also went down due to too many users, making my translation work even more difficult.

However, I have now completed line-by-line proofreading for the 【Clown Carriage】 and 【Ghost Carriage】, as well as the opening narration and the dialogue between the protagonists. These parts are crucial to the game and must not have translation errors, as they would severely impact the gaming experience.

So in the current version, you should see correct and natural translations in the key parts.
However, there may still be translation errors in some less important parts, and I ask for your understanding and patience.

Of course, I will also re-translate and proofread the key parts for English and Korean in the future. Special thanks to the Korean and English players for their tolerance and support! But now I must go to sleep.
Eternium - GrumpyJohn
Celebrate 10 years of Eternium with 10 epic free gifts!

To thank our amazing community, we're giving away over $50 worth of in-game treasures! Simply play a level of Eternium, create a free account, and agree to receive occasional emails (about 2-3 per month) to unlock all 10 gifts. Your first gift: 500 gems (worth $5)!

Don't miss this incredible anniversary celebration! Download Eternium today to claim your rewards!
Those Who Remain - WIREDGary


January 15th marked the passing of David Lynch, a director that has been referred to as a visionary that helped define an entire genre of surrealist art that came to bear his namesake as a descriptor – with ‘Lynchian’ tendencies being highlighted across films and television after the rising popularity of his obscure personal art projects, and TV/Film projects such as Twin Peaks, Eraserhead and Lost Highway.

The creative world came out in droves to share anecdotes of their time with him, to create homages and discuss their favourite creations – however this was not just limited to those within the TV and Film medium – musicians, artists, and game developers added to the discussions highlighting the influence and inspiration Lynch had on them both personally and creative in their works.

We spoke to two of the development teams in the Wired family who have their own appreciation for Lynch and his works, and asked them to share how he inspired their games, and helped form their creative direction through his creations.

Ricardo Cesteiro – Co Founder of Camel 101 – (Those Who Remain)

“We’ve been David Lynch fans way before we were game devs. His unique approach to storytelling, where he was able to twist any ordinary setting into something so disturbing and unsettling has always fascinated us. It’s fair to say that he’s one of the major inspirations for our own stories.

That special “weirdness” that’s way stronger than any jump scare or ghost story. This influence is most evident in Those Who Remain, the psychological thriller that we released a few years ago. If you’ve played it, you’ve probably noticed some subtle nods to Twin Peaks, which is in our opinion his masterwork. Not only did we try to capture that unsettling vibe of something clearly wrong in a simple and quiet American town, but we also placed a few easter eggs along the way: the Venus statue, the Red Room tiles, the “Damn good coffee!” among several others. These were our small ways of paying homage to someone we deeply admire. Though Lynch is no longer with us, his work will live forever. Not only through his own stories but also in the many others he inspired.”


Those Who Remain

Yonghe Wang – Creative Director at Pollard Studios – (KARMA: The Dark World):

“When I first heard about director David Lynch, I was in high school. During that time, I was exploring a lot of films and TV shows, and naturally, I came across the Twin Peaks series. David Lynch is a genius—not only a director but also an exceptional artist. While I was fascinated by his works, I bought his book Room to Dream, watched many of his interviews, and explored several documentaries about him. His ideas and perspectives are always extraordinary.

I’ve found that as I’ve grown older, I’ve become increasingly immersed in his storytelling. This might be related to the types of films I’ve been exposed to over the years. Early on, I watched movies by Ridley Scott or John Carpenter, and later I became fond of works by Stephen King and the Coen Brothers. But it wasn’t until I was nearly 30 that I fully stepped into David Lynch’s world—a realm filled with intense strangeness and deeply crafted characters. That’s why, even today, his films and series have countless fans worldwide who create wikis, forums, and websites dedicated to his works.

Even 30 or 40 years later, the worlds he created continue to operate in some way, which makes me admire him even more for the remarkable artistic vision he had when making these films.

In our studio’s “movie nights,” we often choose to watch his works. Our games have also been inspired by David Lynch’s creations. Compared to other directors’ styles, David Lynch’s work has always gently struck a chord deep within me. That’s why his films always feel sophisticated, carrying a unique surreal quality. The colors, the camera work, the character nuances—everything about his art feels intentional and profound. While we could never surpass a master like Lynch, we hope to learn from him—to understand how he created the so-called “Lynchian” aesthetic and to adapt that sensibility into other forms of art. This is something we aspire to try.

Quoting one of my favorite characters, the Log Lady: “This is ‘now,’ and now will never be again…. We come from the elemental, and return to it. There is change, but nothing is lost. There is much we cannot see – air, for instance, most of the time – but knowing our next breath will follow our last without fail is an act of faith. Is it not? Dark times will always come, as night follows day. A dark age will test us all, each and every one. Trust and do not tremble in the face of the unknown. It shall not remain unknown to you for long. Robert knows this now, as will we all in the sweet by-and-by.”


KARMA: The Dark World

Ke Yang – Art Director at Pollard Studios – (KARMA: The Dark World):

“We are deeply saddened by the passing of director David Lynch. His art has had a profound influence on our game development, inspiring us to pay tribute to and learn from his work.

While creating realistic settings, we’ve incorporated metaphors and surreal elements to craft a dreamlike atmosphere that conveys feelings of uncertainty, unease, and fear. To enhance these unique emotional scenarios, we’ve opted for a more vivid and intense use of light and color, aiming to provide players with an experience that blends realism and surrealism in a deeply impactful way.”


KARMA: The Dark World

https://store.steampowered.com/app/1376200/KARMA_The_Dark_World/
Tidy Backpack - f1ashag
Hello hello! Long time no see, guys :)

I was really busy... making our new game! >> Birdfull <<

https://store.steampowered.com/app/3194890/Birdfull/

The cool thing is that you can try it RIGHT NOW! 🤯🤯🤯


p.s. pleeeeaaaaase let us know what you think of the game (you can review the demo) 🙏
Shadow Survival - Castiger
Added:
Ingame Wiki with Enemies and Mission Types categories
More categories are being worked on.
Early Access Disclaimer notice at start.
Option to skip tutorial for new players.

Fixed:
Mission type selection not working correctly.
Underground Base generating incorrectly.
Demon Eggs on the Exterminate mission type not being burnt by lingering damage like fire.
Black sided grass in Jungle.
Missing Textures on Standard Weapons.
Sabotage mission objectives not progressing.

The Sims™ 4 - Electronic Arts


The Sims turns 25 during Lunar New Year! Save on Sims packs in the Year of the Snake. Shop the sale for up to 50% off select packs, including some of the most popular. Expand your game with more to build, style, and do!

SHOP THE SALE

https://store.steampowered.com/app/1222670/The_Sims_4/
Ravensthorn - caffeineboostergames
A small patch that intends to fix some bugs.
KARMA: The Dark World - WIREDGary


January 15th marked the passing of David Lynch, a director that has been referred to as a visionary that helped define an entire genre of surrealist art that came to bear his namesake as a descriptor – with ‘Lynchian’ tendencies being highlighted across films and television after the rising popularity of his obscure personal art projects, and TV/Film projects such as Twin Peaks, Eraserhead and Lost Highway.

The creative world came out in droves to share anecdotes of their time with him, to create homages and discuss their favourite creations – however this was not just limited to those within the TV and Film medium – musicians, artists, and game developers added to the discussions highlighting the influence and inspiration Lynch had on them both personally and creative in their works.

We spoke to two of the development teams in the Wired family who have their own appreciation for Lynch and his works, and asked them to share how he inspired their games, and helped form their creative direction through his creations.

Ricardo Cesteiro – Co Founder of Camel 101 – (Those Who Remain)

“We’ve been David Lynch fans way before we were game devs. His unique approach to storytelling, where he was able to twist any ordinary setting into something so disturbing and unsettling has always fascinated us. It’s fair to say that he’s one of the major inspirations for our own stories.

That special “weirdness” that’s way stronger than any jump scare or ghost story. This influence is most evident in Those Who Remain, the psychological thriller that we released a few years ago. If you’ve played it, you’ve probably noticed some subtle nods to Twin Peaks, which is in our opinion his masterwork. Not only did we try to capture that unsettling vibe of something clearly wrong in a simple and quiet American town, but we also placed a few easter eggs along the way: the Venus statue, the Red Room tiles, the “Damn good coffee!” among several others. These were our small ways of paying homage to someone we deeply admire. Though Lynch is no longer with us, his work will live forever. Not only through his own stories but also in the many others he inspired.”


Those Who Remain

https://store.steampowered.com/app/715380/Those_Who_Remain/

Yonghe Wang – Creative Director at Pollard Studios – (KARMA: The Dark World):

“When I first heard about director David Lynch, I was in high school. During that time, I was exploring a lot of films and TV shows, and naturally, I came across the Twin Peaks series. David Lynch is a genius—not only a director but also an exceptional artist. While I was fascinated by his works, I bought his book Room to Dream, watched many of his interviews, and explored several documentaries about him. His ideas and perspectives are always extraordinary.

I’ve found that as I’ve grown older, I’ve become increasingly immersed in his storytelling. This might be related to the types of films I’ve been exposed to over the years. Early on, I watched movies by Ridley Scott or John Carpenter, and later I became fond of works by Stephen King and the Coen Brothers. But it wasn’t until I was nearly 30 that I fully stepped into David Lynch’s world—a realm filled with intense strangeness and deeply crafted characters. That’s why, even today, his films and series have countless fans worldwide who create wikis, forums, and websites dedicated to his works.

Even 30 or 40 years later, the worlds he created continue to operate in some way, which makes me admire him even more for the remarkable artistic vision he had when making these films.

In our studio’s “movie nights,” we often choose to watch his works. Our games have also been inspired by David Lynch’s creations. Compared to other directors’ styles, David Lynch’s work has always gently struck a chord deep within me. That’s why his films always feel sophisticated, carrying a unique surreal quality. The colors, the camera work, the character nuances—everything about his art feels intentional and profound. While we could never surpass a master like Lynch, we hope to learn from him—to understand how he created the so-called “Lynchian” aesthetic and to adapt that sensibility into other forms of art. This is something we aspire to try.

Quoting one of my favorite characters, the Log Lady: “This is ‘now,’ and now will never be again…. We come from the elemental, and return to it. There is change, but nothing is lost. There is much we cannot see – air, for instance, most of the time – but knowing our next breath will follow our last without fail is an act of faith. Is it not? Dark times will always come, as night follows day. A dark age will test us all, each and every one. Trust and do not tremble in the face of the unknown. It shall not remain unknown to you for long. Robert knows this now, as will we all in the sweet by-and-by.”


KARMA: The Dark World

Ke Yang – Art Director at Pollard Studios – (KARMA: The Dark World):

“We are deeply saddened by the passing of director David Lynch. His art has had a profound influence on our game development, inspiring us to pay tribute to and learn from his work.

While creating realistic settings, we’ve incorporated metaphors and surreal elements to craft a dreamlike atmosphere that conveys feelings of uncertainty, unease, and fear. To enhance these unique emotional scenarios, we’ve opted for a more vivid and intense use of light and color, aiming to provide players with an experience that blends realism and surrealism in a deeply impactful way.”


KARMA: The Dark World
Dustland - Patriksan

On January 28 at 11:00 UTC (12:00 CET / 14:00 MSK), the servers will be unavailable for one hour due to maintenance. We’ll be rolling out an update with bug fixes, and the full list of changes will be published as soon as the maintenance is complete!


Best regards,
Dustland Team.


Dustland Discord
SLACKJAW - nostromointeractive
"The time has come!" The Walrus said, to talk of playtesting.

I'd like to try to get a handful of people I don't know in person to play through the game before release, so if that sounds interesting to you keep an eye in the discord and I'll put the links there when ready:

Discord

Thank you so much for all of your support and patience! I will finish!!

-Taylor
...