My Thai Boyfriend - Alright Peaches Studio

New Languages now supported. Bugs fixed. Linux(SteamOS) and Mac supported. A fantastic sound bar were added.
Languages now fully supported are:
Thai, English, Simplified Chinese, Traditional Chinese, French,
German, Korean, Japanese, Finnish, Dutch, Polish.
However, we are still working on adding more languages.
Outland Kingdoms - GBL
- Fixed some possible saving issues
- Relationship types now properly labeled
- Indicator for Dynasty Tab when lacking a dynasty heir
- No more Assign button for Alarm Bell
Unnamed Space Idle - Sylv
  • Greatly expanded Fleet practice mode, you can now adjust stats, turn hazards on/off, turn bases on/off and practice a node even if not back to it yet
  • Added info popup for new Ship Design purchases available, you can turn this off
  • Added new tier of Laser Boost and Shield Boost automation modules
  • Compute boost now gets marked inactive if not allocating any salvage
  • Splicing requiring sector 117 to gain mastery has been made more obvious
  • Fixed several Splicing display issues
  • Fixed acclimation time to level in tooltip
  • Fixed Reactive Armor not resetting in certain sectors
  • Fixed Reactive Armor color
  • Fixed issues with Fleet galaxy history display
  • Fixed T14 synth recipe bonuses
  • Fixed bases sometimes displaying 0.9999x for after reset
  • Fixed some issues with the new upgrade per level display
Scary World - Keith
Version 1.15 PATCH NOTES
- New feature: DOUBLE DAMAGE GEMS. Some large monsters drop them. Deal DOUBLE DAMAGE for 15 seconds!
- Improvement to optimization for late game
- Fire Wisp radius growth per level down a bit
- Lich Bullet color changed to no longer look similar to green XP
- Land Mines now deal 20 damage to players
Feb 8
Drunk Builder Simulator - Viper
Fix new chief tutorial
Fix camera clipping
ReSetna - info
We are constantly listening to your feedback and here are the latest improvements we made!

Since launch, we have been carefully collecting your feedback, analyzing your experiences and reflecting on how we can make ReSetna better. Every comment, suggestion and critique has helped us see the game through your eyes, and we were working hard to turn that feedback into meaningful improvements.

We have received a lot of comments that the core of ReSetna lies in its fast-paced combat, immersive exploration and fluid gameplay. That’s why this new update focuses heavily on enhancing those areas.

Combat that feels more responsive and dynamic
We heard your feedback about combat flow, responsiveness and the need for more tactical control. To address this, here are improvements we did.

- Improved stunlock mechanics: Both ground and aerial combat have been refined, making fights smoother and more consistent. We reduced cooldowns between attacks, allowing for faster, more fluid combos
- Ground Pound now cancels Melee Combos: You told us it felt restrictive when Ground Pound couldn’t interrupt melee chains. Now, you have more flexibility to shift between attack styles mid-battle
- Enhanced fluidity in player attacks: We have refined animations and attack responsiveness to keep the action fast, smooth and engaging
- Adjusted Parry timings: We heard you say parrying felt inconsistent, especially against enemies of different sizes. We fine-tuned parry windows to create fairer, more reliable defensive mechanics
- Improved Pushback while in the air: You said airborne battles lacked punch, with enemies not reacting as expected. Now, aerial pushback feels more impactful, giving your moves additional weigh

We are still working on combat polishing, both from visual and UX side. This is our key area for improvement and you can expect more fixes to come.

Navigating the World
Exploration is at the heart of ReSetna, but we understand you need more navigation tools.
This is why we added a minimap.

- Minimap Implementation: We’ve added a minimap to help you track your progress
- Added visual indicator for Ground Pound cooldown: A new visual indicator now lets you know exactly when Ground Pound is ready, improving combat flow
- Dynamic camera movement while aiming: We added camera movements to make aiming feel more intuitive and responsive, enhancing ranged combat

Quality of life changes for a smoother experience
We focused on reducing small issues to keep you fully immersed.

- No More Ambushes During Saves or Dialogue: We know how frustrating it was to get attacked while saving your game or in the middle of a conversation. Enemies will now leave you in peace during these moments, allowing you to focus without added stress
- Fixing smaller bugs: We did additional terrain fixes, UI fixes and improvements and fixed interaction bugs

You can find the list of all improvements in our latest Changelog HERE

Your feedback shapes ReSetna
Your feedback directly influences how we improve ReSetna, and we are incredibly grateful for the time you have taken to share your comments.

We are not done yet. We want to hear more. What’s working? What’s not? What would make ReSetna even better?
Send us your feedback anytime at developer@tgdevs.com.

We are building ReSetna for you, and we are here to listen.
Thank you for being part of this journey with us and thank you for playing ReSetna!

ReSetna Team
Ferulorum - narcitheus
Another week down and I would rate this one 8/10 not a perfect week but one with good consistent progress. Last week I had some trouble with saving and while my solution is not pretty its one that works and I can use with lots of confidence along with this the shop is basically done (wow). it actually wasn't to hard to implement I just kind of grafted it onto the item and stockpile code which is a nice change of pace due to these systems being newer and reworked, If these had been done at the beginning of the project like hero's I would have had to redo a lot of stuff (I have improved).

Including a picture of Patric star to represent my mental state again.

In the week ahead the plan is to tackle hero leveling and balance and hopefully put together a demo, I don't want to jinx it but I think it is all green fields ahead. I don't have plans to add any further functionality that I haven't done before so all that's left is making the game as fun, interactable, understandable, and satisfying as possible. While this is probably the hardest part of making a game Ferulorum is so small that it shouldn't be so bad, so I need hero levels, the final boss, final dungeon, balance, end game, loading screens, and just polish.

Hope you all had a good week and have a good week this week that's all Ifor this one

ChangeLog

Version 0.1.05

-the stockpile seems to have a bug[fixed]

-I had a loop in my setup stockpile function doing nothing ?

-found another (can repeatedly sell item)[fixed]

-found item bug (selling then buying an item causing issue)[fixed]

-added buy and sell success messages (i think everything is working) :3

-sold items disappear

-bought items pop into inventory

-buying and selling items now updates gold stockpile

-I think I just fixed an item rendering bug

-player message if they try to buy their own item

-player now gets a message if the try to sell a shop item

-hovering over item now doubles its size

-clicking on an owned item shows sell value in item manager

-clicking on a shop item will now display its buy value

-

-clicking on the shop now also opens the stockpile and item info panels

-shop items now clickable but don't get picked up like owned items

-shop items now randomly generated

-shop items now render when shop opens

-changed item render code a little noticed an inefficiency

-

-made 3 spots in the shop for item set up

-text added to show item value

-text is on the buttons now

-buy and sell button now show up

-shop panel goes away when right clicked

-shop panel now pops up when shop is clicked

-item manager now closes on right click

-item manager now pops up with stockpile

-fixed spacing on item info

-

-working on panel for shop and item manager

-working on the shop today lots of small stuff

-

-HeroBackstoryDataBuffer

-ItemData

-WeponData

-Hero Armor Data all seem to be saving

-

-hero class now saves and loads

-portrait now saves and loads

-

-hero type now seems to save

-just found out about TriviallyCopyable im giving up and doing things the dirty way

-I think I just figured out why its not working (i didn't know what serialization was)

-fixed hero state bug that slowly broke the game
DeTechtive 2112 - M11Burak
🔧 Latest Fixes and Improvements
✅ Optimized Memory Usage – DeTechtive 2112 now uses 70% less RAM, ensuring a smoother experience.

✅ Reduced VRAM Requirements – Crashes caused by insufficient VRAM have been minimized, improving stability across a wider range of hardware.

✅ Optimized Disk Usage – The game’s file size has been reduced by 35%, requiring less storage space.

✅ Faster Game Startup – The game now launches significantly faster. The issue causing delays on the main menu screen has been fixed.

✅ Enhanced Enemy AI Positioning – Enemy AI now positions itself more effectively during combat, leading to more dynamic encounters.

✅ Localization Fixes – Various translation and localization errors have been corrected.

✅ Fatal Error Fixes – Multiple Fatal Error crashes have been resolved, enhancing overall stability.

✅ Save Data Cleanup – When starting a new game, previous case data is now properly cleared.



📢 Your Feedback Matters!
We are committed to continuously improving DeTechtive 2112 based on your input. Share your thoughts and let us know what you'd like to see next!

🕵️‍♂️ See you in the field, Detectives!
– The DeTechtive 2112 Team 🚀
Melon Clicker - [v0³] Jan2k17
Upgrades max lvl now 50 (every upgrade).
Show money function fixed.
Upgradeprice fixed
Feb 8
Ashes of War - Cat's Tooth Studio
New update with new animated CGs, a new battle, the embryo of my Mercenary system (which is still quite rought at the moment), a new 3D animation, new plot points and various fixes
...