Mr. Goofer’s Mini Game Arcade Party! - Svinta
v1.05 (16 February)

- DUE TO POPULAR DEMAND... instead of unlocking each minigame one by one, now you unlock TWO AT A TIME!
So now, the game is less linear and you have the freedom to choose which of the two newly unlocked games that you want to play first.

And if that other minigame is too hard or you don't want to reach its goal, you can just skip it and come back to it later.
(But in order to actually unlock the finale and beat the whole entire game, you still need to reach all of the 24 minigame goals, of course.)

[Personally I prefer doing all of the games back-to-back, since otherwise the game goes by rather quickly and you could kinda skip through the whole thing, but I suppose the customer/player is always right... so there you go!]

- ALSO DUE TO POPULAR DEMAND: In the update previously, I lowered the goal point-requirement thresholds a bit so that each minigame is less long/fatiguing to complete, but some people have been saying that they're still too high... so now I just lowered them even more— AGAIN.

Some examples: Reaching the goal for "Whack-A-Gopher" should take you no more than 1 minute now. "Odd Hue Out"? Now that one takes half as long to complete, with a 50 pt. goal instead of 100. So now they're not as "stretched out". I suppose people really like their minigames to be rather "mini"...

- Added TWO BRAND NEW LEVELS to "A Gridlock Maze"! These new (optional) levels are larger, and need to be completed in order to get the master medal. I also adjusted the speed of dash mode, it's a bit slower to allow for more precise turns within the maze.

- Goofball Pinball: some people thought this game was WAY too hard, so I adjusted the gravity/physics of the pinball, now it moves around a lot more and goes a bit crazy. The physics system that the pinball uses is a bit hard to perfect, since there's a lot of tweaking and fine-tuning variables involved, but I tried the best I could to fix it up.

- Smarty Sort: one person said that sometimes the game wasn't registering whenever they click on a Smarty in order to drag it (?), especially when the Smartys start to move really quickly - so now, the Smartys move a bit slower whenever you're hovering over them with your mouse. So you should definitely be able to click 'em!

- ‘Icebreaker’: the snowball in the cube crush section now bounces around a lot more/is a bit faster

- 'Disco At Dusk' should be playable no matter what now, no more "oops, file error!". The game should also be working fine on Steam Deck, although I have to test it out to make sure (which is kinda hard for me because I don't have a Steam Deck (yet).

- Downer Diver, When Pigs Can Fly: now these up-n'-down games only have 4 lives instead of 5, since people said that they were way too easy.

- By default, the "ENABLE FILTER" option is now off. This is just in case a player's device cannot handle the maths behind the VHS/CRT shader graphics.

- Expert Exam: added four new questions!

- Trivial Timed Tasks: the toys in the "Gift Grabber" claw machine move around more wacky (wackily?) now! The flies in "Insect Issue" are also slower and give you less of a headache when they're buzzing around.

By the way.. thanks to all of those who have reviewed the game and written posts/articles and stuff about it! I really appreciate the positive reviews. :) Now, I do realize that less-than-positive reviews are inevitable... but whenever I hear any kind of criticism towards the game, I immediately go back and try my best to fix it. So not only does the game get better, the bad review also then becomes obsolete! It's a win-win.

Especially for my first game though at 19yo, I think I did a pretty good job. I mean, look at one of the best filmmakers of all time, Stanley Kubrick: his first movie only has a 5.3/10 review on IMDb... then his later works were literal masterpieces and he became the G.O.A.T. director! Point is... I learned a lot making this game, and it's getting better all the time. And I will try to make any potential future projects of mine a lot better. Anyways, thanks for reading this update and listening to my ramblings!

Linux support and the Soundtrack release will be coming up next!
Feb 16
Community Announcements - gamer4fun
The demo is now LIVE!
The game will be playable on Steam for at least 3 weeks.
The demo will also participate in the upcoming Steam Next Fest, and we have a lot of new exciting stuff coming out, so stay tuned for updates!

But most importantly,

Have fun playing our demo!
Bulb Boy 2: Jar of Despair - Bulbware
After a longer break due to unforeseen circumstances (read more about that here), we are thrilled to announce that we’ve returned to full development!

Like a phoenix rising from the ashes, we have come back stronger and more determined than ever. Our team of two is working tirelessly to bring you the weirdest, cutest horror and most unforgettable adventure of the year.



While the official release date will be announced soon, we are currently focused on testing the alpha version to ensure everything meets everyone’s expectations.

Stay tuned for regular updates on the progress of BBJOD - there’s even more exciting news is on the horizon!

You're awesome (ノ◕ヮ◕)ノ
Project Unknown - Seris
Changes
  • Chameleon spawn chance significantly reduced if there is already one in the game
  • Some localization edits in French, Portuguese and Korean
Fixes
  • Improved voice chat reliability
  • Fixed screen going sideways after dying to Chameleon or Stalker then getting revived
  • Fixed Chameleon never despawning
Feb 16
Crocotile 3D - Ninja Sprout
v.2.5.1 (February 16, 2025)
  • Improved: Heightmap generator works more reliably, and has new options (Axis, Min, and Max). The documentation has been updated with information about these options.
  • Improved: Exporting with Vertex Normals set to Smooth should now calculate the weighted normals more accurately.
  • Changed: Tilebrush position rounding was too strict and caused issues when tilescale was less than 1.
  • Fixed: Dragging the buttons that appear when holding spacebar caused them to be imported as images.
  • Fixed: Dragging the spinning Tyler loading image caused it to be imported as a tileset.
  • Fixed: Mouse-wheeling over a disabled input could increment/decrement it.
  • Fixed: If enabling "Object Mode Hide All" in the settings while editing an object, the tiles of the currently edited object would become hidden and wouldn't reappear.

Remember to report any bugs you may encounter!

Check the Gallery to see creations by Crocotile users: http://www.crocotile3d.com/gallery
Also, there is a Discord server where Crocotile users can chat: https://discord.gg/fmtJdUb
Watch youtube videos demonstration Crocotile 3D: Youtube channel
Consider supporting via Patreon!
Feb 16
Forsaken Facilities - os1530
Added a new setting in the main menu to set the windowed mode. This should help players that were having display issues correct those issues.

Reworked Discord Rich Presence implementation.
Counterpick Labs - urbanmotmot






UI Overhaul
  • Redesigned Loadout menus.
    • Instead of being text-based, Loadout menus now use a comprehensive set of menu icons representing gear pieces and skins.
    • Players can now create Loadout Presets to easily swap between their favorite gear combinations.
    • Flattened menu and sub-menu structure, allowing for loadout edits with fewer menu actions.
    • Cosmetics are now accessible without toggling to a separate menu.
    • In the Loadout Gallery players can now equip unowned skins and palettes in order to preview them in action and in combination with other unowned cosmetics.
  • Redesigned Stage Selection menus.
    • Stage selection is now icon-based and flattened. Players no longer need to enter a sub-menu in order to change the stage.
    • Added icons for stage cosmetics, simplifying skin and palette selection.
    • Added the ability to customize one's random stage pool for local and lobby matches. Increased the prominence of the random stage selection option.
  • Redesigned Play menu.
  • Redesigned top-level Controls menu.
  • The Upgrade Gallery (which shows all available upgrades and their effects) can now be viewed directly from the game mode selection menu.
  • Re-arranged various other menus. Several intermediate menus have been removed, flattening the game's overall menu structure. This should simplify menu navigation.
  • Added a slight zoom effect indicating menu depth. This should help with the feeling of getting lost in sub-menus.
Bugs
  • Fixed visual glitch where Copter blades would sometimes disappear for a period of time.
  • Fixed visual glitch where UFO's shading would sometimes disappear while using down special.
Containment Corp, Inc. - Lich
Hey everyone, with the introduction of the difficulty modifiers we introduced a few bugs, but most of them are fixed now.

  • Voidspawn and Siren Spawn should no longer one shot the players anymore, regardless of difficulty.
  • Soul Jars should no longer clip through the floor in the Backrooms level on Blyatanov.
  • Platforming levels should no longer kill clients when jumping on the moving platforms.

We have also found a few areas that were causing potential video memory leaks, and have optimized even more of the networking.


  • All portals look much more basic. This is temporary as we figure out what was causing the video memory leak.

  • Networking has been further optimized across all aspects of the game.

PLEASE notice, the game has been changed to run in DX11 by default. This may cause temporary shader compiling the first time you play after the update. You can always change back to DX12 by accessing it in your steam launch options. We are trying to find the cause of the VRAM crash some players are experiencing, and it seems it has something to do with the above mentioned memory leak and DX12. Older cards should opt to use DX11, and only newer video cards should use DX12 at the moment. Thank you!
/R - A Neurodivergent Thriller - negativedevelopmentgames
Howdy, folks. Sorry for two updates in the same day, but I am a bit OCD about the quality of the game. More updates pushed for bug fixes:

- Exposure level in the Maze is NOW WORKING PROPERLY. (It was dropping below Zero due to a bug)
- Bill will no longer move or change from idle animation during his sequence with Rose.
- Visitor platform now has correct alpha during visitations.
- Exit prompt on 3d glasses now not visible when not open.
- You can now select options at the Room of Truths door with keyboard input.
- The room name in the Room of Truths is now behaving properly.
- A room in the Final Sequence no longer blocks your progress.

Keep us posted for any bugs you find. Also, thank you for your patience. I am a one-person team and am on my dev PC four days out of the week, so bear with me as I action these bugs. Please keep me posted.
Idle Grid - Lake Country Games
UI Patch 0.3.2

* Fixed Several UI Panels Not Using Theme colors
* Formatting Money with k,b,m etc
* Formatting Profit/Sec with k,b,m etc
* Formatting Upgrade, Sell, Sell All Costs with k,b,m etc
* Formatting Purchase Building with k,b,m etc
* Resource Bar Icons Now Follow Theme Colors
* Building Information Label was Falling Off Screen
* Building Information Panel now has Drop Down Option With Animation
* Misc Theme Fixes and Layout Issues

Bonus Notes
* New Prestige Shop Item -> Double Factory Profit







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