A new update for the demo version of Candy Shop Simulator is ready to download! ✅
We’ve been listening to your feedback and made some sweet improvements to make the experience even better! Here’s what’s new:
Added a bug report window from the pause menu
Fixed the possibility of getting stuck in the mini tutorial for making lollipops if the inventory was full
Feedback form via Google Form
Improved the appearance of buttons in the lollipop crafting station
Added missing translations
Improved camera movement to be less dependent on the number of fps. Specifically, in construction mode rotation and zoom, for the player rotation, on the bike rotation
Improved bike control to be less dependent on the number of fps
The lead character in the tutorial moves faster to the store
Support for setting up furniture in the tutorial
Try out the updated Candy Shop Simulator Demo Version now and let us know what you think! Your feedback helps us make the game even sweeter! 🍭
Hello friends, my name is Jana and among other things, my responsibility has been creating the lighting for The House of Tesla. I’m here to give you a peek into my take on the general workflow.
As you may have gathered from the previous devlogs, creating assets and assembling them into a playable chapter requires complex collaboration across the whole team. But the work doesn’t stop once the environment and gameplay is all put together in the game engine - this is where lighting comes in to unify everything into a cohesive visual experience.
My favorite role of lighting in games is creating the mood and visual narrative of the environment. A lighting workflow always begins with a clear idea of what kind of atmosphere a scene should have - a base color palette, the time of day, and even aspects of the story will drive the decisions behind initial blackouts.
Once we’re happy with the mood, we can start adding some fill lights and accents to brighten areas that need it. Top priority in this stage is to ensure overall readability and guide the player through deliberate placement of highlights and shadows. Lighting is all about slowly building up in layers and trusting the process - even the most subtle of tweaks can greatly contribute to the final feel of the environment.
Finally, when we’re finished with the fill and accent lights, we can zoom in on key areas of the scene and add detail lighting. This is where we make sure to put focus on all the beautiful assets created by the 3D artists, catching all the reflections and hand-crafted detailing. And, of course, we push the player’s eye toward visual cues and interactive parts of the level.
Then, the lighting is thoroughly examined during gameplay testing and iterated on. Once we can’t think of any more improvements, it will leave my hands to be optimized and properly implemented into the game. Lighting up the beautifully crafted world of The House of Tesla has been such a rewarding journey. Thanks for taking this quick behind-the-scenes dive with me! There’s more where that came from! For now though enjoy this glamorous glow-up of our demo chapter, which I had the honor of contributing to.
Firstly, please understand that this message has been written using a translation tool and may have issues with clarity.
Hello!
It has already been a month since the January update, and February is coming to an end!
How have you all been during this past month?
This announcement will cover the progress of the additional (epilogue) stage development, difficulty adjustments for the existing additional (epilogue) stages, and the addition of a loading screen!
Please check the details below!
[1. Additional (Epilogue) Stage Development Progress]
In the January development update, I estimated that the final field battle of the additional (epilogue) stage would be completed by mid-February.
However, as of now, it is about 85–90% complete, and the story of the additional stage (including the prologue) has not yet been worked on at all. I think I overestimated my abilities...
There are two main reasons for the delay:
1. The development schedule for the final stage was slightly pushed back due to the addition of the loading screen update, which is explained later in this announcement.
2. While you may not have noticed it significantly while playing, I have been adding new enemy attack patterns or mechanics with each stage progression.
For example: ----- Base Stage 2: Introduced mechanical-type enemies Stage 3: Introduced flying-type enemies Stage 4: Introduced enemies that generate defensive shields Stage 5: Introduced enemies that create fire hazards ----- Something like this!
For the final stage, I planned to introduce three new attack mechanics. Two of them were already completed, as shown in the video shared in January.
I thought the last mechanic would be finished quickly, but it took longer than expected, causing further delays.
Unfortunately, I didn't have enough time to create a video for the final mechanic, but I am sharing part of a related drawing instead!
Following the adjustments in December and January, I have made further difficulty adjustments to the additional (epilogue) stages.
I plan to continue making difficulty adjustments whenever I come up with ways to improve the balance!
1. Additional (Epilogue) Stage 1 Boss
- This boss was originally designed to be slightly harder than Stages 1 and 2, with the idea that "if you let your guard down, you'll get hit."
However, I realized that losing at the first stage might discourage players, so I decided to slightly increase the boss’s attack cooldown time to ease the difficulty.
Currently, in-game frame drops can occur when a new type of enemy, attack, or effect appears for the first time.
This is likely due to how the game loads images and data. Instead of preloading everything at the start, assets are loaded when they first appear, causing temporary stuttering.
To address this, I have modified the game so that all objects' images and data are preloaded at the beginning of the first stage.
I have also created a loading screen to accommodate this process!
(My lack of experience makes the loading screen look quite crude...)
For reference, the estimated loading times on a PC are as follows:
---- After the prologue before starting a stage: ~10–11 seconds Starting without watching the prologue: ~15–16 seconds ----
The loading screen only appears once per session, but if you restart the game, it will reload everything again. I apologize for any inconvenience caused by my lack of optimization...
Additionally, since this is a new feature that was not considered when I first developed the game, there may be unintended bugs.
If you encounter any issues, please report them in the community, and I will address them as quickly as possible!
That concludes this announcement.
Once again, I apologize for the delays in developing the additional (epilogue) stage...
If you have any suggestions for additional systems or difficulty adjustments,
please let me know! I’ll do my best to incorporate your feedback.
Thank you very much for your interest in the game I developed!
It’s go time, Pilots! We’ve taught you how to build a War Robot and got to grips with Classes. The next lesson is in session—game modes and maps!
There are three game modes in War Robots: Frontiers, and four unique maps available at launch. Keep an eye out for more in future updates, too!
Each game mode offers a new experience on the Wild Ten. Hunting down enemies until you’re the last one standing, control Warp Gates, or simply destroy everything and everyone. Each mode has unique obstacles to tackle, and plenty of new tactical opportunities to leverage.
Every map brings with it an expanse of immersive landscapes from across the Wild Ten system, and new challenges to overcome to achieve victory. Use the terrain to your advantage, whether you’re planning ambushes, sniping from the highest peak, or scouting environmental hazards that can make your battles more dangerously thrilling. Tactical opportunities are everywhere, as is open space for all-out brawls.
Game Modes
Warp Rush
Your goal is to capture Warp Gates, which can be used tactically as spawn points once captured. Holding Warp Gates lets your team accumulate Control Points. Reach the Control Point target to win, or defeat all enemy Robots. The more Warp Gates you hold at once, the faster you’ll achieve your goal.
Last Robot Standing
In Last Robot Standing, you must destroy all enemy War Robots before they destroy yours. You start with one spawn point, but additional ones unlock as the match goes on. Use them to deploy closer to the ongoing fights. Engage, obliterate, repeat!
Team Deathmatch
In Team Deathmatch, you get points for destroying enemy Robots and Titans. To win, reach the point limit before the enemy. In this mode, lost Robots can be redeployed after a delay. On top of that, you can collect Power-Ups to gain massive combat bonuses, including increased damage, reduced cooldowns, and even orbital assaults. The first team to 30 eliminations wins!
Maps
Spectrum
Spectrum is a site of almost constant conflict. An independent research consortium runs it and it houses hundreds of scientists, administrators, and support staff. The nature of the ongoing research here is a closely guarded secret. The main laboratories are located many levels below the surface structures and are safe from warring far above.
Spectrum's most prominent structure is a colossal Warp needle, which has driven speculation regarding its possible capabilities. With plenty of high ground for sniping, Spectrum is also the perfect place for mid or close-range fights, with secure points and open paths available.
Fissure
Fissure is a mining complex and ore processing facility located in a steep-sided quarry in the snowy southern hemisphere. It is the most productive mine for the mineral known as Noachium, an essential component of warp technology. For this reason, the site is hotly contested.
The Crusher is located at the highest point of Fissure. When activated, it destroys all Robots beneath and can turn the tide of battle in an instant. The Crusher is elevated, so this position can also be used for sniping. The straight path between opposite sides of the map is ideal for long-range attacks, so those who love close-range combat should consider avoiding this path.
Catalyst
Catalyst is the codename for a geothermal power generation plant. This site is noteworthy for several spectacular ground-level magma vents that converge at this location, but it is exceptional for what is in that magma flow—abyssal glass. The ‘abyssal glass', also known as Lucifer's Ice, a unique crystalline substance brought to the surface by the magma flow from deep within the planet. These crystals have unique properties that act as batteries for surplus electrical storage, acting as an insurance policy should the site ever be offline due to battle damage or a natural disaster. However, the lava can damage Robots, so be careful when you gaze at its molten beauty.
Combat tends to break out in the center of the map, but it’s still well-balanced for both teams, as good sniping opportunities exist on each side. The pipes on the map serve as an obstacle as well as an advantage, offering vulnerability in exchange for controlling the map from above.
Terminus
Terminus, the spaceport, cargo-handling facility, and gateway to the Wild Ten system, has erupted in chaos. Once a safe haven, it's now a battleground. With supplies cut off, clever mechanics on Tortuga have found ways to rebuild broken Robots, as Pilots ready themselves for a new fight.
Greetings, Mages! 🧙♂️ We're ready to reveal a game-changing feature for Fablecraft.
✨ Campaign Finder is coming soon. ✨
With the next major update, we'll introduce an in-game campaign finder for multiplayer with new friends from all over the world. In the video below, Riftweaver devs David and Jaclyn share details for the upcoming Campaign Finder.
Let's begin.
Find your next campaign, entirely in-game
Once Campaign Finder launches, players can access the Campaign menu, select "Find," and browse the list of upcoming games with open seats.
Of course, to make discovery more manageable, we're implementing a standard set of filters to sift through games by timezone, start time, amount of open seats, estimated session length, and more.
We hope that this new tool makes it easy for players without parties or friends ready to play to discover their next GM, party, and adventure.
What will this look like for GMs?
Game Masters will see a new campaign creation flow once the public Campaign Finder is live.
GMs will be able to title their campaigns, give them descriptions, and even select custom scenes for the campaign listing rather than defaulting to the last visited location in the campaign itself.
GMs can add their friends to up to five open seats, just like now, and then list the game as open to the public for the remaining seats. No friends listed? That's fine! The GM will have five open seats once the campaign is listed in-game.
Once a person finds the GM's publicly listed game, they can send the GM their seat request and provide some details about who they are as a player and what they're looking for from the GM's game. If the GM approves, they'll be added to an open seat.
We'd love feedback once this is live!
Like everything we've released during Fablecraft's Early Access, we want your feedback about the Campaign Finder once it's live. You can always share your suggestions on our feedback board.
Thank you in advance!
If you want to connect with our community for chatting, dice rolls, memes, and Fablecraft news, you can always join our Discord.
This year, we wanted to give players plenty of time to preload the game before the playtest, ensuring a smoother experience for those with busy schedules or slower internet speeds.
For those of you who have playtested before, we’ve set the Playtest app live on Steam, so it should be visible for you to update.
If you’re new to playtesting, received a Steam Key, and are ready to activate it, follow the instructions below:
Using Your Steam Key
Open Steam and log in to your account.
Click the 'Games' menu option at the top.
Choose 'Activate a Product on Steam...'
Here’s where you need to paste your unique Steam key.
Installation
If your Steam key is valid, you should be prompted to install The Bornless Playtest. This is the build that will be available to play this weekend!
Keep an eye out for any updates that may occur before 2 PM UTC, when the servers go online.
And that's all there is to it!
If you have any questions or run into issues, drop a comment below, and we’ll do our best to help you get sorted before the playtest.
How to Get Access to The Bornless Playtest?
Request Access on Steam It’s a random draw, but today we’re hooking up thousands of you who asked to playtest. More chances will pop up during the event too!
Watch Our Mythos Creators Our Mythos Creators are handing out access keys like candy on their streams—it’s the least we can do for them creating an amazing content about The Bornless.
Stay Active in our Discord We love giving our Discord community keys because they’re the loudest and often provide the most constructive criticism. If you’re active in our Discord and chatting away, there’s a great chance you’ll snag a key. Plus, the community is pretty awesome!
#StayUnholy - The Bornless Team 🖤
Want to be among the first ones who will experience the true horrors of Farmouth? Add The Bornless to your wishlist.
We're here with some news about the future of We Are Lost. Initially, when we released the game on Steam we had hoped to finish the game by Q4 2025. However, we see now that there is still a ton of work left to bring the story to a satisfying conclusion. We still need to develop all 4 main paths AND also start the romance of each of our protagonists with the other girls (Liam with Scarlett and Landon with Ashley and Velvet) Not to mention revealing how this whole thing with the corporation started, all other side paths (like pregnancy for example) and so on.. This will require a lot more development time since I don't want to rush this thing trough. When I started the game I wanted the 4 paths to be exactly that, paths, and not just 4 different endings 'masquerading' as choices. Obviously, this is a pretty daunting task for a single dev like me since I have to do everything myself but it's something I want to do. Because of that, I decided to split the game into two parts. This update we will release in March will be the last update before the full release of We Are Lost Part I. After that I will immediately start development on the sequel We Are Lost II. I know some of you will be disappointed at this but I feel this is something I have to do. Of course, all the choices you made in We Are Lost I will be transferred over to We Are Lost II so no worries there. I will keep you updated here on all the news regarding the development of We Are Lost II just like I have with this game. Let me know what you think in the comments and post any questions you have, I'll try to answer all of them to the best of my abilities. Thank you for your support and I'll see you again!
One of the best strategy games of 2024 gets even better as Sins of a Solar Empire II will be releasing its first paid DLC, “Paths to Power,” on March 27, 2025. This DLC pack features new challenges for players by introducing new, objective-based missions and victory conditions based on 10+ new scenario maps. Each new map features unique gameplay situations or goals, ranging from defending against relentless invaders as the Pranast United minor faction, to assimilating the human population of the galaxy as the Advent.
“The ‘Paths to Power’ DLC lays the foundation for new, more dynamic styles of gameplay in the Sins' universe,” said Brian Clair, Executive Producer at Stardock. “Not only will players get new experiences from this DLC, but modders will gain access to a whole new set of options to bring their creations to life.”
Planets are starting to disintegrate causing mass panic across Trader space. Has the Vasari’s nemesis finally arrived? Playing as the Vasari Alliance, you must forge unlikely alliances with the other races and accumulate enough resources to escape. It’s a race against the clock as the map is slowly devoured by this unknown adversary!
(Defend the Homeworld screenshot)
Defend the Homeworld
Take the reigns of the Pranast United and see how long you can hold out against enemy forces in this classic ‘King of the Hill’ scenario. Waves of enemy ships will assault your homeworld, attempting to wipe you out. Victory is impossible, but how long will you survive? Compare your stats against other players and earn fame.
(Scorched Space screenshot)
Scorched Space
On the edges of Trader space, scouts have discovered a curious star system that’s largely been destroyed. Strange inactive starbases of unknown design have been found that contain highly advanced technology. Will you try to restore them to gain a powerful new weapon? Or will you destroy them to keep them from your enemies?
Alongside the ‘Paths to Power’ DLC, Stardock will be releasing the v1.4 free update for Sins of a Solar Empire II for all players! This update will introduce a major gameplay mechanic with population. Population will directly interface with Culture to determine the strength of your empire’s influence, bringing a major change to how players can achieve victory through gradual conversion of citizens in other Empires. Update v1.4 will also feature several new units, gameplay balance updates, and more which will be detailed in a future dev diary.
The Paths to Power DLC will be available standalone for $12.99; and is included as part of the Premium Edition Bundle for $99.99, or as part of the Sins of a Solar Empire II Content Pass for $59.99.