Wonderland on Desktop - partner
Hi, everyone! this is secretary from Prairie Town! I'm really glad to bring you the news about Wonderland on Desktop

In the major update of version 1.2 of Song of The Prairie, we introduced our new product, Wonderland on Desktop. Today, I would like to have a detailed chat with you about this new game and report to you on the current progress of this game:

Introduction:
The background of Wonderland on Desktop is still in Prairie Town. However, unlike Song of The Prairie, Wonderland on Desktop aims to provide players with a more relaxed and pleasant gaming experience. The main interface of the game will only occupy a part of the bottom of the desktop. Players can study, work and entertain on the screen while taking care of their farms.

Gameplay:
Wonderland on Desktop will provide you with an infinitely expandable farm. Players can freely place soil blocks on this land and then plant their favorite crops on them. Wait until the crops grow up, bear fruits and then harvest them. Whether you are a player who enjoys landscaping or a farmer obsessed with planting, I believe it can bring you satisfaction.Of course, the harvested crops can be processed into dry rations, which can then be used to exchange for and unlock more crops, bringing you even more satisfaction! At the same time, players will obtain items such as wood, stone and gold coins while playing. These can be used to unlock buildings, unopened lands, etc., so as to obtain more rewards and form a cycle! In short, there will be a lot of content in Wonderland on Desktop waiting for you to explore.

Graphics:
The 3D graphics are also the essence of Wonderland on Desktop. Even if it only takes up a small part of the screen, Wonderland on Desktop still adopts a 3D visual effect. It's not just about the 3D graphic performance. Players can adjust the perspective at will, whether it's a front view, a top view or a 45-degree diagonal view, giving full play to the advantages of 3D. Also, due to the 3D effect, we have added real environmental lighting and lighting effects in the game. I believe these will definitely bring a better experience.

Progress Report:
Currently, Wonderland on Desktop has been largely completed and has entered the optimization stage.

Optimization:
Considering the graphic performance and the characteristics of the game, we have decided to change the helpers in the game into animals. Later, players will be able to see the lovely little animals busying around on the farm.

Graphic optimization: Optimization of the game graphics, color tone, lighting and other performances.

Character performance optimization: Optimization of the behaviors of characters, animals, etc.

Operation optimization.UI optimization.


DeadOS - Benn
Hi everyone!

Continuing on last week's theme of saving cities, this week's update is the ability to save prefabs of Virus Settings:



I've added four examples for you to try out:

Default - This is the same settings the game has been using by default. You can click this to reset your settings back to default to undo your changes.

Fast Zombies - Zombies run as fast as humans. People they infect will turn quickly. They die in one shot to make up for this but they are still a serious threat.

Slow Zombies - Zombies are originally slow by default, but for this setting I've slowed them down to 3x slower than human speed. I've given them 8 shots to kill to make them far more tankier than a regular zombie, giving people a chance to organise but ammo will become a serious problem.

Airborne - This prefab shows how the game changes when the airborne setting is turned on. The infection Rate is set to 80%, meaning 20% of the humans who get infected will be immune and the rest will turn. The virus will spread very quickly and death is guaranteed for most but the survivors have a chance to hold out and avoid being eaten.

There are parts of the airborne system I'm not entirely happy with so I may tweak that in future updates, but this will do for now!

You can also add your own prefabs and they will be saved so that you don't have to keep reconfiguring the virus every time you relaunch the game. They are saved in AppData/Local/DeadOS/Saved/Prefabs/Virus if you need to delete them. I'm going to add a feature to delete them ingame (as well as the saved cities) in a future update.

Are there any other prefabs you think I should add to the example list? Let me know in the comments and thanks for playing as always!
Demeo Battles - lovisa.hassler


Greetings Champions!

From April 2025 and onwards the length of seasons for ranked mode will be 2 months instead of 1 month.

You now have twice the time to prove your strength and cunning tricks when fighting for glory.
Sportvida CyberDash - sportvida


Sportvida CyberDash introduces two brand-new exhilarating modes to elevate your running experience!

Race Mode – No speed limits, no obstacles—push yourself to the max and break your top speed!
Dodge Mode – No speed limits, randomized obstacles—test your reflexes and agility to the limit!

That’s not all!
Alongside these exciting new modes, Strike Mode still delivers an action-packed impact experience!
Strike Mode – Run while punching, slashing, or ramming obstacles for an intense impact experience!

🚀 Dash at full speed, feel the thrill, and sharpen your reflexes!
🔥 Try it now in the Steam Demo!
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Add the game to your wishlist now and get ready for the official release on May 20th! 🎮

Mar 7
Just Chess - Tohtori Nuppila
Small update to correctly update PGN when draw occurs
LoveCraft - pers-krolya
Give holiday cheer to your loved ones!
Right-click on avatar -> Give a gift

Grimoire Groves - Stardust LLC
Hey everyone!

Grimoire Grove is already out for some days now, and we hope you all are enjoying the game!

We would also like to thank everyone who gave feedback on the game, be it here on Steam, on our Discord server, or anywhere else! We also try to answer as many questions and comments as fast as possible. If you feel like something fell through the cracks, let us know!

That being said, we gathered all feedback and looked which ones seem the most pressing, or get mentioned most frequent. Based on that, we're now already releasing our first little update, addressing the following topics:

  • Clearer Instructions for using the pedestals in lavenders garden
  • V-Sync option in the graphics settings
  • Target frame-rate option in the graphics settings
  • And many bug-fixes

Of course we will continue to improve Grimoire Groves, and there's more coming in the future. In the meantime, enjoy your stay at the groves and keep the feedback coming <3

Your Stardust team
Mar 7
The Trashcan Games - Calzone
This week's update is being delayed to be launched with next week in order to make sure the baking simulator system works and all those fancy functions in the background are also working.

Achievement screen needs a little reworking so you have a hint of what to do :)
Time to Morp - Elja


Hello, Interns!
Even though Time to Morp is released, we are going to continue improving it with patches! This patch focuses on multiplayer fixes and more including:

Improvements
  • Players attempting to initiate a cutscene are now pinged on compass
  • The loading UI now displays proper background
Fixes
  • Returning to the main menu now correctly refreshes save files
  • The quest involving stuck Mol no longer breaks for client
  • NPCs now correctly move to their designated positions for client
  • Loading a game with an active stuck Mol quest no longer breaks game for client
  • NPCs shop UI now displays full item descriptions
  • Pinned quests from Researcher now properly display titles
  • Player skins no longer break when equipped with specific neck items
  • Players can now exit to the main menu while playing in coop
  • Holding marmalade when it spoils no longer causes client to break
  • Playing an emote while another player is connecting no longer causes client to break

Join our Socials
Any questions or feedback? Don’t hesitate to share your thoughts with us through any of our social media channels!

Discord | Twitter | TikTok | Website | Instagram | Bluesky




VirtualSociety - devteam


Hi folks! For a little over a year, we were doing weekly reviews to tell you about our progress on various aspects of VirtualSociety. Over time, we realized that this format was no longer appropriate, because it was too frequent, and didn't allow us to write enough posts on specific and interesting topics.

So this year, we're changing the format with:
  • A monthly update, which will appear here, as well as on Patreon (for “free” subscribers too!). For those who follow us on Patreon (for free or not), this also means you'll receive an email with each monthly review to keep you informed!
  • We'll continue to do comprehensive articles (on character, building editing, social interactions, etc.) as we did last year, again on the site and on Patreon.
  • Finally, we'll continue to offer a live Q&A every two months or so, with a live demo of the game at the next one!

So, for this long post of the year, let's take a look back at what's been keeping us busy over the last few months!

Setting up our studio and funding applications
The end of last year was marked by the creation of the company (Cats & Foxes SAS!) which signals the concrete start of the studio: we are now a company! Of course, financing a whole team requires a lot (a lot) of money, to rent premises, pay for lawyers, accountants, insurance, equipment and, of course, salaries. So we spent a lot of time drafting funding applications (grants, loans, etc.).

I'd like to take this opportunity to thank all those who have supported us on Patreon. It's an invaluable help that allows us to spend more of our time developing VirtualSociety, which means a lot!

Finalizing construction
We can finally build houses in-game! Of course, there's still some work to be done on the exteriors (terrain editing, lakes, grass, roads, etc.), but our construction tools have made enormous progress. Jimmy has also reworked the tools and camera to make them much easier to use. For example, you can now select several objects to move, resize or delete a group of objects at once.

A whole host of functions return
The game takes a big leap forward, with a number of new functions, and also the return of a lot of things that had worked for a while, and had temporarily disappeared with the addition of multiplayer and functions like undo/redo, or the new interface. Among the big returns are clocks that indicate the time of day in-game (depending on the world configuration, real time, a fixed time or a day/night cycle set to a specific duration), floor and wall textures with skirting boards and configurable patterns, or weather effects with rain outside, player tracks in the snow, trees that move more or less according to the wind, and so on.

To keep up with the changes to VirtualSociety, check out our changelog !

Interface redesign
The game's interface has been completely overhauled, from the phone to the world selector, from the character editor to the developer tools.

We’ve overhauled everything from the in-game phone to the world selector, character editor, and developer tools. The goal was to make the experience more fluid, intuitive, and enjoyable to use, and we’re really happy with the result. Plus, it’s much more in line with the game’s artistic direction!

Over 350 new items!
We worked with six contractors, who used Chloé's concept art to create a huge number of objects, all of which have now been integrated into the game! By the way, we regularly share glimpses of these objects with you on our social networks. We now have everything we need to build our homes and exteriors in terms of objects, and with quite a few different choices for many of them.



Of course, all these objects keep our graphic style, and our system of masks to let you choose their colors and patterns :) We're trying to update our roadmap as we go along, with the various additions and objects we'd like to add. If you have any special requests, please let us know, for example on our Discord!

Working with healthcare professionals
Finally, we met with a number of healthcare professionals who shared their expectations and ways of working. We went to see psychologists, psychometrists and occupational therapists to ask them all kinds of questions, and to understand how their patient follow-up and sessions went. It was really interesting, and now we're going to be able to co-construct our first healthcare experiences with them at VirtualSociety!

Thank you for your support, and see you soon!
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