To Celebrate Eid al-Fitr I will be offering a FIRST TIME discount for the Adventures of Nerdstan. a Whopping 80% discount making the game cost almost a dollar. Eid Mubarak Everyone. The Discounts Starts 9 PM GMT+4
Cheating is something we take incredibly seriously. As a competitive multiplayer game, maintaining a fair playing field is essential—not just for gameplay balance, but for the integrity of the experience we’re building with you.
Here’s what we’re doing right now to combat cheaters:
🛡️ Full Easy Anti-Cheat Integration We’ve implemented Easy Anti-Cheat (EAC), a proven industry-standard system used by many major titles, to handle a wide range of cheats and exploits.
📨 Detailed Reporting System You can report suspicious behavior directly in-game. Every report is logged and reviewed—your input is a critical part of keeping the community clean.
👥 Active Moderation Our moderation team is actively reviewing reports and replays. This isn’t automated—we have real people investigating suspicious activity and taking action where needed. You can also join our discord to directly interact with them!
🧠 Server-Side Anti-Cheat with AI Detection Our anti-cheat goes beyond client-side protection. Server-side systems monitor gameplay patterns over time, using AI to detect and catch long-term cheaters who try to avoid detection.
🚫 Hardware Bans In the most severe cases, we issue hardware bans. When someone is caught cheating, we make sure it’s not easy for them to come back.
We’re a small team, but this is a top priority for us. We’re committed to doing the work necessary to protect the integrity of Mini Royale and to support the players who play fair. This would not be possible without our great Mods.
Thank you for continuing to report issues and support the game!
Help Luna navigate the harsh streets of 17th century Amsterdam in this completely free-to-play Point-and-Click adventure!
This weekend I have released the game to the public. The game is and will remain free, is fully playable and should give you 4-6 hours of puzzling time. In the next weeks I will release a few supporter DLC for anyone who wants to support the development into a full game (better animations, extension of the story, more people for playtesting).
If you would like to contribute, have feedback or encountered a bug, don't hesitate to start a discussion here on Steam or email me to hello@voidance.xyz
Hello! Today, I'd like to briefly write about how we improved the terrain lighting effects in our game.
Our game's original terrain lighting was implemented by storing light information in screen space. This means that the light was just a simple flat image blend effect.
This implementation behaves differently from real physical light, resulting in a slight awkwardness. However, since it is hard to notice unless you pay close attention, we kept using it.
1. Problem Occurrence
One day, we placed a light that illuminated a cactus inside a cave. And as a result, the shortcomings of the original lighting method became prominent.
Take a look at the picture. Can you tell what the problem is?
The light coming from above only illuminates the bottom part of the cactus. A problem that was not very noticeable before became apparent due to the cactus's height.
2. Problem Resolution
Fortunately, our game had a shadow system implemented that could resolve this issue.
Our game features shadow sprites that are captured by a dedicated shadow camera. And this texture is referenced when rendering the terrain.
At that time, since we were only using the R channel, we added the B channel as the light channel.
3. Compare the Results
Before Improvement
After Improvement
Now, elongated objects or terrains with height differences can be illuminated more naturally.
Hello Everyone, We've been hard at work replacing artwork, fixing bugs, improving performance, and adding new content.
I know many of you are wondering: When is the next update?
We’re excited to announce that we’ll be part of the Zombies vs. Vampires Fest, happening on May 26! This event will also mark the release of Version 2 of the game demo, along with an updated Steam page.
As for the new art—we're about 75% complete. If you happen to notice any old assets still in the game, don't worry—they're being replaced and will be updated in the new version.
So mark your calendars—I can't wait for you all to check out the updated demo.
- New cave. - New monster. - The shovel in the final cutscene has been changed. - The texture now changes depending on the depth. - Spiders are disabled in the "no enemies" mode. - Jump height and fall speed have been adjusted. - The number of police visits is now saved in the global save (the police visit achievement can now be obtained across multiple game sessions). - The logic and visuals of notifications have been changed. - Slightly reduced RAM usage.