There are now ten terrain skills, matching all nine magic types and tech. Multiple terrain types leverage these skills. For example, the tech terrain skill is used for terrains Urban, Ruins, Office Interior, Industrial Exterior, and Industrial Interior.
Terrains now set default zone stats such as difficulty, concealment, and ambient mana based on the terrain level of the zone.
Terrains now set default environments, such as Windy.
Zone areas also set default environments (so the demo scenario areas add Cold to all their zones).
Terrains now set day/night cycle environments as needed, so surface terrains will illuminate zones during the day, and shadow them at night (affecting spotting and accuracy, as well as light and dark magic ambience).
Added pinnacle (light) and anomalous (arcane) terrains.
You can no longer spot scenic view locations remotely; you need to be in the zone.
Zone-relevant actions such as moving are now in the spotted zone list.
Boundaries are no longer directly shown; only existing obstacles are shown.
Zone objects can now generate environments.
The reactor zone now has arcane radiation environment coming from the leaking reactor. If the reactor is destroyed, the environment will be removed.
Added slag heap pile object: provides a little ore for scavenging, and the dusty environment.
Quest Mechanics Additions and Changes
Quests now provide credit awards both to the base and to all members upon completion.
Added optional sector quests. If not complete at scenario transition, they are canceled.
Added repeatable campaign quests, such as gather X resources, or kill X monsters. Scenario transition doesn’t reset these.
Added kill monster quest types: by total monsters (kill X monsters), by type of monster (kill X Frost Slimelings), and by horde of monster (kill X Shadow Rats, any kind).
Added close rift quest by horde (close X Frost Slime rifts).
Added total resource quest (gather X resources, any type).
Destroying growths should now provide exp to monsters or credits to users.
You can see the new quests here:
World Mechanics Additions and Changes
Zone actions such as scavenging, studying, and picklocking now have a cost mechanic (stamina).
Repairing teleporters now has a difficulty.
Added composites resource.
Added scrap magitech, plastics, and composites, which the refinery can combine into the full resource.
Scavengable zone objects now have modular material classes (which makes it easier to create new ones, and makes stats more consistent).
When damaged, discrete scavengable zone objects now generate rubble piles based on their material class. So, crystal conduits will gen a crystal shards pile, and a wrecked train car will generate a scrap metal pile.
Studying zone objects now unlocks shop items (as opposed to instant faction—wide awards). So, studying a mana reactor might unlock a max level purchase for a magic research path.
Character Additions and Changes
Monster kills now provide credit awards both to the base and to all members.
Monster corpses now decay per turn based on negative HP. Each monster type has a decay threshold based on a max health multiplier. Right now, most monster corpses will decay into bone piles if negative HP magnitude hits triple max health (I might adjust this).
Characters now have a kill value that is used in determining exp gain for monsters and credit gain for users. Bosses are naturally worth much more than other monsters. Base gain is value times level.
System users no longer generate corpses on death. Instead, any monsters contributing to the kill get exp based on the value of the user, which is based both on character value and on items and mana not covered by death protection. (Note that item value includes level times base value.) This means a user kill can be a huge boost to a monster’s leveling.
Users no longer get debuffs when running out of calories; they just don’t regen health or stamina.
Hello everyone, We are the development team behind Mini Cozy Room: Lo-Fi.
First of all, we would like to express our heartfelt thanks. Thanks to the overwhelming support and kind feedback from so many of you, Mini Cozy Room: Lo-Fi was able to launch successfully. We truly appreciate everyone who participated in the event. If you weren't selected this time, please don't be discouraged—another event is on the way, so stay tuned! With your continued support, we’ll keep doing our best to improve the game.
[Event Winners] Total Winners: 42 people Prizes: → 1st Place (1 person): Steam Gift Card ($50) → 2nd Place (2 people): Steam Gift Card ($25) → 3rd Place (9 people): Steam Gift Card ($10) → 4th Place (30 people): Mini Cozy Room: Lo-Fi Full Version Steam Key
[Winner List] Winners will receive their rewards via individual emails shortly.
[How to Receive Your Steam Gift Card] → According to Steam’s policy, digital gift cards can only be sent after being friends for at least 3 days. → Detailed instructions will be provided via email to each winner.
[How to Redeem Your Steam Key] Go to the top menu in Steam → Click “Games” → “Activate a Product on Steam” → Enter your product code → Click “Next”
Once again, thank you to everyone who joined the event. We’ll continue to work hard to bring you an even better experience.
Enjoy the full version of Mini Cozy Room: Lo-Fi! Thank you.
Hello, everyone! We're excited to announce that [Mini Cozy Room: Lo-Fi] has officially launched!
To celebrate the release, we've prepared a special giveaway event. Share your impressions of the game on Steam, social media, or community platforms so that more players can discover it!
We'll be selecting participants who share their thoughts and rewarding them with Steam gift cards and full game keys!
[Event – In Celebration of the Official Launch]
Event Period:
March 30, 2025 – April 12, 2025 (KST) until 24:00
Winner Announcement:
April 13, 2025
How to Participate:
1. Play [Mini Cozy Room: Lo-Fi] and share your fun experience on Steam, SNS, or community platforms. The more platforms you share on, the higher your chances of winning!
Only posts made between March 30 – April 12 (KST) are eligible for the event. Winners will be contacted via the email submitted in the Google Form. Please make sure to enter your information accurately—incorrect info may prevent reward delivery. Due to Steam policy, digital gift cards can only be sent 3 days after becoming friends on Steam. Rewards will be distributed sequentially after the winner announcement.
For feedback or bug reports, please share them through the community!
Thank you and enjoy the full version of Mini Cozy Room: Lo-Fi!
I’ve registered the game for Steam Next Fest this June! In preparation, I’ll be updating the demo to make sure it’s in the best shape possible.
Here are some of the things I’ll be adding: - Events and effects that I described in more detail in this post - Balance tweaks to improve the overall experience - Visual and UI updates for a better look and feel - Performance optimizations to make everything run better - More gameplay features? I’ll try to make it happen!
I’d also love to hear your thoughts - what else would you like to see in the demo?
You might not be aware yet, but we’ve updated the game demo. Based on the extensive feedback we received earlier, we realized that the performance of the demo—particularly the tutorial level—fell short of expectations. To address this, we’ve completely revamped the entire tutorial. We’ve also upgraded the demo version, which means numerous improvements to details and bug fixes. Please make sure to update to the latest demo version and give it another try. Don’t forget to add it to your wishlist!
And, we have decided to carefully refine Stardust Fleet based on your preferences, collecting even more feedback to create higher-quality space opera-style content. To achieve this, we will adjust the game’s original release date and take the following actions:
We will establish a community to engage directly with players.
We will collaborate with science fiction writers and editors to enhance the quality of the game’s content, aiming to deliver an immersive sci-fi experience.
To compensate for any inconvenience caused by the delay, we will provide several new ships as free DLC for players to enjoy.
As a result of these efforts, the release date for the game will be postponed to the summer of 2025. We understand that this delay might disappoint those who have been eagerly anticipating Star Ash Fleet, and we deeply apologize for this. At the same time, we sincerely thank every player for your understanding and support. We hope to reward your patience by delivering a brand-new gaming experience and surprises when the time comes.
Once again, thank you for your patience and understanding. If you have any questions or suggestions, please don’t hesitate to reach out. We will continue to listen to your voices and strive to create an even better game.
In the summer of 2025, let’s ignite the stars together!
My dearest friends, hello! And welcome to my sixth weekly devlog for Trauma Football! One of the aspects i was the proudest of during the development of Trauma Pro Wrestling, and even if i promised myself to recycle as few assets as possible from that game, i don't see the point of recreating something from scratch knowing that it'll be identical to something i already made, so here we are. Some options, like the one of different clothing types, have been slightly limited for practical reasons, but i'll make sure to compensate by creating more options for all other body parts.
If you aren't quite as active here but you're curious about the development of Trauma Football, here's the other websites in which i post my updates: