New Features: Added 5 buildings to Northern Katis. Added and improved tutorial books.
Balancing: Greatly improved base stats to all non-omega weapons and armor. (no more hidden in-between stats) Quadrupled production speed to new buildings. Shiva takes half damage. Doubled Shiva Health. Greatly increased gold cost to most of Shole's keys.
Misc: Fixed repeatable bridge scene. Improved some early game dialog. Fixed some chapter 1 books from not giving knowledge.
We are happy to inform you that the issue affecting some players' saves, which caused building progression to reset, certain quests to be auto-completed unexpectedly, and prevented further building, has now been fully resolved.
Our team has thoroughly investigated and addressed the root cause, which was related to the Daredevil questline. You should now be able to continue your gameplay without encountering these issues. Unfortunately, the buildings that has disappeared will not come back as that information is no longer stored in the save file. We are sorry that this bug made it into the game to begin with.
We truly appreciate your patience and understanding throughout this process. Thank you for your continued support and for sharing valuable feedback with us. We are committed to providing the best experience possible, and we're excited to have you back to enjoying the game!
Patch Notes
🪲 Bug Fixes
Fixed an issue that caused save files to become corrupted when the Daredevil quest was activated, leading to the loss of your previously built structures. Thank you for your patience as we resolved this!
Thank you to everyone who has already jumped in and started playing Squirreled Away, and for sharing your experiences with us and the community! Your feedback means a lot and helps make the game even better for everyone. ‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾ Got questions? Join our Discord! Got some feedback to share? Put ‘em in here! Encountered a bug? Report it here!
fixed: bug where any damage caused by a monster's action could be avoided if player opened either a character window or settings while the action was animating (thanks @SkittishKavu1)
fixed: bug where the local map couldn't open by clicking the 'Local Map' action key shortcut (by default, 'M'), if you were holding an item or a spell was highlighted / view description
fixed: bug where a town door couldn't show its label instantly, when a game was loaded while facing that door, one had to slightly move the mouse to show the label
fixed: bug where clicking 'reroll' on 'character creation' on 'Skills' page, was causing a crash if there were three (3) skills added (thanks @Asperger Berzerker)
fixed: bug where starting a new game didn't working normally if it was followed after a loaded game, ending up triggering wrong events etc. The issue is that a few details of previous loaded game were making it into the new game instead of starting anew (thanks @elenda*******)
fixed: bug where some map names couldn't work well with save system, mostly the ones having a comma. Updated the save system so this wont be a concern anymore and also added additional code to silently convert previous saves to updated format, although minor issues might still persist
fixed: bug where some wall columns weren't shown on a stairs leading down
fixed: bug where world map was not showing the visited maps correctly, under certain conditions
fixed: bug where a banner with an event attached to it, would keep showing its event on click and mouse hovering, even if the banner was hidden by another event
fixed: bug where items where created with enchantments not allowed for these item types (i.e. 'fire damage' enchantment for gauntlets is not allowed, as per '14.2.2. Named enchantments'). This led to buggy damage calculations. Now, enchanted items created are only using their allowed enchantments. Finally, items in loaded games (created from previous game versions) are checked and deleted if they have non-allowed enchantments (thanks @SkittishKavu1)
fixed: bug where a few map names were breaching the save/load slot available space, on 'Settings -> Save / Load Game' tab. Now, these map names are properly wrapped in next line
fixed: bug where the soundtrack on NPC storytellers events was not repeating
added: abilities are increasing differently between a race (like 'dwarf') and a subrace (like 'stone dwarf'). In short, the changes added to make main races more useful and not being just a subset of their more specialized subraces. Read more in '4.3. Abilities increase per level' (thanks @Acrux (rpghq))
added: feats in character page 'Feats' requiring a profession (i.e. 'Last Stand' requires a knight profession), are filtered by that profession, not showing in characters of another profession, while also showing with a special 'brown' exclamation, instead of usual 'blue' exclamation for regular non-profession restricted feats. This makes it easy to know which feats 'belong' to what character (thanks @Acrux (rpghq))
added: a new minimap object called 'Banner', showing up the text banners in a dungeon. This is useful as many events rely to hints coming from banners. In addition, minimap objects 'Town' and 'Tower' were merged to one single tile, namely 'Map'
added: new feats, 'Sorcerous Revival' (for wizards), 'Beacon of Resilience' (for paladins), 'Sharpshooter' (for rangers)
added: a 'shrine of soul' in 'Drakenmoor Flatlands', just outside of 'Withered Keep, Courtyard', to help a bit against the soul attacks
added: new maps 'Withered Keep, Level 1', 'Withered Keep, Level 2' (can be found in new content)
added: new monsters 'Brimstone Demon', 'Redhorn Demon', 'Hellfire Devil', 'Cactus', 'Needle Cactus' (can be found in new content)
added: where there's no-lighting (i.e. through torch, spell or item enchantment), the party orientation isn't shown as well, either in minimap/map (instead of a party direction, a question mark is shown) or in compass ('???' are shown), which will add a little more difficulty on dungeon exploration
added: the concept of magical darkness and also inability for the party to add lighting is now introduced to special dungeons (can be found on new content), adding more difficulty and variation
added: technique-based weapons (i.e. daggers, short swords) are now using 'technique' to compute their damage as well; this will help professions such as thieves/rangers to deal more damage with their smaller weapons (since they end up with higher technique). Read more in '10.4.2. Damage by Melee weapons'. (thanks @Hallowed Vulpine, @shafkhan2001)
added: updated the 'strong abilities' for clerics and wizards, now having 'intelligence' and 'technique' instead. This is to help as well these professions to land more hits with their smaller weapons, when they can rely on their spells no more.
added: default resolution is now set to 'letterbox' (with best / highest resolution) when the game launches for first time. This guarantees that the game will cover most of the desktop window, while respecting the aspect ratio. Previously, it was set to 'fullscreen' which caused distortions / stretching in multiple setups (thanks @Jimbly)
added: replaced the soundtrack used on companion NPCs and also on story tellers NPCs with a more matching one, should blend nicely with any map soundtrack (thanks @Her Serenity)
added: a checkbox option to disable 'NPC voices' in settings. By default this is enabled. When disabled, no NPC voices will be heard when entering shops, talking to NPC hirelings etc. Not only that but the delay to start the actual soundtrack will be also reset, meaning the soundtrack will start playing immediately if the option is disabled (thanks @Her Serenity)
added: a new tower prop in world map, to be used in dungeons like towers, keeps, castles etc.
added: new town 'Sunglade', with a desert theme that can be travelled through 'Crimson Bay'. This town includes a lot of the missing skill trainers, with a few remaining still for next village/town (can be found in new content)
added: new overworld map 'Goldenfields', a vast desert north of amphill's monastery, accessed through new town 'Sunglade'
added: travelling cost through a stable is now reduced about 40% as it was pretty high (travelling from crimson bay to amphill was costing 400g, now it costs 160g). This will make frequent travelling / revisits a lot more affordable as the game is based on this pattern
added: new terrain type 'sand', along with a few matching plants, used in full desert maps (can be found in new content)
added: new sprites for holes / pits, opening up the way for more puzzles (can be found in new content)
added: the location of the next expertise skill trainer is now shown in skill trainer text, at the end of it i.e. 'Next trainer at xxx'. This way you'll know where you have to go to advance on a skill. If there's no such information, then no next expertise skill trainer has developed yet, as the game searches internally to bring that information (thanks @elenda*******)
March ends on a high note! More progress, more polish, and more content in the finale stretch. Let’s quickly break it all down:
----🎨----
The Lovense UI render is now complete—ready your toys! With the visuals locked in, internal testing garnering favorable results, we now move on to a more wider evaluation phase.
Henosis Slum Trap art is nearly finished! Failed attempts and bad ending renders are done, leaving only the success attempt, remaining sketches, and the good ending to complete.
----✍️----
Around 60 responses have been written for Birthday Suit Play Mode, with plenty more on the way to ensure a wide range of racy interactions between Caly and various denizens of the city.
Henosis Slum Trap writing is nearly complete. The drafts are in place, with only some final spot polishing left to wrap it up.
----🖥️----
Lovense UI and backend are now fully implemented! The focus now shifts to testing the scripted events extensively with multiple devices.
Implementation has now begun on "Hidden Threat," the new questline unfolding in Henosis.
Various plugin optimizations are also underway, ensuring smoother performance across the board.
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That’s it for this week’s update! Stay tuned though, Voidsurfers—more updates are just around the corner!
This is our first update that's not a quick fix patch. We have gotten some valuable feedback to make some changes. The biggest being having better descriptions and refunding deleted machines and placed items.
We added the crash reporting which is opt in. It would help a lot if you could accept it but we understand those who won't be comfortable with it.
We continue to work on the Hazards update which will bring lava and better implement the health system.
Technical: - General fixes and improvements - Cleanup labels, text, descriptions - Added Unity cloud diagnostics Crash Reporting (opt in or out) (Really makes it a lot easier to debug and gather info on errors without annoying players by asking them too many questions) - Improved tutorial explanations - Machines and placeable objects will now be returned to inventory when deleting - Fixed machine ui panel labels - Improved atmospheric environmental audio (sea, river, wind, etc)
Gameplay: - Added Items and Recipes: Sandstone, Glass, Lens, Solar Cells - The start of resources on the beach (Sandstone will spawn now) - We've started adding the Lava area (This will bring the first hazards which cause damage) so you might see some parts of it but it's WIP, you won't be able to access it yet
This crash report popup will be shown on first start:
The tweaked audio gives more calming atmosphere: Beach:
Thank you for your interest in our project! Withered Flower is a bold experiment where we've combined detective intrigue with elements of an erotic visual novel. We're incredibly happy that our story resonates with your hearts.
This is our debut, and we're continuously working to make the game better with every patch. Here's what's waiting for you in this update:
✨ BETA localizations in Japanese and Simplified Chinese! If you spot any mistakes—please let us know. We'll gladly fix and improve everything based on your feedback.
🖼 Hide Interface Button! Want to capture beautiful screenshots or simply immerse yourself fully in the atmosphere? Now you can hide the interface with just one click—anytime you want!
💬 Faster Text Display. No more waiting for the impatient ones—dialogues now scroll faster, letting you quickly get to the heart of the story.
🔧 Fixes: - Several critical bugs causing soft-locks have been resolved. - Phone-related issues have been fixed. - Mini-games optimized. - Visual bugs addressed. - Updated gallery previews. - Improved phrasing and text corrections.
📌 What's next?
1. We're actively exploring the option to allow saving at any moment. We understand that replaying the game for different endings might get tiring, and we aim to simplify that journey.
2. We're already working on additional localizations: Korean, Spanish, and French are planned for upcoming updates. Thank you for your patience and support!
💙 Thank you for staying with us! More exciting updates are on the way.
College Basketball Manager Playtest - herculesx1000
Several new features!
* note: save files often don't work between game versions. For now, I've added the ability to opt into a "beta" branch where you can select old versions to opt into, if you want to continue your save on an old branch. Carrying over old saves into new versions is generally not recommended.
* Can now change player positions. If you change the position, their practice plan for the season will update to the new position. * Tournament Brackets now work! Once a tournament has been initialized, you can view it by clicking on a day of the tournament and clicking "View Tournament" * The days of your conference tournament and the end-of-season tournament are now shown as a 'preview' on the calendar to give you a better idea of when they occur! * Local Mods support for Team Files added! Now, you can create an excel file of teams to use your in game, allowing you the ability to mod in real team names! To get an example file, navigate to the installation folder for College Basketball Manager, go to Content/DataFiles/TeamFiles and you will see a "Default.2025.csv" file there. Copy that file to your MyGames/College_BBall/Mods/TeamFiles/ folder, make any changes you want to see, and then when creating a new legacy, you will have the option to select that mod! NOTE: if you don't have that folder as existing, you may need to create those folders. I'll look into creating that folder by default on startup next update. * Fixed bug where getting a new staff position approved was not allocating new budget to the position
ZONE 6 is now open to purchase cards and face a new enemy. ・8 New SIN CARDS ( ZONE 6) ・1 New Enemy (ZONE 6) ・SINBLE book was updated with 4 New Shortcut Buttons around "WASD" for faster play. ・Button "F5" Restarted the game, which is now disabled. Press "F4" for "Windowed Mode".
To begin with, we wanted to say that this was the most difficult update for us. And it's not entirely clear why. Everything that could go wrong - went wrong. We redesigned a lot and couldn't understand many things, we procrastinated because of translation problems, but in the end we managed. Yes, some of the details are already on the tests added to the list of the next patch, but the stable basis is there.
In this update, you'll have to finally complete all of the Elders' tasks, help the three girls solve their problems in personal quests, engage in resource gathering, and explore locations around the city.
So, what awaits you in the update:
12 new artwork
7 NSFW scenes
A redesigned trade window, which we'll put in the past content as well
More than a dozen new backgrounds
2 original tunes
1 new sprite
5 new mini games
Game time increased by +-2 hours
If you find any errors/bugs, please let us know and we will fix everything. We would like to thank everyone who supports us, because you are the force that moves the project forward! We hope you will like the update and we are already working on the continuation!