Apr 25
Capt Crabs a Slimy Adventure - Crabs Cove
Whole bunch of Quality of Life and Bug Fixes in this one!

  • Fixed a weird lava glitch in level 4 when dying in lava.
  • Relics now fade out when collected
  • NPC Rabbits are now able to walk through so they won't be in the way
  • Fixed a bug where enemy death animations weren't playing
  • Made it easier to pick up the rubber ducky inside the giant clam. You can now hit the clam as well to open it
  • Made treasure chests fade out instead of pop out of existence.
  • removed a random barrel from town that looked like you could jump on it.
  • Rootbeer barrels now have a rootbeer logo on them. Rootbeer now spawns at the base of the barrel after destroying it.
  • Soda can is now breakable
  • Lowered Mr. Boo's health. He was taking too long.
  • Bomba Turtles now throw bombs in the right direction instead of backwards.
  • Treason Boss had a spot where you could hit him, and he couldn't reach you. Thats fixed now.
  • Removed enemy health bars for esthetic reasons.
  • Some larger enemies now fade out when dying
  • All Enemies now drop COINS and some even drop GEMS.
  • Octavius boss should now always spawn a chest when defeated.
  • Submarine shots used to be able to explode on each other if you drove fast enough. Fixed that bug.
DEATHTRIP - CEO of Smoked Software


Evil Corporation™
has arrived to peddle junk food, monster energy drinks and other Weapons of Mass Destruction to unsuspecting trick-or-treaters. Fashionably late for halloween (6 months), Evil Corp executives couldn't give less of a heck as they only care about profit margins and lining their own pockets, even if it means poisoning literal children. If you ask me, they went way too far with this one..
New stuff:
  • RAGE SNAX - The totally not evil food and beverage company bringing you MEGA DAMAGE, available through vending machines or chance drops from mystery boxes
  • Credits sequence to credit all of the Original Gangsters who support the show
Patch notes:
  • Removed falling stars
  • Removed firestarters
  • Fixed player hitbox, bouncing is now more consistent
  • Retuned audio
  • Temporarily testing a faster gif loader by reducing color quality
  • More blood decals and gore
  • Darkness does not spawn close to you anymore, nor will it ever spawn inside a door
  • Boxes do not spawn inside stuff anymore
  • Picking up weapons is now easier
  • Style points no longer available in the intro sequence
  • App does not reveal an error popup on app close anymore

Stay tuned for more updates from the most hated inter-dimensional conglomerate Evil Corporation™
Spacenoids - Sammie
Spacenoids: DevLog v0.1.1.8


So I did some troubleshooting to get the SIK plugin to work, and no matter the steps I took it wasn't cooperating. I think it had to do with remnants of the base Steam integration in the .ini files.

I decided to disable SIK, and decided that it can be an adventure for another day ( the 'Big Achievement and Leaderboard Update') since it was only inhibiting my goal of getting a functional Early Access build approved by Valve. With that I finalized both the Demo build and v0.1.1.8 with an end point and a "hooray" screen displaying the gems, crystal and data logs found, plus the overall score.

This is as far as any live builds go, but I am currently working on creating the mission menu to select levels from the hub world.
The hub world currently is just a duplicate of the first level, with minor tweaks, like the WiP save bed, its own set of hidden collectables and the WiP Lore table. Level 2 is very much in the design stage still.

What I want to focus on now is retaining variables from level to level, and finding the most efficient way to do so. This *will* cause me to rewrite code in most of my collectables for updating the variables in their new locations. Yay old habits and poor coding practices! Hopefully this will cut back on how many 'casts' I am currently using to both update the characters variable data and the HUDs as well whenever a collectable is picked up.

The goal of Early Access approval was achieved!!
We did it!~
Reaching this part of our career is super exciting and is a strong motivator to create the best experience we can for you.

I have set a 2-week Early Access sale price of 15% off the base $10!
So if you want to grab a copy of Spacenoids, keep an eye out for our next post announcing the Early Access release date!!!
Strangers on Paper - gloomyghoststudio
Because we’ve welcomed a lot of you with the release of SoP, I feel compelled to once again remind you we like to use dev logs as some sort of progress journal entries. This is definitely one of those.

This past month has been quite a stale one. Progress was made, yes, but not remotely as much as we’d been making - nor as much as we’d projected ourselves. That may be just that, a projection problem, since by now we should know, we should remember that we work in powerful bursts, then small periods of detaching ourselves from this for a bit, only to come back with full force. In my search for possible culprits, I’d like to blame the fact that I don’t write these dev logs as weekly entries anymore, and therefore don’t keep track of our progress as neatly as we used to (although that’s a lie, I’m pretty sure if I go back and read the earliest ones, there’ll be a bunch of “wow, we’re so surprised we are going through the exact same thing that will continue to happen to us next year and continue to surprise us!”). Creativity crisis aside, I am glad we did take an official week off from working on SoP in our free time this past month, for the first time in…

In…

It’d been a while. Anyway.




From the very beginning, I used to sit down to write these dev logs when I was fed up with writing in order to fall in love with the story again. So… here we are! Just to be clear, it’s not that I don’t love our game - it’s more about how sometimes the process of working on it can get exhausting. There’s times I look at my pages and I think “fuck this” and convince myself none of it is worth it. I think it’s important to be honest about that because I tend to see so many creative people who seem to be very disciplined or confident or blessed or whatever, and are able to deliver a lot more than I, as a writer, or even us, as a team, are capable of, and that makes me feel so… unfit.



Then Grogu will send me a meme he made with our characters and that’s a nice little reminder that the best way to approach this when it gets too daunting - and any creative pursuit, at least for me - is just that, through fun and play. Every person is different and your own process or relationship with creativity might not resonate with this, but if it does, I do encourage you to do things in a way that may be just for yourself, just for fun. That’s 100% the approach I had when writing all my favorite scenes in SoP - and as I write this I vividly remember some instances of characters discussing this exact same feeling and, yet again, I dare to be surprised to encounter it.

The GG machine, Ideas and the AVN landscape

It’d been a year since Grogu and I first met in person and we finally managed to do it again! And this photo is the only record of that happening, because in less than 24 hours I lost that napkin. Sorry, Grogu.



There’s a quote by Seth Godin I came across recently.

“One way to become creative is to discipline yourself to generate bad ideas. The worse the better. Do it a lot and magically you’ll discover that some good ones slip through.”

We’ve had a lot of very bad ideas lately. Which means, we got a bunch of good ones. Good as in ‘this is something we’d be willing to commit our free time to and make sure to stick to it till the end no matter how long that takes’. But there’s another factor we can’t help but take into account and that is… you guys. The ideas we’ve been having for future AVNs we want to work on are not exactly things we see much of in the AVN landscape but maybe that’s a good thing? We do go back and forth on that one a lot so we may throw some more polls your way in the future.

Ask Gizmo/Grogu

This is something Grogu has suggested we include at the end of a dev log and I kept forgetting, but here it is. Feel free to throw any questions in the comments about the creation/development/lore/whatever of SoP and we may address them on our next log. Also, feel free to judge who made the nicer ghost on that napkin.

You wouldn’t believe how many times I had to edit this dev log to make it less all-over-the-place (it still is, I know), so if you made it up to here, thank you! Here’s your reward in the form of a render of a character we are madly in love with and have been debating for months on whether to show her or not (sometimes I think we make a game leaving choices to the players because we suck at making choices ourselves).



Once again, we’d like to extend our gratitude to those of you who take their time to share your love for our game. You wouldn’t believe how much those voices help drown the Captain Hammers of the world (too obscure of a reference? I wish it wasn’t).
Wool at the Gates - okaycreaturegames
Hey everyone!

We just pushed a new update to the Wool at the Gates demo that includes Endless Mode!

After completing a level, you now have the option to continue defending your city against an endless series of randomly generated enemy waves. Earn wool for each round you survive and set new records for the challenges you've completed.

This mode is experimental and has room for improvement. We already have some ideas — like adding support for additional building upgrades — but we’d love to get your feedback on this early version and to know how many rounds your city was able to survive!

Also in this update:
  • Added new Training Grounds building in Endless Mode that allows you to buy class points
  • Level 4 Hero Abilities and Class Bonuses
  • Reworked some perks to scale better with your hero leveling up
  • Added a hot-key for selecting all Summoned units
  • Challenges can be enabled even if you’ve already completed them
  • Other small bug fixes and quality-of-life improvements

The Early Access release launches on May 20. Please keep sharing any feedback on the demo until then!

Sincerely,
Mr. & Mrs. Creature
Hounimal - tontorolemon
Dear Prospective Residents of Hounimal,

The roguelite x housing RPG "Hounimal" has officially launched in Early Access!

For one week starting today, we're running a 10% OFF launch sale. (Sorry we couldn't apply it right at launch!)

At this stage of Early Access, you can play three different stages.

We’ll also be sharing future update plans, so be sure to check them out!

See you soon!
Lumiel the Awakening - Lumiel The Awakening
This update introduces the first expansion of the game world – it's not fully finished yet, but the foundation is laid. I'm currently working on the flora and fauna, which I plan to complete in the next few days.

Once that's done, I’ll focus on quests, loot, and other content.
New armor, weapons, and matching crafting recipes will come with the new area. I expect to have items and recipes ready by next week.

The new area will also introduce the first “faction” – though I’m still unsure if that’s the right word. Guild doesn’t quite fit, and faction also sounds a bit off.
Let’s call it a thieves’ organization for now.

To avoid false expectations:
There will be no reputation system in the game.
Factions will be kept simple – mostly unlocked via quests, giving access to more quests and specific rewards later on.

It could be possible in the future to have mutually exclusive choices, but I haven’t decided on that yet. That’s a topic for later.

📌 Goal for May:
Add the first faction/organization with the new area.
In parallel, I’ll continue filling the current world with dungeons and quests, especially focusing on the second village, which still needs a lot of content.
That’s the main focus until June.

⚙️ Other tweaks & fixes in this update:

Weather: Thunderstorm chance reduced by 75%.

Bandit voice lines have been removed – they sounded terrible and will be replaced once I can record something better.

Character preview added to the inventory screen – still experimental.

Your character’s level is now displayed beneath the model in the inventory.

Several collision issues and miscellaneous bugs have been fixed.

Best regards,
Mark Koch
and as always – Have Fun! 🎮🔥
Desert Angels - Amorphous
Hello. Desert Angels is now available for Mac and PC and Steam Deck! The full game is informally divided into three acts, and generally takes approximately 2-3 hours to play through. The demo has also been updated to the latest version. As before, it covers the first act of the game, roughly 1/4-1/3 of the content.

The soundtrack is also available; our composer, Jesse Colford, has done a fantastic job setting the mood of the desert, and I encourage you to check it out.

Thank you for your feedback and support up to this point; it's still hard to believe that it's done, nearly two years later. I hope you enjoy the game.
Apr 25
Just Hot Potato Playtest - 201 Studios
Added a shop
  • Participants receive money each time they catch a potato
  • The shop opens at the end of each round
  • Participants can only obtain one of each item type: Throwables, Hand Modifiers, Potato Modifiers
  • Items and their effects used in a round will dissipate once the round is over

Added items for the shop
  • Pie - Throwable Hit another participant to splat their screen
  • Beehive - Throwable Hit another participate to make their head swell

More store items will come as we test and implement new ideas.
Hunters Inc Playtest - WYLDERZONE
Greetings Hunters!

First of all, we'd like to say a big thank you to everyone that has played the demo, made videos, streamed the game or taken the time to give us feedback. We have really enjoyed watching you all play!

For this update we collected all the feedback from across multiple channels, along with some observations of our own, and rolled out a huge number of improvements (full list below!)

As always, please let us know your thoughts on the changes here in the forums or over in our Discord Channel. Your feedback helps us make the game the best it can be, and we appreciate you taking the time to let us know what you think!

Below is a list of everything we have added in Update #9:


UPDATES & IMPROVEMENTS

Classes
  • Tracker - 25% more attack speed (all attacks)
  • Tracker - Stab damage increased from 10 to 25
  • Tracker - Flurry damage increased from 15 to 25
  • Tracker - Range reduced from 250 to 150
  • Shaman - Skull fire now applies burning status effect to enemies
  • Shaman - Increased rate of fire on Scythe
  • Shaman - Fixed issue where skull melee was using scythe damage
  • Berserker - Reduced the amount grenades bounce
  • Berserker - Increased grenade damage and reduced frequency
  • Blacksmith - Reworked blunderbuss reload
  • Blacksmith - Increased number of pellets in shot
  • Blacksmith - Reduced Ammo count
  • Blacksmith - Improved FX to make gun feel more powerful

Monsters
  • V1 Implementation of new Boss - Mantara!
  • V1 Implementation of new Boss - Ursanox!
  • Spider Queen - Added choppable parts
  • Spider Queen - Added hit reactions
  • Spider Queen - Added weakposts to legs
  • Razan - Fixed issue where players were not being thrown off by spin after chopping the tail
  • Decreased knockback applied to chopped monster parts by battle cry
  • Significant improvements to monster spawning system.

World
  • Savannah - Continued decoration pass
  • Added significantly more supply barrels to the world
  • Added destructible cart to improve visibility for barrels
  • Tuned the amount of enemies that spawn in a module based on module size
  • Added tumble weeds to Savannah
  • Added trees to Hub
  • Created secondary mission objective for killing snails

UI & UX
  • First pass of localisation system
  • New class select screen - Provides more info about classes
  • New map select screen - Can now enter specific biomes
  • Upgrades - Added level label to upgrade tiers
  • Upgrades - Added label to clarify "hold to unlock"
  • HUD - Now says "max" when at max stamina to reduce confusion about why apple can't be eaten
  • HUD - Now says "Full" on interact prompt to reduce confusion about why items can't be picked up
  • Tutorial - F1 Arrows now trigger on tutorial
  • Tutorial - Added big banner to clarify the mission is a tutorial
  • Improved tutorial dialogue
  • Made E the default interact key
  • Updated kill marker to only show on ranged kills
  • Now show the HUD in the Hub
  • Updated damage chevron
  • Updated map screen images

BUG FIXES
  • Fixed - Enemies occasionally spawning in the ground
  • Fixed - White grass present in Savannah
  • Fixed - Berserker Sword inheriting Scout dagger info
  • Fixed - Issue with missing textures in tutorial level
  • Fixed - Visual artifact on kill marker
  • Fixed - Clients crashing when respawning in Hub
  • Fixed - Missing interact prompt
  • Fixed - Client not able to pickup items when host at max
  • Fixed - Variety of issues related to input
  • Fixed - Raptor mission spawning insufficient enemies
  • Fixed - Blacksmith being able to pickup Blunderbuss bullets

KNOWN ISSUES
  • [Rare] Loot and XP awarded from mission may not be accurately reflected in hub inventory
  • [Rare] Returning to hub may cause upgrade station to be missing content. To fix leave and rejoin session

As always if you would like to talk with us or have any questions about the game, we look forward to chatting with you in our Discord Channel
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