Kaion Tale MMORPG - PatRey
- Refactor zone Tier 1:
* New maps
* New dungeon
* New bosses
* New items

- Add chest pvp

- Add monolith
REMORE: INFESTED KINGDOM - REMORE


Hey there, Survivors.
Picking up from last week, today we’re diving deeper into the Pleasure District—specifically, one of its key figures: Olivia.



From a Clever Kid to the Boss of the Pleasure District
Olivia was born into a pretty well-off merchant family, and even as a kid, she stood out as being sharp. Things were going well until new import laws came to Remore, and her family had to move outside the city. At the time, she had no idea she was walking straight into a nightmare.

That nightmare came on the Day of the Crimson Lily—a massacre that wiped out not only her family, but everyone who moved out there. Olivia barely made it out alive.

While some people were crushed by the tragedy—overwhelmed with grief or rage—Olivia stayed calm. In the aftermath, she took it upon herself to bring some kind of order to the chaos across the river. That’s when the Pleasure District began to take shape.

Being just across the water from the city meant it was far enough to escape the harsh control of the Order of the Sun, but still close enough to access easily. Over time, the area became a go-to spot for people chasing pleasures they couldn’t have under the Church’s watchful eye.

Olivia started small—selling drinks—but eventually expanded into everything from bodily pleasures to drugs. Her power grew fast. With the money and “services” she offered, even the higher-ups (including folks from the Order of the Sun) started turning a blind eye. The Pleasure District became almost untouchable, and Olivia locked in her position as the one in charge.



Division: Olivia’s Own Brand of Order
Even with the Pleasure District’s unusual beginnings and the extreme trauma of the Day of the Crimson Lily, the fact that Olivia ended up taking control was still pretty remarkable. In REMORE, which has a medieval setting, it’s not exactly common for a woman—without brute strength or a religious cause backing her—to end up running an entire district.

That’s why Olivia created her own kind of “order” in the Pleasure District—one built on discrimination against those who were not loyal to her alone. And she used it cleverly to keep her power.

Her system was simple: if you were loyal, you gained a lot. If you went against her, you would be crushed—no exceptions. People didn’t follow her because they liked her. They followed her because being on her side meant survival and profit, and being her enemy meant getting destroyed. Over time, this clear divide—between those in favor and those not—became the rule of the land. And just like that, Olivia didn’t just run the district—she was order itself.

Thanks to this political savvy, Olivia built a system that kept the Pleasure District running and generating income. She separated areas into zones—places for entertaining guests and others for producing goods like drugs. Even within production, there was structure: physical laborers and skilled workers were treated differently, and rewards were based on results.

Yes, it brought stability but in a darker sense, it created a brutally efficient system built on strict loyalty.



So, Olivia’s system of loyalty ruling over the Pleasure District wasn’t entirely a bad thing for the people living there. After the Day of the Crimson Lily, those who stayed behind and tried to go along with the Order of the Sun ended up without any economic footing. Most of them eventually slipped into poverty and became part of the slums.

But the Pleasure District? As long as you played by the rules, it became a place where you could keep a stable livelihood. People who followed Olivia’s order could count on her for real support when things got tough.

For those who had lost everything—family, homes, safety—and were just trying to survive, maybe Olivia’s so-called “discriminatory” system felt less like oppression… and more like a fence that kept the chaos out. A twisted kind of shelter.


Proof that Olivia has a Heart
Even though Olivia’s hold over the Pleasure District is built on a harsh system, she still has her “human” side—specifically, her deep longing for the family she lost on the Day of the Crimson Lily. Despite being the ruthless leader who crushes anyone who opposes her, Olivia still mourns the family she lost. Whenever a new bridge was built in the district, she’d name it after her family, and she’d always keep white lilies and pray in memory of them.

In a way, the care she shows to those who depend on her in the Pleasure District might be her way of expressing that same love for family. She looks out for the women working for her, and if anyone—no matter how high-ranking—disrespects them, she’ll take swift and brutal action. For Olivia, the people in the Pleasure District are like family. She even secretly helps those who build their own homes and families in the district, providing them with support when needed.



Olivia is a complex figure who can’t be simply called evil—or good, for that matter. She led the Pleasure District with stability until the explosion of the Memolith, and because of that, some people are grateful to her, while others hold grudges. Then, with the great disaster, both the Pleasure District and Olivia face a turning point. The district’s twisted order takes an even more horrific form, tightening its grip on the area and its people. Olivia, caught in the chaos, tries to maintain control—but the outcome is tragic.

Next week, I’ll be introducing the tragic changes the Pleasure District goes through after the Memolith explosion. Thanks for reading!
REMORE
MegaQuest Playtest - brandon
~20 degrees more range for the bow
more minor bug fixes
Caves of Qud - AlphaBeard
210.6 - 'beta' branch
  • Particle effects now respect visibility and won't render on top of objects that stand over them.
  • Improved performance when many particle effects were active onscreen.
  • Improved performance when the you hold a light source at night.
  • Improved performance when you move.
  • Increased the render layer of the still chime.
  • Fixed a bug that caused important items to be traded or stored when toggling all items to trade.
  • Fixed a visual bug in the popup frame decoration.
  • Fixed a bug that caused you to have multiple primary limbs if you regenerated a previously dismembered primary limb.
  • Fixed a bug that caused 3D cobblers to ignore walls of the same type, even if they were visually different.
  • Fixed a bug that caused the poisoned effect to sometimes ignore immunity.
  • Fixed a bug on the Windows build that caused prompts for opening Player.log to instead open an unrelated folder.
  • Fixed a bug that caused the mod manager to close after a popup was dismissed.
  • Fixed a bug that caused the mod manager to still receive key input while a popup was displayed.
Apr 25
Community Announcements - Jaydanson
0.6.0 brings enemy hordes at night, creative mode, a new settings menu, as well as many other smaller changes. Most of the work on this update went towards bug fixing and polishing, so this should be the most stable version for awhile!


FULL CHANGELOG
========================
- Added 8 new items
- Added weapon sway
- Fixed stamina loss when holding shift and crouching
- Improved precision with picking up objects
- Reworked restocking system to be faster and less laggy
- Enemy waves will now spawn each night scaled by how long you have spent in a general area
- Sector system optimization (reduces save file sizes)
- Remade game settings menu
- Added creative mode
- Added various cheats
- Tons of new game settings have been added
- Fixed inconsistent stamina loss with heavier weapons
- Fixed paddles collision
- Tweaked staff model
- Randomized staff skin colors
- Added fall damage
- Improved staff ragdoll
- You can now hold E to throw held furniture
- Furniture now takes and deals impact damage
- Increased push range
- Reworked soda bomb explosion calculations
- Fixed crafting item chooser tooltip not showing
- Paper can now be used to write notes
- Added minor wake-up intro sequence
- Added new battle music framework. Has 1 temporary track for now.
- Fixed staff attack animation being stuck playing
- Pause menu actually pauses the game in singleplayer now
- Fixed placing objects inside of players
- Improved save menu loading time
- Office chairs now have random colors
- Fixed some RNG color issues
- Changed damage cracks texture
- Added fabric and paper damage sounds
- Fixed save games from sometimes duplicating furniture
- Fixed doors still having collision on held objects (finally)
- Fixed attack cooldown being slower at low fps
- Improved performance for furniture gravity updates in big bases
Galactic Getaway: Build a Home for Pets - squishguin
  • New dresses and one pieces are now available at Marion's
  • The Wardrobe - A new item you can craft that stores up to 100 pages of clothing items! It can be differentiated from the decorative wardrobes by the floating star above it.
  • New Map app! Click it to zoom in and see more of the map.
  • Fix for fashion minigame bug where the clothing screen would randomly close - this actually took me an entire 2 days to figure out
  • Better planet rating function to calculate furniture
  • Planet color adjustments
  • Fix for some players being able to trigger the encounter twice by pressing interact really fast
Cloud Cats` Land - Ekaterina Fedorchuk
Hooray!

My game was accepted to the Excaliber ‘Indie Assemble’.

Event will take place May 5-11, 2025.
Path of the Abyss - suzukin
The following bugs have been fixed

  1. The blessing effect that activates the sorcery ability "Heat Ray" was incorrectly categorized under "ETC" in the filter.
  2. When entering Matine's Laboratory with fewer than three party members, the item filter would malfunction.
Backseat Drivers - GhostJam Games
WHAT IS IT?



Backseat Drivers is a 2-player co-op carnage game about two hapless people trying to get from A to B…

… But there’s a few complications:


The driver is small and elderly and can’t see over the wheel.



The passenger is a little boy desperately giving directions from the backseat.



And the car is kinda falling apart:



… But are you gonna let all that stop you from getting where you need to go?

Of course not. BECAUSE ...


DEMO AVAILABLE NOW



The Backseat Drivers free demo is out NOW. It’s not a typical demo with a time limit or with content locked out — it’s a complete early build of the game as it exists right now, because we want your feedback throughout our development cycle from as early as possible. There’ll be some rough edges [insert “bumpy start” joke] but we want to start as we mean to continue: co-operatively, with you, our players. So be sure to let us know what's fun, what’s not, and what you’d like to see added in future!

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FRIEND PASS & THE FUTURE
Because games should be accessible, and Backseat Drivers is played with a friend, we’ve enabled Steam’s Friend Pass feature so that only one player needs the game in their library to endure vehicular carnage together.



On the road ahead, we’ll be adding more levels, mechanics, features, customization options, and, of course, implementing your feedback. So tell us how perfectly your rides go. Or don’t go.



Thanks, and drive safe!
Card Survival: Fantasy Forest - Gwim
Hello everyone!

Hope you're doing well.

Today's highlights are:


Map Expansion:
4 new areas have been added to the map.
These areas can be reached through the old pine areas, or by climbing from Greenfalls and Secret Grove. They feature a new river location (the southern rapids) which counts as an acidic river and is great for fishing trout, and a new Shrine, called the Wind Pine.
Next week we will be expanding these areas further and adding a new animal to them! Can you guess which?

Wind Spirits:
With the addition of the wind Shrine, players will now be able to get Wind spirits. These spirits increase your alertness, help you dodge and help you recover stamina faster.
The wind shrine was supposed to be more complex (requiring you to climb to use it) but it was a bit buggy and we decided to push a simplified version of it. You should get the proper one next week once we've had more time to work on it. :)

Weapon Enchantments:
Weapons and arrows can now be enchanted with spirits to improve their effectiveness in combat. Different spirits will give you different bonuses. If you enchant an arrow with a wind spirit for example, it will be more likely to hit its target, while a wolf spirit might help an arrow pierce its target better.
Be warned though, weapon enchantments will only grant you combat bonuses, and not the usual practical passives.



Version EA_0.37 and Hotfixes since the last Announcement:


- Fixed a bug which caused Springberry Syrup to turn into Birch Wine.
- Fixed a bug which prevented making another ice hole if an old one disappeared.
- Tweaked the requirements Water Spirit Summonings so they match the Storage Pot capacity.
- Poor Quality Leather Tunic, Leather Trousers and Fur Coat no longer give negative wellbeing.
- Added Dry Needles to the game. You get them by waiting for fresh needles to dry.
- Animals now properly visit the location between the Shady Grove and Deer Grove
- 4 new Pine New Areas in north part of the map: High Grove, Mountain Grove, Cliff Thicket and Southern Rapids
- Changed the location of Wind Grove, High Grove its in its location and Wind Grove is now one location to the North
- New Spirit Shrine: Wind Pine with Wind Blessings, Enchantments and Summoning availables.
- Spirit now improve the combat values of the weapons they have enchanted.
- Some Spirit Enchants now repair the durability of an item they are enchanted on a bit.
- Sealing and unsealing the Fermentation Bin no longer pushes items out.
- Fixed the blueprint issue which prevented funnel traps from being built.
- Dried nettles now take much longer to spoil.
- More Water types can now be used to make Tanning Water.
- Funnel Trap Blueprint fix.
- Fishing out a Minnow no longer displays "No Luck..."
- Placed Clay storage Pots now cool down properly.
- Fixed a bug which caused Salves and Ointments to lose their spoilage faster when stored inside Storage Containers.
- Added sugar saturation to the saturations tab.
- Fixed a bug which sometimes prevented sap and must from turning into a Syrup.
- Fishing Bait now shows proper message when it spoils.
- Fixed a bug which prevented the Boar Female to progress the first stage of its pregnancy while the player was away.
- Added a fix so that old saves get a fish population boost to compensate for their rivers being empty.
- Extinguished Fireplace now accepts Cold Resin.



That's all for now!
See you next week with more new content!


Reminder: All fixes and new content are added to the public beta branch first.
If you want to access them you can find the instructions on the link below. Be warned though, things are less stable there! :)
https://steamcommunity.com/app/2868860/discussions/0/600774299444324511/
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