Tomorrow (May 4th, 2025) we will launch a big update for Cozy Room Decorator in Patch 1.5.0!
New in Patch 1.5.0:
Added 52 new Items to the game.
Added “Room of the Day” to the base game. Players can now unlock a new item every week by completing and uploading 3 themed rooms to the community gallery!
Created a new Room of the Day tab on the home, load, and settings pages.
Increased the amount of rooms players can upload to the community gallery from 20 to 500.
Moved the Tutorial to a new button on the home screen, near the bottom left corner.
Fixed an issue in the Community Gallery where featured rooms and favorited rooms may not load.
Increased base volume of soundtrack, this can be changed in the Settings menu and will not affect users who already adjusted their volume.
Upon completing a Room of the Day, your settings will automatically upload to Lucky Roll’s cloud, ensuring your progress is saved.
Fixed a bug showing some items in the wrong category.
Added new functionality that will adjust the canvas for resolutions other than 16:9. Specifically, 16:10 devices such as the Steam Deck should look a lot better now.
The Quick Guide’s last position will be saved when leaving the room. This means if you prefer to leave it open, it will stay open, if you close it then it will be closed when returning to decorate a new room.
Please look forward to another post soon with more information on Room of the Day!
First, we wanted to express our heartfelt thanks to everyone playing the Backseat Drivers demo. We've been AMAZED by the response so far. Over 30,000 demo players and tons of wishlists is way more attention than we expected on our little game, so THANK YOU for playing, streaming, and for all your videos and your feedback. We've found it incredibly motivating to see so many people having fun with the game, and it's made us all the more excited to navigate our roadmap to a finished product you and your friends will love. If you haven't already, be sure to join the GhostJam discord here to share your experience and suggestions!
We're hard at work on the full game and its levels, features and other content, but in the week since the demo's release we've been listening to your feedback and collecting bug reports to smooth things out for those of you who have had a bumpy ride so far. Here's the patchnotes for our first hotfix:
This hotfix has a "hot" fix! Some passengers were having a little trouble extinguishing themselves after getting set on fire, so the car's cool AC setting is now more aggressive with extinguishing flames.
We've tweaked the checkpoint after the end of the death-defying plank crossing section to be a little more forgiving — it's now closer to the end of the planks so that players who manage to JUST ABOUT cross the planks (but then accidentally reverse to their doom) don't have to cross all over again. So now if you make backwards progress it's just a skill issue.
Fixed some syncing issues when a seat rolls back. Should be able to push gam-gam back to the steering wheel a little easier now.
Any rolled back seats now reset when restarting at a checkpoint, as if by magic.
Annnnnndd! Grandma's "help I'm stuck looking at the roof because my seat is tilted back ahhhh" rollback animation loop now ends properly when her seat is reset.
Made it easier to invite an antisocial friend to a lobby when appearing as offline or invisible on Steam: there's now an "Offline" category.
Added input/keys overview when accessing the Esc/Pause menu in gameplay, so you can figure out how your own hands and body work even if you've lost all your post-it notes.
Smoother movement for items + physics objects! This is now independent from the host's frame rate/netupdate rate, so you won't see a slideshow of junk flying around when you smash into a wall if you're playing with somebody on a slower connection or machine.
Tweaked the car's collision to help with grandma's "blind spot" (as if everything isn't a blind spot for her). We're still addressing more issues here, so please keep the feedback coming.
We've also tweaked collision of items inside the car to slightly favor visibility over "realism" (lol), so you won't e.g. lose the parking ticket underneath the surface of the center console
We did an evil ritual with some dark spirits and they responded favorably: there should be no more doubled up ghost barriers.
Voice chat has been fixed. When using ingame voice chat, you should no longer hear yourself back, and the other player should now be able to hear you. I mean, come on, voice chat. You had one job.
New Content: -New level after mountain pass: the Monastery -Act II boss in the basement of the Monastery -Optional/side quest puzzle**gamepad keybinds not yet set up for puzzle, must use mouse** -Bonus piece of equipment added -DNACS (Definitely Not A Cursed Sword) is now appropriately cursed
New Features: -Gamepad Controller Support for Xbox style controllers. Recommended over keyboard and mouse! (All Keybinds for keyboard and mouse as well as controller layout are still not yet rebindable except for swapping attack and block with a controller) -Experience System -Talent System -Equipment system updated- can now scroll thru and change your weap/shield (previously N/A due to lack of options) -Steam Achievements added
Alpha/beta test level skip buttons added to menu, so you have the option to skip what you've already played through.
we received a lot of feedback regarding the visual presentation of our Steam page, so we decided to bring back my rough in-game renderer. In the future, I’ll try to find an artist and ask them to create a proper one for us.
Many
players also complained that stamina runs out too quickly, so we’ve increased its regeneration rate. Additionally, a lot of players mentioned that our UI looks too similar to Lethal Company, so we’ve started creating our own retro-style version (for now, we've only changed the HP bar, but we’ll redesign the entire in-game HUD later).
We
also want to apologize for the appearance of the Google Form survey. It was originally intended for a closed group of beta testers who were playing before the game became popular. I have no idea how it ended up in the demo version. I'm sorry we didn't manage to disable it in time when a large number of players started joining. But it's disabled now!
At the same time,
we received a lot of positive feedback and many great ideas from you, which we’ve taken into account and will implement in future development.
And just a reminder
— you can influence the game's development by sending us your feedback and ideas through the Discord form.
Thank you all for sharing the game with your friends. We’ll make it even better thanks to you!
Version 18 splits the levels into 4 episodes! There's an episode selection hub level. Player returns to it after completing each episode. The story mode levels got some adjustments to accommodate the new episode structure. There's also an optional tutorial level for new players.
Weapons and monsters got some tweaks too. The Vampire Sword got a big overhaul with a new model, animations and gameplay mechanics! The HUD got some little bits of clarification as well.
Due to popular demand, there's also a shareware/demo version coming shortly! Just need to figure out adding it to Steam. The shareware version includes the first episode, which is 5 + 1 story mode levels, 1 dm/survival and the tutorial and episode selection levels. It should have lots to try out!
Here's the full changelog:
SHAREWARE/DEMO:
First version to also get a shareware version The shareware includes 5+1 story mode levels, 1 dm/survival level, tutorial level and episode selection level
LEVELS:
Level list in the Story Mode menu now displays levels that you have reached So initially you can only start a new game in the new episode selection level or the new tutorial level
Episodes are now 5+1 levels, so there's 4 episodes sorted like these: Episode 1: Levels 01 - 05 and Secret 99 Episode 2: Levels 06 - 10 and Secret 01 Episode 3: Levels 11 - 15 and Secret 02 Episode 4: Levels 16 - 20 and Secret 00 There's a weapon & ammo reset after each episode and a return to an episode selection level
Tutorial: New Tutorial level!
Catharsis: New Episode selection level!
Final: The earlier thousand monster slayer or dm04 is now a Final level. The Final level can be accessed after beating all the 4 episodes. Note: This is a placeholder (and later becomes a bonus level)
E1 Levels 1 - 5 and Secret: Adjusted to only include the shareware weapons and monsters
E1 Level 2: Added one secret
E1 Level 3: Added two secrets
E1 Level 4: There's some rock walls/ceilings added throughout the level Added some corners to the long hallway after the remote operated door Added a side corridor to the yellow key outdoor area Extended the exit area to better accommodate the amount of monsters and decreased the hitscanners there too
E2 Levels 1 - 5 and Secret: Adjusted to have a bit different progression on getting the weapons
E2 Level 2: Added five secrets and some more monsters
E2 Level 3: Added one secret
E2 Level 4: Added one secret
E3 Levels 1 - 5 and Secret: Adjusted to have a bit different progression on getting the weapons
E3 Level 2: Has a proper secret exit
E3 Level 4: Fixed skill settings for the Alien Watchdogs on the rooftops Added some more bullets to the rooftops too
E4 Levels 1 - 5 and Secret: Adjusted to have a bit different progression on getting the weapons
E4 Level 1: Has a placeholder secret exit, just so it has both normal and secret exits
DM Levels: Some reordering, so the first two are/will be E1 themed the second two are E2 themed, the third two are/will be E3 and the fourth two will be E4 themed... DM 01: City Maintenance (a new one based on E1L2) DM 03: Catwalks DM 04: Plain Simple DM 05: Industrial Infight (was named Timeless Beginnings earlier) DM 09: Monster Slayer (dropped the Thousand as it was a bit too long name)
PLAYER:
Player has infinite Oxygen underwater
Player has infinite Lighter
Player has 2x Power Meows, the Armor Catnomicon adds 1x more Power Meow counter has a new visual indicator and is located above the current weapon ammo counter like the Bomb counter
Player can now climb up to at least 96 game units tall walls
Fixed Weapons stuttering upon changing weapon automatically when ran out of ammo
Fixed some incorrect Weapon changes after picking up a new weapon and using Quick Switch
Hand Cannon and SMG pickups immediately give the Double weapons
Lightning Ripper: Uses energy cells for ammo Primary fire: Single Lightning Bolt or Saw at close range Alternate fire: Ball Lightning
Vampire Sword: New model! Primary fire: Fire 5 projectiles, uses player's health for ammo, doesn't use mana anymore Melee attack can hit multiple targets Attacks have 3 different swings
Railgun: Both fire modes use 6 ammo, primary fire is stronger/slower
Plasmagun: Alternate fire: The Plasma Beam spawns explosions where it hits and becomes stronger the longer the fire buttons is held down
Megacannon: Primary fire: The Smart Plasma Blast does a whole lot more damage and has bigger explosion
Throwable Bombs: All 3 types of bombs have max 25 uses at full ammo
POWERUPS:
Magnum Power: Gives 60 magnum bullets The Magnum Pistols fire explosive magnum bullets until the next level The Magnum Pistols are golden when you have the Magnum Power
Lightning Shield: Gives 80 energy cells The Lightning Ripper fires more effective lightning bolts until the next level The Lightning Ripper has brighter glows when you have the Lightning Shield
MONSTERS & HAZARDS:
If playing survival in shareware, only the shareware monsters can spawn
Some tweaks to monster health levels
Explosive Boxes, Barrels and Bouncy Bombs have bigger explosion radiuses (visually too) Watch out!
SKILL SETTINGS:
Renamed skill names: Baby -> Casual Kitten Easy -> House Cat Medium -> Street Cat Hard -> Wild Cat Extreme -> Night Feline Nightmare -> Mäyhemicus Catus
Mäyhemicus Catus is now about what Night Feline/Extreme used to be It no longer respawns enemies or items automatically The respawn gameplay modifiers are still available in the Gameplay Settings
Night Feline is somewhere between Wild Cat and Mäyhemicus Catus Default ammo capacity is 150% of the normal amount
MENU & MEOWPEDIA:
If in the intro screen, menu is opened with any key/button instead of just Esc or Start
The quit message is now left justfied for easier readability instead of centered
Autosave interval is now in Seconds, default is 30 seconds Previous autosave interval is converted to the new format
Autosave notifications are now hidden, but can be seen in the console
Meowpedia is the new name for Records
It now contains Player, Weapons, Items, Monsters, Story Levels + Total and Survival Levels categories
There are a lot of fixes here! Thank you for the reports, without them it would have been more difficult for me to find errors! Composition of update: - Fixed scrolling edges. - Fixed mission 2 requirements in the storyline. - When markers are disabled, the bomb and regular sights remain visible, as well as the interaction indicator. - Seagulls no longer fly at night and no longer make noise at night. - Dictator tanks have a larger firing radius. - Replacing Kassadi`s M200 with a new Panther rifle. - Global correction of the aiming logic and auto-calibration of sights, previously sights were confused. - Fixed the display of the Moon when passing through a stratospheric pocket. - Fixed indoor rain effects. - Fixed the movement of sharks. - New medical SUV unit. - Replicas of aircraft F16, F14, F18, SU33, SU75, AV8, PZL, YAK130, YAK141 added camouflage combinations with black nose, white nose, and camouflage color. - Added more generation of weather options. - Fixed display of the model for MTHEEL - In the encyclopedia, all units who have medical devices have added information about this. - Submarines SSNHQ-960 "TRIDENT"\SSNHQ-820 "SEA DRAGON"\SSNHQ-1050 "BOREY" now have the functions (at a depth of up to 50m) of a command and staff unit (MHQ), which expands strategic capabilities! - The landing ship "Baikal" received a significant increase in speed. - Air defense missiles on submarines have been fixed.
When I developed Distant Lands: Earendel I learned a lot of important things about game development. This is actually my first game on which I learned how to make a game at all! I wanted to keep it simple, with the story as its key point because that's all I know about. I said I'd continue to update the game with more content and answers to questions not solved at all, but I feel like it's not worth it at all. The game's so simple I can't find anything interesting for me to make and make you want to come back and play again, not even the answers of some questions.
Two months ago, I started a new journey. This is the only news you'll get until it's almost finished, but I'd like to welcome you my new series game: