Willow Guard - Wolfrug
Here's another quick weekend hotfix, thank you again for your reports!

- There is now a definite limit to the number of VFX:s that can spawn, which should prevent some of the null reference exceptions some of you have been experiencing. NB: In especially intense situations you may find that no more VFX:s are being spawned. You can adjust the max number with the new slider in Settings under Graphics - 25 has been proven to be plenty in most situations, but YMMV!
- The end-game dungeon trap in the Temple no longer spawns an endless number of golems, and it also handles it more elegantly if you leave and return without finishing the puzzle.
- The invisible walls in the first Temple level are no longer invisible.
World of Islands - SteveLosive
Hello, adventurers!

I'm happy to announce our comeback update. I have..
  • Fixed every reported bug so far, and a few more.
  • Reworked every map in the game and added many more.
  • Reworked some of the dialogue (Complete dialogue rework coming soon!).
  • Changed character names to fit the era of the story more.
  • Changed the title screen BGM from the MV default one to our own original theme music (You can still mute it in the settings ofc).
  • Fixed the Novel eBook DLC being inaccessible and you can now open the PDF through the game or by simply locating it in game directory, specifically in "dlc_novel" folder.

Stay tuned for more updates, and looking forward to hearing your thoughts.
Buggos 2 - IntrepidMarmot
Hello everyone. there are many small updates all bundled together in this post. I am working on fixing critical bugs and balance issues atm.


Updates

Did a balance pass on world 2 map 1
Did a balance pass on world 2 map 2
Reduced Flamer armor from 5 -> 4
Increased the splash range of defenders from 30 -> 40
Capped fps to 120.
Added in spore artillery descriptions.

Bugs

Fixed a bug where the defender was using the wrong particle effect when splash was upgraded.
Fixed a bug with the evolution chamber where some evos were not wanting to unevolve.
Fixed particles spawning at world 0,0
Maybe I fixed a crash with particle effects?
Fixed a bug with the evo chamber not counting well.
fixed a pathing bug that would lets buggos run outside the map.
Fixed a bug where deleting a spore turret would still spawn spitters.
Fixed a bug where those spitters spawned by the deleted turrets were immortal. This causes so many down stream issues.
Fixed a bug where spore artillery spawning swarmers would mess with enemy target finding
RevenBlade Playtest - MedallionSlate
Playtest on May 4 at 4 PM EST
May 4
Demon Goblin and Mr. Knight 小鬼哥布林與騎士先生 - 靈犬來吸
錯字顯示修正
Fixed a typo display issue
誤字の表示を修正しました
Gloamvault - BigJk
Some smaller fixes based on player feedback:

  • Wizard dialog can now be closed by hitting ESC (same as the other NPCs)
  • Fixed level-end rewards not correctly saving
  • Fixed UI bug where 2 cleared keybinds would show a error message
Rebellion GODSOUL: Awakening - 虚妄喵(Final.Unreality)
2025年5月4日15.20左右 V1.21 【喵更新】
1.幻灵CG解锁问题已经修复,再点一次幻灵剧情(可以跳过)即可解锁幻灵CG❤许多都很精美哦别错过!!
2.为女主好感增加扫描存档功能,此前女主们好感无法解锁可能是扫描存档出问题
3.修正幻灵收集显示
4.修复小神大招两次语音问题
【请帅气的你记得看好感剧情,也就是基地的Q版小人!!】
【好感剧情比主线还丰富哦!!!爱你】
你最帅了!送你30+套幻灵泳装皮肤记得在steamDLC页面领取!
如果喜欢本游戏,求您推荐给朋友助力存活,这样以后我们会更多免费更新内容!
【BUG反馈群】736701831,我们会尽力为您服务!!
Medieval Legacy - mundanepixel
  • Fixed an error with the new drought penalty
Project SJHG - 벽광
System Changes
  • A new save system has been implemented.
  • Decal selection and application functionality has been added.
  • A 0.5-second delay has been added when exiting the game or returning to the title screen.
  • Most rotation-related code has been completely reworked.
  • The game now periodically attempts auto-saving.
(These changes are internal and do not include visible updates.)
  • The fragment enhancement system has been removed and replaced with the slot upgrade system.

New Features
  • The game now checks GPU performance at startup.
    • Your GPU is compared against a benchmark table to evaluate its score.
    • If it does not meet the minimum requirements or is not listed, a warning will be displayed and graphics settings will be automatically lowered.
  • Most monsters now push the player away on contact, except in special cases.
  • The NPC responsible for item exchanges has received a new character model and expanded dialogue.

Changes
  • Updated the Niagara effect used for item indication.
  • Important items now display a highlight beam.
  • Homing projectiles no longer track the player after being dodged.
  • Some sound effects have been updated.
  • Most in-game icons have been replaced, and certain UI elements have been redesigned.
  • Improved performance when the blacksmith is active and in view, reducing frame drops when facing the area.
  • Navigation dummy actors used for path warm-up no longer push the player.
  • HP has been adjusted for some monsters.
  • Landscape tiles used in the desert region have been updated.
  • Objects in heavily stuttering areas have been merged to improve optimization.
  • Fixed missing Nanite support on certain assets.
  • Several item descriptions and translations have been updated.
  • NPC dialogues and their translations have been revised.
  • Changing any individual graphics setting after applying a preset will now automatically switch to 'Custom' mode.
  • Increased the input buffer for chaining another dodge from 0.2s → 0.3s.
  • Dodging can now immediately chain into other actions upon input.
  • A warning is now displayed if the next EXP value cannot be retrieved during level-up.

Bug Fixes
  • Fixed an issue where the ability quick slot was not updating correctly.
  • Fixed a missing SP cost check during consecutive dodges.
  • The Ancient Golem no longer obstructs the camera.
  • Fixed incorrect AI behavior patterns for 'The Pledger'.

New Content
  • A new section behind the Desert Oasis has been added.
  • The following new monsters have been introduced:
    • Crystal Tower
    • Cannon Lizard
    • The Harvester
    • Terbark









Email: bu30808dev@gmail.com
Discord(KR): https://discord.gg/GYvmFDaZ87
Frostory - Team OOPArts
Hello!
Today, I'd like to write about how we improved the bridge in our game.



In our game, terrain objects like the bridge shown above appear frequently.
Although it looks simple, it was outside of the in-game tile system, so placing it required unnecessarily complex work.



Manual placement was required to position the asset properly in 3D space, and various exception cases had to be handled.


But even when the bridge had no special gimmick, it still felt good as a decorative element, so we wanted to place more bridges.


So, we decided to systematize the bridge.


1. Plan


First, we sketched a concept design for the new bridge.


One thing we had in mind when drawing the concept was a game we saw long ago called Princess Blitz.



It’s something we saw quite a while ago, but it sometimes popped into our heads.
We thought it would be great if the newly created bridge could move dynamically.



In the image above, we lowered the bridge, and internally we thought it looked fine.


2. Resource Standardization

We considered how to standardize the assets to easily create bridges of various shapes.
Ultimately, we composed the bridge to match the tile size with front/back handles and planks.



The original file on the left is automatically organized into the resource on the right.
The width and height of the original resource can be longer, which increases the variation of the result.


There is no rope connecting the bridge in the illustration; the reason will become clear as you continue reading.


3. Bridge Placement Tool

The reason for improving the bridge was to make placement as easy and simple as possible.
Explaining how the tool works in writing would be too lengthy, so it’s better to show it in action!



Select a bridge type and drag to create the bridge.
Editing and repositioning are also easy.


4. In-Game Polishing


This is the initial look of the newly implemented bridge.

The plan was to tile it and simply sway it with the character’s movement, but that was a miscalculation.
The rope appeared to be broken into segments more than expected, and the shape of the bridge didn’t look natural.


So, we began the improvement work.
The intermediate steps were not recorded because we were engrossed in the process.


It’s a shame...



After many modifications, this is the completed look.
We adjusted various formulas to make it feel natural and replaced the rope with a line renderer.



The new bridge now also supports cases where the start and end heights are different, making it usable in more varied levels.



Additionally, it reacts to the weight of objects placed on the bridge.


Thank you for reading!

...