With the release of My Liege finished and a success, it is time I turn my attention to the future development. In this roadmap I lay out the planned updates I have. I have ideas for future games, but those will be waiting until I have My Liege finished to my satisfaction.
All of the updates listed are free and included in the base game. I do not plan to ever create DLC for anything less than a full new multi Act story. At this time, I do not envision adding that much new story, but you never know what the future holds.
If you have any feedback, questions, ideas, hit me up! I would love to hear them! -Addison Your Sugoi Penguin
It is time for Sixties Week in all Perfect Team leagues!
This week, from Monday May 5 through Sunday May 11, all Perfect Team leagues will exist in the run year of 1967!
What does that mean?
Lots of things!
Starting Pitchers will go a lot longer, speed on the basepaths will be vital, and - most importantly - your rosters can take advantage of the time period. Maybe you reduce your pitching staff by a few players and build up your offense with some extra power and speed! There is no wrong answer! One thing is for sure - your players will definitely perform a bit differently in this era!
Our Theme Weeks were very popular last year and we're excited to run them again all year long in Perfect Team 26!
Thank you to everyone playing OOTP 26 - and have a blast this week!
Greetings, adventurers! We’re thrilled to share our latest progress in the game’s development. This update covers a visual overhaul, magical experiments, and introductions to key characters. Let’s dive in!
Visual Rebranding: Darker, Deeper, More Atmospheric
We’ve updated the visual style to better align with the game’s core spirit. When you see our new cover art, you’ll no longer mistake our world for a cozy cross-stitch simulator! If you’ve grown fond of the majestic Sky Beast from the previous artwork — don’t worry, it remains Karamarin’s iconic symbol of magic, and you’ll encounter it many times! In-game, the atmosphere has grown darker, and we’ve implemented the technical groundwork for dynamic time-of-day changes. These technical improvements will also help us craft future dungeons and mysterious new Patches.
Magic Evolves: Spellcrafting System Changes
We’ve reworked the spell creation system’s code for greater flexibility. The spell tree now tracks all magic shards used within it, enabling future features like:
Set bonuses for shard combinations,
Modifiers that preserve spell fragments,
Visual and usability improvements to the crafting interface.
This time, instead of adding new components, we removed compatibility restrictions! Now, any component from a matching family can be placed into a child socket (e.g., two Split Shots in a row). Limitations still exist but are tied to shards, meaning heroes who brave the most dangerous Patches can discover compatible shards to forge truly devastating spells.
Karamarin’s First Archmages: Who Are They?
Meet the founders of the Arcane Academy (left to right): Varnava, Amalia, and Torvald.
⚒️ Varnava Role: First Arcane Smith, founder of the School of Magical Smithing. Story: Survived his village’s destruction by the *Great Patch*. Learned to infuse magic shards into objects, which helped him survive the wilds and reach civilization.
🌀 Amalia Role: First Magic Seeker, founder of the Seekers’ School. Story: A reckless genius who channeled shard energy into her own body. Arrived in the capital already mastering enchantments — her past remains a mystery.
⚡ Torvald Role: First Battlemage, founder of the School of Offensive Magic. Story: Discovered the Misty Patch and theorized the "Slow Cataclysm." Believes magic is humanity’s ultimate tool.
What’s Next?
We’re currently developing the Advanced Resistance System and the Expedition Hub. Stay tuned for details!
Your Feedback Matters! Share your ideas and questions in the comments or on our social media — your input shapes the game’s evolution. Thank you for journeying through the Patches of Karamarin with us!
Heróis de Noname - Acesso Antecipado - RPG MAKER MZ
Heróis de Noname - Beta Aberto/Acesso Antecipado Versão 1.8.8
Atualização 1.8.8
Resumo da Atualização antes do Devlog.
História Principal - Novas Missões
Vários Bugs Consertados (Alguns podem aparecer com Retorno, espero que não)
70% dos mapas com a base pronta (Base para história principal)
1 Super Boss e 2 Monstros Especiais novos
Buffs e Nerfs
Equipamentos novos
Na próxima atualização estarei adicionando mais uma história de personagem e ao terminar esse arco da história principal começarei o próximo evento de história.
Agora para o Devlog
Eu normalmente achava que ninguém lia essas paradas, mas as estatísticas da steam mostram que 95% dos acessos são do Brasil e tem sempre cerca de 50 pessoas acompanhando, então queria dizer que vocês são 10. Desde a última atualização fiz um progresso legal no jogo, o que está me deixando bastante contente. Estou optando em desenvolver os mapas que usarei para história principal já que ela está bem encaminhada então não precisarei "fazer os mapas ao mesmo tempo que transcrevo a história para dentro do jogo". Acredito que se não tiver contratempos as próximas atualizações avançarão bastante na história principal, ao ponto de chegarmos no "ápice" da primeira parte do primeiro ato do jogo.
Ato 1 - Castlefort Parte 1 - Baixa Lorwen Parte 2- Lorwen Central Ato 2 - Astra Ato 3 - Murakumo Ato 4 - (Esse tenho de segurar porque é spoiler)
Terminando a questline do Porto Viridi a história será bem linear até o final da primeira parte, os locais "vazios" tanto de NPCs, quanto missões quero fazer missões secundárias, e como missões secundárias não são o foco por hora elas permanecerão "vazias" mais um tempo.
Buffs e Nerfs
O foco desse balanceamento é nos personagens defensivos. Se seu personagem favorito é Atacante sem skills defensivas pode ficar tranquilo que não teve buffs nem nerfs para eles.
Lara - S1: Redução do tempo de recarga de 5 > 4 - S2: Custo de SC invertido para MP de 20 SC > 2 MP - S4: Aumento da Barreira de 75% de proteção para 100%, Custo de MP invertido para SC e aumentado de 5 MP > 70 SC, Duração aumentada de 1 para 2 turnos (Testando, caso não dê certo reduzirei para 50 SC posteriormente e voltará a ser 1 Turno)
Clara - S1: Aumento de dano de 120 para 150
Theodore: - S1: Aplica Barreira de 25% por 1 turno
Mira - S3: Aumento da Barreira de 50% para 75%
Kris - S1: Redução do Escudo de 40% para 25%, Adição de Barreira 100% por 1 turno.
Lancelot - S2: Não reduz mais resistência, aplica efeito "Substituir" (Recebe ataques no lugar de personagens com HP baixo)
E por aqui encerro o Devlog de hoje. Obrigado pela atenção e apoio ao projeto, vocês são d+.
This small patch focuses on improving the multiplayer experience and polishing gameplay.
🛠️ Multiplayer System Tuning – Smoother connections and better sync during co-op. 🔧 Minor Tweaks – Small internal adjustments for improved stability and responsiveness.
Thanks for playing The Wallway – more improvements are on the way!
This update features new Controls change menu, Level 0 and Level 43 improvements + bug fixes
Additions and changes: -Added control menu! -Added new mobs on Levels 0 and 43. -Added spectate mode (similar to Level 232.2) after player's dies from a mob on Levels 0 and 43 -Changed notes logic on Levels 0 and 43 -Changed level selection widget in CO-OP -Changed ambient sound on singleplayer Level 9 -Slightly changed the singleplayer menu -Improved mob logic on Levels 0 and 43 -Improved graphics and performance on level 43
Bug Fixes: -Fixed a bug on Level 43 where mobs could teleport or run at you while you were looking at them, also reduced mob shaking. -Fixed a bug with outfit appearance on Levels 0 and 43. -Fixed a bug with entities on Levels 0 and 43 where after mob catches player, the player's screen could freeze with the face of the mob. -Fixed a few minor bugs
Next update will be fixing bugs and adding more stuff to the game!
Thank you all for your support. Stay tune for more
We’re excited to officially announce Tailor Simulator, a creative and strategic simulation game where fashion meets business! Whether you’re sewing custom suits, organizing your inventory, or dealing with your customers, this game puts you in charge of every detail.
👔 In Tailor Simulator, you will
Design clothes and combine them with 250.000! alternative combinations
Manage your own tailor shop's inventory and finances
Build relationships with NPCs
Make business decisions that shape your growth
Explore a charming small open-world environment called Emporium District
As you master your business style, you'll unlock new fabrics, tools, customer types, and shop upgrades that make your tailor shop truly one-of-a-kind.
💼 From Workshop to Empire: A True Business Simulation
From humble thread to fashion empire — your choices matter. Tailor Simulator blends real business logic with the creativity of design, giving you the full freedom to build, grow, and succeed.
📅 Stay Tuned
We're still deep in development and can't wait to share more through devlogs, videos, and community feedback. Wishlist us on Steam to follow our journey every wishlist helps!
💬 Join the Conversation
Join us on Discord and Reddit and follow our social media accounts for behind-the-scenes content, sneak peeks, and localization support opportunities.
🛍️Wishlist now! Stay updated. Be part of the journey from the very first step.
Thanks for being here and supporting indie games like ours. Your enthusiasm fuels everything we do!
Liches were spawning 99 percent of the time -Reported by REDGENERALANT on Steam
Just a small update to get that fix out. Sometimes when I'm working on the next version for enough time I'll end up making a small fix but I can't remember if I'm fixing something I broke while working on the new version or if I'm fixing something that was broken before. In this case I was testing liches when the last update released and forgot to turn the percent chance back down.
But enough about that. I've been working on version 3.5 for a while and so I'll use this as an opportunity to show off what I've been working on. Here's a small video showing some of it in action. https://www.youtube.com/watch?v=raRoUi1U5ho The priority log meant to remedy the problem of the log scrolling too fast when there's too much going on, usually during combat. How it works is if a line is set to have a higher priority in the games code and it scrolls out of the visible area too fast, it will show up below the log and stay there for a few seconds. Now no one should be realizing all of a sudden that their armor has rusted down to nothing or that their strength is down to 3. The auto-namer I think will be a nice QoL feature for controller players playing on the ROGUE difficulty. It will be on by default in 3.5 so no need to look for it in the settings when it's out. The room setups I think will add some nice flavor to exploring the dungeons. Some of them simply make the terrain a bit more treacherous but many have a good weapon or item as a reward for surviving some type of large trap: cave ins, or a monster ambush, or explosions/fire, and so on. I have about 12 coded in right now but I'd like to have at least 20 ready to go for the update.
If everything goes well, version 3.5 should be out in about 2 weeks.
If you come across any bugs or crashes please let me know in the bug report thread. Thanks!