Survivors, get ready to face cunning Raiders, craft with 3D Printers, and experience upgraded visuals, and Survivor NPCs are on the way :D
Update Summary
Added Human Enemies - Raiders.
Completed the GOAP AI framework.
Unlocked large map options.
Unlocked 3D Printing skill tree.
Added constructible Battery Charging Station.
Added constructible 3D Printer.
Batteries can now be recharged.
Added magnified scope effect when aiming.
New location: Train Station Raider Camp.
Upgraded zombie limb destruction effects.
Added airflow and sonic wave visual effects.
Lone Raiders may appear inside buildings.
Rooms now spawn miscellaneous clutter on the floor.
New items: Ammo crates, suitcases, clothing, accessories, and more.
Added human corpse texture generation.
Fixed issues with zombie sound effects.
Fixed display errors for wire connections.
Optimized character clothing layer rendering.
Optimized character skin tone settings.
Optimized character models and animations.
Bug fixes, performance optimizations, and other improvements.
Human Enemies - Raiders
A small number of Raiders will randomly spawn across the map. The new Train Station location will spawn a Raider camp. Raiders can use all weapons available to players, including firearms, crossbows, bows, and melee weapons. When forming squads, Raiders will perform tactical maneuvers such as flanking, throwing grenades, and suppressive fire.
GOAP AI
Implemented human AI using the GOAP framework. Actions are selected through decision trees. The enemies in the classic FPS game “F.E.A.R.” were also created using the GOAP framework. Compared to state machines, this more complex decision-making system delivers a more engaging gameplay experience. Friendly or neutral human NPCs will be updated soon.
Visual Upgrades
High-magnification scopes now feature a zoom effect, enlarging the targeted area. Bullets now have more realistic airflow effects. Explosions and alarms emit shockwave effects. Zombie limb destruction effects are now more realistic and precise.
Scope Aiming, simulated lens distortion and chromatic aberration.
3D Printing and Battery Charging
Added two new constructible items. The Charging Station can recharge batteries. The 3D Printer can craft various items. (More printable weapons and items will be added in future updates.)
About Async Multiplayer
In future updates, players will be able to upload their current characters to the server. These characters will appear in other players' games.
Feedback
If you encounter any issues during gameplay, please feel free to provide feedback via our Discord or email.
Hi there! We are RIK ANIMATION, an animation studio and co-creators of "An alt girl for skoof." Today, our first independent project launches in an open playtest!
It’s been a long journey, and now we’d love to hear your thoughts on the gameplay, visuals, music, mechanics, and anything else that stands out to you.
Our project is a horror RPG with elements of visual novel and psychological thriller, combining a mix of styles and mechanics.
We’re continuing to work hard on the game — and your feedback means a lot to us!
WHAT’S IN THE PLAYTEST?
Hicha’s life simulator: Step into the shoes of a shut-in girl and live through her anxious days, destructive routine, and endless cycles of monotony.
Explore her emotional world through multiple unique visual styles.
Find the perfect life in the virtual world of VITA — your flawless new reality.
Enjoy the original soundtrack, composed especially for this game.
SUPPORT US
We've come a long way to reach this point and put a lot of heart into the game — but there's still much to be done before the full release. Your playthroughs and feedback are incredibly valuable. You’ll support us a lot by sharing your impressions in the game’s Steam Community.
We’d also like to mention how important genre tags are to help the game find its audience. So after playing, we’d really appreciate it if you visit the store page and select the tags that best describe the experience.
And don’t forget to follow our community to stay up to date with all the news!
We are sorry for the following problem, but we are not able to fix it because we do not know the cause.
- Sometimes the game crashes before transitioning to the title screen after startup
→This happens when steam input is enabled.
Please disable STEAM input
.
In addition to the above problems, the following problems may also occur
- Controller input may not respond
In this case, it may be due to multiple controllers being connected to the PC. In the sub-den, only one controller input can be recognized. The problem may be resolved by reducing the number of controllers connected to the PC to one Also, a device other than the controller may be recognized as a controller on the PC side, causing the problem. Please check the controller connection and device settings on your PC.
We are very sorry for the trouble you are experiencing. We hope that many people can enjoy Aden. Thank you for your continued support!
NPC traders have significantly increased deliveries across the Caribbean, improving the overall availability of raw resources.
Sailing Tunes
Improved rudder penalty mechanics (speed loss during sustained turning). Lighter vessels are now performing better in sustained turns and lose less acceleration during turning.
Improved rudder efficiency: the drop in effectiveness at speeds below 40% is now smoother.
Please, let us know how lighter and medium vessels feel during turning after this improvement. This change will affect player AND NPC ships.
Spotlight image from Captain Gustavus Adolphus from the February 2022 screenshot competition.
We finally did it, the new role system is up and running, everything has been switched over to it, content is patched and we added enough backward compatibility to preserve arena saves. At this point we're just testing out the basics and putting a build together for proper testing, which is imminent. Once again the changes are very extensive, the entire platform for AI, behaviour and dialogue is new, with many fundamentally new features.
This is to say the least a huge milestone. The role system is what drives the world as we imagined it and basically the glue that ties together everything we've done. We spent years theory crafting it, trying to understand its possibilities and limitations, and what might be too ambitious and complex to develop and work with. Ultimately we went all in on complexity, including every feature we've considered that seemed useful, but the real challenge was how to design and structure it so that it's intuitive and easy enough to understand and navigate for content designers. The role system is first and foremost a content tool, for telling stories and creating characters and events with complex and dynamic behaviours and interactions. It needs to feel simple and intuitive to use, but as we expand our library of roles the goal is to achieve remarkable emergent behaviour.
As we've been finalising things and making roles on the new system we inevitably found more ways to improve things, sometimes in small ways, sometimes big. We plan to spend a lot of time using these tools, so it's important for us, but we also intend to release them to modders and players so they can create content too. They can be used not only to create characters and stories, but even mechanics. For example, something like the golem guards could be reproduced like this. We put a lot of effort into the tools, making a polished visual interface that is easy to navigate and gives lots of information at a glance. We put particular effort into our custom scripting language. Our goal here is something powerful but without bogging you down with technical details, leveraging specialisation, context and visual tools to remove low level tasks and verbosity. In short this means content designers and writers without technical expertise should find it approachable, and in general a workflow that isn't daunting and tedious.
Initially we'll be mostly testing the core changes to AI and other systems, and during testing we'll be gradually introducing more roles, more elaborate role setups, new interactions, expanding and updating dialogue and so on. Introducing the knight NPC will be next, and this will allow us to test many more features like dialogue between NPCs and multiple people and all sorts of complicated relational dynamics between more than two people. We'll continue to add and develop roles indefinitely, also applying more behaviours to less intelligent NPCs like the undead. A lot of what the role system is designed to do goes far beyond the scope of Exanima, but the more fundamental roles for driving behaviour, relationships and AI in general cover the most difficult and critical functionality and are the basis for the more specialised roles to come.
Meanwhile work continues on new content, including some new encounters, but as always we avoid content spoilers. With the crippling weight of developing the role system lifted we'll be focusing heavily on content for a time. We did also rework a few more pieces of armour and were able to make some smaller improvements to others thanks to the upgraded apparel system. We're also actively working on some very ornate weapon designs and some new weapon types.
Hopefully initial testing will go smoothly and we can open it up to everyone soon. Check out our discord for access to testing builds and all the relevant information.
Hey everyone! We’re thrilled to finally start sharing more about our upcoming game — Lost Twins 2 — with all of you. Whether you love clever puzzles or tranquil worlds, we made this game for you.
🎮 What Is Lost Twins 2? Lost Twins 2 is a charming puzzle-platformer about two separated siblings, Abi and Ben, who must reunite across a magical, mysterious world. But there’s a twist — the world itself is made of slidable tiles that shift and rotate, letting you reshape the landscape to solve puzzles and progress.
Imagine if you mixed Monument Valley’s spatial puzzles with the warmth of Studio Ghibli and the co-op feel of It Takes Two (but without combat or pressure). That’s Lost Twins 2.
✨ Who’s It For? This game is for:
🧩 Puzzle lovers who enjoy smart, elegant design
🎮 Casual or cozy players who prefer games without timers or combat
👩👦 Families looking for meaningful local co-op experiences
💭 Fans of relaxing, reflective adventures with emotional undertones
🎨 Anyone who loves beautiful visuals and handcrafted worlds
Whether you’re playing solo (you control both twins) or in 2-player local co-op, the journey is built to be accessible, relaxing, and full of discovery.
🌍 Explore a Hand-Crafted World Each zone in Lost Twins 2 has its own mood, puzzles, and secrets. From medieval castles to forest gardens and dreamy childhood fantasies-temples — you’ll never know what the next tile slide might reveal.
And guiding your journey is the legendary Fenghuang — a mythical creature from Chinese folklore, here to help reunite the twins.
❤️ Help Us by Wishlisting We’re a small indie team and every single wishlist makes a huge difference. It tells Steam that people care about this game, and helps us reach more cozy puzzle fans like you.
Dada la dificultad del videojuego y que tras casi un año de su lanzamiento nadie ha sido capaz de terminarlo, he escuchado las peticiones de un modo fácil para poder terminarse una partida
- MODO FACIL Se ha implementado un modo fácil que te permitirá activarlo cuando el juego te pregunte. Si lo activas, se bloquearán los logros, las speedruns, el final oculto y el nivel oculto. Para poder reactivarlo todo simplemente tienes que volver a comenzar una nueva partida
- Bug 1 Se ha reportado que en los equipos más rápidos, había un tipo de roca que se activaba antes de poder tocarla. Se ha revisado - Bug 2 Se ha reportado que se podía pausar durante el opening, antes de llegar si quiera al menú principal. Se ha revisado