Community Announcements - ZULA
Youth Week in Zula Has Begun!
The Excitement of Youth Week Has Started in Zula!
Zula is kicking off a thrilling week filled with special events in celebration of May 19 – Commemoration of Atatürk, Youth and Sports Day!
Throughout Youth Week, Zula players will enjoy exciting surprises and action-packed rewards!

Events & Surprises:
MVP Events: The best players are crowned with epic rewards!

Play & Win Events: Log in, play, complete missions, and start winning!

Special Map Events: Be the MVP on selected maps and earn Zula Gold — are you ready for the challenge?

Zula Gold Lotteries: Try your luck and don’t miss your chance to win Zula Gold!

Gold Deals & Bonuses: Enjoy Youth Week-exclusive discounts on gold packages and extra bonuses!

Don't miss out on these amazing opportunities! Follow our social media accounts now and experience the excitement of Youth Week to the fullest!
Grand MALL Simulator - Mind2Bros


🔧 Systems & Logic
We’ve overhauled the core movement and priority algorithms. Shoppers now glide around obstacles more smoothly, get stuck in aisles far less often, and reach the checkouts more reliably.

We also refined the shopper behavior model.
Agents now weigh nearby items and queue lengths before picking a shelf, so their choices look more natural and predictable—no “overthinking,” just fewer random face-plants into walls.

Fixed a bug that prevented stores from earning a rating higher than 4.2 stars.


🏠 Housing & Sleep
Home ownership is finally here! Choose from 3 houses and 10 apartments—each fully furnishable with our décor catalog (see below). Important: you can no longer crash on the office couch or “skip” the night on your tablet, so grab a bed for your new place!

🎨 Décor
The catalog now features 50+ new items—posters, sideboards, lamps, home furniture, and more. Mix and match to create the perfect look for your apartment or store.

🧠 Interface & UX
The main menu is alive and kicking: hover animations, silky tab transitions, and UI elements that scale perfectly even on ultra-wide monitors.

The changelog is now optional—hide it with one click if you’d rather dive straight into the game.

🎮 Widgets & Menus

Full main-menu redesign: bigger fonts, higher-contrast buttons, and faster response times thanks to cached fonts and icons. Even lightning-fast pause-menu hops stay hitch-free.

The in-game tablet got a fresh coat of paint.

Overlay tweaks: balance, date, and time stay visible only as long as you need. Transparency and font size auto-adjust to scene lighting, so numbers remain legible in bright spots.

Widgets and buttons tightened up—more info in less space.

📋 Quests
Quest system revamped—cleaner displays and more reliable completion logic.

🚀 Optimization & Performance
We dug deep into those pesky stutters to lighten your system’s load.

Rendering. The engine now predicts which objects will soon leave the frame and disables them a bit earlier, cutting draw calls by roughly 25 % in dense areas. LOD cascades were rebuilt so distant models slim down gradually—with no noticeable pops.

Textures. Re-packed atlases using BC7 cut disk size by about a third. Scenes now free up 250–400 MB of VRAM on average while keeping critical details (UI, fine text) razor-sharp.

Asynchronous loading. Heavy actors initialize in background threads, and meshes/materials stream in when needed. Even on an HDD, moving between zones no longer drags FPS into the mud; SSD users will hear only a gentle sigh from their fans.

NPC logic. The shopper scheduler now uses separate worker threads: one plots paths, one watches queues, another sets priorities. That shaved 2–4 ms off each frame in crowded scenes and virtually eliminated micro-spikes.

Memory management. We plugged small leaks in UI overlays and optimized the material pool, trimming ~200 MB off peak RAM use.

In short: the game breathes easier, micro-stutters are nearly gone, and your rig—no matter its horsepower—should feel noticeably smoother. Spot an FPS dip? Hit the new Join Discord button in Settings and let Support know; we’ll jump on it!

🖥️ Safe‑Mode Launch Options
If your screen ever turns into a modern abstract painting after changing resolution, don’t panic! You can now launch the game in DX11 or DX12 Safe Mode at 1920 × 1080. It’s a quick bailout while we keep ironing out window‑mode and resolution switching quirks.

🚀 Performance Impact
This optimization patch delivers a 1.5 × – 2 × FPS uplift. If you previously saw 150 FPS, expect something in the 225–300 FPS range—hardware-dependent, of course. We verified these gains on 15-plus test rigs covering a wide spread of configurations.

A few setups still act up: some start with solid FPS that gradually tapers off, while others begin low and then ramp up dramatically. We’re actively chasing down both quirks—thanks for your patience while we iron them out!
TinyCraft Town - Void
Fixed missing items after purchasing an inventory slot upgrade
Circle Mountain Circle Sea - 圈圈圆圆圈圈 - lichi1993315-1
The casual strategy roguelike game "Circles Mountain Circle Sea" has launched its free demo! Build your animal farm and earn money to pay the rent!

In this demo version, the following are available:
9 kinds of animals, 11 kinds of foods, 9 kinds of plants, 9 kinds of derivatives, and 9 kinds of humanoid creatures!
6 types of terrains. Use different terrains to enhance your animal farm!
5 levels with different difficulty levels!
If you are interested in "Circles and Loops", you are welcome to add it to your wishlist and join the player group: 450041018 to discuss interesting animal combinations!
In addition, filling out the questionnaire will give you a chance to participate in the lottery!
Questionnaire:
https://meowjito.feishu.cn/share/base/form/shrcn2NdIo1ojB6EIYbQkXV2mDf
Bug feedback:
https://meowjito.feishu.cn/share/base/form/shrcnmCOjlZl5Q10wIVwYTcqkug
Have a great time, meow!
KKCKC - Kudeok
KKCKC 0.4.2 version has been updated.

Bug Fix
  • Fixed an issue where the stat boost effect of the "Blank Keycap" was not applied.
  • Fixed a problem where some electronics were spawning outside the map.
  • Fixed an issue where the "Scouter" and "Shinigami Eye" keycaps were not displayed correctly on certain electronics.
  • Conditional unlock effects are now shown after the battle ends.
  • Fixed an issue where the "Glass Heart" did not apply in certain situations.
May 12
Trolddom - neckelmann
Changes:
* Black Beast's Growl ability now increases threat by 100% instead of 50%.
* Melee enemies can now push less dangerous enemies out of their way to get to their target.
* Holy Reflection now generates more threat and will also trigger on blocks (thanks sithpl).
* Tirnwood Thorns now binds when picked up.
* Non-boss enemy health levels reduced slightly in Valoris Insurgency, Tower of Indulath, and Tirnwood Thicket.
* Priests have figured out how to use one-handed maces.
Issues fixed:
* Natural Remedy now works like intended.
* Witch talent Improved Drain Life now works like intended.
* Fixed bug that caused some passive talents and auras to malfunction after logging out.
* Minions now work in The Shrouded Lands.
* Fixed missing food buffs, item types and some wrong icons (also thanks sithpl).
* The quest Delivery to the City can now be turned in at Mathew's Emporium.
* Robe of the Soulsplitter is now made of cloth like intended.
May 12
True Reporter. Mystery of Mistwood - Evanesca


During the maintenance, the following changes were made to the game:

- Like a real reporter, Betty can put together a dossier on any resident of Mistwood! Now you can learn more about Lieutenant Carter by collecting pages from Betty's diary.

- We also updated the sound at locations and made some minor changes for a more comfortable game!

Enjoy the game!
The Mr. Rabbit Magic Show - Rusty Lake
Hi everyone, we’re here to pull up some minor improvements to The Mr. Rabbit Magic Show straight from Mr. Rabbit's hat of tricks!

This is a minor update to the game containing several bug fixes.

Patch Notes 1.1.6

The Mr. Rabbit Magic Show

  • Sounds added and improved.
  • Rotary phone improvement, now you can only turn it to the right.
  • Adjustments to the End Game Credits.
  • Added more characters to the anniversary celebration.
  • Fixed small issue with sound playing when ejecting tape from VHS player.
  • Fixed walkthrough link for Simplified Chinese.
  • Added translations to the Cirrar-fan-art and the David Lynch label.
  • You can now call the number from our short film, The Intern, for a special surprise from the David Lynch portrait!

If you are experiencing any other issues, please reach out to us on our Discord, or send us an email: support [at] rustylake [dot] com. And please remember to say “Happy Birthday, Rusty Lake!” by leaving us a review after playing The Mr. Rabbit Magic Show!

Let's keep making memories,

Rusty Lake
Trench Tales - Lord Magnus Vortigan
Update Notes

- Fixed a bug with “enemy heartstroke,” where enemies would suddenly die after being knocked down.

- Added a new area to the open world map, including an early blockout for the Short-Term Contracts system.

- The Mini-boss now has a new weapon.

- Mini-bosses now drop loot upon defeat.
CEO Sim: Cyberpunk - JAD Labs
The heading does not resume, it continues to run

Hello everyone. It's been almost 4 months since the last part of the developer diaries. Let's recall what happened a little bit: we created and talked about the teaser, changed the design and came to the final look of the characters, added mechanics and functionality.

Today we will tell you about the past changes in the project. We also came to the conclusion that we conduct a demo and play a build every month. This is important for retrofitting, reviewing completed tasks, and also helps to identify problems immediately. After all, 16 eyes are much better at seeing mistakes than 2.

Let's go!

Build and demo

We started actively collecting and working with demos. Recently, versions 1.5, 1.6 and 1.7 have already been created. When viewing the demo, it's a useful story, we can independently “play” our result in order to see the gameplay and design problems sooner.
Additionally, we came to simultaneous testing on both Windows and macOS. At the same time, we collect information for the formation of playtests.
According to the changes in the screenshot, the save / download functionality is already visible, as well as the “continuation of the game”. Globally, localization keys have been finalized from the innovations, as well as the names of states along with fractional events/consequences. We have added various kinds of warnings so that the player does not get confused and can respond in time to incidents that the game issues.



A lot of work is currently underway to polish all the screens and refine/verify the functionality separately. We definitely look at the collage models of the buttons so that the player doesn't have any problems. We are testing different resolutions.

Design

We started adding comics that reflect the plot, as well as their description. The picture shows the beginning of the game so far. As the passions in the game heat up and we immerse ourselves, we try to build up the atmosphere of the inner world, the events that are associated with the directors (consider them the arbiters of fate) look very cool.
The progress transition screen and icons that reflect events in transitions have been drawn and completed.

We have already talked about the tutorial and onboarding of the player, we have completed it and are implementing it. Our assistant will be in the role of a teacher. Her photo is also attached.




The endgame is already ready for the script, so it has also been rendered, but it was added to the build quite recently. Multiple endings are always good and interesting.

Changes

We are intensively finishing the first chapter. We are currently completing the design, working with game design and tests/formulas. The sounds are ready and understandable. Events also.

The gradual filling of the game is already underway. We gained a foothold on many screens back in the 4th demo a month ago. Screens such as expense/income charts, move transitions, and statistics for the player. Animations of indicators and comics, a save system and events created by managers already exist as chips. We have completed the mechanics of interaction between events

An example of a “Performance Drop” event



Improved the mechanics of the credit rating. Now, in parallel with the plot, the player monitors the status of their funds. This is necessary for a variety of game scenarios. You can earn a lot and spend a lot, or you can save a lot. Someone will barely hold on and stay afloat, while the other person will be heavily indebted and pay the bills every turn, or even completely burn out.

Events now occur after each turn. The consequences of decisions can surface in any other move and you always need to calculate your steps in front so as not to get into a mess.

There are not many global changes. Basically improving everything and everything.

Functional

Gradually we edit the translations and add the download save entities.

We have added more intuitive controls so that the player receives notifications (checkmarks) about unfinished events that need to be responded to.

In general, that's all for now. See you in the next installments!
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