Quality Dreams, Reasonably Priced - zorkie.studios
Bonjour body mod connoisseurs,

We are so excited to announce that Quality Dreams, Reasonably Priced will be part of June Next Fest (June 9-16) with a new demo!

The demo will include the much-anticipated ✨UPSELLING FEATURE✨! You’ll be able to sell as many mods as you want to Baron, Ocean, and Florence (or, at least, as many as they’ll let you).

It will also finally include the game’s opening, including all-new illustrations!

To get you excited for the new demo, we’ve made a new trailer which you can see on our Steam page or get a sneak preview of here. (Our trailer finally shows all the updated art!)

Unfortunately, the much-anticipated café hangout with Ocean will be left to the full release. Since we’ve kept you waiting so long for it, we will however be including a second Ocean hangout in the game! If you manage to see both in the full version, let us know :)

Thanks so much for following along on our development journey! We hope you check out our new demo (on June 9th) and leave us a review on our demo page 💛
Tabletopia - l.yaurova

Call of Ancient Destiny

In the age when the world was still young and the mists of memory veiled the forested heart of Everdell, legends stirred like whispers among the leaves. Beneath the ancient oaks and watchful elms, it was not war that shaped the fate of realms, but the artistry of creation, the wisdom of rhythm, and the spark of imagination. And so, in this verdant cradle, a remarkable game emerged— Everdell Duo —where destiny entwined with nature itself, and each action sang like a note in a sacred hymn echoing through generations.

Beneath the gaze of towering trees, brave souls who answered the forest’s call felt the stirrings of forgotten magic—an invitation to weave their fate into the living tapestry of the realm. The game was more than mere play; it was ritual, journey, transformation. Every move became a heartbeat, every card a relic whispering secrets of the ancients. Those who dared to enter Everdell Duo stepped into a timeless current, where intuition and legacy flowed together like roots beneath the earth.


Awakening the Tree of Life

With the first glimmer of dawn, the forest stirred from its slumber. Light filtered through canopies as nature opened her vault of treasures—amber drops nestled in mossy hollows, silken wood damp with memory, and streams murmuring ancient truths. The guardians of this world, modest yet tireless, set forth to gather these sacred offerings. Each of their movements, deliberate and reverent, echoed with purpose, as if nature herself guided their hands.

To the untrained eye, these helpers were but humble creatures. Yet their every step was a verse in the forest’s great symphony—a song of rhythm and renewal. Gathering wasn’t a task; it was devotion. With each token collected, they shaped not only cities, but stories. And with every story, the Tree of Life awakened, stretching its roots into the dreams of those who dared to build.


The Grand Dance of the Seasons

Time in Everdell does not merely pass—it performs. The forest unfolds its saga in four movements, like an eternal ballad. Spring arrives first, gentle and bright, its dew-kissed leaves symbols of fresh beginnings. In its breath lies a quiet optimism, an invitation to plant the seeds of greatness. Summer soon bursts forth, wild and fervent, drenched in sun and ambition. It is a season of bold choices and dazzling plays, where light and shadow dance across cards laid like stepping stones toward legend.

Autumn arrives not with decline, but with golden wisdom. Crimson leaves drift like memories, and the realm becomes a canvas of harvest and reflection. Here, the fruits of courage and strategy find form—each action preparing the soul for what lies beyond. Then, Winter descends. Silent, crystalline, still. Beneath the frost, dreams rest. And in that pause—sacred, hushed—the land gathers its breath for the rebirth to come. In every cycle, the game shifts, not in mechanics alone, but in mood, challenge, and meaning.


Of Sun, Moon, and Memory

Amid the forest’s winding paths, two forces guide every fate: the radiant Sun and the elusive Moon. These ancient tokens are no mere game pieces—they are keys to hidden power, timekeepers of legend. When placed upon a card, they stir slumbering runes, ignite forgotten spells, and awaken destinies etched into parchment long before the first turn was taken.

The path of the player is never singular. Some venture alone, dueling fate itself with resolve and cunning. These solitary heroes weigh every decision, for each token spent may ripple across the map of the world. Others choose companionship—two souls forging one vision. In the cooperative mode, creation becomes communion. Cities rise not from singular effort, but shared rhythm. With trust and timing, allies uncover rituals long buried in the roots of the land. Victory here is not louder—it is deeper.


The Rune-Laced Tapestry

Every card in Everdell Duo is a manuscript, and each rune upon it a verse in the language of old. These are not static tools—they are living stories. Some depict mythical beasts or forgotten trades; others whisper of places not marked on any map. Yet none reveal their strength at once. Only under the gaze of the Sun or Moon do they glow, revealing hidden strengths, branching paths, and fleeting chances.

To master these runes is to become part seer, part scribe. It requires more than calculation; it demands attunement—to listen when the forest rustles, to feel when the wind shifts. In this game, even the smallest card might tip the balance of an empire. Players who lean into the lore—who play not just with logic, but with heart—will find that every rune holds not just power, but purpose.


The Hidden Struggles

Not all is light beneath Everdell’s boughs. Where the canopy thickens and moonlight hesitates, shadows lurk. Here lie the trials not written in rulebooks, where doubt, misjudgment, and unforeseen peril creep into the player’s path. These challenges do not roar—they whisper. They tempt with false moves and punish with quiet finality.

Yet even in these darkened glades, the tokens remain a lantern. Guided by ancestral wisdom and sharpened intuition, players can outwit these spectral threats. Every misstep becomes a lesson, and every recovery a triumph. The battle is never just for resources or reputation—it is for the soul of the city you build and the legacy you leave in the soil.


The Unseen Builders

Behind every bold strategy and radiant token stand the tireless helpers—the quiet builders of Everdell Duo’s greatness. Small in stature but mighty in purpose, they gather wood, draw water, and bear amber not as servants, but as keepers of continuity. Their journey is one of devotion, and in their simple toil lies the soul of the game.

Each action they take is sacred. Every bundle they return carries not just goods, but the weight of effort, patience, and hope. Through their labor, stories take shape, strategies become substance, and cities rise like myths carved from moss and stone. Their song is not loud—but it is lasting.


The Eternal Flame

And then, when the final season wanes and the sky blushes with dusk, the saga draws to a hush—not an end, but a return. The city stands, shaped by memory, shaped by choice. In that stillness, the forest sings once more. It is a melody of resilience, of light that outlasts the shadows, of dreams that take root and bloom long after the game is done.

Everdell Duo is not merely played—it is lived. It is an echo of old tales told anew, where every player is a creator, every decision a brushstroke, and every card a verse.

For those who enter its woods with open hands and quiet courage, the game becomes more than competition. As you weave your own story beneath the boughs of an ancient realm, the call of Everdell grows louder—now available digitally on Tabletopia, where the forest waits for you, ready to be explored in every season.

Gung Beetle - bomtill
EA release build is up and roadmap has been released!


BUILD 84.8 is active now!
This build contained so many bug fixes and balancing notes, here's some of the big ones:
  • Save system adjustments - we've fixed an issue where it was always defaulting to the Steam cloud save, even if the local one was newer, should fix any lost progress if anyone has connection issues or like to play on the move on a Steam Deck.
  • Added UI for the current equipped part - we realised people want more info on what's equipped in their current guns so we quickly made a UI system to show that, should make weapon upgrade decisions easier now.
  • Made the achievements harder to get - the old achievements were far to easy to reach and didn't feel like an achievement, now some of them are way more challenging without being a slog.
  • Full simplified Chinese localisation has been done - half of our development team is Chinese (there's only two of us) so this is a big milestone.
Dawn of Corruption - Sombreve
Hey everyone!

Got a pretty big version for you guys this time, a nice mix of new stuff and polish 💜 .

Someone on the Patreon discord suggested having Cray appear outside the village after he leaves, but before he's fully immersed in Apothus's realm.
I really liked the idea! So you can now encounter him in the Barrens, before he's truly lost.

It also features new art to introduce The Might's encounter.
Shards are powerful artifacts, and since he is much stronger than The Bind, I wanted his intro to feel a lot more overwhelming.

And finally, I've been doing a lot of polish for some UI and designs.
The stars rework should make things a lot clearer and offer a new potential challenge for seasoned players <3

I hope you enjoy~
Cheers!


Release Notes 0.11.2

Features:
After Cray leaves the Bastion, he will roam the Barrens.
-This triggers a one-time encounter against him, with unique interactions based on the outcome of the fight.
-Winning the fight will grant a stronger reward, but it's a challenging battle.

Added “Faith of the Chosen” Ability.
Added “Influence of the Chosen” Ability.

Added Achievement "Triumph Of The Chosen" (Defeat the chosen after he leaves the Golden Bastion.)

Added option to spend time in your current location instead of exploring.
-This replaces the menu to extend stars buff duration.

Simplified the Stars mechanics.
-You can now increase the Strength and Health of enemies, increasing your Essence and EXP gain.
-The inverse can be applied to yourself, increasing your Strength and Health, reducing your Essence and EXP gain.

Stars descriptor in the village now says how many days are left for the current star.

Character art will now be smaller on lower resolution displays.
Now hiding title logo on the sidebar for lower res displays.

Various grammar improvements for Leviathan's story arc.

Cleaned up Moveset Menu.

Cleaned up Stars Menu.


Balancing:
Ensnaring Goo now has a 50% strength scaling (From 0%).


Art:
Added art to The Might's introduction. (By Deriaz!)


Bugfixes:
Fixed an issue where Torgar's story would progress to its 2nd stage even if he still had potions to sell.

Fixed an issue where some choices would be displayed twice in the Chinese localization.
Fixed lots of bad passage linking for Chinese localization.
Fixed an issue where the first passage after a fight was never localized.
Fixed an issue where a lot of systems would break when going through new game+ in the Chinese version.


This version is NOT compatible with saves from 0.11.1, but you can restart the game with your Essence, Achievements, and Exp from older saves.


https://www.patreon.com/sombreve

https://dawnofcorruption.net/
Tutien Path - tttriet1997
1. Fix Fishing.
2. Gourd Catch causes dmg.
3. Gu Cultivation.
Brutal Bible Bloodbaths - LifesPlayer
- better gamepad support for menus and gameplay
- can use right mouse button for toggling menus
- City Gates level moved near top of level menu to make it more obvious
- new tree type
- made it easier to complete hiding behind houses level including with the gamepad
Landonia - ocanaday
Gameplay changes:
-Improved aggro calculations of NPCs

QoL changes:
-Made Quit/Save button double/triple-click before saving/quitting to prevent accidental quitting.
Path of Exile 2 - CommunityTeam_GGG
We discussed our plans for 0.2.0h last week but wanted to give a more complete breakdown of what you can expect in this update.

Private Leagues

We plan to enable Private Leagues when 0.2.0h releases using the Path of Exile 1 website for now. There will be no extra mods available for these Private Leagues but we'll be expanding the functionality of them soon. We wanted to get the ability to create Private Leagues released sooner rather than later for those that want to start over in a fresh economy by themselves or with their friends.

Quick-Use Currency Buttons on Strongboxes and Essences

We've added Quick-Use buttons that appear below the labels of Strongboxes and Essences. For Strongboxes, the currency displayed is dynamic based on the state of the Strongbox and is only displayed if that currency is in your inventory. As an example, if the Strongbox is unidentified it will only display a Wisdom Scroll.

If it is Normal Rarity it will display an Orb of Transmutation, if it has one magic modifier it will display an Orb of Augmentation. It will also be able to have buttons for Orbs of Alchemy, Exalted Orbs, and Regal Orbs. We have intentionally not included currency like Divine Orbs as that would be a mistake to use.

Essences have also received the same change but with Vaal Orbs for corrupting them into the Corrupted Essences.

Breach Improvements

Breach had significant issues with spawning monsters in very narrow or tight areas. It was expected to be worse in those areas because you can only fit so many monsters in a given space. This made Breach encounters worse than we wanted and resulted in a very boring experience where you felt like you failed even though there was little you could do about it.

We've made a change to how monsters spawn in Breaches to be more reliable. This drastically raises the minimum experience of a Breach encounter.

Additionally we have changed the minimum time of a Breach, assuming no monsters are killed, to 20 seconds from 12 seconds. We have also made the time extension granted by killing monsters account for Monster Power. This means if you kill Magic or Rare enemies during the Breach it will extend the time more than killing Normal monsters.

Previously we spoke about dropping fewer stacks of Splinters in larger quantities, but instead of that we're making a more drastic improvement. We will now vacuum up all the Breach Splinters dropped during a Breach encounter and drop them at your location when the Breach concludes. If you are in a party it will drop multiple stacks that are randomly allocated.

Azmerian Wisp Improvements

Azmerian Wisps have received two changes. The first is that when you activate a second Wisp, while pursuing one already, that Wisp will now always target the same Rare monster as the one you were already chasing. This was uncommon during the Campaign and mostly presented itself in Endgame especially with Atlas Tree investment but when it did happen, you would lose one of those Wisps commonly which felt purely negative.

The other change is that the Spirit of the Spring Hare and Spirit of the Fox were far too rare, we've made these three times more common. They can create some pretty hectic and rewarding outcomes and we wanted to give more opportunities to encounter these and their rewards.

Rogue Exile Visibility Improvements

Rogue Exiles had one main issue. Often you would be clearing through a Map and all of a sudden have a large life bar on the top of your screen with no connection to a boss or monster. This was because the Rogue Exiles had a very large aggro range. We've reduced this aggro range so they are far more commonly on-screen before it appears, that way you see them before the life bar presents itself. If you were to hit them off-screen using projectiles or other skills, they'll still aggro immediately though.

The second issue is that even when you did find one and they were on-screen, you could barely see them especially in darker maps. In order to alleviate this we have both added Minimap Icons to them once they've engaged combat, and we've made the light on them far brighter to help them stand out and be more obvious when surrounded by other enemies.

Further Item Drop Improvements

We did a major patch to update overall loot drops but there are still some outliers we're working on improving. In 0.2.0h we're going to be making Perfect Jeweller's Orbs and Level 20 Uncut Skill and Spirit Gems significantly more common. These will still be relatively rare but it was often the case people would get very far into their Endgame and character progression before even finding one.

Item Labels Additions to Important Items

For those not using custom Item Filters and were in Endgame you might have observed some more important items not being obvious enough. We have added outlines to the labels for Precursor Tablets, Expedition Logbooks and Expedition Chests to help them stand out when you have many other items on the ground around them.

Shrine Improvements
We've made a few changes to Shrines.

Firstly, we've disabled the Greed Shrine and the Corrupting Shrine. These were just bad and often you right-clicked off the buff because converting good items into Gold, or Corrupting equipment is rarely beneficial.

On top of that we've made some of the rarer Shrines such as the Diamond Shrine and Divine Shrine appear far more often, and we've extended the duration of almost all Shrines. Some of the Shrines will now last 90 seconds (from 45 seconds) and some 60 seconds (from 45 seconds).

New Stash Tabs

We're adding the Ritual Stash Tab which will be able to store your Omens and Audience with the King Fragments.

We’re also adding the Socketable Stash Tab which will hold all your Runes, Talismans and Soul Cores. This tab comes with a button that allows you to upgrade your Runes from one tier to the next, instead of having to use the Reforging Bench.

These will be for sale in the Microtransaction store shortly after the patch is deployed.

Misc Other Improvements

Here's a quick-fire list of other changes we're also making for this patch.

  • We've updated the visibility of the 'Corridor' skill for the Arbiter of Ash to be far more clear very quickly.
  • We've added bindable actions for being able to quickly allocate Strength, Dexterity or Intelligence on your passive tree. You can bind these to keys and then hold those keys down when selecting attribute nodes to quickly allocate them to your desired attribute.
  • We've added a new batch of submissions to the Twilight Reliquary Key. Thank you for your Support.
  • We'll be allowing Charms to go into the Flask Stash, or any stash with the Flask Affinity set.
  • We're adding a quick-travel button for Town on the right hand side of the Waypoint screen.
  • We're adding the shortcut for Ctrl+Right-Click to bulk move currency items of the same type between inventories. This is common mostly when doing larger trades of currency using the Currency Exchange.
  • We're adding a Filter property to be able to Filter Unidentified Items by their Item Tier.
  • We have fixed fifteen separate Client or Instance crashes.

Estimated Deployment Timeline

We're hoping to deploy this by the end of the week. We have many more changes and improvements to make and we'll immediately start on our next update bringing even more improvements to gameplay and quality of life.
Duriano - Dean
Hero Durian #3 – MIMIR FOLLOWER Spotlight
Master of knowledge, bearer of divine insight.

In this spotlight, we dive into one of the most intellectually powerful heroes in Duriano — the Mimir Follower, a durian touched by the soul of an ancient Norse sage. If you prefer clever builds, spell synergy, and deep scaling potential over brute force, this hero was made for you.

Who is Mimir Follower?
The Mimir Follower channels the essence of Mímir, the legendary wellspring of wisdom in Norse myth. In Duriano, that wisdom takes the form of precise spell power, superior Trail Pray synergy, and highly specialized build opportunities.

This isn’t a hero that smashes through the frontline. Instead, Mimir Follower manipulates stats, optimizes blessings, and amplifies spell effectiveness with surgical precision. Choosing this hero means choosing control, calculation, and high-risk spell builds that reward deep understanding of the game’s systems.


Hero Stats
  • +30 Trail Pray
The Mimir Follower starts with a strong boost to Trail Pray, immediately improving your access to God’s Trail resonance and overall blessing efficiency.

Special Effect
  • Trail Pray modifications are increased by 100%
  • Spell Damage modifications are increased by 50%
  • Physical Damage, Thorn, and Armor modifications are reduced
Mimir Follower is all about maximizing magical output and Trail scaling. The tradeoff? You’re not meant to take hits or rely on brute stats. Physical builds will suffer, and defensive scaling is significantly reduced.

This specialization makes Mimir Follower ideal for players who want to lean into Frigg’s randomness, Mimir’s own rune mastery, or Eir’s recovery magic while avoiding more direct or tanky paths like Forseti or Vidar.

Recommended Playstyle
  • Focus on Trail Pray-heavy blessings to trigger synergy as early as possible.
  • Choose weapons like the Yggdrasill Staff, which scales heavily with spell damage.
  • Pair with God Trails like Mimir, Frigg, or Eir to make the most of magical stacking.
  • Avoid physical or thorn-based augments — these are heavily penalized.
Why Choose Mimir Follower?
Mimir Follower isn’t for beginners — but in the right hands, this hero offers one of the most powerful spell-focused builds in the game. If you love numbers ticking up, runes aligning perfectly, and watching spells scale beyond reason, Mimir is your path.

For those who trust in knowledge more than brute strength, the Mimir Follower opens up a new dimension of strategy and control.




MIR4 - MIR4


From my battle to our war, MMORPG MIR4

Greetings, This is MIR4.

Update maintenance is over.

Please prepare for your adventures again.

■ Maintenance Schedule
ASIA(UTC+8): Tuesday, May. 13, 2025, 5:30 am ~ 11:45 am
INMENA(UTC+6): Tuesday, May. 13, 2025, 3:30 am ~ 9:45 am
EU(UTC+2): Monday, May. 12, 2025, 11:30 pm ~ Tuesday, May. 13, 2025, 5:45 am
SA(UTC-3): Monday, May. 12, 2025, 6:30 pm ~ Tuesday, May. 13, 2025, 12:45 am
NA(UTC-4): Monday, May. 12, 2025, 5:30 pm ~ 11:45 pm

■ Maintenance Target
- ASIA / INMENA / EU / SA / NA

[Update Summary]
Game Updates
1. New Events
2. New Legendary Wind Party Leader Spirit: <Vagabond Cloud Sage>
XDRACO Updates
1. MIR4 NFTs to Transition from Tornado Chain to WEMIX3.0 Mainnet

※ We will open the servers in order.

We will do our best to provide stable service.

Thank you.
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