Cornucopia® - Subconscious Games
Hi everyone!
While grinding through 16-hour days to build the Chinese Language Improvement Update, I couldn’t help fixing a few other things along the way—some intentional, some accidental, and a few I forgot to even write down. 😅 I didn’t want to wait for the next update, because these fixes felt too important to hold back!



🐛 Fixed a Major Korean Language Bug
When buying items or viewing required materials (like building upgrades or the spider silk bridge), Korean players couldn't see the required money or amounts. This is now fixed.

🇩🇪 Improved the German Font
It’s now larger and clearer—thanks to our Discord community member PrinzPersia for the suggestion and help! A couple other fonts also received small upgrades.

🇨🇳 More Translated Chinese Textures
I've added and improved more translated UI textures that previously had English—like the arcade, granary, and several others. More are on the way, along with fixes for missing translations in item descriptions and other text.

More Language Improvements Coming
As I go deeper into the Chinese update, I keep finding small things across all languages that I want to improve. This is just the beginning—I'll be tackling those too, step by step.

Lots of love,
David

P.S. If you’re enjoying the game, leaving a review really helps—thank you! 💚

TrackDayR - AO17


MAJOR RELEASE UPDATE - Build 1.0.1.0.119.123

Here we are guys!

Hello, Riders! 👋
New update is just dropped for your 2 wheel favourite game TrackdayR!
We made a lot of work during this month solving lot of things regarding automatic collider generation together with some small adjustment on the game based on the feedbacks received from our beautiful community!
We also created new tricks, SURF and ROCK&ROLL!

CHANGELOG

- New ingame quick wardrobe by pressing F7 in keyboard
- New Carcass Damping simulation
- New countersteering manage with throttle ON
- New Surf trick ⬆️ ⬆️
- New "Follow the beat" Track
- New Change mod folder path
- New bad word filter in chat
- New Collision On/Off in Multiplayer
- New speed calculation (compression/release) based on the actual direction of the shock absorbers
- New erosion settings
- New MX rider animations
- New tough impact calculation
- New rear fender collision soft system
- New rear fender sparkles on skratch
- New clutch pull system
- new trick ROCK&ROLL ➡️ ➡️
- New Dedicated server with whitelist managment
- New erosion factor ( singleplayer and multiplayer )
- New MX rider physics compensations ( legs shok absorber )
- New Low speed wheel correction,
- New system that separate collision between bike and terrain
- New MX rider porocedural ik
- New leg out animation and transition
- New stoppie equilibrium management
- New protection for cracked files
- New 0-15km/h countersteering managment

- add foothandle estimated position ( available on no brake and Rock&Roll trick )
- Improved simulation of suspension extension when the bike loses contact with the ground
- Improved mproved stability on very low speed ( 0 - 30 km/h )
- Improved simulation of the influence between front masses and rear masses
- Improved steering joint simulation
- Improved front damper simulation
- Improved calculation of CoG (bike + rider)
- Improved manage of suspended masses ( wheels ) on ramps leaving
- Add selected bike in room user list
- Add Kick button to Master user list
- Add Ban button to Master user list
- Add password room for Multiplayer rooms
- Improved the whole system of force management on the handlebars by the Virtual Rider
- Improved camber "berms/ruts" inclination sampling ( x3 faster )
- Bugfix on hard rear brake
- Hotfix front handlebar on landing with front wheel only
- Improved directionality during hard front brake
- Removed Show bestline from menu
- Add "@.everyone" check for steam name
- Improved look back animation and position
- Removed possibility of using the rear brake if the foot is not on the footpeg ( trick )
- Tuned 450 / 750 flat track bikes
- Improved mathematical calculation for arm correction
- Improved the mathematical calculation for wrist correction
- Improved performance for color erosion
- Improved performance for erosion excavation
- Improved Foot check ground position
- Bugfix bike jitter at zero speed
- Bugfix legs jitter at zero speed
- Fix front wheel airdrag" calculation
- Now the right lever in the air no longer moves the steering
- Hotfix wheels compressed at the start,
- Hotfix shock absorber compression under braking
- Hotfix braking force calculation
- Hotfix balance calculation in stoppies
- Bugfix Trick logic
- Updated ATV physics
- Improved precession up vector calculation
- Fixed timeattack achievement ( works also for tournaments )
- General code cleaning
- hotfix steer jitter high angle in air
- hotfix head animation in wheelie + tricks
- hand scratch animation fix





Thank you for your continued support and valuable suggestions. Keep sending us your feedback, and see you on the track! 🏆


JOIN TIMEATTACK NOTIFICATION on TELEGRAM







Flail Your Arm, Hit the Ball: Return of KUSOGAKI - serenityseeker.serenishi
The following fixes and adjustments have been made:

・Slightly reduced the speed of normal pitches in Stage7
・Increased the number of pitches in Stage7
・Slightly reduced the speed of normal pitches in Stage8
・Added TIPS to Stage10
・Reduced the boss's HP in StageC
May 25
Forest Mansion Incident - ArtarProduction
A few updates today:

- Fixed a rare bug with an item tooltip not disappearing on some devices

- Dialogue system now doesn't provide to Adolf your Windows username, but takes your username from Steam
Gung Beetle - bomtill
Additions:
  • Added a new calculation to the crate launcher, now if the crate launches really hard it wont have any angle applied to the launch, this will greatly decrease the chance of crates getting shot to unreachable places.
  • Level exit arrow, now when getting close to one of the level exits around the map a small arrow will show up on the hud to indicate where an exit is.
  • Added a new gun explanation to the tutorial, this will help explain the systems behind the gun building for new players.
  • Hotfix last week added a saftey catch for cloud save data, it should help limit save corruption if loading or saving gets interrupted.

Balance changes:
  • Decreased health of second level boss, we added way too much last update by accident it was only supposed to be 30% not 130%...
  • Decreased mass on level two and three enemies, their mass was too high and was making it so only extremely high penetration bullets were passing through them, this will make the enemies on level three more manageable.
  • Decreased pushback from explosive bullets, we've halved the amount of pushback the player receives from their own explosives, the heavy grenades have had their pushback decreased by 70%

Bug fixes:
  • Fixed multiple turret flies spawning on level start with only one fly launcher active.
  • Fixed timer not resetting on death.
  • Fixed ability trigger for when multiple charges are present. it was firing all charges at the same time making additional charges useless.
  • Fixed controller support in factory, hotfix from last week removed a reference enabling factory outlines.
  • Fixed turbo ball ability, it was not respecting modified cooldown or additional charges.
  • Fixed non-main guns firing logic, now all guns make full use of special cores and rotating barrel types.
  • Fixed tutorial UI breaking on controller after last hotfix.
  • Fixed loot ants not counting towards unlock requirements.
  • Various localisation issues.

Thanks for the support everyone!
Parisian Brasserie Simulator - Quark Studios
Dear Managers,

As promised last week, we're excited to present the first version of the employee system.

Hiring Employees

🚨 The salaries shown in the screenshots below are not final.



A new app is now available on your computer, allowing you to recruit staff based on your current hiring capacity.

Your hiring capacity will grow as you progress through the game by unlocking mission rewards.

There are 4 types of employees:
  • A receptionist: Greets customers and assigns them to tables
  • A bartender: Prepares and serves drinks, and handles payment
  • A waiter: Takes orders, serves dishes, and clears tables
  • A head chef: Prepares all the dishes

Every night at midnight, when a new day begins, your employees' wages are deducted. If you can’t pay an employee due to insufficient funds, they’ll go on unpaid leave and stop coming to work.

Managing Your Staff

Once hired, your staff can be managed from another app on your computer.



From this screen, you can fire employees or put them on leave. An employee on leave won’t show up to work and will only receive 20% of their salary.

If an employee is awaiting payment, you’ll see it here. Simply pay their salary to bring them back to their post.

Assigning Your Staff

As shown in the image above, you can assign your waiters and bartenders to a specific floor: ground floor, first floor… or maybe something more mysterious…

An employee assigned to a floor will only take care of tables on that floor. They will only go downstairs when needed to access the kitchen. Systems are in place to reduce back-and-forth between floors—sharp-eyed players will notice.

Naming Your Staff

You can rename your employees, and you’ll see their name displayed on a badge on their chest. What will you call them?

Order Coordination



To avoid employees colliding with players, you’ll now see an indicator on customer orders showing when an employee has taken charge of it.

That way, you can pick up only the orders that haven’t yet been claimed by a waiter or bartender—depending on whether it's a dish or a drink.

Conclusion









Thanks for reading this devlog! We’ll be back next week with another exciting topic.
In the meantime, feel free to share your thoughts on the system, and don’t forget:

👉 Try the demo for free, solo or with up to 4 players in co-op
👉 Join our Discord to stay up to date and chat with the community

– The Quark Studios Team
Quantum Odyssey - contact
Basing on your feedback I improved Mechanics of the Fracture
Executed some changes to the Missing Sage paths to better match the story flow
For the next patch will reset the MoF module progress, since the new puzzles introduced messed up the score system.
Lottery vs Aliens - kanjana.k
Hi everyone,

I'm stephii, the developer behind "Lottery vs Aliens", a deckbuilder featuring lottery mechanics and a global high score leaderboard. I founded a small game studio in the Black Forest, and this will be my very first game release on Steam!

In the game, you play as a technician working on a lottery machine aboard a space station. Round by round, you tinker with the balls and modify the machine.

The demo for "Aliens vs Lottery" is just about to launch! Final touches are focused on adding quests with intermediate goals, designing the global leaderboard, and fine-tuning the game balance.
Please feel free to post your questions and suggestions about the game here in the forum! I’m happy to implement good ideas that add value to the experience.

Cheers,
stephii
iDigging - Vladislav Borovic
update log 25.05.2025:

- enabled steam cloud saves for Windows
Yasha: Legends of the Demon Blade - 7QUARK
  • Added the continuation of the Taketora Chapter's ending. Players who have already seen the ending can revisit it directly through the Story Review feature.
  • After unlocking Taketora's ending, an additional Hidden Ending can now be triggered under specific conditions. Players who have already completed Taketora's route can also trigger this directly within their current playthrough.
  • Adjusted the parry timing window for the final boss, Yasha of the Hundred Blades, making it easier to achieve.
...