My Secretary Bird is a similar stat raiser like My Cheetah Friend, but this time, you take the role of a boss and train your assistant! Similar at the core, different at pretty much everything else. Featuring new Intensity slider, mix-and-match brewing system, and new training and work minigames!
ADD TO YOUR WISHLIST NOW! If you enjoyed Cheetah, I think you'll like Secretary Bird!
While it looks similar on the outside, I rewrote most of the backends, including editable save files, and more error-proof logic handling. Release TBA, priced at $7.
We’re deeply passionate about simulation games. In recent years, nearly everything has had a simulator — but most are left unfinished, or require purchasing separate games for each experience.
Thanks to the experience we gained from the dark and intense atmosphere of our first game, The Nefargad, we set our sights on something much bigger: Bringing all simulation experiences together in a single game.
📌 We started with the most popular types of businesses: gas station, station market, supermarket, and car wash. But even from the very beginning, we knew this world wouldn't be limited to just these businesses. We knew our game would evolve together with the community during early access. That’s why we decided to build a dynamic game framework — one that could expand from restaurants to car dealerships.
👥 And that’s when we made a key decision to unlock the game’s role-playing potential: CO-OP support. Players can manage the entire facility solo — or team up with friends, share responsibilities, and experience the world together. The choice is entirely theirs.
🗺️ We planned the map: roads, entry and exit points, and potential future business locations. With the experience we gained from building systems in The Nefargad, we focused on designing dynamic systems for a larger and more interactive world: dynamic economy 📊, day–night cycle, weather system 🌧️, NPC behaviors, and a reputation system. All of these systems were built to directly affect player decisions and gameplay.
📅 Then we created our development roadmap and the production phase began. The path we’ve taken so far was shaped by our belief that someday, you'd walk it with us.
🎯 And now, we’re in the final stages of development. We’re almost ready for Early Access — but we’re entering the most exciting phase: testing, optimization, final touches... and most importantly, sharing this world with you.
⭐ Add the game to your wishlist, tell your friends, mention us to streamers and YouTubers. Support us — because this isn’t just a game. It’s a world we’re building together!
Greetings Mubs, you're reading the latest news about Minigame Madness V0.14.5! This bi-weekly update we've got the minigame vote results, added a (WIP) replay system, reworked Parkour Panic & more! 🤩
⚠️ Check the lengthy changelog at the bottom of this post for the full list of changes!
🗳️ Minigame Poll Results!
Our 5th official minigame poll has come to a close! Let's see the results! (Read about the minigames in detail in our previous post.)
🥉 In third place, 🏃 Rotten Rampage 🧟 with 11.8% of the votes! 🥈 In second place, 💥 Wreckage Wrangle ⛏️ with 41.2% of the votes! 🥇 And in FIRST PLACE, 👑 Royal Rumble 🏰 with 47.1% of the votes!
Congratulations to everyone who voted for Royal Rumble! 🥳🥳🥳 Royal Rumble will be added in our next development cycle!
If you want to participate whenever the next minigame poll happens, join the Discord! ❤️
⭐ General Changes
🎥 (WIP) Replay System
We've added a (work-in-progress) replay system to allow you to re-experience your best moments, whether in minigames or condos! Replays can be started and stopped by pressing F9, and they can then be watched inside your condo, by checking the 'Replays' tab inside the 'Extras' tab! 🍿🎞️
Replays are great for content creators, for "normal people" to share with friends, and for us devs to analyze games, because it's not a static video - you get to move the camera around like in spectator mode! 📹
⚠️ There's a lot of work left to do on replays. For example, replays don't work well yet in most minigames. Next update we'll hopefully have patched every minigame to fix this. Until then, Blazing Bullets and Condo replays seem to work quite flawlessly!
🕹️ Minigame Changes
☢️ Parkour Panic
Parkour Panic has historically been the minigame that's both the toughest for noobs, and the easiest for pros. Noobs (literally) die as soon as humanly possible, and pros consistently reach the roof - both of which should be impossible! 🤯
How do you make a game harder for pros, while easier for noobs at the same time? Well, today we present yet another attempt at solving the balancing nightmare that is Parkour Panic! 🧐
To make the game harder for pros, booster pads are now disabled when high above the acid. This makes the game relatively easier for noobs, as they are usually closer to the acid. On top of that, it also makes the game more intense for pros, who have been craving more challenge. 💪
To make the game even more easier for noobs, we've increased the platform count by ~15%. This will both make platform paths easier to spot, while also allowing noobs to easier find footing when falling from heights - hopefully reducing their death rate. Considering pros already have no trouble finding paths and generally don't fall, they shouldn't be buffed by this. 😅
We also fixed a rare gamebreaking issue where no platform spawned on a layer whatsoever! 🪲
Will Parkour Panic finally be balanced? We'll find out by analyzing the data throughout this month. 🧠
🧊 Crumble Crisis
Crumble Crisis has been rebalanced in many ways, ultimately making the game easier again for beginners. That said, we'll be balancing the game in multiplayer LIVE today during the dev session in our Discord. 🥶
⚽️ Football Fever
Balancing is an ever-evolving action, as it depends on the playerbase as much as the minigame itself. Metas and strategies are constantly evolving, and we've noticed players getting too good at being goalkeepers/camping their goals, leading some matches to be concluded in boring ties! 🥱
For this reason, goals now become 10% larger towards the end of the game. 🏃➡️⚽🥅
🔔 Stay Tuned
Stay tuned to the ever-expanding Minigame Madness experience by following us on Steam and joining the Discord community!
Have an epic day, or an average one! No pressure. 👋🏼
V0.14.5
Added work-in-progress replay system and menu (inside Extras), allowing you to re-experience moments from the past
Added reset button to minigame playlist dropdown setting
Added "Sven" outfit
Added "Finished" and "Work-in-progress" playlist presets
Added a dedicated notification when the game picks a full-random minigame for any reason
Added safety setting to disable microtransactions entirely
Added safety setting to disable condo picture frame custom content (falling back to badge-based contents)
Added safety setting to disable condo webscreens
Changed Parkour Panic level generation to have ~15% more platforms (to help stragglers)
Changed Parkour Panic booster platforms to only get switched on when close to the acid (making it harder to get super far ahead while helping stragglers)
Changed Crumble Crisis jump crack generation to only apply to ice that is touching eachother
Changed Crumble Crisis to only start crumbling after 1 second
Changed Crumble Crisis ice to take longer to fall upon being triggered - but when it falls, it falls quicker
Changed Football Fever goals to be 10% bigger at the end of the game
Changed "Multiplayer" playlist preset name to "Multiplayer-only"
Changed "Brawl" playlist preset name to "Brawly" to be consistent
Changed shopkeeper dialogue to be shorter when not having enough gems
Changed when no minigame on voting screen is player-satisfied to have a full-random minigame playing instead of an unsatisfied one (can only happen in custom playlists)
Changed voting algorithm to default to the minigame that was played longest ago if a tie in vote occurs (or no votes at all)
Changed random minigame algorithm when voting disabled to not be able to pick last minigame again
Changed wording in safety settings to be clearer
Fixed travelling between servers occasionally failing
Fixed minigame intro tick-tocks and airhorn not playing reliably
Fixed condo Androids not walking
Fixed Crumble Crisis jump-crumbling often being biased towards one side of the lake
Fixed Frantic Forces spectator cameras being locked to a single angle
Fixed Parkour Panic level generation rarely not generating a layer at all
Fixed Disco Disorder moon being vertically squished
Fixed lit windows being rendered on top of skyscraper roofs in any minigame with skyscrapers
Fixed some minigames erroneously applying mild shaders to the HUD Mub previews
Fixed shop reminders wrongfully notifying on sold out cases
Fixed condo picture frames containing a badge-based hub image displaying as a black screen on clients
End Gate - The Last Passenger - yggdrasil.contactpro
Fixes & new stuff :
- Fixing robot disappearance if finishing the game on first launch - Adding spacetime distorder music - Preventing menu button sounds from cutting before completion - Better jump responsiveness - Fixing the inversion of gravity SAS when opened from outside - Various minor bug fixes
Boss Trobbles, Sales for Summer, Server Boost, and Sneak Peeks
New unique Trobbles now drop from Akilroth Extreme, Super Tengu, and the Death of Games. These are permanent additions, so you can collect them at your own pace!
150% Server Boost
From now until June 4th, enjoy a server boost of 150% XP and 150% CXP. Let's gooooo!
Greenguard Armor Previews
Thyton has begun work on light, medium, and heavy armor sets for the Greenguard region. These sets will have color variations and will be available through drops, quests, or crafting.
Treasure Chest Sale
Treasure Chests are on sale with a 30% discount on Emperor’s Chest and 25% off Warlord’s Chests. Over 400 items in Treasure Chests!
Battleon Foothill Fixes
Improvements have been made to Battleon Foothills for better performance on lower-end devices. Let the team know how it runs for you!
50% Off Inventory Slot Sale
Double the storage, half the cost! Enjoy 50% off inventory slots (excluding the first-time bundle) and grab the returning Starter Bundle, packed with Dragon Crystals, boosts, and exclusive gear like the Dire Dragon Travel Form.
Starter Pack Bundle
It's back! Time to grab the returning Starter Bundle, packed with Dragon Crystals, boosts, and exclusive gear like the Dire Dragon Travel Form.
LAST CHANCE: Azure and Veridian Star Scythes
Time is running out! This is your last week to score the Azure Star Scythe! Guardians get the Veridian variant too, plus a bonus house item to display it in style. And don’t forget, all Dragon Crystal packages come with a 50% bonus!
🏆 A new contest has begun: the Coloring Book of Lore contest! Artix Points await our winners, and the Grand Prize winner will also receive a SIGNED copy of the Coloring Book of Lore, autographed by Artix himself! Contest rules: https://aq3d.com/news/artix-entertainment-coloring-book-contest-2025/ 🧝♀️ A beautiful new early game experience 📖 Main storyline continuation 🤫 Other stuff I'm not allowed to reveal yet!
Battle on, Clarion, Artix, Beleen, and the AdventureQuest 3D Team
Windward Horizon set sail into Release on May 22, and i’ve wasted no time responding to feedback, fixing bugs, and polishing core systems. Whether you’ve been diving, questing, customizing your fleet, or playing with friends, you’ve likely already seen some of the changes live.
Here’s a full breakdown of every patch shipped during May:
🛠️ May 16 – Version 2025-05.16.1
Quest monetary rewards (and the associated value of quest reward items) is now scaled by the player's power rating, resulting in much higher value rewards at higher levels.
Added an indicator showing the expected combat power rating.
Combat power rating now includes the reduced item level based on highest combat stats.
Fixed P2P (multiplayer via Steam) not working unless the player went on a public server first.
Made Escape open up the menu.
Fix for importing docked ships resetting player gold (demo).
Fishing no longer generates items if the window is closed and re-opened without catching the fish.
Fixed a bug related to stored ships causing crowns to reset to 0.
Several other minor fixes.
🛠️ May 17 – Pre-Launch Balance and Improvements
Ships in provinces that differ too much from the player's current power rating will now be automatically despawned to offer a more appropriate challenge.
Starter quests will no longer generate quality 0 items. Instead, anything with a quality of 0 will be replaced with dye, sail pattern, or town supplies.
Reduced the number of guaranteed new province quests. They now require security of 75% or higher, and 2 guaranteed ones are only if the province is size 10 or higher.
Capped security at 95% in regions below size 5.
New player province choices will now be based on the highest security rather than influence of that faction so that new players begin in safe regions.
El Mitrini's quest can now be failed, since it can just be picked up again.
Reduced the price of the Sloop of War by 20%.
🛠️ May 18 – Version 2025-05-18.1
Added screen resolution and anti-aliasing options to the menu.
Province settling quests are now limited by the player's reputation with that faction. The higher the player's reputation, the more regions they can settle.
Demo is now correctly capped at +3 as the item quality from drops. This can be raised to +4 by gaining XP.
Fixed left/right trigger icons being backwards.
Added a star to the primary stat, given the chosen talents as a hint to the player.
Marked mortars (swirly red things on the water) now bypass one-shot protection.
Fixed slightly incorrect pricing when buying/selling ships.
🛠️ May 22 – Version 2025-05-22.6
Fixed docked ships becoming invisible after logging out, with a chance of losing them later if relogged.
Added a warning about Steam Cloud being disabled. Game needs it on to save properly.
Fixed the steam migration not happening if you join by clicking on a friend instead of via the server select/singleplayer.
Made the settle new province quest reveal all valid resources near you on the world map as you explore, not just those near the source province. Still only allows settling near a province of that faction though.
If a player gets into combat while missing pieces of gear (such as after taking it off to move it to another ship), default gear will be instantly installed.
Fixed selling ships not actually granting the sale value.
Added more info to the loading screen to help track down where it gets stuck where some people try to connect. If you get stuck on the loading screen connecting, please submit what you see in the bug reports channel.
🛠️ May 23 – Version 2025-05-23.4
Changed priority of non-essential sounds to remove them from audio queue. This should help audio work properly in high-pop instances.
Fixed the Bilander quest not consuming gathered items.
Added clarification to the starter dialog that the initial choice is for the starting location, not player faction.
Possible fix for NPCs getting stuck on the world map.
Galleon quest is no longer shared with others upon entering the province.
Lani's lockbox fishing quest drop chance now goes up by 10% every time you fish/dive to help players find it faster.
Players now start as Free Navy rather than Independent, so the FN faction rep buff will be applied properly.
Starter regions now have base security of 80% instead of 0%, making them a lot more chill.
Decreased pirate incursion chance by 75%, making all regions safer.
Increased the number of towns players can settle (towns, not provinces!)
Starter regions in new worlds will now be large size rather than medium, giving you more space.
Back-end network packet reduction for ships traveling the world and their pathfinding.
Lani's quest now gives both fishing and diving skills for those doing it.
Several story conversations will now automatically trigger follow-ups with the correct NPC without you having to seek them out first.
Salvage recovery free ship reward no longer requires you to have an empty quest log.
🛠️ May 24 – Version 2025-05-24.0
The game will now automatically pause when you open inventory, town UI or world map in single player.
Added a /limit # command that will limit the number of people able to enter your instances. Default limit is now 16, value 2 to 32.
Added a /uisize # command, where # is a value you want your UI height to be. For example 1080 will force it to 1080p regardless of resolution. '0' to reset.
Fixed 4-skull kings not spawning in higher tier ships, and instead matching your own.
Fixed connecting to friend's game via P2P not working until you opened the server list, agreeing to the disclaimer.
Added a ship sale confirmation dialog to prevent players from accidentally selling ships.
Combat instance icons will no longer show on the world map if they can't be entered anymore (due to limit being reached).
Added player count/max indicator to the combat instance tooltips.
Increased quest reward monetary value for mid to high level players, making quests more lucrative.
Grog effect particles now get automatically reduced when there are a lot of players to help improve performance.
🛠️ May 25 – Version 2025-05-25.0
Cannon projectiles will now harmlessly pass through allies. This should help in crowded instances.
Added a context menu option to Volley, Mortar, Rampage and Grog skills to always show their radius/firing arc.
The game will no longer pause on the world map if your ship has a destination set.
Ship customization screen needs the game to be unpaused for the preview to function properly, so the game will not be pausing while the your customization window is open.
FPS counter is no longer affected by paused time.
Fixed UI scaling not persisting after switching regions.
Whether the game will pause while in the inventory/town screen is now an option in the menu.
Setting /limit now works while already inside an instance.
Auto-shrinking windows on 1080p screens now work while the game is paused.
Made the game show a warning about steam cloud not being enabled.
Fixed one of Alvana's paths allowing you to skip a step.
Instance bosses will now always drop loot for players, even if the player is dead or far away.
Commodities dropped by ships will now always be something that the closest province wants.
Variety of network back-end tweaks.
Fixed explosion AOE damage not applying adequate damage.
Water barrel can now also be right-clicked to show its range.
Added new defensive type captains and mates.
Improved the Bilander's layout.
Fixed the power rating indicator's value and associated power calculations/logic.
Fixed one path where Alvana's story could get stuck, unable to progress.
Increased the chance of 3 and 4-skull challenge quests.
🛠️ May 26 – Version 2025-05-26.0
Fixed a bug that was saving players that join others via Steam's friends list under the wrong name (Guest), making it seem like the progress was not being saved. The game will rename the file for you automatically if it can.
Fixed the Galleon. Its mortar multiplier and cooldown was incorrect. It was erroneously set to 400% haste while doing 100% damage. It's now correctly set to double haste, half damage, which brings it in line with other ships in the game, rather than an overpowered god with magical unicorn powers.
Turned off HP and damage scaling of ships outside of instances. This was causing power balance to be completely out of whack in some regions on the server.
Once a player pings the map, the ping audio from that player will now be muted for 10 seconds, and the name of the player will appear in chat.
You can no longer swap ships while you have an active bounty quest.
Ships can no longer sell for more than the amount you've paid for them in the first place.
Added an in-game way of adding friends via /friends <name>. Both players have to add each other to friends before they get the perks: see each other's sight on the world map, see each other's private instances, and a unique color on the minimap to help them stand out.
Added a /help command to chat listing available commands and what they do.
Added /limit and /scaling info to chat upon entering an instance in multiplayer.
Fixed the "primary stat" indicator not marking the stats properly when the player multi-classed and had more than one primary stat as the result.
Pirates spawned to attack the player (for quests and such) will now always be of the spec that's vulnerable to the player's current spec to make it more fun.
The chance for pirate attacks will now fall off more rapidly as the province's security goes up.
Removed code that was making pirates stronger as the player's item level was going up.
Fixed the combat power indicator being stuck around 1630.
That wraps up a busy and productive first week of Launch. Thank you to all captains sailing the open seas, and keep that feedback coming — more is on the horizon. ⛵