We Love Fish Tanks - Logano Bondioli
🐟 Surprise! It’s me again.
Didn’t I just finish telling you about 1.0.6?
Yes. Yes I did. But apparently someone (not naming names, but it rhymes with “developer”) decided he wasn’t quite done today. Classic.

🖼️ New(ish) Stuff

📏 You Can Resize the Window Now
In windowed mode, you can now grab those edges and resize the game like a responsible adult.
No more fixed dimensions, no more yelling. Unless you want to yell. That’s your journey.

👻 Removed Herobrine.
(Again. He keeps sneaking back in.)

That’s it!
Short, sweet, and slightly chaotic—just the way I like my updates.
If you see me again later today… pretend you didn’t.

– Axbert 🦎
Window wrangler. Patch repeater. Herobrine remover.
Fluffy Memories - aubrietarose
Hi all! In the grand tradition of day 1 patches (though I guess this is a day 2 patch), here's a couple quick updates and fixes:

  • Corrected an issue where a very fast double-click could cause a tile to believe it matched itself
  • The congratulatory jingle now plays at the end of a round even if you have SFX volume off, instead of dipping to eerie silence
  • The score no longer pops up on the wrong tile if you select a new one very fast
Thank you for playing the demo, I hope you're enjoying it!
WATTGAMES - SAMYTHEBIGJUICY
2025.06.01 WattGames v1.179b Release Notes (replacing v1.178p)

New Features & User-Requests
  • Initial Cycling Power Service (CPS) support for non-FTMS trainers (Tacx).
  • Window Display-Mode Options: Borderless Fullscreen; Exclusive Fullscreen; Windowed.
  • Early-beta QHD (2560 × 1440) resolution option.

Connectivity Improvements
  • Smarter device scan: instantly selects FTMS or CPS and retries cleanly if the first subscribe fails.
  • Fewer “unknown UUID” and null-exception pop-ups during pairing.
  • Bike-connection manager rebuild; re-entering the main menu no longer loses the trainer handle.

General Bug Fixes and UX Improvements
  • Correction for music default volume shipping at 0 %.
  • Death-screen “Quit” now behaves like End Ride → summary screen, Strava upload, FIT file download.
  • First-run Strava token file now created in a single launch (no more relaunch loop).
  • Null-reference guard on backend calls that could break auto-saves.
  • Global error-handler now logs BLE exceptions without interrupting gameplay.
  • Several quality-of-life code-reference clean-ups.

Rendering & Visuals
  • Removed unused path-tracing hooks; minor GPU savings.
  • Slight shadow-cascade tuning – richer near-bias shadows.
  • Ambient-zenith colour tweak.

Known Issues
  • QHD mode is beta: UI may appear soft on some monitors. Default is still 1080 p.
  • CPS trainers without crank-revolution / wheel-circumference data will show 0 RPM. Smart bikes are unaffected.
LoveCraft - pers-krolya
Sorry for the temporary inconvenience. Soon our favourite game will let us in. We sincerely apologise for the inconvenience and thank you for your patience and support.
Age of Rivals - Dark Inertia Studios
- Updated to the latest version of Unity which should improve performance and stability
- Expanded the background art of several screens to support different aspect ratios better
- Bannerlands (Age of Rivals 2) informational dialog
Escape The Mad Empire - 99,9% isopropyl alcohol


We're looking for people who'd be interested in maintaining and setting up a wiki. Join the Discord & React to the message in the "announcements" channel, and we'll get in contact with more info soon!

// Liz

Follow us on socials:
Reddit - Twitter (X) - Discord - BlueSky
A-RED Walking Robot Playtest - JOOKITOOZ
-Added a Clockwork Counter in the Gameplay UI
-Fixed a bug where PS controllers didn't change gamepad Icons in the rebinding menu
Versebound - Dongerous
Moikka!

Versebound has been out for a month now, and we've gotten lots of feedback, which has been great! Many of you have also given us ideas for improvements in terms of quality of life options and balance. We managed to implement most of the requested things in this patch, along with some bug fixes. Controller support was also on the list, and we tried our best to implement it, but in the end it proved too difficult with the current logic in the game. We did learn many things by digging in to the possibilities on that front, so for our future games we'll for sure manage it easily as we'll be able to design it in properly from the start. :)

But anyway, here are the patch notes!

Balance:
  • Reduced Tapio’s HP
  • Reduced the amount of Trial of Mielikki mushrooms in Tuonela
  • Reduced the XP multiplier of Luonto
  • Ukko's Wedge rotation speed fade out time prolonged
  • Etiäinen taunting shadow lifetime up
  • Triggering Snowshoes of kauppi is now easier
  • Shortened Aino Skill end animation duration -> now resuming movement is faster
  • Reduced Aino Skill cooldowns across all levels
  • Poem of Henki now also heals for 2HP upon updating max health
  • Increased Poem of Henki weapon damage +%
  • Poem of Hurme HP per kill per level increased
  • Increased Poem of Vaski dmg reduction %
  • Harpoon knockback down across all levels
  • Harpoon damage up across all levels (except imbued)
  • Bear Trap lv 1-5 damage down
  • Bear Trap lv 1-5 cooldowns up slightly
  • Vengeful Tears trail lifespan slightly up
  • Spirit of Kaleva base damage up
  • Spirit of Kaleva damage increase upon player hit down
  • Pike Jawbone damage up across all levels
  • Northern Breeze lv 4-5 & imbued knockback down
  • Northern Breeze lv 1-5 rotation speed down
  • Northern Breeze damage up across all levels

Quality of life settings:
  • Added an option to aim the Skill to movement direction
  • Added an option to toggle a visible attack direction indicator
  • Added an option to toggle enemy hit indicators
  • Added an option to reroll upgrades once per level

Bug fixes:
  • Arrow to stone altar now correctly disappears if no Väki is left after opening the door in Tuonela unlock
  • Fixed a bug where pause menu could be opened before the scene has faded
  • Fixed a bug where picking up a Tuonela ritual flower exactly when the ritual is failed resets the timer and bugs out the ritual
  • Maybe fixed a bug where player might get stuck in the level borders
  • Maybe fixed a bug where harpoon might stop attacking upon reaching near 0% cooldown
  • Maybe fixed a bug where Tuonela's river might stop damaging player after Cloudberry invulnerability effect ends

Other:
  • Reworded Ilmarinen’s first task to be more clear
  • Reframed some text info in settings menu to be more clear
  • Tuonela unlock should now be less confusing
  • Whitecurrants now drop with a higher chance
  • Invulnerability duration can now be prolonged upon eating another Cloudberry when invulnerability is active
Chronomon - Stone Golem Studios
Early Access .8002 Released

--- Other Changes ---
  • Egg size while breeding is now determined by Chronomon base type and evolution,
  • Some fishing areas changed from pond -> Ocean,
  • Fernox rare version color scheme changed,
  • Tree seed shop added to Qylwk shop once he has been found completely.,

--- Balancing ---
  • EXP gain changed. Exp gain increased at lower levels and slowly reduced at each higher level,
  • Mines rock/ore spawns increased,

--- Bugs ---
  • Swapping/combining/splitting different quality items performing wrong,
  • Job boards double giving reward items,
  • Forage/Pickup objects can be added even if no available inventory,
  • Farm mon item pickup issues when dropping item into chest/bin if destroyed at last second,
  • Some objects not using lighting,
  • Mine level 79 causing issues and spawn room art wrong
a wicked game - niko no games
Hello everyone!

We're back with an exciting update to the demo here. Most notably, we added a few accessibility features! (more are coming in the full release, stay tuned)


Firstly, custom death colors! Some players reported eye strain on levels which were heavily covered in red. Now, you can choose any color you want for the death areas. This was a playful way to achieve a better gameplay experience for some folks, while also having a little fun. This will help you keep things fresh as you grind to try and beat the demo.


Second, Tiny Hands Mode! In short, some players literally could not reach the game controls. This mode will limit the distance between each input on any individual level. You're welcome, tiny-hands-havers!

Everything else:

  • When returning to title screen, the intro animation has been shortened. Back into the gameplay faster!
  • Huge update to the title screen!
  • Added settings panel finally - allows you to access game volume, death area color, etc. Also available from the pause menu.
  • Huge thanks to Indiana-Jonas for the brand new game box/capsule art! He's been added to the game info-credits page. Look at that beautiful art!
  • AND (other various secret updates and bug fixes) ;)


Lots of other small things in the background. But that's all I will share for now. Lots of folks have been playing, but nobody has beaten it yet! You could be the first - do you have what it takes?

Don't forget to join the discord!

Happy suffering <3 - Niko
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