NIMBY Rails - Weird and Wry
The past two months have been almost solely focused on developing NimbyScript, the future scripting language for NIMBY Rails. It has been quite hard to get started, with some very lofty goals to achieve, and a lot of reading and experimentation was needed. Read on for the programming nerd adventures in NimbyScript.

WARNING: this is an extremely technical post of little to no interest to most players. NimbyScript is nowehere near finished. Once NimbyScript is ready for being introduced in the game it will get a proper guide. This post is NOT the guide for NimbyScript.

https://carloscarrasco.com/nimby-rails-may-2025/
Nemithia - Omega Leo
Greetings,

Apologies for the delay in delivering this update, but it is with great joy that I can say that the release v1.5.1 is now available!

Below are the patch notes for this release.

Release Notes

New Features
  • New Options Menu
    Revamped the existing options menu to be divided into multiple categories and included the new input remapping system and some gameplay related settings.
  • New Dungeon System
    Revamped the dungeon system to display a new window with paths the player can take to reach the final boss, instead of a procedurally generated dungeon map
  • Button mapping System
    Implemented a new system in the options menu to remap the keybinds
  • Replace shop with merchants
    Replaced the "supermarket" from Aramore Town with new shop stalls with plans to create more in the next release.
  • Redesign Aramore Town
    Started redesigning Aramore Town to look more appealing and lively
Bugs Fixed
  • Mana Blast is casting Lightning
    Fixed certain spells not showing the correct name, example: in certain cases, Lightning was showing up as Mana Blast
  • Carrot item is displaying as "Black Pants" in it's name
    Fixed the "Carrot" item displaying as "Black Pants" when picked up from crops and in the item menu.
  • Bat sprite is missing
    Fixed bat monster not displaying the right sprite when fighting
  • Shop options displaying on top of Shop Window
    Fixed an issue where the message options for the shopkeep were displaying on top of the Buy/Sell window
  • Shop window is open, the NPC can still be interacted with
    Fixed an issue where the Shop window was open but the NPC could still be interacted with, causing an issue where the message for that shopkeep would appear even though the Shop window was open.

That is all for this update.

I hope you continue to enjoy the game!

For the progress of the next release or to give feedback/report issues, please go to: Issue Tracker - Nemithia

Thank you for reading and I'll see you on the next update!
ATLYSS - Kiseff
Hello everyone,

First and foremost, thank you for your support for the game and ultimately your patience. It's understandable that there is a lot of tension and I'm well aware of it all. Just to reiterate, there was the lack of transparency and communication that I provided here, and I'm looking to fix that and let everyone know that I am still hard at work on this game. I am eager to keep learning on how to manage this sort of thing so I will do the best I can to maintain things and be as clear as I can.

A lot of the game as it stands on the live / retail version was very unfinished and in prototype condition, but since then I have completely revamped and revitalized a lot of the systems, ultimately making it much easier for me to develop with.

New Skill System
One of the major hurdles that I've had while developing this game was creating skills. Before, skills had a rank system. Each rank used different skill logic objects and parameters, making it a bit of a pain to manage.


Instead, I have gotten rid of the rank system for skills and made them cost a certain amount of skill points. This means there's no level requirement on them either, so you can purchase skills with your points as long as they are available in your skillbook.


To compensate for the removal of the ranks, the skills will scale with their stat attribute. For example Prism being a mind skill, will scale its absorption based on your magic power stat.




All the three primary classes have their skillbooks filled.


In this new Skill System, you will have two actionbars to work with for your alt and primary weapon swaps. Both bars will have four slots for "Action Skills", and two slots for "Support Skills". I chose to do this for balancing and to still provide a sense of limitation for skill loadout building.

New Overworld
The workflow I had while building the old overworld wasn't particularly working well for me. Instead I have opted to use a terrain system for the overworld maps, making things look more natural.

I did experiment with the idea of making one large map containing all of the old segments of the outer sanctum zone, but it ended up being too big of a scope to work with. I have made the choice to keep things segmented, but the new terrain zones make the exploration experience feel more open and free. It's also extremely fast to revise these old maps with the terrain.

New Outer Sanctum



New Effold Terrace



Weather in the Overworld Maps


New Character Selection / Creation Screen

The character selection / creation screen has a new environment and look to it. All of the player models have been refined to look more rounder / softer and less jagged.

Lowest / Thin Proportion example


Highest / Fat Proportion example



Head customization value ranges are increased for some races too.

Netplay Optimization
One of the biggest issues in Atlyss is the netplay performance. Atlyss is primarily a multiplayer focused game, so this was something I wanted to get to the bottom of. Fortunately, I have found many of the causes for the issues with this, and now netplay will be running much smoother for hosts. So far, with up to 6-8 players, the game will still run at over 120fps, at best being near 200fps. There's still a lot of work to do for this, but I am setting aside anymore focus for optimization for netplay until the next public update releases.

Confirmed Level Cap
The confirmed level cap for the game is level 40.

Subclass Development
Development of the subclasses have been going underway, primarily focusing on the Mystic Subclasses. Each of the primary classes will have two subclasses to choose from at level 30.

Fighter - Paladin and Berserker
Mystic - Magus and Bishop
Bandit - Rogue and Engineer


For the next public update, it is most likely that these subclasses will not be finished. The most near complete subclass will be the Bishop.

Moving Forward
I will stay by my word and be committed to continue providing communication and transparency at the best of my ability here each month. Again, I do apologize for taking as long as I am. There is a silver lining to all of this and I'm certain things will turn in a good direction soon.
ReTrime - DoubleSystem
New Arena:
Revelation Assembly
  • A room found in the Laboratory that can only be accessed once you've gotten what was previously the "Armageddon Wings" unlock.
  • Fight through multiple hand-crafted waves of late-game and unlockable enemies.
New items:
Revelation Core
Dropped by the Revelation Assembly.
  • Use to split into multiple gears that can be used to craft powerful equipment.
  • "Why design these machines to assist you? Although I do admire the spectacle, nothing stops you from doing your job without them."
Revelation Gear
Gain 4 by using the Revelation Core.
  • "Light, matter and motion. All as one."
Tome Of Revelation
Recipe: Green Page + Revelation Gear + Revelation Gear.
  • Passive. Use this item to toggle it on or off.
  • Summons a Revling that fights for you, targeting nearby enemies and alternating between firing homing bombs and performing a high-damage dash.
  • While you’re under half max-hp or after performing a Perfect Graze, the Revling enrages, improving the homing capabilities of the bombs and firing a laser beam before dashing.
True Clockwork
Recipe: Scarlet Ore + The Clockwork + Voltaic Ore + Revelation Gear + Revelation Gear + Revelation Gear.
  • Fire1: Hold to charge up, release to teleport in the direction you're facing, creating an afterimage that damages enemies along the way applying Out Of Time and creating gears for each hit, up to 5. Teleport distance scales with charge.
  • Gain Geared for each gear.
  • The following attacks utilize your gears, with X being the number of gears used. Each gear can be used 3 times before disappearing.
  • Fire2: Fire 2*X homing bubbles which create ice water that applies Frostbite.
  • Fire3: Throw X slashing projectiles which apply Bleeding.
  • Fire4: Place a plasma bomb that shocks 10*X times, stunning enemies in a large radius.
Pacemaker
Recipe: Heal + Revelation Gear.
  • Passive.
  • Every 4 seconds, heal 20hp.
Frozen Watch
Recipe: Ice + Revelation Gear.
  • Passive.
  • Every 4 seconds, gain Brain Freeze.

New Status Effect:
Geared
  • Take 10% less damage and move 20% faster.
Out Of Time
  • Take 2.5% of your max health as damage 2 times per second.

Other changes:
  • New song for the 3 arenas.
  • Added 2 Revelation Gears to the Armageddon Wings' crafting recipe.
  • Buffed all Armageddon Wings attacks.
  • Fixed the Crystal icon not being blue.
  • Items can have custom icon sizes. This is mostly used by pixel art ones to make sure there are no stretched pixels.
  • The Underground Ruin and Wasteland Ring crystals no longer respawn after defeating them.
  • Apocalypse now holds a True Clockwork.
  • Harpoon Plant's detach range is now a cylinder instead of cone, making it easier to escape from far away.
  • Fixed a bug that caused certain attacks to be blocked by water.
  • Fixed the inventory clearing the item info if you deselect an item while still hovering over it.
  • Fixed blurry edges on some particle effects.
  • Added a 3rd coil to the Teslas weapon, it can be thrown by pressing Fire3.
Investour - sonoffoe
  • Added a brand new character!
  • Fixed a bug where the game doesn't end on victory
THE WALLWAY - Sosík99
🎯 OPTIMIZATION & FIXES – Beta 1.0.7 Update
🛠️ Performance Boosts, Bug Fixes & Visual Refinements!
Our journey through Early Access continues! With Beta 1.0.7, we focused on stability, performance, and making the game feel smoother and better than ever.

Your feedback has been invaluable, and this update is packed with much-needed polishing.
  • ⚙️ Optimizations to improve FPS and reduce lag
  • 🔧 System tuning for multiplayer and core gameplay mechanics
  • 🎨 Design improvements across maps and UI
  • 🐛 Bug fixes based on player reports
We’re steadily improving the experience and laying the foundation for upcoming content and features. Thank you for being part of this beta journey!
100% Orange Juice - PhleBuster
We're excited to present the first major update of our new roadmap!

Version 3.25.1 begins the rerun of our second Season 2 event, Shroom Zoom, makes improvements for new player experience, adds a new OJDex story, balance changes, and more!

Shroom Zoom!

The legendary mushroom hunt is on! The second Season 2 event, Shroom Zoom, is now being rerun for a month, updated with new rewards!

The event can also now be played in all game modes! (Note that the Spores event is not available in Bounty Hunt; instead the Legendary Mushroom may appear in shops to buy!)

Let the great shroomening begin!

Onboarding Improvements!

We've been happy to tackle some long-standing issues in new player experience, and have made several minor improvements to make for a smoother landing.

  • A 5-card booster is now gifted to all new players upon finishing their first game! This pack includes only new cards. They are then notified they can buy more cards in the Shop using stars.
  • A new mini shop has been added to the lobby screen! You can access it to buy more cards and accessories.

    Dev note: We've observed that players often go straight online to play with a friend and they may play many games in a row using only the starting cards. This immediately gives new players more cards to play with in such a scenario, and also clearly communicates how more cards are unlocked - and you can now buy more of them without leaving the lobby.

  • Booster Packs for cards can now be purchased in bulk with the newly added GUI! Unlocking a new card will pause the pack opening for viewing the card.
  • First boot item unlock pop-ups have been re-evaluated and cut down to a minimum. Any DLC content unlock pop-ups now only occur for existing users; if you just bought the game alongside some DLC, you will not get the unlock notifications when starting to play. Previously in some cases new players might have dozens of notifications to click through before getting to the game.
  • Replaced the prompt to read the game guide on first launch with an offer to view a new 4 minute tutorial video (English voiceover: Sarah.exe).
  • Added a subtle new visual indicator to draw the eye for when players are ready to level up.

New OJDex Story!

A new OJDex side story, Concierge, has been added!

To read the story, unlock 10 accessories or hair colors for Watty and Pomeranius.

New Player Plates!
8 new Avatar backgrounds have been added courtesy of Lvl99 who recently launched the new Bullet Orange+ board game expansion!

Four of the plates can be unlocked by reaching player level 99, and four by reaching player level 198.

Balance Changes
For the purposes of better user experience, the following changes have been made:

Kiriko
Hyper effect updated: "KO all units with 1 HP. Restore 1 lost max HP and gain 25 stars for each unit KO'd."

Dev note: While Kiriko's performance hasn't been bad, we've seen that her passive tended to lead to a passive playstyle with players not wanting to take permanent HP damage from battle card use despite the great rewards and her extra high HP pool. By adding a way to get max HP back, this mental pressure should be lowered, leading to more interesting engagements.

Yuki (Dangerous)
Passive has been updated: "Permanently turn every held card with Pudding in name into Tragedy in the Dead of Night. When someone else triggers your trap, gain 1 Win. Gain no Wins from fighting wild units."
Hyper effect updated: "Draw 3 trap cards from the deck and then set all trap cards in hand on random panels."
Co-op version has also been added to keep her from being a team hazard.

Dev note: We've clarified Yuki's passive to use correct terminology, and in the process she can now gain wins from defeating a Boss. We also increases the usability of her hyper card, which was unnecessarily restrictive for its effect.

We hope you'll enjoy these changes! We will be posting an updated Roadmap soon.





Mighty Miners - Joccish
Hey Miners,

If you had an issue with gems not spawning, like at all, when playing previously - this update will address that! I apologize for my clumsiness.


Patch Notes Demo 3
* Fixed critical bug where gems were not spawning if you didn't open Options menu before starting
* Fixed save not saving properly first time the game start
* Fixed typo
Maid of Venia Playtest - Starving Lama
Still lots of work to do but Thistledown is coming together.
Veles Scary - Young Man
Changes:
New content! The second beta episode introduces the beginning of a new story... What could it mean?
Maybe someone has been watching the protagonist for a long time — and is now ready to step out of the shadows.
One wrong move — and everything will change.
A new chapter begins...

  • Lighting has doubled!
  • Fewer bugs with falling through the map!

These changes are the result of our ongoing efforts to improve the gameplay experience. We’re doing everything we can to make the game feel more alive, engaging, and polished.

With each update, it becomes more complete and enjoyable to play. Our goal is to exceed your expectations and deliver even more satisfaction from the game.

Thank you for your support and feedback. Thanks to you, our game is truly getting better.

We are trying to bring our game to perfection. Sincerely, High Mountain.
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