Forza Motorsport - T10_Artie
Do you think you're a drift champion? It's time to prove it! Get a score of at least 20,000 in the Super Supra Drift Rivals event to unlock the legendary 1995 Formula Drift #34 Toyota Supra MkIV!

Small Spaces - Niklas
  • solved bug with escape key not working sometimes
  • solved issue with second floor items being clickable sometims even though floor is hidden
  • added functionality to zoom the camera while an object is selected (by using the option key)
  • added functionality to delete items with delete or backspace key
  • added functionality to lift and lower camera with q / e and rotate camera with y / x and c / v
  • fixed some other bugs and issues

Will work on keybindings next so that all players can fully make use of the changes! Hope you enjoy the update and let me know on Discord if any issues appear!

https://discord.gg/72kSMKFk
Galactic Outlaws - nicolasrizzi
Thanks to all the feedback I've received these days, especially from Javier at "No Gaming News"! Based on your comments, I've implemented these improvements:

- Now when you successfully complete a level, all your progress with that ship is permanently saved.
If you lose a run, you'll only lose progress from THAT run, keeping what you earned before.

- Player bullets are now 20% larger. This makes it easier to hit enemies, especially early on when you only have 1-2 projectiles.

- Significant XP increase from yellow and gold stars (dropped by more powerful enemies).

- Slightly reduced difficulty for the first two levels (though they remain challenging).

- XP now scales with level - for example, in "Seraph Outpost" (the first sector in the demo), level 5 gives 25% more EXP than level 1. Besides encouraging progression, this makes leveling new ships faster in higher levels (though they're more difficult).

- Engine adjustments to fix performance issues on some systems. Still investigating other potential cases.

Your feedback has been incredibly valuable! I invite you to keep sharing comments, suggestions and criticism - this truly helps make the game better for everyone.
Tormented Souls - aaron_pqube
Hey everyone!

It’s been quite some time since our last post but today we’re finally ready to share some big news regarding Tormented Souls 2 which has been selected to feature in the Latin American Games Showcase taking place on on 7th June @ 11am PT / 7pm BST via Twitch and YouTube.

To celebrate we’ll be releasing a brand new story teaser trailer during the event which introduces several major characters, and shines the spotlight on the mysterious town that Caroline will be exploring over the course of the game. Keep an eye out for several never before seen locations 👀

On top of this we’ll also be revealing an entirely redesigned look for Caroline which not only reflects feedback we have received since announcement, but also pays tribute to her iconic style from the original Tormented Souls! We can’t wait to share this with you but for now here’s a sneak peak of our brand-new keyart (hot of the press!) featuring a familiar looking silhouette 😉



But that’s not all! We’re proud to announce that our first playable Steam demo will be available to play the day before the showcase on June 6th at approximately 8am PT / 4pm BST 🥳This demo will feature the first 60 minutes of gameplay and will have you navigating the claustrophobic passageways of a sinister convent in search of a gruesome ancient tome…

Lastly, we just wanted to say thank you for your patience and support over the last year. It's been a long road getting to this point, but we’re finally on the home stretch and can’t wait to share more news and information over the coming months as we head towards launch in late 2025 😀

Until next time!

Dual Effect & PQube
Tormented Souls 2 - aaron_pqube
Hey everyone!

It’s been quite some time since our last post but today we’re finally ready to share some big news! Tormented Souls 2 has been selected to feature in the Latin American Games Showcase during Summer Game Fest which will take place on 7th June @ 11am PT / 7pm BST via Twitch and YouTube.

To celebrate we’ll be releasing a brand new story teaser trailer during the event which introduces several major characters, and shines the spotlight on the mysterious town that Caroline will be exploring over the course of the game. Keep an eye out for several never before seen locations 👀

On top of this we’ll also be revealing an entirely redesigned look for Caroline which not only reflects feedback we have received since announcement, but also pays tribute to her iconic style from the original Tormented Souls! We can’t wait to share this with you but for now here’s a sneak peak of our brand-new keyart (hot of the press!) featuring a familiar looking silhouette😉



But that’s not all! We’re proud to announce that our first playable Steam demo will be available to play the day before the showcase on June 6th at approximately 8am PT / 4pm BST 🥳This demo will feature the first 60 minutes of gameplay and will have you navigating the claustrophobic passageways of a sinister convent in search of a gruesome ancient tome…

Lastly, we just wanted to say thank you for your patience and support over the last year. It's been a long road getting to this point, but we’re finally on the home stretch and can’t wait to share more news and information over the coming months as we head towards launch in late 2025 😀

Until next time!

Dual Effect & PQube

Escape Simulator - Iggy_Pine
Ravn may be a recent addition to the Escape Simulator Workshop, but he’s already made a big impression. Hailing from Denmark with a background in real-life escape room design, Ravn burst onto the scene with The Fable of the Frog King, a charming and clever entry that earned him first place in the Rookie Builders category of The Artifact Challenge Build-a-Room competition.

We sat down with Ravn to learn more about his background, what sparked his journey into Escape Simulator room design, and how a simple idea for a friend’s livestream turned into a full-blown passion for building. From winning contests to obsessing over 0.1-second animation tweaks, Ravn shares insight into his design process, inspirations, and what’s coming next.

Let’s jump in and get to know the builder behind the frog.

What inspired you to start creating community rooms?

One of my friends used to be part of a small YouTube gaming channel, and I thought a great way to support them would be to build a custom virtual escape room that they could play together on stream.

That’s how I discovered Escape Simulator in December 2021, and by March the 3-player coop room was done, filled with puzzles based on inside jokes and content from their videos.

The stream had a very rough start. I had forgotten to update the room after making the final changes, so I realized 20 minutes in that they were on a broken unfinished build and would have to restart the game AND wait for me to publish the update. Whoooops! Fortunately, they still seemed to love the experience!


Your workshop showcases a strong creative style. How would you describe your approach to designing escape rooms?

I’m definitely highly motivated by concepts that are unique and fun. For my last two projects, which were both competition rooms, I spent the first few days just thinking about what I could do with the constraints presented by the rules. Once an interesting idea had formed in my head, however, I worked almost nonstop on it.



https://steamcommunity.com/sharedfiles/filedetails/?id=3266496526

I’m also a bit of a perfectionist. I’ll spend way too much time testing whether an animation works better with a 0.6 or 0.7 second duration and I’ll add features and quality-of-life improvements weeks after a room has been published. I’ve also got the Twitch page for Escape Simulator bookmarked so I can catch streamers playing my rooms and take notes.


Where do you usually start? Do you focus on puzzles first, or do you build a theme and environment before adding mechanics?

Once I have an idea and start developing it, I make a text document and write down all the interactions, elements, themes, story beats, etc. that I can think of and would want to include.

The list is then gradually reorganized and the various items removed, transformed or expanded upon as I build the room. The puzzles then usually create themselves as I flesh out interactions, play around with stuff in the editor, and figure out the flow of the game.


The Fable of the Frog King won first place in the Rookie Category in the 2025 Artifact Challenge. Can you share the story behind this room?



https://steamcommunity.com/sharedfiles/filedetails/?id=3420204256

I can certainly try (though most of that time is now shrouded in a stress-induced and sleep-deprived haze)!

For this competition, I experienced some rough “builder’s block” the first few days. I had no idea what to do with the 10 artifacts and wasn’t even sure if I’d end up participating.

Eventually my lack of inspiration turned into a source of inspiration when the concept of a writer unable to create a story due to uncooperative material formed in my head.

It sounded fun to be that annoying character that refused to do as the narrator narrated, messed with his bookmarks and changed the story.

The story wrote itself from there, though it did morph quite a bit.


How did it feel to achieve the recognition of the best rookie builder?

Thank you so much! (Quick shoutout to Ubi Popo, whose Pineville Zoo was my personal favourite! <3 )

I was super happy and thankful to win! I was also very surprised, as I wasn’t completely satisfied with the room myself, but I’ve made a huge update to it on May 22nd, adding a bunch of new NPCs, locations, puzzles and a reworked end game.

The room is now about an hour long and a much more fulfilling experience.


Is there a particular puzzle or design element in one of your rooms that you are especially proud of?



https://steamcommunity.com/sharedfiles/filedetails/?id=3357120383

The Human Institute of Having Hands is definitely my own favourite, and I could mention a bunch of stuff from it. Seeing streamers figure out the catapult puzzle in part 2 and timing their hand gestures is always such a joy, though, so I’ll go with that one.


Are there any builders in the Escape Simulator community whose work you admire or draw inspiration from?

Oh my god, so many people, how long a list can I make here?
I really admire Zesty Mordant’s Devilish Diorama series. It’s already been mentioned by everyone who’s played it, but they’re such masterclasses in game design.



Super fun to play, an incredibly unique concept, mind-bending puzzles that are difficult but completely fair and an interesting story all merged into a tight but cohesive package. It’s basically the room(s) I most wish I’d made.

Wollo makes some incredible stuff - some of the best puzzle ideas occasionally merged with surprisingly emotional stories.

GG3L and apa_games are masters when it comes to coding and Blender and they’re some of the most helpful people I’ve talked to on the Pine Discord.


Cool Cash! is a love letter to game shows, featuring 16 different rooms with themed mini-games inspired by shows like The Price is Right and The Crystal Maze. What inspired you to create a game-show-themed escape room, and did you face any unique challenges you'd like to share with the Escape Simulator community?



I was actually inspired by the big Versus update! I wanted to make a huge open game with a ton of puzzles that players were rushing around to solve as fast as possible.
It may have been a bit too ambitious, considering it was the first public room I made, and it ended up taking 10 months of on/off work to complete.

LUA seemed way too difficult to try to get into at the time, so I decided early on that I wanted to make everything exclusively in the editor. I could probably have shaved off quite a few months of development time if I’d just used LUA…


The Human Institute of Having Hands is designed exclusively for 2-4 players, emphasizing communication and cooperation. What motivated you to create a co-op-only experience, and how did you ensure that the puzzles required effective teamwork?



I’d wanted to make a true co-op experience after Cool Cash, which was mainly made for singleplayer and versus mode, and I generally love the rooms where players are split up and need to communicate to progress.
To be honest, this turned out to be fairly easy (and incredibly fun!) to design. I have two tips; 1) make sure not a single puzzle can be completed entirely by one side. You want players to be active, talking and sharing knowledge, not waiting while the other is working quietly on their own stuff; 2) make the rooms asymmetrical. You want players describing what they can see and do, not able to guess what’s in the other room.


Now that you’ve made a name for yourself in the community, do you have any ambitious projects or ideas you’d love to explore in future rooms?

Oh man, I have more ideas than I have time to build, unfortunately!
I’ve long had an idea for a horror room that involves exploring the dreams of sleeping people, and I’ve also wanted to do a silly room that explores the history and purpose of the Escape Simulator tokens.

A lot of people have been asking about an Institute of Having Feet as well…
I’d also really love to be part of a collab sometime! I considered joining the World Tour late in development, but couldn’t think of an interesting idea for a country.


If you could add a new feature or tool to Escape Simulator, what would it be and why?

The curated lists of recommended community rooms are good, and I'd like to see continued and consistent curation, but there are a lot of features from the Steam workshop I'd really like to see in the game app as well. List of the all time best rooms, votes by users. Browsing with filters. Important game properties being visible (length, difficulty, number of players).


Any advice for newcomers who want to start building their own rooms but don’t know where to begin?

Check out what others have built. Find inspiration, but don’t copy.
Join the Pine Discord, there’s so much help and so many ressources to find there.
Don’t be afraid to ask stupid questions, but also do your best to research first.
Get other people to test your room and your puzzles - test early and often.
Make something you think is fun!

So, whether it's frogs, hands, or high-stakes game shows, Ravn continues to push creative boundaries, and we can't wait to see what he builds next!

In the meantime, check out our playlist of Ravn’s creations.

Wanna be like Ravn and our other Builders? What's stopping you!

Get started with The official ES wiki and make sure to join our incredible Discord community.
Paradise Beach Simulator - Maenora
Thank you for your feedback! Here are the fixes made in this version:

🏖️ The umbrellas were no longer displaying correctly — they are back on the beach!

🛳️ On day 30, after a save, the generation of a ferry could make the game unstable — this bug is now fixed.

😴 Customers were not waking up after a night's sleep — they will now come out of their tent as expected.

⚠️ A warning message now appears when clicking on "New Game" to avoid accidentally overwriting your save.

⏰ Customers who were waiting for an activity after midnight no longer left — for old saves, they will leave the island at 5:30; for new ones, they will leave just after the activity.

🧭 Objects now show their direction of use, to facilitate their placement.

💡The ice cream maker was too bright.

Teddy and Marine
MX vs ATV Legends - Rainbow Studios

2025 Indianapolis, Birmingham, Seattle, and Foxborough have been packed into this huge update to MX vs ATV Legends, along with tons of other feature updates, bug fixes, and additions to customization.

In the initial Season 4 update, we added the 'Pro MX 450F Experimental' class bike, which will serve as a testing ground for our gameplay and physics team. Our goal with this physics set has been to put testing into the hands of the community so we can get feedback directly from you, then incorporate it into each new iteration until we find the ideal pro physics gameplay. We opened an #experimental-physics channel in Discord, where the devs and players can speak directly about how the bike feels, and have been watching your comments on social media. The level of community participation has completely blown us away, and we are excited about the direction the physics is heading. We heard tons of requests to let you ride your favorite factory bikes with the new physics, so as of v4.03 we have added Pro 450F Experimental variants to all 2025 OEM 450F models. Another piece of feedback was that the bike felt much too heavy in the air, making it difficult to whip and maneuver. While the Experimental physics needs its own unique feel, we recognize that part of what makes Legends base gameplay physics so fun is that the bike has a certain flicky feeling in the air that lets you really toss the bike around. So, to help capture that feeling, we have slightly lessened the weight of the bike and made it a little easier to toss around in the air. Tons more changes will be coming in the next update, so make sure you let us know how you feel about v4.03's changes in our Official MX vs ATV Discord!

v4.03 Patch Notes

Additions & Updates

Tracks

  • The excitement of the 2025 Monster Energy AMA Supercross continues with the release of, Indianapolis, Birmingham, Seattle, and Foxborough.

Gameplay

  • Is someone just sitting there waiting to get skipped during Gate Selection? Well wait no more! Players taking more than 5 seconds to start looking for a gate will get skipped.

Pro Experimental Physics

  • The Pro MX 450F Experimental bike is now a little lighter and easier to maneuver in-air.

  • The bike is more responsive and less likely to lock-up when braking into turns, and much easier to keep under control when leaning back or in a wheelie.

  • Preload is now driven entirely by suspension compression forces. Nailing the timing of the release will be critical for making big jumps or keeping on rhythm.

  • Pro Physics “Experimental” variants are now available for all new 2025 OEM 450F models!

Customization

  • Color matching your parts and gear is now easier than ever with Loadout Colors. The color menu now contains colors extracted from your rider and vehicle for you to use. Expect even more colors in the future.

  • Suit up in the new Fox Digi Image gear collection, including the V1 Digi Image helmet, Main Digi Image goggles, and 180 Digi Image gloves, jersey, and pants. Available in stock and custom colors.

  • Say hello to the Fox Hello Future collection! This gear set includes: 180 Hello Future gloves, jersey, and pants, V1 Hello Future helmet, Main Hello Future Goggles, and Motion Hello Future Boots.

  • In the Locker, you'll also find more variants of FXR Podium jerseys and pants, now in lime and custom color! And for owners of the Triumph OEM DLC, Triumph 2025 Podium Camo.

UI

  • Never look back... With the new Proximity HUD, you'll be able to see the competition coming up behind you without needing to turn your head.

Fixes & Improvements

Gameplay

  • To get your attention during Gate Selection, a new audio cue will play when it's your turn to select.

Online

  • To assist with online troubleshooting, server information is displayed in the bottom-right corner of the screen. This text can be disabled in the Online section of the HUD settings menu.

UI

  • When using Filters in the Locker, Garage, and elsewhere non-default filter options will be stylized so that it is obvious they are being applied and thus reducing the options visible in the menu.

  • When holding the input for a Filter for about one second, the filter will be reset. No need to cycle through 10+ brands to get back to ALL.

  • At the beginning of a Time Trials, the event type and track name are displayed on the pre-event info fly-in.

  • The Music Player has received a little facelift and now stays hidden when the music volume is set to Off.

  • News & Updates now features breadcrumb pips to track your progress through the news.

  • The Gear indicator in the Slim speedometer has increased in size.

  • Added new track images for 2025 Supercross to Event Selection menu and Loading Screen.

Jump the Track - Seed by Seed
Fixed the main menu glitch when launching the game for the first time that would block access to the menu options and credits
Fixed some bugs linked to debug options
Fixed some typos in the narration in English & French
MonGirl Conquest - Byaka games
Hello!

Artists are working on their tasks and previews will be coming in late for v0.5. Both the young snow owl and polar wolf’s doggy scene are pretty close to the state where I can make a proper preview, but not yet there. Makes one a sad panda, I know. Anyway, I’ll post a preview once I get the finished material.

Progress on the main quest is going well, but I miscalculated the amount of text that I need for a proper introduction of the player’s new rival and the whole Yoshi’s plan. Still working on it as the main focus. This means Cordelia’s next quest step will be in a later update. Her original author was worried if he will have enough time to prepare everything. And now the problem solved itself.

Aside from the main quest and Eve’s new step up goal, I’m working on a new puzzle. It will use a familiar mechanics of rolling stones. It won’t be hard, but since it will be a part of the main quest line, I’ll make a solution shortly after rolling out the upcoming update.

Plus, some players mentioned that they miss the cute mini-scenes with girls. I wasn’t sure if most players were interested in these and mostly worked on other stuff with higher priority. Guess I’ll make a feedback poll about such mini-scenes with girls after the next update. Meanwhile, v0.5 will get some more of these. I’m aiming for two – one for Catarina and another one for werewolf. A bit concerned about the time, so we’ll see how it will go.

Also, we talked about the situation about “next girl” polls being on hold since we have enough characters to populate exploration zones and need to put time into the giving them events and more characterization. So, we ended up with an idea about polling who of the girls will get their extra bar content faster. As I mentioned previously, we are waiting for the main artist to get back from her break to start with the new content for the bar. Each girl will have something of her own stuff, but striptease and some fan service are the top ideas for this right now. What do you think about such polls?

As always, if you don’t like something about the game – tell me, and if you like it – tell your friends ^^
...