Jun 23
SUPER SHINOBI DEN - あっばあばば
Corrected the starting point of the clear timer.
Greenhouse: Schism - VolpanicDev

Hiya all 2 small fixes/changes today~

  • Fixed a slight issue with how platforms were rendered.

  • Made a certain achievement easier to get

    You no longer have to beat the entire game on Angel's trumpet to get the achievement

Thanks for reading, It's much appreciated!

We Bowling?! - Shriggity Shrekt
First of all SHOUT OUT TO GLORPVAL FOR BEING THE FIRST PLAYER ON THE HALLF OF FAME!!!!!!!!!!

Second, fixed some bugs that came with the last update

-lava ending
-precision ending
-save states
Brix Infinite - Caveat Emptor
- new! added 104 new level sets with 3,250 new levels, for a total of 47,410 levels
- new! added new baby animal avatars: with no outfits, as artists, as chefs, as detectives, wearing gowns, and wearing kimonos
- re-authored original avatars to have better quality
- updated help
Fluffy Memories - aubrietarose

We're heading fast toward the official release of Fluffy Memories tomorrow, June 24th, 2025, at approximately 12 noon PST. Almost there!

I've been hard at work testing the final version of the game and clearing up a last minute bug - nothing big, happily! I'm ready and confident about the release tomorrow.

Changes:

The biggest change is the gameplay update! Now, instead of choosing a single board layout for your entire gameplay session, you choose from 5 difficulties that ramp up as you go. Each round unlocks a quarter of the pinup, with the full image unlocking on round 4.

I also added a new Normal and Challenge Mode. In Normal Mode, you get bonus points for completing a round in a set number of moves - but in Challenge Mode, it's game over if you fail! Challenge Mode is off by default, but you can enable it in the Difficulty menu.

If you played the demo before, I encourage you to give the new version a try!

Additional changes:

  • Controller disconnect now auto-pauses the game

  • Mouse cursor is automatically hidden when using keyboard or controller

  • Normalized music track volumes and lowered default music volume

  • Keyboard and controller sections added in the Options menu

Bug Fix:
  • Particle effects on 8x6 game boards no longer appear off-centered from their tiles

Layup Legends™ - Layup Legends™
  • Fixed an issue where the leave lobby button wouldnt work
  • Fixed an issue where disconnecting from a lobby would brick said lobby
  • Fixed an issue where the host closing or leaving the lobby would lock everyone else in the lobby forcing a restart
  • Fixed an issue where prestige stars would not appear on playercards
  • Fixed an issue where a masking pixels would be visible on the career card when they were not supposed to be
  • Fixed an issue where moving the onscreen keyboard would play a billion sound fx
  • Fixed an issue where disconnecting midmatch would lock players in that match. Proper logic is as follows:
    -Client Discconnects -> Their character is destroyed and the match continues
    -Host Disconnects -> All players are returned to the menu
  • Removed unnecessary GetComponent/Find calls in the menu to play sound FX. Improves performance in the main menu and fixes some audio delay
Psycho Patrol R - Consumer Softproducts

Hey everyone, just thought I'd give you a small update on how things are going. It's almost 4 am and I'm up because of a mosquito.

I had originally wanted to make some sort of content update in June, something with a couple of small side quests to tide you over until I can put together something bigger, but there isn't much of June left and I've fallen into bit of a research hole, reading the book Addiction by Design by Natasha Dow Schüll. It's about machine gamblers, that is people who gamble on slot and video poker machines, the ways these machines are designed for addiction potential, and the stories the gamblers tell themselves and others. This is relevant to this moment in time in multiple ways.

  1. Machine gambling tech has in many ways pre-configured the way internet and society at large works these days, turning our world into a drip-feed of punishment and shitty rewards. The only difference is that whereas gambling aims to provide a sort of fugue state where the world around you disappears and becomes irrelevant, the global information network works by dispensing rage nuggets for you to get mad at, for free. The resulting state is similar but less enjoyable. Rather than paying with your time you pay with your attention, and when you're angry at something that's about all the attention you could possibly give at any given point in time. Why is this relevant to game development? Because I have to deal with not only game mechanics, but the mechanics of managing rage addicts online.

  2. Video games are just complex forms of video poker. When you think of good game mechanics you mostly just mean something that "feels good". It has very little to do with how the game is actually structured, it has more to do with the look, feel and sound. You just want to sit on your machine and push the buttons to feel good. To maximize the addiction potential of Psycho Patrol R, to make "Good Game" I need to understand how these simple machines will suck the life and money out of human beings. I want to let you experience the "Machine Zone" as described by gambling addicts.

  3. I want to add a gambling minigame to Psycho Patrol R. I want it to be more "fun" than the one in Cruelty Squad, so I need to actually research this a bit. In many ways the evolution will be similar to the one real slot machines have taken, where you no longer have to collect the individual coins to stuff into the machine, but can directly plug in your bank account for easy multi-day sessions.

I've mostly been avoiding social media now, and I didn't really make the connection to this book when I started reading it, but it has also convinced me to try and stay away from it. (despite making no such argument) I'm quite certain that I can do better, more focused work if I'm not constantly distracted by posting mini-updates for cheap likes. Honestly this hasn't been very difficult because social media has stopped working as a proper gambling device for me ages ago. A true skinner box requires uncertainty in the reward system, you need that anticipation. At some point social media will always just give you a big number beyond comprehension and it will become impossible to care anymore. 1000 likes is practically the same as 2000 or 4000 psychologically.

I'm still probably going to make a small update this week.

Let's do this, let's make this game suck.

Best,

Ville Kallio

CEO, Consumer Softproducts

Brass - toru
Here’s what’s new in this update:

Subtle animation added to dialogue bubbles
Character dialogue now features gentle movement. It’s a small touch, but it helps make conversations feel a little more lively and natural.

Cloud sync for graphics settings disabled
Since sharing the same graphics settings across PCs with different performance levels doesn’t make much sense, we’ve disabled cloud sync for these settings. This allows each PC to use graphics settings that best suit its own environment.

🛠 For advanced users:
If you’d like more fine-grained control, you can manually edit the following file to customize resolution, effects, and other settings:
%USERPROFILE%\AppData\Local\Umi\Saved\Config\Windows\GameUserSettings.ini
Jun 23
Goldilock One: The Mists of Jakaira - Will Emmerich
🛠️ Build 0.56.1 - Patch Notes

🔧 Development

  • Fixed: Counter system adjusted to properly handle cooldown and fury.

  • Visual updates applied to mobs and to Edgar in Quest 1.

  • Added multilingual subtitles to the intro video.

  • Implemented VFX feedback system when receiving damage.

  • Ice and Fire Crystals now feature more noticeable visual effects.

  • Improved animation timing for Edgar’s combos, resulting in smoother combat.

🎮 Game Design

  • New Lock-On system image added.

  • Added a quest event requiring the use of the Memory Potion at the end of Edgar’s Quest 2.

  • Waypoints updated on the minimap for better clarity.

  • Dialogue texts revised for NPCs Ayana and Severino.

  • Increased HP for early mobs: Komikaska (normal), Uvixa, and Koxi.

  • Focus Slash ability buffed with increased damage.

🌍 World Building

  • Reworked lighting system with new light baking, enhancing visuals across multiple areas.

  • Removed unused landscapes for optimization.

  • Added obstacles to the FatMaxper arena for increased challenge.

  • General optimizations led to improved FPS across the map.

📢 Final Notes
This is still a work-in-progress version. We are adjusting various systems and mechanics, so issues with save files between updates may occur. If you experience problems loading your progress, we recommend starting a new game and replacing your previous save. We apologize for the inconvenience and thank you for your understanding!

💬 Your feedback is very important to us!
You can share suggestions, bugs, or impressions directly on our Discord server: 👉

https://discord.gg/AXP5R7Q

Jerez's Arena Ⅲ - 比比


🔥 Official Release Announcement: Jerez's Arena III 🔥
⚔️ Classic Japanese-style RPG, fully evolved ⚔️

🌿 After countless battles and long anticipation, today has finally come—

The three companions reunite, their smiles brighter than the sun.
But this time, what they need is not rest… it’s you. 🍃

⛓️ Conspiracies still lurk in the shadows. Desire is far from extinguished.
Head into Jerez and begin a brand-new chapter in the story!

🌟 Five Key Features:
✅ JRPG × Turn-Based Combat × Map Exploration
✅ Multiple Endings — Your Choices Shape the Fate
✅ Expands on the Arena Universe with a Deeper Narrative
✅ Dominate and discipline! Uncover the secret kinks of the fox girl
✅ Over 200,000 words of text for rich character development

📌 Join our official Discord community:
➡️ https://discord.com/invite/pxhAPzP

📌 QQ
➡️ 993575719

https://store.steampowered.com/app/2875610/_III/?curator_clanid=45537850

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