Welcome! The Catnip Games development team marks this monthly release of Shroud of the Avatar with new content and improvements. For Release 139 (R139), we offer the essence of fire.
For those wishing to participate in any community activities, upcoming one-time and recurring community events have been announced! Be sure to also review the Player Guide and Known Issues for additional information on recent changes and upcoming fixes.
News Announcements
* Principles and Chaos
* New Release Deployment Schedule
* Streaming Bundle Inventory Management
* Release 139 Patch Notes
* Latest News and Q&A in the July Livestream
* Sale Events
* Release 139 Subscriber Login Rewards
* July Login Rewards
* Crown Store Updates
* Bug Brigade & Testing Directives
* Streaming Program
* Upcoming Release Dates
For more details about this update, read the full article at the official Shroud of the Avatar website.
Hi everyone! Today we're going to talk about the news on the game.
We are happy to announce that Brainrot Animals Fighting will be released on July 3 at 13:00 EST! Add the game to your wishlist to get a release notification.
https://store.steampowered.com/app/3337680/Brainrot_Animals_Fighting/
On the game page you can notice updated screenshots of the game with new UI design.
It is more informative: it shows the number of won rounds, the timer until the end of the match and the damage dealt.
Old design
New design
It’s been a while since I last posted new content here. As you may already know, I’m hard at work on my second solo-dev title, Tenjutsu.
Well, not so solo actually, as I’m working with Daniel aka Dnilox, who helps me with the character animations and in-game chara-design, and with Devolver Digital, who take care of most of the marketing stunt work.
To sum it up, I like to call my game a rogue-fu. A mix of smooth martial arts combat in a roguelite structure, that takes place in a vast open Japanese city.
Like many indie developers, my game began as a game-jam entry in Ludum Dare. You know, those weird events that feel like 2000s LAN-parties, where a bunch (thousands, actually!) of people “gather” to create games in a super limited amount of time, with a theme constraint. It usually happens over the course of a weekend. It’s both super fun and super challenging. You promise yourself you’ll never do it again, then you do another one.

Anyway, long story short, the jam went great. I got lots of very positive feedback, and it encouraged me to push the concept a little bit further. You know, let’s make a short project, I mean the game’s already there right, what could possibly go wrong with a 6 months project? That was 3 years ago.
So Tenjutsu started as a linear beat-em up with a 10-second loop constraint, but it naturally evolved to a rogue as I added more weapons and some randomness to the mix.
That’s kind of surprising, as after working on Dead Cells, I basically thought I was done with this type of game… So I guess, never say never?
If you’ve heard about game design before, there’s this general rule of thumb that says: define your game “pillars” early, print them on paper, and put them on display in front of you, so you never forget them. Pillars are 2-3 core concepts that really define a game. They can be anything, from a few words (eg. “Thrill of the Unknown” in Subnautica) or a piece of music that conveys a particular feeling.
In my case, it was a few scenes from the John Wick movies, and specifically the museum combat in John Wick 3: Parabellum.
TRIGGER WARNING: violence & blood
These scenes really captured what Tenjutsu is about:
Organic combat with opportunity as a key mechanic,
Dancing around instead of focusing on one foe,
A good variety of player actions again, based on opportunities and threats during combat.
I usually sum up that pillar with the “one-vs-many combat” concept.

Of course, these ideas all came with an awful lot of specific challenges:
How do you create an AI that creates such dynamic encounters in a procedural setting? I mean, that’s a thing to carefully design combat in a fixed setup (eg. Sifu, love that game) and that’s another topic to generate random encounters that are both interesting and non-repetitive.
How do you make a “one-vs-many” combat readable while being intense? Things can happen from any direction, and not all players share the same attention or split-second reflexes.
How do you let players progress in such a game? Should they level up and become more powerful through stats, or obtain new weapons and techniques, or just git-gud? And then, how do you keep the early game interesting once players have tasted more “advanced” combat situations?
That’s a lot of questions, right?
There are definitely many things to share, so please stay tuned as I reveal more about the behind-the-scenes stories that made my gamedev life a total nightmare.
-Sébastien
Kickstarter Campaign Launching Soon! Click here to be notified
Hello, everyone! Welcome to our latest update, where we share the recent progress and improvements in the game.
Popout Menu Overhaul
We've replaced the old pause menu with a brand-new popout menu. Enjoy a sleeker, more intuitive interface for improved navigation.
Tutorial Glossary
You can now access all tutorials and explanations at any time from the new Tutorial Glossary. Never miss a mechanic again!
New Bedroom
We've been making a new bedroom level.

Performance Optimizations
Various levels have received optimization passes to ensure smoother gameplay across the board.
Redesigned News UI
The in-game news feed has been visually revamped for better readability and a more modern look.
Updated Portal Graphics
Several story segments now feature updated portal visuals for a more immersive experience.
Lighting Enhancements
Visual improvements to the lighting in The Void Area.

New Chapter Content – Wetlands
Several new levels have been developed for the upcoming Wetlands chapter, but they’ll remain hidden until the official release.
Unseen Character Sprite
Work is ongoing on a character sprite that players won’t encounter until the new chapter goes live.
New Flameling Creature
A new Flameling model is in development and will be textured soon.
Character Outfits
Additional outfit designs are underway, including texturing for a new male outfit.
2D Art and Illustrations
New 2D illustrations and sprites are also in production to support upcoming content.
New Store UI
A redesigned in-game store is in the works.
New Golem-Type Enemy
A new golem regular enemy is being developed.
Stay tuned for more updates coming soon!
Kickstarter Campaign Launching Soon! Click here to be notifiedhttps://store.steampowered.com/app/3187800/Love_in_an_Enchanted_Realm/?utm_source=itchio&utm_medium=referral&utm_campaign=loveinanenchantedrealmlog[/url][/b][/p][p][b][url="https://store.steampowered.com/app/3187800/Love_in_an_Enchanted_Realm/?utm_source=itchio&utm_medium=referral&utm_campaign=loveinanenchantedrealmlog"]Wishlist on Steam[/url][/b][/p][p][b][url="https://discord.gg/hPkHS5JEKf"]Join our Discord[/url][/b][/p
I hope you will be patient with us for our upcoming projects, updates, and new developments.
Hello everyone, I'm crucis, the producer of "The Throne of The Monsters". I'm in charge of screenwriting, text, planning and UI.
First of all, I would like to apologize for the serious BUG that occurred after the launch. I'm really sorry for causing frequent interruptions to the players who made the initial purchase. This part is due to issues with the project schedule, which prevented a thorough BUG investigation in time. Part of the reason is that my coding skills, which are responsible for writing text and configuration tasks, are too poor. Here, I would like to extend my deep apologies to all of you.
Now, 99% of the bugs in the game have been fixed. We have also made several rounds of corrections, mainly focusing on issues related to performances and battles. If you are interested, we still sincerely welcome you to come and experience it.
One month after the end of the initial offer (July 23rd), we will launch another 14-day promotion at the same price as this initial offer (the art setting DLC is an exclusive benefit for the initial offer and will not be included later).
Hey everyone!
We’re excited to announce that The Fortress now has an official Discord server! 🎉
Whether you want to:
Share feedback or suggestions
Report bugs more easily
Chat with other players
Get sneak peeks of what's coming next...
...our Discord is the place to be!
We’re building this game with you, and Discord is the best way to stay connected and involved in the development process.
Come say hi — we’d love to have you there!
































