Fakeway - mingjilongyuan

Alpha Net 7.5.6

1 Adjust the start interface to a button

2 Adjust the multiplayer mode selection interface to a button

3 Adjust the language selection interface to a button

4 Add controller control for the steam room page

5 Add controller reset status after clicking

6 Add tab reset status after clicking

7 Exit game interface

8 Fix the bug that the button bar cannot be clicked

9 Controller search and place torch items

10 Controller search and place wall items

11 Controller search and place platform items

12 Controller search and place rope items

13 Controller search and place building items

14 Controller search and place land items

15 Controller places all building items

16 Fix the bug that the controller places land CD too short

17 Controller places all planting items

18 Controller search and place wire items

19 Controller places wire items

Alpha Net 7.5.5

1 Controller support for the start interface

2 Controller support for the language setting interface

3 Controller support for exiting the game

4 Controller support for the multiplayer mode selection screen

5 Controller support for the warning panel

6 Controller support for the settings panel

7 Controller support for the video panel

8 Controller support for the resolution panel

9 Controller support for character renaming

10 Controller support for world renaming

11 Controller support for the character selection screen

12 Controller support for the new world screen

13 Controller support for the tabs of the new character screen

14 Controller support for the tabs of the settings screen

Desk Paws - pAnpAndA

In this update, we have once again implemented fixes and optimizations for some of the issues that players care about most. The details are as follows:

Bug Fixes

  • Fixed an issue where the white noise loop playback would occasionally fail.

  • Fixed an issue that broke the weather feature.

  • Fixed an issue where the actual duration of "Storm Day" did not match the displayed duration.

  • Fixed an issue where, in certain circumstances, a downstairs room would show "Room Full" even if no pets were present.

  • Fixed an issue where the scroll page button in some UI elements would not respond to clicks.

  • Fixed an issue where, in certain circumstances, pets would get "stuck in place and turn around repeatedly."

Optimizations

  • Adjusted the positions of some UI elements on displays with non-standard resolutions.

  • Now, the fridge will no longer move along with the house and can be freely dragged.

  • Now, Do Not Disturb mode no longer affects the white noise volume.

New Content

  • Two weeks have passed since the game's release! Have you purchased many luxury homes? If so, then settle into those luxury homes and search together for ✨shooting stars✨!

    *Added a special event and a special reward.

XENO SIEGE - Pain
Minor optimization
吾皇万岁 - PM3
  • 调整了战争准备时间

  • 修复了征战界面返回地图导致无法对地图进行拖动和缩放

Arcane Revolt - Elysion 𒉭
Hello rebels!

We’re back with another monthly update! This time, our focus has primarily been on backend improvements, preparing for upcoming content, and laying the groundwork that will enable us to move faster in the next few months. While there haven’t been a lot of flashy visual additions to share just yet, here’s a look at what we’ve been working on behind the scenes.

Refactoring and Localization Systems

A significant portion of June was dedicated to refactoring core systems and improving the codebase’s stability. This included reorganizing several parts of the combat and UI architecture to make future expansions easier to integrate.

We also started laying the foundation for a localization system that will allow Arcane Revolt to support multiple languages more seamlessly when the time comes. While these changes aren’t visible in-game for now, they’re critical steps toward a smoother player experience and faster iteration.

Demo Returns Stronger

Another big focus this month has been preparing a refreshed and enhanced version of our demo, which we’re planning to release for free in the coming months.

This updated demo will offer a better look into the world of Arcane Revolt, with improved visuals, refined combat mechanics, and a deeper introduction to the story. It’s your chance to experience how far the game has come. We can’t wait to share more details (and a playable build!) as we get closer to launch.

Character Showcase: Kautzelrod and Uliana

We’d like to share early looks at a couple of characters who will play important roles in Arcane Revolt’s story.

Kautzelrod – Once a trusted ally, Kautzelrod will ultimately become one of Eldoragius’ fiercest enemies. Here’s a glimpse at how his appearance evolves from friend to foe.

Uliana – Introducing Eldoragius’ mother. Uliana’s story is closely tied to the origins of the Dominion’s corruption and will be central to the main narrative.

Nadia – A new figure whose identity connects to someone players have already met. For now, we’ll leave the rest a mystery…

Environmental Hazards: New Barrels

We’ve also been expanding the environmental interaction options available in combat. Starting with the next builds, you’ll encounter two new types of barrels in the levels:

  • Ignition Barrel: Explodes on impact and creates a burning area that damages anything inside it—enemies and the player.

  • Toxic Barrel: Releases a poisonous gas cloud that lingers for a short time, adding a layer of risk and strategy to engagements.

These hazards are designed to reward creative thinking, but they’ll also punish carelessness—so watch your positioning!

That wraps up our June update! We know this one is a bit lighter on visual content, but we wanted to keep you all in the loop about the progress we’re making behind the scenes.

Thanks for reading, and stay tuned—next month we’ll have more to show as we push closer to the Prologue Demo release. As always, we’d love to hear your thoughts and feedback!

Don't forget to wishlist Arcane Revolt!

Thank you so much for your support and for reading this devlog! If you enjoyed it, please leave a comment and a like. And if you haven’t already, don’t forget to add Arcane Revolt to your wishlist and stay tuned for more updates. Your support means everything to us—thank you for being part of this adventure!

https://store.steampowered.com/app/2390910/Arcane_Revolt/

HITMAN World of Assassination - juliab

https://store.steampowered.com/app/3768760/007_First_Light/

The mission is simple: rally together and unlock the Wishlist milestones for 007 First Light. With every milestone reached, new in-game and community rewards are unlocked, adding style, sophistication, and a secret reward.

Each milestone is more than a number: it’s a gateway to obtain gear, slick visual upgrades, and insider access. Here’s your dossier of what’s at stake:

  • Milestone 1: Equip Bond with a unique skin and enhance your desktop with animated 007-themed wallpapers.

  • Milestone 2: Add flair to your fieldwork with a custom gadget skin, and stream like an agent with a bespoke overlay.

  • Milestone 3: Go in style with a Deluxe agent skin, plus unlock a developer AMA.

  • Milestone 4: Confidential. The contents of this final reward are top secret, for now…

Wishlist 007 First Light today, and obtain exclusive rewards tied to the game!

Coin Devotee - Argue with Sheep
Features
  • Make item description color-coded and the number dynamic

  • Show next item preview countdown

  • Add item Lucky cat

Touhou: the Unreachable Oneiroborder - 晨梦Little Neko

After several months of development, alongside working on the lategame content, we've also tweaked the earlygame content to improve everyone's experience with the demo!

As we don't have any publisher to help us advertise, if you enjoyed our game, please consider recommending it to your friends! It helps a lot!

Demo Update Patch Notes below:

Game Contents:

- Tweaked the danmaku in Stage 1 and Stage 2

- Tweaked the in-game UI and added a UI display for Tactical Skills

- Tweaked the Tutorial Stage and fine-tuned parts of the explanations

Game System Adjustments:

- Increased rate of innate resource gain in Loop 1

- Loop 2 - Reality Side: Greatly increased rate of gaining extra lives, decreased rate of gaining Spell Cards

- Loop 2 - Dream Side: Greatly increased rate of gaining Spell Cards, decreased rate of gaining extra lives

- Greatly decreased the resource gain from capturing Spell Cards in different difficulties

- Adjusted the impact of using Spell Cards or Tactical Skills on Spell Card Bonuses, as broadly follows:

- When in Reality Side, Spell Card Bonuses start with 200% initial value and don't decrease over time

- When in Dream Side, Spell Card Bonuses start with 50% initial value and decreases by up to 50% over time

- Activating Spell Card Declarations will still immediately fail the Spell Card, releasing a Spell Card Attack or Tactical Skill will cause the current Spell Card Bonus to be divided by 1.5, and Spell Card Bonus reaching 0 will also be considered as failing the Spell Card

Shottype Adjustments:

- Reimu (Tactical Skill): Decreased damage by 50%, increased rate of conversion of enemy bullets to firepower from 80% to 120%, invincibility frames after using Tactical Skill increased from 180 frames to 210 frames

- Marisa (Tactical Skill): Increased damage by 15%

- ReimuB (Shot): Increased damage of unfocused shot by 80% and focused shot by 13%

- MarisaB (Shot): Increased damage of unfocused shot by 20%, unfocused/focused shots now share equal damage

Other Details:

- Optimized the resource gain display from capturing Spell Cards

- Optimized the damage display from damage caused by Tactical Skills

- Optimized the text when loading stages and adjusted behavior to continue the game when pressing Shoot/Enter

- Optimized the BGM looping when pausing/unpausing in Spell Practice

- Optimized much of the codebase, improved performance when amount of danmaku is higher, and improved game stability

- Decreased delay time when skipping dialogue to 45 frames

- Fixed initial resource settings not working in Stage Practice

We plan to update the danmaku in Stage 3 over the next few months. We welcome everyone's valuable advice, and we'll take them into consideration and make adjustments! Please recommend our game to your friends! Thank you!!

Three Kingdoms Mushouden - 腿腿不要再买谷啦
Hello everyone!

We’ve just pushed a new update package. This version includes several fixes and new features that may affect your gameplay experience. You can check your current version (ver_1.6.5) in the top-left corner of the game menu.

[Bug Fixes]
  • Fixed a bug where Secret Technique Books could be generated infinitely (originally limited to 3 copies)
  • Fixed several text display issues
[Optimizations & New Features]
  • Added a difficulty option to control whether Secret Techniques can be passed on
  • The [Auto Training by PC] feature is now officially available (customized preset stat allocation will be added in future updates)
  • Secret Techniques learned from books can no longer reach full original strength; a new upgrade tier called [True Transmission: 秘伝] has been added
  • You can now press ALT to view detailed info on Secret Technique Books
Thank you for all your feedback and suggestions. If you encounter any issues during gameplay, please join our Discord to reach out. We’ll continue improving the game based on your input!

Jul 7
Metal Heads - MetalHeadsGame
There's something so satisfying about rolling various dice types (die) in a video game, or real life, or maybe I'm just a bit weird?

Now, the host can customise the board game mode to have a d4, d6, d8, d10, d12 or d20 die!

This doesn't seem like a lot, and frankly...it's not a lot, but it's a lot of little things like this, that eventually make the game feel fleshed out and complete.

This is just the foundation for the newer dice, I definitely would love to expand upon this in the future with new items, new ways to customise the board game (perhaps choosing the dice type when selecting the move type?...or perhaps even having the ability for players to find smaller and larger dice on the board that they can choose from when it's their turn to roll?).
I'd even love to later add the ability to customise the appearance of your die, along with your custom character preset (when I add that too).
But I don't want to get too lost in feature creep just yet....or am I already lost in it?

That aside, you will notice the dice are rather silent, there's no audio for dice rolling and bouncing etc
This is something that will likely be added either over time randomly, or when I do a dedicated sound pass on the whole game.

And there's no ability to throw dice at one another and knock one another over for some silly ragdolls....worst game developer ever for not including this....yet.

Along with this update, I have also included some minor bug fixes, but because I am silly, I didn't write down those bug fixes yet. (Lets face it, I probably created some new ones without even knowing anyway).

The next focus, as explained in the last update, will likely be board game bot AI, and also new boards, with some more features and fixes along the way.

For those of you who are on the fence and haven't yet purchased Metal Heads, as you can see, it's 50% off for only a few more days, so if you want to support development, every single purchase counts, every demo download counts and every wishlist counts.


Until next time everyone, ROCK ON!
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