・Zoom functionality is now available even while moving ・Ladder behavior has been further stabilized ・Swing mount/dismount motion has been made smoother and more natural ・Flashlight Actor has been added ・Rope thickness is now adjustable for Swing and Pendulum Actors ・Default walking speed increased by 10% (from 475 to 522) for more natural movement ・Fixed an issue where running couldn’t be triggered by rapidly pressing Shift (obsolete lock removed) ・Improved player stability when standing on fast-moving Physics objects: if the player stands on a Physics-enabled object and its velocity exceeds 200 (VectorLength), the player is now reset to the previous frame’s position ・Sliders now automatically receive a "slider" tag when inserted ・Removed the ability to climb ladders and swings while holding objects — players now drop held items before mounting ・A "Construction" button has been added to Water Zone Actors, allowing manual refresh of water surface data ・Launcher false-positive antivirus detections have been reduced by removing file polling and self-closing logic; now the launcher window is closed by Unreal Engine directly ・Fixed an issue where the "Running Mode" would reset upon key input ・Fixed an issue where diagonal movement was faster than intended (adjusted for cinematic consistency) ・Fixed an issue where only horizontal movement in water was excessively fast ・In the Movement Settings, the label “Foot step noise” has been renamed to “Walking camera motion” for clarity ・Fixed an issue in Sandbox Mode where Water Zone initialization could fail in lightweight levels ・Zoom speed is now adjustable via settings ・Implemented gamepad and keyboard key remapping functionality ・Fixed an issue where Steam Achievements could be unlocked while in Edit Mode ・Improved the stability of the Time Reversal Actor: autosaves during overlap are now disabled, and problematic rollback logic has been removed ・Actors can now have a separate display name, improving identification during selection and editing ・For Actor-internal selection, added a “Reference” button for additionally selected objects ・Added a setting to adjust or disable Depth of Field to address poor focus at high zoom levels
・Level 1: Fixed a gap in the room with aligned pillars where players could fall through ・Level 1: Fixed an issue where exiting water near stairs and guardrails allowed players to escape the level boundaries ・Level 2: Adjusted visuals to prevent the phone from visibly switching states ・Level 4: Adjusted the gap where the small smile ball drops into a hole ・Level 5: Fixed an issue where players could get knocked out at the end of the slider in the spinning disc room (placed knockout prevention actor)
・Overhauled all key mapping-related translations ・Improved localization for Overlap-related Actor names in all non-English, non-Japanese languages ・French: Corrected “Libraly” to “Librairie” ・French: Corrected “S'il le fait” to “Si vous le faites” ・French: Fixed verb agreement when using plural “elles” ・French: Changed “Glissière” to the more accurate “Glissoire” ・French: Replaced the uncommon “Maillage” with “Mesh”, and corrected “matériau” to the proper plural “matériaux” where necessary ・Added translation for “Zoom Sensitivity”
Play Grumpy Gaffer and double your coin earnings! The tougher the level, the bigger your reward.
Don't forget to compete in the Coliseum and stay tuned for new items for you to unlock with that!
- GG
Hey Everyone,
Let me start with the important bit: The multiplayer demo will be ready around late August / early September
Let me explain: during and after the Steam Summer Sale, Valve paused wishlist counts. I happened to publish my steam page just as the sale began, so I wasn’t able to track the progress in real-time. Just today, the numbers have finally updated, and I’ve seen that we've blown passed the 20,000 wishlist milestone. I can't thank you enough - that is genuinely wild.
Now to be completely honest, I set that milestone thinking of it as an unrealistic goal I would never hit. Something to bide time in order to give me time to work on the multiplayer. I genuinely never expected to ever hit 20k, and I definitely didn’t expect it to happen so quickly. Unfortunately as a result, the multiplayer demo isn’t ready just yet. I want to make sure this demo is the best it can be, so I’m taking the time to playtest, tweak, and refine everything. No rushing - just making sure it’s genuinely fun when it drops.
I'm hard at work on it and you can expect it to be released within the next 2 months. I really appreciate everyone’s patience, and I’m endlessly grateful for the support and kind messages I've received so far.
FAQ:
Is that a confident demo release window?
Not certain. Could come earlier, could come later.
When will the game fully release?
Q1/Q2 2026
Thank you again for helping push the game this far - expect more updates closer to the release of the
demo.
— Bun Muen
Patch Notes – TriMatch Update
We've been squashing some bugs and making small improvements to keep the triangle-matching action smooth and satisfying. Here's what's new in this update:
Fixed issue where the tutorial popup blocked the pause dialog.
Lowered the initial sound volume.
Added ability to scroll to rotate tiles.
A few minor bug fixes and improvements.
Thanks for playing and keep matching those triangles! 💛
uFactory has been patched to version 2.5.0.2.
The following changes were made:
Reduced difficulty on Child's Play level.
Added Can Emptier machine.
Fixed bug in mechanical arm lane filter UI.
Fixed localization bug in machine process chooser.
Inspired by the classics like Fallout 1, Trailer Park Boys and Western movies, WastePunk is here to give you your post-apocalypse fix. The next release is here as version 0.4.2.0 AKA 0.2
Enjoy a variety of hand written characters along with new hand crafted locations, yet still a work in progress with the following updates:
14 Handcrafted story locations!
+14 Random location locations for scavenging and obstacles!
A variety of characters with branching dialogues and lots of swearin'!
Exciting new quests with a main antiquest for our antihero!
New soundtrack with 5 original tracks!
1.5 to 3 hours of gameplay!
Mechanics update:
Completely rebuilt and improved gameplay
Rebuilt inventory with a few new items
Level ups with perks
Quest log with tasks
World map travel
New enemies and rebalanced old enemies
Barter system
Crafting bench for ammo
New containers to loot
Lockpicking mini game
Of course, still a short game and currently incomplete in early access and may contain bugs. Being a solo dev, this version required some ridiculous amount of effort and all thanks to your support! Thanks everyone and looking forward to delivering more wasteland goodness!
1, The Confirm Key can be customized now, south button or the east button.
2, Brightness can be adjusted now.
3, Melee battle mechanic fine-tuned, quicker and easier to trigger the execution.
4, Added a new crazy scene at the beginning, with some Control Guides. If you load the game you will miss this scene, unless starting a new game.
5, Added heart beat and breathing sounds for heavy injury state, feeling more tense.
6, Gunman bullet mechanic changed, it will show the trajectory after shooting.
7, Sounds and Ambient are with higher quality now. The jarring noise vanished.
8, Many other small changes.
v1.091
Got a lot useful feedbacks, and I finally found out what causes the parry delay problem, and fixed it! Now it will be triggered just at the moment you press the parry key, more fitting the intuition.