Aug 28
Requiem For a Lost World - Nishi

Hello everyone!

This update is a bit out of schedule. Some survey results pointed to you guys wanting a more alternating release cycle, so here is a small patch for you to enjoy!

I also wanted to gather some feedback and performance analysis for the new graphical features instead of releasing a big patch with everything broken. Saves me headaches later, makes you happy earlier. Win-win situation right here.

However, let’s not make the intro longer than the patch notes, so let’s get to it!

New Volumetrics

The last patch introduced a bunch of details to our beloved snowy tundra, and this update aims to take visual fidelity further across all available maps.

Here is a before and after for each map:

Capital Outskirts

before

after

Tundra of the North

before

after

Underground Dungeons

before

after

By default, right after the update, the quality of volumetric effects will be set fairly low to avoid issues on lower-end devices.

Regardless, I encourage you to try setting these options higher and report back with the results.

For snow map you also need a Far render distance to render clouds in the sky.

My 3080 runs a fairly stable 100+ fps with quality settings maxed out, but I’d like to get some feedback from a wider variety of hardware to make sure it performs well enough!

Performance Optimizations

The Capital Outskirts map can be quite resource-intensive with settings cranked up, but this version should improve performance for trees and 3D+ grass rendering. As a result, foliage may look a bit less bushy, but the optimizations allow for higher instanced grass density at the same performance cost.

Just don’t go overboard with grass density if you want to keep over 60 fps!

The Tundra of the North map should also run slightly better on high snow settings.

Underground Dungeons Rework

As you may have noticed from the comparison screenshots, the dungeon (aside from ambient lighting) looks quite different.

That’s because the map has been completely remade!

It’s not fully complete yet. It has all the features the previous one had, but is still missing some decorations. These will come in a future update.

The layout is similar to the old one but much more diverse.

Here are a few screenshots for your viewing pleasure:

Not so much “Underground Dungeons” anymore, so it might need a rebranding.

Top-Down View

The top-down camera was also adjusted to “work” with this map, though some rooms still won’t cooperate due to current technical limitations.

Relic Loadouts

A while back I saw a request to unify relic pages in one of the survey reports.

That did go against the design choice I made when initially implementing relics, but I found a way to implement it that should satisfy everyone.

Loadouts replaced the previous Recommendations tab and can be accessed from the toolbar.

You can create as many loadouts as you want, name them, set relic priorities, limits, and so on, then apply everything with a single click.

You can even make the system reuse relics from other characters (though it will unequip relics from those characters).

All the advanced settings are accessible by clicking the hamburger button on the top right.

You can create a loadout from the currently active relic page by selecting the New From Equipped option.

You can even export your current loadout into a file to share with others!

Loadout Editing

When editing or adding a new relic to the loadout, you can set a limit for the maximum value of a stat.

How does it work?

The inner workings are pretty simple. First, prepare a list of relics you want automatically equipped.

Relics at the top will take priority over those below. In the example above, the Crit Rate relic is at the very top of the list with a limit set to 35%.

The system will equip relics into every Offense and Mixed slot until the combined bonuses reach 35%. Once the 35% crit rate is reached, the remaining Offense and Mixed slots will be filled with the Crit Damage relic defined below.

Then all the Defensive and remaining Mixed slots will be filled with the Health Regen relics, and so on.

You can change the order of relics by simply dragging them around.

Character Tuner Details

Following the previous update, Character Tuner is now getting the missing feature of viewing weapon details.

Hover over an item currently used in your build to expand it. You can view the full description and basic weapon stats such as damage dealt.

You can also adjust weapon level to see how different upgrades affect stats with each level unlocked, as well as view what each upgrade does at every level.

I couldn’t implement the details into the main item list due to technical limitations, but I hope this is enough (┬┬﹏┬┬)

Changes not mentioned in 1.9

I did comment on these under the last post, but I’ll also mention them here.

Enemy knockback

Enemies now take knockback from various attacks. It’s been on my backlog for a long time and I wish I had implemented it sooner. Anyway, it made it into 1.9 without testing (with another hotfix patch), so... yeah.

Pierce projectiles

Another change that slipped into 1.9 is how piercing projectiles behave. I felt they fell short compared to AoE types. With the introduction of knockback, they became much more powerful, but still not quite where I’d like them.

Previously, pierce projectiles internally kept a count of how many enemies they touched. If the counter exceeded the projectile’s pierce count stat, the projectile would despawn.

This had a few flaws.

Firstly, projectiles couldn’t damage multiple enemies even if it looked like they did, because once the pierce count was exceeded, the damage was nullified. Each pierce could only deal one instance of damage and that was it.

With the changes, the internal counter increments once the projectile leaves an enemy collider, allowing it to deal damage to groups of enemies. Hitting 5 enemies will still consume 5 counts of pierce, but now it will also deal 5 instances of damage, even if the pierce count for the projectile is just 2.

Another change (that started as a bug): pierce count is no longer consumed if the target dies.

So yeah, that was a bug I encountered while testing the previous change, but I figured it felt pretty good and made sense, so I kept it. Now pierce projectiles can pierce unlimited targets as long as they die in a single tick of damage.

Bug Fixes
  • The character screen displayed an incorrect max count for relics

  • When opening Character Tuner for the first time, the default weapon should have been added automatically. However, it wouldn’t be saved and the first slot of the build would get locked.

Launch issues after update

Following a thread that mentioned antivirus software flagging version 1.9 for whatever reason: if you have trouble running the game after the update, please let me know. I’ve had one report that seemed to resolve itself, but I’m curious if there are any other cases.

Could be a one-off case, could be a wider issue — I wouldn’t want people getting locked out like that.

Le Tease

Just so you know, I’ve already started working on the next map. I hope you fw deserts!

Afterword

That’s it for the changes.

I had two weeks off work and decided to cram in as many features as I could during that time.

Needless to say, I got no rest done, but at least the results are quite satisfactory to me (●'◡'●).

I also tallied up the overall cost of development, and man, I spent way more than I initially intended. I blame Unity for that tho. It’s a decent game engine, but the amount of missing features is baffling, and filling in the gaps gets expensive quickly. Anyway, just a rant on my part!

The next update most likely won’t be out too soon. I’ll be back to my 9-5, and the upcoming features will be time-consuming to implement (Clara, new enemies, and the new map). Regardless, I hope you’ll stick around when the time comes :D

Once again, thank you to everyone who continues to support the game (even quietly by just playing). It keeps me motivated to open the project each day!

Also, if you enjoy Requiem For a Lost World, please share it around as it helps massively, leave a positive review too. Or if you’re familiar with advertising, hit me up.

I’m extremely bad at getting this game out there o(TヘTo)

Cartoon Survivor - Qualbert.com

Thanks to everyone for the support over the last few weeks - in just a few days, over 100,000 new players add the game to their Steam libraries. As of writing this post, we're sitting at 160,654 Steam users, which is absolutely crazy!

New Worlds Coming (Very) Soon

To celebrate this huge milestone, we're introducing a heap of brand new worlds, which you'll be able to play soon. These will be available as individual DLC, or available at a cheaper bundled cost (discounted accordingly for those who own the base game).

These new worlds include:

  • Stone Age - 8 new levels filled with savage sabretooths and caveman chaos!

  • Mayan - explore ancient civilizations and avoid traps while dashing through stunning temples.

  • Ice Age - a whole new season awaits! Dodge penguins and seals in 6 cool new levels.

We're aiming to add these new worlds in the next couple of weeks, with an introductory price as a way to thank everyone for all the support. To find out first or chat more about Cartoon Survivor, please join the Spunge Games Discord - it would be great to hear from you!

Join the Spunge Games Discord

Hope you all enjoy the new content, and thanks again for playing Cartoon Survivor!

AdventureQuest Worlds: Infinity - Artix von Krieger

The Dungeon of Bludrut Keep

Upgraded Members & Upholders of AdventureQuest Worlds are invited to test our first full adventure, Bludrut Keep!

Tech Demo 007
  • WHEN: Thursday, August 8th @ 1:00pm EST until 9:30pm EST

  • WHO: Upgraded Members & Upholders of AQWorlds

  • HOW: While the test is live, a button for a "Play Test" version of the game will appear on Steam.

  • WHERE: Steam Playtest (PC Only) Report bugs on the Artix Games Discord

What is in this test
  • Bludrut Keep (Remastered)

  • Reward! Bludrut Blade

    • Complete the story to unlock the Blade

    • Only obtainable in AQWorlds Infinity

    • Yes, you will also have it when you log into the regular AQWorlds

  • 33 Quests

  • 29 Cutscenes

  • 5 Unique Boss Fights (Whoops, not 5... 6!)

  • 1 Very Cursed Mirror

  • Improved Warrior, Mage, Rogue, & Healer classes (Unified Infinity versions)

  • Loot Drops (& Loot Inventory)

  • New Stat, Combat, Enhancement, Music, SoundFX, and Interactive Machine Systems

  • 100% brand new, never before seen bugs! (This is where you come in.)

Follow Artix's Play-by-Play for this test

It is at the bottom of this page.

https://aq2d.com/posts/techdemo-007/

✈️Velocity Wings✈️ - ZhiFeng

Hello everyone!

As a small token of our gratitude, we’re excited to release a brand new free DLC — "Green Wings"

This vibrant green little plane will accompany you on a brand-new journey through the skies.
Lightweight, agile, and leaving behind a unique green trail, it offers a flying experience like no other.

💚 Features:
  • A brand new plane: Green Wings

  • Distinctive green flame trail effect

  • Completely free, no extra requirements

  • Seamlessly integrated with the base game — ready to take off anytime

Take the controls of the Green Wings and carve your own unique path across the clouds!

https://store.steampowered.com/app/3945990/Velocity_Wings__Green_Wings/

Beyond the Grove - Neurodivergent Studios

Hello Current and Future Grove Keepers!

Now that our Demo is live, we’d like to go over what’s next: We’ll be participating in October’s Steam Next Fest and releasing an updated version of our demo! Here are the updates we’ll be making in the demo.

Updated tutorial

Our current tutorial is dialogue based, which is good for building a bit of personality to the Grove Keeper, but kind of confusing when it comes to actually teaching the game. In the upcoming demo, the tutorial will be more traditional, with windows that pop up to explain parts of the game when they are relevant. 

Glossary 

We’ve added a glossary to reference when players have forgotten certain terms or concepts. 

Localization

We’re currently in the process of preparing the game for localization. We’re hoping to have several languages available for the next version of the demo. On the top of the list are: Japanese, Chinese, French, Brazilian Portuguese, and Polish - but we plan on having more as time goes on. 

Map changes

For the Demo maps, we’ll also be adding some extra units to showcase more Golems.

We also have a bunch of bug fixes and quality of life changes! Shortly after Next Fest we'll be going into Early Access! We hope to see you there!

Aug 28
Gunlocked 2 - FromLefcourt
Intro

I’ve had the opportunity now to watch quite a bit of footage of various skill-level players attempt one or more runs in Gunlocked 2, and this patch is about massaging certain pain points in everything from balance to usability.

Getting to actually watch players engage with the game is something I don’t have access to before Early Access, being a solo dev without a QA team. So this is always a huge part of my focus in the first weeks of my newest game's availability.

As I continue to settle into a more regular work cadence, expect fewer polish patches, and a larger focus on content patches, ideally spread out by a week or two. There is still one more big-ish patch coming for the Simulator to get it into a more user-friendly state though. Then MORE CONTENT!

Patch 0.13.00

Quality of Life Improvements
  • Hazards: The elite cosmic storm event that creates electricity on the battlefield has been visually updated to be larger and brighter (but the hitbox has not been changed).

  • UI: Sped up the Mission Menu startup a bit

  • UI: Changed Electric and Plasmic damage to Chain Shock and Plasmic Burn damage post-game for clarity. Note: These categories were not counting electric-type or plasmic-type upgrade damage, but just the actual elemental damage bonuses when they proc.

  • Tutorial: Updated the text for the Data Disk tutorial to also explain the inventory/items tracking\\

  • Tutorial: CRT’s portrait will now animate in the tutorial

  • Text: Updated the Improb Drive text to more clearly state that it is currently disabled

  • Text: Particloner now states the base amount of hits it can take before being destroyed

  • Upgrades: You can no longer banish locked upgrades. Note: this was correctly removing the utility from the pool, but allowing you to keep the upgrade until it was unlocked.

Balance Updates

Notes:

The focus on these balance changes is three-fold:

  • To give certain chance-based abilities more up-front oomph, while requiring more supplementary help to scale into absurd power levels.

  • Reducing some of the craziest power-points for bullet weapons, which players seem to universally agree is the most powerful archetype in the game

  • Prepare for the upcoming content patch coming late next week

The goal going forward will be to buff under-performing upgrades more than nerf over-performing ones, but getting bullets down to a more realistic level first gives me a better bar to aim for with the other abilities (and making enemies feel consistently balanced).

Balance changes to enemies, difficulty scaling, and items drops, should also lift every build up a little more, today.

Changes:

  • Bosses: Now always drop at least 2 Hull Repairs

  • Enemies: A special zone that spawns a lot of the “egg” type enemies, that drop down on the battlefield, should now spawn fewer eggs

  • Enemies: Scarabs always drop at least one hull repair if you kill them

  • Enemies: Enemy spawn density has been slightly decreased from warp zones 11-15

  • Hazards: The elite cosmic storm hazard has been rebalanced to create electricity less frequently later in the game

  • Weapons: The Big Shot has had its base damage reduced by 5, base range reduced by 12%, and its total charge time increased by 20%. Note: This is all less impactful than it sounds.

  • Weapons: The reload time on Pulse Cannon has been ever so slightly increased, and the base damage per bullet reduced to 15 from 20.

  • Utilities: Auto-Clip is now a rare upgrade

  • Utilities: Refractor now grants double the base chance to trigger (24%), but no longer gains chance on additional copies. Instead, chance boosting utilities will be required. Note: There will be additional ways to improve proc-chance beyond the few in the game now with next week's patch

  • Utilities: Afterglow now grants double the base chance to trigger (20%), but no longer gains chance on additional copies.

  • Items: Warp reroll tokens drop more often from enemies, banish tokens drop less often

Bug Fixes
  • Save/Load: Your synergy counts will properly be restored when resuming from a saved game

  • Save/Load: Signal Dongle, Banish Bounty, and Bug Bait will no longer grant extra copies each time you resume from a saved game

  • Save/Load: Fixed an issue where your total unique utilities might not be properly counted when resuming a save. It was only an issue if you exceeded 24 unique utilities.

  • Utilities: Fixed an issue causing Gas Generator to give the maximum cooldown benefit at all times

  • Data Beacons: Completing a beacon when it reaches 0 seconds should now properly grant the upgrade. Tie goes to the runner, as we ‘Muricans say.

  • Keyboard: The Banish menu shortcut key is now binding correctly

  • Keyboard: Rebinding controls will properly update glyphs without needing to exit and return to settings

  • Keyboard: Binding the cancel button will no longer also cancel you out of the keybinding menu

  • Misc: Fixed a bug that could, in very rare instances, cause Phase Shift invulnerability to become stuck on, even though the animation is no longer playing

  • UI: Fixed an issue where you could change the selected upgrade while confirming a banish

  • Text: Rooster no longer indicates he has the Laser synergy in the pilot select icons. This was from an old build of Vulcanorb.

Black Desert - Black Desert Online





Imperial Horse Delivery: Double Oblivion Flowers!
  • Aug 28, 2025 (Thu) after maintenance - Sept 11, 2025 (Thu) before maintenance

1. Mount EXP & Training EXP Hot-Time!

Now’s the time for Training! Level up your mounts faster than ever!

50%
Mount EXP & Training EXP


2. Take on the [color=#3399ff][Event] [Daily] Liana’s Special Info quest![/color]

Tame a Wild Horse [color=#3399ff]each day to earn [Event] Shining Capture Seals![/color]

* This quest can be completed [color=#3399ff]once a day per Family[/color]

Completion Reward


[Event] Shining Capture Seal


3. Complete imperial horse deliveries for [color=#3399ff]double Flowers of Oblivion & [Event] Imperial Training Delivery Invoices[/color]

Get double the Flowers of Oblivion                  
Tier 6: x10 → x20
Tier 7: x15 → x30
Tier 8: x20 → x40

Get double the [Event] Imperial Training Delivery Invoices              
depending on the horse's tier
Tier 6: x12
Tier 7: x14
Tier 8: x16

* You cannot obtain Flowers of Oblivion or [Event] Imperial Training Delivery Invoices when delivering Dream Horses through Imperial Delivery.

* You can still exchange the blue grade [Event] Imperial Training Delivery Invoices with the Stable Keeper in any town, just like before.



Available to all adventurers who created their Family before maintenance!
[color=#3399ff]4. Receive 3 Choose Your Horse Gear Set Boxes via Mail (B)![/color]

  • Mail Valid Until: Sept 25, 2025 (Thu) before maintenance
#Discussions_QuoteBlock_Author

Choose Your Horse Gear Set Box
  • Oquilla Dream Horse Gear Set
  • Dark Thorn Horse Gear Set
  • Trina Knight Horse Gear Set
  • Anemos Horse Gear Set
  • Terrminé Horse Gear Set
  • Blitzen Horse Gear Set
  • Crimson Bloom Horse Gear Set
  • Krenvatz Horse Gear Set
  • Bellucian Horse Gear Set
  • Dragon Scale Horse Gear Set

Learn More!




Every Place a Treasure Zone
Allan Serbin's Landscape Challenge!

Allan Serbin's Landscape is here!
Now you can hunt for treasures in more places than ever before!
  • Aug 28, 2025 (Thu) after maintenance - Sept 11, 2025 (Thu) before maintenance
[color=#c19e00]Log in every day and grab Paint for
Allan Serbin's Landscape via Challenge (Y)![/color]
  • This Challenge (Y) reward can be obtained once a day per Family.

Basic Reward

Old Moon Fortune Scroll


[color=#c19e00]Select and use the paint you want
to recharge 10,000 Landscape Points![/color]

Choose your reward

[Event] Choose Your Landscape Paint Box (Upgraded Telescope)
- Selectable Allan Serbin's Landscape Paints:
[Tungrad Ruins, Darkseekers' Retreat, City of the Dead Paints]

[Event] Choose Your Landscape Paint Box (Upgraded Compass)
- Selectable Allan Serbin's Landscape Paints:
[Hystria Ruins, Aakman Temple Paints]

[Event] Choose Your Landscape Paint Box (Archaeologist's Map)
- Selectable Allan Serbin's Landscape Paints:
[Roud Sulfur Mine, Pila Ku Jail Paints]

[Event] Choose Your Landscape Paint Box (Rich Merchant's Ring)
- Selectable Allan Serbin's Landscape Paints:
[Sycraia Underwater Ruins (Upper), Padix Island, Ash Forest, Crypt of Resting Thoughts, Olun's Valley Paints]

Learn More!



All Ongoing Events
Aug 28
College Baseball: Dynasty Builder - Rainey84
A small update to fix a lineup issue, and fixing history when creating a new save.
Umamusume: Pretty Derby - t3vHt8Mwhx83

Collect event points to earn an exclusive Support Card, title, and more in the story event Racing Hearts: Beauty in Bloom! That's not all—in the scout spotlight are 3-star trainees Mayano Top Gun and Air Groove, now sporting new racewear!

https://store.steampowered.com/app/3224770/Umamusume_Pretty_Derby/

Runes of Magic - [CM] Darcoon


Heroes of Taborea, read on to find out which valuable items are now available in the shop! Take a look and discover some great surprises.

Special offers period: 29.08.2025 between 12:00 AM CEST and 11:59 PM CEST

Bind Lifter Lucky Box

With a little bit of luck, you can get your hands on one of the following highlight items from the box:
  • 2-6 Advanced bind lifter
Wishing you lots of fun,
the RoM Team
...