Who Are You!? - Haunting Humans Studio

Hello Humans!

Our new brand trailer was just streamed for the Horror Game Awards Halloween Showcase on IGN! We want to deeply thank all the organizers of the event and all our new supporters.

Check the trailer here: IGN - GameTrailers - The Horror Game Awards

Look forward to our new demo that will be launched on Halloween.

See you soon, Humans.

Slugtrip Playtest - iceblinked
  • Zoom in levels based on their size so there's less negative screen space
  • Update gap edges to be chonky rather than stalactites/vines
  • Couple more bug fixes
RKR - Rush Kill Repeat - filip.budd
https://www.youtube.com/watch?v=4Rb4Miz1SSE

Backstory
Pumpkin Harvest was a project I began in 2021, and I aimed to release it for that upcoming October.

Development didn't go as expected, and the gameplay was turning out to be a lot slower than expected. Originally, I wanted a fast-paced shooter where the game went from a cutesy kids-cheering "Pumpkin Harvest" to a horrific "Man Harvest". There was a story, and plenty of dialogue and jokes that I wanted to share.

Unfortunately, I shelved Pumpkin Harvest as a standalone game, and used the assets to throw a "Halloween Mode" into RKR - Rush Kill Repeat.

That asset flip in RKR wasn't the pumpkin harvest game I imagined, and that missing feeling haunted me for years.

Tonight, September 30th 2025, I'm raising the real Pumpkin Harvest back from the dead, to the best of my ability. The RKR game loop very closely resembles how I imagined the original final sequence of Pumpkin Harvest back in the day.

Patch Notes - Halloween Edition:
  • Enemies look different
  • A cinematic from the original Pumpkin Harvest game, something that was written in 2021 but never fully implemented.
  • Win conditions for the Halloween Mode have been adjusted
  • You can save the individual Pumpkin Kids (Pump-kin? Pump-kids?)
  • Pumpkids follow the player around in-game when saved
  • Rewards for beating the Halloween Mode are improved (Coming October 10th)

Patch Notes
  • Fixed camera shake jitter
  • Improved optimization of the lighting system (pretty much doubles the speed of the game!)
  • Added a Discord button to the main menu
  • Game now starts in fullscreen mode by default
  • Added the long requested pause button (game no longer closes with ESCAPE key)
Lunera - en_games_
Many equipment pieces have now gotten updated sprites
Clawsome - Cometa Games
💌🎌 Post‑TGS — Mini Postmortem: What We Lived & The Numbers

We return from Tokyo Game Show with full hearts. It was unforgettable: the community, discoveries that don’t always reach our region, the warmth of people, and the show’s energy. It was also intense (and exhausting!), but every conversation and smile was worth it. 💛

Thank you to everyone who came to play, left feedback, or supported us from home. And a huge hug to the team back in Mexico pushing other projects—your work made this possible.

Numbers (preliminary)
  • Over 1000 wishlist during the TGS! Thank you!

  • Over 10,000 wishlist in total.

What we’re taking home
  • The Japanese diorama charmed people with detail and “life.”

  • The claw in Decoration Mode was one of the most requested (and fun) features.

  • Areas to polish: fine collisions when releasing objects and some moments in the audio mix.

Thank you, from the team
  • Team in Japan: Román, Isa, Wil, and RenĂ©.

  • Back home (Mexico): Roig, Fer, Jerri, Renier, Alex, and Alex—holding the fort so this could happen. 🤝

What’s next

We’ll take a few days to reflect and analyze everything: data, costs, time, and learnings from the show. In a future post we’ll share the path we’ll take. For now we just want to say thank you. We’re excited for Clawsome’s future.

How you can help
  • Add us to your Wishlist (if you haven’t yet) and share the game with someone who might enjoy it.

  • Tell us your demo highlight and any improvement you’d prioritize.

Note: preliminary figures; we’ll update the final numbers once the event report is closed.

DanceXR - alloystorm
DanceXR version 2025.9 brings exciting updates that enhance your virtual reality dance experience. Key highlights include improved compatibility with FBX models through a more flexible bone mapper and enhanced texture handling capabilities such as support for an unlimited number of textures per material. The auto mapping feature is now more robust, making it easier to integrate diverse bone structures into DanceXR's environment. Additionally, the update features numerous enhancements including upgraded performance on Android devices using Vulkan API. Dive deeper into all the improvements at [DanceXR 2025.9 Release Notes](https://vrstormlab.com/dancexr/releases/2025.9).
DanceXR Pure - alloystorm
DanceXR version 2025.9 brings exciting updates that enhance your virtual reality dance experience. Key highlights include improved compatibility with FBX models through a more flexible bone mapper and enhanced texture handling capabilities such as support for an unlimited number of textures per material. The auto mapping feature is now more robust, making it easier to integrate diverse bone structures into DanceXR's environment. Additionally, the update features numerous enhancements including upgraded performance on Android devices using Vulkan API. Dive deeper into all the improvements at [DanceXR 2025.9 Release Notes](https://vrstormlab.com/dancexr/releases/2025.9).
Sep 30
NODE: The Last Favor of the Antarii - Lapsus Games
- Solved an issue that caused the state of some objects not to be saved correctly if the game was returned to the Main Menu and continued from there.

Thank you all for your continuous feedback and support
Lapsus Games
Transliminal: Beyond The Backrooms - Spatial Quotient
It's spooky season. And with that comes a new Transliminal update that adds a seasonal Easter egg.
But more importantly adds completely reworked Retro effects (Including a brand new optional Retro Dither), a ton of bug fixes and tweaks, and some long needed optimization to The Cogwell Matrix void. And so much more!

The following changes have been made to Transliminal: Beyond The Backrooms v0.0.98577a:

Additions
  • Round accent lights, street lights, & clear light bulbs now have lens flares
  • Players may now look around and zoom the camera while sitting
  • After sitting down a few times Victor will record over one of the tapes if there are no threats around
  • More effects on subtitles
  • Replaced protagonist shadow caster with better more solid model more representative of character
  • Victor’s shadow animations now crouch and crawl.
  • New RETRO DITHER effect and settings are available in the GRAPHICS menu.
  • Black smoke walls push players into central arena on Mother’s final phase
  • Seasonal Halloween Easter Egg may spawn between September 25th & November 1st
  • Stamina now only drains while running if there is a threat nearby.

Tweaks & Fixes
  • Fixed a few lines that could play over each other
  • Renamed VIDEO NOISE EFFECT option to INSANITY VHS NOISE to make the setting more obvious
  • Changed misspelled word on Stat screen, “CALLS RECIEVED” to “PHONES ANSWERED”
  • ASync Threshold Objective is marked as completed after completing and starting New Game +
  • Mother Endings mark Widow Objective as completed after starting a New Game +
  • Reworked Insanity VHS noise. It no longer has any Horizontal shake which was uncomfortable for some players.
  • New Game + is now available on the Title screen if not selected during credits
  • Insanity VHS Noise may now be disabled and enabled without restarting
  • Fixed furniture that was spawning inside walls in certain level 0 world blocks
  • Fixed lower level doors that wasn’t spawning as a child of its world block
  • Compass stopped notification only pops up if in Pipes and Electrics if you currently have the phase gun have not installed any into the gateway
  • Animated Baby Dolls now scream when they hit you
  • Fixed filing cabinet drawer sound setup that would instantiate sounds when filing cabinets were destroyed or disabled
  • Reduced chances of Smilers in Level 2 even more
  • All Equipment is unequipped when sitting down
  • Added delay to when players can get up from a bed
  • Changed Raw Image Fade Script to use unscaledDeltaTime for more reliable fade speeds across all systems
  • Exit doors now open when the character object touches them
  • Music in The Pools originates from mounted PASpeakers and only spawn on Exit and Puzzle world blocks
  • Fixed Liquid Pain not spawning on 4 Pool Floors in The Pools when Sanity is low.
  • Puzzle unfinished vocal now plays when looking at Mother’s Castle window fill wall
  • Weather will now change after a random time in offices
  • Lowered intensity of reflection map in Deep Pools Arches world blocks
  • Phones cannot be answered or hung up when the menu is open.
  • Gross vocal reaction to Piles of Offal
  • Coins will not spawn in drawers if players have 25 or more
  • New Game + is now only available on non-detrimental endings
  • ASync Threshold ending Stats now show 7 calls answered instead of 0
  • Removed ceiling edge wall from The Offices Center entrance block that was cutting into the stairwell exit doors.
  • Core spheres no longer cast shadows
  • Painted cloud walls now move
  • Exits and Puzzle world blocks may spawn in addition to Deep Pools transitions at Pools 1st Level edges
  • Fixed issue where dying from eating too many Backshrooms while crazy would immediately restart and initiate drop camera sequence after restarting.
  • Fixed issue where Level 0 map would disable when near the level’s edge due to incorrect range setting in Cogwell Matrix Void activation script. Causing Players to enter the falling transition for seemingly no reason.
  • Facelings now only have one interaction trigger that makes them turn in the direction of the Player based on their position.
  • Lowered Character shadow to better rest on the ground.
  • Changed Character Shadow animation to play crawling animation when crouching and strafing.
  • Dither preference is now applied to Falling Transition scene
  • Changed tone of LOD walls to make pop in less apparent
  • Fixed issue where Offices exterior weather environment did not disable with new weather
  • Fixed some push doors that wouldn’t open when player pushed against them
  • Fixed issue where some alternate phone calls would not start before the call ended
  • Fixed Playgrounds corner cloudwall exit trigger that wasn’t properly linked in exit script.
  • Fixed Corner playground cloud walls not updating textures with weather changes
  • Some lockers will now already be open
  • Lowered volume of concrete walk steps
  • Raised volume of concrete run Steps

Optimization Efforts
  • Completely remade all Video Noise, CRT & VHS effects and consolidated them into a single shader. Reducing UI Overlays and draw calls.
  • Removed legacy plugins and code that are no longer used
  • Created custom shader for transparent dirt decals that calculates depth
  • Removed redundant random generation code to some Level 0 world blocks
  • Removed fully procedural rectangular tile ceiling from office level that was causing framerate to tank. Now The Offices only have weighted square tile ceiling variations.
  • Fixed Cogwell Matrix/Void Elevator exit spawning 2 sets of overlapping walls
  • Completely remade more optimized Cogwell Matrix Concrete Pillars and room models
  • Removed overlapping duplicate world blocks in Dark Pools


I am currently working on the next huge level; The Endless City.
If you'd like to be the first to play prototype versions of the new levels before you can get them on Steam;
Then I recommend joining the Spatial Quotient Patreon.
Where you can become an Alpha Tester, or just support the project.

Thanks to everyone who has played.
You have made Transliminal possible!

Lots more to come.

See you in the void.

_-=[ ComAdore ]=-_
Gemion Function - RichardNguyen
  • Fix dead body being able to be hit when other teammate is still alive [caused by build just a few minutes ago with the introduction of hurtbox not expanding backwards]
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