Welcome to a cosmic adventure like nothing you’ve seen before! In “V2 Cucumber Scam,” you play as Mac Skin, a former captain of an interplanetary cargo ship who - rather than serving a 20-year sentence for space crimes - agreed to an experimental echomutation. He gained heightened sensory abilities at the cost of mandatory service on a remote station in the Verdun Belt.
Your quiet, routine job ends in an instant. A mysterious anomaly over V2 drags you into a real challenge - you make an emergency landing on a planet where the “Cucumbers,” a new and bizarre species that caused more harm than good on Earth, were exiled. Soon you encounter the Shadows. Wherever they gather, V2 withers - turning gray and lifeless. Your goal is to escape this cursed planet and avoid contact with the Shadows. There’s a catch, though: your only real shot at survival is a pact with the cunning Cucumbers... which entangles you in their schemes and pushes you dangerously close to the Shadows.
v1.03 Update Log
Level Select screen now properly displays and lets you select the levels.
Fixed and issue with sparkles on level select screen being active even when the crystal is not collected for the level.
As some of you may already know, Pages of Tomorrow aims to portray mental illness and psychiatric care as accurately as possible. The ward where the story takes place is the beating heart of the plot – it dictates what the characters can or cannot do, what they are like, and even how they think. Here's a little deep dive where I explain my process for portraying it the way I do.
Any artist, upon choosing to show something that exists in real life in their work, has to answer a simple, but difficult question. How much do I lie? Whether it's because they are unable to show reality as it is or reluctant to do so (for various reasons), artists – and that includes writers – often rely on the audience's lack of knowledge to push something that just isn't factual. And it's a good thing they do – art isn't about imitating reality in all possible aspects. Pages of Tomorrow lies, too. But at the same time, it tells the truth exactly as much as possible without sacrificing certain parts of the experience.
Ultimately, Pages of Tomorrow aims to deliver an accurate experience of what it's like being in a psych ward (specifically one for juveniles), and many parts of how it does that are taken directly from real-life scenarios. Life itself often writes the best fiction. Although research was necessary, and it certainly taught me a lot, the way I portray the psych ward will always be most influenced by the way I experienced the psych ward. But even then, selecting the memories I share is also a way of fictionalizing, and when a serious topic is fictionalized, care is needed.
The thing I'm most cautious about is the balance between demonizing and romanticizing this form of psychiatric care, both of which are a bad way of talking about it. On the one hand, the experience is indeed traumatizing for many, but on the other, psych wards and hospitals (or "asylums") have been demonized to hell and back through stories and portrayals coming from people who didn't know much about them.
I sincerely hope – and I'm pretty confident the hope is not foolish – that Pages of Tomorrow can portray the psych ward in a way that both acknowledges the trauma of the experience and doesn't discourage from seeking help when it is needed.
If you haven't wishlisted Pages of Tomorrow yet, I invite you to do so. It is a psychological visual novel I'm making set in a juvenile psych ward, with supernatural mystery sprinkled on top. Wishlist to be the first one to know when the demo drops!
Grandis Adventures is a seamless urban exploration action RPG set in a futuristic city.
In this demo, you can experience three distinct scenes — the City, the Underground, and Space — each offering a different style of play.
Playable Areas:
City District (urban area)
Underground Facility
Orbital (space) area
Key Content:
City: conversations, walking, and ambient exploration
Underground: quest-like short missions
Space: action-focused gameplay
Basic combat, item preview, and light interactions
Estimated Playtime: 20–40 minutes (depending on playstyle)
Not Included in the Demo:
Save/load functionality (progress will reset each session)
Advanced skills, vehicles, and larger world areas
Full storyline or long quests
Planned Features for the Full Version:
Expansive open world spanning multiple districts and orbital zones
Deep combat, progression, vehicles, and living NPC schedules
Multilingual support and accessibility settings
Thank you for playing. Your feedback is greatly appreciated.
The game has been patched to some changes!
-Replaced the word “Behind” with “After” in sticker descriptions.Special thanks to WastelandCanid!
-Wallet animations are now affected by the game speed setting.So you can freely choose between normal and fast animation speed.
The first update for the experimental branch of Update 13 is now available. This update changes the slot/table game information popup with some new graphics and information in preperation for some other changes that I'm working on. I also added a general popup that can be used for various confirmations, so far it is only used to add a message that asks if you want to save before closing.
Update 13 will include updates to how Prestige is calculated and used, as well as add deliveries and a basic camera/theif system. Stay tuned for more information coming soon!
Fixes:
- Improved monitor visibility
- Fixed explosions to be blockable by player shields
- Fixed multiple textures
Hello everyone,
Thank you again to everyone who continues to share feedback and bug reports with us. Every message helps us move one step closer to a smoother, more stable experience.
This update focuses primarily on fixing issues with the Cyrillic characters display, several mechanical improvements, and multiple quality-of-life adjustments across the game.
Fixed a major issue where Russian fonts were displayed incorrectly or appeared broken. Text readability has now been restored.
Improved character spacing and alignment for Cyrillic characters across all menus and UI panels.
Ongoing work continues for additional non-Latin languages that may still experience text overflow or misalignment.
Circle Menu background size standardized for consistent scaling across resolutions and aspect ratios.
Fixed an issue where drawers could prevent nearby doors from appearing correctly. Interaction logic has been updated.
Adjusted several interface panels to improve visibility and navigation clarity.
The welding machine speed has been slightly increased for smoother repair flow.
Fixed a problem where the Lockpick 2 tutorial video was replaced by the “Taking Pearls” clip. The correct video now plays.
Fixed an issue on large ships where the captain’s cabin door could occasionally disappear.
A column near the ship generator that blocked the player’s view during repairs has been adjusted for better visibility.
Improved interaction consistency when placing or taking items. Holding interactions now start slower and gradually accelerate for a more natural rhythm.
Fixed overly fast item transfer speed when taking or storing items from shelves or bags.
Reduced the volume of the loud sound effect at the start of each Act.
The oyster cracking section has been optimized to reduce the frequency of bugs and input issues.
Controller sensitivity has been rebalanced and now properly responds to in-game Settings adjustments.
General input handling improvements for smoother gameplay with controllers.
The “Send Report” function now correctly attaches Player.log files to help us identify issues faster.
If you get stuck in the environment or fall off the dock, you can use the “Respawn at Shipyard” option in the Pause Menu to teleport back to your workshop.
We’ll continue improving collision and movement handling in future updates.
New lighting and brightness settings for better visibility in dark areas.
As always, thank you for your patience and support.
We’re steadily working to make each update smoother and more comfortable for everyone.
With gratitude,
Two Nomads Studio