Hello everyone (*^▽^*)
Added a brand-new and fun puzzle
Updated parts of the story scenes and events
The update patch went live on October 18th (Saturday)!
If you’re curious about the new content, make sure to download the latest version and give it a try!
https://store.steampowered.com/app/3965670/__Apollo_Sonata/
Lime Croissant & Eternal Dream
2025.10.20
For a while now I have been wanting to add finer control over the weapons. I didn’t go full sandbox, but the new setup adds plenty of flexibility.
Previously, each weapon had multiple versions based on what ammo it used. Now every weapon can load from a list of compatible ammo types. Some ammo can even be shared between weapons, like several 120mm cannons using the same shells. Weapons define the firing behavior, while ammo defines what happens on impact.
The current UI for weapon and ammo selection is still rough, but I’ll improve it soon. First, I’ll focus on making the loadout flow smoother. Later, I’d like to add 3D representations of the weapons and shells in the editor, mostly for clarity, but also because it looks cool.
First iteration of damage type icons. Three of them are broad ammo descriptors, not damage types.
Ammo doesn't just have different damage numbers. Each type interacts differently with armor. Regular bullets, HE, and frag rounds are mostly negated by heavy armor, while AP, HEAT, and especially APFSDS can punch through.
Here are all of the damage types from my code that are already in use:
Ball / FMJ / OTM: Default rifle rounds. All infantry currently use these.
Armor Piercing: Anti-armor ammo for smaller calibers.
Sabot: Specialized for heavy armor, mainly larger cannons.
High Explosive: Default explosive. Strong vs. soft targets, weak vs. armor.
High Explosive Fragmentation: HE with added fragments, larger effective radius.
High Explosive Anti-Tank (HEAT): Shaped charge for armor penetration. Defeated by reactive armor.
Burning: Fire and incendiary effects. Extra damage to buildings.
Shockwave: Kinetic blast from high-velocity impacts, like railgun strikes.
Here are more damage types that are in the code, but not yet in use:
Hollow Point / Subsonic / Buckshot: Weaker ammo types. Might get merged.
Fuel Air Explosive (Thermobaric): Devastating against infantry in cover and buildings.
Freezing: Might play a part in winter maps. Maybe there will be some fictional liquid nitrogen bombs.
EMP: Only effective against electronics. Might allow for special ways to disable vehicles.
Radiation: May appear in nuclear power plant maps. Troops might need radiation shielding gear. Some gunship weapons could also fire radiation similarly to laser.
Laser: Simple direct damage weapon. Might allow for blinding of infantry and armor.
Toxic gas: Might play a part in heavy industrial maps, especially if some storage containers get damaged. Troops would need gas masks in their gear.
Suffocation: Troops might need oxygen tanks.
Melee: Maybe I’ll use it, so it’s in the code.
Damaged vehicle with mobility kill. Crews can repair but must stay put for a while.
I'm cleaning up the systems so I could publish a new public demo build. I'm hoping to release the update in a few weeks.
All these systems are already part of the private playtest. If you want to take part in it:
Are there any damage types I'm missing?
Hey settlers 👋
We’ve given the stone walls a visual upgrade and polished up several systems based on your feedback.
This update also improves the building UI, resource behavior, and fixes multiple rare crashes — making Of Life and Land even more stable and satisfying to play.
📋 Patch Notes:
Finally improved the visuals for the stone wall.
The setting to disable hover markings now also consistently disables the hover markings when building new things.
Construction sites can now show the range information of the finished building as well.
I mproved the way people select where to get the resource from by improving the human bias cutoff for larger stocks.
Fixed an extremely rare crash where a lock statement did not lead to a full memory barrier for the critical variables at initialization time.
Fixed an extremely rare issue where a saving thread could start its work too early and access uninitialized data.
Fixed a rare crash when the text for a person's faction need is created at the same time as this person dies.
Fixed a crash when a person's faith needs info was inspected when the person just has died.
Fixed a rare crash when a person was just thrown out of a faction while wondering if there are monumental buildings in the faction.
Thanks again for your support and bug reports 💚
Your Team Kerzoven 🥰
In modern shooters, gadgets have long ceased to be just additional tools — they have become key elements of strategy. In Payday, explosives and electronic locks allow for quick and stealthy bank heists. In Battlefield, anti-tank mines, medkits, and portable turrets define a soldier’s role in the squad. These mechanics don’t just add variety — they force players to carefully plan every operation, selecting gear for specific tasks. In NCORE, gadgets support this idea as unique devices that can turn the tide of battle in seconds.
Currently, the game features seven gadgets, each with unique properties and scenarios:
Grenade – a classic thrown projectile that deals damage in an explosion radius.
Jet Jump – footwear with an instant impulse that launches the player into the air and grants control over the descent trajectory.
Barricade – an energy-based shelter that can be used for defense or as a movement platform.
Remote Revival – a device that allows reviving an ally (or even yourself) from a distance.
Block – an energy shield that temporarily reduces incoming damage at the cost of a slight speed penalty.
Molotov – an incendiary grenade that creates a fire zone.
Smoke grenade – a smoke screen that conceals movement and neutralizes fire from the Molotov.
NCORE’s setting is a futuristic world, so even familiar gadgets have received unconventional designs, blending recognizable features with high-tech execution.

All gadgets in the game fall into two categories:
Instant – activate immediately, affect the player (e.g. rocket boots and block).
Throwable – require aiming and throwing, affect the environment or enemies (Molotov, smoke grenade, etc.).
Each gadget has an infinite supply of charges, but after use, it goes on cooldown. Additionally, players can use gadgets even when downed, adding drama and tactical opportunities for critical situations.
Players can acquire gadgets in several ways:
In containers after clearing guarded zones or defeating a boss.
At trade terminals scattered across different hexes, where they can be purchased.
In the Backstage, where the full range is available.
From defeated enemies.
Which method is best is up to the player. The dev team’s goal is to provide choice.
Hey Tasklings!
Task Time is heading to EGX at the ExCeL in London from October 24th to 26th (That's this weekend)! We're ready to test your friendships, reflexes, and ability to do tasks with ridiculous modifiers!
Whether you’ve already tried the playtest or you're a curious newcomer, come by and challenge your friends (or strangers!) to a round of pure madness. Expect:
Wild Modifiers - Do tasks while spinning, without looking up or down, or with reversed controls!
Multiplayer Mayhem - Compete against your friends in fast-paced rounds.
Friendship-Testing Fun - Laugh, scream, and maybe cry a little.
Do tasks to win prizes! - We might have some goodies in store!
A special guest appearance - One of our awesome Tasklings, Cubey will be visiting! 
We’ll be at the Rezzed Zone of EGX in Booth N1052 - just follow the sound of laughter and chaos! Come say hi, play the game, and let us know what you think!
See you there,
- The Task Time Crew

After a little bit of silence, we’re finally ready to share what we’ve been cooking up over the last few months — and it’s a huge one.
I know many of you are expecting more community interaction — and I truly appreciate that.
But please understand, I’m currently the only programmer working on Astrometica. On top of that, I also handle team management, business operations, and company tasks, which doesn’t leave me with much time to stay active on Steam or social platforms.
We don’t have a full time community manager or additional programmers yet — so my top priority is to focus on developing the game itself, because that’s what I love most.
All I ask is for a little patience. Every day I’m working hard to make Astrometica better for you all.
Say hello to the Yuna Vehicle — a massive mobile spaceship that you can:
Build inside like a floating base
Dock your vehicles
Customize with modules & weapons
Alongside this, we’re also building the Modular Spaceship System — letting you design your very own ship, any size you want, with fully placeable devices inside. This is still work-in-progress, but we couldn’t resist sharing!
Machines and devices can now be upgraded! Examples:
Upgrade asteroid miner storage capacity
Boost hydroponic planter growth speed
Add auto-seeding functions
Upgradable devices:
Corridor Asteroid Miner
Deposit Miner
Hydroponic Planter
Organic Miner
Battery & Powercell Charger

We’ve simplified tool upgrades. No more confusing UI or searching for separate mods — just upgrade your tools directly!

A new machine that extracts organic resources (fiber, fungus, and more) from islands.

Scattered across the world, these posts let you take on automated MOXORA contracts. Complete tasks, earn Mox Credits and rare items.

Exploration just got tougher with four brand-new enemy types lurking in different biomes.
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For those who just want to explore and build — no hunger, no thirst. Just chill.
We’ve upgraded Astrometica’s engine from Unreal Engine 5.3 to 5.6.
This upgrade was necessary due to several engine-level bugs in 5.3 that couldn’t be fixed on our side.
The new version brings better stability, performance, and future compatibility for upcoming features.

3 new fruit-bearing tree types to discover and harvest.

Findable in the world — grab some ready-to-eat meals during exploration.

We’ve added over 20 brand-new posters to decorate your bases, ships, and outposts.
They range from MOXORA propaganda designs to fun atmospheric artwork, giving you more ways to personalize your environment.

The Asteroid Miner has been upgraded to Tier 2!
You can now choose exactly which resource you want it to mine, giving you much more control over your resource management.

Specially designed for Yuna Vehicle exploration, packed with scannables, blueprints, and stories.

Giant Islands: 2 huge new islands, a lot bigger than normal ones, full of places to explore.
[carousel]
[/carousel]Theta-9 Rework: The legacy base has been completely remade, now more than 5x bigger and ready for future narrative expansions.
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[/carousel]New Island Types:
Unique biomes crafted for Theta-145.



[/carousel]Thera-12 Control Center:
A mysterious new facility with hidden blueprints and lore.


[/carousel]Organic Alien Biomes:
Strange and dangerous areas that require the Radiation Suit (formerly Toxic Suit) to survive.

[/carousel]We’ve gone back and remade a lot of existing items to bring them up to our new visual and design standards.
Here are a couple of examples:








[/carousel]We’ve also added a lot of new food items to the game, giving you more variety when exploring, trading, or managing survival. From fresh fruits to packaged meals, there are now more ways to keep your explorer well-fed.
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[/carousel]We’ve composed 15 new atmospheric tracks to bring these places to life. Here are 3 previews:
We’ve also implemented a wide range of quality-of-life changes across the game, including:
Significant performance optimizations for smoother gameplay
Improved save system stability and overall reliability
Numerous bug fixes related to saving, loading, and world streaming
and much more...
Some of these features and assets are still a work-in-progress, but our goal is to have everything wrapped up and polished by the end of the next month and release it on experimental branch first (that’s what we’re aiming for!).
Thanks so much for your support and patience — this is one of our biggest updates yet, and we can’t wait for you to play it.

We’ve got a wonderful growing Discord community, and a fantastic Astrometica Wiki that’s now live — built by our awesome players! 📚
And remember, your feedback shapes the game. So please hop into the Discord and chat with us! Thanks again for all your love and support — this is only the beginning, and we’re so grateful to have you on this journey with us. 💙
- Discord
- Twitter
- Facebook
- Youtube
BeryMery
Hello adventurers! 😊 This update fixes a few bugs and also adds some features that improve the game. It’s a small update before introducing the story of the Emerald City, so everything is solid and ready for the new chapter!
Also added:
In the shops, you can now buy two new spells: Magical Armor and Water Armor. These spells create an armor around Tamzyn with a set amount of points that block damage. Once those points run out, the armor disappears. They protect against different types of damage (Magical Armor blocks physical damage, and Water Armor blocks fire and energy). Get both spells by doing jobs and saving up money — you’re going to need them! 🛡️💧
Now, when there’s a bad environmental condition, you’ll be informed while camping, and see how long it will last.
On the Loot screen, you can now see how many coins are in the pile of gold. 💰
On Loot, you can use items you’re carrying instead of just dropping them to make space. So now you don’t waste anything. If your backpack is full, you no longer have to throw things away — you can use food or potions to free up space.
If you’d like to see some preview graphics, or learn what other things I’m considering for the future — besides finishing the story of the Emerald City — feel free to check out my blog.
Thanks, adventurers, for playing Caverns and Dryads! As always, I’m all ears for your suggestions, and I truly appreciate how you help make this world something alive that others can enjoy. If you’d like to leave a comment about what you enjoy most in the game, that helps me focus more on those things too. Big hug, and may destiny guide your steps! 🌟
CHANGELOG Version 1.4.5 — October 16, 2025 — MAJOR UPDATE
Two very strategic spells have been added to the city shops: Magical Armor and Water Armor. These spells create an armor around Tamzyn that blocks certain types of damage. Once the armor’s points are depleted, it disappears. Magical Armor protects against physical damage, and Water Armor protects against fire and energy. Earn both spells by completing jobs and saving up money — you’ll need them!
When camping, you’ll now be informed if there’s a bad environmental condition, and how many steps remain until it clears.
On the Loot screen, the pile of coins now shows how many coins it contains, with a random amount between 5 and 35. 💰
On Loot, you can now use items you’re carrying instead of dropping them. So if your backpack is full, you don’t have to throw things away — you can eat food or drink potions to make space.
Player status (sick, poisoned) now appears as text above the adventurers’ image on the map, in addition to color indicators.
In the Jobs screen, the word “quit?” now appears, making it more intuitive to decide whether to keep or leave a job.
Added ambient phrases during game loading, to support psychological immersion. These are not clues — they’re more like short poems.
Recompiled due to a Unity security fix. It didn’t affect my version. All versions of the game are safe and don’t use internet or external data, except for connecting to Steam for achievements.
Fixed some UI issues on the Exploration and Story screens for Windows.
Fixed combat bugs that caused double attacks.
Fixed: healing spells and other non-combat spells weren’t consuming mana.
Several improvements to make the game’s beginning more solid.
The dryad Cassandra has been renamed to Florine, to avoid confusion with Tamzyn’s mother.
Hey Alchemists!
Thanks again for playing Penny for Your Potion Demo! We're updating Penny for Your Potion Demo to v1.0.3, which includes a host of major updates to the gameplay, balance and interface improvements, as well as bug fixes 🌻 Read more below!
Major Gameplay Updates
Added new starter items: Short Vase, Door, and Stool.
Reduced reputation requirements for progression stages.
Added more items to early progression stages.
Extended shop open duration for longer sessions.
Customer spawn rate increased.
Customer spawning now begins after completing the tutorial.
Adjusted customer spawn timing based on reputation level.
Added a “Not in Demo” label for unavailable demo content.
Added a text label above the Market area.
Farm tiles now have a limit that increases with reputation.
Item rotation no longer resets after placing a built object.
Localization added for Turkish and English, covering:
Main Menu, Settings, in-game panels and lists
Customer requests, potion names (with descriptions)
Tutorial and dialogue sequences
Updated the town area.
Slightly reduced reputation gains from potion sales.
Adjusted potion request multipliers for better balance.
Reduced customer patience acceleration.
Increased seed growth durations.
Reduced potion profit values.
Decreased customer spawn acceleration and increased minimum spawn interval.
Updated the Progress Window button for better visibility and usability.
Fixed an issue where the “Day” label did not display the correct day number.
Fixed an issue where the day counter changed when the shop closed.
Fixed an issue preventing the shop from opening when loading or continuing a game.
Fixed missing customer request panel in the bottom-left corner after loading or continuing a game.
Fixed an issue where grass removed from dark soil areas reappeared after reloading.
Fixed an issue where unlocked plant states persisted only during play but reset after restarting the game.
Fixed an issue where locked ingredients appeared as preferred materials.
Fixed an issue where the farm tile count displayed incorrectly.
Fixed an issue that returned ingredients after completing a potion.
As usual, join our Discord link below if you'd like to give feedbacks and suggestions, chat with us, or anything else!
https://store.steampowered.com/app/4037870/Penny_for_Your_Potion_Demo/
Last Minute Studios