1.修复'小海'法宝不生效问题
2.修复'九叔'法宝不生效问题
3.修复'叶无名'被动不生效问题
4.所有法宝'独有技能'增伤,现在对所有角色生效(法宝需要重新获取)
5.所有角色被动技能中'独有技能'增伤,现在对所有角色生效
6.所有法宝'独有技能'再释放,现在对所有角色生效(法宝需要重新获取)
7.所有角色被动技能中'独有技能'再释放,现在对所有角色生效
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其他
另外会利用3~4天重新测试一下敌人数据,重新对敌人的数据再次更改,下次更新会在27号左右,这几天如果还有什么小bug,到时候一起更新~~~!
Hello, Heroes of Bermesiah!
Bug fixes and improvements have been updated.
<Bug Fixes/Improvements>
- Fixed a bug where certain parts of the Elven Forest were not adorned with Halloween theme
We will strive to create the best experience possible.
Thank you.
kawaiinium is pleased to announce the official release of Tayutama: It's Happy Days, the long-awaited fan disc to Tayutama: Kiss on my Deity, now available on both Steam and Nintendo Switch!
To celebrate the release, a 20% launch discount is being offered for a limited time through Wednesday, November 5th. Additionally, the main game Tayutama: Kiss on my Deity is also 30% off during the same period.





Hello friends!
Badass Brigade is officially open for playtesting. The actual game content available is the beginning of the game without any alterations. Here's exactly what that means:
Tutorial + first 3 missions. A mission should take around 1 hour+ to complete at my best estimate. For context, personally it takes me 30 minutes to clear a mission while getting every secret and knowing exactly where to go and what to do while absolutely crushing every enemy encounter.
1 Training side mission. Currently has no music, pls ignore the silence. There will be many side missions in the full release.
Lots of weapons and gear to use. Note that some of the weapons and gear shown in the menu are unobtainable in the playtest.
After completing mission 3, there will be a post-mission cutscene as usual setting up the next mission, but you will not be able to access it.
I'm looking for feedback on everything! First and foremost, the game might crash at times. As of me writing this I'm fairly certain that there aren't any game breaking bugs in the content available, but I've been wrong before. But anyway, here's a list of things I would like feedback on:
Combat difficulty
Traversal difficulty. This includes things like making tricky jumps or just figuring out where to go.
Puzzle frequency/difficulty
Dialogue/cutscene frequency. Too much chatter or not enough?
Known issues:
Some player animations will fail to play or rapidly "jitter" in specific circumstances. This includes dying while performing certain actions or wall jumping while mashing keys.
Very rarely an enemy will clip into a wall, which causes them to instantly teleport somewhere nearby. I'm not sure any of you will notice this one in the first place.
Rarely some combination of punching + getting staggered or knocked back will cause the player to have no weapon equipped. Punching again should restore the weapon.
In the event that the game does crash, please either copy/paste the error message or take a screenshot of it and post it in either the steam forums or on the discord. Also describe where you were and what was happening at the time of the crash.
The playtest will remain active until a demo version is ready.
"Fengshen Yi" is a competitive game that integrates Chinese mythological elements with card strategy. In the game, you will immerse yourself in a magical mythical world and experience the boundless charm of Eastern mythology from a relaxed and interesting perspective. All content and images presented in this article are from the game's development phase and do not represent the final in-game visuals.
After the finalization of the Fengshen Bang (List of Gods), the Heavenly Court established the "Xianyi Pavilion" as a place for gods to entertain themselves. Jiang Ziya holds his cards, the Supreme Lord Laozi ponders deeply, and Tongtian Jiaozhu watches the card game coldly, sighing at the decline of his Jie Sect. Zhao Gongming strokes his Dinghai Pearls and mutters, "The Fengshen Bang has ruined me!" Meanwhile, the Three Xiao Niangniang (Three Xiao Ladies) secretly tamper with the card order using the Hunyuan Golden Bucket, prompting Ran Deng Ancient Buddha to laugh and reprimand, "You still have the temperament of the Jie Sect!" Suddenly, an commotion is heard at the Southern Heavenly Gate—turns out Wuyun Immortal has transformed into a golden carp and jumped onto the card table, leaving Zhunti Daoist exclaiming repeatedly, "The Western Sect has lost another disciple..." The Fengshen War has long passed; why not enjoy a casual card game in your leisure time?
In the Eastern land of "Fengshen Yi," blessed by ancient deities, all living beings are divided into three realms based on the "Law of Heaven and Earth": Human, Immortal, and Demon. Each race has unique characters and styles: the Human Race governs the mortal world, the Immortal Race maintains the order of the Nine Heavens, and the Demon Race lurks in the dark realms.
A character's basic information includes: Health, Attack, Defense, Level, Hand Card Limit, and their unique Magical Artifacts—providing players with more strategic options during battles.

Every character in "Fengshen Yi" possesses 3 Magical Artifacts, each with distinct effects. Each Magical Artifact can be upgraded to a maximum of Level 2. At the start of the game, each player can choose one Magical Artifact to upgrade. Later, during the card game, players can perform additional upgrades when triggering the Magical Artifact upgrade mechanism.
The hand consists of Sancai Cards + Xingxiang Cards + Bagua Cards, corresponding to (Heaven/Earth/Human), (Astronomical Phenomena), and (Eight Trigrams Formation) respectively. They are mainly used for basic attack and defense in the card game.
Sancai Cards: Used for basic attack and defense in the game, derived from the "Sancai" (Heaven, Earth, Human) concept in traditional Chinese culture.

Xingxiang Cards: Used for basic attack and defense in the game, derived from the "Xingxiu" (constellations) in traditional Chinese culture.

Bagua Cards: Used to upgrade Magical Artifacts in the game, derived from the "Bagua Diagram" (Eight Trigrams) in traditional Chinese culture.

In "Fengshen Yi," players can play hand cards to attack the target during their turn. Each turn, Sancai Cards (Heaven/Earth/Human) and Xingxiang Cards (Azure Dragon, Vermilion Bird, White Tiger, Black Tortoise, Taiwei, Ziwei, Tianshi) can each launch a maximum of 1 attack, dealing damage equal to the player's Attack value to the target.

Multiplier Attack
If you have 3/4 identical cards in your hand, you can play them together to deal 2x/3x your Attack value as damage, and you will also get an additional Magical Artifact upgrade.

Fengshen Trigger Rule (Deals 10x Damage)
If the number of card groups in front of you reaches 4, you can play 2 identical cards and consume all card groups in front of you during your card-playing phase, dealing 10x your Attack value as damage. Note that Multiplier Attacks will take up the number of card plays for Sancai Cards/Xingxiang Cards in the turn.

When under attack, "Fengshen Yi" offers 4 types of defense mechanisms:
Jie (Block): Use the same type of card as the opponent's attacking card for defense.
Hua (Neutralize): Use 2 cards with numbers adjacent to all of the opponent's attacking cards for defense (only applicable to Sancai Cards; Xingxiang Cards have no numbers). This grants an additional Magical Artifact upgrade.
Fa (Counter): Use 2 identical cards of the same type as the opponent's attacking card for defense. This counters the opponent for 2x your Attack value as damage and grants an additional Magical Artifact upgrade.
Zhen (Suppress): Use 3 identical cards of the same type as the opponent's attacking card for defense. This counters the opponent for 3x your Attack value as damage and grants an additional Magical Artifact upgrade.

Bagua Cards can be played during the card-playing phase (no usage limit), and their effect is to upgrade a Magical Artifact once.

Currently, the game is still in development, and we welcome more suggestions and feedback. We have created a "Xianyou Group" (Player Group) – QQ Group Number: 735413870. Whether you have ideas for character storylines or inspirations for card skills, feel free to join and participate! Come and join "Fengshen Yi" to get the latest first-hand information!
Banana Loco is officially LIVE on Steam!
Get ready to peel out in the wackiest puzzle-adventure of the year. Hunt bananas, outwit traps, and earn medals in the banana land where chaos is just part of the charm.
Wishlist it. Play it. Go bananas.
V0.5.1.1 has been pushed. This contains a fix for saved games failing to load when transforming an employee actively being transformed while off-duty. Most importantly, this release was built in a Unity editor that contains a security fix. There are no changes to writing or art.
See
https://unity.com/security/sept-2025-01
for more information.
Hey all y'all goofy goobers straight chillin around these parts of steam! I just released a huge combat overhaul update for Sophonce! You can check out a gameplay video here:
This update encompasses all your feedback and suggestions and I am eternally grateful for all the constructive feedback! These are some of the major things I added:
Crouch Slide
Grenade Ammo Indicator added at the bottom right next to the ammo counter
You now have access to all powers that you can select with a Power Wheel. You can still switch between your previous power and your current power by tapping the "Cycle Powers" button.
Aim down sights (only the sniper and rocket launcher that you will get in chapter 2 will have the zoom effect because they use scopes)
Removed the advanced weapons and balanced all the weapons accordingly
Changed the system to true first person (minus seeing your own legs) to make the camera a lot more animated (you can adjust the aggressiveness of the head bob in the settings)
blood effects have been increased
melee changed to a knife instead of a punch and it can now be used as a gameplay mechanic since I upgraded the damage
Removed the casting animation for the shield power to not disrupt the fast flow of the game
all weapons have reload animations now instead of placeholder ones!
The shotgun is now pump action, the shotgun does a lot more damage but it's firing rate is slower due to pumping before each fire. (Trust me it feels a lot more satisfying)
fov range is now 70->120
Gamepad Controller movement feels a lot more organic
Removed the infinite pistol (it was too weak and useless) and incorporated a new ammo pooling system that allows you to collect different types of ammo without needing the specific weapon in your inventory. This will allow the player to have a larger ammo pool that will rarely run out and if the player does, they can rely on melee to fight back and get more ammo from weapon drops.
Flashlight is now attached to the hip which I needed to do because when it was attached to the gun the flashlight was lowered while sprinting.
and more that I can't really think of right now haha. Hope y'all enjoy! I read the comments about improving the level design to be more dynamic and not just a mere corridor shooter so I am redoing a lot of Chapter 2 to include that type of level design vibe similar to F.E.A.R.! I also know the A.I. voices aren't good so I will be trying my best to recruit some family members and close friends to redo the voices and help with future ones. Hopefully they come through!
The bad news is that I had to completely change the inventory save system so y'all wont be able to continue from where you left off because all your guns and powers will be missing. Here is a save file of the last level with the new save system so y'all wont have to replay the whole game again! Your choices still remain intact so don't worry! The instructions for installing these save files are in the folder.
https://drive.google.com/drive/folders/14HHH4Kp5dSaRWkprxGxSPsf0lw3LVs_9?usp=drive_link
I'm about to start job hunting now so I won't be updating this game for a bit until I find something but trust me that Chapter 2 will be worth the wait! Thanks again for all the help and support, I appreciate you guys so much!!