
After a few insightful weeks in the Experimental Branch, we’re ready to bring the first round of balance changes to the main game!
This update focuses on starter weapons, with the goal of making each one a viable and satisfying choice right from the beginning. It’s the first step in a longer journey to fine-tune all weapons in Guntouchables.💥
Many weapons are getting a well-deserved power boost - especially the SMG, Shotty, Assault Rifle and Mini-gun, which had fallen behind other options in both performance and viability.
The Freedom .50 has received a major damage boost but its ammo capacity has been reduced to 100. The Freedom .50 was performing so well across all stats, that damage was the only meaningful way to upgrade it. With this reduction, ammo capacity is now an attractive upgrade path as well as damage.
Damage on Big Bang's grenades has been reduced to 100 (from 120), but to compensate, his Bigger Bang perks now increase radius and damage by 15%.
In addition to the weapons, we have also made some tweaks to some enemies. Mainly some of the common enemies are starting the game with a bit more HP, but scaling less from mission to mission. Our intention with this is to give a more consistent experience than previously where we felt toughness of some enemies could increase a bit too aggressively between two mission.
The Experimental Branch has been a tremendous success. We’ve been blown away by your dedication, detailed feedback, and thoughtful discussions. Your input helps us move faster, test smarter, and make the game better in ways we couldn’t on our own.

Fixed:
Black screen error when returning to bunker after reconnecting
Bug where players kept their challenge weapons when returning to the bunker
Missing Weapon level up message when getting milestone upgrade from a crate
Damage on Big Bang's Fire Grenade 🔥
Fade out on fire effect
Missing hit effect for rifles
Changed:
Tweaks to some enemies' health and health scaling
Linda's Shovel:
Damage 10 -> 16
Marcus' Power Saw:
Damage 3 -> 4
Big Bang's Grenade:
Damage: 120 -> 100
Spread Mod+:
Spread 30% -> 25%
Pellets 1 -> 2
Spread Mod++
Spread 50% -> 30%
Pellets 2 -> 3
Bigger Bang Perk
Radius +10% -> +15%
Damage +10% -> +15%
Thank you so much for being part of this experiment - we couldn’t ask for a better crew of Preppers, and we hope to run many more experiments with you in the future.
Bullets & Beans,
-Game Swing
https://store.steampowered.com/app/3768260/GUNTOUCHABLES__Supporter_Pack/
It’s time to go back to college and straight into the next chapter of Freshwomen.
FreshWomen 2 picks up where the first season left off: you’re finally reunited with your father, but nothing is as it seems. New mysteries, new temptations, and new faces await.
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Hello everyone,
Version 1.3.4 is now live! This update focuses on improving the image sharing experience and enhancing the diary system.
Image Transfer Notification Window: A notification now appears when you send an image to the Shell.
Redesigned Diary Style: The diary book layout has been refreshed for a cleaner and more readable design.
Diary Display Fixes: All diary entries now display correctly without missing or misaligned content.
This update focuses on user experience and interface refinements.
This release is mainly another hotfix, 0.4.1.2 released earlier in the week but its patch notes are at the end of the previous update.
However since things are feeling stable I'm trying to plan the next update so I thought I should lay out my plan a little and prewarn that it might be a while before the next update lands.
I'm still not sure exactly what it will contain but the aim is to add more content. I just spent a lot of time on performance updates and then bug fixes. These are things that I would class as house keeping and since its had a lot of focus, it feels like time to counter that balance with content.
This means any house keeping tasks I've mentioned I'll delay until after this update. For example I've mentioned looking into systems that let you create manual saves or reworking how saving worlds works to reduce file sizes.
Once I start making progress on the content update I'll share more details about what exactly I'm working on but I'd rather not say for now since the first thing I tried already turned out to be more complex than I expected. I will say that I am still aiming towards improving combat.
Fixed a typo with the berserker buff collection
Updated some items from being named Snow Rabbit ,meat etc to Polar Rabbit so there is consistency between the names
Fixed the animal spawning algorithms wrongly favouring some animal types over others regardless of their spawn chances
Updated animal spawns to include days past as a factor in their spawning, meaning animal spawns will change day to day
Fixed animals being able to attack you in your base if you load away from base and then teleport home
Fixed tamed animals loading as their night versions
Fixed RedPepper etc not having a space in their title in the crops tab of the lore screen
Fixed deer not counting for the menagerie achievement
Fixed the cow head trophy missing its eyes
Fixed firefly wings facing the wrong direction
Made a bit more progress on controller support going from the main menu into the game
Reworked animal spawning to use noise instead of random numbers in an attempt to make animal spawns more consistent
Gave the Crops tab of the lore screen a very minor update so its clearer which crop you are currently viewing
Updated the Panthers to be a little less purple
Fixed grass and flower pickups not spawning if you place a block over them
Fixed sleeping in a bed always passing a full days worth of time instead of exactly the time passed (causing things like crops to always finish growing)
I didn't intend another hotfix thinking things where stable but an extremely severe bug was pointed out to me wit Tech not working, at all! This is why the Rock Volley spell has moved as it was the quickest way for me to get a hotfix out without reverting what I was working on.
Rebalanced the spells perk tree so Rock Volley is a starting spell and Energy Blast a late game spell
Fixed the wooden sword from looking very grey
Updated the sword swing animation so it connects with the middle of the screen
Fixed tech UI being completely broken and thinking Everything was already unlocked
After years of development (well... maybe only a few months of real production?),
the Why Elephant Sit On Chair? demo is finally almost ready to meet everyone!
This is a huge milestone for me,
and I truly hope you’ll all enjoy the game!!!
P.S. I promise the full release next year will have even more animals :D



Truck City v0.45-Demo has just been released. This is the change log, which also includes hotfixes v0.44.1, v0.44.2, and v0.44.3.
Improvement: improved control for camera (WASD+border scrolling)
Improvement: added new features to tutorials 3 and 4 (intersections and Alt mode)
Improvement: translations improved, new translations added for top bar, Alt mode, tooltip texts
Bugfix: a truck may deliver an incorrect item to a factory, causing unpredictable behavior
Bugfix: truck transparency incorrectly restored on game load, may cause some trucks to seem semitransparent until they left the city
Bugfix: improved window handling to prevent bug where blueprints window may remain open but not intractable
Bugfix: destroying launchpad could leave factory disconnected
Bugfix: now adjacent tiles are correctly updated when destroying launchpad
Bugfix: containers may be incorrectly rotated when destroying an adjacent tile that caused the warehouse to be rotated
Bugfix: added guardrails for leaderboard response handling, prevents problems with unexpected responses from Steam library
Balance: Scrap world mission made easier by changing the objective to selling 3 engines
+ Full Controller Support
Currently fully operational. Playtesting will continue with both keyboard/mouse and controller
+ Settings for:
-Audio
-Display
-Gameplay
-Inputs
-Rebinding (Keyboard/Mouse & Controller)
-Post Processing
+ Unlock Progressions
-Relic Upgrade
-Hacking
-Mission Runs
+ New Blood system for better visuals
+ Interaction Display has been improved with customizable fonts and sizes
+ The majority of HUD aspects can now be changed in size
+ Audio Mixer Overhaul: Volume Control, Lowpass Filters, and other effects
+Creating the levels for the next sectors
+Further developing permanent upgrade progressions
- Director JIN