Cyber Knights: Flashpoint - Trese Brothers

Knights and mercs, we've been on an absolute content tear in October! Why stop now? Today we're dropping the 7th new map since launch - the Containment Site - and its +14 new proc-gen combos. We've also adjusted a default preference for the toggling outlines/highlight, improved the rules and pacing for Contact Limit Breaks, and addressed a number of other story bugs reported thorugh the F10 system.

A huge thanks to everyone playing and especially all of the players who took a moment to leave a review this week

Our Save Game Policy and Updates

First, since you're going to be seeing a lot of updates around here, we want to share our saved game policy up front so everyone understands our commitment to your games. No saved game will ever be invalidated by an update. All new content and features will be added immediately to all saved games (with the reasonable exception of New Game options). You never have to restart if you don't want to. This is a studio commitment that we have made and kept for many years and games. We stand by it. So do not stress about the deluge of updates that is coming your way - heist on my good heisters.

New Map: Containment Site and +14 Proc-Gen Combos

Coming in hot as the 3rd new map in 30 days, we're excited to roll out a new map: the Containment Site! This large corporate site is constructed around a central research hall, some of it lowered into a pit that can make for a very dangerous firefight. Perched over top of it all is raised balcony that can make for an amazing sniper's perch if you can take it and hold it. The new Containment Site map is the 7th new map we've released since launch and is connected to 14 proc-gen objectives, and it is especially awesome for Prison Break and Assassinate VIP objective types.

This new map release brings the total proc-gen combos (map X objective) up to 380 as we continually push to add new content, new maps and new objectives that reduce the changes for players to see repeated missions.

"H" Toggle Highlights on by Default

With Update #45, we've enabled by default the option to highlight all enemies, characters and objects on the may that you can interact with a visually obvious outline. You can toggle this option through 3 states - on, on with sight cones and off - using the H key or the left stick press on a controller by default.

If you didn't know, now you know ːbrainwormː

Contact Limit Break Pacing and Fixes

With Update #45, we've leaned harder into the math for Contact Limit Break pacing. Once a Contact reaches 80% Influence, they join a queue to have a Limit Break. The queue is ordered by all Contacts who have 100% Influence, then 90% and finally 80%. Within each Influence set, the ordering is by how long they have had over 80% Influence, so there is a nice magnitude and then timing ordering to the queue.

The underworld is not instant, so once a Contact has the Influence, it can take some time before they make a Limit Break. Recently we added a dynamic throttling to this time to help clear out backlogs of Contacts - the more Contacts who are waiting for Limit Breaks, the faster this goes.

After looking at some recent F10s and chatting with players here on the boards, we've realized that our math didn't go deep enough. The tiers of increasing speed of Contact Limit Breaks have been given another pass to be improved for extremely high efficiency players who are piling up a constant stream of Limit Break ready Contacts, far faster than the game's old setup could cope with.

We also adjusted the display of the two different "Going into Hiding" results (the regular one and the worse one if Compromised) to show the maximum number of days in the offer instead of an attempt at guessing the rolled value.

Other Story Fixes

With Update #45, we've addressed a few new F10s about different story things. We've fixed some incorrect dialog in the start of Null Deal around the legwork and delaying, and we fixed a mistake with the FSC Armor Power Play that was allowing you to get the armor even if you rejected the offer.

We also fixed a few situations with the new Shadow Site story hooks that could have caused the story not to kick off, even with the right tags for your characters. We're excited to see more teams getting into this content now, and we'll keep monitoring for other bugs. Thanks as always for your F10s!

v2.2.55 - #45: New Map "Containment Site" - 10/26/2025

- Added new proc-gen map "Containment Site": a hardened location or lab deep within corporate territory with an amazing overlook and a dangerous pit area which supports +14 new proc-gen combos (Heist a CPU, Steal 3 Files, Scavenger, Kill 3 Captains, Bodyguard, Siege, Battle Striker, Exfiltrate, Hardened Target, Infiltrate and Download, Assassinate, Boosted VIP, Prisoner) for Power Level 3+ teams

- Highlighting characters, enemies and all interactable objects is now default behavior (H)

- Improved pacing for Contact Limit Breaks to improve how sim handles large numbers of ready-to-go Contacts

- Improved Contact Limit Break about going into hiding to correctly show the maximum amount of days

- Fixed bug where aborting FSC Armor Power Play could result in the Service still being gained

- Fixed issues with legwork dialog in Null Deal with missing character names

Oct 25
Rotten Life: Desert Prisoner - 3908915169
Version 0.4.16 Update Notes
  1. Beginner Levels: Brightness increased ✔

  2. Beginner Levels: Difficulty lowered ✔

  3. Interaction Time: Shortened ✔

  4. Text Translation: Issues fixed ✔

  5. Display Bugs: Some fixed ✔

  6. Key Position: Adjusted to a more prominent spot ✔

Upcoming Update Preview
  1. Adjust content and storyline of beginner levels

  2. Add an end-of-level boss to beginner levels

  3. Minor UI optimizations

Your feedback and support are our greatest motivation for development!
Come join our Discord server to participate in discussions: https://discord.gg/Jd4fxMev
Community Announcements - sparklabsgaming.steam
Fixes:

- Fixed a bug where the keypad UI could get stuck on screen if the player walked away from it.

Quality of Life Improvements:

- Added a few small tweaks and enhancements to make the overall gameplay experience smoother and more enjoyable.
Oct 25
STAND: Survive, Team-up, And Never Die - Lucas

Hi survivors !

Sorry for the long time without updates. I had lost access to the game build, and getting it back was a real nightmare.Anyway, here's a small uptade for now :

  • Added a button to delete the save file

  • Decreasing the achievement goals

Sorry if you are experienced weird bugs due to the build recovery, like wrong texts font.

Please report any bugs !

Survive, Team-up, And Never Die !

The Eminence in Shadow: Master of Garden - mrin
イベント予告

10/30(木)13:00から3rdアニバーサリーイベント「君の名は!?元の体に戻りたくて!」を開催します!
イベント限定ストーリーや豪華報酬などもありますのでお楽しみに!

イベントPVもぜひご視聴ください!


特設サイト公開
カゲマス 3rdアニバーサリーを記念して、特設サイトを開設いたしました!
アップデート情報やキャンペーン情報などがまとまっておりますので、ぜひご覧ください!

■特設サイトURL
https://www.shadow-garden-mog.jp/3rd-anniversary/


ミツゴシスーパーSALE開催決定!

カゲマス 3rdアニバーサリーを記念して様々な商品を販売予定です!
大変お得な内容となっておりますので10/30(木)のアップデートをお見逃しなく!

▼開催期間
10/30(木) ~ 11/27(木)


アンケート実施中!

お客さまによりお楽しみいただけるサービスをご提供するため、「カゲマスアンケート」を実施しております。

アンケートにご協力いただいた全員に、感謝の気持ちを込めて幻魔石×1,000をプレゼント!
ぜひこの機会にご意見をお聞かせください。

▼実施期間
10/25(土)~11/4(火)11:59

▼回答はこちらから
https://forms.gle/9aHrWZ4v2EzGAc1MA


シャドウフェス開催予告

10/30(木)アップデート後よりシャドウフェスが開催!
シャドウフェス限定キャラ[陰の双始者]シャドウ&アルファがピックアップ!


新キャラクター詳細

10/30(木)アップデート後登場予定!
[陰の双始者]シャドウ&アルファ の詳細を動画でご紹介いたします。
ぜひご覧ください!


3周年記念グッズ公開!

公開生放送会場にて販売される3周年記念グッズを公開しました!

3周年記念グッズは、11/23(土)以降にオンラインでの受注販売も予定しております。
詳細につきましては公式Xより後日ご案内いたしますので、続報をお待ちください。




Attack On Ghosts - HONOR

The “Crossbow Tower” which shoots faster, has been added to the game.

The Victor Initiative - Spacepiano

Just a small bug fix today!

Patch Notes
  • Fixed a bug causing players to fall out of the world in the second half of Floor 1 if they closed and reopened the game.

Trade Anchor - Tom

This is a fairly substantial update, including an improved intro, many UI improvements and a lot more visibility into all the things going on in the game, like a legend for the map modes, or the display of empire cultural values.

Together with the extension to 2 years, the demo should now give you a fairly good piece of gameplay.

And it's an important step towards the full game release.

I am also adding a "testing" branch. If you want to get updates like this early, go to the properties of the game in Steam and look at "betas". You should be able to simply subscribe to the testing branch.

This update is going live on the testing branch first, because it still lacks a few translations that I need to add (for new texts). If you play in English anyway, everything should work. Otherwise, wait until the next update and everything will be localized.

星河的约言 - 克莱里亚

Three weeks after the demo's release, we're bringing you the first scheduled update. The core additions in this version are the Ship Modification System and two types of hostile wild species.

Ship Modification System

In addition to basic module adjustments, ships now have a new enhancement method through modification.

The modification system covers four main types: Hull, Shield, Engine, and individual Weapon systems.

Modifications can provide significant performance improvements, far exceeding those from expensive module upgrades, making them a highly effective enhancement path. However, modifications come with a degree of instability:

  • Each modification has one or more primary enhancement effects, along with several potential secondary effects

  • Primary effects are guaranteed to activate (with minor numerical fluctuations)

  • Only one secondary effect will be randomly activated per modification attempt (Level 3 modifications will activate two secondary effects)

  • If you're unsatisfied with the modification results, you can repeat the process to achieve your desired outcome

Special components and materials are required for modifications. These cannot be produced through automated production lines and must be obtained by defeating pirates and hostile wild species.

Since factions don't offer modification services, players must gather materials and perform modifications on their mothership. Beyond the initial recipes, additional modification formulas are unlocked by completing prerequisite modifications.

Hostile Wild Species

Two non-human species now inhabit interstellar space: "μ-Mollusca" and "φ-Crystallus".

Unlike mechanical ships that rely on shields, these biological entities have weaker defenses but possess firepower far exceeding human vessels. Be mindful of this disparity when engaging them.

Most importantly, defeating μ-Mollusca yields "Bio-Gas Gel", while φ-Crystallus drop "Crystal Fragments" - both are crucial materials for various ship modifications.

Optimizations and Fixes

Beyond the new content, this update includes various optimizations and bug fixes to existing game elements.

Detailed Update Content:

New Additions

  • Implemented Ship Modification System

  • Added two hostile interstellar species: μ-Mollusca and φ-Crystallus, each with unique attack patterns and attributes

  • Added new missions featuring hostile wild species

  • Added ship modification materials that drop from specific enemies

  • Added combat damage numbers and loot detail displays (toggleable in Settings)

  • Added energy supply/consumption status display in ship information interface

  • Added "Resupply Ammo from Mothership" function in ship storage interface (requires docking with mothership)

  • Added resource collection efficiency statistics display during mothership roaming

  • Added new help information entries

System Adjustments

  • Adjusted physical damage scaling coefficients for different ship sizes

  • Optimized high-grade rapid-fire cannon performance for better cost-effectiveness

  • Reduced electromagnetic cannon firepower, cooldown, and ammunition consumption by approximately 35% to balance with modification system

  • Reduced ion cannon firepower, cooldown, and ammunition consumption by approximately 50% to balance with modification system

  • Improved mission rewards: significantly increased special reward probability; Tier 1 recipes now appear in beginner mission special rewards

  • Adjusted enemy ship numbers in most missions to match reward content

  • Improved map navigation: planetary local maps can now be accessed by selecting locations with planets

  • Unified location marking methods between star systems and planetary local maps

  • Adjusted mission list display: accept buttons for other missions are disabled after accepting a mission

  • Enhanced "Aether Infusion" and "Aether Distillation" word effects - both now scale with ring tier

  • Updated spell construction interface statistics to show currently infused Aether value

  • Improved descriptions for various logistics pods' operational logic

  • Adjusted engineering drone performance impact on work efficiency

Bug Fixes

  • Fixed progression errors caused by skipping cutscenes too quickly

  • Fixed ship deployment/docking failures in specific scenarios

  • Fixed missing "Depart via Mothership" button in departure interface

  • Fixed various other errors

We appreciate all players' support and feedback, and we'll continue optimizing your gaming experience!

Forever World Cup Simulator - laukaichung
- Added options to filter teams by tags, elo ratings on the active teams page.



- Started adding futsal teams back to the downloadable team page.



- All tied matches should show up again when viewing team match history.
...