Hello, my dear FreshMen!
We're working on daily patches to improve your experience, and here is what we added today!
Fixed a bug where it was not possible to unlock the “Finalist!” achievement;
Fixed an issue where Season 1 save games, which were working, would no longer load;
We hope you're enjoying FreshWomen - Season 2, and if you have any more issues or suggestions, please let us know!
See you soon,
f1r3
Necromancers,
This update brings a free content expansion and addresses friction points. I took Steam's reviews, condensed it to a checklist and made it my mission to address the issues (list at the bottom). Huge thank you to those active in the community providing feedback!

New playable unit - Deathbringer. A unit that excels at melee combat and draining human life.
Blood. Ground gets covered in blood. Off by default, enabled in settings.
NEW: Enemy units now block walking paths
Enemy units now act more reasonably when they can't reach any of the player units.
NEW: TAB key now cycles the units
NEW: Destroy target. A single object with a considerable amount of health to destroy.
NEW: Kill VIP. One of the enemies becomes a VIP that has increased health and behaves defensively.
Survive and Defend missions are now only available during events.
NEW: music for main menu, combat and boss fights
Ambient sound fixes and improvements
Fixed footstep sounds missing for certain characters
NEW: Shield Wall - Holds a shield up deflecting all ranged damage and negating melee damage. Using this ends the turn.
NEW: Storm Step - Teleport the unit and deal half of attack damage to nearby enemies at the destination.
Hellfire projectiles are no longer blocked by cover and friendly units
NEW: Human Trap - Places a human trap on the ground. Deals double of attack damage.
Visual improvements to some abilities
NEW: Berserk - Goes berserk, parries all attacks and counter strikes an enemy in range during the enemy turn. Using this ends the turn.
Visual improvements for the out of bounds areas
Background atmosphere particles
Lighting adjustments
Damage/healing over time now displayed on unit cards for better visibility
Camera overhaul to reduce jitterness, jankyness, jumping and zooming
Game optimizations to improve performance up to 300% in some cases.
Meet human rogue
Meet human militia
Win as 4 berserkers
Win as 4 deathbringers
Reinforcements units can no longer spawn on friendly units
Mission descriptions fixed
Feedback makes any game better. People who take time to provide feedback one way or another are absolutely amazing. I've compiled most feedback into a checklist and tried resolving all of it during this year. Here's the list and what I've done to address it ːsteamthumbsupː:
Unbalanced difficulty – enemy damage, spawn rates, and mission scaling make levels nearly impossible.
ːsteamthumbsupː Balanced all unit health and damage output, added more types of units with different power levels so new enemies do not feel like a big difficulty spike.
ːsteamthumbsupːMission scaling adjusted, especially in Easy and Normal modes
ːsteamthumbsupːEvent missions no longer have bosses in them.
Enemy spawn proximity – enemies appear too close to player units, causing instant wipes.
ːsteamthumbsupːEnemies now always spawn from a portal, includes an onscreen marker.
Enemy pathing bugs – enemies move through player units, breaking tactical play.
ːsteamthumbsupːAll units now block enemy unit paths.
Mission design flaws – large enemy numbers in confined spaces remove strategic options.
ːsteamthumbsupːExpanded on abilities for undead units to deal with large enemy numbers or with sticky positioning.
Slow progression – leveling speed too low for difficulty curve.
ːsteamthumbsupːUnit leveling speed increased. It is now also tracked and visible in UI.
Lack of player control – units are assigned randomly; no option to choose team composition.
ːsteamthumbsupːUnits are now a random draft of 2 (on Normal) instead of completely random.
UI problems – poor responsiveness; requires simultaneous use of mouse and keyboard; unresponsive buttons.
ːsteamthumbsupːImprovements to key bindings and bug fixes
Crashes and freezes – frequent crashes during unit selection and enemy turns.
ːsteamthumbsupːMultiple of "hung game" and crashes fixed with no currently known game-breaking bug.
Bugs with turn logic – game getting stuck on enemy’s turn.
ːsteamthumbsupːPathfinding and AI logic improved to end the turn if there are no logical moves.
Inconsistent mechanics – environmental effects (e.g. “fog”) penalize player but not enemies.
ːsteamthumbsupː All environmental effects now fully apply to both sides
Mission repetition – limited mission variety; same types appear repeatedly.
ːsteamthumbsupːTwo new mission types
Insufficient testing – unpolished mechanics and balance indicate inadequate QA.
ːsteamthumbsupː14 patches later and a lot of help from community (thanks Javi)
I hope this update sparks some joy as I now feel the game is where I wanted it to be at launch.
Thanks,
Egi
Added a warning message when attempting to reset your winrate stats against a demon, to clarify that your Steam stats will also be affected (but not your achievements).
Increased width of various overlay message containers to prevent wrapping for certain messages.
Hello to all adventurers! Whether you are returning for more time in Euchora, or discovering the world for the first time, you're all welcome here! It's about time for us to drop by and give the first development log for the game! In addition, I'll be sharing the first special renders for the game, showcasing two of the lovely ladies you can look forward to interacting with!
First, let me start by saying the important stuff. Development is underway, and the first scenes have already been written. I can tell you that we get into the action fairly quickly this time around, and I know many of you are here for that. Don't worry, the story still comes first! But I'll be putting a bit more focus on those titillating bits that you enjoy!
I'm also crafting some fun, and rewarding, gameplay loops that didn't exist in Between Two Worlds. I know, I know. Some of you are rolling your eyes. "This is a Visual Novel! It's not supposed to have gameplay elements!". If that's how you feel, you will be allowed to skip those, I promise. However, there will be rewards for doing them. So skipping them may cause you to lose out on some scenes.
Darkness & Desire will NOT be released in Early Access. It will be done as a full release from day 1. That means, when it goes on sale, it'll be a full and complete game. Now, that being said, if you want to, you can support the ongoing development of the game. This is entirely optional. People who do support the development will not get any kind of in-game perks or treatment. Those people will not get any kind of special edition DLC. It has no impact to the gameplay experience at all. What is does mean is that those who provide additional support will get access to:
More special renders and sneak peeks
Additional insight into the progress and progression of development
Participate in polls and opinion feedback
Early access to beta builds and testing
If this is something you're interested in, you can check out the Patreon at:
Also, if you haven't joined yet, you should:
Alright, I think that's all for now! I'll be back soon with more information and updates soon!
-Droosk

Hello adventurers!
Here’s the roadmap for Dragon Inn for the foreseeable future. I’ll continue adding quality-of-life improvements as needed, but these are the major planned features. If I feel the game reaches a stable state sooner than expected, I will begin developing some of these features earlier.
My main goal for the remainder of 2025 is to make Dragon Inn as stable and bug-free as possible. While there are many features I’d love to add, I want to ensure the foundation is solid first. Once I’m confident that the current systems are stable and polished, I’ll move on to expanding the feature set.
Enemy Token Models
Fog of War System
3D Map Creator – Props & Building Materials
Spell Effects for Premade Spells
Improved Range Visualizer for Spells
New Cosmetic Materials for the 3D Character Creator
I'm constantly reading and answering to feedbacks from In Game Tool and from Discord Server. Please join the Discord Server If you'd like to request a feature or give any kind of feedback!
In Devices Tycoon, you’ll have the opportunity to increase your company’s popularity and boost the excitement around your devices through press conferences, annual awards, and public presentations.
From time to time, you’ll be able to host press conferences and answer questions from journalists.
Your responses will directly influence your company’s reputation and the hype surrounding your devices.
Journalists may ask challenging or provocative questions — you don’t need to be rude, but avoiding answers entirely won’t work either. A thoughtful approach can strengthen your public image, increase anticipation before launch, and shape how fans react to your announcements.
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[/carousel]We’re introducing a new feature — The Annual Awards Ceremony!
A variety of award categories allow your company to gain status and earn valuable bonuses.
And if you win — make sure to share the moment with your fans on DevicesGram. (We talked more about DevicesGram in our previous updates!)
[carousel]


[/carousel]You’ll also be able to host presentations for your new devices in front of your fanbase.
Presentations help attract new followers and increase hype leading up to release. Each device has its own style of presentation, making every showcase feel distinct and memorable.




[/carousel]
Thank you so much to everyone who continues to add the game to their wishlist — your support truly means a lot! 💖🚀
The demo is live!
Galaxy Commanders: Gridstrike now has a free playable demo — a vertical slice of the full game featuring the core tactical systems.
What’s inside
• Tutorial mini-campaign — introducing shields, armor, weapons and gear.
• Fleet Builder — equip and test your own ships.
• Skirmish mode — four different battles.
• Adjustable AI difficulty — unlocks after completing the tutorial.
Hey everyone!
The first patches are out – and we’re really happy they solved part of the problems (the healer on the news image is probably there because we’ve started healing the game). We’re already seeing many more comments saying the game can now be completed without errors.
But we know there are still other bugs – and it’s Saturday – we’re working and preparing the next patch, which will be released on Monday.
If you haven’t checked out the game or read the two full hotfix lists yet, here’s the main summary:
Fixed a large number of bugs related to heroes getting stuck, construction issues, save/load problems, crashes, and many other unpleasant errors.
Improved balance on several maps.
Increased group size from 3 to 5.
Fixed an issue where dead heroes still occupied a slot.
Made the first UI improvements.
Made the first improvements to the map.
Improved hero behavior – they now die less often and act more reasonably.
All these and many other fixes are already in the game. But this is only the very beginning. This is the state we should have released in – we understand that.
Hero behavior improvements. You’ve given us lots of feedback about heroes, and we’re making them better.
Balance. We’re adjusting difficulty across different maps. The final mission will be changed – we’ll make it more interesting; we know where we went wrong :)
Many quality-of-life improvements. For example, when a group leader dies, the group will no longer disband – among other small but nice fixes that we’ll include in the next patches.
Hotkeys! :) Honestly, no idea how we managed to miss them at launch. Sometimes your eyes just get too used to things. This will be the first iteration – we’ll keep improving controls based on your feedback.
Bugs and issues. We’ll fix another big batch of them in the Monday update.
That’s what we’re doing right now – but we’re also thinking about what comes next.
Players need a mode (or modes) where they can spend hours. Missions, sandbox, etc. We’re thinking about it and trying to figure out what can be done quickly.
We’re also discussing what to do with the enemy waves. Opinions in the community are split – so most likely we’ll let you customize that yourself. In general, we want to give you more options to tweak the game the way you like.
In the coming days, we’ll publish a more detailed roadmap. We need to estimate our workload more precisely and understand what’s most important for you right now.
No, we didn’t intend to make a greedy pack that locks content away or mocks players. Honestly, we didn’t realize before launch that the base game didn’t have enough content :)
Originally, the Supporter Pack was meant to include cloaks, cosmetics, and such – but at the last moment, we thought it would be nice to add something extra, something we could finish in a couple of weeks before release. So we made a new hero and added a few features to the Survival mode. We meant well…
But now we understand how that looks – especially when people are criticizing the game for a lack of content and a weak Survival mode.
Giving that hero away to everyone would be unfair to those who supported us and maybe bought the pack because of that exclusive hero. So instead, in future updates we’ll add a new hero (or heroes) for everyone – and more content for Survival mode or even new modes altogether.
It wasn’t a good look – we’ll make it right by improving the game and adding more content.
A huge thank-you for all the kind words you left under the previous post – it really helps the team :) Some of our devs needed a bit of time to recover after reading all the negative feedback. It hurts – no point pretending otherwise. But your criticism is valid, so what can we say… :)
Thank you for both the criticism and the support. If we’ve fixed the issues that made you leave a negative review – we’d really appreciate it if you could update your rating. We won’t hide it – reviews matter to us. Not only because we want to make a 95%-rated game – but also because the higher the rating, the better the sales. And we still need sales to keep supporting the game – we didn’t release a massive hit that lets us stop worrying about money :)
But we’ll keep improving Lessaria every day – you’ll see it, and we believe you’ll appreciate it.
Thanks again – and see you soon!
https://store.steampowered.com/app/3979300/FIND_ALL_Halloween/?curator_clanid=40622694
The continuation of the Find All: Halloween game series is released. Explore the mysterious castle mansion and finding diffirent items and paint black - white locations with colored paints. Interesting, attention-grabbing picture, 180 items and pleasant atmospheric music are waiting for you. And also in time of release will be published DLC with an additional location on the same theme but larger in size, where you will be waiting for 200 items.