Van Wheel Gone - Buttlight

Congrats to all speedrun winners! The top 3 are directly added to the Van!

You will see V 1.0 in the newest version:

  • The lands in between are added for speedrun time in speedrun mode, so now you can use the in-game timer for comparing speedrun times.

  • The speed up and hovering glitch are fixed, you can no longer fly forever.

  • The trigger volume in level fraud is fixed, you can no longer skip the level.

  • All steam leaderboards are rested. Abnormal data from older build will be removed.

Thanks Again for participate to the speedrun challenge!!!

Sofia's Dark Fantasies - Episode 1 - greuceanuheavyindustries
Critical Performance & Stability Update - Day 2 Crashes Fixed!

Emergency hotfix addressing game freezes and crashes during Day 2, specifically around the Gas Man scene.

What's Fixed:
Memory Optimization
• Fixed critical memory overflow causing crashes in the Gas Man sequence
• Reduced animation file sizes while maintaining visual quality
• Optimized loading of 4K animations (20+ seconds) that were freezing systems with 8-16GB RAM
• Implemented proper memory management between scene transitions

Technical Details:
The issue occurred when multiple high-resolution animations loaded simultaneously, causing Ren'Py to exceed memory limits on systems with less RAM. We've spent the night optimizing all Day 2 animations to prevent this.

Community Testing Needed:
Before pushing to all players, we need volunteers to confirm the fix works, especially if you:
• Previously crashed at the Gas Man scene
• Have 8-16GB RAM
• Can quickly test Day 2

Join our Discord for testing instructions and to report results!

Still Having Issues?
Report via Discord or email: greuceanuheavyindustries@gmail.com

Thank you for your patience while we resolved this critical issue!
Pereelous - vandermaesengames
Hi everyone!

Here's another little Balancing / Bugfix update
The game should be a little harder, especially in endless mode

There's a MacOS version now !

What's new ?
  • Fixed some issues when defeating the true last boss in endless mode
  • Added a "FULL LINE" bonus giving you extra coins when you make a full line of the same spell symbol during an attack
  • Added a bunch of new monsters
  • Fixed some missing texts and missing translations
  • Defense slot can be increased again, and only shows up in the first 3 reels
  • Improved some explanations regarding reels
  • Nerfed the Fear, Fracture and Shock spells
  • Rabbit's foot is now a boss artifact and the knight no longer starts with it
  • Balanced a bit the amount of coins monsters give you
  • Tweaked the XP targets for every level
  • Nerfed the fork artefact/buffed the leech
  • Fixed endless mode difficulty (should grow exponentially but was growing linearly)

I think that's it, I might have fixed a few tiny bugs here and there and forgot to mention them here

As always, thank you for playing my silly game :)
Peace
Pierre
Mexican Ninja - Firebal69

Every death brings you closer to mastery.

Every player brings us closer to the dream. ❤️‍🔥

The Mexican Ninja demo vanishes this Halloween, but this isn’t game over - it’s just another run.

Gracias for playing. 🩸

Don't forget to leave us your feedback and wishlist the game to stay up to date!
https://store.steampowered.com/app/3764970/Mexican_Ninja/Stay sharp,
Fire

Sansar - 3MU|0R

General Updates

  • Echo Cancellation of media and mics added and Automatic Gain Control for voice chat, should drastically help with people who use speakers,

  • Increased strength and quality of UI blur effect for a more pleasing result,

  • Floating UI elements are now anti-aliased,

  • Audio back-end (FMOD) has been updated to the latest version.,

Shader Updates

  • 'Indexed' flipbook shaders that allow switching between 4 individual flipbooks using the scripting API named "Index: Standard + UV Animation" and "Index: Standard Two Sided + UV Animation",

  • New VAT shader variant "VAT: Standard + Alpha Mask",

  • Added properties to enable looping subsets of larger VATs

    • Added script API function to set these at runtime,

  • VAT and Displacement animations now behave correctly when worn on an avatar,

There is a visual issue in lookbook when scaled to the large and small extremes but is fine once you save and join a world. Bug Fixes

  • Automatically update advanced color management properties when dragging the client window between monitors with differing capabilities,

  • Fix for bottom/right of game window glowing orange in high-bloom worlds,

  • UI opacity now behaves more predictably when reducing the alpha value,

  • Z-fighting issue between UI panels when far from the world origin point resolved,

  • Fixed UI scaling issue when switching from VR to desktop and back,

  • Crash fix when minimizing the client window (thank beans),

  • Removed erroneous scrollbar from VR mode profile UI,

  • Fixed Giant scaling issue for the hair color picker but still may present a issue on some screen resolutions missing the HUE slider (scaling your window can make it show),

  • Corrected desktop snapshot behavior,

  • Fixed audio issues with some objects occluding sound when the camera was behind them.

Love at Work - Charmerscove
Soundodger 2 - bean

Hi!

A recent security issue with nearly every Unity Game in existence has forced me to update Soundodger 2, which meant finishing an update that was sitting dormant for a couple years. The good news is Soundodger 2 is now safe and sound. The bad news is you now have access to the Lost Levels. ...wait. Actually, it's good news from front to back!

Long Lost Levels

Lost Levels have been added to the game, accessible from the Title Screen. These are a collection of alternate and unseen versions of levels from the development of Soundodger 2. It's not much, but I can't tell you how many people have asked me for the original, brutal version of Seventeen & Something. So There.

We've also gone ahead and added notes to each level, sweet little nothings from the level creators whose work was until now thought to be lost to the scrapped game development ether.

Have fun and hopefully things won't stay so lost for so long next time.

Happy Dodging,

♥Bean

changelog v.1.1.0

Game

  • Added Lost Levels (via Title Screen)

Level Select

  • Fixed Lock image being blurry on some resolutions

Faraway Lands: Rise of Yokai - dreamsknight

Hey guys, hope everyone’s doing great!

Over the last two months, I’ve started experimenting with some marketing, and since August we’ve gained almost 10,000 new wishlists, bringing the total to nearly 33,000! I really appreciate each one of them, thank you all for your support!

There have been quite a few changes to how things work, and I’d like to talk about them today.

Bigger Map

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The map size was fine for the demo, but it became quite a challenge to fit all the late-game buildings. So, I’ve added one more vertical level to the map and changed the sprite, while keeping the width roughly the same so it’s not harder to scroll. In the end, the buildable area increased by about 40%.

I’ve also added paths on both sides of the waterfall to make it easier to traverse the hill. This was tricky because of the original pathfinding system, so I had to write a new one. Overall, I’m very happy with how it turned out.

Haulers

For a long time, players have been asking for a dedicated hauler job, and it’s finally here!

I’ve reworked how logistics function in the game. I’m trying to strike a balance between complexity and simplicity, which isn’t easy! Here’s how it works now:

  • Workers still haul their own resources unless a hauler’s hut is present in the area.

  • Haulers travel between buildings, collecting finished goods, delivering materials for production or construction, and stocking warehouses with the minimum required resources (more on that below).

  • Carrying resources now applies a movement speed penalty.

  • I’ve added new research options related to logistics.

  • Haulers use a smart AI system to decide when and what to haul based on internal scoring.

  • Warehouses now have storage capacity limits.

  • You can now set minimum stock levels for each resource in your warehouses. If stocks drop below that threshold, nearby haulers will automatically fetch the needed materials from other warehouses (even from far away) to keep production buildings supplied at all times.

Relocating Buildings

Another highly requested feature was the ability to relocate buildings, and it’s here too!

Relocating is much more convenient than demolishing and rebuilding. Assigned workers stay assigned, resources are automatically moved to the new location, and construction materials go directly from the old site to the new one (instead of old site → warehouse → new site). You only pay a small amount of gold for the relocation.

Right now, Core Buildings and Hot Springs cannot be relocated, but I’m hoping to make them movable in the future.

Better Cues

When you place or select a building, nearby relevant structures like warehouses, wells, markets, or trees will now pulse to show their proximity. If a new building is placed too far from the others, warning icons appear to let you know.

New Event & Relic for the Demo

I’ve added a new event with real consequences and a relic that most players will be able to acquire, so everyone can experience how these systems work in the game.

Cat & More Decorations

Our village doggo has been feeling lonely, so now we have a cat! 🐱
It’ll be unlocked through an event or another method later (not available in the demo).

I also fixed an issue where animals wandered outside the gates at night.

On top of that, there are new decorations: reworked bonsai, customizable pots, and flower pots that bloom with different flowers each season. I’ve also added wind chimes and a few other cool details!

Contrast Improvements

[carousel autoadvance="true"][/carousel]

Some players mentioned that the game looked a bit too foggy, so I’ve increased the contrast. It’s a subtle change, but it really improves visibility. (This was actually done in August, but I wanted to share it anyway!)

I’ve also simplified tutorial popups to make them less intrusive, rearranged and split some quests, and made lots of small improvements and bug fixes.

Save Compatibility & Steam Cloud

Unfortunately, older save files won’t work with this version of the game. This is due to major, game-breaking changes in the underlying code architecture, especially related to the new pathfinding system.

Additionally, I’ve corrected the game’s save folder name, it was previously (and mistakenly) named [c]DreamDec[/c], but it’s now properly called [c]faraway_lands_rise_of_yokai[/c].

If you’d like to keep your unlocked Lords and Titles, you can manually transfer your progress files:

  1. Go to your old save folder:

    %LOCALAPPDATA%\\DreamDec\\saves
  2. Copy the following files:

    meta_stats.json meta_progress.json
  3. Paste them into the new save folder

    %LOCALAPPDATA%\\Faraway_Lands_Rise_of_Yokai\\saves\\{steamUserId}

I’ve also enabled cloud support which now works correctly with multiple users on the same PC. I am sorry about the incompatibility! :(


I know there’s still no beta or release date, and there’s not much I can say yet, other than thank you so much for your patience. ❤️

The next update will probably cover Festivals and/or Events, so stay tuned!

See you then!

Sketchy's Contract - Dimensionless Games
Updates
  • Added the degrees Celsius symbol on the Thermometer screen.
  • Added an “You’ve Arrived” message when the ship finishes its landing sequence to help guide new players on what steps to take next.
  • Made the Hollow Manor bathroom easier to find and more intuitive to navigate.
  • The Ghost Investigation Journal should now work with Controller.
  • The Ghost Investigation Computer should now work with Controller.
  • Reworked EMF spawn times from interactions to persist longer, especially when players have a ghost that only interacts when players aren’t in the house.
  • Adjusted Mannequin locations to be located primarily in rooms rather than open areas where evidence is not found. This will help make the objective for speaking to mannequins more intuitive to prevent players from speaking to aesthetically placed mannequins rather than reactive ones.
  • Updated the description of new haunted house plush to say: “Somewhere in Sketchy's Haunted Graveyard”.
  • The Wraith Scythe can now be stored into storage boxes.
FIXED
  • Fixed an issue where Georgie was not immediately unshrinking players after killing a player and ending the hunt.
  • Fixed an issue where Entities were killing players from vertical distances such as when they are directly above a player (first floor) in the basement.
  • Fixed an issue where Entities were killing players through a wall assuming the player was close enough to the wall to be grabbed.
  • Fixed an issue where the Toilet mimic sound was being heard by all players on the map.
  • Fixed an issue where the Pumpkin Halloween cookie could be blocked by wooden boards if you get basement.
  • Fixed an issue where the Doll Jack in the Box could spawn in the attic if blocked off or in the basement if blocked off.
  • Fixed an issue where Doppelgangers were not copying the new Halloween Skins.
  • Fixed an issue where the Thermometer was inconsistently detecting cold temps when the Daily Info was set to Cold Weather.
  • Fixed an issue where the Ouija Board was not resetting the Planchette to its correct initial position after spelling out a word.

-Forsakenhalo
Horse Racing Manager - Sheep Meadow Road Games
Added
- In horse description, if a mare is pregnant, say who the sire is
- In standings, we now have breeding sections where you can see best sires and dams ranked
- Pregnant tab into stables, when horses get pregnant, they get auto added here and removed from home and other views
- Remove button in scouting page to manually remove horses from scouting list if they get stuck

Improved
- Balance of the training, you should now see a bigger difference in different training styles.
- In breeding show inbreeding level for pairings
- Made moving a bit safer, possibly fixing a bug where if you moved quickly in game with W the game would sometimes crash
- Visual breeding now has a dropdown for your stable horses
- Ability to change scouting budget by typing
- In mail when new foal is born, say who dam and sire
- In stable tab, if a tab has horses, show the count after the tab name
- If you pin horses as racers, only those will be autoregistered to races if you have autoregister toggle on
- Removed racing tab from stables, as horses tab was already showing this

Fixed
- In training table, the food and care was alphabetical and not level ordered
- Betting limits now scale with race prize money (10% of prize pool), preventing unreasonably high bets on low-level races
- Bar chart color in staff was not really that easy to read, changed color
- Made the breeding calculations run a bit less frequent, making the sims a bit faster
- Fixed horses becoming "sticky" in scouting page when their scout left or was fired - scouts now properly clean up their assignments when leaving
- Alignment in staff table sometimes got messed up
...