New position for male-female, male-shemale, female-shemale and shemale-shemale couples

Quick Dev Update
Yesterday I got a world spell casting and a resource “source” location of a Rose Bush to appear on the map and save and load. These are the fundamentals necessary to fix the resources feature of Hex Events.
But while we wait for that, let’s continue with the second part of the Core Loop refinement
What is Archmage Rises? Managing the three spheres of life: Self, Magecraft, and Realm.
You could think of it as Self, Work, and Society.

The Art. The Craft. The Power. What is it really like to be a mage in a medieval fantasy world? That’s what this game is about and what differentiates it from other games like Dwarf Fortress, Rim World, Guild 2.
I’ve thought for a long time about this and I’ve boiled down the ‘mage fantasy’ to these three areas to manage: Experience, Spells, and Tower
This represents the biggest departure from how the game plays now because there will be a new Spell Progression system.
Theory and Practice. These two principles are in tension. I have struggled for years, but I think I found a solution on how to implement:
1. You get better at magical knowledge by researching it.
2. You get better at spells by using it.
Two analogies to help describe what I’m aiming for.
I’ve been programming most of my life. The way I have really grown, to actually BE a better programmer, to reach new levels of understanding and approach to what I program is by reading theory based programming books, like Design Patterns, Game Design Patterns, Refactoring, or Debugging Applications (I doubt anyone has read this last one, it taught me how to program defensively and avoid bugs in the first place).
But just reading the book doesn’t achieve anything. Some neat ideas, but theory without practice quickly fades and the lessons are lost.
I’ve been trying to learn the piano. No amount of watching youtube videos of people playing, or reading music theory, will improve my piano playing. Yes, being able to read the notes is important (I want to play classical not just chords), but practicing the songs is the only way to learn and master it.
So theory helps: but is useless without practice. Yet, I’ve met programmers who have been programming for 5 years and never ‘leveled up’. Meaning, they have 1 year of experience 5x, instead of 5 years of growth. Seeing each problem not as unique and you are the first person to ever encounter it, but as a version of just a few core problems, radically improves your ability to solve it well. For instance, in game AI many problems can be solved with a version of Dijkstra (or A* which is just Dijkstra with a heuristic). I’m not talking about pathfinding – where they excel at, I’m talking about goal setting, future planning, resource management, and long term strategy of the AI.
If one didn’t know the Dijkstra or A* algorithms, they’d think “unit purchasing” was a unique problem that required a unique solution.
The image in my head of a wizard studying in a fully stocked library with tomes piled around: I want that core to the game.
But getting out there and practicing the spells, I want that core to the game as well.
Adventuring is an ideal way to build up your School XP
XP is earned in Spell Schools Arcane, Fire, Ice, Storm, Earth. Think of it like science beakers in Civ, but across 5 vectors. You manage your growth in each through Adventure, Study, and Experiments to make Discoveries.
Casting a spell earns you experience in that School – Adventuring, Events, Traps, etc.
School XP is spent on a spell school Research Tree.
Experiments
Predictable progression across plays.
Almost all spells and some spell upgrades are visible on the tree. This creates predictable unlocks across plays, just like the skill trees or tech trees we see in the games we love
Spell Knowledge is grouped into Tiers. I’ve tried, and failed, for years to figure out how to make “all spells equal”. I just can’t get a single damage fire spell like Fire Bolt to be equally awesome as Fireball which does AOE and leaves residual burn. I’ve given up on making all spells equal, they will be tiered with the best ones earned at the top of the chart.
The XP cost of a spell or spell upgrade in a Tier increases as you buy them, so each choice in Tier 2 may be 1,000xp, but once you make it, the other Tier 2 choices are 1,500xp.
Spending XP on Spell Knowledge earns you the ‘design’ of the spell, you have the general idea of it, but you don’t actually know how to cast it until you Discover it in an Experiment.
Turn theory into useful outcomes like Spell Upgrades. Provides variability across plays, push your luck mechanic, allows specialization per play. Experiments cost you, but they always result in something good.
Here is an example chart I made of possible Fireball Upgrades. You will see they have rarity:

Experiments lead to discoveries – of Spells and spell Upgrades
Experiments require: Reagents, some xp, and a Blast Chamber (Conclave or Tower)
XP cost is modified by the magical affinity of the region you are doing it in
If you have unlocked a spell design, your next experiment in that school learns the spell with one upgrade making the base version different in every play.
You choose the scale of Experiment to perform which affects the rarity (result table) of the result. Solo (standard), Collaborative - requires 1 friend, Grand - 3+ and large room size
Relationship with collaborators
Experiments always succeed – failure is only introduced by bad relationship, low wellbeing, and high fatigue
A discovery pop up shows 2-3 Refinement options; player picks one. Sometimes a common option has a bonus Mastery point on it. Mastery points reduce the cost of unlocks in Study
This system allows you to go deep on a few spells with lots of upgrades, or know lots of spells with just a few upgrades
It also gets pretty close to the feel of custom spells without all the trouble of custom spells
The physical manifestation of your awesomeness. And totally 100% not phallic!
I’m keeping the general UI of what we have, but I think what we have right now of just gold is too simplistic. I’m changing the design to something I like more.
Rooms of your tower provide gameplay features. You need somewhere to take the Sleep action, and the quality of your Sleep results will be affected by the room. Want a hireling? Build them a bedroom. Want to do an experiment? Built a Blast Chamber.
Rooms are built with base resources (wood, stone, gold) and special resources (glass, gems, etc). I think this will make people happy.
Because of regional elemental affinity, it is worthwhile to be picky where you build your first tower, and eventually you will want one in 5 different regions for your Experiments
Gold--, Resources—
Output: New Room
Gold--, Possession—
Output: Better room stats
There is obviously more that can be said, but I think this is a good summary of where I’m headed. Next time I’ll conclude with design thinking in Realm in part III!
Greetings, Spellweavers,
Version 0.6.34-demo is now live! This update adds more interactive elements to the dungeons with explosive new hazards, optional challenges for extra rewards, and another round of visual and performance enhancements.
Exploding Barrels:
Volatile barrels can now be found throughout the dungeons, opening up new tactical avenues and playstyles! These containers are highly unstable and will detonate when damaged.
In the early stages of a run, these barrels offer a powerful advantage. A well-placed shot can clear a room of weaker foes when your spell arsenal is still limited, providing a much-needed burst of resources.
Later on, they become strategic tools for advanced play. Lure powerful enemies into a cluster of Thunder Barrels for a stunning chain reaction, use a Wormhole Barrel to reposition a dangerous boss, or shatter Ice Barrels to control the battlefield. Their effects can be combined with your own spells for devastating results.
Destroy them from a safe distance to claim the loot inside, but be careful-they are extremely dangerous and can end a promising run if you're not cautious!
Secret Challenge Rooms:
After clearing a room, you may discover a secret entrance to a special challenge room.
Test your skills in three different challenges: Gold Rush, Minefield, and Dummy Target Practice!
Succeed in these challenges to escape with valuable goodies!
Improved Sprite Effects:
Many sprite effects have been updated for better visual feedback and aesthetics.
Performance Enhancements:
Further optimizations have been implemented to improve overall game performance.
Let me know what you think, and as always, happy Spellweaving
La sortie d'Alquiem approche à grand pas et pour préparer cela je vous propose de faire un résumé de tous les ajouts majeurs dont a bénéficié le jeu depuis plus de 1 an et demi de travail constant. Vos retours ont été très précieux et je remercie personnalement tous les joueurs vétérans du discord, dont l'investissement a été remarquable !
Alquiem était de base un projet simple : un rpg dans lequel on peut accomplir des quêtes passives, récolter des matériaux, choisir une classe avec des arbres de talent, partir au combat pour looter et crafter des équipements afin de concevoir des builds toujours plus puissants.

Une recette simple mais sublimée par mes soins pour approcher ma vision de départ (je suis un peu perfectionniste je l'avoue donc ça aurait pu prendre beaucoup plus de temps). Mais avec l'expérience et une concentration optimale j'ai réussi à produire tout ce que vous voyez sur les images et trailer en moins de 6 mois.
De nombreux bugs ont été corrigé bien sur, + Quality of Life et Améliorations majeures ont été ajoutés durant les mois qui ont suivi la première parution en alpha du projet. Cela a beaucoup plus aux premiers joueurs (mise à jour 1.2.4)

Une prouesse louable mais il manquait encore quelque chose au jeu pour être addictif sur la durée et convenir aux joueurs les plus déterminés.
📌Après des mois supplémentaires de travail est sortie la Mise à jour 1.3 : qui a introduit le Prestige. Un système de métaprogression entre vos parties décuplant la rejouabilité du titre et offrant un sentiment de progression bien plus ambitieux.



La Nouvelle classe du Croisé a également rejoint l'aventure (une classe représente environ 3 mois de travail à elle seule, de la conception théorique à l'implémentation in game, sons, fx, debug, test, équilibrage et refontes potentielles après la sortie).
Sans parler de la Refonte des métiers avec un système d'énergie bc plus amusant et dynamique ! Avant il fallait attendre qu'une récolte se fasse (quelques secondes) un peu comme dans WoW ou New World mais à la longue ça pouvait être lassant.

Désormais les récoltes sont instantannées par contre elle coûte de l'énergie. Et pour en obtenir vous devez accomplir des quêtes, certain quêtes spéciales en donne encore plus que la normale ! De nombreux bâtiments (améliorations de métaprogression du système de prestige) synergisent bien sur avec le système, comme la boulangerie qui génère de l'énergie tous les jours.
Et je vous passe les détails supplémentaires mais vraiment cette mise à jour a été un gros morceau.

S'en est suivi des tonnes de correctifs et d'ajout de quality of life divers suite aux retours des joueurs. J'étais très heureux de voir les plus investis concevoir et poster leur propre vidéo youtube de build prouvant que le theorycraft du jeu fonctionnait.
📌 Quelques mois plus tard est sortie la Mise à jour 1.3.2
Elle a introduit en jeu des éléments multijoueurs comme le classement en ligne ou le système de chat en temps réel !

Ainsi que de nombreux correctifs et ajouts mineurs bien entendu. Vous pouvez consulter en détail toutes ces mises à jour sur le serveur discord officiel
📌 Jusqu'à la Mise à jour 1.3.3 et 1.3.5 qui ont ajouté et amélioré un nouveau système endgame pour dépasser les limites de ses équipements : le Perfectionnage.
Ainsi que pleins d'autres améliorations visuelles, rajouts de tutoriels pour toujours plus approcher le jeu de sa version release.
Et nous y somme aujourd'hui les amis ! Admirez le trailer réalisé pour l'occasion :
Voilà j'espère ce résumé vous a plu et je vous donne rendez-vous très bientôt sur discord et youtube pour l'annonce de la date de sortie officielle 🧡

Join our Community Manager, Mac, as we showcase maps from the Castle DAM Challenge and pick the next DAM Challenge theme.
The DAM Challenge is a bi-weekly mapmaking contest hosted on our Discord and Stream Platforms. During the DAM Challenge Stream, we select a theme and give our community two weeks to create, publish, and share a map in our Discord DAM Challenge Channel using the provided theme as inspiration.
The winner receives a $10 Hero Forge Gift card, and their map is the first entry showcased on the following DAM Challenge stream.
You can also watch The DAM Challenge stream on the following platforms:
Twitch
YouTube
Facebook
Tik Tok
Twitter
And of course, right here on our Steam page!
We want to thank everyone who has enjoyed Arrow Survival: 15 Seconds, a game designed for fans of the arcade genre. We’ve received a lot of feedback and have read all the reviews so far, in addition to identifying some bugs. With that in mind, we’re excited to share the first update for the game.
Fixed an issue where the music and sound effects volume settings were displayed in English, even when another language was selected.
Fixed a bug that caused arrows to pass through the ground.
Optimized the game’s code, resulting in overall performance improvements.

We received numerous comments about the difficulty of level 18, which, in some cases, hindered player progression. However, while some players pointed out the high difficulty, others enjoyed the challenge and managed to complete it in just a few attempts or within a few minutes.
To strike a balance that maintains the challenge without making it overly difficult, we decided to remove one of the two bees present in level 18. Now, the level will feature only one bee. In testing, we found that having two bees could trap players in a way that felt disproportionate. This change creates a more balanced experience.
This is a small update, and we’re committed to continuing to refine the game to ensure fun and balanced gameplay for everyone!

This update brings good news!! First good news!! With patch 1.5.7, we've now officially translated the Japanese language!! (*Yay!!) Geminiflame Alpha Dragon has been officially translated into Japanese from patch 1.5.2 to patch 1.5.7, meaning that the Geminiflame Alpha Dragon universe is ready and warmly welcomes all Japanese fans!!

The Japanese translation process took 4 months. Because of the depth of the story, the touching moments, and the exciting plot, we put so much care into this work, so we are very happy to have completed the translation in 4 months. It is a great gift for all Geminiflame Alpha Dragon fans!!

Second good news, we're already in our 3rd year. Let's take a look at all the updates from year 2nd!!
GeminiFlame Alpha Dragon's 2-Year Journey
=== Patch 1.4 (Continued from Year 1st) Update the story before the current story GeminiFlame Alpha Dragon.
17/10/2024 Patch 1.4D.0 update Side story "Aurora and Mainsolar sell a Slime Soft Drink'' and 1 new menu items.
02/11/2024 Patch 1.4E.0 update Side story "Mainsolar the new Chrysanthemum Tea recipe".
26/11/2024 Patch 1.4F.0 update Side story "Don't forget to buy and sell ingredients from the guild."
24/12/2024 Patch 1.4G.0 update Side story "Food of the Zin restaurant, a delicious dish"
=== Patch 1.5 GeminiFlame Alpha Dragon Update for Upgrades and Japanese Translation
14/01/2025 Patch 1.5.0 Upgrade Save system, Share item and Documents between 2 Mode.
26/02/2025 Patch 1.5.1 Update Auto Story and change setting data Save system.
01/06/2025 Patch 1.5.2 Update Japanese translate (1/6)
26/06/2025 Patch 1.5.3 Update Japanese translate (2/6)
26/07/2025 Patch 1.5.4 Update Japanese translate (3/6)
29/08/2025 Patch 1.5.5 Update Japanese translate (4/6)
01/10/2025 Patch 1.5.6 Update Japanese translate (5/6)
25/10/2025 Patch 1.5.7 Update Japanese translate (6/6)
***

Thank you for your support over the past 2 years and good news number 3, GeminiFlame Hydron's recipe DEMO will be available for free!! Of course, we announced on 26/02/2025 about a new game in development but it's been quiet for 8 months now. Let's find out why it's still delayed and it will be interesting to know more.
Q1: Why did it take 8 months for the GeminiFlame Hydron's recipe DEMO to be confirmed as an imminent release?
A1: On 28/02/2025, we launched a Live Steam on Mainsolar on YouTube (it was a Thai gameplay showcase). In that Live Stream, there was a demo game GeminiFlame Hydron's recipe. The gameplay is ready, but there is one thing that needs to be answered. The reason why this game was delayed for 8 months. The answer is "How many languages do we need to translate in the demo GeminiFlame Hydron's recipe?"
LIVE : เปิดตัว DEMO | GeminiFlame Hydron's recipe 28-2-68 | MAIN SOLAR - YouTube
The next question is, "If the demo is available in a language, most fans will understand and expect the full game to also have the same language." And "Are we ready to translate for other languages?" We care and take this very seriously. The answer to these three questions is starting patch 1.5.0 of Geminiflame Alpha Dragon. it prove that we can Japanese localization until it complete, and we've proven ourselves today. These small steps will lead to the further development of GeminiFlame Hydron's Recipe in the full game and beyond. If we need to change anything, we will announce it soon.
Q2:When will the free demo of GeminiFlame Hydron's recipe be available?
A2:We expect to launch around Q1 2026. If there are any delays, we will announce them soon.
Q3:How many languages are in the GeminiFlame Hydron's recipe DEMO?
A3: We have in mind that there should be Thai, English, Japanese, Simplified Chinese, German, and Russian. There are 6 languages for the challenge, so if we need to choose one of the 6 languages or change anything, we will announce it soon.
In summary, "GeminiFlame Hydron's recipe DEMO plans to include languages that will influence the development process for both the DEMO and the full game, and we plan to launch the DEMO around Q1 2026."
That's all for now, we're into year 3 of GeminiFlame Alpha Dragon and we'll see what the GeminiFlame Hydron's recipe looks like in the near future :)
Jaruwit Kraijan
Oct/25/2025
Hey everyone! After almost 3 months of development, I’m super happy to finally announce that the Bottle Cracks Playtest is now public!
You can play it right now on Windows! The game includes controller support, though there might still be a few small details to polish.

This version is still a small preview of what the full game will become, but your feedback means a lot and will help shape it!
Here’s what’s included so far:
🍾 4 different bottles (models will be improved later!)
🗺️ First map: Castlecuco, featuring 4 unique levels
🎮 Controller support (still experimental)
👥 Local multiplayer or play solo
🌐 English and Spanish language support

This playtest is all about hearing from you! What’s fun, what could be better, and what ideas you have!
Join our Discord community to share feedback, report bugs, or just hang out with other players:
👉 Join the Bottle Cracks Discord!
It feels amazing to finally make this public, and I’m really grateful for everyone who’s been following the development. I hope the community keeps growing, and together we can make Bottle Cracks the best it can be!
Thank you so much for playing and see you in the game!

Greetings Explorers!
The haunted season has arrived in Dungeons of Eternity!
We continue the yearly tradition of releasing a spooky update for Halloween with the "Stormgrave" update! Explore storm-soaked dungeons, wield the new Sickle weapon, and unlock a variety of Halloween-themed cosmetics, new victory dances, and more.
Stormgrave Realm
For this update, all of the "outdoor" dungeon chambers in the Underworld Realm feature rain, lightning, and a new color tint to the environment. This is a temporary change for this update, but will eventually become a full realm in a future update!

Sickles and Pumpkins
There are some new Halloween-themed weapons as well, including a Sickle and Pumpkin Cluster Bomb! You can purchase these from the Vendors (check back often, they aren't always available!)

Free Masks and Cosmetics
The Merchant also sells new Masks for your avatar. These are purchased with in-game gold - no new DLC this update. We have also brought back last year's themed cosmetics in case you missed them or are new to the game.

And More
A spooky themed Outpost, additional Victory Poses, and scaling Hazard XP awards have also been added, along with other improvements and bug fixes. See the full list below.
We still owe the community the big release notes leading up to the last update, and plan to publish these next week.
We hope you enjoy this update with your fellow ghoulish Explorers!
Full Release Notes:
🔄 Additions and Improvements
Added Halloween decorations to the Outpost and Main Menu, including pumpkins, bats, and spooky lighting.
For a limited time, you can find the new Sickle weapon in chests (rare) or at the weapons vendor for a discounted price. Its availability there is random so check back with the weapons vendor after each run.
Pumpkin cluster bombs have been added for the Halloween event. You’ll find them in the dungeons, and they are for purchase from the cosmetics vendor in the Outpost
Special themed cosmetics for Halloween (including the content from last year) are available again in this update.
Added seasonal Halloween music in the main menu and the Outpost (there’s an option to turn it off in the sound settings)
Halloween themed cosmetics, music and weapon availability automatically turn off after Nov 10, 2025.
Cosmetic kiosks and vendors updated with new seasonal items.
Rain and lightning effects have been added to the game to fully immerse you in the world of Eternity.
Various dungeon chamber fixes, and improvements across all realms.
Added new victory celebrations including Backflip, Death, Fireball, and Greased Lightning which can be found in loot chests.
Added new Sickle weapon and cosmetic icons.
Added new skeleton torso cosmetic for the skeleton DLC
Added the “Jump Forward Assist” option that lets you push forward on your turning thumb stick to jump-off from chains or onto platforms (helps with treadmill use).
Added extra storage slot for pumpkin cluster bombs on shelves.
Improved skinning on the player avatar models
Improved Nova’s physics, animations, and interactions. Added additional animations and behaviors.
Improved memory cleanup, memory usage and lots of optimizations to reduce or eliminate the out of memory errors on Quest
Improved network stability, reduced network bandwidth which will help with disconnects and performance.
Mimics are better at hiding now in upper difficulty tiers. Beware.
Updated the credits with a few more play-testers (Thank you!)
🛠 Fixes
Fixed various issues causing memory leaks from rooms and lighting textures.
Fixed issues with torch receptacles, ensuring torches correctly return when released.
Fixed several animation and mesh clipping issues on player avatars and cosmetics.
Fixed spider victory dances not adhering to the arachnophobia mode setting.
Enemies that were ‘left behind’ in other dungeon chambers are now killed off before the final battle in Dungeon Raid for performance improvements
Fixed End Mission bonus XP display bug.
Fixed Mythic hammer area damage, spear explosion, and other weapon issues
Improved game stability going between the main menu and the Outpost (and back)
Fixed and polished numerous issues in dungeon chambers across all Realms
Fixed Crystal Hunt pause exploit
Fixed ability to move down below a chain’s bottom
Fixed camera clipping issue with LIV on PCVR.
Fixed various trophy text, icon, and cosmetic vendor UI issues.
Fixed inability to unequip various avatar cosmetics (now click the Unequip button)
Fixed player grabbing batteries during final battle in Dungeon Raid
Fixed FPS arm texture resolution on Quest.
Lots of other small issues and polish.