📦 New project from DeadEagle: Parcel Frenzy: Get To Work! 🚧
You run the warehouse now.
The boss is calling in from a beach chair while you’re the one keeping the whole place from falling apart.
Parcel Frenzy is a fast, messy, first-person warehouse sim where every shift is a little bit controlled chaos.
Sort packages by weight, stack pallets under 60 kg, label them, seal them, and ship them out before the day’s over.
Blow a circuit, fry a conveyor, or drop the wrong box, and your budget takes the hit.
Go bankrupt… you’re fired.
It’s frantic, it’s weirdly satisfying, and once you hit the flow, it’s hard to stop.
Modes & extras:
🕒 Main Shift – 08:00 – 22:00 warehouse grind.
💀 Haunted Shift – a cursed graveyard version with ghost customers, reputation system, and global leaderboards.
🎃 Seasonal Themes – Halloween and Christmas automatically unlock when you play in October or December.
🪑 Build Mode – decorate your warehouse with 50+ persistent items, from benches to barrels.
⚡ SpeedSort Minigame – a pure reflex challenge with its own global leaderboard.

Everything is manual, rotate, lift, and place every package on a pallet yourself.
The boss still won’t pay for better gear, but somehow the junk keeps working.
Early Access begins January 16 2026 on Steam at €4.99, with free seasonal content after launch.
👉 Add it to your wishlist: https://store.steampowered.com/app/3899400/Parcel_Frenzy_Get_To_Work/
New Hats
- Spoopy Pumpkin
- Witch Hat
Other New Shtuff
- (Finally) added Tease's house to the Halloween area (thank you for your patience, Tease!)
- New Halloween-related sound. You'll see!
Other Changes
- Halloween fog no longer renders on lowest graphics quality. It is also culled at far distances on higher graphics qualities.
- "Fixed" the head ghost hat. IYKYK.
Good morning (2:00pm) everyone!
I've got a small set of changes / fixes to update to the playable teaser for Project Songbird! Nothing major, but hopefully some of these alterations can help to smooth out some problems and add a bit to the overall experience!
Added some additional environmental details.
Altered some UI text
Removed unused assets from the demo (leftover from the full release) to hopefully reduce load times and prevent crash on load.
Fixed bug where tutorial prompt is showing up at wrong times
I'll keep on grinding away at the demo as long as you guys have things you'd like worked on! Thank you as always for the support, and I'll chat with y'all later!
Conner
We want to thank everyone who played the demo and shared their feedback! 💚
Thanks to your comments, we’ve made several improvements that will be included in the final version of the game — and they’re also now available in the updated demo, so new players can enjoy them too.
Improved map system: dungeon maps are now more detailed and show the player’s exact position.
Fixed a bug where the game started with the master volume set to minimum on first launch.
Improved combat feel: gamepad vibration has been added when hitting enemies, and basic enemies now feature a small visual cue before attacking (this helps players better identify and dodge incoming strikes).
Adjusted some sound effects volume and fixed sounds that couldn’t be controlled through the in-game audio settings.
Improved character movement sensitivity while in the air for more precise jumps.
Fixed several minor bugs.
🙏 If you enjoyed the demo, leaving a review on Steam helps us a lot — it really makes a difference in helping more players discover Emery Hearts.
Thank you so much for your support and for being part of this adventure!
Hey everyone!
I hope you had fun so far with the game! I am very happy to see you play, climb the leaderboards and give feedback. I saw that I am not 1st place anymore in the solo leaderboard, so good job!
I have worked on a few fixes and improvements for the game. I believe one quick and necessary change is to make the 'Archerama' mode more accessible and not hide behind a hard achievement.
Below you'll find the notes, so enjoy!
Improvements:
Added a new achievement which is achieved by surviving in the map 'Tower Top'
The new ‘Survive in Tower Top’ achievement unlocks the mode ‘Archerama’
The Achievement ‘Survive on Hard without being hit’ now grants 2000 Gold when achieved instead of the archerama mode unlock
Fixes:
Fixed an Achievement typo
Fixed an issue with Plasmashot where it showed the corresponding passive when evolving Mana Explosion
Fixed all ‘without being Hit’ achievements not being granted
Fixed a few display issues in the specializations tab
I will continue to monitor the game and work on some next improvements.
I hope that you will continue to have fun! Feel free to join my Discord, so we can have a chat!
Kind regards,
Jinvira
Yo, long time no see! Hope everything is going well! It’s been a minute, but I’ve got something big to share.
Yes! This coming Thursday at 7PM EDT, the night before Halloween, Version 1.00 of the Demo will be releasing!
Mark your calendars, turn down the lights, and get ready to step into the thrilling world of Alterra.
In this first chapter, you’ll get a real taste of what’s been brewing behind the scenes. Work, earn, and survive as you explore a world built on choices, systems, and consequence. Every action moves you closer to something… or someone.
Add it to your Wishlist and be ready when it drops.
See ya then,
Mirage ːwinter2019coolyulː
🆕 NEW STUFF 🆕
-New Dash Mechanic!
-New Level 4-1 for a period of time (2 weeks).
-New banger music on stage 4.
-Addded stage 4 polyhedron to level select.
-Added rebindings to the game.
-Added crosshair color change, size and disable option.
-Added rest of the polys to the main menu (Different odds, gotta catch them all).
-Added Dutch to the game (Thanks Kijmuit).
-Added Skill Issue Warning Screen.
⛏️ CHANGES ⛏️
-Changed Hexahedron explosion from polys that get copied by the sniper.
-Changed double jump UI indicator color to match crosshair color
⚒️ BUG FIXES ⚒️
-Fixed French mistakes (Thanks Sayou).
-Fixed Russian mistake (Thanks Heiton)
-Fixed CameraShake options display.
-Fixed lots of random ass bugs.
