New
4 new Beacons
Weapon’s Mobility stat now also affects ADS/Block transition speed
New setting: Enemy outline/glow intensity
Updates
(Enemy Knight) Reduced attack slide distance by ~10%
Enemy spawning algorithm has a new component based on player’s travel distance
Enemy squad spawning size is now tied to total danger limit instead of being a flat scaling value.
The goal here is to make the scaling with difficulty smoother and make lower difficulties have fewer trickles of 1 enemy at a time. This will likely require further tuning over time.
Fallen ambushes now have an announcement so they don’t just show up randomly
Beacon rolling pool per stage has been doubled in size to increase variety
(Ricochet Beacon)
Now auto targets nearby enemies, still goes in random direction if none are close.
Damage reduced to 50% (was 100).
Now can trigger other ranged hit perks
Fixes
Fixed Knights, Brutes and Chargers ignoring base movement speed stats while attack chasing.
It’s been bugging me for quite a while how heavy knights feel so oppressive and hard to manage when they are supposed to be the slower tankier enemies… finally found it. Might need to buff their other stats in the future to compensate.
Hi Everyone!
Whew, it’s been quite insane for us over the last few days, and we’ve been hard at work addressing bugs being reported and feedback from all of you!
Here’s a quick list of the issues that have been fixed in the latest patches (We left a few off here as they are quite spoiler-ish):
-Fixed the door from Aeon not opening correctly
-Fixed being stuck in bonus levels
-Fixed some issues with accessories
-Fixed vehicles not appearing after summoning them
-Fixed some issues regarding level loading
-Fixed scroll speed in shop and menus, causing it to skip lines
-Fixed some issues with hairstyles
-Fixed an issue with localized fonts in some text boxes
-Fixed save deletion causing a softlock
-Fixed the travel booth to the valley of the king,s being available at the start of Rottenlake
-Fixed some icon errors for weapons
-Fixed the Glacier nightmare portal not triggering anymore
-Fixed Persephone being broken, hindering progress
-Fixed some glyphs issues
-Fixed Ragg's shop not saving properly in some levels
-Fixed some issues with outfits that are not supposed to have hair
-Fixed the Cursed Forest Citadel door not being open after a second visit
-Fixed Dispenser texts in tales mode showing the wrong text
-Fixed some of the missing localization for some outfits
-Fixed pickup text failing to insert weapon name for Chinese and Japanese languages
-Fixed save duration display being broken for non-Latin languages
-Fixed broken non-Latin glyphs in tutorial popups and loading screen
-Normalized mouse scroll speed to avoid scrolling faster on longer lists
-Many minor bugs and glitches
That said, we are aware and working on a few major issues that will take us a bit longer to resolve:
-Performance issues (We’ve pushed some updates to fix this, but it’s ongoing)
-Very rare issue where the game crashes on startup
-Issue in Corpopolis where progress is broken
-Co-op requiring two controllers plugged instead of just one
-Playground not starting properly for a very small group of people -
-The map does not properly open on some rare occasions
We appreciate everyone's continued support as we work to get things resolved asap! But we do need a bit of rest today!

Thanks!
~Team Crimson
v0.90 makes elections in Statecraft: Corrupted Democracy easier to read. Before you could only see how each interest group felt about each party. Now you also see how many of them actually voted for you.

Hello crew! 👋🏼
We wanted to let you know that we've rebuilt the demo using the latest version of the Unity engine in response to a recently discovered security vulnerability (CVE-2025-59489) affecting versions from 2017.1 and onward.
While there's no indication the flaw was ever exploited in our build, we believe in staying proactive. This update ensures you’re playing on a secure foundation.
Thanks for playing and supporting Hope: A Sky Full of Ghosts.
Fly free!
🚀 My game Awakeroots was showcased at Poznań Game Arena!
What an amazing experience — huge thanks to everyone who stopped by to play and chat 💚 
I recently added a bunch of new achievements to Toy Town Mayhem, what I didn't realize was that I made them WAY too hard. So I decided to rebalance the game based on what the community thinks, so now:
For it to count as an Official Win, you need a minimum of 3 players instead of 4.
The First Win Achievement requires only 3 Wins.
The Second Win Achievement requires only 5 Wins.
The Third Win Achievement requires only 10 Wins.
Finally, the special Halloween Skin only requires 5 Wins to get instead of 10.
Once again, sorry about that guys! And thanks for the feedback, Toy Town Mayhem can't be great without it.

Ok and as always, thanks for playing and enjoying Toy Town Mayhem!
MicahTech out! ✌
Thank you all for your support and constructive criticism! I cant help but look back at this game with mixed feelings. I made this game in sixth grade in about three months and kind of rushed it out onto Steam, and it shows in a lot of ways. I am more experienced when it comes to making games now, especially when it comes to using Unreal Engine as I have had about a year and a half to get more comfortable with it. So I thought why not do this game some justice and use my current skills and remake the entire game.
In another world I might have just given this game a few more updates and called it a day, but I could not do that even if I wanted to anymore. I lost the project files about a year ago so that's why I haven't fixed the horrible flashlight yet. And on my last playthrough I just saw so much I did not like about it that I probably could not fix it just with updates, so here we are.
I am going to set some standers this time to ensure this game is actually something that I will be happy with. Before we get into the plan I am going to set a goal to get the "Gas Station Into" finished by October 31st so y'all can play it on the big day!... if I don't get sidetracked.
Now on to the list of objectives that I will try to achieve with this remake.
• The game is heavily optimized so it looks AND runs like a game from 1997
• The game has a more clear story
• The environments look like real places and are coherent, they also need to be easily navigatble (unlike the vents and cheap make in the current version)
• The game has more things to do, not just flipping levers
• A simple inventory
• It NEEDS to be more scary and tense unlike the original
• Better overall sound design
• Smaller HUD, don't know why my older games had huge HUDs. Cant tell with Where The Crows Roam because I have been decreasing the size of its HUD over multiple updates.
• Achievements are planned as well
Hope this is as exciting to hear as it is to announce! Would love to see you in the next installment of PSX HORROR, East Wood Carnival 2.0