Empires of the Undergrowth - Mike

As our autumn quickly deepens and the leaves brown, it's time for a summary of what the Empires of the Undergrowth team have been working on recently. As is always the case, the newsletters work in tandem with the roughly bi-monthly vlogs.

Given the point in the development cycle of the DLC we're currently working on, this will be a shorter newsletter than usual addressing a few key things. As much as I'd like to spill the details on everything, I'm not allowed to just yet!

Exploding ants from Balithecat2024

We've thoroughly covered the current roadmap in the previous newsletter and vlog, but I'll bring that up briefly now just in case anyone hasn't seen it yet - click here to see the graphic that goes through where we're going with the game in the immediate future (without spoiling things).

The only thing "new" to say about the roadmap at this particular time is that we're making great progress on the currently in-development DLC and are confident that we'll get it ready for everyone in a solid timeframe, so thankfully it doesn't look like we'll need to adjust the estimated timings on the roadmap for now.

UI Updates

The thing from the previous vlog that generated the most discussion was the very brief look at upcoming changes to the game's UI. It's important to note that we're not done with these changes yet, and to some extent they're still being refined. We've decided to give you another picture that shows recent changes we've made, again with the understanding that things are still somewhat in flux with the redesign.

Yes, there is a lot of jelly

The design of the pheromone markers and / or the numerals in the pheromone panel are still subject to change, but we're homing in on correct scaling and suchlike now. The creature spawner panel on the left is due for its creature icons to be updated, so those are blurred out for now to minimise confusion.

The time to truly gather feedback on the UI changes will be when we get it into everyone's hands for an optional beta, but until then we just wanted to show you some of the progress we've been making. Feel free to leave your thoughts in the comments, but we would ask you to keep in mind that feedback will be much more useful after you've used the updated version and it's at that point that I will begin collating feedback in earnest.

Improved Controller Support

The UI updates are partially in aid of better controller support, and one of our devs has been working almost exclusively on this for several months now. Empires of the Undergrowth is quite playable on controller as things stand right now, but a truly excellent controller experience has needed some careful thought and a fair amount of trial-and-error to get things to feel right.

Our main thoughts here are for those of us who like to play the game on handhold systems, such as the Steam Deck and equivalents, but the changes are relevant to anyone who prefers to play on any controller outside of a mouse and keyboard.

I mentioned previously that the updated UI will feature a new radial menu to make selecting things quicker, and since there was some concern it's worth pointing out that it won't be forced upon you if you're playing with mouse and keyboard.

Development Highlight Shorts

I've had a lot of fun over the past few weeks making a couple of YouTube shorts that highlight a specific design problem related to Empires of the Undergrowth. The game has an unusual setting, and in making a satisfactorily realistic feeling ant game we came up against lots of issues, small and large, that needed some creative thinking - this series aims to go through those to explain our thought process.

More of these are to come, but please check out these two! The first deals with a scaling issue we came up against related to the green lynx spider:

The second one talks about the decision to base the game around pheromone trails, rather than the more traditional dragging of boxes to command units:

Please let me know if you're enjoying these videos, and if you have any ideas for game design challenges that you'd like me to concentrate on in future shorts, do feel free to post them in the comments! If I think something would make an interesting minute or so of content, I'll get around to it.

Screenshot Central

At the end of the newsletters we like to have some community-made content, so if you'd like one of your screenshots to be considered for Screenshot Central the easiest way is to join our Discord and post in the appropriate screenshot channel. To get interesting shots with the camera uncoupled from the floor, hold down shift as you enter screenshot mode.

A titan bomb in Bomb Mode from 孙梓翰 (and thanks to 优美狱虫 for getting it to us!)

Ruuuuun!! From Dino Dude on our Discord

A gatekeeping leafcutter from Balithecat2024 on the Discord

Oct 26
Kiddie Train - dev
Bug Fixes
  • Fixed the ID card not appearing on the train seat.

  • Fixed the monster(Miguel) being unable to go around the obstacle.

Changes
  • Enabled interaction with cleaning items while sitting on the train seat.

DK Online - kimbobman

Dear Players,

We have identified an issue that occurred on October 27th, where some players were unable to access their storehouse.

Our development team is currently investigating the cause and working to resolve the issue as quickly as possible.

We sincerely apologize for the inconvenience and greatly appreciate your patience and understanding.

Updates will be shared through an official notice once the matter has been resolved.

Sincerely,

DK Online Team

Forest Heroes - boseong

Forest Heroes is on a Daily Deal special! Get 20% off from October 27 to November 9.

We look forward to your interest. Thank you!

CivRise - wheatley

hot fix for some localizations and UI improvements.

Project: Shiba - Gemini

Hello gamers!

Things have been a little quiet here as of recent!

I just wanted to put out something real quick to say that a second demo is being worked on for Project: Shiba!

It will reflect the current vision for the game quite a bit more than the current prototype which exists on Steam.

You can still play the old prototype, of course, just know that it doesn't exactly line up with the current direction I'm taking the game. It's essentially non-canon.

Please forgive me, as 2025 has not been a kind year for me. Between increased production on this game and my other large-scale project, Jack Fourever After, as well as having to drop out of college due to my own declining mental health, as well as a brief visit to a mental hospital, to recent harassment on social media, and financial issues... It's been a rough year for me.

Just know that I haven't lost the vision for Project: Shiba, and that I am dedicated to releasing this game in the future one way or another. This story means the world to me.

Thank you!

-Gemini

Luce Spenta - MrFaabry14

Good news for those who were waiting to play on Linux or Steam Deck —
the native Linux + SteamOS version of Luce Spenta is now live.

It’s not yet fully tested on every distribution, but I wanted to make it available early for everyone who had it wishlisted and asked for Linux support.
Now you can play without any extra setup or configuration.

If you encounter any issues or unexpected behavior, feel free to reach out through any contact channel (Steam, Discord, or the game’s email).
I’m monitoring everything closely and will fix any problem right away.

Thank you so much for the continued support — and for helping this project grow across new platforms. 🖤

Extended Stay - Hearts Club

A lot of players have expressed frustration over the difficulty of extended stay, most of this frustration seems to come from the RNG elements in ES as well as a difficulty spike early in the game. Over the last two weeks I've been re-working several mechanics to make the game more readable, even out the difficulty and minimise the RNG. These changes include, a higher level starting character, reduced satisfaction caps for guests, and longer stay times for guests. Thanks to everyone who has been reporting bugs, this is invaluable to the development of ES. Below is the full change log.

Changes

  • The option to remove underwear in the character creator

  • Difficulty scaling is now based on how many days have passed

  • Max required satisfaction lowered

  • Starting character begins at level 10 & has 2 max uses

  • Guests Desires are highlighted when they match by Employee's traits

  • Guests are now added to the hire menu after entering a scene with them

  • An Updated demo version is now available on steam

  • Steam cloud saves are now supported

  • Lighting & graphical optimisations

Bug Fixes

  • Changing accessories no longer hides clothing

  • Reset button now disappears after being clicked

  • Fixed penis being "mangled" after climax animation (IYKYK)

  • Fixed a few clipping issues

  • Jeans no longer spawn on races that don't fit them

  • Fixed missing cancel button when deleting a save

  • Localised several text boxes missed in the 1.4 update

  • Fixed incorrectly assigned orgasm animations

  • Fixed canine & sharks being given the wrong penis mesh in clothing menu

  • Enter scene button now updated after Guest levels without playing scene

  • Guests icons now being updated after being fully satisfied

  • Visual quality now properly set through the setting menu

Infinity Nikki - liyi002

The Backrooms: Rescue Expedition - {CRYTIME}
Happy Halloween!

Prepare yourself for a nightmare in the Backrooms! For a limited time you can face horrifying Halloween challenges: jack-o'-lanterns now haunt the halls, entities are restless, and new surprises await your discovery.

Will you team up and escape these terrifying, festive experiences - or become a victim of the eternal Halloween night?

Remember to play while you can - special rewards and exciting surprises are waiting until November 3!

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