 
	 To all who celebrates - 🎃🎃Happy Halloween 🎃🎃- to all others - Hello! 🤓
To all who celebrates - 🎃🎃Happy Halloween 🎃🎃- to all others - Hello! 🤓  
Again this year the community tips in with event specific stuff. I would loved to have done some Halloween content for the game, but I simply haven't had the time as all my game dev time goes into features and improvements on the core game.
So once again guanaco0403 saves the day with an updated version of his Halloween mod!
  
You simply find the mod in the in-game workshop. To make it easier to find you can filter mods to only see Halloween mods or search for "Halloween".  
With the mod installed you will now have some detailed spooky decorations when you go into the Town or Ranch map.  
You can always disable the mod or unsubscribe if you want the scary decorations to go away again. If you run into trouble with this mod or the game in general, remember you can always ask for help in the Community section here on Steam or in my Discord.
Either I or someone else from the community (most likely Keltusar :P) will help you out.
YouTube | Twitch | Twitter | Discord
- Enjoy! 👻🎃🤓
https://store.steampowered.com/app/1079260/Fireworks_Mania__An_Explosive_Simulator/
 
	
	Small patch to fix Swedish language bug
- Remove Swedish Language Bug
 
	I'm currently working on update 1.1.0, set to fix as many of the issues that players are having, as well as taking into account some of the things that you guys aren't enjoying about the game & fixing up some of those problems as well.
My goal with Senior Sunset is for this game to be as close to perfect as I can make it, so I will continue to update the game to improve issues found. This starts with just a few of the following changes:
The player's walking speed will be increased. This was originally set slower for a more cinematic feel, however it doesn't match the game's fast-paced nature at times.
The Lurker will now have much larger gaps between attacks. Specifically after catching the player, the Lurker will now wait a minimum of 30 seconds before beginning its hunting state again. To clarify: the hunting state is when the Lurker roams the vents, so you will have a grace period before even hearing the vent noises.
Puzzles & certain gameplay segments will be made more clear. Sections like the fuse box puzzle and certain climbable areas seem to be stumping players more than intended, so I'll be adjusting some of these to be a little bit more forgiving. Climbable objects will have an interaction UI appear above them now and other interactable objects will stand out more to the player.
Performance mode will be removed. This is a temporary one, as I'll be reworking a lot of the visuals within the game to improve performance even without performance mode, and performance mode will return in a future update in a way that doesn't interfere with the visual fidelity of the game as much as it currently does.
As much as harsh feedback can hurt sometimes, even more than that it helps push me to make something better. I appreciate everything that's been shared with me so far, positive or negative, and I will continue to let it allow me to improve the game as much as possible.
Expect update 1.1.0 within the next 1-2 days.
 
	
	Happy Halloween Everyone!
Tunguska: The Visitation is now back on Steam Scream Fest, with the biggest discount yet - 57% OFF! Plus, if you haven't already picked them up, the DLCs and Bundles are also available this week at a sweet discount, for the complete adventure in the Zone that you don't wanna miss :)
I also wanted to share a progress update for Tunguska 2: Whitefall. Since the last update, I have been working on expanding the AI from the first installment. Take a look at this cryptic picture:

What you are looking at is a graphical representation of an "ecosystem" in a large map like West Petrovsky running in real time. Each square represents a base - for both humans and mutants; each yellow dot represents a navigation waypoint, and they sometimes overlap with the bases. The capsules are "squads" - groups of NPCs, both humans and mutants, who are either occupying a base, or out and about on expeditions.
The expedition squads are chosen from the members of their parent squads who occupy a base, and they will choose a destination (usually another base) for various purposes, such as hunting, gathering, assisting friendly factions, attacking enemy bases, etc. They will loosely follow these waypoints to calculate a path and navigate, which means sometimes hostile factions will encounter and engage in combat. When they complete their job, they will navigate their way back to home sweet home. All this will be running on the background, meaning even if you are not playing on the same map as them, they continue on with their lives.
This system opens up a lot of opportunities for emergent gameplay, such as faction wars, trading, assassination quests, messenger quests, etc. Quite exciting :) Hopefully after another month I will be able to show you the NPCs roaming around the map during gameplay!
In the mean time, don't forget to wishlist Tunguska 2: Whitefall, and sign up on the Official Website for an exclusive adventure that will lead into the storyline of Tunguska 2 :)
https://store.steampowered.com/app/3536500/Tunguska_2_Whitefall/

 
	- Gamepad is now recognized by the game if it was connected in an already running game.
- Simplifications of some elements in both difficulty levels on levels 7 and 8 in Chapter 2 and in challenges as well.
- Minor fix on level 5 in Chapter 4
- Removed ingame achievement menu
- Achievements are now unlocked immediately after meeting the conditions, previously achievements were only unlocked after exiting the main menu.
 
	We’re thrilled to join Steam’s Scream Fest with our demo!!
Want to try our demo before FULL RELEASE? 2026 will be the year that Deperson will be released!! Scream Fest might be a perfect chance to try it :3
 
	
	The Living Shadows is finally out! It took three long years to develop this game, which began before the announcement of Invisible Fear. You can expect a variety of locations, monsters, characters, inventory and resourse management and also a decent story.
Please note that automatic controller configuration is not currently supported. If you wish, you can manually configure the button bindings in the "Keyboard" section, it will not work in the "Gamepad" section. If you do not want to do this, unfortunately, you will have to wait for an update, as there have been issues with automatic controller configuration. Thank you for your understanding.
 
	
	Don't Just Enter The House. Survive It.
SOME: The House is a first-person survival horror experience where the only thing more deadly than the house itself is what lives inside it. You've stumbled into a nightmare and now the doors are sealed. Rely on your wits to solve complex environmental puzzles and stay hidden from the relentless presence stalking you through the darkness.
It knows you're here. Run.
Face your fears for less! SOME: The House is deeply discounted for the Steam Scream 4 Fest from October 27 to November 3. Grab it now before the discount—and your sanity—vanishes forever!
 
	 
	Captains. 
I have changed the name of the game. The new name is:
La Mer La Guerre
(War and Sea)
(screenshot from the latest tech dev build) 
Just like "War and Peace" masterpiece the name properly conveys what I want to say to you and what I want you to experience. Unlike "Sea Legends" it much better represents down to earth gritty experience of the ship and its crew this game will provide in sailing, in privateering and piracy.
Le corsaire Le Grand Coureur,
Est un navire de malheur
Quand il s’en va croisière,
Pour aller chasser l’Anglais
Le vent, la mer, la guerre
Tournent contre le Français.
Allons les gars gai, gai,
Allons les gars gaiement !
Steam pages will be updated as soon as possible.