 
	A new widget has been added to the bottom left corner to show terrain and unit info for the object currently under the cursor.
The green highlighted area for movement is now a higher contrast green when playing on Ice environment missions to aid readability.
Maps that defined a custom max-health for a unit can longer set this value to 0. Existing maps set to 0 will convert this value to a new minimum of 10% hp.
Fixed missing background on multiplayer lobby screen.
Fixed a crash that could occur when changing screen resolution whilst the "mini-menu" was open in-game and displaying a battle power with a name longer than 2 lines.
Fixed a crash when opening the Skirmish menu and immediately closing it whilst the list of popular maps was still loading.
Fixed a camera lockup that could occur when the mouse was left at (0, 0) whilst also using a controller for input. This was more common when using certain streaming software.
 
	
	Thanks for all the playthroughs, bug reports, and late-night streams! Today we’re rolling out a chunky update to the Corner Shop: NightShift demo focused on fresh horror beats, tighter gameplay loops, and a clearer interface. Dive back in, explore the new encounters, and tell us what you think.
New horror events & encounters to keep each shift unpredictable.
Parcel & box rework with a visible progress bar and clear spoilage/destruction feedback.
UI/UX overhaul: better tutorials, HUD clarity, and a quick-access phone toolbar.
Atmosphere upgrade with new VO/SFX, light baking, and environmental polish.
Performance optimizations across graphics and lighting.
Added new horror events and encounters to keep night shifts unpredictable.
Introduced Endless Mode in the main menu.
Reworked parcel and box mechanics; added a progress bar for handling.
Visualized box destruction/spoilage for clearer feedback.
The Hanged Man NPC now patrols.
Upgrades for home/shop PCs are blocked for now while we rebalance progression.
New customer animations and fixes for creepy idle behavior.
Improved NPC animation quality and warehouse patrols.
Toolbar for popular phone apps for faster access in tense moments.
Guides/Tutorials added for ID checks and parcel handling.
Updated upgrade widget and document guidelines for clarity.
Added key input bar and fresh HUD icons.
New voiceovers and sound effects tailored to horror events.
Improved thunder and environmental ambience.
Graphic optimization pass and light baking for steadier, moodier lighting.
New warehouse shelf assets and calendar props.
Haunted materials, leak decals, and scary masks to enrich set dressing.
Enlarged cooler/cold storage areas to deepen space and flow.
General graphic & lighting optimizations for smoother play on a wider range of PCs.
If something feels off—or deliciously terrifying—tell us! Your feedback drives our priorities.
Drop thoughts in the Steam discussion hub.
Share bugs with steps to reproduce (hardware specs help!).
If you enjoy the demo, a review or wishlist goes a long way. 💚
See you on the night shift. Don’t forget to check that ID… twice. 👀
https://store.steampowered.com/app/3306990
 
	Added new “tricks” 👁️ — small horror details that enhance the atmosphere.
Fixed several bugs 🧩 and slightly adjusted the camera 🎥.
The number of items required for the easter egg has been reduced 🔍 — now you only need to find 7 out of 12.
The balance between tension and exploration is now more precise ⚖️.
 
	
	 We currently have a 20% discount for Luminous Skies: The Pilgrimage until November 3rd.
We currently have a 20% discount for Luminous Skies: The Pilgrimage until November 3rd.  
Or you could pick up all of them up when they are all on sale and use the bundled discount. If you're unsure, the demo, A Short Adventure, would be a fair gauge if you as a player may or may not want to pick up the full games. It's free.
If you have any questions, feel free to reach out to us on the discussion board. There's even a leveling guide there for Luminous Skies: A Short Adventure and Horizons. It's probably the best point of contact. I'll keep working on these games, slowly, patiently.
Keep an eye out for Announcements and Updates, like this one, in the News Hub. It's another great place to get all the information that you need regarding sales and what kinds of updates you may see in the future.
We hope you enjoy the game and have a great day.
The TRPG Bundle on Sale 24/7 (stackable)
Each and everyone of you reading this is awesome.
 
	
	It’s been a while since our last dev blog. Back then, Super Hamster Havoc was basically a proof of concept — a chaotic little hamster murder simulator that somehow worked well enough to prove the idea had legs (and tails).
A lot has changed since then. Like… a lot.
New Operators:
Meet Johnny Greascoat, Exalted High King Gnaw III, Axel Vermin, Ragz, and returning favorites like Dr. Annabelle “Stitch” Hammsworth, Gunnery Sergeant Cheddar, and Ryuichi.

Survival Mode:
A brand new co-op mode for up to four players. Earn cash by taking down waves of rats, buy weapons, and unlock new map areas. Think Call of Duty Zombies, but everyone’s a heavily armed rodent.

Gunplay Overhaul:
Weapons have been rebuilt from the ground up. Pistols are quick, LMGs slow you down, shotguns can knock you across the map, and you can even melee other players with your gun. Each weapon type feels unique, with new visuals, sounds, and recoil.
Smarter AI:
Enemies can now jump, dodge, and even shotgun-jump. Some play aggressive, others hang back with precision shots. They’re still funny, but they’re actually dangerous now.
Matchmaking & Cross-Play:
Quickmatch actually works now. You can join ranked, casual, or private matches, and bots fill empty slots. Cross-play and cross-progression are functional in-studio and will roll out publicly later.
UI Glow-Up:
Menus, loadouts, and notifications were rebuilt from scratch. Everything’s smoother, more responsive, and fully gamepad-friendly.

We’ve overhauled the foundation to make the game run smoother on every platform:
AI logic now runs through Behavior Trees instead of per-frame ticks
Rendering systems and damage calculations are more efficient
Performance is far more consistent, with Switch builds now stable around 30 FPS
SHH isn’t just bigger now — it’s faster, cleaner, and a lot more fun to play.
This dev blog marks the ramp-up to our next milestone:
a public playtest on Steam.
We’re almost ready to let players jump into the latest build, test the new systems, and help shape the next phase of development. If you played the demo, you’ll see just how far it’s come.
📖 Read the full blog post here:
https://soulcadeinteractive.com/2025/10/27/super-hamster-havoc-developer-blog-3/
 
	Hi guys, thank you for all your reports and feedback!
We fixed bunch of issues for the full game and some for the demo.
Fixed excessive loot granting after Industrius fight.
Fixed not being able remap controls to B gamepad button.
Fix for cutscene being stuck when defeating bosses with Keybell.
Fixed Keybell description.
Fix for Keybell not being awarded when 5Rally achievement is already unlocked (for example when resetting the save).
Fix for some car/bosses achievements not being automatically awarded when car is already unlocked.
Fix for some achievements printing during cutscene.
Get Grinded achievement fix.
Fixed splash screen reappearing.
Minor achievements related performance optimizations.
Most likely a bunch of new bugs (:
Happy scrapping!
 
	 
	I'm sure these Trading Cards are totally normal and super cozy. What are they? You'll have to collect them and find out.
Craft some badges. All the cool kids have them. Especially the final one, it's... why does it look that way?
 
	Not too many changes here, but we made some big fixes to enemy syncing and want to make sure they’re tested before the full update goes live :)
Don’t worry about Glider t-posing in the menu we’re in the middle of adding inventory idle animations
Most explosions created by other players are now see-through when close enough to you
Fixed some issues with enemy syncing when joining a game
Fixed an issue where Scrappers and Wranglers weren’t highlighted when far away
Fixed an issue where you could cancel your reload to use the Trident’s Bailing Water upgrade over and over again
Fixed text clipping in the rewards window when failing an overtime assignment