Stackflow - Pixel Purrfect Studio
Hey everyone! 👋

This update is packed with quality-of-life improvements and new content. We've been listening to your feedback, and some of the most requested features are finally here!

🎯 What's New
Keyboard Remapping! ⌨️✨
This was BY FAR our most requested feature - you can now fully customize your keyboard controls! Head to the settings menu and map keys however you like. Make the game truly yours!

Input Customization ⚙️
For those who wanted more precise control over inputs, we've added:
  • Input Repeat Rate - Adjust how fast inputs repeat when holding a key
  • Input Repeat Delay - Control the initial delay before inputs start repeating

New Blocks! 🧱
A list of the exciting additions:
  • Fire Mage - Bring the heat to your runs! 🔥
  • Skeleton - Rattle some bones! 💀
  • Slime has been moved from the "Magical" group to the "Monster" group (it just makes more sense thematically!)

Eagle-eyed players might notice a new Achievements button on the main menu! It's locked in the demo for now, but we're laying the groundwork for the full release. Stay tuned!

🙏 Thank You!
Your feedback continues to shape this game in amazing ways. The keyboard remapping especially has been requested since day one, and we're thrilled to finally deliver it!

As always, let us know if you encounter any issues or have more suggestions. Happy stacking! 🎲
RAT FARM - ElbryanWyndon

ADDED:

Sprinting

Stamina

Destroying builds after placing

New UI

FIXED:

Musical not working

Duplication bug

MAYBE rats clipping out of pens

UnderAttack - age_of_junqian
Unknown reason cause no updae cannon, barracks.
未知原因加农炮, 兵营发布成功但实际没变化。
Oct 27
ZEPHON - Rok
## General
* Reduced frequency at which AI players make use of the new praise and condemn functionality.
* Updated translations.

## Bug Fixes
* Fixed crash when starting a game as Platinum Scion in some languages.
* Fixed crash when opening the research screen under some circumstances.
* Fixed multiplayer crash when a city was destroyed.
* Fixed headquarters firing for shorter than intended.
* Fixed defeated non-NPC player outposts not turning neutral.
* Fixed ZEPHON liking Platinum Scion not working.
* Fixed missing Gourmand's Fate icon.
WOLFMAN - FOCUS

Hello Hunters, Wolfman is now in Early Access! Thank you for supporting us. Please forgive any potential bugs or issues you may encounter, we’ll be fixing them as quickly as possible. Your feedback is extremely important to us. We guarantee that all major problems will be resolved and the full version will be polished before the end of the year.

Let the hunt begin!

The Bakerville Case - moonlightgamesdev

👻 The Bakerville Case joins the Steam Scream IV. Play the demo now and get ready for the full release.

https://store.steampowered.com/app/2158300/The_Bakerville_Case_Demo/

🐈‍⬛ Stay tuned for upcoming announcements.

- Benji.

Megastore Simulator - Mr.Bekmezci

This is the first weekly update announcement following the name change from Urban Supermarket Simulator to Megastore Simulator!

To clarify, the game remains exactly the same, only the name has changed.

As we approach the Prologue announcement, we’d like to share the latest feature updates from the past week.

🧑‍💼 1. Staff System

You can now hire, manage, and organize your employees!
Each day, you’ll receive job applications for available positions such as Cashier, Bakery Staff, and Restocker. Review their stats, compare candidates, and build an efficient team.

Each staff member works 8-hour shifts — Early (06:00–14:00) or Late (14:00–22:00) — which you can adjust at the end of each day or when hiring. Cashiers can also be assigned to specific checkout desks.
The number of employees you can hire depends on your megastore level; the capacity is visible in the hiring window.

At the Staff Management Screen, you can change shifts, reassign checkouts, or fire employees. The wages are automatically paid at the start of each day. Be careful, if you are unable to pay wages, staff will quit and leave your store! Keep them motivated and paid, as employees with higher stats can work up to 50% more efficiently compared to those with lower stats.

🧱 2. Furniture Snapping System

You asked for it, and here it is!
You can now snap furniture while placing by holding Shift. Objects automatically align to nearby corners, making layout design smoother and faster.

You can rotate around snapped corners to preview your layout right away.
And that’s not all, you can now start new placements instantly with a right-click (no need to hold for 2 seconds). Perfect for large-scale builds!

🛒 3. Closing Checkouts

We’ve added checkout barriers to every register!
You can now close specific checkouts to control where customers queue, ideal when you want only your hired cashiers to operate while you manage other tasks.

Just remember: you can’t close checkouts while customers are in line or approaching.
We recommend doing it when your store is closed for smoother management.

Stay tuned for next week’s update; more new features are on the way as we move closer to the Prologue release!

Professional Fishing 2 - MasterCode
  • Improved fish behavior during fighting

  • Refined reel mechanics

  • Fixed a bug that allowed players to pull fish to the shore by walking

  • Improved reel sounds
Don't Die, Collect Loot - Dan

The "Transcending Limits" update marks the second notable content update for Don't Die, Collect Loot! This update brings two new endgame features, a revamped Runemaster tree, an updated Nightmare progression system, and more!

New Content
Limit Breaker

Many players have lamented the lack of lategame options for spending extra skill points. The Limit Breaker exists to solve just that problem! Kill a few bosses on Nightmare after downloading 0.3.2 and you'll be able to access the Limit Break menu via the "???" NPC in the Nexus.

The Limit Break feature is surprisingly simple. Dump your skill points into one of 14 new skills and watch your character grow! Each of these skills is tailor-made to help push past character development humps in the lategame.

Note that the Limit Break feature is not designed to ever be completed. This is here to give you something to use your extra skill points on as you grind for better items and Nightmare levels. Now each point of experience you earn develops your character just a bit further!

The Wheel of Fate

The Wheel of Fate is a special one-point wonder skill available on the Limit Break menu. Players have often lamented needing to click level up options 100+ times on a run in the lategame. If you've found this annoying, the Wheel of Fate is for you!

Simply put, this skill causes your level ups to auto-select. It will prioritize Uber over Rare over Normal upgrades, and otherwise select randomly. The major Uber selection events via the Green Cape NPC do not auto-select, so no need to worry about this skill ruining the start of your run.

Item Coherence

Once you unlock Nightmare, you might find that a few of your items are dropping with a new stat: "Coherence". This stat multiplies the numeric values of all modifiers on an item. In the example above, you can see that many of the stat rolls have landed slightly higher than the normal range at their respective tiers!

At first, Coherence caps at 20%. However, adventuring deeper into Nightmare will result in this cap being extended. Additionally, Coherence items will become more and more common. Maybe you'll even find a coveted 30% Heart of Sacrifice, if you're really lucky!

As usual, you'll be able to see the exact effects of Nightmare Level on Coherence in the Nightmare Details screen in the Nexus.

Lastly, sort and filter functions have been added to help you hunt for items with Coherence!

Nightmare Boss Key Revamp

The Nightmare Boss Key system was downright confusing. It was a vestige of an older, more RNG-based system that was scrapped. In 0.3.2, the entire Key system has been removed.

The new system in its place is far simpler. If you're on your highest Nightmare level, you'll see a boss counter on the left side of the screen. Kill that many bosses and you'll unlock the next Nightmare level. If you do it deathless, you'll unlock the next two levels instead!

You can always check the Nightmare details screen to see instructions on how this works, as well.

Balance Changes
Adventurer - Hero

The Adventurer is by far the most popular, and most powerful, class in Don't Die, Collect Loot. While all three of its subclasses are strong and versatile, the Hero subclass contains a very overpowered interaction that needs some fixing.

Fortifying Cry

Fortifying Cry was beyond overpowered. By creating a feedback loop involving buff effect scaling Block Chance and Elemental Resistances, players were able to deal trillions of damage simply by picking a few key skills. While Don’t Die, Collect Loot is all about the power fantasy, this interaction actually robs players of the fun of building a character over time. I don’t like to nerf things if I can help it, but this was extremely bad for the game.

In 0.3.2, Fortifying Cry no longer grants Block Chance or Elemental Resistances. Instead, it grants Physical and Non-Physical Damage Reduction. This maintains the fantasy of buffing your defenses with the skill, but removes the absurd damage scaling loop.

As always, this is Early Access and your feedback matters a ton. If this change is problematic, let me know! Everything is in flux, and I’m happy to adjust things based on community feedback.

Arcanist - Runemaster

In 0.3.1 I reworked Conjuror, and now it’s time to adjust Runemaster. Next to the Beastmaster Hunter tree, this is the least used specialization in Don’t Die, Collect Loot, and for good reason!

Runic Blade

Runic Blade was, frankly, one of the worst skills in Don’t Die, Collect Loot and desperately needed some help. I’ve made the following changes:

  • Removed the Runic and Mana Infusion buffs entirely. These were too finicky to play with and also caused some performance issues, as they forced stats to recalculate constantly

  • Runic Blade now restores a % of your maximum mana instead of a flat value

  • Added the ability for Runic Blade to add flat lightning damage based on your maximum mana

  • Added the ability for Runic Blade to add Area of Effect scaling based on your maximum mana

  • The capstone ability now gives you the “Overcharge” effect. With Overcharge, you can recover mana via Runic Blade to twice your maximum mana. You can scale this value further as well. While you are Overcharged, effects that scale off your maximum mana will instead scale off of your Overcharged value. For example, if you have 1000 maximum mana and 1500 Overcharged mana, your maximum mana will be considered to be 1500. This also has synergy with the mana shield nodes

Rune Blast
  • Increased damage numbers, they were far too low

  • Mind Blast now scales with mana, adding additional damage based on your maximum mana

  • Mindstorm now causes Shocks to apply twice

  • World Ender now increases Ignite effect as well

  • Rune Blast damage scaling now applies to Skill Damage instead of Spell Damage. This is an absolutely massive buff to its damage output. It may be too high!

General Tree
  • Increased Mana, resists, and damage gained from passives

  • Many sources of Mana Regen have been replaced with Increased Maximum Mana, as Mana Regen was not super useful

Arcanist - Pyromancer

While strong, the Pyromancer tree is very weak early game and could use some love. Mana was painful to maintain without Runemaster, and the damage just didn't feel worth all the suffering. These changes both smooth this out and add some nice endgame potential.

Fireball
  • Reduced the base mana cost from 2 to 1. This makes the skill much more usable early on

  • Increased the base fire damage from 8 to 12

  • Increased the base Ignite effect by 100%

  • Increased the base Ignite chance by 20%

  • Fireball Mastery - Increased the flat fire added from 2 to 3, added a +5% skill damage boost

  • Backdraft - Increased the Ignite Effect bonus to 10%, increased the flat fire to 2

  • Heatseeking - Added an 8% skill damage boost

  • Pyromaniac - Upped the tick rate multiplier from 5% to 15%, increased the skill damage from 5% to 8%

  • Blazing Mind - Added a 5% increased maximum mana mod

  • Burning Haste - Removed the crappy "Fireball Travel Speed" mod and replaced it with "Adds 3 Fire damage to Fireball per 10 points of Maximum Mana"

Meteor
  • Base Skill Tree Skill - Buffed from 2 to 4 flat Fire Damage. Also adds 5% Meteor Skill Damage

  • Meteorologist - Now adds 4 fire damage per level

  • Planar Ignition - 10% -> 25% Meteor Ignite Effect

  • Planar Persistence - Removed the degen duration effect. Increased scale effect from 7% to 12%. Now also adds 5% Meteor Skill Damage

  • Forecast of Pain - 10% -> 20% Meteor Skill Damage

  • Multieor - Meteor now repeats 2 times, but does not scale with invested points to prevent extreme lag. Now adds 20 flat damage and 15% Meteor Skill Damage per level

General Tree
  • World Aflame - 1% -> 3% increased Maximum Life

  • Soul Aflame - 5% -> 7% increased Ignite Effect, 3% -> 6% Fire Resistance

  • Warm Heart - 2 -> 10 Maximum Life

  • Warm Mind - 1 -> 10 Maximum Mana

  • Expedient Ignition - 3 -> 5% Ignite Tick Rate Multiplier

  • Blaze Dominion - 7% -> 10% Ignite Effect

Performance
  • Big combat performance changes, speeding up some underlying calculations over 50x. This is a somewhat risky change to make, so please let me know if something feels off!

  • Improved targeting efficiency for minions and controller abilities. This should substantially reduce the CPU load for build with tons of minions or rapidly firing Arcanist elementals

Bug Fixes and Minor Changes
  • You can now bulk-deselect skills by holding shift

  • Fixed a bug where Critical Hit Chance and Critical Hit Damage did not display correctly on the stats window

  • Fixed an esoteric bug where certain boolean effects would not go away when removed

  • Fixed a bug where Arcing Salvo did not always fire the arcing fireballs

  • Fixed a few key rebinding bugs

  • Changed the Warden’s Gift item to use a different icon

  • Added descriptions for a variety of item-specific skills

  • Added "Godforged Steel" to the pool of possible mods on Hero's Memory

  • Removed some annoying, repetitive sound effects

  • Crippling Cry's effect has been capped at 90%

  • Optimized some Meteor effects

  • Removed the sound on the intro video

  • Fixed a bug where the Steam Deck would not default to the proper resolution

MADHOUSE - M!$ΛN̥̙̹̩͖͢T̶̤H̱RØPE
CHANGE LOG

GENERAL
- Game now features a Pause screen that can be accessed by pressing ESC key, bringing up the Steam overlay, or if the game loses focus (alt+tab)
- Game now features an auxiliary save file that stores settings like volume and content setting as well as support for future options like resolution and key bindings -- this was done in its own save file to prevent causing any issues with players' save file for Story during Early Access
- Players can now Strafe during Burnout
- Charged melee attacks no longer penetrate solid walls
- Revolver, Hunting Rifle, and Assault Rifle bullets now penetrate weak breakables (pots, skulls)
- Toned down burning effect duration from touching burning objects like bushes


STORY
- Added a content warning when starting a new Story game
- Added a content toggle that can switch between Uncut and Tamed content
- Fixed text wrapping bug
- Added speech bubbles to NPCs that have new dialog
- Prevented player from activating text boxes when enemies are near the player
- The player also enters an invulnerable state when text boxes are open
- Fixed bug where you could buy training for Rolling even if you didn't have 50 or more coins
- Added Forest area
- Added Nightshade enemy
- Added Camera item functionality
- 1 cryptid available to photograph
- Added collision on one of the dirt roads leading to Area 42 to prevent players from getting stuck in the next screen
- Fixed a bug where collision in Area 42 was being read on a different level
- Added an indication arrow on easily missed Area 42 shortcut
- Updated enemy behavior in one area
- Fixed a bug where the Bats weren't heeding the dodge state

VERSUS
- Added Vlad
- Some characters have custom effects for their charged melee attacks now
- Fixed bugs with Bozo's Teleportation; he no longer gets stuck in walls or fails to teleport
- Ragman can now cancel his special with melee and he will be refunded some Spirit, however opening doors will also now cancel the special, too
- Darkvision passive has been improved significantly
- Slight buff to Sadistic passive
- Slight nerf to Spiky passive
- Spiky passive now pops balloons
- Created new art assets for Laser Rifle
- Fixed bug with Laser Rifle not interacting beyond items you can shoot through
- Fixed Laser Rifle's interactions with other burnable objects and levels
- Fixed the bug where Laser Rifle doesn't damage players with Body Armor
- Fixed the bug where Laser Rifle's sound effect persists on Character Select Screen
- Laser beam now emits light in dark levels
- Voice effects now scale with SFX volume, but will eventually get their own slider
...