Far Away - Kxbgd-reuwj

FAR AWAY sale at a historic low

Dear players,

"FAR AWAY" is offering a historic low discount: 55% off the main game and 40% off "THE ART OF FAR AWAY". From October 25th to November 8th!

Don't miss it!

If you encounter any issues during the game, simply would like to provide suggestions to the devs, or if you’d like to share your ideas for upcoming updates, here are some useful links:

Steam Discussion Thread: https://steamcommunity.com/app/1250760/discussions/

BUG report E-mail: https://gratesca_promote@126.com

You can also follow our socials for the latest updates and news:

Twitter: @Gratesca Studio

Youtube: @Gratesca Studio

Noctuary - Kxbgd-reuwj

Dear players,

In October 25th - November 8th, Noctuary will be at its historic low price, 40% off.

Don't miss it!

We hope you are enjoying your time in Inlixaland, if you encounter any issues during the game, or if you’d like to share your ideas for upcoming updates, here are some useful links:

Gratesca Official Discord: https://discord.gg/pT4nK8hN34

Steam Discussion Thread: https://steamcommunity.com/app/2143680/discussions/

BUG report E-mail: https://gratesca_promote@126.com

Twitter: @Gratesca Studio

Youtube: @Gratesca Studio

Teeny Tidy - Nova Games
Hey Tidy Bot Fans! PATCH v1.0.1 just dropped, bringing with it balance adjustments and minor visual fixes.

Patch Notes:

Balance:

  • In PATCH v1.0.1, we've lowered maximum upgrade amounts for each upgrade, to simplify progression.

    • Cleaning Income: 100 ⇒ 50

    • Passive Income: 100 ⇒ 50

  • For people who had over the new total, you'll be refunded all excess spent Tidy Tokens.

Fixed:

  • Fixed clipping issues we found on the Sweet Cafe walls.

We thank you for all the feedback and support as we strive to make the Teeny Tidy experience the best it can be!

- The Nova Crew 🤖🧹

Community Announcements - Tree_of_Savior_JP

日頃より「Tree of Savior」をご愛顧いただきありがとうございます。
「Tree of Savior」運営チームです。

今回のメンテナンスで実施したアップデートパッチノートを公開いたしました。
詳細は以下のバナーから公式サイトのパッチノートをご確認ください。

今後とも「Tree of Savior」をよろしくお願い申し上げます。

「Tree of Savior」運営チーム

Idle Days With Her: From Love to NTR - assistant

Hello everyone! Nice to meet you!

We are NahMan Studio.

Here, we’ll mainly share updates and progress about our current project:

“Idle Days With Her: From Love to NTR”

This game is a life simulation experience that helps you boost your focus and productivity, while giving you that sweet feeling of being in love! 😏

You can use tools like a calendar, pomodoro timer, and to-do list — all accompanied by soothing lofi music (with the option to use your own custom tracks) to help you work efficiently.

And when you’ve wrapped up your tasks or feel mentally exhausted,

you can choose to enjoy a bit of intimate interaction with your live-in girlfriend... 🥰

Next time, we’ll share more details about the game!

We’ll be posting development updates, concept sketches, and future plans here from time to time —

we hope you’ll enjoy watching the journey of this game’s creation together with us.

If this project interests you,

please add it to your Steam Wishlist and follow us for updates!

Stay tuned for our next development report!


https://store.steampowered.com/app/3776060/__NTR/X(English)

Ci-en(日本語)

LET IT DIE: INFERNO - ARMK

We have adjusted the sales price of LET IT DIE: INFERNO in certain regions.

We sincerely apologize for any inconvenience this may cause to those who were considering purchasing the game.

Thank you for your continued support of LET IT DIE: INFERNO.

Riichi City - Japanese Mahjong - ohiin222

■UR Outfit Name: Swordsman's Nocturne・Fuwa Mahiru (CV: Natsuyoshi Yuko)

※'Treasure Bazaar' Event Duration: The end of maintenance on 2025/10/30 – 2025/12/8 04:59 (UTC+9) 

※Exclusive Outfits is available only when you obtain corresponding characters.

UltraGirl Alters - futureinvention

Dear Managers:

As a new game-studio, due to our lacked experience, the game UltraGirls Alters still has issues like bugs, lag, and delays that affect gaming experience since its launch. We sincerely apologize to all affected players!

Our development team is working urgently to resolve the following two issues:

  1. Potential lag, delays, and unresponsiveness when launching the game

  2. Texture rendering errors in certain scenes on specific graphics cards, and improved compatibility with more screen resolutions

We also plan to add a "2x Battle Speed" feature later, and will gradually optimize support for Steam Deck and controllers as much as possible.

Game Tip!

  • There are teleport points in some map scenes, located at the dorm elevator and the bus stop downstairs.

  • Except for early-story stages and BOSS battles, you can skip battles in regular battle stages by clicking the button at the bottom right of the Esc menu screen!

Some agents have reported issues with downloading the free DLC (HD Art Assets). After troubleshooting via Steam's backend settings, we’ve found a solution:

Right-click the game in your library, open "Properties – DLC tab," then check the box to install the DLC for a complete download. Download the base game first, then the DLC—total size is approximately 7.3GB. Once downloaded, access the folder path via "Installed Files – Browse."

The game is still in its launch discount period. Thank you sincerely for your attention and support!

If you encounter any bugs, please feel free to feedback to our team via community comments or email:

Official Email Address:https://futureinvention@163.com

Oct 27
Project: Num - Giant Enemy Crusader

Normal gameplay not enough for you? Well, here's something to change things up!


Main Game:
  • New Modifiers! And Lots of them.

    • No Ghost Tapping - Punishes you for hitting buttons when no notes are there

    • Dizzy - Makes the world go round 'n round (This makes maps stupid hard)

    • Fading Notes - Notes appear briefly and then disappear from sight before you have to hit them

    • Jumpy Notes - Notes approach in jumps instead of linearly.

    • Tight Timings - Halves your hit time window.

    • Mirror - Mirrors the left and right side, for left handed people mostly, has no effect on score.

  • New Expert Map! Reaching for the End, this one is hard!

  • Most settings now have tool-tips to explain their function now.

  • Improved the accuracy bar's look.

  • Added a timer bar at the bottom of the screen that shows your progress through the song.

  • No-fail now tells you how many times you would have died.

  • When rebinding, you can now see whether an input for a new bind is being awaited.

  • Removed options for maximized window and exclusive full-screen as they were causing issues, the 2 window options now are full-screen window (borderless), and windowed, which should work in all scenarios.

  • Adjusted Auto-rating, expect this to be continually fine-tuned.

  • Fixed: You can no longer drag the health bar (no, it didn't give you health)

  • Fixed: You no longer get a finish screen if you exit right after beating the level.

  • Fixed: Your keybindings are now saved properly.

  • Fixed: The window mode no longer gets reset when going into the song editor and back.


Editor:
  • Fixed: When saving a map after changing the difficulty, it now replaces the old one instead of making a second one. (Multiple difficulties per map coming some day)

Note: Semi-large updates coming every 2 weeks until the end of this year, see you all next update!

MoteMancer - CyanAvatar
MoteMancer took a very long windy road to end up in the aesthetic pipeline of today. I initially planned on the game being completely 2D, because it seemed logical for the camera perspective I was aiming for. There was a lot of promise in that direction, especially since I thought I could balance performance and aesthetics cleanly. But the best laid plans of mice and men gang aft agley.

Tilemaps and Terrain
I think I could have genuinely gotten away with using Tilemaps to solve the terrain in the game, but only if it was one plane, not 6. Keeping track of every single tile instance in the game using Unity's Tilemap system proved to be Very performance intensive, and ultimately not sustainable. I even had some really awesome early tests where I could prove non-repeating tessellation using tiles like this:

Ok, it's ugly, but I'm still proud of it mathematically

Alas the sheer quantity of tiles needed was not tenable, but it opened up a new avenue - 3D meshes for ground and all the interesting shader options that become available with that as a foundation.

3D Meshes with Sprites?
Mesh based terrain had a lot of upsides, it scaled nicely, it forced me to make chunks of terrain which was going to be needed anyway, it taught me that pointy-top hexes make flat-top chunks, which was just a fun "didn't see that coming" thing, that becomes obvious after you stare at it.



It does come with a major downside though - Meshes don't sort the way sprites do. Up until that point i had relied on the simplicity of vertical and horizontal sprite sorting, and Meshes introduced this new paradigm that had to be dealt with. It was easy enough at first, but I quickly realized that I needed to blend the two together in order to get clean coastlines. so now my sprites and meshes both needed rendering orders, but spatial depth orders as well.

It's pretty complicated, since sprites form the chasm walls and chasm tops to cover up the seams, you still need to build the tilemaps as if that's what you are using, but then throw them away once you've generated the baked sets. Plus you have to have different sets of rules for what types of shapes or intersections are allowed, much more nuanced than just the usual 64 options as discussed in the first Working with Bestagons. The benefit of this is we get to use multiple variants per shape, so we can mostly give the chasms the randomness we want, but the combinatorics of tops and walls help a lot to break it up.



What About Lighting?
Lighting is really rough at the moment, in order to achieve this pipeline we need both 2D and 3D renderers active, and both of those pipelines obey their own lighting paradigms. This is why if you walk up to the coastline, you might notice that the chasm edges get much brighter than they should compared to the terrain (one is 2D and one is 3D).

Delightfully, Unity 6.3 just announced their release with two super relevant updates - you can render 3D objects as 2D, and the lighting pipeline is completely exposed to manipulate inside shaders. Usually changing software versions on a live project is scary, but between a smattering of performance improvements and the two features above, it's going to be hard to ignore.

MoteMancer already does some really significant shader manipulation through stenciling and mask passes, I'm looking forward to seeing how the new upgrade will harmonize the rendering pipeline, which in turn should improve performance and aesthetics across the board.

Back to the lab! 🌿
~CyanAvatar
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