[Neolithic]To the End - orochi2k



English
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[Animation]New Animation: Laughing Pumpkin. (Can I make an AI-generated RPG Maker animation? Discovery requires experimentation. So the experimentation has been done. A combination of Grok/Adobe AI and some human touch. It is done. Not the most efficient. But a discovery has been made.)
[Item]New Item: Cursed Pumpkin Grenade.
[Shopping]Friedrich Nemetz, The Halloween Vendor in Ardham Hotel, Deacon Bishop, and random Witchcraft Vendors sell Cursed Pumpkin Grenade during the Halloween season. (There will be other ways to get it in future updates.)
[Halloween]The game's Halloween Event now extends to November 3rd of your system local time.
[Wiki]Updated the Seasonal Events page.
简体中文
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【动画】新动画:狂笑的南瓜。(我可以制作 AI 生成的 RPG Maker 动画吗?发现需要实验。所以我就进行了实验。在Grok/Adobe AI 和一些人工干预之后。这样就成了。虽然不是最高效的。但是实现了这个发现的过程。)
【物品】新物品:诅咒南瓜手榴弹
【购物】弗里德里希·内梅茨、阿德汉姆旅店的万圣节商人、狄肯·毕肖普、随机的巫术用品商人会在万圣节节日期间贩卖诅咒南瓜手榴弹。(之后的更新中会有别的方法获得它们。)
【万圣节】游戏的万圣节现在延长到了你本地时间的11月3日。
【维基】更新了节日活动页面。

Latest news from Ukraine/乌克兰小剧场
https://controlc.com/3027a730
{LINK REMOVED}
The Halloween Incident - HeyItsMe
Backrooms Lost Runners - Shimaletik
What’s New in This Update
We have expanded localization support and improved several gameplay elements to make the experience more comfortable and intuitive for everyone.

Supported Languages
• Chinese (Simplified)
• Chinese (Traditional)
• Czech
• English
• French
• German
• Italian
• Japanese
• Korean
• Polish
• Portuguese (Brazil)
• Russian
• Spanish
• Spanish (Latin America)
• Turkish
• Ukrainian
• Vietnamese

If you notice any translation errors or text display issues, please send a report using the built-in bug reporter by pressing F1. Your feedback helps us improve localization quality faster.

Other Improvements
Updated climbing mechanic
You can now climb even with zero stamina, though stamina will still be consumed when available.

Reworked ledge-grabbing input
Hold the Spacebar to grab the edge and pull yourself up.

Translation fixes
Various incorrect or awkward phrases have been corrected across multiple languages.

Reduced hint widget noise
UI hints are now less intrusive and easier to read.
Cooking Live - Italian Kitchen Simulator - Victoria S.
Join Jane on her thrilling culinary quest in the "Cooking Strike" TV program, where she'll showcase her extraordinary skills in a series of five challenging levels. As Jane preps for her big debut, the production crew will up the ante by introducing professional-grade equipment, making each episode more enthralling.

With new, demanding challenges introduced every few days, Jane must stay sharp.

Conquer all five levels and you’ll be rewarded handsomely with booster parts, coins, rubies, and valuable blog points. And if you don’t make it this time, no worries—there’s always another show waiting for your skills to shine!

Tiny Bunny - Saikono

Hello, everyone! Time for some big news! We're announcing the release date for the long awaited Episode 5! It will be released on Steam on December, 5th. And it will be... a grand finale! What you can expect in the final chapter of the story:

  • Everything started with a pattern of frost on the window. But how will everything end?,

  • Anton's fate will be decided. The answers you were looking for will be presented to you.,

  • Get ready for unexpected plot twists until the very last moment.

Slice Overdrive - ManChickenTurtle

With the new replays being added to the leaderboard, it was time for a refresh of the entire scoreboard. All clears/scores have been cleared to make way for some new runs! This will allow all "Best Runs" to receive replays which filter though the entire system.

Replay Updates
  • Every leaderboard entry now has a replay attached, watchable instantly

  • Report button has been added to the new Replay Complete screen after replays

  • Pausing a replay now shows relevant options for leaving the replay

  • Menu options adjusted to work with replays

  • Leaving a replay now remembers where you started watching it so that's handy

Level Editor Fixes
  • When editing a level and then viewing a replay it no longer uses your local edit to play the replay - which is good because I'm pretty sure those sawblades weren't there before...

  • Playing published levels no longer replaces local edits so you can watch replays or play the published versions without a worry in the world

General Fixes
  • Overhauled the entire saving and loading of levels so it no longer saves local versions of published levels that you don't own - saving you precious bandwidth from these huge 3kb files (ok, I'm kidding, this would have grown to be not fun)

  • Shifted a lot of the architecture back to on-demand and server gets where relevant keeping levels and activity up to date

Phew, that's a big one! Now I will do what all good devs do and go to sleep right after a public push. Enjoy!

Oct 28
As We Descend - Box Dragon Kev

[v.451970]

This patch includes a few more fixes.

Also, this update will NOT clear your in-progress runs from Update 4 (Patch 0.9.0) and forward.

  • Improved the rarity reveal VFX
  • (Descension VII) Increased Copper gain for dissolving Contaminated items from 10 to 15
  • Fixed Assimilation not working as listed and Assimilation upgrade
  • Fixed Impenetrable always activating its bonus
  • Fixed Deflecting Stroke requiring a target and only affecting the main target multiple times rather than spreading out Feeble
  • Fixed bug where High Tide could hit the same enemy twice when used on a staggered enemy
  • Fixed bug where the Lantern: Torchbearer unlock got stuck at 7/8
  • Fixed bug where Vulnerability Exploiter didn't work against Hermit
  • Fixed bug where upgrading cards that gained uses between upgrades didn't add the extra uses
  • Fixed bug with Servitor Arm

A.L.A.R.M. - Autistic Lovely Assassins Rise of the Matriarchy - teella
Inside TeeKru – October: Fluency in Fear
🎮 Gaming as a Language (and a Séance)

At TeeKru, we’ve always said gaming is its own language — equal parts instinct and ritual. You can’t fake fluency by reading a manual any more than you can raise the dead with a wiki page. You have to feel it.

This month, we gave that feeling form — the Terraforming Nodus. Dig caves, raise bridges, reshape the land beneath your feet. The world listens, remembers, and reacts.

We also added full controller support, because every fluent player speaks their own dialect. Teella lives by the stick. Krucifear wields the keyboard like a blade. Both had to feel right — precise, responsive, alive.

And the world now breathes back. Harvestables scatter across the land, resources pulse under the surface, and a new scanning system reveals what the mist hides — collectibles, resources… and enemies. Sometimes what glows red isn’t worth touching.

🪂 The Glider Syndrome (or: Beware Feature Necromancy)

Some devs collect features like bones — stringing together pieces they don’t understand. They see a glider, so they raise one from the code, hoping it soars. Instead it twitches, hugs the ground, or consumes an inventory slot like a hungry spirit.

That’s friction — the sound of a ghost in the machine that never learned to fly. Players sense it instantly. They speak the native tongue. Tourists just hear static.

📊 The KPI Crowd (Ghosts of Fun Departed)

Then there are those who summon dashboards instead of joy. Retention curves. Conversion funnels. ARPU incantations under fluorescent light.

If your language is metrics, you’re fluent in marketing — not play. Numbers matter, but they aren’t the pulse. Games are built on feel. The moment you trade intuition for analytics, the heartbeat stops, and the monster lies still.

🧛‍♂️ Then vs Now: The Passion Drain

Once, everyone in the industry played games. That was the blood oath — passion or perish. The rare exceptions were legends, the kind who could hand-optimize renderers by moonlight and squeeze frames from the impossible.

Now? Many see it as just another tech job. Engines do the heavy lifting; passion became optional. You can feel the chill. So many modern games work flawlessly — but they don’t live. Structurally sound, spiritually vacant. The walking dead of design.

🎃 Tourists vs Natives

Tourists copy. They graft systems like stolen limbs — parries, crafting, gliders — without understanding why the original creature moved the way it did.

Natives translate. They feel the rhythm, the flow, the heartbeat. They know one dropped frame can kill a combo. They design by pulse, not by checklist.

You can tell within seconds whether a world was built by someone alive in the language… or someone just haunting it.

💾 Our Credentials (Artifacts of the Faithful)

Between us, we own over 600 games on Steam — Teella hoards over 500; Krucifear’s closing in on 100. That’s not counting the console crypts: Sega CD (yes, Popful Mail and Dark Wizard still whisper from their cases), Xbox 360 and One, PS2 and PS3.

We don’t just sample games — we live in them. Hundreds of hours in most, thousands in some. When Krucifear shattered her arm, it was State of Decay and her physiotherapy that resurrected her fine motor skills. She clawed her way back to full strength and ranked among the top players on Steam — high enough that Undead Labs sent her a T-shirt as proof of life.

We stopped buying consoles when Xbox “upgraded” away our favorite titles — the day Resident Evil: Revelations vanished was the day the spell broke. If a company can revoke your right to play what you love, it isn’t your world anymore.

That’s why we stayed on PC, where our ghosts — and our games — remain our own.

Teella 2023 Year In Review

Teella 2024 Year In Review

Krucifear 2023 Year In Review

Krucifear 2024 Year In Review

🌒 Wrapping Up (The Living and the Language)

At TeeKru, we don’t visit this world. We inhabit it. Every button press, every hum of the Nodus, every patch of ground carved by your hand is alive — persistent, evolving, and ours to shape.

Fluency can’t be faked. You either speak the language of play… or you wander the ruins, chasing echoes. And in October, when the line between code and spirit blurs, we listen for the sound every real gamer knows — the heartbeat in the dark.

Oct 28
Sunny Trails - Sunny Dev
We've got a small update for you with some polishing done and a brand new game logo (that we absolutely love <3).

Changes:
  • Action bar will now always show up above the selected target (thanks for all the feedback with this one!).

  • Increase player running velocity.

  • Add player footsteps sounds.

  • Add Misc SFXs (Shop, Doors, Ocean, Menus, etc).

  • Add system settings data file versioning system.

Fixes:
  • Upgrade project to Unity v6.2.6f2 to mitigate engine vulnerabilities.

  • Fix battle action Timed Bar not matching visuals when checking for a successful hit.

  • Several UI navigation and bug fixes.

Testing:

We are currently implementing FMOD support, this will help us a lot to develop the sound effects and music for the game.

We've also made several changes to make the game playable on Mobile platforms, including:

  • UI being completely usable with a touchscreen.

  • "Explore mode" controls, with on-screen analog and buttons.

  • "Battle mode" controls, with on-screen d-pad support and buttons.

  • Better support for multiple aspect-ratios.

We hope you are enjoying our demo as we continue to work on the complete game!

You can follow us for more updates right here on Steam or over our Discord, where you can give us some feedback and chat with our community!

LoveCraft - pers-krolya
Sexy novelties for girls: themed costumes, shoes, accessories.



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