Oct 28
How to Train Your Cock - Ang

Hey,

First of all thank you very much for playing How to Train Your Cock. It exceeded my expectations by A LOT! I'm really happy to see that you are all enjoying it. You guys rock!

We just hit our all time peak with over 1k players training their c*cks at the same time. That should be a world record. ːpairsheartːːchickeneggː

Here are the patch notes for Day 2 update:

Added

- Cloud saving

Bugfixes
  • Added a fail check to prevent achievements from not unlocking and a check for missing achievements when starting the game

  • Upgrade buttons no longer change position after clicking on them multiple times really fast

  • Menu buttons no longer get stuck in a hover effect loop when the mouse is near their edge

  • Fixed a bug that would reward more Gains then it should when betting on The Pounder

  • Fixed a bug that would position the island outside of the monitor view when switching monitors

Ps: If your c*ck is already bigger than 30 or 50 cm and it hasn't unlocked the achievement yet, once you restart the game or level up, it should unlock it. The same for upgrade achievements.

  • I'm aware that some people are unable to move the game to another monitor and I'm already working on that

  • I'm also working on improving the save system to prevent progression losses

The Future
  • I'm planning on adding a few new cosmetics for Halloween. I'll also be adding a new trophy and a belt for the top 300!

  • I really enjoy working on this game so feel free to drop suggestions for what you would like to see in the future!

Happy c*ck training,

Angelo

Christmas Is Coming - ${}M3!<iD
CHANGES
- International language support for the following: French, Chinese, Danish, Dutch, Finish, German, Greek, Italian, Japanese, Korean, Norwegian, Portuguese, Punjabi, Spanish, Swedish, Turkish, Russian, Hindi, Vietnamese, Indonesian, Bengali, Tamil, Malay.

NOTE: At this time I do not plan to support right-to-left 'RTL' languages [i.e. Arabic, Hebrew, Persian, Urdu] due to implementation complexity, if you must have RTL language support please make a request at sumgamelab@gmail.com, make the subject CIC-RTL-Request and include the requested language in the body. If enough people request it I will implement RTL support and add the requested languages.

NOTE: I'm sure there have been a few mistakes in the translations of the text files, if you notice any mistakes please report them to me at sumgamelab@gmail.com; put CIC-Translation-Error as the email subject and in the body include the full paragraph of text containing the error and as a separate paragraph the correct translation (Not just the error as this will be very hard to locate and fix).

  • Redesigned various HUDs to support internationalisation.
  • Added system to detect player’s preferred language on launch using their machines locale and set the game language accordingly.
  • Added menu in the game options that allows the user to select a specific language from available implemented languages.
  • When launching the game, if no save data is detected the application generates a profile for the player based on their steam name and saves the profile. If no steam connection can be established a playable dummy profile is generated with the name 'SomeKid'.
  • Steam overlay and user data is now accessible regardless of whether the game was launched through steam or from direct link to exe (assuming steam client is logged in).

FIXED BUGS
  • Crash on launch if steam client is not open or steam is in offline mode due to failed connection to steam.
  • Game freezes when trying to paint a tower into the map while paused.
  • Scroll bar is not visible on the map selection list.
  • Game crash if unlock steam achievment while in offline mode.

KNOWN BUGS
  • The same wave repeats beyond wave 60 (in classic game mode only).
  • Death animation for meals are missing.
  • Range display isn't correctly offset for the flamber tower.
  • Mouse events can have no effect when frame rate is too low. (They 'miss' the frame)
  • Mouse can become 'drag locked' after scrolling the users card library in Grupy's shop.
  • Foreground tree offset in map editor is misaligned by 1 tile.
  • Playfield and tree offset in game is misaligned if resolution is set to 4k.
  • Pathing algorithm of mobs can cause mobs to pause for a frame as they enter a new tile which appears as minor stutter.
  • Exe won't launch with GUI head format, currently only executes by console which means fps information is currently not available to NVidia overlay and console is shown at launch instead of splash screen.
  • Some unknown sequence of transactions in Grupy's shop can cause players gems to be less than 0.

PLANNED
  • Implement a maximum number of error logs, currently unlimited leading to large number of unneeded log files.
  • Create new save format separate from player profiles that contains the player's options specifications. Currently player's must set their preferred options each time they launch the game.
  • Add statistics menu available from the main menu that displays the total number of destroyed mobs per each type, total number of collected cards, total number of collected gems and the total amount of trash collected.
    NOTE: player statistic are associated with your steam profile not your in game profile. Example: if you destroyed 100 bows with one profile and then killed another 100 bows with a different profile then the statistic will show the total killed of 200 bows.
  • Add tower inspector HUD that can be opened in game buy right clicking on tower brush icons. The HUD will display the tower specifications and description that is currently only visible in Grupy's store.
  • Projectile collision with trees will uses hit boxes instead of collide with raster allowing for better control of collisions.
  • Trees will effectively obstruct players towers using the new hatboxes system.
  • Projectiles will now collide with foreground trees as well as background trees.
  • Add new item 'axe' that allows the player to remove tree obstructions.
  • Add sound effect and effect variants for the new 'axe' item.
  • Add sound effect for felling trees.
  • Add animation for tree destruction.
  • Add variants of pickaxe, rake sound effects.
  • Add new tile 'rock'.
  • Change mechanic controlling placement of GemMines from bedrock to new 'rock' tile.
  • Add overlay colour for 'rock' tile to allow player's to easily see valid location for building GemMines.
  • Add poison mechanic that applies damage over time for any poisoned mobs, mobs that are poisoned repeatedly will have their poison duration extended.
  • Add poisoned graphics for all mob types (mobs appear with a green tint after they have been poisoned). Poison graphics are overridden by subsequent elemental effects but the poison.
  • Damage will still be applied. i.e. a mob that is poisoned will appear green, if that mob is subsequently frozen while poisoned it will appear frozen and vice versa.
  • Add Final projectile tower type 'SlimeBaller' which fires a slime ball that explodes on impact poisoning any mob in the area of effect.
  • Add final item 'Grupy burp' where the player can spawn temporary poison burp clouds that poison any mobs in the area of effect.
  • Add 'Grupy burp' item sound effects.
  • Flamber tower removed from Grupy's store and replaced with 'SlimeBaller' tower.
  • Reorganised tower and item buttons in the game HUD.
  • Add mouse animation when using rake, pickaxe and axe.
  • Add construction animation and construction delay for placed towers.
  • Add destruction animation and destruction delay for placed towers.
  • Remove reveal cheat code hints.
  • Add interaction with grupy main menu pop-ups, clicking him triggers a randomised chat dialogue with chance of him leaving the screen or revealing a cheat code.
  • Animate Grupy's castle.
  • Animated main menu background.
  • Multiball Christmas card that spawns another projectile with a random trajectory on impact (stacks).


CONSIDERING
  • Optional Lighting overlay that adds day/night cycle to the game (decorative effect only, doesn't change gameplay).
  • Optional Weather overlay with randomised periods of snow where snow particles fall across the playfield (decorative effect only, doesn't change gameplay).
  • Option to change tower targeting mode, possible modes could be:
    "First found" - tower will fire at the first target it finds (this is the current default for all towers)
    "Fixed Angle" - Manually set the angle for the tower, tower will fire continuously at the fixed angle.
    "Closest" - Attacks the mob closest to the tower. (within range)
    "Furthest" - Attacks the mob furthest from the tower. (Within range)
    "Progressed" - Attacks the mob that has progressed the furthest along its path. (Within range)
    "Random" - Rotates to a random angle after every attack.
    "Step Rotate" - Rotates the tower by a user controlled increment after each attack (progressively rotates the tower)
    "Follow Mouse" - The tower will fire toward the mouse location, the tower will track the mouses position as it moves.
7 Days To Think About It - silver978
"7 Days To Think About It" is taking part in the Steam Scream IV Fest with its playable DEMO! 👻

Happy Halloween! 🎃

Sunday League Manager: Horse & Spoon - chris.pincombe
What's New?

Another patch release, another tranche of nice to haves delivered for you all. Starting with a revamped Team Overview screen. Your injuries, suspensions and absences are visible in the new overview, as well as an Action section for any team actions required, your competition status will be here too and finally the new Message system where Terry - the landlord - and your players will reach out to ask about training they like the look of, players they can't stand and a bit more.

Next up e have a revamp of the training section. I've changed the way this displays to ensure you can see everything without scrolling endlessly in both the individual and the team training sessions.

Beyond that we have a new Goal announcement in the ME, we have more balanced games and there's been the introduction of shifting momentum in the background. Additionally you have a new Tactical Instruction feature that allows you to alter the way your team is playing from the sidelines beyond shouting for them to Push Up or Get Stuck In.

Looking Up I See Only A Ceiling - silver978
"Looking Up I See Only A Ceiling" and its DLC are participating in the Steam Scream IV Fest! 👻
The game and the DLC are on sale until November 10th 🥳

Happy Halloween! 🎃


Wizard101 - ki_maceryn


Boatloads of fun! ⛴️

Gather your crew for the new Classic Steamboat Mount, which is now available exclusively on Steam! This two-person mount is the perfect vehicle for you and your friend-ships to adventure throughout the Spiral!


Learn More >>
Wifey's Dilemma Revisited - mohomojo123

There is a bug in 0.84 where you can't access a Katie's route if you're on the soft NTR route at a certain point. This is corrected in later versions. If you are playing 0.84 use this code:

Press shift+o, then type or paste in the following to move to a scene. (Might cause bugs, use to unlock specific scenes. Best used during an event.)

jump wifeystory20

Changelog 0.84

Continued Katie/Jamal route: Soft/hard NTR only

  • Worked on non pregnancy ending: Finish the route by not getting Wifey pregnant to access this event. Wifey will accept a new VIP section job at Midnight club.

  • Soft NTR: PC will be asked if Wifey should work at the VIP event. PC can decide to forbid her. If not, there will be a Snoop scene afterwards. Dialogue will vary based on route.

  • Hard NTR: finished scene

Changelog 0.83

Continue Katie/Jamal route:

This update has a smaller amount of new content but has a large amount of changes to the dialogue of the Soft NTR path within this route, with the help of DD.

DD has been helping me with the Soft NTR path in this route and is very passionate about his work. Thanks DD!

There are so many changes that it would take a long time to list them all, so I suggest replaying this route completely if you like Soft NTR.

Some important changes for Soft NTR on Katie/Jamal route:
- Starting a new game will no longer prompt the user for "sharing". This will appear later in the game organically as a choice with NTR enabled.
- Added "Stag" dialogue in this route
- Wifey and Jamal's dialogue can further be influenced by their sexual chemistry

Added a new event post ending for the non pregnancy route:
- There is currently some hard NTR content. Finish the route by not getting Wifey pregnant to access this event. Wifey will accept a new VIP section job at Midnight club.

If the PC was oblivious about Wifey and Jamal, she will reveal the nature of their relationship if Jamal's influence is higher than the player's. If not, the route will be redirected to the non NTR equivalent of the event.

Wildkeepers Rising - Sergio Garces
  • Fix for some rare crashes during gameplay
Oct 28
SIRE - leffertsmilan
  • Fixed a potential crash in the Ferry scene.
  • The 'A Summer Love' Memory is now properly viewable.
Lost Ark - timmyopa

Heroes of Arkesia,

We wanted to provide a quick update to confirm our plan ahead with the region merge, and touch on a few other topics that our team is still working on.

Region Merge Status

It’s been nearly a week since the region merge, and our team has loved witnessing the new relationships forming and increased opportunities for players to adventure throughout Arkesia together. We've been monitoring data, reviewing player feedback, and after many of hours of sleep post-merge, have been hopping in-game to test the new network structure ourselves. We're happy to see that it's been holding up well, and are excited to announce that we will be keeping this structure (so no need for the back-up plan we announced before the merge). The only update we plan to make is regarding Party-Finder and Matchmaking rulesets. In case you missed the first announcement, we have improved logic planned that will arrive in the November Update:

  • Party-Finder: Instance will be created in the world of the lobby leader.

  • Matchmaking:

    • A full group of players from the original NA West worlds will have an instance created in NA West.

    • A full group of players from the original NA East worlds will have an instance created in NA East.

    • A mixed group of players will default to NA East. For players that rely on ping to NA West (such as those connecting from Oceania) we recommend using the party-finder tool to ensure they can find or create a lobby that best meets their needs.

Tracking Future Projects

With the merge completed and the October Update featuring the Kazeros Prelude finalized, our team is now working to finish some upcoming plans. In the coming weeks, you can expect team updates on the following topics, and for players who missed some of our recent communications, here’s a few reminders.

Kazeros Release

We recently announced an updated plan and shared the dates for the release of Act 4, Kazeros, and the race to clear the First Mode. If you haven’t read through it, you can find it here: Team Update - Kazeros Release Plans.

While the race was pushed back until December 3rd, we are working to finalize the race guidelines and plan to share them in the near future for the full details of what participants can expect from the competition.

December Content Plans & 2026 Roadmap

After locking in everything for Kazeros, we’ll be turning our eye toward the future of Arkesia, and preparing the roadmap for 2026 featuring Matt, Henry, and Roxx, which we plan to share in December. We’re working to finalize the content plan for the end of this year, along with the next chapter for adventurers. We’re extremely excited for the upcoming journey and for players to learn about what’s next.

In the meantime, we wish you luck as you prepare for the war against Kazeros, starting with the Prelude available in the October update, followed by Act 4 and the Final Day raid against Kazeros himself— both arriving next month.

...