 
	🦈Shuro here. I was quite ill for the last week, but now I feel better. I thought a lot about main roguelike mechanics for The Last Crypt, because a lot of you wanted to see them. I came up with ideas about map generation, random bonuses, unique rooms for each hour and NPCs between hours. Will be adding these in future updates. Now for current updates:
Turns out upgrading to the new version of Unity brought some serious performance problems. Especially, in the last update you could see it when there were a lot of damage numbers on the screen, or when Fire Bullets were producing a trail. With a lot of headache (Because I couldn't find ANY solutions online) I fixed some of them, but will optimise the game more for sure in the future updates.
Added a Task Board to the hub. It's located to the left from the bar. There, the Player can see current tasks, with different requirements and rewards. Each task has multiple stages. By completing a task, Player can collect corresponding reward for it, and go to the next stage of the task. For now, these tasks will only give Souls, but I might add more different rewards later. Also, I can add some of yours really interesting (or goofy) tasks.
1 year old bug with Mini Bosses going out of bounds is now finally fixed. (Or at least I hope it is...)
Replaced the Fire Bullet second Merge effect. Now instead of producing a trail, it sets ablaze everything round it. I will bring back the old feature if I'll figure out how to stop it from causing a huge lag.
Increased the range at which Souls are merging together, hopefully reducing a lag when there are a lot of them on the screen.
Now, funky room is unlocked by shooting a specific wall, instead of interacting with it. Kinda like a Souls secret wall.
Difficulty Cauldron now has a warning if the Player is not allowed to change to higher difficulty on selected weapon. He needs to complete the highest available difficulty on selected weapon to unlock the next difficulty.
Added cursor changes to Bar ingredients.
FIXED: Somehow the end of reload sound got changed to fire explosion. It's normal now. (Don't ask me how it happened.)
FIXED: Arrow pointer, that points towards the Exit or Mini Boss wasn't working after I updated UI scripts.
FIXED: Portal to the Hub from the Final Boss was invisible.
FIXED: Doors in the Hub should be properly opening/closing with the Player's movement.
FIXED: Shop and Bar buttons in the Hub were clickable during their opening/closing animations. That caused some saving bugs.
 
	
	Hello there, Kabloop here!
Big news today!! I’m excited to announce that DIGGERGUN will be launching on Thursday, 6th November 2025. At the time of this blog post, that’s next week!!Â
Check out a new trailer here:
Wow, I never thought I would reach this milestone. I’ve been working on DIGGERGUN for a long time, and the game’s release always felt like a very far-off thing… to actually be here, releasing the game to everyone, is exceptionally exciting indeed!
DIGGERGUN is a life-sim, platformer based on real-life. The way the game has morphed over the years I’ve been working on it has been extraordinary.Â
This is a game with a lot of different systems, all working together in tandem to create an experience which aspires to make the player feel constrained and uncomfortable, yet free to tackle and adapt to those feelings however they please. The player can completely miss entire storylines or barely interact with some of the systems in place, and that’s more than fine. I don’t try to direct the player, for better and for worse, letting the game evolve before you as you play.
When I originally started developing DIGGERGUN, I didn’t intend to go as deep with the game as I have done. But the fact that even on my playthroughs, I’m still getting surprised by the game, means that I must have done something right!
So here I am, with a game which I hope is as meaningful to others as it is to me. DIGGERGUN is pretty oppressive, and I definitely wouldn’t recommend anyone to blast through the game in a few days, but there’s also a lot of love there and I hope I’ve shone a light on just how unfit and unjust the world of employment is.
Thank you to everyone for all of your support.
~ Kabloop
 
	Fairly small update, mostly focused on fixes, optimization, and a couple changes:
Loot pools have been slightly adjusted. Weaker items are now going to show more frequently than stronger items.
Journals now have less of a chance to drop from crates (7% -> ~2%).
Added 2 journals.
Mutated Spider hitbox adjusted for easier melee.
Items no longer render when hidden (in an inventory, for example); should help with performance under large quantities.
Enemies from far away no longer run behavior logic, which should improve performance on lower end devices.
Wendigo not dealing damage in melee phase
Zombie and Mummy (+ variations) should no longer get stuck in their walking animation, but I couldn't figure out the cause of the bug either so it's lowkey a shot in the dark lol
That is all for now, take care.
 
	
	 
	
	 Warning: While your save file SHOULD work with this version,  If you're seeing any issues launching the app try deleting your save from the Options menu OR from your filesystem.  On launch, the game will auto-generate a fresh save file for you.  See notes at the bottom for paths.
  Warning: While your save file SHOULD work with this version,  If you're seeing any issues launching the app try deleting your save from the Options menu OR from your filesystem.  On launch, the game will auto-generate a fresh save file for you.  See notes at the bottom for paths.
Overhauled the Market so that you are not simply purchasing the next available card.
You can now choose from 3 booster packs
Gold Pack: Includes a random 5 Cards made up of Keys, Royals, Weapons, and Enchantments.
Cosmic Pack: Contains a random 5 Cards but is guaranteed a locked Citizen.
Prismatic Pack: Contains 10 random cards of any type, guaranteed 1 new Enchantment.
Collecting duplicates of your Royals or Weapons will increase their base stats!

When Banishing Enemies, they can now drop resources including: Keys, Jewels, and Scrolls.
When one of these resources is dropped, it is added to your Satchel.
This new menu allows you to see all of your collected items this run.
These will be added to your save file when you complete the run.
Quitting will forfeit these items.
Keys no longer start in your deck.
When starting a run, you may add keys to your starting deck from your total inventory.
When completing a run, your Satchel with Payout to your save file.
Satchel Menu when in a Battle
Satchel Payout Post-Battle


Banishing any Enemy now has a chance for it to drop items.
10% Chance to drop 1 - 3 Keys of various colors
5% Chance to drop 10 - 20 Jewels
Significant updates were made to the way you encounter enemies.
Each time you Banish an unencountered enemy, it will drop a Scroll.
Each Scroll increases your progress to encountering the enemy.
Gather 4 Scrolls for an enemy and they will be full revealed in the card book and marked encountered.
Completely Unencountered
Partially Encountered
Encountered



A few items in your Bank got a facelift and new animations.
Coins, Purchases, and Reserves have new icons to make them easier to understand.

Fixed an issue where you could not player your final hand.
Fixed an issue where Boss transformations were not triggering.
Fixed an issue where Drain Rate was being incorrectly applied to bosses.
Fixed an issue where Banishing certain bosses were not correctly Banishing all of their artwork.
Fixed an issue where Banishing Location cards was not correctly Banishing the cards popup as well.
Fixed an issue where, when the Victory or Defeat screen would show, various cards would flicker.
Fixed an issue where the Chapel cards did not always populate if you had only Royals and no Weapons.
Fixed an issue where Mirrored enemies would have the wrong text in their popup.
Fixed an issue where Banishing a Mirrored enemy would trigger 2 new enemy spawns instead of only 1.
Fixed an issue where locked cards would show a popup if hovered over in the Card Book.
Audio:
Credit to Chike Okaro (Bassicfun on YouTube)! Chike took time to deliver a punchy new feel to Luxuriant and I think he knocked it out!
New main theme!
New shop theme!
New battle theme!
New boss theme!
Updated SFX on the Victory and Defeat menus
Renamed the Dimensional Enchantment to Hotwired and altered its appearance to more match the games aesthetic. No functional change.
Added new Satchel and Encountering systems to the Guidebook
Added a small aesthetic update to the Chapel scene, adding rays
Path to save files:
Mac: ~/Library/Application Support//Godot/app_userdata/Luxuriant/
Windows: %USERPROFILE%/AppData/Roaming/Godot\\app_userdata\\Luxuriant\\
Save files are named "save_file_x.ini" where X is the save file number.
 
	
	My next title, Daughter of Voodoo, is a first-person ghost investigation game where ancestral Voodoo rituals collide with the unseen world of the dead. You’ll play as Marie Laurette, a clairvoyant priestess walking the line between the living and the departed.
https://store.steampowered.com/app/4076530/Daughter_of_Voodoo/
 
	The Pact DEMO
Patch v2.1.0
Fixes & changes:
Fixed an issue with the table trigger that made it less noticeable.
Fixed an issue in which the chase audio wouldn't cut properly when reaching the end.
Fixed an issue in which the scroll's text would show through the walls.
Changed the scroll's text to make it more explanatory.
Reduced the knight's speed.
I hope this improves the gameplay! Please contact me if you experience any kind of bug. Thank you! :)
 
	After a long wait, Axo Runner will be available on Steam on October 31th of 2025.
Lotti, Kaui and Camotti are still getting ready for the race, but they will be ready soon.
Adjust your seat belt because we are close to the exit line!
-Axo Runner Team-
 
	
	
Hello everyone! We're very excited to introduce the long-awaited v3.3 patch and to announce our plans to migrate Zombie Panic! Source to the latest 'TF2 SDK' update-branch!
Back in February, Valve released a massive update to the Source SDK which adds Team Fortress 2's client and server game code, making it possible for modders to change or rewrite TF2 however they like. This update brought a lot of cool new features, changes, and improvements to all of Valve's multiplayer Source engine titles, such as 64-bit support, Steam Networking (Peer-to-Peer) and many more.
Our programmers are currently in the process of bringing all of those features into ZPS and they will arrive in future updates when they are ready. We'll have a detailed dev blog explaining each one of those new features, what we've been working on, and new upcoming content in the near future!

Today's update includes the first phase of our TF2 SDK migration plan, focused on specific changes and improvements to the game that don't change anything within the game engine for a faster release and to fix any technical bugs from the initial port. We'll highlight and discuss the most important ones included in this patch, followed by a full changelog below!
The first changes from the TF2 SDK implemented in this patch are improvements to networking precision and lots of client-side prediction fixes, resulting in less hit registration errors and better game-feel. Players with high ping latency might notice some improvements in this aspect. Please let us know in our forums of any issues you find when playing!
We've made significant changes to our Workshop mounting to support VPKs that should result in better game performance and reduced loading times. Players with lots of subscribed items will notice this change clearly when launching their game. We highly recommend to all Workshop authors to pack your items into a VPK file for this change to take action!
We also want to mention that the "custom" folder will no longer be used. From now on, we require you to move any custom content you have there to the "addons" folder instead, since it's not very efficient to have two mount points that do the same job. Packing your own custom content into a VPK also helps!

More detailed info about this change is in the readme.txt file in your 'addons' folder!
There is a 'new' setting in "Video -> Advanced" called "Material queue mode" (aka mat_queue_mode) for you to change with an extra description of what it does. This option was always forced to "1" in the past due to reasons that aren't relevant anymore, and we want to let you know that you can now manually toggle this option!
We unfortunately had to remove both "Multicore rendering" and "Windows Aero" options from the advanced settings; the first was causing users to get stuck in a listen server, and the second was not really applying the change anyway. You can still use the host_thread_mode CVAR in the console for multicore rendering, and you can add the command-line argument "-nod3d9ex" in your game's launch options to disable Windows Aero extensions. Keep in mind we do not recommend messing with these options as they might threaten game stability and thus your gameplay experience.

According to player feedback and past community surveys, players have been asking for changes to the player movement speeds and stamina/fatigue regen. We wish to let you know that we've made some improvements in this regard that should make the Survivors less exhausting with walk/duck mode being slightly faster and recovering stamina much better than before.
We also took this opportunity to increase the head damage multiplier on Pistols, Revolver and Rifles to feel more rewarding as we agreed it was really underwhelming (base dmg had to be tweaked as a trade).

Added support for VPK files.
Removed "custom" folder mount point.
Steam achievements can now be earned through custom maps.
Fixed various inconsistent order of calls with Source I/O (now AngelScript is always first, Source I/O is second).
Upgraded FMOD to 2.03.09 version.
Added "viewmodel_offset" CVARs.
Changed raw input mouse default value to enabled (TF2 SDK update).
Changed unload weapon input bit value to HL2's zoom (community bots might require an update if said bit is used).
Renamed the "disable spray" CVAR from "cl_playerspraydisable" to "cl_spraydisable" (consistency with other Source titles).
Upgraded Discord RPC to the latest maintenance version.
Added "bot_zps_add_lobby" command.
Fixed "bot_zps_add_spectator" adding a Zombie bot instead of a Spectator one.
Backported "non-solid" spawnflag for rotating buttons (TF2 SDK update).
Backported "point_worldtext" entity (TF2 SDK update).
Fixed buttons "OnDamage" output passing the activator rather than the attacker.
Removed unused HL2:DM spawn entities (info_player_combine and info_player_rebel).
Renamed the player entity from "zpplayer" to "player" (consistency with other Source titles).
Reduced Hardcore mode timer cap from 8 minutes to 5 minutes (requires server to have "sv_zps_hardcore_roundtime_clamp" set to 1)
Removed forced infection chat messages.
Backported some misc fixes and improvements from the TF2 SDK update.
Fixed default max players being set to only 2 instead of 24 slots.
Fixed players being able to kick server bots without admin rights.
Fixed a very minor memory leak on Key/Value pairs.
Renamed the "specmode_next", "specmode_prev", "specmode_switch" and "specmode_target" commands to "spec_next", "spec_prev", "spec_mode" and "spec_target" respectively (consistency with other Source titles)
Removed "mat_queue_mode" being forced to value 1.
Updated contributors list.
Various code optimizations and security fixes.
Added Brazilian (Portuguese) translations.
Updated French translations.
Updated German translations. (Thanks XeroX)
Updated Russian translations. (Thanks Reborn and Orphanage)
Removed several unused strings.
Added 'jack o' lantern' and fixed minor issues with zombie spawns LoS in Haunted.
Fixed missing zombie spawns having LoS (PVS spawn) not enabled in Sapidcerebrum.
Fixed "volume > 255" console spam due to wrong soundscape values on Nightmare.
Moved the police car AK spawn to the generator room as a random_rifle on Harvest.
Updated Aquatica, Clubzombo and OBJ Keretti.
Cubemap fixes and miscellaneous.
Updated Survivor's fatigue, recharge stamina and duck/walk mode values.
Decreased fatigue limit to 46
Increased ducking speed to 126
Increased walk mode speed to 144
Increased fatigue recharge rate to 0.03
Increased fatigue (walk) recharge rate to 0.015
Added setting to control Steam overlay's position.
Added hints to advanced game video settings when hovering over them.
Added "Material queue mode" advanced video setting (mat_queue_mode).
Fixed broken teammate inventory HUD.
Fixed "https://" protocol in text not being detected as links.
Removed "about community servers" and "welcome (back) to ZPS" dialogs.
Removed several leftover unused HL2 HUD elements.
Removed video tutorials in the menu (the "Manual" button will now open the official Steam guide in the Steam overlay web browser if possible)
Removed "DirectX" labels from advanced video settings as we don't support older DirectX levels.
Removed "Multicore rendering" from advanced video settings.
Removed "Windows Aero" extensions from advanced video settings.
Updated all Pistols and MP5 (9mm) values.
Decreased base damage to 20
Increased head damage multiplier to 2.0
Set body damage multiplier to 1.0 by default.
Updated all Rifles values.
Increased AK47's base damage to 27 and M4's base damage to 23.
Tweaked head damage multiplier to 2.0
Set body damage multiplier to 1.0 by default.
Updated Revolver values.
Increased head damage multiplier to 3.0
Set body damage multiplier to 1.0 by default. (80 base dmg)
Updated Broom melee.
Decreased head damage multiplier to 1.5
Decreased base damage to 35
Updated fists values.
Decreased head damage multiplier to 1.5
Set body damage multiplier to 1.0 by default (25 base dmg)
Restored viewmodel recoil animations (if they are present, this is a visual change that does not impact gameplay).
The 'TF2 SDK' release is a great opportunity to bring ZPS to the latest (free for use) Source engine branch that includes lots of new features (64 bits, Steam Networking etc...) that the community could benefit. However, most of them requires heavy changes to its engine, resulting extensive work and dedication from our programmers. Therefore, we decided to release this patch with everything available from the TF2 SDK update that doesn't change anything within game's engine, including lots of quality of life fixes, game balance changes (per community request) and lots of miscellaneous.
We'll being the pre-production of ZPS v4.0 in the near future to test the waters of those new features, see if they can be implemented or not, take this chance to rework technical areas of our game and then have a playable build for testing. Everything is a working in progress and subjected to change. We'll publish a devblog later on discussing all the possibilities of the port, our future plans for the franchise and any upcoming content (official and from community contributors).
Until then, please enjoy this Halloween update and let us know what you think by discussing below, make sure to report any bugs or issues you find in our forums! 🎃
The Zombie Panic! Team
 
	
	You now have the option to toggle the Keep Placing Objects feature, which replaces Keep Selection (Single/Multi)
With this On, you'll place objects as normal where it keeps the button selected after you place an object.
With it Off, you'll place an object and immediately select it as well as clearing the button.
You can hold Shift to keep the selection of placed objects, regardless of this toggle.
Keep Placing Objects is toggleable with Tab by default. If it doesn't work, you might need to check your Editor Keybinding.
Removed Keep Selection (Single) and (Multi) since this new update streamlines their original purpose.
There was an issue where the Snap, Align Rotation, and Random Rotation conflicted with the hotkeys for the base game, so the defaults for these have been changed to the defaults found below. If Snap, Align Rotation, and Random Rotation do not match the hotkeys below in your Level Editor Keybindings, please restore them to avoid binding conflicts.
Snap : V
Align Rotation : Shift + R
Random Rotation : Alt + R
Made the Workshop Outpost's workbench triggerable from the entrance.
Made the Rope, Chalk, and Coffee tool tips refresh when used in quick succession.
Fixed a bug with the body rotating incorrectly in Full Playtest mode.
Fixed a bug where undoing objects and switching between quick play mode and editor would re-enable them.
Fixed a bug with the player camera rotation in Quick Playtest.
Fixxed a bug with the Route showing up in quick playtest.
Fixed a bug with Wind, Snow, and Rain not being saved and loaded properly.
Fixed a bug with Lightning triggers not working.
Fixed a bug causing a hardlock when switching between Quick Play mode and Editor mode if falling to death was triggered.
Fixed a bug when picking up Ice Axes in quick play test.
Fixed a bug with the Smoking Pipe particle.
Fixed a few bugs with Cruxes.
Fixed a host of issues in general with climbing tool collectibles in custom levels.
Fixed a bug with the camera focusing during inputs.