Hi everyone! This update adds more language options, improves the interface, and fixes a few behind-the-scenes issues.
Neon Knives version 1.2.11
Added Chinese (Simplified)
Added Spanish (Latin American)
Improved UI
Improved ‘How to Play’ and ‘Controls’ imagery
Unity security issue addressed
Come hang out in our Discord for first looks at upcoming levels, or let us know what you’d like to see next in Neon Knives.

Hey everyone!
I’ve been working hard to bring this world to life, and I’m thrilled to finally announce that the Kickstarter is launching soon, and the demo will be available the same day!
If you’ve been waiting to explore the game, this will be your chance to play the beginning of the adventure.
👉 Click here to get notified when the campaign goes live:
https://www.kickstarter.com/projects/gobblefantasy2003/gobble-fantasy-2003
Your support and patience mean everything. I can’t wait to show you what’s next!
-Dogs Understand
Changes
Made it so you can retrieve the free starter bundle even above level 10. Only limitation is if you have more than $3000 in your accounnt.
Fixes – Update 0.4.2 #4 :
Fixed the light colors of the Level 1 Saw,
Fixed the teleporter interface opening at the same time as the fruit and vegetable stand interfaces,
Adjusted the location of the water access point in Tutorial Step 26,
Added tooltip text when hovering your mouse over an ingot or ore,
Fixed the translation of the item “Advanced Electronic Board” in Junior’s daily quests,
Disabled red lights for the Halloween theme,
Optimized the Halloween cauldrons,
Rotated 180° the right-side spheres on the Automatic Fabricator,
Adjusted the Nuclear Reactor: duration per nuclear cell 60 min ➜ 120 min,
Fixed the upgrade of the Fruit and Vegetable Duplicator,
Fixed the HUD text when holding a Sphere 20,
Fixed an issue where certain items were deleted in the workshop after disconnecting when no object was added to the plan:
Main block of Level 1 Saw,
Rotating blade,
Main block of Level 1 Refinery,
Frame of Level 1 Refinery,
Tank of Level 1 Refinery,
Base of Level 1 Refinery,
Main block of the Tubular Furnace,
Frame of the Tubular Furnace,
Output frame of the Tubular Furnace,
Tank of the Tubular Furnace (x2),
Central tube of the Tubular Furnace,
Output tube of the Tubular Furnace,
Seed Generator component,
Main block of the Milling Machine,
Secondary block of the Milling Machine,
Parts 1, 2, and 3 of the Milling Machine,
Candy Factory component,
Alternator,
Car battery,
Main engine block,
Timing belt





Hey everyone, I wanted to share a quick look at what I’ve been working on before the next release. There’s a lot of polish and a few exciting new additions in this one.
• Fixed a major issue that sometimes caused player rocks to go invisible in co-op lobbies.
• Every challenge has been updated for a more consistent feel, with new sounds, improved lighting, and bug fixes.
• Ascended challenges will now unlock after completing the normal versions. (kinda)
• A brand-new map can be unlocked by completing all basic challenges.
• This new area includes its own challenge to unlock the artifact.
• Optional voice chat will be available. The default push-to-talk key is V.
• A full audio player including play, pause, skip, shuffle, and repeat for every ambient track!
• Nerfed offline leveling from 8H -> 4H
• This will incentivize players who remain on the game, while still allowing some offline time to be gained.
• The artifact is an infinite-level speed sink for your extra stones.
• A brand-new text chat system, now with emojis!
• Fixed a few bugs, including sound volume not saving properly.
• Added a new save system for challenge and hidden rock progress, synced across devices.
• Your last equipped rock will now save and automatically equip when loading into a map.
• Smoother transitions when loading into maps.
• Updated load-up screen when starting the game.
This update is focused on making the experience smoother, more stable, and a bit more fun overall but I am still keeping a few secrets from you! I will post the full patch notes near release.
Thanks for sticking around and supporting the game — I can’t wait for you to try it out soon 💙
— Parker
Hey everyone! 👋
I’m excited to finally announce that Polygon Bit Battle Royale will officially launch on November 27!
After the Steam Next Fest, I spent a lot of time polishing and improving the game based on all the feedback I received. The difference is huge — the game now plays and feels so much better. Performance, controls, UI, weapon balance… everything has been refined to make the experience smoother and more fun.
I’m also proud to say that the game will now launch as a full release — not Early Access anymore. I feel confident about the state of the game and can’t wait for everyone to try it.
The full release will include two large-scale maps and full character customization, so you can create your own survivor before jumping into 50-player matches.
🧢👕 Here’s a look at the new Character Customization Screen:

👉 If you haven’t already, please add Polygon Bit Battle Royale to your Steam Wishlist — it really helps the game get discovered before launch!
Thanks so much for all the support during development. I’m really proud of how far this project has come, and I can’t wait to see you all in the battle on November 27!
Since some of us here at Primal Carnage are kinda into pinball AND we actually have some friends over at Zaccaria Pinball, it seemed like a match made in the Mesozoic...

We're proud to announce this special DLC pack for Zaccaria Pinball, which is not only pretty damn cool in itself, but also rewards PCE players for owning it!
The official Primal Carnage Pinball DLC includes 4 different tables, all with totally unique artwork and mechanics. From "switching teams" to "capturing specimens", each one has different dinosaur vs human goals to reach for. See them in action below...
Like a journey through time, the tables run through different eras of pinball. Starting off in the Retro era, through to Solid State, on to "Remake" and the more modern Deluxe style with animating dinosaurs ready to steal your balls!
Owning the Primal Carnage pinball DLC for Zaccaria Pinball will reward you with skins for PCE!
Enter the Tables tab while playing Zaccaria Pinball and scroll down to Primal Carnage - you'll see a little gift box icon on the top right of the options inside. Click this to reveal your unique item code!

You can then launch PCE on PC and open the ingame store to redeem the key. Be sure to include all of the dashes in the code when you enter it. Sorry, but we don't support copy/paste in PCE currently.

After entering your code, you will receive a dozen special themed skins spread across both the dino and human teams, including full outfits for the trapper and pathfinder.
Don't worry if everything isn't displayed at once after entering the keycode. You'll have the full item set, we've just never had to serve up so many items in one go before!
Future updates to the ingame store will add proper support for pasting codes into the key redemption box and displaying more than 6 purchased items onscreen. We'd have done it already, but our engineers have been busy preparing for the launch of Primal Carnage: Evolution so haven't had the time.
Check a look below at the special skins you will receive...

The full items reward list includes:
Z Striped Nova
Z Striped Carno
Z Striped Rex
Z Striped Dilo
Z Striped Ptera
Z Striped Spino
Z Trapper
Z Netgun
Z Stungun
Z Shotgun
Z Cap
Z Pathfinder
Spray: Z Logo
Spray: Z Swish
Although the DLC tables are not available for the PS4 version of Zaccaria Pinball (yet!) the item codes from the PC pinball game will also be redeemable in Primal Carnage: Evolution for PlayStation as well!
Zaccaria Pinball is free to play, with the tables themselves being the only purchases.
You can get the Primal Pinball DLC for Zacarria Pinball here:
https://store.steampowered.com/app/2722350/Zaccaria_Pinball__Primal_Carnage_Table_Pack/
It's exciting for us to finally have our first official crossover live!
Yeahhh, it might have taken a long while for us to get to this point, but we've had so much fun doing this that we're definitely going to look at other collaborations in the future. Stay tuned!
-The Primal Carnage Team
Heyho!
This major update is quite a bit smaller than the last one, as the new bad end introduced in this update didn't need any further major build-up work and I decided to split the Roland update into two parts: One focusing only on the Bad End and another focusing on content impacting the Victory Ending (<- will be the focus of the next update 1.3).
With this update we will also be generally done with "Bad Ends" for the forseeable future. While there are many more stories to further flesh out (Hermann will be next after Roland), they won't end in a Bad End, but instead rather add new scene variations to the existing major endings; which is also why I decided to split up this update.
Alright, with that general information out of the way, let's look at what's new in the update:
Just like 1.1 focused on the Maid Bad End, this update focuses on the Roland Bad End. I won't be talking too much about it here to avoid spoilers, but simply mention how to trigger it: Reach 0 Soul Dust during the Reverse Summoning Ritual to trigger this ending. You don't need to perform the Roland Storyline beforehand, but doing so will unlock a unique interaction if you lose to him at the Ritual and some other minor story modifiers for the epilogue scenes.
As a final note: This is also an ending for all those who randomly want to see Richard angry and seethe.
Not all new ending content is for bad ends! For all John fans: If you have triggered the John events a bunch of time, you can now get a special ending scene with him.
He has the least "pull" on Aura, so if you want to trigger this epilogue scene, be careful not to also have either of the Hermann, Roland or Trademond events going on, because they can easily sway Aura to their direction.
This continues the trend of expanding the player options for picking appearance changing mental changes. While the last update focused on introducing alternate clothings, we are now shifting more into the direction of offering new hair options. This update focusing on the option of picking a different tone for the blonde hair dye option. In the next update, we will also add a new option for the hair style in the form of Twin Tails (I repeat: That's currently in the works for the next update, not this one!).
And then to close out the update, we have the usual batch of further general game improvements. New pixel art animations, new soundtracks for title and battle (I liked the old bgms but they were the default tracks in RPGMaker MZ, so I can imagine that those playing RPGM games more often might be a bit sick of hearing them) by a new composer who has recently joined the team thanks to our increased funding, and some general NPC work especially in Verdeaux to give out some more backup places where the player can find useful information.
I have also done a bit more balancing on the Maid Bad End, so it should be a bit easier now to carry out the Full Time Maid Job without getting locked into the Maid Bad End.
Community Translations have also been progressing, most notably the spanish version has recently broken through the 20% milestone. Thanks to all the community members helping out! If you also would like to help, check out the translation channel in our official discord server. We have also been improving our general translation workflow thanks to the generated feedback. I hope it will make all translation attempts in the future even more efficient.
The next major update is projected to come out in February next year. It will continue on the Roland events as its main focus, and expand on Lorraine's fate after the Nothing But the Truth Vice Ending.
As a final note, I will be slightly bumping up the game's price as major updates come out. I think this kind of model is a lot fairer towards people who bought the game as opposed to having to buy DLC... Of course everyone will have different opinions on this.