The host player can now enable the following settings in the lobby:
Choose the number of quests assigned to each player.
Double the number of weapons appearing at spawn.
Define the minimum and maximum number of Beasts at the start of a match.
Ghosts can now hear nearby players who are still alive, but cannot talk to them (unless the “Talk with the Dead” bonus is active).
Ghosts can now pass through the barriers of the cemetery and the camp.
Fixed a visibility issue: ghosts are now visible to all players after a short delay.
Fixed a bug preventing ghosts from attacking with the torch.
Fixed a bug where a Beast transformed into a ghost could turn back into a Beast.
Fixed an issue where a Beast reverting to a knight did not recover their torch.
Adjusted the Basilisk skin: the model is now fully covered after transformation.
The final quest can no longer be completed multiple times.
The quest waypoint now displays correctly.
Added an indication of the transformation key on the Beast’s head in the weapon stack
(displayed in the secondary weapon slot when transformed).
The icons of living players are now removed after death.
Spell cooldown increased from 20 to 60 seconds.
Wolf dash damage reduced from 100 to 50.
Added a cooldown timer display for spells.
Removed the fog sound, as it alerted players too easily and gave the Banshee less chance to attack.
The fog is now silent and more discreet, enhancing the game’s atmosphere.
Project D5 is a game very early in development, and we want you to help us put it through its paces. From now until the 31st October, log on during our playtest hours and take this opportunity to feed back on our unannounced title.
Today is the final playtest session - we'd love to see you online and in D5!
Join us on [url]Discord[/url] to get more info on the happy hours.

Changed the time limit for each stage from 5 minutes to 8 minutes.
Adjusted mouse pointer sensitivity while hiding.
Added the ability to skip certain previously viewed events by pressing any key.
Fixed an issue where the “Exit” action while hiding did not respond immediately.
Adjusted some collision detection while climbing, improving interaction with the man.
Modified certain movable areas in the game.
Adjusted the display to make non-traversable areas easier to identify.
Other minor fixes and improvements.
We hope you continue to enjoy STill It Runs!
Added:
Dialog system
Inventory system
New models
New animations
The ability to pick up and use items
Existing mechanics have been improved and optimization work has been carried out.

Hello adventurer,When we first released Aggelos in 2018, we wanted to capture the magic of classic 8-bit action RPGs. 
The goal was to make a fast and responsive platformer with satisfying combat in a bright, adventurous world you could get lost in.
With Aggelos 2, we’re going further.
This time, the visuals have been completely reimagined in a stunning 16-bit style, giving every area more depth, detail and character. The spritework is more expressive, the environments feel more alive and the world of Lumen has never looked so rich.

But this evolution isn’t just visual — it reflects the scale and ambition of the sequel itself.

In Aggelos 2, you’ll explore two parallel realms: the radiant world of Light and the twisted realm of Darkness. These overlapping maps are filled with environmental details, hidden secrets and dangerous foes — and shifting between them is key to surviving the chaos.
🪽 Angel and Demon forms now animate differently 😈
🌍 Portals connect two mirrored realms, each with unique enemies and obstacles 🌀
⚔️ Combat effects, attacks and visual cues are sharper and more dramatic ⚔️

We’ve worked closely with Wonderboy Bobi, PixelHeart and Storybird Studios to retain the soul of the original, while giving everything a fresh new energy. Whether you’re new to the series or a returning fan, we can’t wait for you to experience this next chapter.

We’d love to hear your thoughts!
What do you think of the visual upgrade? Does the 16-bit style hit the mark for you?
💬 Let us know in the comments!
PQube

Today marks exactly three weeks since the demo of 『Hallowanderband』 was released! 🥳
Your plays, feedback, and wishlist support have meant the world to us — thank you so much!
We’ve released a new patch featuring several bug fixes and quality-of-life improvements.
《 🛠️ Patch Notes 》
・ Automatically mutes when switching to another window
・ Automatically pauses during episode play when the game loses focus
・ Fixed minor typos in dialogue
・ Fixed key-binding related bug
・ Fixed text display issues
・ Fixed an occasional note track shader bug
The English translation may still be a little rough in places.
If you’re interested in LQA or have suggestions for improvement,
please feel free to share them with us on Discord! 💬
🌟 https://discord.gg/guBrGa6EXp 🌟

To celebrate Halloween, we made some candy paper goods and handed them out at the event! 🎃
It was an idea we’d been thinking about for a long time,
and seeing it finally made into a real item turned out even cuter than we imagined.
We plan to hand out small quantities at future offline events as part of our promotions. 🍬
The current patch is a minor update.
We’re planning to release a new demo with difficulty settings in the first half of next year.
Enjoy your Halloween with the HallowanderBand! 🎺🎶

Over the years, we’ve teamed up with some of the coolest brands in the drone world to bring iconic FPV machines to Liftoff. And while that list keeps growing, every now and then, something awesome pops up right under our noses!
Recently, longtime community legend Lex from Xistence Innovation has been sharing their latest drone frame design on our Discord, and wow, the creativity and passion blew us away.
So, we decided it deserves a spot in the ever-expanding Liftoff fleet.
Say hello to the Cinegon!

It’s so awesome, it deserves a changelist all for itself!
Added the Cinegon frame