Shroom and Gloom - Team Lazerbeam

Happy Halloween Shroomers!

Team Lazerbeam checking in with our monthly dev log, sharing the latest news from the dark caves where we're cooking up your favourite fungal punk double deckbuilder, Shroom and Gloom!

October was another massive month for the Gloom Patrol. Here are some highlights;



Overwhelmingly Positive!

This month we blasted past 500 reviews on our demo, unlocking the legendary "overwhelmingly positive" status.

With 525 reviews in the bag, Shroom and Gloom currently has a 97% positive rating!

Massive thanks to every person that took the time to leave us a review. Different reviews went from bringing us many good laughs, to leaving us feeling deeply encouraged to keep working on this wonderful game.

If you haven't reviewed the demo yet, this is your sign to fix that! Let's get that score up to 98% positive!


Announcing The Facility!

A highlight of our October was participating in the excellent Galaxies Showcase. It was an honour to have Shroom and Gloom hand picked for this showcase, alongside an absolutely stellar selection of games.

We took this opportunity to unveil something very exciting, announcing a brand new series of levels that will be part of the full Shroom and Gloom! Collectively dubbed "The Facility" these new levels tease at a drastically different setting for Shroom and Gloom. With a retro futuristic asthetic, sci fi setting and (of course) loads more mushrooms, this new aspect of the game greatly expands on the Shroom and Gloom world and it's cryptic lore.

Curious how The Facility is looking? Check out the teaser we premiered at Galaxies Showcase!


Dev Diary 1!


As a companion piece to the Facility teaser we put together another special video for curious members of The Gloom Patrol.

Dev Diaries is a brand new series of dev logs where we bring viewers deeper into our world of mushrooms and madness. The plan is to share details of how we're making Shroom and Gloom, or casting some extra light on the game's mysterious setting.

If you follow us on TikTok or Instagram you'll know that we share a lot of video content, but our posts tend to be aggressively short and cryptic. With the launch of dev diaries, we're incredibly stoked to have a platform to dig into some more detail with the making of this dream game.

For the debut entry of the dev diaries, we do a deep dive into The Facility, showing extended cuts of the environments that appear in the teaser, and highlighting how things tie together. Would you like to know more? Check the dev diary out below!

Okay bye!

We better get back to drawing mushrooms and hideously mutated experiments!

Thanks for joining us for another dev log. Till next month, stay rad everybody!

Byyyeeee!

Super Fantasy Kingdom - SuperFantasyKingdom

Hey everyone 👑

here are the patch notes for yesterday's patch. Sorry for the delay this time.

The big change is that all deposits are explained in the pause menu glossary now. That should help with multiple questions that came up repeatedly, such as how to get more thickets and especially how the undead economy works. The mini-boss fight and the upgradable buildings in the world are also more clear now.

The balance finally seems to be becoming better as well. I see a lot more of you are having fun with the game now and are not as stuck anymore. That is more like the game was meant to be played. Of course, it's still not perfect and I'll keep working on it.

But the big focus of this patch was fixing bugs. I've tried to fix the ones with the most influence on your runs. When you get a relic and it does not work, that can potentially doom a run. So this should also help with balance of course.

Next patch is already in testing and should be released later today.

Feryaz

New features/QoL:
  • Added all deposits (trees, fields or rocks) to the pause menu dictionary in both kingdoms

  • Added another early super metal to both kingdoms

  • Added another shard chest to both kingdoms

  • Miniboss improved description to include the rules of the fight

  • Upgraded buildings in the world explain what they do

  • Undead increased natural spawn limit of bloats to 2 to support Big Daddy

Balancing:
  • Cadus increased speed

  • Bone Golem cannot be sacrificed anymore

  • Bloat Book cannot be sacrificed anymore

  • Bone Golem cannot be buried anymore

  • Bloat Book cannot be buried anymore

  • Scarecrow is categorized as Support now

  • Demon Spider reduced damage slightly

  • Dragon's fireball vanishes on combat end

  • Gyrocopters's bomb vanishes on combat end

  • Gyrocopter reduced speed slightly

  • Phoenix reduced self-heal

  • Monster Ghost reduced damage

  • Monster Devil reduced armor 33 -> 0

  • Monster Headless reduced speed slightly

  • Monster Qilin reduced speed slightly

  • Monster Rogue reduced speed slightly

  • Monster Shaman reduced damage slightly

Fixes:
  • Fixed workers refusing to stop working a job (mostly on the first day)

  • Fixed Humans geologists not working without flag

  • Fixed Humans cannot build kingdom buildings multiple times

  • Fixed Humans dialogue with Merchant missing actor

  • Fixed Undead upgrade buildings being clickable before reaching them

  • Fixed Undead pirates could be sent out before unlocking them, but never came back

  • Fixed Undead Mort task at hospital not working

  • Fixed training grounds wanting to train sacrificed units

  • Fixed hospital reviving sacrificed units

  • Fixed hospital reviving units in graveyard

  • Fixed unit sheet not displaying the right damage type

  • Fixed unit sheet hover damage of units without attacks

  • Fixed Amulet of the Dead not working at all

  • Fixed Banshee attack description not mentioning fear

  • Fixed Big Daddy only working if there are more than 13 rats

  • Fixed Brazier not applying the burn effect every time

  • Fixed Cadus one upgrade not stating what about minions gets buffed

  • Fixed Selene upgrade description not using passive form of freeze effect

  • Fixed Werewolf attack rank description being incorrect on rank 0

  • Fixed staying in the undead kingdom after resetting save data

  • Fixed quest progress being rounded up in some cases

Join the Super Fantasy Kingdom Community

Come be part of the Super Fantasy Kingdom community. Join us on Discord to talk with other players, share your kingdoms, and see what others are building. You can also find updates and discussions on Reddit, follow news and posts on Bluesky and Twitter, and YouTube.

If you'd like to get a leg up on ruling your kingdom, we do have a beginner's guide for you to check out and a free community wiki updated by members like you.

https://steamcommunity.com/sharedfiles/filedetails/?id=3595551008

Battleplan - Cherry

Greetings commander,

join us on November 7th at 17:00 CET for an exclusive Battleplan Gameplay Showcase, streamed live on our Slitherine’s official Twitch channel

During the event, we’ll offer a first look at the latest updates to Battleplan, including a deep dive into how players can prepare and execute their own operations: from high-level strategic planning to frontline decision-making.

After the showcase, a special streamer session will highlight the gameplay mechanics of Battleplan’s first mission, giving players an extended look at the action in motion.

Tune in on November 7th to witness how Battleplan transforms the art of command into an immersive strategy experience.

Don’t miss it, your next operation begins soon!

Wishlist now:

https://store.steampowered.com/app/3743140/Battleplan/

白创纪 - Genesis of Pure White - 梦境位面主0v0

Trick or Treat!🍬
《白创纪》的世界也迎来了万圣节!
小队成员们纷纷换上了特别的节日装扮🕸️

原图可在此处获取:https://www.bilibili.com/opus/1129916590366654505

本次由游戏作者 幽琴 绘制的万圣节特别贺图现已公开,
祝大家万圣节快乐!🎃✨

七彩鬼火少年团 & 梦结界工作室

2025.10.31

Void Raider - Xerexes

Improvements:

- Improved turret effects and animations.

Fixes:

- Fixed an issue where Corpsebroods no longer entered vents properly.

Thank you for your support!

Dramatic Road : the origin of wind - alaskaohdan

This is Director Ekoda, representative of the "Alaska Ohdanbu."

This is our first development report in a while.

We successfully released the second part, "Blue Octave," in August of this year, and received a wealth of feedback from our players. In response to that enthusiastic feedback, we've implemented a total of 15 updates over the past three months. As a result, we feel the quality of the game has improved even further since August.

With this realization in mind, we intend to push forward with production on the third and final installment of the series.

We apologize for keeping everyone who has been looking forward to its completion waiting even longer, but we ask that you please wait for further updates for a little while longer.

We plan to provide development reports in November and December to update you on the development status of Part 3.

We will continue to work hard on updates for the official release.

If you have any requests regarding the game, please contact us.

Reviews/Discussions, please send us your requests!

Oct 31
The Classrooms - Xefier
The Classrooms: 0.8 "Non-Linear Beta" Update Out Now!

Hello, The Classrooms players! We are excited to launch the beta of Non-Linear, a completely new way to experience the game. Unlike the linear story mode with predetermined routes and entities, Non-Linear Mode is built for endless replayability and unpredictable level transitions. This beta is a solo preview of the mode we plan to expand into multiplayer. Imagine jumping in with friends after school or work for a fresh game, where everything is random and not limited to any order!

Key Features
ARC Lab

Start in the ARC Lab, your safe central hub. There are plans for players to frequently come back here in the future for upgrades.

Transitions

Levels connect in countless different ways. No set path exists after you initially drop from the hole in The Classrooms.

Entities

They spawn randomly per level. The deeper you go, the more dangerous it becomes. Multiples of any entity can also spawn, so don't be surprised to encounter REAL armies of dolls. Difficulty stops increasing after reaching 100 floors.

Lives

Choose between 1 Life mode, where your save resets on death, or Infinite Lives mode, where you always respawn upon death and can freely continue playing.

Colored keys

Find them to unlock matching doors, with special loot and other surprises inside. More progression systems from story mode are coming later in development.

New Machines

Discover the Vending Machine and Gumball Machine, which will appear behind locked doors. You can buy unlimited items or anomalous gumballs for temporary buffs!

Level Modifiers

Prepare to find yourself surrounded by darkness or engulfed in a flood, as any level can generate with a unique modifier! They become more common the deeper you go.

Elevator

Use the Elevator to return to the ARC Lab, or give it an Elevator Pass (keycard) to head to a level of your choice.

Non-Linear Mode is in active development with big updates ahead, including the full integration of multiplayer. This beta lets you explore the foundation in single-player while we progress toward implementing co-op. Jump in and tell us what you think in our Discord, as your feedback will shape multiplayer!

WARNING: Non-Linear mode doesn't save when you Eject unless you are in the Arc Lab. But it does save every time you change levels.

City of Atlantis - Neleron
City of Atlantis – Dev Update

Hello everyone! Sorry for being a bit quiet lately – we’ve been very busy scaling up the project and improving almost every part of the game.



Closed Demo Update

We originally planned to organize the Closed Demo Tests much earlier, but our production team gave us strong feedback:

“Hold it! This is going in a really good direction – let’s not rush it.”

And honestly, they were right.

Was it worth it? Let’s just say the screenshots will speak for themselves. The results are promising and we couldn’t be happier with the direction we’re heading.

If you haven’t yet joined our new Discord, come say hi:
Join our Discord

You can also sign up for Closed Demo testing here (we already have over 200 testers, but the more feedback, the better):
Closed Demo Sign-Up Form

Like Atlantis – It Takes Time to Rise



We believe you only get one chance to make a strong first impression – even with a technical demo. After receiving more internal testing feedback (and discussing it with our publisher), we decided to “cook it a little more” before serving it to you. The dish was still a bit raw, and we wanted it medium.


So yes – it’s been delayed.
But also yes – it’s absolutely worth it.



We’ve added a huge amount of new content, mechanics, improved visuals, music, and early-game flow. Since complex strategy games like Anno or Paradox titles can be intimidating, we’re introducing a full tutorial campaign with several interactive missions. Instead of random “learn to build” quests, the demo will include a story-driven introduction to our world – led by a certain lady you’ll soon meet.


Our goal is clear: we’re not just making another city builder. We’re building something much deeper – a living, evolving world with its own history, religion, technology, and stories.



And to those who might be upset about the delay – don’t worry. We might even add an in-game event where your citizens protest against their governor’s delay.

Development Journey – Then vs Now

So, where are we now?:




Here’s a quick look at how far we’ve come in just over a year of development:

  • September 2024: Early systems, base prototypes.



  • October 2024: Added the ocean and underlying systems.



    []December 2024: Something is still missing... "Spark"




  • February 2025: Switched to HDRP rendering – a massive upgrade, like moving from Unreal 4 to Unreal 5.





  • March 2025: Introduced the Hive City as the game’s central hub.



  • April 2025: Expanded vertically – cities now build upwards, not just wide. This was the moment we knew the idea worked.



  • June 2025: Added the world map and early ruin/ship exploration to improve early-game flow.




  • July 2025: Added the Lighthouse system as a new gameplay core.



  • August 2025: Introduced dynamic story events, world quests, and stage-based mechanics – breaking the standard early/mid/late game loop.



  • September–October 2025: Continued polishing visuals, gameplay balance, and player customization options.


Right now, you can already enjoy about two hours of cohesive, fun gameplay. It’s not perfect yet – but it’s finally starting to feel alive.

What’s Next?

  • Closed Technical Demo
  • Open Technical Demo
  • Continued development toward a near-release quality demo

We know some of you expected to play earlier – but every week of polish makes a real difference. We’re now at a point where quality truly speaks for itself.

If you have questions or want to follow progress, visit our Steam discussions or join us on Discord.

Final Note

“When will it be ready?”


There’s no such thing as rushing a game like this. It will be released when it’s ready – or when we run out of money (hopefully the first one). Realistically, projects of this size take around three to five years to fully mature.
It will be released before GTA VI on PC ^
Wolfpack - Oscar

Hello everyone! This month we have continued working on terrain mesh generation and water simulation for the client side. Work on the corvette continues.

Terrain and water

We have spent the better part of this month working on terrain mesh generation. The terrain is generated from real world data using a spherical earth model. The spherical earth means that we sadly can’t use Unity’s built in terrain system, which is based on flat heightmaps, so we have created our own terrain system. The water system has similar requirements, where the water function has to be deterministic and continuous across a spherical surface.

The corvette

The functional parts of the wheelhouse are now completed, and we are now making equipment for the radio room.

What’s next?

The terrain generation system is more or less complete, so now we are working on the ocean function. When this is completed, we should be able to seamlessly stream the world. At that point most of the work will be to tie systems together, to fix bugs and to update UI and menus to fit with all of the new things we have built.

Oct 31
Music Game - BNnnen
  • Added folders for custom songs for better organisation

    • Next to the create level button, there is a create folder button

    • Folders are visible at the top of the song select list

    • The art and name of the folder are configurable on the little chip

    • To move existing songs between folders:

      • Click the edit button in the bottom left corner

      • Select the songs you want to move

      • Click on "Move Selected"

      • Select folder to move selected songs to

      • Click move

  • Slowed default Expert and Extreme scroll speeds

  • Increased scroll speed slider range

  • Lowered audio preview volume

  • Larger note miss penalty + smaller note hit reward

  • Fixed a load of bugs

Still working on workshop support...

...