Hello everyone.
Unfortunately, I have to inform you that the game's release has been postponed to November.
The planned release date was October 29, but I was unable to release it on that date.
The reason for this is that the game has been stuck in Steam's verification process for three weeks. There is nothing I can do about it except wait patiently.
It's probably after the recent controversy surrounding adult games, Steam is examining each of these games in great detail now.
I am waiting, just like you, for the game to be released. The game build has been ready for three weeks, and now we all have to wait for Steam to verify the game.
I apologize for the delay and hope you understand.
Mr Strangelove.

Ahoy!
With this latest update for the Demo I thought it was about time to make an announcement here on the store page. So here it is! Firstly I'll go through what you can expect out of this demo and at the end I'll put the changelog for the latest version.
Whilst developing DWARRF: A Pinball Roguelike, I'll also be updating this demo to ensure that the game's going in the right direction and I can gather as much feedback as possible. I'm currently planning on leaving this demo up for the forseeable future so you can just add it to your library and play it whenever you want - no rush!
Content-wise, this demo currently contains a very streamlined version of the first floor of the dungeon. As more pinball boards, enemies, relics, balls etc get added to the game, the demo will also become more fleshed out but will always remain just the first floor. Also there won't be a save/load system in the demo (but there will for the released game).
The final game will have 3+ floors and a hub village for progression so keep an eye out for a release date!
In the mean time, please wishlist the game if it's of interest and share it with anyone you think may enjoy it. Pestering your local gaming influencer also helps :)
No new content for this one, mostly subtle improvements - of which the most notable are:
Bunch of optimisation improvements (load times / freezing / RAM usage),
Barrel balls actually upgrade properly now.
Victory music (yay?),
Fixed the one way direction board collision,
Improved tutorial slightly (board change / qol),
Containers are now more noticeable,
I still have a long ol list of minor improvements to make before I start work again on new content for floor 1, but if there's anything not mentioned before that needs a little tweaking/polish please let me know and I'll add it to me list.
As always, happy mining and thank you for checking out my little game :)
Sam
Creator of many balls
Collision bug fixed: the player no longer takes damage when far from a dinosaur. Attack detection has been improved to prevent ghost hits.
Fixed distance damage issue: removed unintended damage when the player wasn't actually touched by a dinosaur.
Hitbox improvements: refined impact zones to eliminate “ghost hits” when Tawa is far from enemies.

Augs, the city’s grid is pulsing with strange energy tonight. Neon lights flicker in irregular patterns, shadows stretch longer than they should, and somewhere in the lower sectors… something new is hunting.
This is not just Halloween outside the simulation; it is a hint of what we plan to bring into the final version of Carbon. We intend to integrate real-world events into the network: themed quests, unique enemies, and limited-time encounters that reflect the atmosphere of the outside world.
Imagine the system going dark every October, strange data anomalies spawning a rogue AI, or a masked miniboss stalking the alleys of Neon District 9. These are the kinds of living, breathing seasonal events we want to build, not just cosmetic changes, but evolving stories in sync with the players who inhabit them.
If you like this vision, let us know in the comments, share the transmission with your friends, and help us spread the word across the network. Every signal boost brings us closer to making Carbon a living, evolving world!
https://www.kickstarter.com/projects/carbonarpg/carbon-scifi-action-arpg

Dear friend,
It is with great joy that I announce this: the Resize spell is here! Any decoration you can gather can now be made bigger or smaller by using the newest Resize spells available in your enchanted journal.

Please be aware that this small, but mighty spell has no limits - it is up to you and your creativity how to use it. This means that some small decorations will be pixelated if you choose to greatly increase their size; but pixel art is a playful medium as well, and I look forward to being inspired by your designs!
The Resize spell has been a popular request, and I hope that it will bring joy to many of you.
There are more new features on the way. I plan to collect them into a major update that will enchant the quiet journaling moments of the coming winter.
Once more, I want to thank you for visiting my enchanted cottage and for leaving me valuable feedback. Your reports are anonymous, so there is no way to thank you personally. But if you haven't already, I hope you will consider joining The Merry Fairy Discord server, a small, warm, and kind community of magical souls.
May you have a cozy and a little spooky Samhain/ Halloween!
