









That's right, Pac Snec is now officially on Steam, and that's not even the best part!
There's so much more to come! But here's what you've currently got:
The classic Pac Snec experience
Customizable map and gameplay options
Achievements!
A fully sick soundtrack
and.. probably still plenty of bugs..
But hey, at least it's FREE!
PLUS! There's so much still to come! What I've currently got planned in the works:
Skins for Snecs and Spectres
Workshop support for skins
Leaderboard
More achievements
Better Dynamic music
and hopefully mobile support at some point!
BTW this is my first release on Steam, so, if you do enjoy it, let me know! I'd love to hear what you think. and if you do experience any bugs, also.. let me know, I defiantly want to steam out all the issues as soon as I can, i'm planning to add an in game form for bug reports in future, but you can always send me an email: contact@lukecgg.com or submit a message on my Website if there is anything in the meantime!
But for now, I hope you all enjoy! Now go be the longest Snec you can be!
-LukeCGG
Dear friends!
How time flies! It’s hard to believe a full year has already passed since Sainthood launched. Seeing your reviews, kind words, and reflections across all platforms has been such a joy. Hearing how the game has touched you spiritually and emotionally means the world to me.
Sainthood has now reached over 7,000 players across all platforms! I can only thank God for this blessing and for each of you who gave this small, humble Catholic project a chance.
Many of you have asked for Sainthood on other platforms, and I’m happy to share that a PlayStation port is officially in development! There’s no release date yet, but progress is going smoothly, so stay tuned!

If you have friends or family who might enjoy it, consider gifting them a copy and helping them discover interesting and unique saints as well as the Kingdom of Kongo.
I’ve heard your requests for more stories, and I’m currently prototyping a new, story-driven follow-up in the Sainthood universe. Keep an eye on my Itch.io page for updates and a future demo announcement.
Your messages, prayers, and support keep me going. I created Sainthood because I felt there was a lack of authentic, faith-inspired cozy games, and I’m deeply grateful that it resonated with you.
Join us on Instagram and Discord! I’d love to hear your thoughts, ideas, and stories as I continue building games for this growing community.
Finally, if you haven’t left a review yet, please consider doing so! It really helps the algorithm recommend Sainthood to more players who might be searching for experiences like this.
It would be amazing to reach 50 reviews before the end of the year!
God bless,
- Bisong.
A new collaboration with Roxy Raccoon 3: Troubles in Time
All of this is free for everyone.
1 New Table: Troubles in Time
Unlockable by completing the table Nectar Wars
1 New Achievement for beating the target score on the table.
3 New Cosmetics & 3 New Fur Colors for Roxy
1 New Pinball: The Earth

This month's table is: Overwhelming Ocean
Last month's High-Score Holder was: tsunami316 with a score of 478,100 on Scenic Studio. Congratulations!
For those who are interested, here is a link to the final entry in the Roxy Raccoon Franchise which was just released:
https://store.steampowered.com/app/2745910/Roxy_Raccoon_3_Troubles_in_Time
Been amazing to read all nice comments!
Here is another critical update.
Change Log:
* Fixed: Bombard recipe don't ask for black power
* Fixed: dirt wall has no cost
* Increased prices on all towers
* Added Korean to steam stats
* moved upgrade buttons to the top of the menu
* Extended wall tooltip
* fixed: auto postal only sends sharp stick
* fixed: If Flag 2 is selected at the Editor for a game it replaces Profile 1 while keeping Profile 2.
* Added war declare reminder on soldier tooltip
* Localized the new tooltip
* fixed rare getTypeCounts crash
* fixed rare empty player mouse update crash
* Fixed four out of bound crashes for x20 gameplay
+ The DEMO is also updated to the same version.
We’re back with another dev update for Curry Princess GOLD!
If you're curious about the core gameplay systems and rules, we’ve covered them in a previous post—with a video walkthrough included. Feel free to check it out below.
We’ve made significant changes to the jumping system. The feel of movement has been greatly improved, and it’s now much more responsive and satisfying to control. Check out this short 15-second video.
Controller input issues → Resolved completely!
Movement and jumping system improvements → Success! (See video above)
Graphics/rendering issues → Fully stabilized!
Throughout October, we focused on finally resolving long-standing issues related to input handling and rendering.
We’re happy to report that these efforts have paid off—devices are now reliably detected and correctly processed, and rendering is much more stable overall.
We’re excited to announce that Curry Princess GOLD will be playable at the following upcoming indie game events in Japan:
Tokyo Game Dungeon 11 – February 8, 2026 (Sun)
TOKYO INDIE GAMES SUMMIT 2026 – March 13–14, 2026 (Fri–Sat)
↑Sorry, TIGS wasn't confirmed yet \[Added 11/2]
We’ll be showcasing a significantly improved build compared to the previous demo, and we’re working hard to make sure the experience is as fun and polished as possible.
If you’re in the area, we’d love for you to stop by and give it a try!
#TokyoGameDungeon11 #CurryPrincessGOLD
As always, here’s a quick moment of calm to end things—enjoy a video of our birds relaxing in the studio.
By the way, this is the original video behind that red birb meme. Believe it or not—that’s actually our very own Gumi-chan!
Hey everyone!
This update kicks off Chapter 2! Here’s what’s in the build so far:
The town is in very early stages, with more to come. Most houses will eventually be accessible and interactable.
The way to the mansion is currently the path to end the chapter, but it won’t be accessible until the town is completed.
More content will be added to the town over time.
Hopefully everyone had a great Halloween with plenty of scares!
Thanks for all the support,
Josh – AyoCreativeGames
... You notice the facility has shifted since last time.
That bookcase is blocking the hallway now. Available routes have changed. But you will still find your way to the security room. You will confront the narrator directly.
But the narrator sends you back. Again, and again.
Each time, more is revealed about what happened here. And you will not stop until you find your answers
I'm the solo dev of The Promethean Project and I wanted to give you an update to the overall story. Because you haven't played a game like this.
This is a fight for control against an antagonist who has weaponized perspective itself. It's your job to use your camera to investigate and unravel the mysteries.

Your primary antagonist is The Narrator. He is in control of the facility, and to a degree, he is in control of you.
You are physically transported, clipped through walls, and dumped back at the start. He's not just a storyteller. He's a censor. And he's not just resetting your "progress." He's rearranging the facility itself. That bookcase from the library? It’s now barricading the hallway. He is actively moving furniture to block your path.
You're a subject, but you're not powerless. Your tool is observation. Your weapon is truth. You are a detective in a 1990s sci-fi horror novel, exploring a massive three-building facility that went dark years ago.
You will explore:
The Corporate Admin Building - What was once the facility's pristine public facade.
The Staff Dormitories - For a complete live-in staff. Everyone from security to executives.
The Secured Lab - And its sprawling underground complex. The home of the facility's dark experiments.
Imagine this: There's an ID tag for 'Dr. Chen' in the lobby. You can ignore it or photograph it. You may even miss it. Later, when you find her first log, The Narrator's response will be completely different.
If you photographed it: He'll be suspicious. "Prying into things that don't concern you, aren't we?"
If you ignored it: He might be deceptively helpful. "Such a tragedy, what happened to her."
If you missed it: He'll introduce her while talking about the evidence.
Your investigation is focused on three main storylines that are tangled together within the facility's ruins.
Project: Promethean You're here for your brother. His last messages were... concerning. Then, they stopped. Years of digging led you to this secluded facility. You'll trace his final days through his personal journals, scattered effects, and the classified company records of his work on a project code-named "Promethean."
Project: Styx Your only tool, a digital camera, belonged to Dr. Chen. She was the head of "Project: Styx," an experiment to create trans-dimensional gateways. Now, you must follow the trail she left behind: her panicked video logs, her covert research notes, and the physical destruction across the facility as it fell.
Project: Arachne's Thread You are not alone and another monster stalks these halls, a result of the Arachne's Thread project gone wrong. But this monster is different. It's... highly intelligent. You'll find its own research notes and logs of experimentation... right next to the hulks of what now sustain it when MREs are not enough. But you are not its only prey. Terrified camps of other survivors are being actively hunted. Will you help the other survivors escape?
This is not a game of 'Choice A' or 'Choice B.' We call it a 'narrative web.' Your investigation is not linear. The order you find clues and the path you take builds a unique story that is yours alone.

Most games offer simple branches. Here, every discovery is a new connection. Your path through the web is your investigation... your fight against the narrator's control.
Your path through the web isn't random—it's building a story. Every clue you find is a step up a structured, terrifying narrative. Your actions and focus don't just give you flavor text; they determine the entire focus of your journey.

Your journey is a hunt for the truth. As you progress through "Episodes," you'll go from being lost and confused to knowing exactly what you're looking for. The story's climax revolves around the clues you've focused on the most.
This isn't just an idea. It's a concrete plan and the mechanics work. This blueprint shows the full structure of the game, its three main storylines, and our transparent roadmap of what is being built.

This is the design. You can see how all three main storylines ([c]A[/c], [c]B[/c], and [c]C[/c]) are interconnected. The clues you discover in [c]Episode 1[/c] can lead you to [c]Episode 2[/c] of a completely different storyline.
This is also the promise:
The Demo will be a focused introduction to the game, featuring the full [c]Tutorial Episode[/c] and [c]Episode 1[/c] of the first storyline.
The Launch will feature the complete, polished first storyline.
Future Updates will deliver the remaining two storylines, which are already designed to be integrated from the start.
Thank you for following the project. We're building something truly unique, and we can't wait for you to start your investigation.

Changelog:
Fixed a bug where players could incorrectly receive the achievement for clearing Presence 8 when completing a lower Presence.
Fixed a bug where certain characters wouldn’t trigger the Presence 8 clear achievement properly.
Achievement fixes will be applied automatically when entering the lobby.