We Could Be Heroes - Jonny Roy
Chapter 3 Update 9

Added a new Stage 3 - 11.

Improved player stun time is now reduced to get you back into the fight quicker, you can use dodge to get up straight away.

Improved reflections, they now have far less distortion issues.

Adjusted Tyler's starting position to make him easier to tag.

Improved path finding enemies won't get stuck behind breakable objects under overhangs.

Fixed mirrors not breaking.

Fixed some stages windows would break, but then appear non broken when entering a building.

Fixed issue where sometimes enemies would not get stunned correct when hit (for example if the enemy was taking a weapon out)

Fixed issue where some enemies would get stuck not attacking you.

Fixed issue where some enemies would get stuck waiting for your character to recover even though you already had.

Fixed an issue where enemies would get stuck trying to pick up heavy items.

Fixed an issue where all enemies would attack you as soon as the stage started on later levels, after finishing a longer stage than the current one.

Fixed Mellon issue - where broken pieces weirded out.

Fixed couldn't sit on bench issue

Fixed issue with enemies not sitting in cars correctly

Fixed issue in Chapter 3-2 with slowdown after defeating the first 3 enemies and then restarting multiple times.

Fixed Chapter 3-4 path finding issue caused by explosion.

Fixed toilets sit-able.

Chapter 4 will be dropping very soon! Thanks for you patience, I appreciate you all.

Jon

BOBO ~IN ANIMIA~ - 卡哇伊

Based on feedback from the first batch of testers, the playtest version has received the following updates:

  • Fixed character stuttering bug

  • Fixed the bug where interactions could only be triggered after multiple clicks

  • Fixed save file error bug

  • Added support for 16:10 and 21:9 screen resolutions

  • Fixed restaurant exit error bug

  • Corrected some text issues

  • Fixed UI not responding bug

  • Optimized character animations

The testing is ongoing! We welcome you to continue your experience!

Feel free to report any bugs you encounter:

https://docs.google.com/spreadsheets/d/14TRkW9NaQ0yTUP0Tth0B8rCVsbcktoUYFdqiwUrxsJg/edit?gid=0#gid=0

The Shadow of the Warring States Period - 无敌小鹏鹏
《战国之影》11.1版本更新内容如下(本游戏为CRPG半即时制战斗):

新增职业“法家”,当前仅开放防御天赋,后续将陆续推出治疗与输出天赋。

新增队伍配置功能:在人物选择界面可自由编组5人战术小队,队伍总人数上限已提升至6人。

LION The Last Homeland - Sir Arcanos
Good day, everyone!
We have a new update focused on introducing an engaging new feature and addressing several key issues reported by the community.

New Feature: Context Chat
We are excited to introduce Context Chat, a new feature designed to deepen the connection players have with the main characters.

Dynamic Dialogue: Children and Rosamunde will now perform small, contextual chats between themselves while exploring the world or during combat.

Enhanced World Immersion: These dialogues provide narrative context about the current situation, location, or unfolding events.

Character Personality: This system helps to further establish and showcase the unique personalities of each of the children.

Please Note: These initial dialogues are being implemented now, and we will continue to update and expand the dialogue pool in the coming days and weeks.

Bug Fixes and Gameplay Adjustments
We've made several important adjustments to improve combat balance and fix reported bugs:

Magna Atlantitors Boss: The boss's defenses have been significantly increased to prevent ultra-fast staggering, making the fight more challenging and consistent.

Demon Whisp and Other Whisp Enemies: The base stagger value for these enemies has been reset to their default settings, preventing them from being immediately staggered upon spawning.

Mecha Pawns: These enemies will no longer take damage from electrical damage sources, correcting an unintended weakness.

Tank Grab Object & Cannon Bomb Shot: Improvements have been made to the functionality and reliability of the Tank Grab object and the Cannon Bomb Shot ability.

Technical Improvements
Shader Pre-calculation: A new Pre-calculation Shader section has been added to the loading screen.

Initial Load Time: The system will now compile several necessary shaders upon the first load, which may cause the initial loading time to take slightly longer. We are actively developing and improving this new system to minimize load impact.
Hijong Park's Defender Patrol - PsychoFlux Entertainment
  • Added custom mouse cursor. This mouse cursor can be used in VR mode, and It can also be controlled with joysticks via "Cursor Axis" and "Cursor Press 1".
  • Added Unit inspection feature. By designating a target with TSU and pressing "Inspect designated unit", you can quickly access to the informations about the designated unit. Binded to I(i) by default.
  • Added frame counter, which can be enabled with "Toggle frame counter". Binded to \(backslash) by default.
  • Added a digital clock on the instrument panel telling the current time of the day.
  • Added Cyclic and Collective position trimming feature in VR. By moving the levers around the collective or right side of the chair, you can adjust the positions of the collective and cyclic. This trimmed position remains persistent after leaving the game.
  • Changed rearming camera view in VR to prevent nausea.
  • Improved training marker message positions, preventing them going out of the screen in monitor mode.
  • Introduced the Pylon weapon fire button for MD-530F. 530F now have two different weapon firing buttons for inboard miniguns and outboard pylon armaments, and both weapons can be fired at once for more powerful and convenient attacks.
    This weapon fire system will also be applied for AH-1F(S) Cobra attack helicopter in the sequel, firing M197 turret with 2 stage trigger and using other pylon weapons with a button.

  • Dismissing some realism, The Starter switches are moved to the top side of the collective stick to reduce confusion.

  • Various VR commands had been changed to respect single face button controllers like Vive wands.

    When not grabbing anything:
    • Opening VR submenu: Grab + primary face button.
    • Pausing game: Holding primary face button while submenu is opened.
    • Interaction assistant ray: pressing primary face button without submenu, when it's enabled in settings.
    Cyclic Sticks:
    • Moving joystick: replaced 4 way hat trimming to 4 quick MFD page buttons, as this trimming is entirely useless in VR.
    • Pressing joystick: Engage force trim.
    • Secondary face button: Reset trim.
    • Primary face button: Pylon weapon fire. (MD-530F only)
    TSU control stick:
    • Secondary face button: DTV/IR switch.
    • Primary face button: ATGM fire button. (for MD-500MG and MD-530F)
    Model 10:
    • Upward joystick can also release latch like secondary face button does.
  • Added "Single face button input mode" that provides alternative control set on some control devices for VR controllers that lacks secondary face button.
  • Joystick inputs on cyclic will get disabled when mouse cyclic is activated to prevent confusion.
  • Every mouse keybinds get disabled when Cockpit interaction mode is activated to prevent unwanted inputs while interacting with the switch.
  • Fixed serious performance drop issue when enemy AI helicopters are requesting fire support from their howitzers.
  • The position of NVGs now can be freely adjusted in VR for the player's preference.
  • Added Polish(Polski) localizations. (provided by Ravenmore)
  • Increased the resolution of menu to allow more space for various languages.
  • Added custom mission start hour slider.
Little Witch Survivors - 四月二酱

Thank you for actively participating in our latest Halloween event and for sharing a wealth of valuable feedback. We have been closely monitoring community voices and have promptly prepared this v2.2.0 fix patch to address the reported issues.

The focus of this update is to optimize the experience of the "Halloween Crypt Labyrinth" event and resolve a recipe synthesis issue that affected game progression. Below are the detailed contents of this update:

v2.2.0 Update Content

  1. Halloween Crypt Labyrinth Difficulty Adjustments
    We received significant feedback indicating that the "Crypt Labyrinth" event was too difficult. After carefully analyzing player data and suggestions, we have lowered and optimized the difficulty of this event.

  2. Recipe Synthesis Bug Fix
    All recipe synthesis will now function as intended. Players affected by this issue can proceed with synthesis confidently.

MINDHACK - rosawa

マインドハッカーの皆さん、こんにちは!

今月から、毎月1日に開発進捗をお知らせしていきます。

第6章の進捗はこちら。

-シナリオ:100%

-システム:80%

-アート:75%

10月はアートがかなり大きく進みました。

10月のブログは下記の4本です。

-MINDHACK : 電話相談2025回答その5

https://mindhack.xyz/archives/9064

-MINDHACK : セールイラスト紹介

https://mindhack.xyz/archives/9075

-MINDHACK:土曜サスペンス劇場・MINDHACK連続殺人【前編】

https://mindhack.xyz/archives/9087

-MINDHACK:土曜サスペンス劇場・MINDHACK連続殺人【後編】

https://mindhack.xyz/archives/9094

10月のすきまトークも更新されているので、ぜひご覧くださいね。

https://youtu.be/FdaeexLms00?si=EUUY0kin0arvSlzs

それでは来月も元気にマインドハック!

Connect Feur Playtest - Gérard Majax
These changes are intended to make Arcade Mode more enjoyable (i.e. not spend half of it waiting for animations to resolve :p).

  • Added a menu option to speed up spell and effect animations: 1x, 2x, 4x and instant.
  • Improved boon appearance.
  • Improved buff tooltips appearance.
  • Fixed a bug where the game would sometime fail to find an appropriate boon and crash.
Retrowave '84 - KS98

Hey all, first of all some great news, recently hit a very important dev milestone as the internal game build can now be played from start to finish! Meaning now it really is down stability and bug fixes, and various testing/design tweaks. It's taken a bit longer than I would have liked but that extra help brought on will mean this will be closer to release ready every day! Want to thank everyone here who's been supportive of this project, and I'll keep you all posted on the state of it next month, take care and many thanks!

- KS

We Escaped a Twisted Game - Deluded Games

Hey Escapers!

We just wanted to take a moment to say thank you. We honestly didn’t expect such an amazing start.

Seeing so many people play the game, have fun together, and share their reactions has been surreal for us.

Since launch, almost 1,000 players have already jumped into We Escaped a Twisted Game.

For a small two-man team working full-time jobs during the day, that means the world to us.

This week, we’ve spent our evenings reading every bit of feedback and patching the game nightly.

Tonight, though, we’re taking the evening off to celebrate!

Your feedback has made a real difference.

The median playtime has grown from 2 hours to 2 hours 27 minutes, and 64% of players now finish the game. That’s incredible progress in such a short time, and it’s all thanks to you.

We’ve learned a lot during this launch, what works and what doesn’t.

That knowledge will be invaluable if we ever decide to continue Chad and Stacy’s story.

Your support and feedback have been amazing. You’ve helped us improve the game in ways we couldn’t have done alone. If you haven’t already, leaving a short review helps others start their escape, and means a lot to us. ❤️

Once again, thank you for all the kind words, honest feedback, and for playing our game.

Until next time,

Markus & Albin

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