SHOVE IT IN HER PUMPKIN! Get your ass to Halloween NOW! The town’s scare-fest just turned into a pussy-soaking fuck-fest… The hottest horror sluts ripped off their masks and panties. Their tits are scary huge, their throats gag-level deep! Forget sour candy—tonight you’re stuffing sweet demon holes. These ghost-bitches spread ONLY for real orgasm hunters! Crash this nightmare and become the main monster in their cunts! 👻
Peniswise’s freak-squad is freaking out! They feed on sex fears, but nobody’s scared… Yanking Peniswise’s red nose & twisting her nips... Rubbing Pussyjuice between the thighs & sniffing pits… Poor Pinhole got every hole stretched… Imagine what happens when they meet the real beast—YOU & YOUR COCK! 👺
Play dumb & act like their scared boy—they eat that shit up… Then GRAB THAT ASS and DRAG ‘EM TO BED! Let the whole town hear ‘em scream from pleasure, not fear! 🦇
Halloween Peniswise event runs Oct 30 – Nov 13. Don’t miss the chance to rail these exclusive freaks and own the scariest NIGHT OF THE YEAR! Their fear-soaked holes are drooling for your candy! 💦💦💦

Spooky rewards await:
MYTHIC card “Peniswise” from the harem Sporties;
LEGENDARY card “Willy Puppet”;
EPIC card “Pussyjuice”;
MYTHIC item card “Creepy Pasties”;
Plus a bat-shit FREAKY PACK for orgy-level debauchery! 🫥
Be the ALPHA MONSTER this Halloween! Make those cursed sluts quake at your dick. Fill their haunted holes with your potion and make ‘em beg for MORE CANDY! They’ll discover the true nightmare is life without your massive DONG! 🤡
😈 Don’t sleep on the other Halloween fuckery 🎃:
MYTHIC card “Pale Emily” 💀 wants you to warm her ice-cold pussy;
Party King’s new season is ON, and the “Witch’s Brew” card 🍸 is begging you to suck her bone-dry;
LEGENDARY Tarot cards (Devil, Death, Hermit) 🔮 already in a lesbian orgy—waiting to turn it into a full-on fuck-sabbath! 🔥
Every sexy ghoul is dripping for you—COLLECT ‘EM ALL! ⚰️
P.S. My “pumpkin” is going dark without your dick-light… 🎃
Yours, Dayana 💋
In a car simulation game, there’s a certain charm in having a continuous sequence: opening the car door, the character getting in, and then closing the door. I don’t know how to explain it, but it creates this feeling that makes you want to open the door again just to see it happen.
I’m currently working on this feature in my game, but I know it will change the overall pacing quite a lot. Still, I’m really looking forward to seeing how it feels once it’s finished.

In response to your numerous requests, we have expanded the “Cities of Your Choice” mode by adding a version without timers. This means that you can't lose due to airport overcrowding, you don't need to unlock new territories every 6 minutes, and you can start the game from any territory.
We have reworked the balance of the classic version of the “Cities of Your Choice” mode. Now the cost of unlocking territories does not increase as quickly as before.

We have also added the ability to enable the option for players to choose the city to unlock in the scenario editor. This means you can expect new scenarios with this feature from other players, or try making your own!

- Fixed a bug where, at random moments during the game, newly purchased planes would fly out of the city with the green color, even though they had passengers on board.
- Fixed a bug where, when loading a save with Ladder mode after playing “Cities of Your Choice”, the city selection button remained.
- Fixed the setting for the minimum city population when creating a custom scenario.
- Other minor fixes.
Do you like the update? Please let us know your feedback about it. It's important for us to hear your opinion! You can participate in discussions about game updates on our Discord server: https://discord.gg/9eHyYap style=button

This update brings the game closer to the vision I’ve been working toward, tackling past issues and introducing new features to improve your gameplay experience. Thanks to everyone who purchased the game and left reviews; your support makes these updates possible!
Battle Map: Expanded for more strategic maneuvering and engaging encounters.
Unit Selection & Movement: Select multiple units at once and move them together.
Formations & Commands Panels: Organize your army more efficiently with dedicated panels.
Group Selection: Manage units in groups for faster and smarter control.
Rewards Panel: Redesigned for clarity and ease of use.
Auto-Move: Units now move automatically under AI control. After completing a player-issued movement order, they wait 2 seconds before resuming AI-directed movement, unless the Hold Position command is toggled, in which case they remain in place.
Target Priority: Combined into groups for streamlined tactical choices.
World Map: Updated with improved visuals and usability.
Movement & AI: Movement system refined and AI slightly improved (will continue to enhance in future updates).
Fixed items appearing behind stats panels when equipping.
Fixed stats tooltips not updating correctly.
Addressed various smaller bugs for a smoother gameplay experience.
The new movement and command panels are a bit complex at first. A detailed guide and tutorial will be released soon to help you get the most out of the new systems.
It's been a long journey getting here but as I type this I realize that the journey is probably just beginning.
First of all I just wanted to say thank you to all of you guys for the great feedback you provided us with over the last few weeks. Honestly it caught us a little bit by surprise but we're incredibly excited to see that others share our passion for the game and it's definitely emboldened us to not cut any corners, and to try to deliver the best game we can make.
There are a lot of improvements and features we want to add as we head into a planned Early Access next year. Over the coming months we would like to post regular updates detailing our roadmap and letting you know what we're working on. We'll also try to do gameplay videos and explain the mechanics in more detail so please keep an eye on our TikTok, Youtube and Instagram channels as well. If you have any questions or feature/content requests our Discord channel is also welcome to everyone.
As for the very next step, we're working on getting the game ready for a first playtest. This will be a closed playtest and we're eager to get as much feedback as possible.
Thanks to all of you, we actually already filled all the slots for the initial stage but we will keep registrations open as a larger second playtest will follow. So even if you didn't make it in the first batch, please don't hesitate to register. Your feedback is incredibly important to us.
We built the foundation. We spent the first few years working on this alone. This next step we would like to do together, with you :)
1.修复宠物技能CD失效问题
2.修复售卖普通物品时,会多出售一个的问题
3.破面的二阶法宝'碎魂',多段不生效的问题
4.各个角色法宝'通用'现在仅仅'双魂'模式生效
5.其他忘记了
Fixes:
Fixed an issue with the save system - progress now saves and loads correctly.
Fixed door collision bugs that could block player movement.
Fixed problems with notes not displaying or interacting properly.
Minor technical and visual bugs have been resolved.
Thank you to everyone who reported issues and helped make the game better!
A small content update + QOL update:
New shared spell upgrade "Frost Wave"
- This spell is a wave of frost that glides across the screen, destroying enemies on collision.
- Update to switch "on mouse click" to "on E key pressed" near treasure chests, coffins, talking to NPCs, etc. There's a new "E" icon that shows up when this is an option.
Thanks for playing! Have fun! More content on the way (lots more spells/abilities/upgrades that will be SHARED, meaning all characters will be able to use them).
Fixed an issue with the AI system where a safety gap could trigger unexpected bugs between play sessions.
Improved AI stability and behavior after capturing the player.
Adjusted several hitboxes to improve interaction detection with the player.
Fixed some teleportation zones in the Labyrinth, preventing the player from falling through the ground.
Reduced the size of certain hitboxes to avoid unintended collisions or multiple triggers.
Adjusted several dialogue lines to fix minor inconsistencies.
Improved dialogue timing in specific interactive sequences.
Minor optimizations to entity behavior inside the Labyrinth.
Cleaned up unused internal references to improve overall stability.
This update mainly focuses on improving stability and ensuring key gameplay systems behave reliably.
A more complete update will follow with further optimizations and balancing adjustments.