You asked for it. You waited. Now it’s here: OG PG3D Season.
We took the spirit of classic PG3D, tuned it up, and wired it into everything—maps, weapons and avatars.
Dangerous Roads, Ant’s Life, Coliseum, Lab… Sound familiar?
Jump back in, hit the beloved maps, and bring the glory back.
Hello Officers,
With the recent launch of Season 5, we have just completed a seasonal reset of all Player Ranks.
As part of this process, your current rank has been reset to 0. You can now embark on the new season and battle your way up the ranks once more!
If you earned a Commander License in Season 4, it has been automatically carried over, allowing you full access to the Commander (RTS) role in online matches.
Note: Please be aware that any EXP earned in the past week will not be immediately reflected in your profile following the reset. Our team are looking into restoring all missing EXP to your account in next week's update. This will only affect players who played from 23rd October - 1st November.
See you on the Frontline!
Hello everyone!
We've updated the demo again based on recent feedback.
1) Added an interactive pause – you can now explore the world and explore it while pausing, otherwise the game will stop.
2) Fixed a volume bug.
3) Added a tutorial in three languages (English, Russian, and Chinese).
4) Changed the starting resources, making it easier to start the game.
5) Added system and custom cursors to choose from.
6) Fixed a bug with the race to the city without an existing racing car.
7) Improved the representative's responsiveness; the manager now understands the route better.
If you see any old or new bugs, please let us know; we're actively working on them! Thank you!
Order from & deliver to customers: You can now take and hand over orders directly to customers—not just from tables. Previously, ordering and delivery were table-only.
Table numbering (tri-fold cards): Responding to community feedback about locating tables, we added clear, close-range table number cards on each table.
Customer status indicators: Added concise status visuals (e.g., waiting, order taken, en route, eating) for faster, at-a-glance flow tracking.
Eating animations: Customers now play eating animations, improving readability and ambience at the table.
Recipes moved to Pause menu: The recipe menu has been moved from Settings to the Pause menu for visibility and quick access, reducing confusion.
Recipe video corrections: Community-reported missing/wrong videos were reviewed and replaced; content alignment is now consistent.
Outline persistence at day start: Fixed an issue where Table and UpgradeBench outlines could remain enabled at the start of a new day.
Text polish: Corrected several typos and phrasing issues across UI and prompts.
Keep the feedback coming—the table numbering and content fixes were prioritized thanks to your reports.
We’ve been counting down the days, and it’s finally here, our Kickstarter campaign is officially live!
Your support can help us bring the full, cozy, puzzle-packed adventure of Packing Life to life.
Here’s what’s waiting for you:
🌏 A heartfelt journey: Each journey packed, each moment lived, a path to self‑discovery.
🧩 Cozy + clever game-play: Tackle relaxing suitcase puzzles designed to spark joy.
🎁 Newly upgraded rewards: Day‑one backers score exclusive gear, collectible rewards.
💖 Every pledge, big or small, matters. You’re not just backing a game — you’re joining a journey and becoming part of our story.
👉 Click here to visit our Kickstarter page and choose your reward tier.
Let’s make Packing Life together!
Hello, lovely players! I’m Ya Mao, and here’s the October game development update for Shiba Sweet.
This month’s progress has been amazing. I completed several major systems including the Recipe Unlock System, Bankruptcy Rescue System, and Ingredient-to-Trash System. I also improved the Ground Decoration System, fixed many bugs, and added a brand new event called Dog Day to the demo, making the game feel much richer and more complete.
When a recipe is unlocked, players can now enjoy a cute animation showing which new recipes, ingredients, and utensils have been unlocked. If the maximum number of desserts that can be placed has increased, that information will also appear in this animation.
Originally, I used a plugin that allowed 3D visual effects to be projected onto 2D widgets, but it caused conflicts during packaging and made the build fail repeatedly. I eventually decided to stop using the plugin and recreated the visual effects using Unreal Engine’s built-in tools instead.

The layout of the information panel has been adjusted to make it easier to read. Players can now continuously place the same type of object in build mode without having to reselect it every time, which provides a smoother building experience.
I also added anchor points for the player’s position so that decorations or furniture will not overlap with the player while building.

This month I fixed many bugs of different sizes, such as the flickering icon on the mixer, button safety checks, corrected tutorial images, adjusted the ingredient box collision, and fixed the problem of ingredients clipping through the table.
I also fixed issues observed during a game exhibition earlier this month, such as an incorrect day setting that prevented the shop from progressing and unclear tutorial messages that made players confused about how to place ingredient boxes. These improvements helped the game move in a better direction.

That’s right, the Shiba dessert shop can actually go bankrupt. When the player faces a financial crisis due to poor management, a hidden rescue system will automatically detect the situation and provide timely help. This feature allows the game to continue smoothly and prevents the shop from closing down.

To stay true to the game’s world and rules, I developed a system that turns unused ingredients into trash. If players forget to put ingredients into the storage cabinet before the day ends, they will find spoiled food the next morning that must be cleaned before the tables can be used again.
This system also applies to desserts left on the table, unfinished food in cookware, and ingredient boxes left on the ground. If these are not handled properly before closing, the kitchen will become a mess the next day.

In addition to English and Traditional Chinese, I added Japanese and Simplified Chinese versions this month. Each language uses carefully selected cute fonts that match the cozy and friendly atmosphere of Shiba Sweet.
Adding new languages took much more work than expected. Besides accurate translations, I needed to make sure there were no text conflicts, and I also had to redraw some UI textures for each language to ensure everything displayed correctly.

In the game, most customers are various types of cats and dogs. There was already a Kitty Day on the 12th, so I added a new Doggy Day on the 24th. On this day, all customers are dogs, and players need to prepare and pack delicious dessert bento boxes for them.

This has been a very productive month with lots of effort and progress. Looking back, I’m happy to see how far the game has come. The official release is getting closer, and my current focus is to finish the demo and start a playtest in December to gather valuable feedback from players.
If you would like to try the game early, please keep an eye on the upcoming announcements. A limited-time playtest is planned for December.
Thank a lot for reading this far. See you in next month’s devlog!
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Follow my development journey:
YouTube Channel: https://www.youtube.com/@Maowoo-studio
TikTok Channel: https://www.tiktok.com/@maowoo_studio
Instagram: https://www.instagram.com/shiba__sweet/
This is the first in a series of updates to add special abilities. To use these abilities, press Q on keyboard and X on controller (Xbox Controller)
Aswell as these first abilities this also add a new playable species the stingray.

The stingray comes with the ability to bury hiding you from predators and prey.
Secondary sting attack damages anything above the ray.
The next species gaining an ability this week is the Goliath Grouper

The Goliath Grouper can now use its drum ability to stun all nearby fish to make for some easier meals.
I will be releasing additional abilities as I complete them.
Thanks for reading
-Colin
Hi everyone!
I’m Florian, solo developer at Aspic Games, and I’m thrilled to announce that Medieval StartUp is now live in Early Access! 🎉
This marks the beginning of a new adventure: manage your own medieval tavern deep in the swamp, serve your customers, brew your beers, hire your staff, and turn a small shack into a thriving hub of the kingdom.
👉 Launch discount -10% for 14 days
👉 Your feedback means a lot! The game will keep evolving throughout Early Access, with new content, balancing, and some mysterious surprises along the way.
Huge thanks to everyone who played the demo, shared feedback, and supported the project since the Steam Next Fest (and even before)!
Sit back, serve your first customers… and most importantly, have fun!
Florian
Aspic Games
Baked lighting on main map was not baked properly which was causing a gpu crash. Lighting was re-baked. Adjusted enemy AI. Enemies that were assigned a patrol route were not properly detecting the player. Adjustments were made to ensure AI can detect player from sight or sound near by and aborts patrol route to investigate.