Unbridled: That Horse Game - Mind Evotion Games
During the week of October 27 to November 1, we worked intensively on the ability system, improved numerous animations, and laid the groundwork for the new horse AI, which will make behavior even more realistic in the future.

Revision of the Horse Manager
The "Information" section in the horse manager has been revised to present the details of each horse more clearly and in a more structured way.
In addition, the subcategories Genetics, Stats, and Victories have been added, allowing more information to be displayed and better organized.


Revision of the Ability System
The ability system has been completely redeveloped from scratch.
Our community especially appreciated that horses could previously be trained over time through repeated actions, we are keeping this core principle but significantly expanding upon it.

In the future, every horse, whether purebred, mixed, or hybrid, will be able to use every ability path. This will make training more flexible and personalized.

The new system works similarly to the previous one; however, instead of collecting experience points (EXP), you now earn ability points in specific areas when performing matching actions frequently enough.

Example:
To earn Bonding Points, you can regularly feed your horse its favorite treat or brush it.
If this action is repeated often enough, the horse will receive a Bonding Point.
These points can then be used to unlock new abilities, special movements, or other unique traits.

But what happens once you’ve unlocked everything?
Even then, it’s still worth continuing to train, because:
The more points your horse collects, the higher its overall value becomes. This way, training remains rewarding even after reaching the maximum.

Additionally, it will be possible to exchange points between paths, for example, converting Agility Points into Bonding Points if you’ve accumulated too many in one area but want to focus on another.



Our goal is to make the system flexible, motivating, and exciting in the long term, with clear progress mechanics, as well as meaningful balance and difficulty levels to ensure it doesn’t become too easy.

Revision of the Horse AI
We have begun planning and developing the foundation for the new horse AI in detail.
In the future, we will use Unreal Engine 5’s “A.I. Behavior Tree System” instead of integrating the AI directly into the horse.

This tool allows for a more structured workflow, better multiplayer replication, and enables the horses’ behavior to dynamically adapt to different situations.

Our goal is for horses to actively respond to their environment, for example, to weather, the player, other horses, terrain, or bodies of water.
Furthermore, with the “A.I. Behavior Tree,” we can also integrate each horse’s individual personality, making their behavior feel even more natural and diverse.

Progress on Riding System & Environment
Riding System
All basic riding movement animations have been completed, walk, trot, canter, and gallop are now fully implemented.

Dressage
The basic movements (walk, trot, canter) for the dressage mode are complete.
The first dressage lesson, the Passage, has been successfully implemented.
Work has begun on the leg-yield movements.


Show Jumping
Initial test animations for jumps have been created and are currently being evaluated.

Horse in the Stable
First test animations for the horse’s behavior in the stable have been produced.

Technical Development
Progress on implementing the new horse coat and related functionality in Unreal Engine.
(Currently still in an early testing phase.)

Level Design & Environment
  • The width of the show jumping obstacles in the game has been adjusted to provide a more realistic gameplay experience.
  • A first draft of a stable for the campground map has been created.

Note
All content is currently in WIP (Work in Progress) status and may still change before release!
As always, you can follow our progress live on our public roadmap:
Rescue Heli RH407 - gawryl77

I’ve just launched a Discord server - feel free to join the squad: https://discord.gg/NeBF3Kh4

What’s in it for you?

  • Get early news and sneak peeks - and actually have a say in what’s coming next!

  • Got your own ideas? Drop them in - I’m all ears.

  • Chill out and chat with folks who enjoy the same retro vibes.

  • And the best part - no membership fees, obviously 😉

If Discord isn’t your thing, no worries - other channels are still active:

Stay in touch, pilot. Over and out.

tModLoader - javidpack
Hello everyone! It is time for the November 2025 Stable Update.

But first, some news. This last week we hosted our third official mod jam on our Discord server. The theme was "Anything Can Happen on Halloween!" and we had several spooky mod submissions. We thank everyone who participated and hope it was fun and a great practice! We encourage players to check out the mod jam submissions on the workshop here.

If you are interested in participating in the next mod jam, be sure to come to Discord and grab the "ModJam Ping" role to be notified.

Also, here is a collage of new mods released this past month. There were over 320 new mods this month! Have you tried any of these mods yet? Find any hidden gems? Be sure to regularly check the workshop for newly released mods, we're positive you'll always find something fun and interesting to try out. Click here to see the most popular new mods from this month.



We are grateful for the massive amount of community participation in developing and testing new features each month.

This month's release contains mostly bug fixes and smaller features. We've fixed several UI inconsistencies, fixed a major sound volume issue, and even fixed major issues with how liquids are drawn, especially around sloped tiles. We've also implemented changes to support launching the game on ARM processors, which should prove useful to those looking to host dedicated servers on ARM machines. For modders, this month's release contains a few new features, most notably new API for modifying potion delay values. Other new features include more fixes for biome conversion and support for uploading server-side mods in-game. The full listing of other features and changes is detailed below.

Modders: As usual, we'd like to encourage modders to test out new tModLoader features on the preview branch if they are relevant to your mod. Major features in preview are announced in the preview-update-log channel on our Discord. Some features in preview for next month include support custom pressure plates along with new hooks for tile interactions, as well as new hooks for custom armor set shadow effects and transforming the full player rendering. We encourage mod makers to experiment with these and other new features on the preview branch and provide feedback this month so that they are ready for the stable release next month.

If you are having issues of any sort, definitely don't hesitate to check out our FAQ on GitHub or reach out to us at our Discord.

Changelog
The following is a list of the most noteworthy changes made for this release. As a reminder, modders should consult the Update Migration Guide to see how to adapt to the new changes.

Major Changes
New Features
Stephen T: Adjustable Potion Delay APIs

API Changes
direwolf420: Seed drop integration (Blowpipe, custom grass)
JavidPack: New dropdown style (and more) Enum ModConfig elements
Narnia: Server-side Upload Fixes, server-side mods can now be uploaded in-game
Mellohi: Touch-ups and bugfixes regarding biome conversion registries and biome spread
Chicken-Bones: Adjust Item.material logic to allow modders more control over if an item counts as a material
JavidPack: Remove tryBreakTrees parameter from WorldGen.ConvertTile
Lion8cake: Expose some liquid rendering fields to be both public and no longer readonly

Bug Fixes
Quality of Life and Other Fixes
Stephen T: Better Liquid Slope Rendering
JavidPack: Fix screen resolution affecting audio volume and panning in unexpected ways. These are no longer based on physical screen width
JavidPack: Fix clipboard operations (copy and paste) to work on all Linux configurations
JavidPack: Fix mod load order inconsistency issue when mod names contain non-ASCII characters (such as Chinese characters) leading to critical ID desync issues
Solxan: Some fixes for mod download issues
Chicken-Bones: Switch to new Steamworks.NET.AnyCPU package, and sdk v1.62
Chicken-Bones: Linux ARM processor support
Chicken-Bones: Optional Mac ARM processor support
JavidPack: Preserve Mods List menu sorting mode choice between game sessions.
JavidPack: Fix some non-English server prompts not accepting the correct options
Destructor_Ben: Adjust icon positioning on the Config List menu
Stephen T: Remove unused borderless option on windows
JavidPack: Fix some misleading button prompt language

API Fixes and Changes
JavidPack: Fix exception when too many TooltipLines
Destructor_Ben: Fix UIScrollbar hovering when obscured by another element
JavidPack: ModAccessorySlot documentation, fix a remaining issue with CurrentPlayer during UICharacter ctor
Destructor_Ben: Fix Launch Config for developing tModLoader in Rider
JavidPack: tModCodeAssist: NPCAIStyleID/ProjAIStyleID/AIType/AnimationType/aiStyle support
JavidPack: tModCodeAssist: BuffID and AddBuff support
JavidPack: tModCodeAssist: Fix equals expression for Tile properties
Mirsario: Fixed deallocation crashes in libnfd
Chicken-Bones: Fix DeveloperMode check invoking steam workshop and slowing down launch and mod building
direwolf420: Fix localization file hot reload feature on non-Windows machines

Other
ExampleMod and API Documentation
JavidPack: ExampleHeldProjectileWeapon, showcasing Player.PickAmmo and other common held projectile effects
JavidPack: Added SimpleModPlayer (and wiki updated) and ExampleCutTile
JavidPack: Guide to Plant Fiber Cordage support example for ExampleVine
JavidPack: Fix ExampleLastPrismHoldout dealing damage and ExampleCustomSwingProjectile not triggering jellyfish damage

Localization
ayuyoiM: Chinese
Fabricio-CL: French
RazzSG: Russian

We would also like to mention that we have volunteers translating our monthly release announcements into several other languages. If you would like to help translate these announcements into a supported language, please reach out on Discord.
Scarlet Hollow - Black Tabby Games

Hey folks!

Another month, another update, and wow do we have a lot of progress to share with you!

First and foremost, in case you missed it, Episode 5 finally has a release date! Your return to the Holler is set for Friday, February 13th 2026, on Valentine's Day Eve. We announced this release date with a painstakingly animated trailer put together by our dear friends over at SmallBu Animation, and you can check it out here:

We've also finally released our first alpha build to our testers. All in-all, it contains:

  • 34 brand new backgrounds.

  • 270 brand new sprites

  • About 70,000 words of total content.

  • 6 new tracks from our maestro, Mr. Boone.

Even though we call these builds "alphas," this section of the chapter is bug-tested, and effectively locked and finalized. While it's hard to get a full sense of scope, I'd say this means that roughly the first quarter of the episode, in terms of density, is essentially finalized.

If you're interested in trying the beginning of the episode early, you can access this build through the relevant tier on our Patreon: https://www.patreon.com/posts/first-scarlet-5-142499990

Joining this tier also gets your name added to the alpha tester section of the credits when the next update rolls out!

No pressure to join, but the option is there.

We also wanted to use this update to talk about a small retroactive change we're making to pre-existing romance content. In the current live build, romance options essentially fully ignore your character's gender, but as time went on, we felt like writing their scenes this way stripped them of a little bit of character.

You can still date any of our romance options regardless of your character's gender, but there's now a little extra dialogue referencing their preferences and history to make things feel a bit more organic.

This applies to:

Oscar
Stella
Kaneeka

And it will also apply to Sybil and Doctor Kelly in the future. But we'll leave the details for you to discover once the new update drops.


Reese is too touch-starved to care, Wayne knows what he wants (you), and Avery is chill with anything.

We're also excited to share that our vocalist, Amelia Jones, will be contributing her immense talents to a handful of tracks for the chapter.

Work continues to go well, and we look forward to sharing more with you as we continue to progress.

Best wishes,
Tony and Abby

PSI Masquerade Deadly Wonderland - mururunsoft.net

v0.00.013

・ Fixed directional input response during attacks

・ Various bug fixes

Nov 1
Mall Simulator - f13games
📢Attention all Mall Managers! Only 2 DAYS LEFT until the release of Mall Simulator! 🎉

I have another surprise for you!💫

You can now compete with other managers in Mall Simulator! 🌍

On November 3, the leaderboard goes live and the big competition begins!
You’ll be able to climb to the top worldwide and among your friends! 🏆
I can’t wait to see how far you can go! 🏃‍♂️Get ready... 🏁

ONLY 2 DAYS LEFT! 😍

And if you haven’t already, make sure to add the game to your wishlist so you don’t miss the launch! 🔥⬇️⬇️⬇️

https://store.steampowered.com/app/3180150/Mall_Simulator


Let’s shape the game together, you and me! Join our Discord server and share all your excitement and feedback about Mall Simulator! ❤️

JOIN OUR DISCORD SERVER

9 Souls - ShizzyDE

This major update for 9 Souls brings a host of new content, improvements, and refinements to existing mechanics. Our goal was to deepen the experience, enhance the atmosphere, and introduce fresh challenges.

Thank you all for your feedback it played a direct role in shaping this version!

🔥 What’s New & Changed:
  • 10 New Anomalies Fresh, mysterious phenomena await discovery.

  • 2 Anomalies Improved Reworked behavior and effects for greater tension.

  • Final Result Added Experience a true outcome to your actions.

  • Expanded Game Explanation Additional info and hints to better understand the gameplay.

  • Clock Ticking Synchronized The sense of time now flows more naturally.

  • TV Room Improved Enhanced visuals and atmosphere for a more immersive experience.

  • Path Visibility Adjusted Paths can no longer be fully seen navigation now requires attention and intuition.

🧩 Conclusion & Outlook

This update marks an important milestone in the evolution of 9 Souls.
We’re already working on future content, optimizations, and new secrets that will make the universe even deeper and more mysterious.

Stay alert, follow the signs and uncover what hides in the shadows.
Thank you for your continued support, and enjoy the new update! 💀

Nov 1
MineDeeper - Jace

A bug has been fixed, that causes the next layer to not have a safe tile after nothing but the top layer has been solved.

Finnish Cottage Simulator - ranelagames
- Tweaked fillets to be bigger and a bit more plentiful from fish
- Fixed missing road
- Fixed visible head sometimes when head bobbing is disabled
- Fixed jari saunaing animation
- Fixed collision in outhouse hole
- Attempting fix for reel rod baits, this happens only on specific windows versions that we don't have, so if you had this issue, tell us if it is fixed..
- Fixed hats and accessories being visible while driving the moped etc
Infinite Mansion - SirJeffOfShort
The Infinite Mansion Demo has been updated!

Thanks to all who have tried the demo so far and shared their feedback, based on that feedback we have made the following changes to the Infinite Mansion Demo...

  • "Quality of Life" updates

    • We have overhauled the collision shapes for every object and prop in the game. This should help prevent players getting stuck as they explore the mansion.

    • We have added control hinting in the bottom right hand corner of the screen. This should help player know about all their contextual control options throughout the game (Including the ability to skip lengthy or repetitive VO segments).

    • We have added control input detection, so the images on control commands now switch out to mirror the control input type you are using (keyboard/controller)

    • We updated the keyboard/mouse controls to better utilize the mouse during exploration and combat. Similar to other games that heavily utilize UI in 3D world space (combat menus etc.) we are unable to use mouse hit detection on buttons for those menus and the mouse didn't do much of anything. The mouse now has the following input controls, regardless of context.

      • Left Click: Confirm a selected option. In 3D/combat menus, selections still need to be made using the keyboard, similar to other games that use 3D menus.

      • Right Click: Back/Cancel.

      • Mouse Wheel UP: Advance layered menus or add Cosmic Favor in combat.

      • Mouse Wheel Down: Descend layered menus or subtract Cosmic Favor in combat.

    • Minor tweaks to lighting and rendering during the Start Menu and Mission Wrapup.

  • Combat Improvements

    • System overhaul for Hit/Damage sequence during Combat.

      • The old system was very RNG and stat based, where your stat proficiency with a particular weapon would determine the probability of a hit every time. So, if you had a 60 in Strength, and were using a Strength weapon, you would only hit 60 percent of the time and do a random amount of damage based on the weapon's min/max damage score.

      • The new system flips that, and now compares a random roll to a new "defense" stat on the monster you are attacking. If the roll is higher than the defense (generally between 10-20 for typical monsters) you hit. The damage you do with the weapon is then based on your stat proficiency with that weapon. So if you have a 60 in Strength and are using a Strength weapon, you will do up to 60 percent of the maximum damage with that weapon on a hit. Additionally, if your hit roll is 95 or higher, you hit critically and do max damage, no matter your proficiency.

    • Rebalance of Monster HP. Due to the new Hit/Damage system leading to more hits on monsters overall, we rebalanced monster HP so that combat would stay challenging while feeling more satisfying and visceral to the player.

    • Rebalance of Weapon Damage min/max. Due to your stats now having direct impact on your damage output, we rebalanced weapon damage with a higher range between min/max scores so that players could feel the impact of their choices. Now most weapons hit for a range in the low to mid tens, with legendary weapons having the ability to do over 100 dmg on the high end. (This rebalance was also considered in the monster HP rebalance)

    • Added a "Cosmic Favor" system to combat and exploration. Perhaps the biggest change we've made to the Demo, we added a system where players earn "Cosmic Favor" for exploring the mansion and completing mission goals. They can then spend Cosmic Favor during combat to augment Attack and Defense rolls. This system will help players feel like they have more agency over the tide of combat, and give them an edge during crucial combat moments.

Wrapping up...

Thanks again to anyone who played the demo and gave us feedback. We are most definitely listening and looking to take it all in and, hopefully, come out the other end with a better game!

If anyone out there would like to keep up to date with Infinite Mansion progress, or have a more direct line of communication with the team, feel free to check out our DISCORD SERVER we'd love to see it more active, but most of all it's just the easiest way to communicate with us.

Lastly, if anyone out there encounters more issues with the Demo, or has thoughts in general, feel free to reach out, either on Discord or the Steam Community. Screenshots and descriptions are always helpful.

Next up...

We will be working on improvements to mansion exploration, including more puzzles, collectables, and hazards players can encounter when exploring The Mansion. These changes will likely be reflected in at least one more Demo update before we march towards our Early Access release.

...