Hello, all -
If you enjoy the Playtest / Demo, don’t forget to leave a review! (it helps the game a lot – in a practical sense, it means I have to spend less time on advertising and can instead spend time on bug fixing and development).
A serious thank-you to everyone that participated in the Playtest for this Demo and made bug reports / helped identify gameplay issues. The resulting demo should be much better as a result, but I'll still keep an eye out for bugs / issues and ship fixes when I can.
How big is the main game?
Several people have asked how large the main game will be. The answer is: much, much larger than the demo. The Demo is its own little open-world experience – a sectioned-off town (Gravenstaad) and surrounding area. While Gravenstaad does exist in the main game, there are roads out of the mountains to the rest of the main game map in the full game.
To provide some context for size, the Demo has 1 medium-sized town while the Main Game has 5-6 towns of varying sizes (both larger and smaller than Gravenstaad). The demo also has just 1 tutorial dungeon and 1 main dungeon, while the main game has a mix of 30+ such areas so far (dungeons, caves, dreamscapes, and more).
Will my SaveGame from the earlier Playtests work with the Demo?
Yes! While I can’t guarantee there won’t be any issues at all, saves from during the Demo Playtest should work with this full demo release. You shouldn’t even have to move them – the save file location is the same, so you should find them in the load menu when you open the game on Windows.
Controller and Steam Deck Support?
Man people have asked about this. I'm looking into it but there is no support for these at this time. That doesn’t mean it will never happen - just that it’s not in the demo release currently, and my main focus will be on finishing the main game world first before extending the game to other platforms.
Since this is a solo-developed project the major constraint for this is the time it takes for me to implement new features on my own. While I'll do what I can, my main priority has to be on completing the main game world for now for increasing the game's scope further.
What’s next?
During the playtest I fixed over 100 bugs and gameplay issues. Now that the Demo is out, I’ll still be looking at your reports – but my main focus will now be on finishing and polishing the final game itself.
Of course, if there are game-breaking issues in the demo, please do still use the bug report form and I will investigate them.
Wishlist or follow the steam page here to follow along as development of the game progresses.
Lots of new systems to play with this update! Introducing the King unit, the Amber Forge structure, proper UI + sound effects, and more!

The Keep has been replaced with the King, a new unit with a variety of functions:
A player wins the game by slaying their opponent's King.
The King can move around and fight.
Kings can use their Parade ability to permanently increase the collection rate of a friendly resource structure.
The King can visit the Amber Forge in order to research powerful upgrades.
Several resource pickups spawn throughout the map at the beginning of a match. Move a unit to a resource pickup in order to get a nice early-game resource boost.
There are 6 resource pickups (2 gold and 4 amber) which each give 50 of their respective resource.
That's right, AmberForge now has... an Amber Forge!

This is a neutral structure in the middle of the map which both players can use to research powerful upgrades. Bring your King to an adjacent tile in order to research. Upgrades research instantly, but each player has a global cooldown timer of 60s that must elapse before researching another upgrade.
Upgrades include:
Amber Aura: Speeds up all friendly timers by 25% for 30 seconds. Repeatable. Costs 100 amber.
Inspiring Presence: Adds +3 attack damage to friendly units when they are adjacent to your King. Costs 100 amber.
Mystical Soil Enrichment: Adds 200 collectible gold to each friendly Village. Costs 150 amber.
Swift Step: Archers are no longer slowed by Forests. Archer move speed penalty after attacking reduced by 0.4s. Costs 100 amber.
High-Protein Horse Feed: Adds +1 range and +4 attack damage to the cavalry charge ability. Unlocks Knights. Costs 50 amber. (Moved here from the Keep)

Proper in-game and main menu UI is now present.

Health bar visual improvements.
Unit selection outlines.
All structures now have new art assets -- no more placeholders!
First batch of in-game sound effects, including some unit voice lines.
Instead of always trying to find a path around all units, shorter paths are now preferred even when they go through other units. Put another way: pathing units will wait for other units to get out of the way instead of pathing the long way (if the long way would be too long).

Before/after for pathfinding
Attacks are now split up into distinct attack-move and target-attack abilities with their own visuals.
Other miscellaneous visual and logic improvements for pathfinding, attacking/moving, targeting units, and selecting units.
Holding down a command hotkey rapidly attempts to perform that command.
Production structures now attempt to spawn a unit at any adjacent unoccupied tiles, prioritizing those closest to the rally path.
Settings for edge scroll speed and edge scroll area size.
Various fixes and improvements for tooltip messages and text alerts.
Bug fix: Disconnection issues in the lobby.
Bug fix: The damage from archer arrows would occasionally be delayed.
Reduced starting resource count from 200gold/25amber to 100gold/0amber.
The resource pickups and the King's Parade ability provide early-game economic boosts, so the extra starting gold and awkward amount of starting amber are no longer needed.
Moved Peasant production from the Keep to the Village.
Peasant move timer cooldown increased from 4s (+2.67s in forests) to 5s (+2s in forests).
I do want to make Peasants a viable supplement in a fight, but I don't want it to be trivial to use a peasant to scoop up all of the resource pickups on your side of the map. Consider this nerf temporary!
Knight damage decreased from 16 to 14.
Knight HP decreased from 70 to 65.
Knights can no longer be built until researching High-Quality Horse Feed.
Archer move speed penalty after attacking increased from 1s to 1.2s.
Misc map changes, mostly to make room for the Amber Forge and to move the third Wheat Field (village site) farther from the start location.
First and foremost, welcome to all of our new players - we're a small and humble team and are eternally grateful that you've decided to fly Air Wakely today, we've poured our hearts, souls, and copious amounts of caffein into the development of this game and we hope you love it!
For our closed beta gang, hopefully you noticed before we did that we ever so slightly forgot to update you when we sent the final batch of achievements live... if not... GOOD NEWS, we've released the final batch of achievements.
As is always bound to happen, some bugs have slipped through the net even after hundreds of hours of testing. Simply put, there are a lot more of you than there are of us and you are definitely going click and press buttons in ways we never even thought possible, so please bear with us whilst we try to catch up.
Work has already started on the first patch, we'll keep you posted!
As part of trying to provide a deeply immersive gaming experience we made some design decisions that in retrospect aren't the clearest for new players. Whilst we update the game to try to find a balance we're also working on an official guide that will be accessible in the next few days at:
Steam > Library > Fragment > Guides > I've loaded the game... Now what?
We sincerely apologise for any convenience caused by bugs / crashes, we know from personal experience how much it sucks for a game to poop itself whilst you're trying to play. We are working to resolve these issues as soon as possible.
If you encounter any bugs or find any parts of the game to be poorly explained, give us a shout at support@wakely.co - your support and patience whilst we work through these teething issues is appreciated.
With love,
The Wakely Co Team

We’ve been cranking on the PC launch of Tong and it's scheduled to launch on Steam November 7th! Tong full of eccentric lowbrow British wit from the depths of the UK underground indie game scene! There's a ton of subtle nods to true independent artists, creative wizards and og game devs that we hope all your hardcore PC players are going to appreciate!

If you're reading this and want to connect with our tiny dev team you can join our Discord here! We're really open to suggestions and potential collaborations with other devs for future updates so come say hi!
- Miracle Tea Devs
Next week brings a big update to Demon Hunters!
Meet the Archer — a new hero with fast ranged attacks, high mobility, and unique weapons. Customize your playstyle and master precision combat!
The update also includes:
Rebalanced enemies and heroes;
Adjusted weapon prices and stats;
General bug fixes and improvements.
Sharpen your arrows — the hunt continues soon!

I have another surprise for you!💫

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! ❤️
This build has two major changes:
Upgraded Engine to JMonkeyEngine 3.8.1.
Support for multiple refresh rates,
Linux Build with SteamDeck support.
- Fixed controller support
- Added discord icon
We’re thrilled to officially announce Cafe Business Manager, our upcoming simulation and management game!
Watch the official trailer and take your first look at the world of Café Business Manager. 🎬
☕ Build, manage, and grow your own café.
Hire and train staff, serve customers, decorate freely, and expand your business to become the most loved café in town.
🚀 Wishlist now to support the development and stay updated on the upcoming demo release!
In Cafe Business Manager, you’ll start from scratch, turning an empty space into a bustling café full of life.
You’ll manage every detail — from hiring and training staff, to decorating your café, serving customers, and expanding your business.
☕ Build and customize your café interior
👩🍳 Hire, train, and manage your employees
🍰 Serve coffee, food, and desserts to happy customers
🏙️ Grow your business and unlock new opportunities
🎨 Design freely and make your café truly yours
We’re currently preparing for our demo release, and we’ll be sharing regular devlogs and updates right here.
Follow and add the game to your wishlist to stay updated and support the project! 💚