Our 10th Metacritic-affiliated review is here! We got a comprehensive review from Senior Editor Evan Norris of VGChartz, scoring Shujinkou at an amazing 8/10. VGChartz is one of the toughest critics, averaging at just 6.5/10 for their reviews.

"Thanks to its lovable characters, addictive dungeon-crawling gameplay, meaningful side-quests, great music, and inventive syllable-based fighting mechanics, it's both an outstanding video game and an effective teaching tool."
"You can take advantage of elemental weaknesses: water beats fire, fire beats wood, wood beats earth, and so on. For another, you can take advantage of ontological weaknesses. This is where the game really shows off its cleverness."
"But the central plot hook turns out to be less important than all the character-building and camaraderie that surrounds it. This is where the game truly shines."
"Shujinkou is filled with quality-of-life features designed to accommodate even the fussiest and most forgetful players—It's all incredibly considerate."
"The game's soundtrack is perhaps the most pleasantly surprising piece of Shujinkou. I quickly fell in love with the soundscape of Genya."
"Thanks to Shujinkou, I know more Japanese than ever before. I have a basic understanding of sentence structure and logic, and can call upon a limited vocabulary. More importantly, though, I can say I've played a legitimately great RPG (...) Now, not everything is perfect. Some of the menus are clumsy, the Kanakae system can be overwhelming, and there are rare instances where the language-learning and role-playing aspects fight for control. But, in general, the game accomplishes its very ambitious goals."
🎷 Listen to the soundtrack here:
https://www.youtube.com/playlist?list=OLAK5uy_nsQzaYb3RmOwghsbfEbCRrm7HwsPXFKe8
	Thanks to your feedback, 50 Floors of Madness (or 30 Floors of Madness ?) just got a big update focused on smoother gameplay and better pacing:
🌀 Camera: the “camera lag” has been reduced or fully removed for much smoother motion.
⏳ Stairs timing: waiting time between floor transitions has been reduced — faster pace, less downtime.
👥 Multiplayer fix: bug fixed where more than 2 players could join a session — the player limit now works correctly.
📖 Tutorials & info: added better explanations to help new players understand the mechanics.
🏢 Floor count: the game now has 30 floors instead of 50 (15 first level, 15 second level). The experience is tighter, better balanced, and still as thrilling.
Thank you all for your feedback and support!
If you enjoy the update, please consider leaving a positive review ❤️
	\[GAMEPLAY]
Fixed bug where the game would get stuck occasionally in area 3
Adjusted base speed of PsychicBlast and SummonFlames actions (Area 3 boss)
Refactored various actions to be more robust/less likely to break the game
Added "FlamePoof" visual effect
Thanks for playing the game so far! Let us know what you think!
	
	Hey everyone!
I've updated the demo with some feedback I got after launch and during the PGA in Poznań.
The main things that changed:
Added settings menu during gameplay on pause - you can check the controls there for example
Added grass painting - paint with LMB, remove with Left Shift + LMB
Added walls snapping - to go back to the previous placing you hold Left Shift and you can use Up/Down Arrows (W/S) to move the object up and down
Changed ground color to have more contrast when placing some objects

I'll update the demo once again in around 2 weeks and maybe before Christmas.
Thanks for playing and for all the feedback!
Dariusz
	
	Just a couple of bugfixes for yesterdays update because it broke everything.
Fixes
Fixed an issue where boss would not die for clients on multiplayer
Fixed an issue where freezing didnt work
Fixed an issue were speed achievement would trigger for no reason
Changes
Buffed spicy category
Improved upgrade choice system to reduce getting useless upgrades
	
	Astro Burn Update Tease – Big Art Revamp on the Horizon!
Me and the team are busy working on updating Astro Burn based on the wonderful feedback from Steam Next Fest Demo + Playtesters.
Big update is the hero ship getting a brand new design, which I redesigned as a sketch at 1am! and then handed this over to my wonderful pixel artist - Ellie Vong to create the pixel art sprites.


Also more levels in the works, and I will not be using Faux pixel art unreal engine renders going forward, there will be a dev log video about this in detail.

Stay tuned for more updates coming soon.
	
Alpha Net 9.5.7
1 Added 6 new achievements
2 Added 2 new quests
3 Adjusted quest flow
4 Fixed a bug that caused the game to crash
5 Fixed a bug that caused errors with the bow and arrow
	
	I've had an emotional month. Since June 2025, I've been on the brink of giving the game out to you wonderful people and holding off until I felt the quality was high enough.
On the 9th of October, I decided to just throw caution to the wind, set up the Steam Playtest and give some keys out to Discord members for feedback. It was a success!

I received over 70 individual pieces of of great feedback! Two of the main problems with Clomper is that placing pipes and moving around in the Clomper is kind of hard. So they are the main things to focus on.

How much of the feedback was expected? I knew there were some issues but the feedback highlighted that character movement and pipe placing could be improved. So that's what I'm working on next.
The only big bug was that you couldn't go from game -> main menu -> game. I'm glad that was the only one to slip through months of testing.
The beta testing is still invite-only just now. I will be opening it up for all to play test by the end of the year, as character movement and pipe placing need fixing first.
After that, I'll keep the open playtest live for a good long time while I complete the rest of the game's features.
Thank you for following along, see you on Discord and YouTube,
Rob