
Hey everyone! đ
Itâs been a wild ride since we first made Haunted Apartment visible on Steam and weâre beyond thrilled with how things are going!
Since the gameâs store page went live, almost 400 players have added Haunted Apartment to their wishlists! Honestly, seeing this kind of response has been incredible, we never expected this much excitement! Itâs surreal watching so many people wishlisted and following our development!
If youâre one of the early supporters, thank you. Every wishlist helps the game reach more eyes and fuels our motivation to make it as fun as possible.
Right now, the team is deep in the trenches of development and we canât wait to show you whatâs coming next so stay tuned, and make sure youâve wishlisted Haunted Apartment on Steam so youâll get notified the moment the game is released!
Weâll also be sharing upcoming announcements, sneak peeks, and dev updates on our Reddit, Twitter, and Discord so if you want to hang out with the community, share feedback, or catch the next reveal early, youâll find us there!
Thanks again for all the support, weâre just getting started, please stay tuned!
Warm Regards,
Pjoy Games
	
	
	
	Hello horror game fans, hope everyone is doing great! Today the demo for Terminal Shift has been updated, featuring new visual mode and improvements. Check below for all of the changes.

Added an optional VHS mode overlay with post-processing effects and a zooming mechanic. Bringing the nostalgic analog and eerie feeling to the game. The mode can be enabled in the options, under the "gameplay" tab.


Some of the textures are improved, creating more depth and fidelity.
Added some dust particles to the airport environment.
More realistic rain drops on the windows.


The flashlight is now more powerful, with more realistic light cone and distance.


While the game was planned to release somewhere Q4 2025, it has been slightly delayed, as I want it to be fully polished and with as much content as possible, more variations for the hidden numbers and multiple difficulty modes.
Terminal Shift is expected to launch April 2026, so make sure to Wishlist and leave feedback if you play the demo, it helps a lot! Thanks for the support!
	
	You can now see your total sessions completed today directly on the timer. (Idea by milchreisgourmet)
The LED animation is now calmer and smoother.
Improved data refresh logic for transitions past midnight.
The idea to show today's completed sessions right on the timer came from milchreisgourmet on Discord. Great suggestion. I honestly wonder why I didn't think of it earlier. It's now implemented.
If you'd like to shape Poua too, join the Discord and chat with me. Many of your ideas could become part of the app.
Anyway, I've also received feedback asking for a feature to compare past and current records at a glance. I'm working on it. But since Poua has limited screen space, finding a meaningful way to show that is tricky. Any design ideas are welcome.

P.S.
While browsing through Steam screenshots, I came across something funny and thought I'd share it. (Shared with the original poster's permission.)
	CHANGES
- Fixed a crash happening on the 3rd boss mumps (I hope)
- Fixed an error where killing some bosses would crash the game
If you find any bugs in the game, please make sure to report them! You can join the discord either on the home page or at https://discord.gg/39wNSsEqfK
	
	Hello everyone! I have some news for you :D
Thank you all for your feedback in the first week after release! I had a lot of suggestions, bug reports, and nice conversations with a lot of players on my Discord server and Steam Discussions :)
As a dev, I am very happy with how it goes, and I am committed to making the game the best I can! That's why the feedback is very important. Without it, I don't know what is ok and what is wrong with the game. The more I get, the better!
I worked after hours this week to address all of the critical issues the game had and add missing QoL features to make the gameplay smoother. You may have seen a few minor updates with such changes. My changelog and to-do list are publicly available on my Discord server if you want to check them out: https://discord.com/invite/sfgr7YCv2z
There are mostly some minor, less important things left for now.
This weekend, I focused on improving the performance of the game. I got some feedback that, especially on the later stages of the game, when there are a lot of nodes and numbers flying around, slower machines may experience very low FPS. So today, I deployed a much bigger update, v1.2.0, with a big performance boost. I hope it will work better now.
I donât expect too many regression issues, but if you find any new bugs caused by it, please let me know :) Performance updates are tricky as they touch a lot of code, so the regression risk is high. I tested it a lot though :D
One of the visible changes (there were a lot of changes overall, but not all are visible) was to reduce the number of displayed resources (numbers) transported over connections. It depends now on how many resources (numbers) are on the board, so you may not even see this particular change on smaller âfarmsâ. Also, I hid some unnecessary visual details on zoom out (they weren't readable anyway).
Other things are under the hood, and they should not be visible directly in the game (only adding more fps).
I have a few more potential changes that could improve performance even more if it will be needed, but for now, I would like to hear more feedback on how the game works for you. It is smooth in the end-game on my 10-year-old PC, so I am not sure it needs any more upgrades (remembering that all of them are risky for the game stability).
I may add an option to choose the level of details based on a preference and computing power if needed (?). Let me know what you think after playing!
As you probably know, after Steam Next Fest, I introduced optional captions, but the game is, in general, designed to be played without text (translations). (Context: https://steamcommunity.com/app/3648370/discussions/0/673976371230464527/ ).
I am very sorry if it caused confusion (about the available languages in the game). Steam suggests checking all language checkboxes if the game can be played without translatable text.
To make things go faster, I launched a community-driven localization project on my Discord server if you would like to join :) For now, there are English, Polish, and Chinese translations. Russian and Ukrainian most likely coming next week.
And thatâs all for today :)
As always - if you have any feedback/suggestions/or just want to talk with me, feel free to use the comment section/Steam Discussions/Discord Server!
Have Fun!
ByerN
	
	From new weapons and recipes to even spookier gingerbread foes, development is in full swing, and itâs been an absolute blast bringing this magical world to life. Check out our new dev update video below for a peek at what weâve been baking up!
...along with a look at our updated development roadmap! Outlining whatâs been completed so far and whatâs still in the oven. Itâs a little glimpse into how Sucronomicon is growing, one cursed cupcake at a time!
Weâve got plenty more on the way, so stay tuned, and thank you for all your feedback and support.
	
	Bigfoot Life will officially release tomorrow on Steam at 12 PM Central Standard Time. This would be the same time zone as Chicago. Below would be the release time for other major cities around the world.
| City            | Local Time      | Time Zone        |
| --------------- | --------------- | ---------------- |
| **Chicago** | 12:00 PM |
| **Los Angeles** | 10:00 AM | PST (UTC â 8) |
| **New York** | 1:00 PM | EST (UTC â 5) |
| **London** | 6:00 PM | GMT (UTC ± 0) |
| **Berlin** | 7:00 PM | CET (UTC + 1) |
| **Moscow** | 9:00 PM | MSK (UTC + 3) |
| **Dubai** | 10:00 PM | GST (UTC + 4) |
| **New Delhi** | 11:30 PM | IST (UTC + 5:30) |
| **Beijing** | 2:00 AM (Nov 4) | CST (UTC + 8) |
| **Tokyo** | 3:00 AM (Nov 4) | JST (UTC + 9) |
| **Sydney**      | 5:00 AM (Nov 4) | AEDT (UTC + 11)  |
Thank you again to everyone for all of your patience and support. I am so excited for the release of the game.
-Wes
Planet 47 Games
	
	So we've been on steam for 1 month, and honestly the reception has been beyond amazing. So many more people trying and enjoying the game. The discord has increased by over 50% in a mere 4 weeks, over where it was after 2 years! In that time, we've made 18 releases with hours of new content, reworks to older systems, and improvements galore!
With that said, the launch discount is now over, with the game rising to the price it will stay until more development is completed. But if that is too much for you, do not worry. The seasonal sales will bring the game down to a price even LOWER than the launch discount. Alongside this, we will be looking to bring out some 'supporter' DLC packs, for those who wish to further support the development of the game, along with a patreon for those interested in getting even closer to the development. The goal of these are to allow the dev team the flexibility to focus more of their time and efforts into making the game, bringing even more content into your hands even sooner.
So, where is the game going now? We have a lot of exciting features and content in the works, including:
Blossom school revamp - giving the school the variety of builds it deserves.
Manual overhaul - actually useful stances/styles, unique techniques, and real lore.
New crafting flames - those voted on by the community.
Fleshed out pillar creation content - Shen Tian Court exalted rewards, new questlines, and more.
Life Flourishing - I'm working on it, I promise! :D
And much much more - I can't resist a sidequest.
So once again, thank you all for your support, and I hope you enjoy where the game is going for the future.