đ¨ Exciting News: We've Transitioned to Playtest! đ¨
Animal Times has moved from demo to playtest as we bring the visuals to life! We've partnered with a talented 2D artist (who's also a passionate gamer) to replace placeholder art with polished, final assets.
This means you'll see the game evolve with each update as we refine the visual experience!
Let us know what you think of the gameplay so far - your feedback helps shape Animal Times into the best game it can be.
Expect playtest updates on a bi-weekly basis. Stay tuned! đž
Better displayed information, the mouse object which pops up when hovering your mouse over certain UI elements is bigger and there is more information displayed, hopefully this will improve readability and make things easier to see on smaller screens.
Spendings have been introduced. This makes the economic strategy of the game much more nuanced and fun, The spendings that have been introduced are, welfare, social, military, food tax, workers. There is also a police spending but this does not do anything until the next update. Having too low on the spendings will cause your parties popularity to shrink as well as stability. Same is true for food tax but if it's too high instead. Companies only have military and worker costs. Having low worker cost puts you at risk of a union reaction. Military spendings work like upkeep for divisions and basically becomes a force limit
If your party loses an election you are no longer in control of that country so be careful (You can always win back the election). As an authoritarian country (power level 4) or totalitarian (power level 5) you don't need to worry about elections but you will still need to worry about rebels. If you are an anocracy (power level 3) there are elections but you can rig them and also cancel them at the cost of reputability and stability.
Added a couple of more events like Vaccaro brothers being bought and a Mexico starter event to be guide your way a bit. You can now split divisions properly, some loops have been consolidated so it does not lag as bad as well as the HQ object being replaced with a list for the same reason. A lot more reasons parties shrink and grow. Made war between countries and companies have a war score, added the ability to set up a free enterprise zone if you are a company at war with a country. Smaller bug fixes
Updated tutorial to reflect changes. There may be some patch notes to fix some jank in the near future
The next update is a fun one, it will introduce criminality, cartels, loansharking, ransoms, organ trading, banks. I will also perfect rebels and protestors
basically like fixed some stuff. Most important remvoed the Magic Softlock and the ram eating bug with fullscreen
also removed graphics settings as they seem useless.
Expect more updates

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.