



What is "Dream Garden"?
An easygoing simulation game about creating tiny, Japanese inspired garden dioramas. Use a wide selection of plants, decorations and tools to build and nurture the zen garden retreat of your dreams.
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Have a great time playing our game!
https://store.steampowered.com/app/3367600/Dream_Garden/
Thank you so much to everyone who played and wishlisted the first version of the demo!
After reviewing all the feedback I received, I spent the last couple of months iterating, reworking mechanics, and generally steering the game in a new direction.
I hope you’ll give this new demo a chance — and get ready for the upcoming full release, which is getting very close!
Note: As you may have noticed, we’ve changed the game’s name from “What Remains of My Sins” to “My Fair Damnation”, which feels much closer to the new narrative tone.
You might still see the old title here and there, but we’re working on updating everything.
Thank you all for your support!

Hello, guys! Thank you for your patience. Following our successful August playtest focused on new content, where we were fortunate to invite hundreds of players to participate, we received a massive amount of sincere and invaluable feedback. For this, we are deeply grateful.
Based on the key feedback many of you provided regarding the major adjustments in the last playtest, we've spent this period further refining and optimizing the game to meet your expectations. To ensure we meet you officially in a much-improved state, we've decided to launch another playtest – the new round is set to begin in late November (Join our Discord: https://discord.gg/CH9FpPnH6K).
Now, let's dive into the part you've all been waiting for: a sneak peek at some of the updates coming to the next playtest! First up, is the long-awaited new character – Eisa!

Normal Attack:
Eisa's normal attack has a 4-hit combo. The final strike generates 1 \[Liladagger] nearby, which lasts for 30 seconds. Up to 5 \[Liladagger]s can exist simultaneously. Picking up a \[Liladagger] grants 1 stack of \[Momentum] and 4 \[Dart]s.

When Eisa has 5 stacks of \[Momentum], she unleashes an empowered normal attack, performing a swift slash that consumes all \[Momentum] stacks. She can move during this attack.

Heavy Attack:
Eisa consumes at least 4 (up to 12) \[Dart]s, firing them in a forward cone area. Each \[Dart] deals heavy attack damage and can pierce through up to 3 enemies.

Ultimate:
Eisa takes flight for 3 seconds, gaining +50% Movement Speed and Super Armor. The flight state can be ended early by using the Ultimate again during flight. If Eisa picks up a \[Liladagger] during flight, she instead gains a stack of \[Slaughter]: Final Damage increased, lasting 5 seconds, stackable up to 3 times.
Upon landing, Eisa deals ultimate damage to enemies in a large area. Each stack of \[Slaughter] increases the Crit Rate of this damage. Furthermore, the fewer enemies hit, the higher the damage dealt.

Defensive Skill:
Dash a medium distance. Cooldown: 2 seconds, with 2 charges. If Eisa picks up a \[Liladagger] during the dash for the first time, an additional \[Liladagger] is generated nearby.

Like other characters, Eisa can utilize different Weapon Customization combinations to create distinct playstyles.
For example, one build focuses on empowering the normal attack and the \[Momentum] state. Besides having more ways to gain \[Momentum], this build continuously generates \[Liladagger] during the empowered normal attack sequence. By constantly picking them up to maintain \[Momentum] stacks, you can repeatedly unleash the empowered normal attack. (Note: The empowered normal attack can be considered the last hit of Normal Attack!)

Another build significantly enhances the heavy attack \[Dart], providing more ways to acquire \[Dart]. After firing \[Dart] with a heavy attack, they return, dealing a second instance of damage. Additionally, clones can also trigger extra \[Dart]!

We believe the cool and dazzling Eisa has already made your fingers itch to try her out firsthand, right? Then be sure not to miss our November playtest! See you at The Breaking Show – we look forward to seeing Eisa take the center stage in your hands!
(Does Eisa's skin look somewhat familiar?)
In the last playtest, many players provided crucial feedback regarding the new acquisition method for "Fusion Drivers." As a core part of the match experience, being unable to reliably obtain key Drivers significantly impacted the gameplay feel. Responding to your feedback, we've added a "Manual Activation" function! Guys can now spend "Likes" in the Lounge to activate desired Fusion Drivers (Naturally, certain conditions regarding the number of basic Drivers possessed must be met, and there are usage limits).

Furthermore, the important in-match mechanism that can drastically alter character skills – the " Armament Driver" – will also debut with a brand-new interface. What variables will it introduce to combat? We'll leave that for you to discover in the game!

For this playtest, we have implemented numerous optimizations to the Prosthesis system, addressing issues raised last time such as system complexity, insufficient guidance, and some lingering bugs. Examples include:
1. Added a dedicated entry for "Prosthesis Modification" and revamped the filtering and interaction logic. It's now easier to perform modifications with fewer steps (and it's fully compatible with controller operation!).

2. Added quick-view functionality for the effects of Drivers and Relics to the two components of "Computational Support"!

3. Optimized the Prosthesis Remake process – you no longer need to manually re-lock affixes repeatedly, as the system will automatically retain the locked state from the previous operation.
4. Adjusted the Prosthesis Merge mechanism – Affix interaction is now selection-based (similar to Prosthesis Remake), and it clearly indicates whether the current state is "Effective Merge."

1. Louder: Redesigned the progression path for new guys to make it smoother and more gradual.
2. Store: Added the ability to sell lower-quality Prosthesis, easing early-game progression burden.

Fixed dozens of performance-related issues, improving game stability.
Added support for various common screen aspect ratios.
Removed the "Render Resolution" option; it is now fixed at a value of "1" to resolve UI blurriness issues.
As mentioned before, "Early Access" veterans participating in the playtest will have their online save data automatically downloaded and stored locally on their device. This save data can also be carried over after future Steam version updates. For this November playtest, we have further improved the stability of the save download functionality. Players who haven't participated in the previous playtest need not worry – joining this playtest will not affect your "Early Access" save data in any way.
Players who already participated in the previous playtest can directly inherit their final save state from that playtest, so no concerns there.
As the cliffhanger from the last playtest, we officially announce: Steam Friend Co-op functionality is confirmed for this playtest! (Reminder for new guys: Co-op for 1-3 players is supported only in \[Team Match] and \[Tour Match]. \[Breaking Show] remains a single-player mode.)

We have rebuilt the entire network architecture for this feature. Consequently, the co-op system is still in a testing phase. We eagerly await more players to try it out and provide active feedback (please include log files), helping us make the co-op system more robust and stable.
During this playtest period, besides still having a chance to win a game CDK for the full version of Meta-Ghost: The Breaking Show, every player who creates a \[New Save] and \[Completes All Playtest Tasks] will also receive one opportunity for an "In-Game Prosthesis Naming Right." We will permanently record your exclusive story with it! (Detailed event rules will be announced next time~)

This playtest will officially begin in late November. The playtest application will open beforehand. Everyone is also welcome to join our Discord: \[[url="https://discord.gg/CH9FpPnH6K"]https://discord.gg/CH9FpPnH6K[/url]] to get playtest updates and announcements promptly. In our upcoming article, "November Playtest Preview #2", we will bring you the latest changes to Taisuke and introduce the new Tour Match gameplay! We look forward to meeting you again!
Added panic effects for NPCs when they are threatened;
Fixed two-handed sword attack animations;
Added switching to first-person view by clicking the middle mouse button;
In co-op mode, a player hitting an NPC did not leave bloodstains;
If NPCs “saw” or “heard” an aggressive player who was not attacking them, they would not cancel their current task even if he was hostile towards them;
Added more hitbox animation variations for players;
After death, characters in some situations could continue moving;
When dying from interactive NPCs, cursor disappeared as they moved away;
Bug fixed where after player's character's death, NPCs continued chasing him but didn't attack;
Nearby NPCs were not getting aggroed when shot with bow and arrow;
Some cosmetic adjustments on NPCs;
Certain sounds propagated across entire level instead of specific location only;
Now upon appearing in world with 0% health, movement is impossible and resurrection option appears (as it does during death);
Health levels no longer persisted after respawn following resurrection;
Cosmetic improvements to landscape;
Tessellation optimization and ability to enable/disable via settings;
Resolved issue with DLSS—disabled on non-RTX GPUs to prevent FPS drops;
Significantly reworked and improved player impact registration system;
Added timeout to hitbox animations to prevent complete loss of control over character during multiple attacks;
Disabled fire damage against NPCs;
Hostile or frightened NPCs can now no longer be interacted with (talking, trading etc.).



Traveling is a way to meet people and make new friends. Sometimes it takes a while, but never forget to enjoy the ride.
Holy Night is full of ruthless final bosses. Bigger, stronger, faster, and more brutal than you. And you're just human, but you have your weapons, combat skills, and your sense of humor.
The latter might not be very useful, but it makes the nightmare you're about to face a little more bearable.
Always be positive. After all, the purpose of a good final boss is to test your strengths and weaknesses to become a better person.
Small improvements, smoother gameplay, and minor fixes.
Thank you for playing and supporting the game .

The crew is back for the new week with Hotfix #3 which has now been moved from the Public Beta branch to the Default branch – thank you all so much for your support, feedback, and patience!
As mentioned in our previous post, this update brings a handful of community-requested improvements, fixes, and quality-of-life updates to make your time at sea smoother.
Inspection
Fixed issues that made it impossible to complete the mission
Escort
Fixed issue that the escorted ship was very slow or even stopped moving
Hull damage
Fixed issue that ships took damage without reason
Borderless Window Mode becomes default
This should avoid several resolution issues that users have reported
Alt+Enter to activate/deactivate full-screen mode now also works in menus (try this if parts of the screen are black or cut off).
Chinese Localisation
Fixed some localisation bugs in the chinese version
Crashes
Several fixes on random crashes that have reached us thanks to the community
Controls
Fix for menu navigation using only the keyboard
Known Issues
In Inspection mission the “Dock next to ship and board it” task is not getting ticked off from the todo list, but this is just a visual issue and does not prevent the completion of the mission.
As always, thank you for your reports, suggestions, and patience. We’re already hard at work on the next wave of improvements and are excited to share more information about that and more soon – the first large Early Access Update is already in development.
See you on the horizon,
Your Seafarer Team 🚣
P.S.: You can also join the conversation across our socials and on Discord.
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https://store.steampowered.com/app/2582140/Seafarer_The_Ship_Sim/