Fix:
Addressed an issue preventing Mac users from accessing the minigame "Duck Miner".
When does the AstroScaper Demo release?
The demo launches on November 20th!
Before that we have a Public Playtest to gather additional feedback and polish things up for the demo.
How do I join the AstroScaper Playtest?
You can request access directly on our Steam page:
https://store.steampowered.com/app/3579350/AstroScaper/The playtest is public - you’ll be able to jump in right away! No keys or invites needed.
What languages are available in the playtest?
Currently only English is supported.
Additional languages are planned for the full release.
What content is included in the playtest?
a short tutorial introducing the basics
a preview of the Expedition Mode (campaign) - limited to two asteroids generated in advance
most of the buildings will be available
...including trains!
your total expedition score will appear on the leaderboards so expect some friendly rivalry!
Are there other modes available?
The playtest is limited to the Expedition Mode while we continue to work on additional features for Freebuild and Challenge modes.
Can I record or share gameplay/screenshots?
Absolutely! There are no restrictions on sharing footage, screenshots, or impressions.
We’d love to see your colonies - tag us on socials (links below) or share them on Discord!
How can I leave feedback or report bugs?
Feedback is super valuable to us - we'd love to hear your opinion, join our Discord to share feedback: https://discord.gg/PSp4rgqRm6
Let’s discuss and shape the future of the game!
What should I expect from the playtest?
This is still an early version of AstroScaper - some features are missing, and balance is still a work in progress. We’re especially looking for feedback on how the game feels for new players - its pacing, difficulty, and overall experience.
Hope you'll enjoy the game! And thank you for helping us shape AstroScaper!
Every bit of feedback brings us closer to making the best version of the game :)
Jarek & Jacek
Hello managers, the long-awaited gift package is ready. You can enter the Community chat group Find the administrator to privately chat and claim~
Gift Package Content:Resource Selection Pack*80, Style Enhancement Card*1, Master Tactics Book*1




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.
We share all the updates on several platforms. Join our other communities to stay up-to-date!
Twitter TikTok Discord
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.).

