🈶 Kanji Room:
✨ 15 New Kanji Added. First 50 Complete!
#36: 田 #37: 男 #38: 女 #39: 入 #40: 円 #41: 石 #42: 生 #43: 青 #44: 赤 #45: 白 #46: 百 #47: 千 #48: 出 #49: 月 #50: 夕
There are 50 kanji per room, meaning you’ll soon explore multiple floors to study the next 50.
Coming Soon:
Kanji sheet per room (covering all 50 kanji)
Kanji quiz per room (test your mastery of all 50)
-> New Mini Quizzes added:
Kanji #31–#40
Kanji #41–#50
⚡ New Card Available!
Now in the 2nd Card Shop: スサノオ (Susanoo): The storm god of Japanese mythology.
Susanoo is the impulsive younger brother of the sun goddess Amaterasu, known for his wild nature and fierce storms tied to the sea.
🌸 Coming Soon:
Separate classrooms for each JLPT level (plus Hiragana & Katakana) for a clearer, more structured learning path.
Cultural farming system: find seeds, plant them, and answer Japanese culture questions to help them grow and harvest.
New Lava Map: with added enemies and exploration.
and many, many more...
💬 Your feedback is always appreciated. Join the Discord, leave a Steam review, or post on the discussion page! :)
よろしくおねがいします。
ライト

Latest push adds some basic bots. It's been a whirlwind getting them up and running and there's a lot of testing to do between that and playfab/mmr integration. Be sure to wishlist if you haven't, and be sure to join the discord if you haven't!
Much love,
VCF
PHYSICS - Every map now have physics object the player can interact with and shoot, really makes the game come alive.
Alongside this, it has a TON of new features, hereby new weapons, new character, map adjustements and much more.

Every map now features new physics-props that you can move around and shoot - overall giving a much more dynamic feel to the maps.

I replaced dashing with sliding and an appropiate animation for such, let me know what you think!
Say hello to TWO new weapons, the boxing gloves and the nailgun.
The nailgun is a killstreak weapon unlocked by getting ricochet kills (ie revolver projectile bounce kills) and the boxing gloves are a close combat melee weapon. Punch specific combos for extra damage!

I've spent some time making the difficulties scale a bit differently. The easy and medium difficulties are much more forgiving - and on top of that, a difficulty for bots is automatically selected based on your player level. (Can be overridden for more exp of course)
Bots now also have a "initial fire delay" making them less aim-botty
The game now finally features some weapon/ammo HUD/UI. Really glad how this came out

I've completely redid the worksite map as it was due an update - let me know what you think and how it plays

I've also fixed a ton of smaller issues & bugs, read the entire changelog below!

Added physics props to every map
yes I could list all the maps and make this changelog be even more massive
Reworked worksite map completely - new layout
Added new weapon - the boxing gloves, use mouse1&2 to punch and deal extra damage if you punch certain combos
Added skins for boxing glove weapons (BiggieD's soul has been released)
Added a new killstreak weapon - the nailgun
Replaced dash in favor of sliding and added slide animation for all characters
Added killstreaks & boxing gloves to the tutorial level
Completely redid all bot difficulties - bots can now deal less damage yet receive more (on easier difficulties)
Added an initial fire delay to bots to prevent their aimbot nature
Added weapon UI/HUD to all weapons - weapon name and ammo count now shown & animated
Added two new character skin unlocks - both are secrets to unlock in-game
Removed old terminal/console that wasn't used
Optimized memory & CPU usage in a few cases - mostly regarding gamemodes
Heavily optimized the performance of players joining/respawning
Added a slide kill stat & daily challenges regarding slide kills
Removed framerate lock - game can run as fast as hardware allows if not limited in settings
Fixed "+1 kill" showing for suicides/explosion accidents
Fixed being able to revenge yourself
Reworked how killstreaks are handled (mostly behind the scenes)
Added a mouse cursor UI for when a secret is found (like how "+1 kill" works)
Added a ricochet kill stat
Made the lever action NOT be a ricochet weapon
Fixed weapons being able to damage players more than once (mostly seen on explosives)
Fixed a bug where the HE grenade killstreak could be invisible
Fixed volume of ricochet bullet sound
Fixed supporter edition skins counting towards global weapon unlock progression
Tons of other small fixes and changes
(soon 100 reviews omgomgomg tytytyty)
As part of our participation in the online DevGamm Awards, we are hosting a sale and developer livestream!
Enjoy a 25% discount on the game and soundtrack until November 9. Now is a great time to jump in!
Hilarity awaits as you watch the developers solve puzzles, work together, and grief each other in the 4 Player Co-op Levels!
Happy stretching! More good things to come this year! ːsteamhappyː
I know it’s been a long time without updates, and I really want to apologize for that. It’s just me and one other person working on the game, and things have been moving slower than we hoped. We’ve been quiet because we’ve been focused on development, not because the project was abandoned.
The good news is that we now have a target in sight: we’re aiming to release in late 2026.
There’s still a lot to do, but we’re proud of how far it’s come and want to make sure everything feels right before showing more.
Thank you all for being patient and for not giving up on this project. Your support really means a lot to us, and we’ll start sharing more updates soon to keep everyone in the loop.
Oh, and a demo will come out when you least expect, watch out for that :D
Join the discord for faster updates:
~❤️ AHAKuo
We’ve got another cozy patch for you! 💀 Huge thanks to all our amazing testers on our Discord and every streamer who’s played and shared the game so far - your feedback, clips, and streams have been incredible. 💜 We’re really happy with how the Early Access release is going - we even hit over 4500 wishlists! 🎉
Once again, we’ve squashed a bunch of bugs, fine-tuned some systems, and added a few new quality-of-life touches. Step by step, the café is getting cozier and smoother to run. ☕
⭐️ Community Feedback (almost every bug, was reported by you guys via the feedback system, Discord or Streams - THANKS!)
🕯️ Added
🔨 Fixed
🎃 Changed
⭐️🔨 Customers did not order Large or Monstrous Cups
⭐️🔨 Customers did not spawn Dirt in Normal & Nightmare Mode (without Twitch integration)
⭐️🔨 Customers could get stuck after closing time
⭐️🔨 Customers sometimes failed to spawn or spawned too rarely (0.5% chance issue)
⭐️🔨 Customers occasionally took cups with them instead of leaving them on the table
🎃 Adjusted customer spawn rate balancing
🎃 Adjusted dirt spawn balancing
🎃 Queue Line levels rebalanced for smoother progression and slightly less stress
🕯️ Added a small chance that customers spawn without being able to produce dirt at all (except cups)
⭐️🔨 Dark Room Encounter (Normal & Nightmare Mode) no longer triggers incorrectly after loading or at max level
⭐️🔨 Anomaly effects no longer persist after disappearing (e.g. shop prices now correctly return to default)
🔨 DE – Pumpkin Stack Easter Egg corrected (“Kürben”)
🔨 ENG – Hintbox: corrected “Temperature” spelling
🔨 ENG – Dark Room dialogue: “Nuisance” typo corrected
🎃 ALL – Coffee Mixer: added list of valid cup types
🎃 Product Price Rating – new calculation for more consistent and transparent results
🎃 Product Flavours – rebalanced base and bonus values
🎃 Computer → Finance: adjusted market price spacing for better readability
🔨 Computer → Finance: fixed double minus sign for negative values
⭐️🔨 Fixed rare issue where shop prices drastically increased after a positive anomaly instead of decreasing
⭐️🔨 Fixed tip glitch where bonuses were incorrectly applied
🔨 “Vampire Waltz” – audio group was unassigned, resulting in much higher volume than intended
🔨 Radio buttons displayed incorrect labels
🎃 Improved music transition speed for smoother crossfades
🎃 Picture Frames – rebalanced ambient point values, aligned with new shop price progression
🔨 Café Entrance Side – objects no longer overlap with window frames
⭐️🔨 Removed placeholder name for Mixed Coffee Beans
🔨 Coffee beans could be removed mid-processing – fixed
🔨 Combiner sound no longer loops permanently after use
⭐️🔨 Empty coffee bag was loaded into wrong input slot
⭐️🎃 Empty coffee bag is now required for production process
⭐️🔨 World Time continued running during active tutorial – fixed (hint popups no longer advance time)
🔨 World simulation slowed down after dismissing a hint during the tutorial – fixed
🔨 Dialogue box remained visible after Smogh was dismissed – now disappears after a few seconds
🔨 Tutorial checklist remained visible after Smogh was dismissed – now instantly disappears
⭐️🕯️ Coffee Mixer – added notification when trying to use an oversized cup
🕯️ Added ability to empty Water Kettle into trash bin
🕯️ Added ability to empty Coffee Pot into trash bin
⭐️🔨 Shelf placement – shelves can now be placed by looking directly at a wall
🔨 Sink – corrected localization when already occupied
🔨 Sink – fixed issue where Water Kettle could still be filled despite being occupied after load error
⭐️🔨 Sink – Coffee Pot can now be properly emptied into sink
⭐️🕯️ Added “New Cup Size Unlocked!” message when unlocking larger cups
As always, we’ve also fixed many smaller issues and added general improvements. Seth is often posting updates on Discord shortly after a patch! Thank you for your support and continued feedback! Join our Discord to stay in touch. 💀
Players with display resolutions lower than 1920x1080 should now be able to have the UI scale properly for their device.

I wanted to take a moment to apologize for not posting updates for a while. Life got a bit busy on my end, big news, I recently got married! My wife is now helping me with the art side of the game, which is why you’ll see the new art rework in this update.
New Game Logo — redesigned to reflect the game’s new identity
Emotes added — adds personality and flair to each character
UI reworked — cleaner layout and better vibe
Character visuals completely reworked — new art style across the board
Passive rarity system added — passives now come in multiple rarities
Druid Dragon added to third difficulty — appears at Wave 7
New XP drop mechanic — enemies can drop XP orb; if left uncollected, it fires projectiles starting next wave
Gear Set visual updates — redesigned for clarity and consistency
Balancing changes across the board
This is it — the final big demo update before launch.
Full release is coming soon.
Drop your reviews and join the Discord!

Madora Demo Update 🌿
Hello, community!
Today we bring one of the biggest updates to the Souls of Madora demo yet — a big step towards our first full release.
This update brings new features that expand gameplay, exploration, and the feeling of progression within the world of Madora. Check out the main changes:
🌳 New Map
We've taken another step towards bringing the world of Madora to life.
The new map features enhanced natural scenery, refined 3D lighting, and more dynamic exploration, with interactive totems that grant rewards and directly aid your progression.
Get ready to explore, discover, and be amazed by the secrets of the forest!
🔓 Unlock System
Now every run counts!
We've implemented a new unlock system, allowing your matches to generate real progress:
Unlock new characters, skills, and attributes based on your performance.
Each attempt accumulates points that unlock new experiences in every game.
Your effort is now rewarded—even after defeat.
🦋 Meta-Progression and Butterfly Currency
Introducing the meta-progression system:
10% of your score is converted into Butterflies, the new currency used to enhance characters and attributes.
Improve passive abilities, such as magnetism, and increase your skill slots.
With each journey, your spiritual strength grows — and Madora shines a little brighter.
✨ What's Next?
Our next step is the Early Access launch, which will bring:
More unlocks and meta-progression options.
A new playable map.
New characters to expand the Souls of Madora roster.
👉 Get Souls of Madora on Steam now and follow the project's evolution!
💬 And most importantly: we want to hear from you!
Send your feedback here in the comments or on our Discord — criticism, suggestions, and praise are all welcome.
Thank you for being part of this journey with us.
🌿 Let's build a legendary studio together!