Hello dear players,
We’re back with the third content update since Early Access! This update also includes several bug fixes. Remember, your feedback is very important to us. Have fun! ⚽
Optimization Update:
Workers have been optimized due to FPS issues that occurred after hiring them.
New Mechanics:
Field-specific pricing has been added! As you upgrade your fields, your earnings will now increase more noticeably.
A new worker has been added who cleans the toilets.
Bug Fixes:
Fixed several translation errors.
Fixed an issue where player names did not fit in the pause menu.
Fixed a lock-up issue in the tutorial when prices were set too high.
Fixed an issue where the cashier could end up outside the building.
Many small bugs reported by players during community feedback and live streams have been fixed
If you are still experiencing these issues, please contact us via Discord. We’ll continue improving the game. Your feedback is very valuable to us. Enjoy the game and have fun!
Bug Fixes
✦ Fixed a UI bug with encounter pillars spazzing out when hovering over other tooltips contained within the pillar.
✦ Fixed some UI issues with the tutorial and compendium screens.
✦ Fixed being able to rotate groups in the shop and lock slots.
Other Changes
✦ Updated the tutorial with new footage, UI, and other slight description changes.
✦ Added a level cap.
✦ Added a gradual change in rotation when rotating items.
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This is more of a patch update to be honest, but because this has a lot of fixes, this is a regular update.
Also, I updated the game engine to GM2024.14, which caused the game to be much larger than it is, so I didn't intend to clickbait people thinking this is some huge 200mb update. This is probably a bug on the engine side, so it might be fixed in the next update. Also if there are any other issues because of this engine update, let me know.
If you don't know, all campaigns are 50% off right now! I recommend everyone buying the campaign pack while it's at it's best value at the moment!
https://store.steampowered.com/bundle/50131/Asteroids___Campaign_Pack_1/
Fixed issue with campaigns which were bought using credits, mainly the Lethal Company campaign. This is an important fix, so let me know if you have the campaign unlocked now. If you don't have the campaign unlocked by buying it with credits let me know in the comments.
All hooks now have a magnet attached to them, making it easier for the hook to get coins
Hooks will bring money in range of the player's magnet instead of going straight to the center
Hooks will attempt to go after gifts to open them
Hook speed has been amplified based on speed level
Fixed crash when holding fire while having a hook (thanks Kingdud)
Fixed Power Star shop description bug (thanks Kingdud)
Fixed skill tree issues with the Power Star (thanks Kingdud)
The power star will now upgrade the hook to level 12
You can now collect gifts even if you don't have the gift utility
Fixed bouncy orbs tier 4 skill tree (thanks Kingdud)
Recruitments can now pick up gifts, but will not chase after them
Fixed issue where in the campaign menu, every frame there would be a check if you own a campaign
Fixed esc not responding in main menu, the escape key will now select 'back' and will go a menu back (thanks Kingdud)
Updated engine to GM2024.14, bringing various performance improvements, but it could introduce unexpected bugs.
Hello everyone,
In this Devlog, Matthew (Animator) will be talking about how we developed the animation for 1998: The Toll Keeper Story, and Rizki (Visual Artist) will discuss the process of creating environments and vehicles that you interact with in the game.

Choppy Frames and Old Inspirations
With the theme and setting for 1998: The Toll Keeper Story, the artists created some lovely art inspired by the quirks of the era’s visual style. So as the animator, I also had to find a way to invoke some of that 90s quality. We tried several concepts, but one that everyone liked (and was also most feasible) was the idea of restricting our framerate and making things look choppy. So, we set a rule that our animations should run at 6fps.
One of the earliest issues we faced was creating a guide for animations so our pipeline could run smoothly - the clearer and simpler the guide the more streamlined the process. We found out immediately that it wasn’t as simple as animating with curves and graphs and just cutting out frames. With modern programs, animations are automatically smoothed - running at 60fps (or whatever framerate your game would run in).
Smooth Curves

Choppy Curves

And by simply cutting out the animation frames actually just made the game look laggy. So we realized we had to be more intentional, so I began looking at early examples of Osamu Tezuka, a Japanese animation legend. Tezuka understood how to be efficient with frames when every frame of animation was expensive. I analyzed his works frame by frame to get the sense and timing of his work so we could adapt it into our game. Using more frame holds to create intentional pauses, but blending it with some other smoother actions like hair so it doesn’t feel too jittery.

Tone and Realism
Our previous titles in the My Lovely series were very stylistic and filled with zany characters which allowed us to be very glamorous with our animations. But 1998: The Toll Keeper Story is a very gloomy and grounded game, dialogue between characters are very dramatic and reflect heavy themes. So while still making the characters and world feel lively, we didn’t want overanimation to take away too much from the words and struggles of the characters.
An interesting note I was given by our art director, Raswan, was how a pregnant woman breathes. In the third trimester, the fetus pushes up against the mothers lungs and actually causes shorter breaths. I think visual details like this make the player sympathize with Dewi and her physical struggles and compounds this with her interpersonal struggles.

The Dynamic Environments of Janapa

To create the game's main visual environment, we used references from games of a similar genre. Initially, we considered using an isometric view showing a line of vehicles queuing at a toll booth. We eventually shifted to a side-by-side view, letting players see Dewi and the driver face-to-face, creating more room for expression, conversation, and tension.

For Rizki, the fun part of working on the assets was how the Dewi toll gate and some passing vehicles are affected by the world situation. As the game progressed, the visuals became increasingly tense, reflecting the worsening situation in Janapa. We built the world of Janapa using the Indonesian language, as reflected in the graffiti, posters, and banners displayed on the buildings next to the toll gate.
Vast Visual Variety of Vintage Vehicles
For vehicles, we took direct references from common vehicles in Indonesia, particularly from the 90s, the game's setting. The main goal was to instill a strong element of nostalgia. We wanted every passing car, bus, or truck to feel familiar for players who grew up in that era. We incorporated various decorations and stickers, such as witty slogans or decals, that are actually playful parodies of the relevant slogans and advertisements of that era, adding a layer of authentic, localized nostalgia.

One of the biggest challenges was dealing with the wide range of vehicle sizes on Janapa toll roads. Every day, you see everything from tiny hatchbacks to towering container trucks and double-decker buses. We wanted to capture that variety of vehicles without overcomplicating production.
To handle this, we categorized vehicles into Low, Medium, and High classes. This simple system determined how drivers and props were positioned on the vehicles. High vehicles received their own unique drivers and passengers, while smaller ones could share base templates — keeping production efficient without losing visual variety.
We've kept a treasure trove of more detailed visual art concepts in our DLC Artbook. Please check it if you are interested. :)
More than an Ad
My favourite thing I worked on in this project was actually our trailers and promotional material. I watched old ads to see the effects of old CRT television, and used that effect to create the setting of the 90s. Then capturing the weight of the game’s story and the ‘action’ of our gameplay felt like creating little short films. It was a delight to show off our game to the public and gauge the public’s reaction to our game; from the very first teaser we rushed to make, to every video we made for our social media. Your reception to our bold idea is what fuels us as game developers to make this the best game we can.
The Strength of 12 Women and Men
With the interns on this project, we had an art and animation team much bigger than any of our previous projects. The management of this team and to steer it in the right direction was no easy task, but you can see the results for yourself now. So we want to thank our talented animation and art interns who helped us bring our creation to life. Developing games can be very time-consuming and without their extra hands on deck we wouldn’t have been able to finish it.
LAUNCH DISCOUNT 40% OFF running for 2 weeks.
After many ups and downs over the years, SnuggleFry Games is thrilled to announce the Shadows of Zana will be released November 10th 2025!
A giant Thank You to everyone who has supported the development over the years and helped me stay focused and motivated.
Feels great to finally make this announcement.
We’re excited to announce that Click and Conquer is now part of the Incremental Megabundle on Steam!
If you enjoy relaxing, number go up style gameplay, this bundle includes a huge collection of the best incremental, idle, and clicker games on Steam, all at a discount when you grab them together.
I am 17 days away from the next version of my demo, and to be honest the new dialogue system has been quite difficult for me to implement. I am going from a linear dialogue system where you press a button and boom there's is the next line to now you have options and free will, similar to an RPG. And just getting the technical side of it up and running has been a pain but I am pretty sure I will have the hub dialogue with the evil alien completed by the time the next demo version is set to release. Here is a sneak peak of the new interface for it, See you November 20th! 