Hey fellow frogs! 🐸
This patch addresses soft-lock issues that required playtesters to reload the game. Thank you to everyone who has given us feedback so far, whether it be through our feedback form, the Discord or the Steam Discussion page. The notes so far have already greatly improved this build, and we have lots of things to improve the feel of the final game.
Patch Notes:
Added text to Options menu stating that the menus are a work-in-progress.
Display settings no longer show resolutions larger than your screen size.
Note: Any feedback on what you'd like the Settings menus to include is greatly appreciated.
UI now correctly shows your collected currencies (Coins, Lost Keys, and Spirit Shards) when reloading the game.
When switching to Lumi she now corrects her starting position so that she isn't stuck inside objects/terrain.,
Fixed soft-lock on first Gear Contraption challenge.
Fixed issue when the camera starts in the wrong room after respawning.
Fixed issue with camera priorities, causing the wrong room to be focused.
Note: We have made some potential fixes, but as we can't personally test them we are relying on the community to let us know if this patch fixes them. Please let us know if you still experience any camera issues through our Feedback form, Discord or Steam Discussion page.
If you have any issues or feedback for this build, don't hesitate to let us know in our Discord community:
Hey fellow frogs! 🐸
This patch addresses soft-lock issues that required playtesters to reload the game. Thank you to everyone who has given us feedback so far, whether it be through our feedback form, the Discord or the Steam Discussion page. The notes so far have already greatly improved this build, and we have lots of things to improve the feel of the final game.
Patch Notes:
Added text to Options menu stating that the menus are a work-in-progress.
Display settings no longer show resolutions larger than your screen size.
Note: Any feedback on what you'd like the Settings menus to include is greatly appreciated.
UI now correctly shows your collected currencies (Coins, Lost Keys, and Spirit Shards) when reloading the game.
When switching to Lumi she now corrects her starting position so that she isn't stuck inside objects/terrain.,
Fixed soft-lock on first Gear Contraption challenge.
Fixed issue when the camera starts in the wrong room after respawning.
Fixed issue with camera priorities, causing the wrong room to be focused.
Note: We have made some potential fixes, but as we can't personally test them we are relying on the community to let us know if this patch fixes them. Please let us know if you still experience any camera issues through our Feedback form, Discord or Steam Discussion page.
If you have any issues or feedback for this build, don't hesitate to let us know in our Discord community: https://discord.com/invite/vuY4thycPK
Hello, this is JipangYi Games.
We’re excited to announce that HaeTae: Guardians is participating in Steam’s Ancient Costume Game Festival!
HaeTae: Guardians is a fantasy action adventure set in the Joseon Dynasty of Korea.
Become the crown prince and face mythical bosses as you grow stronger through every battle.
Our free demo is now available—enjoy it during the festival and share your feedback with us!
Thank you,
– The JipangYi Games Team
Attention Chasers!
Please check the weekly maintenance schedule below.
The following patch note pertains to contents that will be updated during the November 5, 2025 Weekly Maintenance (UTC+0).
Maintenance will happen during the following times:
⁃ Event Period: November 5, 2025 (Wed) After Maintenance – November 19, 2025 (Wed) Before Maintenance (UTC+0)
⁃ The Attendance Event will be held during the event period.

⁃ Event Period: November 5, 2025 (Wed) After Maintenance – November 19, 2025 (Wed) Before Maintenance (UTC+0)
⁃ Players can acquire ‘Gold Tickets’ in various ways.
1) AP/GP Boost buff will be provided during the weekends of the event period.

2) Players can log in for 30 minutes during the event period to acquire 1 ‘Gold Ticket’ daily.
3) Players can complete daily quests during the event period to acquire up to 2 ‘Gold Tickets’ daily.
4) Players can play PVP to acquire up to 8 ‘Gold Tickets’ daily.
- Acquired on a 100% chance by winning in PVP Ranked Match or Normal Match (Excluding 1 VS 1)
- Acquired on a 30% chance by winning in PVP Normal Match (1 VS 1)
- Acquired on a 30% chance by clearing PVE Invasion Dungeon
5) Players can synthesize various items using the materials they have acquired.

■ The following items will be deleted during maintenance on November 19, 2025 (Wed) 05:00 (UTC+0) (Gold Ticket Event)
■ The following items will be deleted during maintenance on November 19, 2025 (Wed) 05:00 (UTC+0) (Attendance Event Reward)

Welcome to V9.9.1
Hey everyone! Sorry, it's been a little bit since the last update, so we have extended season 1, but we took a break and now we are back!
This update will include some big things! and even end things..
The Visitor is ready to launch his rocket, and the cubes and the rifts have powered his rocket. I hope this doesn't go wrong.. or it could mean The END.
The event starts on the 7th and ends on the 10th.
After release, it was not touched much. Today, this changes
Weapons have been fixed, and much more has been added.
Because of this update it is finally day in the map!
After a couple of months, it's finally out!
You can select it in the story mode menu. (THIS IS A BETA. SOME THINGS DO NOT WORK)
Looks like the team that built the buildings has started rebuilding the huge watch tower.
But.. The cubes have destroyed the buildings behind the spawn area. They weren't even fully built ːsteamsadː
Nametags are coming to Multiplayer and Co-op in December. Nametags will access your Steam picture and username.
Sneak Peek:
Developer Tag
Normal TagAn Update for the SDK will come in January 2026. This update will include mod uploading and more.
This update will also include a bunch of fixes and improvements to ui and gameplay.
Here’s the full English translation of your November 2025 roadmap announcement:
The November roadmap focuses on improving the gameplay experience and usability for new players.
In addition, we are adding new content to systems developed in the October roadmap and focusing on optimization work.
Added new NPC companions
Companion limit increased to 2 based on reputation
Added new side missions
Added non-interactive NPC conversations
Added several early-game food items
Improved bird AI to help them escape more naturally
Added a new mini-game
Improved wolf AI
Added recommended system specs and reset feature
Improved controller support
Expanded compass range for better direction visibility
Added object icons within castles
Changed map marker key settings
Added warning indicators for low health emergencies
Adjusted parts of the main quest that could cause confusion
Added water immersion effects
Clarified “feeling sleepy” dialogue
Improved graphics for certain buildings
Continued graphics optimization
Improved building placement convenience
Fixed unnatural animations when boarding ships
Improved loading speed for environmental assets during travel or loading screens
Enhanced visual effects for torches and fire arrows
Added player direction indicator on the map
If companions were present during the final scenario, they will now also be imprisoned together
Added guidelines for changing arrows
Added rotation guide for furniture workbenches
Improved companion AI so they spread out more naturally
Removed hand-drawn map
Added artificial structures and new building sites
Reduced initial hiring cost for subordinates
Added crafting recipe for campfires in basic crafting
Negotiations now result in a draw when positive and negative responses are equal
Reduced stamina consumption for bows
Reduced stamina consumption when rolling
Increased certain mini-game stat effectiveness
Reduced taming requirements for horses
Reduced health for non-combat animals
Slightly reduced health for early-game pursuers and bandits
Slightly increased hit detection accuracy for sword blocks
Increased item stack limits
Increased item count in merchant inventory
Important rewards are now shared among players in multiplayer
Added recommended prompt for sleeping together in multiplayer
We will continue to fix bugs and make detailed improvements on an ongoing basis.
Positive Steam reviews and recommendations are a tremendous help for our continued development—thank you sincerely.
Although not every suggestion can be implemented due to design direction or development complexity, each month’s roadmap always includes selected ideas from our official Discord community.
This is a project made with love and passion. While it may not be a AAA title, we aim to make it a memorable and enjoyable experience during the Early Access period, continuously adding fun content and improving areas that need refinement.
Fatal Fury x Street Fighter—the dream crossover!Ken and Chun-Li from Capcom's renowned fighting game franchise Street Fighter shake up the roster in FATAL FURY: City of the Wolves! Their inclusion amounts to a legendary crossover like no other, as Fatal Fury’s own Terry Bogard and Mai Shiranui are already playable in Street Fighter 6.

Chun-Li is here in full force—charging the opposition with signature moves and combos, classic threads (featured in Street Fighter 6 as Outfit 2), and trademark taunts from across the entire Street Fighter franchise. What brings the former ICPO investigator to the sinister streets of South Town? Play through her Arcade and EOST Mode stories to find out!
春麗 | Chun-LiVoice Actors: Jennie Kwan (EN), Fumiko Orikasa (JA)
A battle-hardened Metro City agent who arrives in South Town, by request, to investigate the resurgence of an infamous criminal syndicate. Few wolves here can match the strength, style, and grace of this World Warrior—let alone best her outright. Perhaps the only one who can hold a candle to her is the fiery kunoichi of the Shiranui clan.
Celebrate Chun-Li's arrival with a special animated trailer by Masami Obari!
The action heats up with a fiery battle between Chun-Li and Mai in this commemorative short, courtesy of acclaimed animator Masami Obari.
About Masami Obari
Masami Obari is a Japanese anime director, animator, and mechanical designer who serves as president of Studio G-1NEO. Born in Hiroshima, Japan, Obari has been involved in the creation of numerous high-profile anime productions, and is well known for his trademark directing style that includes dynamic imagery and unique visual expression. This style has not only garnered him fans all around the world, but has also served as significant inspiration for many animators across the industry. Obari was character designer and chief animation director for the TV anime Fatal Fury: Legend of the Hungry Wolf and its sequel The New Battle, as well as director for the film version Fatal Fury: The Motion Picture. In addition to this new trailer, Obari also created THE KING OF FIGHTERS XV Special Movie and FATAL FURY: City of the Wolves Special Music Video.
Over the past two years, our commitment to enhancing the gameplay experience has been unwavering. Following an impressive 88 updates in our first year, we continued to push boundaries, releasing over 100 new builds within the second year alone! This prolific development led us into the 0.4 series and culminated with the hugh game update 0.4.6 release, which proudly introduced the ability to mod the game. This significant addition empowers our dedicated captain base to customize and expand their universe in entirely new ways, further cementing our dedication to a robust 1.0 release.
Developing a vast and complex universe like Spaceport Trading Company is a journey filled with both triumphs and challenges. We want to acknowledge that our path hasn't always been smooth. We've certainly experienced periods of communication gaps, and we know there have been times when eagerly discussed features, particularly those requiring significant underlying code restructuring, have taken longer to implement than initially hoped. We understand the frustration this can cause for our dedicated captains.
These experiences have been invaluable learning opportunities. They've reinforced the importance of clear, consistent communication and realistic roadmapping. As we move forward, we are committing to even greater transparency and more frequent updates on our development process, especially concerning larger systemic changes. Our goal is to balance the excitement of future possibilities with an honest assessment of the development timeline.
As Spaceport Trading Company propels into its second year, we hope the excitement among its intrepid captains continues to soar. With the introduction of Career mode and refinement of the new systems we want keeping the universe ever-engaging. The community, vibrant and supportive, has grown hand-in-hand with the game, forming a collaborative hub where strategies are shared, stories are recounted, and alliances are forged. With its solid foundation and a future brimming with possibilities, Spaceport Trading Company stands poised to etch its name among the stars as a beloved title in the space sim genre.
In the coming week, we will be revising our current public roadmap and producing a more focused central roadmap specifically targeted for the third year of development of Spaceport Trading Company. The central goal of this next chapter will be on delivering a captivating narrative experience. With the bulk of our development and new features focused on delivering a solid tale between the stars to our captains, this roadmap will outline the exciting, story-driven developments and gameplay enhancements our captains can anticipate.
We extend our deepest gratitude to our incredible community. All of your invaluable feedback, rigorous testing, insightful comments, creative suggestions, and detailed bug reports have been the driving force behind our continuous development. Thank you for all of your time and input – together, we’re building something truly stellar. Thank you for all of your time and input.