Controller support for throwing barrels and energy balls
Guard rails added in ball room in Space Station
Text Chat messages bugfix
Some T-pose bugs fixed
Icon and texts fixed for selected weapons and weapon mods
Spora Prime : Gaio and Reactor Core physics tweaked
Crash fix on Result Screen
Crash fix on Minimap
Hello,
In this November update, you’ll find mostly Taming the Tigers content:
4 new characters (Shanxi and Guangxi)
Balance rework
Feature improvements and bug fixes
2 new cheat codes
Content also applied to the base game
If you don’t own Taming the Tigers yet, don’t worry: I haven’t forgotten you! I already have a few updates in mind for the base game as well.
Fu Zuoyi: Added to the Shanxi reserve roster in the 1927 and 1929 scenarios.
Xia Wei: Added to the New Guangxi Clique reserve roster in 1929.
Huang Xuchu: Added to the New Guangxi Clique reserve roster in 1929.
Yu Zuobai: Can be recruited in 1929 by both the New Guangxi Clique and the Guangxi Communist Party, through personal bonds.
The Nanning Finance Minister now gains $3000 per turn, starting in January 1929.
Yan Xishan is now Generalissimo in the Taming the Tigers scenario.
One new character has been added to the Shanxi reserve roster and two to the Guangxi reserve roster in the same scenario.
The city map influence display has been reworked. Switching between characters or changing turns will no longer reset the character’s view.
The Mongol People’s Party now has mass actions, like the Communist Party, instead of foreign powers actions.
Truck transfers from your inventory to an army can now be done in batches of 5.
NanjingFall: Breaks your alliance with the faction controlling Nanjing and gives you control of all armies in the Nanjing district.
RedNanjing: Transfers Nanjing to the Communist Party.
The following changes also apply to the base game:
Fu Zuoyi is available in the Shanxi roster in the 1927 Red Base scenario.
The $3000/turn Nanning Finance Minister bonus applies in Sandbox mode when you reach 1929.
The Mongol People’s Party mass actions apply in the 1920 scenarios.
The city map influence rework applies to all scenarios with city maps.
The truck transfer update is valid in all scenarios.
The new cheat codes can be used in any scenario where Jiangsu appears.
I hope this new content makes the GMD, Shanxi, and Guangxi cliques even more interesting to play.
Have fun!
Maestro Cinetik
Korean translation added!
Great thanks to Kuroten!
They also did the korean translation for q.u.q.!
Hello Time Game players or yet to be!
Our game has had a few big updates from the demo.
Achievements are implemented and special Hats can now be earned by completing them.
Full deck now implemented into game. Adding a host of new cards.
Also the full set of Earth and Moon Timezones are in the game now (watch out!).
Animated hats can now be purchased through the game's character menu.
We will be rolling out more as time goes by.
Love the thoughts, input, and ideas through Steam, Discord and Youtube or Instagram.
We appreciate the support and enthusiasm,
The Time Game Team
Note: These changes are our work on the version that will become the Early Access version.
These changes have not been added to the demo.
Features:
- Completed Talent Tree
- Mage Dash is now a Teleport and can dash through obstacles
- Finished creating remaining reward relics
- Update backpack visuals based on elemental type
Fixes:
- Fix Alt tooltip interaction on Set items
- Fixed buff visuals not being reset properly
In this video, we’ll explore different ways to model brushes, create spectral surfaces, and set up breakables. Gravelord stands out with its unique spectral surface mechanic, allowing you to traverse levels quickly and engage in combat strategically, or even use it as a vertical shortcut if you fall. Combined with breakables, you can create some really dynamic fun situations. You'll learn how to turn simple blockouts into atmospheric spaces through level art, texturing, lighting, sound design, and effects.
Think you've got what it takes to make a great level? Join our competition (THERE'S PRIZES!)
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I hope you all enjoyed the Halloween Event and were able to pick up some Halloween goodies! Thank you everyone who checked out Sketchy's during the event. Don't worry, the new map is permanent and so is the new Elizabeth Skin, so you'll still have access to that content if you missed Halloween.
Now, its time to get back to focusing on wrapping up the year with QOL, polish, and bug fixes as I prepare Sketchy's for Full Release (date unannounced).
The Cardboard Halloween Suits have will be available all year. You'll find them in the Suit Modifier under the section "Cardboard Suits".
Improved performance and optimization on the Hollow Manor Map. Players should see an increase in FPS the next time they land.
I’ve reworked the 2 daily info in Hollow Manor that required players to leave the house and look through the video camera for certain activity. It was a bit frustrating especially for large groups of players to require all players to leave the house in order to find an orb or get an interaction. Now, players only need to step a small distance away from the Ghost Room for orbs/activity to occur in the video camera.
Reworked the Haunted Manor Daily Info from “This entity is known for hiding ghost orbs if players are in the house. Place a camera and observe from the truck for activity” to “This entity is known for hiding ghost orbs if players are NEAR the ghost room. Place a camera and observe from a distance for activity.”
Reworked the Haunted Manor Daily Info from “This entity is known to avoid interactions if players are in the house. Place a camera and observe from the truck for activity” to “This entity is known to avoid interactions if players are NEAR the ghost room. Place a camera and observe from a distance for activity.”
EMF readings caused by Electronics and Knocked objects should now be detected from the location of the object emitting the signal.
Improved Networking for Client-Side Movement, providing a significantly more enjoyable experience when players have very high PING due to long distance from a host or bad connection. If you are someone who typically experiences high ping or lives very far away from the host you play with, please let me know in the discord how your experience is after playing this update.
Improved Flashlight Networking to give instant feedback on High PING clients.
The 2 display suits in the back of the apartment living space have been removed. Instead, I’ve added a Suit Modifier near the entrance of the apartment that allows you to customize your character just as you do in the Ship.
I've always felt a disconnect between the apartment and the ship so I've added teleports that directly connect them to each other allowing you to bounce back and forth without the need for physically walking out of your ship. This is extremely convenient. Not only does it save time when loading things into the apartment after a big haul, it makes the apartment feel so much connected to you.
Players can now teleport directly from the Space Ship to the Apartment.
Players can now teleport directly from the Apartment to the Space Ship.

Added the cosmic coin cap to the Contract Manager.
Removed the nanite check box in the Video Settings as it is not being used anymore.
The Sketchy Teleport outside the apartment now goes directly to the Drop off.
Reduced the volume of the Pew Pew song on the Boombox.
Simplified the Paranormal Computer on Hollow Manor and added the description about the Breaker to the “TIPS” section in the Journal.
Added a central mark to the compass so that it’s easier to see which direction you are facing.
Fixed an issue where disconnecting the Xbox Controller was leaving controller icons on the Settings Menu rather than reverting back to PC icons.
Fixed an issue where the Frosted Snowman walks around during the day.
The Winter Event will return this year in December so keep an eye out for more news regarding that. I'm not dropping too many details as to what to expect right now, but I figure I'd at least confirm that there will be one for those who are curious.
Hey Chefs! 👨🍳👩🍳
We’re serving up a new update for Restaurant Owner: A Restaurant Simulator that takes your culinary experience to the next level!
Step right into the kitchen! You can now personally prepare every dish using new equipment in the kitchen!
We’ve expanded your kitchen with new workstations and a range of new appliances, including:
Oven
Stovetop pan
Deep fryer
Drink dispenser
Each piece of equipment brings more depth and variety to your restaurant’s workflow.

We’ve also polished and improved several existing systems to make the restaurant management and cooking experience smoother than ever.
So grab your apron and fire up those stoves — it’s time to get cooking! 🔥
Hello, Living.
Of all the details revealed in our last trailer, few drew as much attention as the armour - and the tools used to maintain it. We wanted to take you deeper into one of Hunger’s most defining systems: how protection, repair, and survival truly function in the World After The End.
The Role of Armour in Hunger
Armour plays a crucial part in survival. Your chest armour carries its own durability, functioning as a secondary layer of health that absorbs incoming damage. Other pieces, such as helmets and greaves, act as damage modifiers, providing protection but without their own durability to restore.
Our goal is to ensure armour feels impactful and worthwhile without creating an unbridgeable skill gap. A less experienced armoured player should not automatically defeat a highly skilled unarmoured opponent. Armour should provide a clear benefit, yet remain surmountable through ability and strategy.
To keep your protection intact, players can use a range of armour repair tools and consumables, each with its own rhythm and risk. These fall into two categories: repeated-use tools and single or limited-use consumables.

Visual Representation Intent
We made a deliberate decision not to visually represent armour on characters in Hunger. Doing so would have greatly limited our ability to create distinctive, eccentric, and varied character appearances and cosmetics - one of the visual cornerstones of the game.
Because Hunger’s balance keeps the difference in survivability between no armour and top-tier armour within a narrow range, we felt it was less necessary to convey exact armour state visually. There are very few situations in Hunger where you would engage an opponent and later regret it based purely on their apparent gear. This is also because their general appearance works as a great proxy for armour too (and several other factors that may influence an engagement).
A character’s cosmetic rarity, the quality of their bag, and the weapons they carry all serve as strong visual cues to their general level of equipment. Over time, players learn to read these signals naturally. For those seeking more precise information, masteries and tools offer ways to discern exact armour type and condition. In combat, hit markers, sound, and impact feedback further communicate armour status - systems inspired by other titles that have successfully balanced clarity with creative freedom.
The Armour Tongs
The Armour Tongs represent the repeated-use type. They can be used as often as needed, so long as they remain in your inventory. They’re slow, deliberate, and require dedicated focus, best used between fights rather than during them.
Unlike the faster, single-use Armour Plates that instantly replace damaged plating, the Tongs gradually restore your armour’s integrity over time. They must be equipped to your tool slot and actively used.
Because of their reliability and permanence, the Tongs are invaluable after battle, but risky to use under pressure.

Concept Art: Armour Tongs
Armour Plates
Where the Armour Tongs represent patience and persistence, Armour Plates are immediacy made manifest. They’re single-use, high-impact consumables that restore sections of your chest armour in one decisive action.
Unlike the Tongs, Plates do not mend or repair - they replace. Each Plate is a prefabricated segment of protection, slotted or affixed to your existing armour to restore its defensive capacity. Once used, it’s gone.

Concept Art: Armour Plates
In the field, this makes Armour Plates a tactical choice. They can bring you back from the brink during a fight, quickly restoring integrity that would otherwise take minutes to recover. But that advantage comes at a cost: scarcity, weight, and commitment.
Plates occupy standard inventory space, meaning they compete with the rest of your carried supplies - ammunition, healing, tools, and salvage. Carry too many, and you lose room for other essentials; carry too few, and you may find yourself exposed at the worst possible moment.
Their rarity and potency scale much like the Tongs - from Leather Plates found in ruined caches to the Damascus Plates produced by skilled craftspeople. Each tier restores progressively more of your armour’s bars, reflecting both the quality of the material and the skill of its maker.
In practice, Armour Plates are your rapid response to a bad situation - a means to re-enter the fight, to survive one more engagement, or to buy enough time to use your Tongs in safety.

Armour Repair in Practice
All armour repair items currently sit within the Tool category - Equippable and Usable - meaning they share space with other functional gear such as lanterns, traps, and spyglasses.
For now, every repair action in Hunger is a commitment - something to be done with intention, not haste. The choice between a slow, reusable tool like the Armour Tongs and a faster, consumable Armour Plate is part of the tension that defines the game’s survival loop.
As Hunger evolves beyond Early Access, more tools and gadgets will be introduced to help players maintain, treat, and modify armour in new ways - expanding the tactical choices available in the field and deepening how players prepare between expeditions.

Wishlist Hunger to follow the journey and join our upcoming tests.