Path to Prosperity - Essence Games

Hi everyone,

It’s been a while since the last post, but many things have happened in the development, and there are new versions of the game both on the regular and on the experimental branches.

First off, the game has been upgraded to a much newer version of Unity to address the Unity vulnerability recently found - I am sure by now you have read about this in the various blogs of half the games you play, so I won’t go further into it - but Path to Prosperity has also been updated in accordance. This version of the game is on the regular branch, but it is otherwise fairly unchanged.

Secondly, the version currently on the experimental branch now has the settlement development mechanics as well as research added to them. This means players now start off without access to all buildings, and have to unlock them as the game progresses. For now, I have only locked buildings behind research, but the plan is for additional recipes, building improvements, trade improvements, and player equipment to also be unlockable with research.

Research is done with a new currency, which exists per settlement. Settlement upgrades are done per settlement, but research unlocks happen for all settlements. The new currency, which I still called “development points” in my last post is now called “prosperity”, which I think works pretty well, as each settlement’s prosperity determines what can be built and researched in it - and it also works nicely with the game’s name itself ;).

You can gain prosperity by building the “general goods” store in range of as many villagers as possible, and providing it with different luxury goods. I have over 20 luxury goods planned for the end of 0.9, but for now, only furniture exists of the planned ones, so I have also added linen, stone, flour, iron and gold bars as goods to provide for the time being. 

Finally, I have also added the commander’s house (today’s image) as a settlement's administrative hub. The house has a bed that allows the player to recover their health at no cost, and its inventory is save from villagers taking things away, so players can use it to store their medicine, ammo, foods, etc. Research can be done from the house’s office, though I will add additional management mechanics in the office in the future as well, e.g. seeing the current settlement’s production and consumption stats. Additionally, the house has 2 “garden” slots that can be unlocked with prosperity. Each slot can be set to bananas, vegetables, or flax, and can be harvested by the player only. 

The research podium

The next step will be to balance the game for the new research mechanic, so any feedback will be appreciated. I will keep you updated.

Until next time!

ef - the first tale. (All Ages) - kouryuu9

This is where it begins—ef - the first tale, the unforgettable romance drama that inspired ef - a tale of memories, is now 50% OFF for one week only.

Experience a heartfelt, cinematic story of love, dreams, and the moments that change us.

Enjoy a meticulously crafted tale featuring over a thousand CGs, full voice acting, animated sprites, a stirring soundtrack composed by TENMON, and special movies animated by Makoto Shinkai in order to deliver a unique emotional journey that's sure to stick with you long afterwards.

✨ Also new: the minori Collection Bundle, bringing together ef - the first tale with other romantic and dramatic titles from the developer, minori.

📅 Don’t miss your chance—this story is waiting for you!

Black Fog - polaris
  • Potentially fixed issues regarding a broken player state on loading previous saves. This fix is aimed at losing access to functions such as the smartphone.

  • Potentially fixed issues where loading a save from the first save-point results in all items disappearing. Items may not be in the same place as before, but will now at least be guaranteed to spawn somewhere.

Currently known issues are the stated issue where items do not retain their location at the first save-point in the game alongside some other UI scaling issues at varying resolutions. I am currently dedicating my time towards fixing game-breaking bugs as soon as i find out about them.

For now, if you encounter any soft-locking bugs, please restart the application, as that seems to fix the majority of issues. I apologize for the inconvenience this may cause as I continue to discover bugs.

The 5th Realm - Ed War

Greetings Adventurers,

We’re thrilled to officially welcome you to The 5th Realm! Our MMORPG is now live on Steam as a Coming Soon page, and this is your first peek into a world filled with vast landscapes, deep lore, interactive crafting, and exciting combat.

Explore ancient ruins, build your home, craft unique items, and even leave your mark on the world with player-created content. Whether you prefer solo exploration, cooperative missions, or competitive PvP arenas, The 5th Realm offers a persistent, living world that reacts to your choices.

Stay tuned for more updates, guides, and behind-the-scenes insights from our development team. We can’t wait to see how you shape the Realm!

Follow the page to be notified as soon as new updates, events, and features are released.

Ed War at Oteware

Bait & Tackle - Bad Bass Games

We’ve fixed a pretty big input registering bug, and a handful of smaller bugs while we work on tackling some meatier ones.

Changelog

Bosses
  • Fixed issue where the Crab Bosses' Scurry attack would not properly trigger if the player was on the bottom left of the arena. This change ensures that it works the same as if the player is on the bottom right of the arena.

  • Fixed issue with the Swordfish Bosses’ escape animation where they would pause briefly before leaving the screen.

  • Fixed issue with the Swordfish Bosses’ escape animation where they would disappear before fully reaching the water.

  • Fixed an issue where the screen shake on the Goldfish Bosses' final phase Shockwave Slam attack would be applied multiple times. This should also fix an issue when the screen shake could sometimes trigger when the move started and the boss was below a certain height.

Levels
  • Fixed an issue where the far left of the Oil Rig level did not properly catch the player’s fishing hook, causing it to sink in the water. 

Player
  • Fixed a pretty common issue with the player being unable to hookdash while holding another key to move away from the hook’s location. Similarly, the same issue—but while holding jump—has also been fixed. 

  • Fixed an issue where movement that was started before fishing—and then fishing during said movement, so that the movement continued during fishing—would eventually cause the hook to visually be pulled out of the water/boss hitbox.

Fishdex
  • The backgrounds of the currently selected bait no longer appear as white when hovered over; it stays green while selected. 

Feedback

We’re currently aware of some pretty rare, but impactful, bugs right now: the player spawning as an uncontrollable black box occasionally and the background props following the player. Though, if you find any more bugs, please let us know! If you’ve had a good time playing, why not leave us a review, it helps a lot!

Report a Bug

Thanks a lot for playing Bait & Tackle, and we’ll see you again soon!

ESCAPE FROM BOYKISSER - Owner
Hello everyone! I want to share some news about new Boykisser game!

BONK THE BOYKISSER is a first-person survivors-like game where you’ll have to fend off endless waves of Boykissers armed with a baseball bat.

The game will be released in Early Access soon, and I encourage you to add BONK THE BOYKISSER to your wishlist - it's the best way to support me!

Thanks, see you!

Tales of Old: Dominus - mattmd

Hi everyone, how are you? This is Matt, as you may now I am mostly a solo Developer. 👋

I really appreciate your patience with these first-day bugs, and I especially want to thank everyone who left a positive review. Your support means a lot to me. I’m listening to all your feedback and already working on the issues you’ve reported. Any other suggestions are also very welcome.

For those who left a negative review, I’ll do my best to fix things and hopefully make your experience a positive one. Thank you for buying the game and being part of this project.

Here is the list of fixes for the main issues you mentioned, which should help improve your gameplay experience. Here’s what’s new:

🛠️ Update Patch Notes 4 NOV 25


🎵 Audio & Music
  • Fixed several issues with sound and music playback.

  • Added music spheres that dynamically change the soundtrack when entering different cities.


⚔️ Combat
  • Reduced stamina cost in combat to make fights smoother and more balanced.

  • Deer adjustments:

    • The deer now has less health and runs a shorter distance when hit.

    • It’s now easier to hunt and kill, making the related quest more accessible and less frustrating.


💰 Economy & Merchants
  • Merchant prices have been doubled — based on feedback that it was too easy to sell loot and instantly buy top-tier gear.


📦 Inventory & Containers
  • Fixed a container bug that could break the UI and lock the mouse when dropping items.

  • Partial fix for similar issues in camp areas.

  • Added a notification and sound when dropping an item on the ground.

  • When receiving a quest item with a full inventory, the item now drops to the ground with a clear on-screen message.

  • Added sound feedback when trying to pick up an item while the inventory is full.


🧾 Quests & Item Handling
  • Fixed quest detection for drag & drop and “Take All” actions.

    • Previously, quests only updated when using right-click.

  • Fixed the deer quest detection bug — now correctly registers when meat is collected, no matter how it’s picked up.

  • Fixed the Yew Tree branches (Selfbow) interaction — you no longer need to press E to stop gathering. The animation now ends automatically after collecting.


🗣️ Dialogues & Animations
  • Fixed player stance during conversations — the character now switches to a neutral pose instead of remaining in combat stance.


🏕️ Camps
  • Fixed the camp defense message bug — after defending a camp, the “camp needs to be liberated again” message no longer appears.


🌲 Environment & World
  • Tree collisions have been improved — replaced box colliders with capsule colliders, making it easier to ride through forests without getting stuck.

  • Trees have also been slightly spaced out to allow smoother horseback movement.

  • Fixed the rock climbing path near the swamp — there’s now a set of broken wooden planks indicating where to climb toward the hidden point of interest.


🛏️ Building System
  • Fixed the bed placement bug — previously, if you pressed E on a bed still in green “preview mode” (not yet placed), your character could fall through the map.

    • This issue is now resolved — please test it to confirm!


🎬 Game Intro
  • Improved the intro sequence:

    • The issue where the map was fully visible at the start has been reduced by about 80%.


Tomorrow I will keep working on other bugs you mention and I will be adding them to the Discord and the Steam Bug Report Forum area

Thanks again for all the reports and feedback! 🙏

Saborus - gdamian
Ever wondered what horror feels like when you’re the one on the menu?

Saborus turns the tables (and the knives) putting you in the fragile body of a terrified chicken inside a grim slaughterhouse. No guns. No superpowers. Just instinct, fear, and the desperate urge to survive.

Inspired by a true story and the tragic death of the developer’s pet chicken, Saborus blends the eerie atmosphere of Resident Evil with the tragic absurdity of Oddworld: Abe’s Oddysee. The result? A darkly poetic experience that’s equal parts survival horror, empathy test, and wake-up call.

November 20 is coming fast.

Run, hide and survive before someone decides you look delicious.

The Fifth Bell - yarosh

Update 1.0.6 — “Hands Up!”

What’s new: The game finally has hands! The hero no longer floats in the air — he’s alive, with real movement. Added camera shake and subtle motion effects to make everything feel more dynamic and immersive. Minor optimization and fixes

— trimmed the excess and fine-tuned the details. Chapter 4 is in development. Share your ideas and suggestions

— many new features appear thanks to your feedback. Thank you for playing and supporting The Fifth Bell

WILL: Follow The Light - The Lighthouse Keeper
We were thrilled to meet so many of you in person at the Georgia World Congress Center, let you play the latest build of WILL: Follow The Light, and hear your thoughts firsthand. Seeing players explore the world we’ve been building was both exciting and inspiring.

Our Founder & Game Director, Roman Novikov, spent the weekend chatting with visitors, answering questions, and sharing a few behind-the-scenes stories. As Roman put it:
“There’s nothing more valuable than seeing players experience the game for the first time – their reactions remind us that every late night and every line of code is worth it.”

Thank you to everyone who stopped by, played, and shared feedback. Your support means the world to us!
Stay tuned for future playtest updates and more news soon! ⛵️

Over and out.
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