After reading your feedback and suggestions, I’ve added a checkpoint in the final phase of the game, designed to make that part a bit fairer without losing the tension of the moment.
Many of you have been asking for this feature for a while, and I wanted to find the right balance between maintaining the challenge and avoiding the need to restart the entire game from the beginning.
This update also includes performance and stability improvements, as well as groundwork for upcoming features.
I’m still working on the two new game modes, which will arrive very soon and offer different experiences for different types of players.
Thank you so much to everyone supporting Bonanit with your reviews and messages!
Your feedback means a lot and truly motivates me to keep improving the game and adding new content.
Hey folks! 👋
Today, we'd like to showcase some of the achievements that will be included in the full version of Cozyrama.
Can you guess what you will need to do to unlock them? 👀









Remember, you can always join our Discord server to meet other cozy gamers!
- Cozyrama Team


Hey everyone!
As the security team of Arena Breakout: Infinite, we are highly aware of how important the game's stability and security is to players. That is why we have a 0% tolerance policy for any instances of rule breaking that occurs within the game (including but not limited to using plug-ins or unauthorized apps and intentionally collaborating with a player who's using plug-ins). The instant we become aware of a potential rule violation, we will immediately investigate it and implement a serious penalty if needed(including but not limited to a ten-year ban, your device being banned, and a bulletin about being circulated both in and out of the game).
Let it be known that Arena Breakout: Infinite has already implemented a real-time banning policy. All suspicious accounts and historical data will be investigated and, if found guilty of a rule violation, either be banned or have their current ban extended. Additionally, we welcome players to make reports themselves if they see anyone breaking the rules. This can be done by using the Report function in the game and on our social media. Let's all work together to create a fair, equal, and enjoyable game experience.
Compensation this period(October 27 - November 2):
Players Compensated: 17,367
Koen Value: 17.14 Billion
Penalties this period(October 27 - November 2):
Bans for Cheating: 4433
10-Year Bans: 588
Device/IP Bans: 512
Bans: 3333
Bad Behavior: 792
Griefing: 792
Koen Confiscations: 112
Playing with Hackers: 112
information blocked: 72,349
Please follow our rules of conduct and enjoy the game.
Arena Breakout: Infinite's Security Team
November 4, 2025
Hi everyone,
First of all, we want to start by saying thank you. We know you’ve waited longer than expected for the release of Terminator 2D: NO FATE, and we truly appreciate your patience and support throughout this journey.
The physical components for all editions have now finally arrived, following the ongoing delays that pushed us off our previous schedules. However, we now have to assemble the physical editions, which we need some time to do.
Because of this, we are moving the launch date of Terminator 2D: NO FATE to December 12, 2025, for all physical and digital versions of the game.
We are sincerely sorry for the repeated delays. We don’t take your patience for granted, and we never want to disappoint our community. Our goal has always been to deliver the game that you deserve, and we're almost there.
Thank you again for standing by us. We’re incredibly grateful, and we can’t wait for you to finally experience Terminator 2D: NO FATE soon.
- Reef Entertainment
Hello everyone,
We are the development team behind SPARK IGNITES.
Over the past twenty-plus days of the demo test, we have been following your feedback from every channel with immense nervousness and anticipation. We sincerely thank all our "shareholders" for spending your valuable time trying out our still unpolished work. Whether it was lengthy reviews on forums, brief comments in group chats, or even simple "fun" or "trash," every piece of feedback is crucial to us.
At the same time, we must bow our heads and say to everyone: We are sorry.
Through this demo test, we have come to deeply realize that this demo version has many issues, falling far short of our ideal state. By gathering your feedback, we have clearly identified core problems in the current version, such as:
Combat feels slow and the pacing isn't smooth.
The game's overall guidance is unclear.
Gameplay is simplistic and lacks variety.
Insufficient performance optimization, leading to stutters and frame drops.
UI style doesn't quite fit and isn't visually appealing.
...And so on.
Please rest assured, we have carefully noted and documented every issue you raised, and they are now prioritized on our internal discussion table. Our lack of experience and insufficient communication with our "shareholders" led to shortcomings in both the initial design and later polishing stages.
Yet, we feel fortunate to have met all of you, our "shareholders." It is because of your support and encouragement that we feel more motivated than ever. We want to walk this path together with you.
Currently, we have completed the design of our optimization plan. In the next version, we will implement the following improvements:
Combat Related:
Redesign the combat UI and interactions to make combat information clearer and more fluid.
Redesign the boss fight flow to enhance the boss battle experience.
Implement different levels of damage effects during combat to enhance the sense of impact and rhythm.
Enhance the visual effects when Divinities activate during combat, making it clear to players when a Divinity triggers.
Optimize combat animations to improve the sense of combat rhythm and impact.
Increase the speed of actions in combat to quicken the overall combat pace.
Scene Exploration Related:
Add both walking and running actions, increasing movement speed while running.
Remove the forced pause when encountering visible enemies; players will be able to bypass them.
Adjust the random encounter (dark enemy) mechanic, changing it into a special gameplay feature and reducing the number of random encounters while exploring the map.
Divinity System Related:
Redesign the UI presentation for Divinities.
Add more shared Divinity slots, allowing partners to equip more Divinities and swap them at any time.
Introduce progression-based gameplay for Divinities.
Character Progression Related:
Add character level progression, while retaining the design that allows players to allocate stat points freely and flexibly.
In partner-specific quests, the player's different choices will influence the partner's awakening path, allowing partners to obtain different high-tier skills and exclusive Divinities.
Secondary Gameplay Systems:
Add collection and excavation gameplay for various materials.
Add item crafting and synthesis gameplay.
Performance Optimization:
Optimize the build size, compressing the total size without reducing content.
Optimize scene performance to increase frame rates.
Optimize scene sizes to reduce loading times when transitioning.
Implement a new collision detection algorithm to reduce clipping issues in the game.
To our overseas players who want an English version, we also apologize to you here. We will strive to provide an English version for the next test. We hope to create a game you will love.
Furthermore, the work on adding more story content will not stop.
We will complete the development of the optimized version as soon as possible and sincerely invite everyone to experience it again.
During this time, we will also periodically share some development progress and content updates with you all.
We believe we will meet again soon.
Thank you once again, and our apologies once again.
We look forward to reuniting with you all in a better version.
Hello, everyone!
As promised, the content of last week’s 1.0 experimental build was not everything that we prepared for you ahead of Timberborn’s full release.
Today’s update features huge visual tweaks. This includes the addition of clouds and stars, as well as the movement of plants and trees (think: RTX mode ON). We’re also introducing Badwater Seeps and making some other changes to the new content based on your feedback. Please keep it coming, folks!
(By the way, yes, there are some Aquifer changes on the way. Stay tuned.)
The first batch of visual tweaks went live last week. While we’re still gathering your feedback, today we’re rolling out some heavy hitters. Please let us know how you like these changes - when discussing them, don’t forget to mention what graphical settings (Low, Ultra etc.) you’re playing on.
Added clouds to the skybox.
Added stars to the game’s night skybox.
Added bloom to the game. Hopefully, we haven’t overdone the effect, but if we have, let us know! Plus, you can always turn it off.
Speaking of turning things off, we’ve added granular graphics settings. You can now control the quality of various elements of the game and switch off some of the more controversial or performance-heavy effects.
Tweaked Bramble’s model to make it look better in large quantities.

GIFs do not give effects like this justice - watch the video above or better yet, check it in-game.
By implementing moving plant life, we also aim to enhance the game’s visuals and make the world more vibrant - but since it's a significant change, it deserves a separate section.
Added ents to the game.
Added swaying movement to all in-game plants - from crops to hedges to trees. You may notice that on a very windy day, the swaying becomes slightly more noticeable.

After reading all your feedback, it made sense to implement a separate counterpart to the Water Seep that spews out the less desired of the in-game fluids.
New map object: Badwater Seep.
Added extra effects to the water surface over Water (and Badwater) Seeps to make them easier to spot.
Added the object debugging panel, letting you inspect values stored by singletons and components of the selected entity. This feature is available in the Debug mode.
Updated tutorial’s visuals to better match the new style of alerts and notifications.
Tree stumps are now deleted immediately after marking them for demolition.
Updated icons for the "Unspecified recipe" and "Unspecified goods" warnings.
Changed the default Unstable Core’s explosion countdown to 10.5 days. Why ruin a perfect morning with some explosion-induced chaos?
Implemented the above change to the Cores found on the Pressure map.
Added Water to Steam Engine’s recipe (0.3 units per hour). Now that we’ve added “Steam” to the building’s name, it makes perfect sense.
Fixed map category tooltips that sometimes became covered by other tooltips.
Covering a large area with buildings - for example, placing down a lot of dynamite - no longer automatically removes the rubble beneath.
Unstable Core’s warning sound no longer plays when entering the starting settlement’s name - even if the map’s evil creator intended the Core to explode soon after start.
On a related note, Unstable Core now correctly explodes at the start of the game if its countdown was set to zero.
Fixed Unstable Core's panel not wrapping correctly.
Underground buildings, such as the Badwater Rig, now have the same depth as the sources they cover.
Fixed shadows not rendering properly after loading a game.
Fixed a crash caused by entering some dangerous characters in settlement names.
Fixed a crash upon loading caused by modded animated buildings found in the savefile (read: when loading a modded game without mods).
Fixed a crash caused by trying to route a zipline in a way that could result in a fatal collision with the Gravity Battery’s cable.






