Hi everyone, 😄
Thank you for your continued support and feedback for Food Processing Simulator. We have been working to improve clarity, stability, and gameplay polish based on your reports during the demo. This update focuses on better localization support, clearer demo-ending information, and several important fixes that help keep your production line running smoothly.
Updated: Localization support for all listed languages in the demo.
You can now play the demo in multiple language options, making the experience friendlier for players around the world.

[/carousel]Updated: Demo end information is now clearer.
Once the demo limit is reached, you will receive a proper message explaining that experience points will no longer increase, but you can still continue finishing your active project.

Updated: Machine Log now displays label and package counts.
You can check how many labels or packages are inside a machine directly through the Log menu.

[/carousel]Updated: Commodity menu now shows the correct pcs and box quantity.
This fixes incorrect item count information shown in the commodity list.

Updated: Truck now displays spatial UI for project delivery targets.
You will now see how many items need to be delivered according to your active project.

Fixed: NPC QA walking animation not functioning correctly. NPC QA now moves smoothly as intended.

Fixed: NPC QA getting left behind during project termination. NPC QA will properly follow and complete the project cleanup process.
Fixed: Commodity duplication issue when moving machines. Relocating machines should no longer create unexpected duplicate items.
Fixed: Items getting stuck when incorrectly entering the output side of certain machines. Commodities should now continue flowing without stopping during normal operation.
Fixed: Box Machine collider floating above the ground. The collider now aligns correctly with the machine model.
Fixed: Conveyor interaction during packing that caused certain items to disappear. Items should now transfer properly without being lost.
Fixed: Purchased machines stored in boxes reappearing when starting a new game after loading. Box states now reset correctly when returning to the main menu and starting a new save.
Fixed: Gamepad End Day input colliding with UI interactions or box disposal actions.
Gamepad controls are now more consistent and no longer trigger conflicting actions.
We truly appreciate all your feedback as we continue refining the core systems of Food Processing Simulator. If you encounter new issues, please let us know through the in-game Bug Report Menu or via the Steam Discussions.
See you in the next update! 👍🥗
https://store.steampowered.com/app/3928990/Food_Processing_Simulator/
Hello gamers!
I'm excited to bring you a major update packed with graphical upgrades, UI improvements, audio polish, and general game-feel enhancements.
🌈 Graphics & Lighting
Improved Shadows: Especially noticeable on higher quality settings.
LUT Blending: Smooth color and mood transitions, e.g. when entering the Research Facility.
Sun Flares: New lens flare effects for a more cinematic atmosphere.
Volumetric Lights: Realistic light shafts and enhanced depth.
Radiant GI: Effects like the sword glow integrate much better into the scene.
Poly Skybox & Height Fog: Greatly improved sky and atmospheric fog rendering for the Nether below the Islands.
Enhanced Bloom: Cleaner highlights without excessive glow.
Better Highlights & See-Through-Obstacles: Important objects stand out more clearly.

🎨 Effects & VFX
New Texture Dissolve Shader: Smoother, more visually appealing dissolve/material transitions.
Ability Cast VFX Overhaul: All skill effects have been reworked for more impact and clarity.
A whole lot of game juice: Many small polish touches to make everything feel more responsive.

🔊 Audio
More and better fitting Sound FX: Abilities, environment and gameplay audio have been improved throughout.
🧪 Gameplay & Misc
New Target Dummy: Useful for testing ability combinations.
🖥️ User Interface
Video UI Improvements: Transparent window option.
Additional customization settings.
New UI Effects: Better readability and more visual feedback.
To celebrate this update, I'm opening a brand-new 2-week playtesting session!
- Alex
・中級ステージ「モラハラ教師を成敗」で土下座度が90以上になっても5ターン目まで継続する仕様に変更
・上級ステージ「VS なまいき生徒」を降伏度が90以上になっても5ターン目まで継続する仕様に変更

◇活动时间◇
11月19日 维护后 - 12月17日 10:00
◇活动说明◇
活动期间,探求者大人完成指定任务,即可在【堕天试炼】活动面板领取共计40连许愿机会、1000绚晶石以及大量超值道具奖励!
「2025周年特别角色许愿券」「2025周年特别回响许愿券」可用于在对应的许愿池内免费进行1次十连许愿。
※各任务详细内容请见游戏内活动界面。
※关于本次活动中限时道具及相关活动的详情,请参阅相关官方公告。
First of all, thank you all for your patience while the issue with the last hotfix was being investigated!
As a small team, your support means a lot, and transparency with our community remains very important to us — so we’d like to explain what caused the problem with the latest hotfix.
It was discovered that, instead of the core game build normally used by all players, a debug build intended for internal testing and development was uploaded by mistake. The debug version of the build stores save files in a different location, which is why existing game saves were not visible after the hotfix.
The good news is that this only affected how the build searched for your save files — it did not impact how your saves are stored on the cloud or on your PC.
We have now uploaded the correct core game build, and it should once again properly recognize your save files location.
Now, when you start your NG+ playthrough from your latest game save, this save slot will become your main game save.
Thank you all once again for your patience and understanding.
– The METAL EDEN Team
"Han Chen" (Version number: 0.62f3), November 14th
1. New task "The New Doctor's Effort" (triggered after completing "Heart's Desire" in Round 21)
2. Fixed the issue of being unable to complete "Abandoned Armor and Desperate Soldier".
3. Fixed the issue where it was impossible to adopt after feeding yellow ear fungus.
4. The issue of being unable to learn blacksmithing even after meeting the physical fitness requirements.
https://store.steampowered.com/app/2576200/Into_The_Grid/
Ask in our Discord.
Ask in the Steam Forum.
- The Flatline Team

Mostly quality of life fixes this time but also there was indeed some wonkiness going on with how the second wild tile was working (or not) sometimes. Well everything is much better now.
Changes
Wildtiles can be sorted at will again & should always work with the intended value
Back button when viewing game during e.g. reward screen is much more prominent
Animation speed changes are saved now
Worldwide tracks follower count while in hand
Scout cards are not exhausted when they are discarded by daily run modifier or boss anymore
Clock is paused while Exit Game dialog is on (great for e.g. bio breaks)
User name length is capped at 20 characters now
There was a bug with 2 tiles being “forgotten” at the start of the game. It’s fixed now.
If you click on a tile in the deck browser it shows you details and a larger view of the tile
Known Issues
Become Insatiable buff only ever lasts for 3 turns, it is not an X-amount buff.
Leaderboard acts up when in a timezone behind PSD (or wonky Steam connection?)
If you click a menu button before the Steam callback returns all Steam-related stuff is broken
Hello, this is the Midnight Study development team.
This hotfix includes several balance adjustments and updates.
Lowered the difficulty of Act 3 monsters: Taejagwi, Neungwonsa, and Dokgakgwi.
Added a new design for the Act 3 monster “Bulgasari.”
Although a small update, we hope it makes your gameplay experience clearer and smoother.
Thank you as always for playing!