We're dropping a hefty patch to keep the weekend burning bright. Take your time with the changelog, as we've managed to kill a hefty amount of bugs, besides a considerable amount of improvements. Thanks for the bug reports and enjoy the weekend!

· Fixed the lake and cave overlap issue with biome distribution for the main island;
· Fixed cooking with eggs resulting in spoiled food;
· Fixed tower villager "tooting" the horn with the defensive command instead of the offensive one;
· Fixed a bug were the cooking house worker would sometimes get stuck trying to deposit items in the crockpot;
· Fixed a bug that would cause structure doors to become untraversable by NPCs. Manifested as villagers getting stuck outside Cottages / Chieftains Houses;
· Fixed a pathfinding bug that would cause villagers to not move anymore in seemingly random circumstances unless they were interacted with by the player (talking to them);
· Fixed a pathfinding bug that would cause villagers to very slowly "stutter-step" to their destinations;
· Fixed a bug where villagers would get stuck because their fallback teleport feature would not work;
· Fixed misconfigured furniture that could have caused villager pathfinding issues;
· Fixed an issue where rebuilding cottages would create 2 more beds;
· Fixed Eye Of Jotun Updates not creating a dismantle pile;
· Fixed some buildings not removing a portion of their inventory when destroyed;
· Fixed villager driven carts flying on server hosted sessions;
· Fixed random player warping when stepping on and off boats;
· Fixed an issue where furniture could not be placed on the terraforming field of the addons of the main building;
· Fixed an issue where multiple Eyes of Odin could be created at the same time in the same world;
· Fixed an issue where furniture could not be upgraded in Chieftain's House (both tiers);
· Fixed furniture upgrading in the Long House destroying the entire house;
· Fixed an issue causing Mine workers to get stuck if their task priorities were changed while they were carrying a large item.
· Fixed an issue where saving immediately after an invasion started would sometimes cause the event to disappear upon loading the save.
· Fixed an issue where out of season Fishing Grounds could not be marked or unmarked.
· Fixed Ivy fence structures picking (highlight);
· Fixed the transition to the desert island atmosphere;
· Fixed Tame Smolkrs never dropping horns;
· Fixed ammo and weapons hoarding on the boat;
· Fixed Warehouse workers getting stuck because of high priority clothes tasks;
· Fixed world items potentially becoming unfindable by villagers after a while;
· Fixed a bug causing players to fall behind boat when opening the map while interacting;
· Fixed disconnections happening when a structure is damaged after a villager left or was killed;

· Added auto recovery for villagers in some invalid positions;
· Added dragon balls to villager food items;
· Added confirmation for saving the villager schedule before switching to a new villager in the menu;
· Added marker to Slambakur biome;
· Added a marker to all islands after exploring them;
· Added new icons for the islands and some of the biomes;
· Added quick deposit for large item in Harbor and Karvi;
· Structures now retains their "Visible on compass" status upon upgrading;
· Cooking house worker is now filtering and prioritizing the filler ingredients much more accurate;
· You can no longer summon a villager when the core is dismantled;
· Supply requirements to start an expedition are adjusted based on the day length custom setting;
· Made it so Long Houses can be built in 2x2 & 3x3 formations (Wide House);
· Golems are now immune to work injuries, bleeding. Golems are no longer marked as "suffering" incorrectly;
· Golems are now allowed to work at Farms. The previous inability to was due to a misconfiguration;
· Carried Smolkrs can now be dealt damage again;
· Golem age attribute has been replaced with a "Lifetime" that depletes over time;
· Flimsy Torch - reduced construction requirements;
· Ivy Fences - adjsuted costs, as they previously used the flimsy fence costs;
· Increased cooking speed for stews;
· Cheese has been buffed: it now replenishes more hunger;
· Optimization - reduced overall VRAM texture footprint.
· Villagers no longer follow the player in water or on the boat to complain;
· Fixed Harbor workers not working properly;
· Karvi crew can now properly shoot inland;
Greetings Operators,
In case you missed it, the major update coming at the end of this month will introduce a new weapon, exclusive to the Zombie mode: the crossbow. Let’s deep dive into this new element and what you can expect from it!
The crossbow is a silent but deadly weapon, familiar to a lot of you. For now, it’s a weapon exclusive to the upcoming Zombie Village map: mainly conceived as a way to efficiently deal with strong waves of creatures with explosive bolts (and is there any funnier way to deal with these creatures than good ol' explosions?).
The weapon fires explosive bolts that cause massive damage and can wipe out clusters of zombies with ease.
This makes it not only fun to use, but also a compelling tool from a balance standpoint, since it provides players with a high-risk, high-reward power spike at key moments of the match.
It will remain exclusive to the Zombie Mod for this update, as this first version is meant as a preview of the weapon before its full introduction into the game’s loadout system. In a future update, players will be able to unlock it permanently, customize it, and use it across all main game modes with different bolt types and attachment options.

How to get it is also one of the reasons the crossbow is tied to the Zombie Mode: players will need to get to work to unlock the secrets leading to the crossbow. It’s intentionally difficult to get, as this is an incredibly powerful tool.
Developing the crossbow was a very interesting challenge. We faced several technical difficulties, especially regarding animation and weapon rigging. Achieving a realistic feel for the string tension and pull was essential, and required multiple passes between the rig and animation teams. Getting the mechanical movement and overall feedback right took time, but the final result matches the level of quality we aim for in Bodycam. We are very happy with how it turned out and we’re excited for you to get a hand on this beauty.

\[PLEASE NOTE THIS IS A WORK IN PROGRESS VISUAL, FINAL RESULTS MAY NOT LOOK THE SAME IN GAME]
See you at the next Focus time!
ICYMI, here are some other interesting reads about Bodycam!
Kane, out.
https://store.steampowered.com/news/app/2406770/view/659340578353316512
https://store.steampowered.com/news/app/2406770/view/587283532327420734

Hello Space Miners!
As announced, the demo for Star Ores Inc. is available again!
For those of you still undecided and unsure whether Star Ores Inc. is the right game for you, we've reactivated the demo so you can give it a try at your own pace.
Enjoy testing it out and happy mining!
Alex – BlackBeak Games

some events are now rolled separately from the standard event roll, and much more generously (chance is 50%/100% {day/night} at level 3 Leyline, and is lower for the earlier levels)
Locations now display an icon if an event has spawned there - no more clicking into every single location (this will be added to the a certain thing in a future update))
typo fixed on Pixelated Crinchures and praise tooltip
Shrine will properly show the effects of a sword immediately upon enshrining
minimum days before first event will spawn 4 => 6
Multiplier reduced on most "sets" (most notable Full Crinchset, which was way too OP)
Infusion Match reward increased from 25 => 50
Magical Mass Match reward increased from 2x => 4x
all encounters have significantly increased requirements to account for this
more feedback when you hit the matches
v1 guide button added to show you what all the different options are, and gives some rudimentary explanation of the game mechanics
encounter explanation added to several items
encounter turn results slowed down
icon shows when Crinchures still possess the capability for sleep or not.
points display is now in the top-left corner
one-time encounter chain will now spawn on the map instead of via events (i'll add repeatable encounters eventually) - these will play the event the first time; following times will take you straight to the encounter preview - time will only pass if you attempt the encounter
Soulblades now properly apply their "aura" to infusion checks (e.g. Honeyed swords will count as a match for Enhived attacks; same as a Honeyed Crinchure)
Florana's Embrace ingredients no longer clickable - message added indicating they are automatically used
numerous crashes
can no longer get extra copies of the same recipe during baking
z2 shrine 2 upgrade no longer grants you the selected item when you reroll
z3 shrine 2 upgrade on a shrine works with q, buff text added
find ingredient "rare find" tooltip corrected
icon on a certain leyline event fixed
events can no longer pick areas to spawn (this will result is a 10-30% increased-feeling spawn rate of events)
leyline investigation is now cleared from all shrines when you view it anywhere
corner UI no longer pops up immediately after getting your first sword in an event
tooltips on sword-select enshrine now properly include the multiplier from the shrine progress
encounter no longer considers you losing if you win on the last turn
Location Event indicator should now be accurate
Bundle of Ingredients Event now requires the Scavenging event completed first
UFO catcher: blow cut bits towards the UFO to raise the max growth cap up to 250 for bigger plants (decays over time but not below your current node count)
minimap widget shows the current node count and max growth cap
wind cursor leaves a trail
🐛 Fixes & Improvements:
Fixed jumping when holding space
Increased van breaking force a bit
Fixed popularity unlocks problem with rounding up
Fixed vehicles behaving weirdly in front of the shop
Fixed floor having incorrect default painting
We would like to remind you that we are not publishing all the changes because of the upcoming bigger update*

Thank you for your support and feedback!
Keep building, decorating, and managing your dream shop — and stay tuned for the next update! 💸
Misfits and Myspace users, we’re proud to announce that ‘I Write Games Not Tragedies’ is officially out! 🎸

Ash’s messy, sketchy world is now ready for all of you to dive in. We’ve worked long and hard (dark circles are just natural eyeliner) on this deeply personal and deeply cringe experience to make it the best it could possibly be.
You’ll love I Write Games Not Tragedies if you love
A coming-of-age story that’s honest, sad, humorous and most of all - embarrassing
Fun rhythm game mechanics that will have you literally screaming for the highest score
A unique hand-drawn art style that’s both dark and kinda cute, just like our souls
Localisation Update
I Write Games Not Tragedies is launching in English only. Despite our best efforts, we could not get our localised builds to a level of polish that we would be proud to release. We’re so sorry and we understand how disappointing this might be to players who are looking forward to experiencing the game in Japanese, Simplified Chinese or Traditional Chinese from day one. However, hand on heart, we are working on this right now and aiming to deliver these localised versions as soon as we possibly can.
Whether you’re a baby bat, emo elder or the normie of our dreams - thank you for being here and we hope you have fun seeing the world through Ash’s eyes - Studio Wife, Cornmandog & Yotsuba Interactive