◆After two months, the magic for the previously unimplemented 8-4 (Moon) has finally returned from <that world>.
Due to the significant delay in implementation, its effects have been enhanced beyond the original design.
◆New QoL features, “Exchange Reservation” and “Notification Reservation,” have been implemented for Chapter 8-3's <World Mirror>.
While this stage allows item exchange anytime, the current system forces players to constantly track how many <World Fragments> they need to save up for exchanges—a truly shitty design. Better late than never, we've added these features.
Honestly, the reservation processing is so complex that you'll likely find yourself wondering “What the hell is going on with this system?” more often than not. But I doubt we can make it any better.
Right now, I can't contain my rage at this stage's shitty system. Therefore, I hope you all also lose control of your rage at this stage's shitty functionality.
Going forward, if stages similar to this one are implemented where item exchange is possible anytime, we plan to implement the Exchange Reservation and Notification Reservation features first.
But honestly, what this stage probably needs most is an improvement to the Level Up Board functionality. However, since I can't think of any intuitive QoL improvements, it's likely to be neglected.
◆Implemented some previously unimplemented effects for <Déjà's Pulse Book>.
◆Added a function to the screenshot button in the bottom-right corner: Shift + click to output the entire map.
However, this may not work on relatively old graphics cards.
(Computers over 10 years old or those without a dedicated GPU may encounter errors)
The output will be mostly blank and distorted.
(This is primarily an emergency measure for players wanting to coordinate multiplayer strategies.)
◆I made various other fixes, but as usual, I've forgotten the specifics. Sorry.
◆We plan to implement the enemy morale loss feature in about 1-2 weeks.
◆We aim to implement Chapter 5-0 around one month from now.
Hello everyone!
Another quick hotfix for today:
Fixed that on Advanced and Master difficulty levels, the invaders had no supply and research income from their bases.
Hey,
We’re rolling out a hotfix that addresses several gameplay issues and improves overall performance and stability. Thank you for continuously sharing your reports and feedback — they help us track down and resolve problems much faster.
Fixed an issue occured in Air Control (Alina skill) (Reported in: Bug de compétences avec Alina :: Chernobylite 2: Exclusion Zone Bug Reports)
!!! If this problem persists in your save, going to sleep in-game should resolve it.
Fixed camera angles in FPP during the conversation with Borya at the base.
(Reported in: Cellegen's Bug Hunting Report #01 :: Chernobylite 2: Exclusion Zone Bug Reports)
Fixed levitating assets during the temple event,
(Reported in: Cellegen's Bug Hunting Report #01 :: Chernobylite 2: Exclusion Zone Bug Reports)
Fixed multiple issues with the friendly NPC Harmony,
Fixed pickable resource interactions that prevented players from picking up certain objects. (Reported in: \[77150] can't pick object :: Chernobylite 2: Exclusion Zone Bug Reports )
DIY Tutorial: Fixed an issue where scrapping weapons before talking to Khulan could block progress in the training sequence.
Fixed enemy icons in the PDA radar where the Navigation Module displayed enemies incorrectly, (Reported in: Navigation Module displays enemies on the radar :: Chernobylite 2: Exclusion Zone Bug Reports)
UI improvements in the storage menu.
Fixed pickup sounds bug when teleporting,
Numerous common and rare crash fixes.
See you in the Exclusion Zone,
CG2 Team

Updated body model and proportions
Improved fur detail and shading
New, smoother movement and behavior animations
This update is focused on improving visual quality and realism.
All previously hunted Tiger trophies will remain in your trophy lodges.
Their visuals will automatically update to the new model
Several new fur variations for the Tiger have been added.













A completely new explorable area in first person with a new enemy. Venture into the backrooms, explore the dangerous labyrinth, escape Martha, and claim an incredible reward if you reach the end.
A completely new item that will help you survive your journey... if you manage to get it.
Several improvements to overall game stability
Minor gameplay improvements
Fixes to camera filters. These filters can now be turned on or off from the start menu
Fix a bug on Mac caused by certain camera filters
Thank you so much for supporting our game, more changes, fixes and content are on the way!
Welcome once again to the weekly Development Log for Lionhearts, an up-and-coming project on Steam created using Unreal Engine 5.
This week, our team made progress toward preparing Lionhearts for internal Beta testing.
The programming team focused on stabilizing and wrapping up core systems, including building a Beta-ready version of all major gameplay features.
A new character display model was added to the main menu, allowing players to visually preview their loadout changes.
Spear and bludgeon combat were implemented as well: bludgeons are temporarily using arming sword animations until their custom set is finished.
Offhand functionality also progressed, with both the bow and shield now usable in the offhand slot. Shields currently pair with arming sword and bludgeon weapons, and future updates will allow players to dual-equip bows with one-handed weapons.
The 3D animation team created new bludgeon charge and attack animations for the left, up, and down directions, helping flesh out the weapon’s moveset.


On the 3D art team, the Sergeant-tier outfit was completed, marking another step forward in the visual progression system.



The 2D art team continued refining the Server Browser UI, the layout is now finalized, with work shifting to color palette polish and visual styling.
If you haven’t gotten a chance to check it out yet, our Kickstarter campaign is now accepting late pledges! Even if you only have a few bucks to spare, it helps us more than you know!
Reminder: We have begun handing out Discord rewards to Kickstarter backers, such as roles and other special permissions. Check your Kickstarter messages if you're a backer for info on how to claim these rewards!
Please join us on our Discord server where you can ask questions and participate in our growing community!
Be sure to wishlist the game on our Steam Page, too!
We began the Cosmic Miners project with a big dream. Our team was small, but our vision was vast. Despite a limited budget, we poured our passion and belief into building this universe.
Throughout the Early Access period, we released over 30 updates, improving the game step by step with your feedback.
Unfortunately, our sales haven’t reached the level needed to sustain ongoing development. For that reason, we’ve made the difficult decision to pause active development of Cosmic Miners for now.
We want to express our heartfelt gratitude to everyone who supported us. Those who played the game, shared feedback, and lifted our spirits with kind words. Your support is what made it possible for us to come this far.
Moving forward, we’re exploring opportunities to bring new investors on board who can help us continue this project. We also welcome volunteer developers or artists who wish to contribute to the Cosmic Miners universe. Please feel free to reach out to us.
We truly hope this is just a short break. The world of Cosmic Miners still has many stories to tell and countless planets waiting to be discovered. We can’t wait for the day we return, stronger than ever.
With love and gratitude,
The Cosmic Miners Development Team
Posted by: That One Guy Loki from That One Game Studio
Hey folks! Loki here — solo dev, night owl, and long-time lover of shop sims and small-scale racing chaos. I’ve been quietly working away on Pocket Racer Shop Sim, a game about running your own hobby shop, cracking open part packs, tinkering on tiny race cars, and hosting race nights with your friends… all wrapped in a chill, cozy shop sim vibe.
Thanks for checking out the project — I figured the first post should be a proper introduction to both the game and myself, so let’s jump in.
At its core, it’s a blend of:
Shop Simulator – Stock shelves, set up displays, decorate your workspace, and keep your customers happy.
Car Builder / Tinkerer Sandbox – Hunt for parts, open booster packs, compare stats, and build the perfect little racer.
Track Designer – Use the editor to create simple or wild race tracks that demand different builds to win.
Small-Scale Racing – Fast, fun, and a little chaotic. Tune your car, test your setups, and watch them tear around your tracks.
Multiplayer Social Hangout – Bring your save file and your cars to a friend’s shop, race together, and show off your builds.
It’s cozy, creative, and just competitive enough when it matters — on the racetrack.
One of the most addictive systems already in place is the part pack opening.
You’ll rip open randomized packs to find motors, gears, wheels, batteries, chassis, and more — all with stats that change how your racer handles.
Looking for that higher-tier gears?
Hunting for the perfect balanced wheels?
Chasing a specific rare motor pull?
Welcome to the rabbit hole.

And once you’ve got the parts…

You can build, tweak, tune, and test your creations.
The track designer is already taking shape, and even in its current state it’s surprisingly powerful.
Mix and match pieces
Build large sprawling tracks or small tight circuits
Make tracks that encourage specific car setups
The goal is that every player can build something fun and unique — and share it with friends in multiplayer.
This is the part I’m most excited about.
At any time while playing singleplayer, you can host your save and invite friends into your shop.
Your friends bring:
Their cars
Their inventory
Their progression
And inside your shop they can:
Buy packs
Upgrade their cars at your workbench
Race on your tracks
Think of it like inviting friends over to your real-life hobby shop to swap parts, talk builds, and run race nights together.
It’s social, it’s chill, and it’s already working in the playtest.

Right now multiplayer is aiming for 4–8 players depending on testing, but even with 2–4 it already feels like a fun hangout.
I’m not committing to dates — I work nights, and the motto around here is
“It’ll be ready when it’s ready.”
But I can give you a look at what’s cooking for the future:
More track pieces (ramps, corners, straights, special sections)
Loads more car parts to expand tuning depth
More pack types including higher rarity tiers
More shop furniture & décor to improve Ambience and creativity
New shopper models & shopper personality traits
Rent dues system for a touch of shop-management strategy
Deeper shop customization tools
Car Rating System to help compare builds and progression
Hirable staff for your growing shop
Track-based leaderboards
Player emotes for multiplayer personality
Market events (sales, shortages, specialty parts, etc.)
Player model customization
Weather systems to change the shop vibe
On the subject of “What’s coming next”… let’s just say someone keeps sitting on the checkout counter.

Pocket Racer Shop Sim is currently in a closed playtest, but I’ll be expanding access as things stabilize and as I move toward a public demo. Stay on the look out for future updates as I open it up to more testers.
If this whole vibe seems up your alley:
Please Wishlist the game — it helps SO much!
Would love to hear your thoughts and opinions as we build this game together, so hit that Discuss button and leave a comment.
Thanks for being here.
Can’t wait to share more soon.
— That One Guy Loki
That One Game Studio
Quite a lot in this update!
Complete map generation with a single button click
More map tile types including: corn fields, dirt roads and hills
Outbreak intensity score calculated per scenario from weak, to historic and even super-outbreak!
Default slider values set to more reasonable values for scenario customisation
More consistent road texturing
Fixed tears/seams between some map tiles
Improved scene tile loading to be less CPU intensive
This is starting to feel more like a game, it's actually really fun now trying to navigate the map, trying to keep up with the tornado while trying to predict what it will do next based on the CAPE and SRH environment it's moving into.
Screenshots below!


