Coming to the next update: you can customize your powerup colours! Choose from preset combinations or choose your own individual colours with adjustable RGB values. Colourblind-friendly presets are also included for improved contrast and visibility.
This update comes out next week, along with a few other changes. Stay tuned!

Hello friends,
I have been having a lot of fun working on Teeth Cutter and just wanted to talk about it for a bit. The demo previously had 2 games and now contains 3. This will be the last update for the demo unless there is a major game-breaking bugs (or regular bugs I guess).
The finished game should have around 10 games when it launches. I was also thinking about making the full game early access at around 7, then if the game has a strong reception, expanding the development to 20 or more games. I am unsure about the route, though, as I have never done early access and don't want to feel like I am scamming people. I would be curious to get your opinion on it.
Regardless, the marketing itself I am finding challenging. I don't think I am a particularly entertaining person, so I don't think devlogs are the right way for me to market. I generally don't like doing social media in general, and based on the stats, it really seems like that might not be a good option in general right now. I think I am going to reach out to some YouTubers to see if they are interested in a horror demo and see how that goes.
All that to say if you know someone who enjoys horror maybe show them this game. Also if you enjoyed the game maybe leave a review! It helps Steam to know to show the game to more people the more reviews it has.
Anyway, enjoy the demo update and feel free to let me know what you think!
- Phil
Small little patch based on watching playthroughs.
Added sparkle prefab on door at beginning of game.
Added instruction on door for quick introduction to gameplay.
Altered the closet jumpscare to be more effective.
Removed random marker location at end of trash room in security room hallway.
Hi everyone,
I hope you're all enjoying your time in Aurora while you grow crops, befriend the townsfolk, and decorate your adorable little homes. I just wanted to share a small personal update so you know what's happening behind the scenes right now.
Over the next few weeks, I'll be away from development while I'm in the hospital for treatment. Don't worry, I plan to return as soon as I'm able! When I am in better health, I'll jump right back into fixing bugs and issues you report and continue to work on improving the game based on your feedback. Thank you so much for your patience and understanding during this time. Your kindness truly means the world to me.
And from the bottom of my heart: thank you all so much for supporting me! 💚 Without this community's support and encouragement, I couldn't be here doing what I love. I might still be out there working boring jobs instead of being able to work on Peaceful Days, so I'm very grateful for everything you've given me.
I can't wait to keep growing our little Peaceful Days community together!
See you soon, and take care!
-Nhat
Twitter/X: https://x.com/PeacefulDaysRPG
Discord: https://discord.gg/Kg3M4Te9nB
Hello everyone!
Another quick hotfix for today:
Fixed that Banshee had been incorrectly tagged as having blood, leading to an exclamation mark (missing texture) when killed.
EXFIL Community Game Night 🕘 Every Friday at 8PM EST 📍 Hosted in our official Discord server
Gear up, Operators!
This week’s Community Game Night puts the spotlight on the latest Public Testing Branch update. You will get hands-on time with the newest additions to the arsenal like fresh rifles, new SMGs, and the latest sight options. It is a good chance to try the changes, share your thoughts, and help shape the next steps.
Jump in, squad up, and run live tests with the team. New or returning players are welcome.
Games will be run on the Public Testing build, so join in, experiment with your setups, and share your feedback directly with the team.

Hello, this is MysticQuest.
First, we sincerely apologize to everyone who purchased a Steam key.
The Steam review and approval process is taking longer than expected,
which has resulted in an unavoidable delay in our Steam release schedule.
All builds and required materials have already been submitted,
and we are currently waiting for Steam’s internal review to be completed.
We are actively communicating with Steam to expedite the review.
All supplemental materials and requests have been submitted.
Once the release date is finalized, we will immediately announce it through all official channels (Steam Community, SNS, Discord).
We are committed to completing the process as quickly as possible.
We sincerely apologize for the inconvenience caused by this unexpected delay.
As a gesture of appreciation for your patience, we will be providing a separate compensation package to all Steam key purchasers.
We will announce the compensation details as soon as they are finalized.
Please note that the Stove Store version will launch as scheduled on November 17.
This release is not affected by the Steam review delay.
To all players who have patiently waited for our game,
we offer our deepest apologies once again.
We will continue to work responsibly and diligently to deliver the best possible experience.
Thank you for your understanding and support.
— MysticQuest Team
I am happy to announce a huge patch to Imperial Ambitions demo and playtest in this update!
Here are some of the changes;
Players now can consume Book and Art to research techs in the Tecnology Tab on the left page. They can also view the current technological status on the right page.
Tech tree contains over 180 techs and the names of some techs may change between game sessions. This design choice was introduced to make players to rely on the name and the definition to draw their own research path. Just like real science, you'll have to break a few eggs to make an GM omelette.

The upgrades view had an overhaul, visualizing the skilltree and the dependencies of each upgrade. Also, players can choose to skip their upgrade for art or book (given that they have relevant traits).

Now players can recruit agents and units at non-capital towns as well. The recruitments are bound to buildings, which can be built by the Builder agent.
These buildings are Barracks, Stables, Cathedral, Opera House, Grand Salon and Academy.
==SFX==We have started adding audio for the Tutorial Lady. Currently, only the "Supply and Demand" tutorial has vocals, but soon all of them will be vocalized.
Unclaimed tiles are automatically added to neighbouring factions if at least 3 neighbouring tiles belong to a faction.
Now ledger can be accessed using keys. Key bindings are shown in the tooltips.
ESC button is available to close/open menu or close the Ledger.
Now Shadowmaster can provoke a riot successfully.
Traits now get tooltips, explaining reasons and/or effects of the trait.
Now plundering has a low chance to drop logistic level. Plundering enemy routes is now even more destructive.
Spearman, Fusilier, and Gentleman are added to the game.
Now Military Engineer (Builder upgrade) can build Fort and Starfort. General can build Palisade.
Shadowmaster can now blow up buildings, given the order is low.
General can now increase the order by introducing martial law. It is useful to calm down small scale protests, but can cause protests to escalate into riots faster. Lenient Occupation has opposite effect.
Now FOW gradually increases instead of sharp increase at the edge of the range distance, giving a more soft transition and shading.
Page flip animations now work properly.

Raiders are non-zombie AI that attack, well, basically everything. They will spawn randomly, and also have some specific areas where they frequently spawn. Raider driven events are in the works where a raiding party can spawn and hunt down the player and raid their base.
Survivors are neutral AI that can spawn around the world who are just trying to get by. Players can rescue Survivors and recruit them to help in your own base, or send them to help a faction of your choice. Survivors will be able to help players with many tasks like harvesting wood, collecting crops, defense, crafting items, and more. Survivors will get a set of randomized stats that make them more efficient at specific tasks.
Factions each have their own motives, goals, and will be heavily integrated in to the task / questing system. Increasing reputation with a faction will open new items on vendors, additional tasks, and also build out their base if the player decides to help them.
The upcoming Vendor Rework will also go live with the faction system. The vendor UI is going to change quite a bit, as will how the vendors restock and offer items.
Zombie Hordes have been in development for quite some time. It's a tricky situation to try and balance playability with high numbers of AI, but I'm working on some specific things that I hope will really push the limit on how many zombies are around the world, especially in the city center areas. Once these changes are finished up, players will also have some more options on changing how many zombies spawn.
A fairly large Loot Spawning Overhaul is nearing completion. The main goal behind overhauling the loot spawning system is to begin giving different areas more specific purpose. DeadPoly will always kind of favor the randomness of anything being able to spawn anywhere, but having a lot of specific areas / zones on the map which are higher in specific categories is a much needed and overdue change.
Map Markers and visible area names after discovering areas for the world map are on the way.
After the above features are live, I will begin heavily working on making Garden City not feel so empty. Finishing up every remaining empty building, along with adding more fill to the world outside of buildings, sound scaping different areas to have more unique atmospheres to the game overall, and just really trying to polish up the entire map to feel more vivid and alive rather than empty and boring.
Please note that these features are in progress and not all set to release with the next update, but should begin rolling out over the next few months.
I'd like to send out a very heartfelt thank you to everyone who continues to support DeadPoly. I know the updates have been a little sparse as of late, which can be super frustrating as a player. I almost always tend to spend the time working on the game directly rather than trying to come up with things to share and post. I'm really excited about how the development of these new features is going and how they will affect the game as a whole. I'll try to keep you posted as these features get closer to being ready to go, and with new features that aren't quite ready to show off just yet.


(Click the link and drop your load… er, vote, pretty please!)
Snag Steam-exclusive avatars! The Fairy’s so scorching she’ll melt your dick with one flap of her tit… wings! 🧚♂️ Chocolate Rimmi’s so bendy she’ll lick your ass through the screen. FUCK ‘EM BEFORE SOMEONE ELSE NUTS FIRST! 💦💦💦
Boost your stamina FOREVER – jerk through Adventures non-stop! Two brand-new districts, more fresh sluts dying for you to balls-deep ‘em. Hurry before they cream without you! 🔥🥵
Grab the LEGENDARY Thief card 🥷 stuffed with Jewels 💎 (she keeps ‘em in her soaking slits). Miss it and she’ll steal your orgasm too! Beat your sperm to the finish line! ❤️🔥👆

I’ll peel off my cum-soaked panties and mail ‘em with a pussy-graph. 👅💦
P.S. Secret code: ADULTFEST2025! Punch it in-game and I’ll squirt a bonus straight into your inventory. 🎁🔞
Your dripping Dayana. 💋