SCP: Echoes Playtest - Virtual
Shader Preloader

Shaders will now be preloaded before the main menu to prevent stutter when in game. This process will be slow the very first time you launch the game, and will be faster to load when re-launching the game.

Performance

We've been working mostly on fixing issues regarding processing physics and networking, and hopefully this update will fix that.

This update also adds pre-computed lighting, which might use more VRAM, but should generally reduce GPU utilization.

SCP-457

We've added SCP-457 as a playable character.

SCP-457 does not instantly kill humans, instead setting them ablaze. SCP-457 can sprint in short (but fast) bursts, and can use gas canisters placed around the map to re-fuel quicker.

Misc. Changes
  • Grenades are blue again

  • Added SCP-1930

  • SCP-294 now supports using keyboard inputs.

  • Changed the role intro screen, although it is still a work-in-progress

  • Changed the main menu back for the time being

  • Changed most of the rooms within Heavy Containment Zone

  • Remastered the tesla gate effects

  • You can press the USE button (E by default) to push around physics objects

  • Updated SCP-049's model

  • Made the health bar visible at all times

  • Added a view into the pocket dimension for SCP-106's portal

  • There are smaller changes that aren't listed here

Known Issues
  • Some areas of Surface and Entrance zone look pitch black with a white glow around them

  • Items don't follow a player's hands

  • Broken ragdolls

The Remainer - 20100

There was a known issue with the electrical maintenance door opening when it shouldn't that had been fixed in the past, but it turns out there was more than one thing causing conflicts with this door.

If you have unlocked the door to the sub-reactor in your playthrough, there is a glitch that will cause the electrical maintenance door to be unlocked once you save and reload the game. This is not intended, this door should not open under these circumstances, and it will no longer do so.

The electrical maintenance keys are tied to an important scripted event that will not occur if you do not pick them up.

Please note that this does not constitue a softlock, the game CAN progress normally even after this, so there is no need to restart your playthrough, HOWEVER: you will miss out on a large quantity of content by doing so. This also means that the sub-reactor door will be locked again, as this was an issue with the save system, meaning that when the sub-reactor will be available to explore completely in the future, you will not be able to do so.

If you have already shut off the power and don't wish to restart your playthrough, it is possible to still acquire the keys after the lights are off and go through the scripted event.

I apologize for this, this is a result of my past inexperience with the saving system that slipped through the cracks. It's normal to have glitches that need fixing at launch but this one in particular is a major one that should not have made it to the final product.

LION The Last Homeland - Sir Arcanos
Great Weekend, people!

I am rolling out the next hotfix for LION, addressing several critical bugs related to boss stability, enemy AI, and key progression roadblocks.

Progression & World Fixes
Judges Castle Entrance: A crucial progression lock has been fixed! The problematic collision blocking the path for carrying the final electrical generator to the entrance is now resolved. I also fixed several parts with missing meshes in this area.

The Red Void - Camera: The camera is now fixed on the platforms that need to be modified to let the tank pass.

The Red Void - Save Heaven Fix: The correct world name and music will now play if the game is loaded from the second Save Heaven in The Red Void.

Combat AI & Boss Stability
Uro Contra Boss Fight Fixed:

I fixed a major bug where the boss's wall-running attack would cause it to clip through walls, exiting the arena and locking the fight.

I also improved the boss's general AI to ensure it no longer gets stuck during its attack sequences.

Mecha Wings Him Rework: The AI behavior for Mecha Wings Him has been changed and modified, and I reduced its attributes. Previous fights were too intense and overwhelming in difficulty; the fight is now more possible to defeat while remaining challenging.

Enemy AI Execution Fixed: The AI behavior was broken for both the Killer Stone Root and the Skiller Mecha Root. Their attacks will now execute properly. The same fix applies to the Fire Whisps found in The Red Void.

Developer Focus Update
Over the coming weeks, updates will reduce in frequency, but I will keep posting weekly about the game's progress or new changes. My primary focus is now shifting to:

Final level design for the main world and Creating the main 8 dungeons of the final game.

I will continue to implement fixes and polish mechanics, enemies, abilities, and the world as needed during this process.

Stay tuned for more information and have a great weekend!
LIMSCAPE : THE LIMINAL SPACE EXPLORER - Smoothea

1.49 → 1.50

・Added realistic playroom mat materials (includes red, blue, and yellow templates)
・Added a Round Box Actor with adjustable corner roundness
・Improved crouching behavior to allow entering tight spaces smoothly
・Added a Christmas tree mesh
・Added the Group Object Library feature — save groups of objects as reusable presets and load them across different levels. Includes several built-in presets. Accessible from the top-right button in Edit Mode.

Shatterland - Althurius

Hello everyone,

I have some big news to share: Shatterland’s release has officially been moved up!
Instead of launching on December 11th as originally planned, I’ve decided to release the game early — tomorrow, November 15th.

Why the change?
Several major AAA titles are releasing in December, and I want Shatterland to have the best possible visibility. Releasing earlier gives the game a much better chance… and lets you dive in sooner!

🔥 Shatterland will be available on November 15th
🕒 At midnight (your local time)
🧡 Thank you all for the 10,000+ wishlists, your playtest feedback, and your support from day one.

I can’t wait to see you jump into Shatterland, explore the world, and start your adventure.

See you tomorrow in Shatterland!

Althurius / Shatterland Dev

Japanese Castle Defense : Zundamon Castle - KC Project
【Content Additions / Balance Adjustments】
  • Implemented English voice lines (some lines are currently quiet; volume will be adjusted for the official release).
  • Changed the ninja mechanics. When a ninja appears, only soldiers’ line of sight is now used to determine the spawn location (the ninja starts from one of the outer-edge cells and moves up to within 9 tiles of a soldier before spawning).
  • Slightly decreased the selling efficiency of the Rice Shop. In exchange, slightly increased the sale value of treasures from Stalls and Townhouses.
  • Increased the rice required for constructing the Elite Hall (as rice tends to be oversupplied in-game, this change aims to slightly increase consumption).
  • Adjusted Hard difficulty and above so that the level variance of normal raids is reduced.
  • Slightly weakened enemy HP on Hard difficulty and above (taking into account the ninja mechanic changes. Since we aim to balance the game so that the natural strength of real castle structures plays a major role, we intend to prevent “only defeating enemies by making them fall” from becoming the sole strategy).

【Bug Fixes】
  • Fixed missing description text for the Defense Hut construction button.
  • Fixed an issue where the Defense Hut was not treated as a defensive structure, causing enemies to pass through it and allowing soldiers inside to be attacked directly.
  • Fixed an error where loading could fail in very old versions because meal and drink data were absent in the save file.
  • Fixed missing English and Chinese translations.
  • Fixed a bug where units would automatically mount or dismount when reaching the stable while moving on auto-intercept.
Fargone - ROGUEAGENT

Hey everyone, this is a very small update but it may give some of you some noticeable performance gains. I found a couple of issues with how the weather system was rendering fog and lights, and fixing these has stopped the large FPS fluctuations between certain weather types. Some of the heavier fog presets were causing pretty big drops.

Extra note:
Over the weekend there will be another patch to address a few reported issues, such as floating terrain objects and certain AI spawns causing enemies to get stuck in places they shouldn’t be able to reach. Expect to see this patch tomorrow or Sunday.

Fixed

  • Fixed an issue causing excessive rendering of fog particles

  • Fixed an issue causing light beams in fog to render even when not in view

  • Fixed an issue with weather and ambience audio causing performance instability

ICARUS - Exctoris
Contains the Following Fixes
  • Fixing Forest Wolves so their Talent Tree archetype is now setup correctly again, allows people to view and assign points.
  • Fixing Forest Wolves Talents and Stats so they apply to the Tamed Creature as Intended
  • Fixing Tamed Cat Talents and Stats so they no longer have the entire wolf talent tree in addition to their own.
Survival Log - Ellen

Hello everyone! Nice to meet you—we are Midnight Workshop. If you’re reading this, congratulations! You’ve discovered our first game, Survival Log, even before the zombies do.

In just 24 hours, the city will be completely overrun. You’ll have to race against time to stockpile supplies, fortify your shelter, and prepare for the incoming zombie outbreak. Should you buy more canned food or secure the windows first? Stock up on medicine or get a radio? Every decision you make will determine whether you survive when disaster strikes.

🎮 We’re recruiting the first batch of closed alpha test players!

Want to be among the earliest survivors in this modern urban “rebirth survival” experience? Join the Survival Log Closed Alpha Test now!

Note: This test is focused on gathering feedback on the game’s core gameplay. The current version is still in early development and may contain bugs, unfinished features, or incomplete content. If you prefer a polished experience, we recommend waiting for a later version.

Test Period: December 12–15, 2025 (tentative) Number of Participants: Up to 100 players

How to Participate:

  1. Fill out the registration form: https://forms.gle/3jBhnacAkrath8PQ8

  2. Join our official Discord for the latest test updates!

Players who join the Discord will be prioritized for test keys to facilitate communication and feedback. Thanks for your understanding.

If you’re interested, don’t forget to add the game to your wishlist!

Goblin Vyke: The Thief Tycoon - ghost

Hotfix:

  • Fixed a bug where old saves could not continue playing after the update.

  • Fixed several UI bugs.

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