Orbloom Playtest - Gamatat5u
New update featuring:
  • New items
  • New tutorial
  • Balancing changes
  • UI changes
Nov 14
The Sushi House - UY scuti

Hello everyone,

A small update has just been released to improve the overall gameplay experience.

• Japanese Localization Improvements
The ingredient names used in recipes and interaction prompts have been unified for consistency and clarity.

• Manager Chase Speed Adjusted
The manager's chase speed has been slightly reduced to make the pacing feel smoother and less overwhelming.

• Sound Balance Adjusted
Some overly loud sound effects have been reduced to improve overall audio balance.

• “Good Ending” Item Visibility Improved
The item required to achieve the Good Ending is now easier to notice and interact with.

Thank you for the feedback and support.
I'll continue improving the game to provide a better experience for everyone.

Soul's Remnant - chao

Our playtest has now ended, and we just want to say...

Thank you for playing Soul's Remnant!! 🤍

Soul's Remnant will return! We'll continue working hard on developing the game now, so stay tuned for future announcements!

If you haven't yet, please be sure to fill out our playtest feedback form!

It helps us a lot with making improvements for the future of the game, so check it out!

And if you'd like to support our continued development of the game, consider supporting us on our patreon!

See you all again soon~! 🤍

Isle Goblin Playtest - Kilowatt Games
- Added a town calendar you can research. This will allow you to see upcoming weather, NPC birthdays (""spawn days""), and holidays. Note that giving an NPC a gift on their birthday (or going on a walk with them) increases or decreases their friendship by double the amount it normally would.
- Added a bug reporting feature in-game. This will automatically notify me and send me the logs. I highly recommend using this feature whenever you report a bug so I can get a copy of the log.
- Added 4 emotes. Press ""J"", ""K"", ""L"", or "";"" to emote.
- During wold generation, the map now logs points of interest. In chests around the world you can find ""maps"" that will put a flag on your map showing something important. This could be a big dungeon, an NPC, etc. This way exploration can be a bit less random and time consuming. You will need to create a new world to experience this.
- Added the equinox dimension during the spring equinox holiday. This opens a new dimension where you can go fishing. Talking to the mysterious NPC currently doesn't do anything, but it will soon.
- Added new culling enemies to the culling trial during the culling holiday. If you beat all of them, you get a key for the sarcophagus
- Made tweaks to the weather. Added a ""windy"" weather condition where leaves will blow
- Changed how the eclipse fireworks work. They now work like projectiles that explode. Basically bomb arrows.
- Fixed Twigg's glitchy spin animation when he dances.
- Added a fall mechanic. You can now fall into pits. This will do significant damage and then place you up beside the cliff edge. You can push enemies into pits and they will die if they cannot fly. You will not get items or teeth from enemies killed this way.
- Changed how time works. Now time appears normal to us human players (wake up at 7am, go to sleep at 10pm), except it will be dark out from 8am to 8pm. This means what we think of as ""midnight"" will be at noon in-game. This way the player doesn't have to constantly translate real time to fake time.
- Stench didn't have his culling mask art.
- Fixed a sorting order issue with the goblin tent during the harvest festival.
- Fixed various bugs with the diaries.
- Fig and Stench had the old (solid black) eyes for their map icons
- Various other minor adjustments
- The keybinding HUD previously did not support different localizations. It now does... Well, it will once the translations are filled out. Right now the game will probably be very unhappy if you try to change the language and it just has a bunch of empty fields.
狂想!夏日盛宴 - Tenth Art
Fix the bug
  • Multilingual initialization adjustment
  • Fix for the inability to trigger QTE in Chapter 4
Rank: Warmaster Bunker Buster Playtest - lordart
  • Fixed issue with VP planet not always being Mars
  • Centered the 2x2 on the parts grid on Arsenal screen
  • Fixed issue on Arsenal screen when clicking on a design it automatically switches to Turret Weapon sub screen
  • Repair Building only calls out when a building or ship is finished being repaired, not each time it does a repair
  • Fixed issue in Tutorial where hitting ESC doesn't trigger going forward on sell or repair buttons
  • Fixed(?) issue with backdrop and planet getting texture switched sometimes when going to the splash screen
  • Fixed issue with global color leaking to the backdrop texture
  • Fixed issue of load of game for the terrain textures to be upside down
  • Various other Fixes
GameZone Playtest - admin
- Steam Cloud Enabled
- Version Number UI
Late Ming: Reborn in Flames - 阿拉丁巴图
Dear Players,

Today, my independent game "Late Ming: Reborn in Flames" is officially launching on Steam.

This marks the beginning of a special journey for me. I first started learning Unreal Engine from scratch in March of this year. While half a year of development might seem short to many, life sometimes pushes us forward, compelling us to present our work to the market for validation as soon as possible. Even if I must set it aside one day, I know I gave it my all, with no regrets—life is full of attempts, and this is undoubtedly one of them.

I'd also like to share the overall plan for this game. The currently released version is titled "Hardworking FARMERS," focusing primarily on farming and delegation management gameplay, allowing you to experience a moment of pastoral tranquility and self-sufficiency within the turbulent late Ming Dynasty era.

But this is just the beginning.
The next planned version, tentatively named "Fortune in a Hundred Days," will introduce workshop manufacturing and trade route systems, enabling you to build workshops, develop commerce, accumulate wealth, and expand your influence in these tumultuous times.

The game is still in its early stages, and content will be continuously updated and optimized. I greatly look forward to your feedback and suggestions, as every comment you make motivates me to keep moving forward.

Finally, a heartfelt thank you to everyone who supports independent games and is willing to give them a chance.
May we write a unique story of survival and development together in the setting of the late Ming Dynasty.

— Sincerely, the Developer of AladdinBatu

Nov 14
Seasons of Solitude Playtest - ninjarithm
Bug Fixes

  • Fixed an issue where one hazard-removal action required an unattainable AP cost.
  • Fixed few copy typos.
The Villainess Quits - MiaoMiao

  1. Fixed the black screen freeze issue in the schedule system

  2. You can now use Spacebar to skip training animations and proceed to the next schedule in the schedule system

  3. Press L key to view story history/backlog

  4. Press A key for auto-play text, Enter key to advance to the next line of text

  5. Added two new outfit sets, more outfits will be updated in the future

  6. Attempted to optimize the drag-and-drop delay in the café part-time job

  7. Added café passive income - receive dividends on the 2nd of each month (e.g., 5% share earns 500-1000 game coins)

P.S.: Thank you to all players for your patience and understanding. I've received all your feedback! However, as a solo developer with only two hands, some issues may take longer to fix. Feel free to join the feedback group to report problems - I'll do my best to optimize everything! I've also seen comments about the art style inconsistency. I apologize - this is a game made on a very tight budget, and I've tried my best to find the best artists within my financial means. I couldn't afford a lead art director. Thank you all again for your support!

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