Finnish Cottage Simulator - ranelagames
- Added a new hat, gets automatically unlocked upon game start. Available until the end of this November.
- Added some celebratory items that can be bought from Juha. Also available until the end of November.

Today the game has been out for exactly a year.

A huge thank you to every single one of you for playing the game, being involved with suggestions and bug reports, and in general by buying the game, giving us the chance to develop it further.

I know the past year has been decently slow in terms of new content updates, and many people grow impatient between the updates. But believe me, we're doing the best we can without burning ourselves out completely. Regardless, new content will keep on coming out as soon as we finish it, and we have some exciting plans for the future content of the game :)

Thank you. ♥
Infinicity - bensan.morris

I've been adding in modding support and wanted to share its progress.

The modding feature allows a player to direct the 3D procedural generation (biome layout, enemies, objectives etc) by way of a simple 2D map editor.

The map editor enables hassle free, quick and easy creation of worlds and challenges by allowing the user to simply paint layers onto the map (a grid). Once saved, clicking play launches the player into their creation.

Painting a city and enemy layout and then flying through trying to survive your creation is actually a lot of fun (see below for a work in progress preview).

Overtime Syndrome - A Late Night Shift Story - buffcatgames

Hello players,

The 1.13 update builds upon version 1.12 with several bug fixes and gameplay improvements:

  1. Fixed a bug where the computer screen would not change.

  2. Adjusted the monster’s spawn position in the meeting room.

  3. The monster can no longer kill the player after falling down.

  4. Added a repair hint for the fuse box.

We welcome everyone to report any other bugs in the comments or via the link below:

https://noteforms.com/forms/bug-feedback-form-x0xxhs

Thank you for playing!

Community Announcements - Twig
I'll just get straight to the point...
Further development will be put on hold for at least 8 months.

Since the beginning, this project was a delight to develop. The ups, downs and everything in between was as good as I could possibly ask for. But the more I was adding the more apparent it was that I bit off more than I can chew... This update marks the day that I finished adding EVERYTHING that I intended to add since the beginning, which took around 800 days or around 2000 hours of work, learning and remaking what I didn't do right the first time and I have no idea how much time it will take me to polish everything on a satisfactory level for the release, so I wanted to take a longer break in order to spend my time more effectively on other things.

Also for anyone who cares there are patch notes for the update:

Features:

  • The wind sound is now much more subtle.

  • The wind intensity changes more smoothly.

  • Improved and decreased intensity of FOV changes.

  • Changed when camera tilt and bob are applied.

  • Added sliding state.

  • Added exploded state.

  • Added melee attacks.

  • Removed ammunition.

  • You can no longer send empty messages in the chat.

  • Removed weapon displays.

  • Added a time limit.

  • Removed The Slug.

  • Added The Railgun.

  • Removed the scoreboard.

  • Added a header in-game.

  • Abilities now use cooldowns instead of the number of uses.

  • Removed effects and passive abilities.

  • Bugfixes:

  • Fixed FOV not changing when chatting.

  • Fixed the resume button in the pause menu.

  • Fixed some artifacting on the player's model.

  • Fixed anomaly's effect still being active after the player dies inside of it.

SpiritVale Playtest - Phil
Fixed server crash/disconnect issue (hopefully, please let me know if its still happening)
Revert autocast nerfs again (seems to be different on live, weird)
Removed Absolution from bosses (it didn't really add much to bosses but make them unfun, may add it back to some bosses in the future with boss changes)
Reduced High Guard visuals
Added Judgement Blade Gem

Priest
Rework bonk build, streamline a few things to be less stat starved, work better with the rest of the kit, while keeping crit
Fanaticism
Aspd: 25% > 35%
Crit: 25% > 35%
Autocast: 50% > 35%
Now gains +1 ATK per INT
Smite: 500% > 700%, 3% STR scaling > 1% VIT scaling
Damnation and Smite now both classified as Magic Hybrid skills + Crit enabled
NotFunGolf - Montzy

NOTFUNGOLF OPEN PLAYTEST

What’s Included

  • Core gameplay loop

  • Early course layouts

  • Updated physics and shot feedback

  • Basic UI and quality-of-life improvements

What We Need From You

  • General feel of the swing/shoot mechanics

  • Course navigation clarity

  • Any bugs, softlocks, or weird physics behavior

  • Suggestions on pacing, challenge, and readability

How to Join

  1. Go to the NotFunGolf Steam page

  2. Scroll down to the “Playtest” section

  3. Click Request Access (you’ll get instant entry)

Shatterland - Althurius

Gameplay!

Immortum - quantomuse

When it comes to designing games you think you might know everything, but players are unpredictable.

But players are not the issue. The issue is always a design mistake - because I designed it poorly, players couldn't understand what to do next.

Somewhere around the beginning of Immortum, on the spaceship itself, there is a door leading to a classic psychological mindfuck. You can escape this crazy room, but the door locks behind you.

My mistake was using that door to open another real room, with a key card. But people had already used that door, and most of them didn't assume it could be opened with the newly picked-up card.

And again, I am not blaming users. I was completely at fault here. I am certain I would draw the same conclusions if I were playing Immortum for the first time.

At this stage, I didn't want to introduce groundbreaking changes to Immortum, but I had to do something. Seeing people get stuck or even drop the demo because of it was frustrating.

So how did I solve it?

The Galaxy Brain Solution

Each room had a big map showing which rooms led where, but this specific room was just a plain arrow because it was a hallway. So I updated the text on the card title to include the same hint as the arrow in the map - an infinity symbol.

Nope. Too complex.

The Wrong Yellow Paint Solution

Since it was too complex, I had to make it simpler. Yellow paint in game development is where you very obviously tell the player what to do. It should mostly be avoided because the entire fun of the game is feeling empowered and as if you figure things out for yourself.

So I added a lock underneath the symbol - quite obvious - it is a locked door so it should be opened up with a key. Right?

Nope.

A player assumed it was just locked and the map got updated.

The Correct Yellow Paint Solution (?)

It had to be more obvious, but I still didn't want to tell the player exactly what to do. So instead of the lock I decided to put a card symbol underneath the arrow. This way it would be obvious to link the card to the map and the exact place where it shows the card.

I hope.

I just added the fix so it wasn't tested it.

What if it doesn't work?

The sample size is currently small, but if it becomes a major issue, I will add to one of the tablets text that says that the room can be unlocked with a specific key.

But I want to avoid it because it is too obvious and I don't want Immortum to feel like it is on rails.

Lesson Learned

If I were to redesign this level, I wouldn't use the same door for two different rooms. I can't think of any other game that really does it. Immortum is supposed to be a bag of crazy, but not the frustrating type.

Hopefully, this will lay to rest this annoying problem that has been my arch nemesis for so long.

At least it is better than bugs haha.

Bob To The Top - MarsSurtus47

This update focuses on fixing a major UI issue that affected player navigation. Previously, opening the Settings menu and then pressing the Spacebar caused the Main Menu and Settings UI to overlap. When this happened, pressing the Back button no longer returned the player to the previous menu and instead triggered the Quit Game function. This issue has now been fully resolved.

Thornetica - Forbidden Candy

Thornetica at the SAGA Festival! 🎉

The curtains finally unveil! will be available to play at the SAGA Videogame Festival in Barcelona from November 28th to November 30th!

If you're attending, come and see for yourself what we've been cooking behind these curtains!
We hope to see you there!

Forbidden Candy

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