Just updated the game to fix a few bugs and address the balance of the boxing gloves.
As always, feel free to checkout the Discord for inside-sneakpeaks and playdates Check the Discord to get a sneakpeak
And stay tuned for a new community challenge very soon
Read below for a list of all changes

fixed knight bob secret not unlocking properly
fixed ricochet kills not working
fixed game crashing if you had selected chainsaw killstreak
made boxing gloves have a cooldown
removed the combo timeout on boxing gloves (just land the punch combo without missing)
fixed katana being able to target dead/inanimate objects
made the background music also slow down when game ends
made the katana hit swings way louder
fixed the splashscreen being spammable and triggering new load screens
fixed the freeze when alt+f4
fixed occasional freeze when exitting the game
made boxing glove combo finisher way more lethal
added a 'back to lobby' option when in-game - host only
hide pause screen during scene loads
fixed bug where you could not start the lobby after returning to it
thickened outside walls of all maps to prevent physics props from getting pushed
See ya' ingame
This update introduces an improved Settings page
The opening cinematic will now be skipped after updating settings
Allow window resize









The Sonic the Hedgehog Collaboration Set DLC introduces a new area is now available for Pac-Man to explore, with speed! South Pac-Island brings 3 new levels... but because Sonic is here, we might as well call them Acts!

Act 1: Rolling Around on the Island, features plenty of running at Sonic-speeds, loops, and corkscrews! There are bumpers to spring Pac-Man forward and plenty of Badniks to butt bounce!

Act 2: Supersonic Tricky Railroad, features lots of rail-grinding with even more speed and high-stakes floating platform action. It's dangerous up here, so watch your step! Pac-Man's Flutter jump and ledge grabbing skills will surely come in handy!

Act 3: 300 IQ Evil Genius, is a super intense and multi-phased battle against Dr. Eggman, and he's not messing around! Dodge wrecking-iron ball, spinning blades chasing you, and the giant Death Egg Robot! But remember, friends - Pac-Man fears no one! Not even a mad doctor from a faraway land.

https://store.steampowered.com/app/2324290/PACMAN_WORLD_2_RePAC/

This week, we’re spotlighting “Unit Fire” by smiddoggaming62.
What should’ve been a quiet Saturday night dinner quickly turns into chaos as a small kitchen fire spirals out of control. From a contained grease fire to a raging blaze threatening multiple floors, every second counts.
Can you stop the flames before they consume the entire building?
Start your mission here:
👉 https://mod.io/g/ffsignite/m/unit-fire#description


Good morning everyone!
This month I'd like to share with you a little update we've been doing to the terrain. It's a bit of a balancing act between making it aesthetic while keeping it performative, but we're pretty happy with the results so far!
Take a look at the old bridge scene side by side with the new one:

There's a bit more irregularity to the cliffs, a bit more detail to the ground, and some updated water. When put together it breaks up the solid lines and adds a bit of that 3D effect to the ground. Almost like grass viewed from above.
That's it for this update, there's a lot happening behind the scenes so stay tuned for next month!
As chosen by the Update Poll, Cities, the last tier of Settlements, taking up 4x as many chunks as the others, are live! After a small delay, we have one of the biggest updates yet! Cities are still a bit crude in my opinion, but nothing a few more Updates won't fix! For now, re-generate your world (after safely bagging everything in your NON-MAGIC bag) and enjoy discovering and exploring the lost capitals of the late Kingdom!
CHANGELOG
The final tier of Settlements: Cities! Massive, walled, gatekept, multi-chunk husks of civilization!
New House Type: Tall House, the City's standard house, it has two floors and several annexes for a still cramped, but more confortable, life! Build yours now!
New Decoration: Tile! Stone flooring that will be used for Cities' main roads, and as usual, you can build, or destroy, yourself!
New Monuments: Wall, a huge stone wall to protect Cities! Also includes a corner piece. Again, buildable and destructable by you!
New Prop Type: Mechanisms! All sorts of machinery go here, and for now: Gateways! Massive gates that go with the new Walls! And yes they are dynamic too!
Added missing Flight, Levitate and Float Magic graphics
Added several Effects to the list of possible Enchantements for spawned Armor
Adjusted and standardized tooltips and descriptions of several Attributes in the Status and Character Creation screens
Better code for Western NPCs' Ye Olde English
Better texts for interactions with Constructions, specially with the Mallet Tool
Equipment Enchanted with Cure Body/Mind Ailments will no longer stack Resistances to it infinitely
Items spawned with the Created magical Effect now spawn with at least 1 Durability
Made the LEVELUP graphic be behind the interface in the Status Menu
New icon for the Party Command "Same as All" in the Party Menu
Now, if an NPC, which is not a party member, gets the Last Hit on any creature, that creature's items will be marked as Owned by them
Party Members now no longer unequip everything before updating their Equipment when you Trade items with them
Racial speech ticks now apply after regional accents
Reduced the opacity of undiscovered dungeon rooms with the Instant Mapping Survival Skill Perk
The Carry and Equip Weight of Party Members is now shown in the Party Menu as percentages
The starting window size for the Windowed and Borderless window mode in Options now uses the 16:9 aspect ratio, regardless of the monitor's own aspect ratio (fullscreen modes still follow the monitor's aspect ratio)
Underwater Caves are now called Coves
Using the Aiming Zoom or throwing Zoom abilities from the Skill Perk now consumes oxygen, mostly for flavor
When you look at animals or monsters that are being mounted, you now correctly see the interaction prompt for their rider instead
You can now equip two-handed weapons in the offhand. They cannot be wielded this way, but can be quickly swapped to with the Swap Hands action, or when your main weapon breaks. Super useful for side-arms to ranged weapons!
You no longer have to unsheathe your weapons again after one breaks
You no longer need to remove the Items from Lights and Containers before repairing them
More bugfixes with spawned Equipment with the Light or Dark Enchantment causing all sorts of issues
Fixed a bug that made it so enchanted and unenchanted weapons or tools could stack with each other, erasing their Effects and causing other issues
Fixed a bug that made it so negative effects on self were being counted in the total number of effects for intesity-spreading
Fixed a bug that sometimes caused you to spawn on top of houses when leaving them
Fixed a crash when transforming into a Living Statue, and other animals without separate heads
Fixed bugs when checking for the owner of items from another world
Fixed minor bugs when dropped enchanted weapons collide with bodies
Fixed slightly misplaced doors in houses
Fixed some instances of NPCs leaving houses through the roof
Fixed some stairs not playing footstep sounds when walked on
Fixed the measures of Buildings in the Build Menu being in weight units instead of length ones
Fixed weird unsheathing sounds depending on your main and off hand weapons combo
Fixes more bugs that caused duplicated magical Effects in the list of Known Effects
Other misc fixes and adjustments
Some of the content introduced in updates won't show up in your game world, or at least won't be readily available, if it was generated before the update. They should not corrupt world files, but if they do, please report it!
Thank you for your suggestions and bug reports! Please let me know what you think of this update and if you ran into any issues.