Today we are presenting you a gameplay video in the Forgotten Cemetery. This location has four cards you can destroy to summon a ghost! đź‘»
In Arena, each location is unique and has its own rules and setup, forcing you to adapt your strategy during all your journey.
Today marks one year since the release of JanKenUP! on Steam. We want to thank you all for the support you’ve given us throughout this time.
And to celebrate this milestone, the game will now become completely free, just like the mobile version. This price change will take effect on November 22.
A huge thank you to everyone who purchased it back then — your support made the final push of development possible, and we couldn’t have done it without you.
Have a great day!
Thanks so much for all the feedback you’ve been sending in – this update focuses on quality of life, small balance tweaks, and a bit more clarity around what’s happening under the hood.
Thief interaction at checkout
You now have a more interactive way to deal with thieves when they start running away at the payment area. Watch for the new interaction prompt and react in time to stop them, triggering a similar consequence to getting caught by the alarm system.
Pricing & probabilities tweak
Adjusted maximum price limits and purchase probabilities to make pricing feel fairer and more consistent, especially at the higher end of the price range.
Event label behavior fixed
Fixed an issue where labels/tags related to events were not updating correctly after an event triggered. They should now change state reliably when events occur.
Shader compile information
On first launches (or when shaders are compiling), players will now get clearer feedback that shaders are being prepared in the background, so initial stutters are easier to understand.
New FPS limit option
Added an FPS Limit setting to the options menu so you can better control performance, temps, and power usage based on your system.
General performance optimizations in busy areas and shops to reduce small hiccups and improve overall smoothness.
Minor background improvements to reduce unnecessary CPU usage in certain situations.
Various small bug fixes and stability tweaks based on your reports.
As always, thank you for playing Business Simulator 2026 and for all the reports, ideas, and reviews you’ve been sharing. Keep the feedback coming – it really helps us decide what to improve next. 💚
Hi everyone,
My name is Ivan — I’m the developer of Open Wheel Manager and Open Wheel Manager 2. A few months ago, after parting ways with the publisher of Open Wheel Manager 2, I began working on a new racing management game called Racing Series Manager. This time, I’m developing it solo.
This isn’t a sequel. It’s a fresh start with a different focus and philosophy. I’d like to give you a quick introduction to this game.
https://store.steampowered.com/app/4083830/Racing_Series_Manager/
Why a new game?
The rights to OWM1 and OWM2 remain with the publisher.
I’ve dropped the resource-based system, where accumulating a certain resource (design points, production points, etc) let you “buy” an upgrade. While it functionally mirrored the classic week-by-week progression model, it felt significantly worse in practice.
The game will now move to day-by-day event generation instead of weekly cycles. Because of that, reusing code from OWM2 no longer made sense.
Key differences between Racing Series Manager and OWM2?
OWM2 was more focused on race-day action, while the off-track gameplay lacked depth. In Racing Series Manager, off-track team development is the core of the experience, while the race generator is a hybrid — combining a live timing mode similar to OWM2 with light 3D elements.
In Racing Series Manager, every in-house car component becomes a distinct gameplay entity - blueprint. This opens the door to a wide range of new mechanics — most notably, espionage and knowledge leakage.
Espionage adds variety to car development, allowing you to progress through multiple paths: by copying blueprints from successful rivals or by developing your own from scratch.
While the blueprints for each component belong to the team, they’re created by individual staff members — and it’s those designers and engineers who accumulate knowledge about the components. When they move between teams, they take that knowledge with them.
As you might have guessed from the title, the game will feature multiple playable championships. These will be independent series — just like in real-world motorsport — without any promotion or relegation system like the one used in football leagues.
RSM will feature fully-fledged negotiations with sponsors and tire suppliers — not the simplified versions seen in OWM2.
When will the game be released?
I don’t have a specific release date yet. If the game sounds interesting to you, the best thing you can do right now is add it to your wishlist.
How much will the game cost?
RSM will be cheaper than OWM2 — I want as many players as possible to experience it. I noticed that many players who bought OWM1 didn’t go on to purchase OWM2 — and I believe the noticeably high price was a major reason for that.
Game support
The game will receive long-term support. I’m not planning another title until everything planned for RSM is delivered.
Where can I follow the game’s news?
Discord - https://discord.gg/XDxt5Xm (the most up-to-date source of information)
Tiktok - https://www.tiktok.com/@racingseriesmanager
Instagram - https://www.instagram.com/paprikash.works/
Facebook - https://www.facebook.com/racingseriesmanager/
Thanks for sticking with me through the OWM journey. I’m excited to build something new — and I hope you’ll join me.
— Ivan
Some players mentioned that the level layout felt a bit confusing, so I’ve added a map page into the environment.
Once you find and pick it up, you’ll be able to see the general structure of the area, making navigation much easier and preventing those endless loops.



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Good morning Wardens! Today's update focuses on refinements to the Jukebox and Input menus, including a popular request for Jukebox music to continue playing in the hub areas. We have also addressed a few more oversights. Thank you again for the reports!
General
- Fixed a shader error introduced in the previous update with both the frozen time zones and the Sentry Hands.
- Fixed an oversight in Speedrun mode where the IL timer would remain frozen if Rewind to Checkpoint was selected after collecting a Golden Gear.
- The scaling of the Codex menu was tweaked so that it no longer expands horizontally for long codex names.
- During the credits, a progress wheel is now displayed when holding Start to skip it, which will now helpfully indicate that it's possible to skip in the first place.
- Fixed a handful of dialog lines that were not displaying in Japanese, including all of Bee Ame's lines.
- On the mission selection screen for Tidal Camp, Chloe's Beach Race no longer displays a duplicate of the collectible list for Riding the Waves.
- Various minor optimizations for the world map.
- It is now possible to bind the Backspace key and Select buttons to actions in the input settings. Unbinding is now done by holding rather than pressing.
- Removed excess delay from being able to access the pause menu after the results screen.
Kronii
- Visual effects associated with Kronii's time powers are now pooled at the start of the level to prevent the game from hitching on lower hardware when Haste is activated for the first time.
Jukebox
- In the Jukebox, there is a new audio cue if you attempt to play music with the Music volume set to 0%.
- The mouse wheel should now properly scroll through the track list.
- Selected music in the Jukebox will continue to play in the current hub area until the next scene change.
Several updates and fixes have been applied.
The new build, TheNobodyWoods_Lucy_Demo0.1.4, is now live
(I have no idea why i skipped a version.) I’ve decided to switch the build from dungeon testers to the main game. In this version, you’ll start waking up on a beach and will have to navigate through the (maybe not so clear at this point) story (currently only in Chinese) and progress your character from 0.
There are added and improved stories, maps, dialogs, cutscenes, npcs, and many more wip content. I figured there wouldn’t be much to see if we stayed in the dungeon demo for too long.
added base attributes to character “classes”*
added the bounce spell. currently only accessible from a rare food sold by one of the camp vendors. you can use bounce to mitigate bad map generation rng or move faster in general
added respec and full-heal npc in forest camp
large map generations are now set to use pre-baked results. this isn’t ideal for randomness, but the current map gen on large maps is unbearably slow otherwise
added a small vfx upon level-up, and a hud message when you have unspent skill points
improved consistency of ui panels across high and low resolutions
items sold to npc shops will stay at their sell price (buyback) until they are gone (e.g., restarting the game)
on gamepad, spells will cast toward the point of maximum range if no target is selected, or if the target is out of range
removed the gamepad/keyboard-mouse hud switch animation and added a delay for better performance and less flickering
added mob repels (safe zones). mobs will drop aggro near towns
the game now keeps track of the last used weapon set, so when you respec and regain the same one, it will be selected automatically
*While the job trees are designed to be interconnected and non-committal compared to traditional rpg classes, there is a deity system that’s more reminiscent of those restricted elements of character archetypes. The deity, apart from story and roleplay perspectives, offers different base stats and growth rates. It can also alter skill nodes (on/off/added effect) across the job trees.
Another unreleased player progression feature is the title system, an achievement reward where you can choose one title to showcase, granting activation only or passive accumulative effects.
While both systems are fully implemented, they haven’t yet been integrated into the current story and gameplay flow. hopefully, i can bring them out in not too many patches :)