Galaxy Burger - Dima (Galactic Workshop)
Galaxy Burger 1.3.5: Zen Shift and Tons of Improvements!

Hey there, Space Chefs! 🍔✨

We're excited to roll out update 1.3.5, bringing even more cozy vibes to the game and squashing a bunch of pesky bugs. The star of the show is the brand-new "Zen Shift" mode, designed for everyone who just wants to chill out and cook at their own pace.

Let's dive into what's new!

🧘 Zen Shift - Even Less Stress, More Relaxation!

Introducing a brand-new game mode for those who want to kick back, relax, and cook at their own speed! Its relaxed pace also makes unlocking new recipes, upgrades, and other content faster and more enjoyable.

In "Zen Shift" mode, you can enjoy:
  • Worry-Free Cooking - Nothing burns, and all ingredients are free.
  • No Rent - Forget about Orbit Rent; just cook and have fun.
  • A Comfortable Pace - A smart customer system means no more chaotic rushes like in other shifts.
  • Smaller Orders - No huge orders or delivery bots.
  • No Stressful Customers - No impatient customers, no massive orders, and none of the things that could disturb your peace.
  • Cheaper Coupons - Coupons in the shop cost a little less in this mode.




Head Chef Visits

The Head Chef now makes occasional visits during the "Endless Shift" mode!
  • Always leaves big tips and gives extra reputation.
  • The rewards get bigger with each visit.
  • Appreciates your work no matter the quality.




New: Quick Navigation

We've added new features for easier navigation:
  • Quick Mode Change: Now you can switch game modes (Regular/Zen/Endless) right after your shift ends, without going back to the map.
  • Mode Display: The end-of-shift screen now shows your current game mode in the header.
  • Improved Mode Selection Menu: We've revamped the shift selection menu and added icons for each mode to make navigation more intuitive.
  • Redesigned End-of-Shift Panel: We've updated the button layout on the results screen for easier navigation.




Balance Changes
  • "Time Challenge" mode: The threshold for the shift bonus has been lowered from 84% to 75% of completed orders.
  • Coupon Shop: Coupon deals are now more generous when you're low on cash.




Bug Fixes

We've been hard at work squashing bugs to make your gameplay experience even smoother:

General Fixes
  • Fixed customer visibility after completing an order.
  • Ingredients no longer burn after a shift ends.
  • Customers allergic to onions will no longer order onion rings.
  • Fixed duplicate french fries in vegan orders.
  • "Sauce Enthusiast" customers no longer order dishes without sauce.
  • Planet Eta: Chance of impatient customers reduced to 30% (was 100%).
  • Customers no longer disappear when moving the camera during coupon selection.
  • Fixed various translation errors and typos in several languages.
  • Fixed issues with decimal number display in certain language settings.
  • Fixed a bug allowing ingredients not meant for the deep fryer to be cooked in it.

Multiplayer
  • Improved cooking and ingredient position synchronization for a seamless co-op experience.
  • Fixed lid positioning on cups (they no longer fly around randomly).
  • The burn timer now displays correctly for all players.
  • Eliminated cooking synchronization delays between players.
  • Improved stability of ingredient position display in co-op mode.
  • Coupon sounds are no longer duplicated.
  • Fixed numerous other minor bugs and issues for a more stable online experience.

Coupons & Gameplay Mechanics
  • Fixed a conflict between the "No Coffee" and "Adds drinks to each order" coupons.
  • Conflicts between coupons and customer traits (e.g., "Egg-Menu" + vegan) no longer cause freezes.
  • Fixed an exploit with discounts in the coupon shop.

UI & Controls
  • Fixed the double cursor issue when using Alt+Tab.
  • The Q key no longer switches pinned recipes when the recipe book is open.
  • The order typing sound no longer gets stuck when the game is paused.
  • Fixed overlapping feedback buttons.
  • The "0" hotkey now correctly selects order #10.
  • The sound of the order bag is now much quieter.




Thanks for playing Galaxy Burger! 🍔✨

A special thank you to everyone who takes the time to report bugs and share feedback on Steam and via the in-game form. We read every single comment, and while we can't reply to everyone, your feedback is invaluable in helping us improve the game with every patch!
Tacview - BuzyBee
This update adds full support for the Nuclear Option exporter from Gabor Nemeth, improves DCS World exporter performance and reliability, expands telemetry and map coverage for several DCS modules, introduces preliminary BMS 4.38 support, and brings practical upgrades like clearer event editing, extra chart windows, and more accurate speed and altitude data.

FEATURES & CHANGES
  • ADDED support for the Nuclear Option exporter written by Gabor Nemeth
  • ADDED 4 additional chart windows
  • ADDED Playback speed of x120
  • ADDED “Data Capture Mode” option to the DCS World exporter to improve recording performance
  • ADDED Simulation pause recording to DCS World exporter for accurate media playback synchronization
  • ADDED Touchdown velocity addon for MSFS & X-Plane
  • ADDED Gibraltar database and terrain for BMS 4.37.6
  • ADDED support for relative path to DCS World exporter: lfs.writedir() + "path/"
  • ADDED DCS World: CH-47F advanced telemetry
  • ADDED DCS World: F4U-1D advanced telemetry
  • ADDED DCS World Cold War Germany Map and runways
  • ADDED DCS World Iraq Map and runways
  • ADDED DCS World Afghanistan Map terrain and runways
  • ADDED Event Log Extras add-on to edit events and kill-remove aircraft
  • ADDED ComboBoxes to Lua DialogBoxes API
  • ADDED Error messages for telemetry export failures when saving to a CSV file
  • ADDED Support for multiple XML files for custom elevation and texture maps
  • ADDED /ExportTelemetry command line option
  • ADDED Carrier Landing Pattern addon from Tickler
  • ADDED Lua Command Server add-on to remotely execute Lua instructions
  • ADDED Hundredths of seconds to the time displayed in the 3D view
  • ADDED AGL Altitude for DCS World aircraft
  • IMPROVED you can now remove any type of event from the event-log
  • IMPROVED Improved fuel quantity export for most high-fidelity DCS World aircraft
  • IMPROVED Fuel Consumption add-on to calculate over distance or time
  • IMPROVED updated Earth magnetic field up to 2030 (IGRF-14)
  • IMPROVED media synchronization now supports sub-second accuracy via YYYYMMDDThhmmss.ssssZ
  • IMPROVED speed calculations especially at very high altitude
  • IMPROVED Weapon name is now displayed alongside callsign in labels
  • IMPROVED Boats trails
FIXES
  • FIXED crash when merging multiple files via the command line with the event log active
  • FIXED crash when opening shortcuts via the tacview: protocol
  • FIXED crash when reloading addons using the "Pick 3D Point" feature
  • FIXED random crash when joining or hosting an online debriefing
  • FIXED Knots are now correctly abbreviated as "kt" instead of "kts"
  • FIXED magnetic heading was not always displayed in the 3D view and telemetry windows
  • FIXED custom elevation maps with negative altitudes were not working properly
  • FIXED events deletion from the event log was not always working
  • FIXED bookmarks not always showing in red on the timeline
  • FIXED -OpenMedia command line option not working for windows 5 to 8



Trinity Archetype - machinatorcorp

Hello everyone, we're happy to announce that our Kickstarter is finally LIVE!!!

https://www.kickstarter.com/projects/machinatorcorp/trinity-archetype

It's been a month of hard work preparing for this, but if we are able to run a successful campaign, we will be able to give the game an even stronger push before and during our Early Access release.

As we mentioned in a previous post, these are some of the goals the campaign would help us with:

  • Localizing the game into multiple languages.

  • Adding a bigger variety of characters, skills, enemies, events, etc.

  • Improved visuals for UI and skill effects.

  • Console ports.

Stay tuned for more updates, and also keep an eye out for new updates/builds as we will resume regular development and work on past/current feedback.

As always, reach us here or on Discord.

One Fenix Down Playtest - regalcraftgames
-Added Food Shortcut (L1/PgUp) for most maps in the game
-Fixed Speed stat to have a more meaningful impact in combat
-Boosted lower level creatures to not be complete pushovers
-Fixed game breaking bugs in Nali's house of horrors and Mt Khushan Pass
Nov 15
Dinocop - jujulaterreur666
  • Updated camera in slopes to help with motion sickness;

  • Fixed bug that prevented players from redoing the ending scene.

  • Fixed some collisions ;

  • Fixed parts of the french translation ;

  • Fixed some interactions with Skunky ;

  • Fixed a bug with the anxious dinosaur ;

  • Fixed animation with the changing curtain that could leave the player stuck ;

  • Fixed bug with the coffee mug ;

  • Fixed the clock disappearing when recylcing;

  • Fixed the ending credits not appearing.

    Thank you for reporting your bugs. It helps us fix them :)

Weird Store - muuuuu
particle fx for wallet
Heatwave - gn_dynames_02
[Bug fixes]
-Fixed a bug where the bonus score in arcade mode (for things like time/health) would not be applied after losing and continuing.
-Fixed a typo in the tutorial
-Fixed a typo in story mode, Are's needed to be Ares'
-Fixed an issue where fishing mode wouldn't unlock in a specific instance. It will be unlocked in the extras menu if you have already satisfied the unlock requirements.

[Balance changes]
-Slightly moved the window to cancel V's 236x > B > B into the next attack in the series without having to have hit the other player.
-The CPU Controlled opponents on the easiest difficulty will no longer do scripted combos.
-Reduced the frequency that the CPU will block on Easy and Standard difficulties.
-Slightly increased the frequency that the CPU will block on the Easiest difficulty.

[Other changes]
-The training mode input for player 2 now defaults to "Training Dummy" instead of Player 2's input.
-The difficulty now defaults to Easy when the save file is first created.
-Slightly changed the unlock requirements for a hidden cutscene.
C4 Clicker: First Mint - Capital Caps

The Unity build is finally out of beta and is now the official version of C4: Clicker First Mint!

What’s new?
• 🚀 Sleeker, faster clickin’ powered by Unity
• 🎯 100% Steam Achievements — claim them all
• 🎒 Steam Inventory Drops — grab your fake crypto loot
• 📈 In-game console teaches you trading basics: indicators, strategies, and chart voodoo

The old AGK version hasn’t been delisted — you’ll still find it under the LegacyAGK branch if you’re feeling nostalgic.

Unity brings more polish, more parody, and more clicker chaos.

So… ready to mint some digital nonsense with a side of actual knowledge?

👉 Play the Unity build now and get rich*

*not really. This is satire.

The Order of the Snake Scale - FM Simple Games Studio

Lately, I've been working on a new game featuring Seth. I wanted to share the next small milestone in the "Deep Sheol" project.

Operation Octo - bboz
The Soundtrack is Here!

The 🎵Operation Octo OST🎶 is finally available for streaming / purchase!

🔵 You can buy the OST on Steam, which contains high-quality & loopable versions of each track for download!
(ft. Volcanic Ridge theme sneak peek?!)

🔴 Click here for the YouTube playlist

🟢 (The Spotify playlist is currently incomplete, due to distributor delays)

Think of the Steam soundtrack as a tip jar for me, if you liked the game :)

New Music for Special Game Modes

Daniel Teles has composed some (insanely good) new tracks for Mini-Game Levels & Ultimate Battles (Turret Clam Levels)!

I gave Daniel the "Crimson Front soundtrack" as reference for the Ultimate Battle, hence the track has the "jazz swing big band vibe" - Go check it out inside the game or the OST now!

New Turret - Argonaut

Welcome the most complex / unique attacking turret yet - The Argonaut! (i.e. Paper Nautilus)

Argonaut occasionally consumes a nearby Pearl to enhance its attack range - It has 3 forms depending on how far upgraded it is!
After a while, the Argonaut self-destructs and gives ALL the Pearls back!

Argonaut is an incredibly powerful yet unreliable attacker (due to its temporary nature) - How good it gets depends on how many Pearls you manage to feed it!

Argonaut fits well into both cycle decks (free full refunds = free cycle!) AND heavy decks (acing at early-game while allowing you to fully transition into expensive attackers using the refunded pearls).

Unlock Argonaut now inside the Sandy Shallows store (Bought for 2 Rubies after you've beaten Level 1-10)!

If you encounter any bugs while playing, please report them to me on Discord!

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Balance Changes

  • Frogfish profit amount reduced by 5 Pearls

  • Frogfish has been almost universally thought of as OP since his recent debute. Making a small profit every 20 seconds really adds up over the course of a level, especially when a player intentionally leaves Large Pearls around to be collected by Frogfish. In addition to making Frogfish less of a risk-free & superior Pearl Tree, this nerf essentially degrades the Pearl that a Frogfish produces, so that it's much harder to feed Large Pearls that were spitted out by a previous Frogfish right back into a new Frogfish for more profits.

  • A knocked-out turret can no longer give souls to multiple soul collectors (e.g. Hollow Deathray)

  • Hollow Deathray is now only able to collect souls from knocked-out turrets within his attack range

  • Soul-collection has been reworked in preparation to it becoming a more common Hollow turret gimmick, where multiple soul collectors will have to share the limited number of turret K.O.s on the field.

  • Potion Factory now caps his current HP whenever he launches a potion; The HP cap decreases exponentially after each potion launch

  • This will not impact your interactions with Potion Factory if you're attacking him as you should. However, a neglected Factory will now generate weaker and weaker shields as time goes on, to the point that he dies after the 7th Potion launch. When improperly addressed, a Potion Factory will still mess you up, but he will no longer remain a perpetual threat to players who ignore Factories completely.

  • Tangler Skeleton's tentacles now automatically retract after 40 seconds

  • Tangler Skeleton ability minimum reload time increased from 6 seconds to 10 seconds

  • I had wanted Tangler tentacles to be a persistent chore you must address sooner or later, and to have illumination play a bigger role when countering Tangler, since tangled turrets that remain unseen could secretly sabotage you for the entire level. However, given how overwhelming & annoying people already find Tangler to be, I'm now allowing undetected tentacles to eventually disappear. A turret being shut down for 40 whole seconds already accomplishes Tangler's role of supporting her current wave. Plus, low-profile, outside-the-base turrets such as Pleco & Starfish are now more desireable picks even when Tangler is present - Even if you can't go out of your way to free them, they'll now break free eventually. (This also reduces cases where a player thinks his Starfish is in position to counter Potion Factories, but ends up dying horrendously to potions because said Starfish had been tangled the whole time.)

  • While Odin is disoriented and stunned at the same time, if an incoming damage would reduce the disorientation timer low enough, clear the disorientation effect immediately

  • If Odin recovers from disorientation while stunned, Odin now gains an extended disorientation immunity period, starting from when stun wears off

  • More reworks to make recovering from Disorientation less disorientating. Will add some super noticeable visuals for Disorientation recovery next update too...

  • Potion Factory now resets his deployment / reload time when stunned

  • Reaper Skeleton now resets his strike cooldown if stunned while patrolling

  • For consistency with other stun resets, and to provide additional benefit to players who cycle Zappy Jelly onto skeletons camping outside of the base

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Bug Fixes

  • Fixed a glitch where from certain positions, a Frogfish could stretch its tongue across a mountain tile to reach a Pearl inside a Clam

  • Fixed a glitch where Odin' regen rate could be slowed down when FPS is extremely high

  • Fixed a glitch where Spiky Urchin would not move towards stationary enemies that occupy tiles

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Misc Changes

  • A level now ends if all remaining skeletons have been perma-stunned by Crab Trap

  • Graveyard graves now have a button that lets you retrieve all skeleton pods from the grave in one click

  • The shortest Graveyard turret pod charge-up time decreased from 4 seconds to 3 seconds

  • Reordered some Twilight Zone mid-priority Treat Bucket Quests

  • Level 1-11's name finally gets censored

  • Potion Factory's manual entry now displays the "Gigantic" trait

  • Removed "inside a regular level" requirement from Achievements "Doppelgänger" and "Dolphlock’s Irregulars"

  • "Good Haul" Achievement now requires 15 Pearls of profit instead of 20

  • You deserve the achievement if you pulled off double Imitation Crabs during a mini game / Turret Clam level

  • Replaced Mutant Elixir's upgrade sound effect

  • im sorryyy gabe i promise it was an accident please dont suuuee

  • Bottle Frost shop item price increased to 10 rubies

  • This has been the intended price all along. Starting Elixirs were always supposed to be expensive ruby items. In the past, players literally had no other buying options to spend rubies on, so I made Elixirs reasonably affordable right off the bat. Now that Argonaut has filled the cheap-gemium slot in Sandy Shallows, Frosty Elixir can finally be sold at the price it deserved to be at. Hurry up and grind for that Mutant Elixir before the Toxic Wasteland gemium comes out next update ;)

  • Changed the "Place turrets far from skeletons" pop-up tutorial phrasing from "A ranged turret will kill a melee skeleton as it walks up" to "You could have placed that turret farther back in safety; A dead turret won't save your Clam!"

...