Trigger Land - King Joffrey
TriggerLand v1.03 — November Quality of Life Update

TriggerLand’s November update is here!
Version 1.03 focuses on quality-of-life improvements, smoother gameplay, and tightening up some of the rough edges players have been feeling. This month is all about polish—movement, enemy behavior, and performance—while we prepare for bigger content on the way.

Here’s what’s new:

  • Movement adjustments, including disabling backward sprinting.

  • Added light camera shake while sprinting for better feedback.

  • Tweaked enemy speeds and movement patterns for more balanced rounds.

  • Updated data pools to improve how rounds are generated.

  • Cleaned up several enemy voice lines.

  • Stability and performance improvements.

We’re also excited to share that our Christmas event is right around the corner. More details will be revealed in the coming weeks!

Thanks for playing and supporting TriggerLand!

The Shores of Stellaluna Playtest - StellalunaDev
Bug fixes:

Fixed a bug causing unnatural rag doll from enemies
Fixed a bug where bushes blocked spells
Fixed a bug where the ship could clip into land
Fixed a bug that would let you buy/sell negative items
Added sploders to the wilds
Fixed a bug causing lumen not to drop from some enemies
Fixed a bug that caused lumen to be set to 11K on load
Moved Voss so he no longer trips on the dock
Fixed a bug causing strange enemy movements
Added a message to the ship near the dock
Added another skill shrine to an island around Stoneshade Village
Fixed a bug allowing for negative lumen
Fixed descriptions on some UI elements
Fixed a bug that caused the food vendor menu to stay open
TRAIN CREW - Mizotsuki Rail (Acty)

Update on Coupling Implementation

Thank you all for your patience.

Coupling upon the arrival of Train 777 at Daidoji Station has now been implemented.

■ Coupling Procedure

When coupling, another train will be waiting ahead, so the home (entry) signal before the station will display Stop.

Bring your train to a halt around the level crossing as a guideline.

When the call-on signal (the two diagonal lights) illuminates, proceed at 15 km/h or less.

Stop once at the position where the staff member holding a red flag is standing.

When the staff waves a green flag, slowly proceed to couple.

Use the "Transfer" button to move to the lead cab.

(Alternatively, you may move to the lead cab using WASD camera movement.

In that case, pressing the "Transfer" button afterward will prepare the driver’s cab, such as setting the timetable.)

After the staff completes checks and adjustments at the coupling area, a brake test will be performed.

When you receive a two-beep signal, release the brake to B1.

(Once the pressure drops below 200 kPa, you may proceed.)

When you receive a three-beep signal, apply the brake to B4.

(After the brake test is complete, the staff will lock the coupling equipment.)

When the movement-prohibition indicator near the departure signal changes from red to white, all coupling procedures are complete.

■ New Options Related to Coupling

Two new difficulty options have been added:

● Equipment use after coupling

Choose whether you want to operate the required switches yourself after coupling, or have them performed automatically.

● Post-coupling buzzer signal

Choose whether to operate the required buzzers yourself after coupling, or have them performed automatically.

There are two buzzers:

One beep: command the conductor to open the doors after coupling

One beep: notify completion of relocation after moving to the lead cab

■ Future Plans

First of all, I sincerely apologize for the long wait even though this update was for coupling on just a single train.

Until March 2026, other work commitments are expected to be very demanding, so only small-scale updates may be possible during that period.

The next major feature after that is planned to be the addition of limited-express rolling stock.

*Original text(Japanese)*

連結実装のアップデート

みなさま、大変お待たせいたしました。

777列車の大道寺到着時に連結を実装いたしました。

■連結の手順

-連結をするときは連結相手がいるため、駅手前の場内信号が停止現示となります。

踏切あたりを目安に止まります。

-誘導信号機(2灯斜めになっている信号機)が点灯したら15キロ以下で進みます。

-係員が赤旗を持っているところで一旦停止します。

-係員が緑旗を振ったらゆっくり連結します。

-「乗継」ボタンで先頭車両へ移動します。

(またはWASDなど視点移動で先頭車両へ移動することもできます。

その場合、「乗継」ボタンを押すとスタフ設置など運転台整備が行われます。)

-係員が連結部分の機器整備を進めると、ブレーキ試験を行います。

ブザー2打が来たらブレーキをB1まで緩めてください(圧力が200kPa以下になったら次へ進みます)

ブザー3打が来たらブレーキをB4まで込めてください。

(ブレーキ試験が終わったら係員は連結部分を施錠します)

-出発信号機近くにある移動禁止合図が赤から白に変わったらすべての連結手順が完了です。

■連結に関するオプションについて

難易度設定に下記2つのオプションを追加しました。

・連結後の機器扱い

連結後にスイッチ類の運転台整備を自分で行うか、自動的に行うか設定できます。

・連結後ブザー合図

連結後のブザー合図を自分で行うか、自動的に行うか設定できます。

ブザーは

連結後に車掌へ開扉指示を出すブザー(1打)

先頭車両移動後に移動完了を知らせるブザー(1打)

の2回です。

■今後の予定について

まずは1列車の連結のために大変長らくお待たせしてしまったことをお詫びいたします。

2026年3月まで別件の仕事が詰まっており、その間は小規模な修正アップデートしかできない可能性がございます。

その次の大きい要素としては特急型車両の追加を予定しております。

Another Where - milone365
Hello everyone. Here's the first patch since the game's release.

In addition to the voices, minor issues have been fixed.

-Lights Settings fix
-Stages Outline width fix
-City's Maw Nerf
-Card drops no longer depend on your gift in story mode.
-Unicorn Card Fix
-Added the voice actors' room (Secret Area)
-Replace City Merchant's Justice Punch (V) with Charge (V)
-Church Character's Text Fix
-Replace The FoilKing Damaged Image.

Alterium Shift - Mottzy

We’ve had a few more patches than expected this week, and hopefully this is the last for now. Some of these relate to previous issues that weren’t quite fixed, though we should have everything sorted out now!

  • Fixed: Sage’s ability behaved oddly during the Well Bottom boss sequence (Golem) including the lights not going away, and Sage being in “walk” mode after the sequence.

  • Fixed: Pyra's story hit a soft-lock in a cinematic sequence after finding the shift node to the Marshlands (Regression, this was still happening but is fixed now)

  • Fixed: Viewing books from the main menu caused the book to appear behind the window.

We'll continue to push out small fixes as needed. Stop by our Discord if you have questions or need assistance.

Zero-K - GoogleFrog
Shield generators are a mainstay of sci-fi across mediums, and RTS is no exception. Games tend to use shields as an extra type of hitpoints, one that tends to have some advantage or is at least easier to replenish. They also make for great eye candy. So it is weird that Total Annihilation lacks shields, and understandable that almost every game it spawned includes them. Even TA modders got in on the action, although reportedly the shields were quite laggy as they reused the nuke interception system. Zero-K uses shields both in close quarters combat and as defence against long ranged artillery.

Very long-time players, or just those with some knowledge of BAR, may be wondering why Zero-K shields are hard shells, when instead they could be bouncing projectiles all over the place. This is a weirdly specific question to everyone else, but it makes sense in light of the history of Spring, the underlying engine. The default shields were repulsion shields, and while they are unlikely to make a comeback, their removal was a great test-bed for a slew of principles that came to define Zero-K design.



Shield support was added to Spring in 2005 by SJ, back when the engine was the experimental playground, as Lua scripting was yet to be added. Not to be outdone by the future wackiness of Complete Annihilation, these shields repelled projectiles, with the Zero-K hard-shell version only being added later. Repulsion shields were taken up by the TA-derived mods, primarily as a defence against late-game Big Bertha spam, and 20 years later this is still their role in BAR. But Complete Annihilation, and later Zero-K, was very much about pushing mechanics as far as they can go, and damage mitigation opens up too many possibilities to be left to languish in a corner of the game. Besides, the narrow late-game linchpin role was superbly filled by nuke and antinuke, so we set out to integrate shields into the rest of the game. We succeeded, but had to drop repulsion as a result.

Repulsion shields were fun, and it was sad to lose them, but ultimately they were unworkable. To start with, blocking plasma cannons while allowing everything else through felt too arbitrary. Consider Glaive and Bandit: both are light raiders, but one shoots plasma while the other has a laser blaster. This caused plasma repulsion to theoretically counter Glaive and not Bandit, but this was fine in prior games since raiders were obsolete by the time shields showed up. We could have designed around this counter relationship, and the missile defence lasers in C&C: Generals are an example of this, but doing so imposes a lot of design constraints. By this point we had plenty of constraints, and a diverse set of weapons designed with them in mind, so adding a hard counter would have destroyed much of what we had built. The result is that our new shields had to interact with all types of weapon.



The engine supports repulsion for non-plasma weapons, but the behaviour is inconsistent. Lasers bounce right off while rockets and missiles are turned away using their usual turn radius. Homing missiles even resume homing after they leave a shield, which looks a bit ridiculous and can make shields a liability. But the more general issue is that of cost: repulsion shields push projectiles away over time, which drains shield charge for as long as the projectile is within the shield. This is cool in that it lets an overwhelmed shield fail gradually, but it plays havoc with any attempt to balance drain rates. The speed of the projectile matters quite a bit, as does the angle at which it hits the shield, since glancing blows take less force to deflect. Particularly fast projectiles, such as riot cannons or tactical missiles, can penetrate quite deep into the shield before being significantly deflected. The charge drain of lasers was sensible, since they are reflected instantaneously, but attackers could still line up shots to drain charge from multiple shields at once.

Perhaps these issues were solvable and, with enough tweaking, we could find a way to balance the cost of repelling all types of projectile. But the nail in the coffin for repulsion is that it offers units far too many ways to be stupid. It is undeniably cool to see shots flying around, but they mostly fly back at the army that shot them. One solution might be to have units aim slightly upwards, so the shots return over their heads, but this has two issues. Firstly, it is not a foolproof default, since the best way to drain a shield is often to shoot directly at it, so whether to risk friendly fire becomes an extra strategic decision. Secondly, we have gone to great lengths to avoid having units shoot into the sky, and allowing it opens up a whole new can of worms.



In the end, the fun physics had to be put aside, and shields became hard shells that block enemy projectiles. The projectiles are blocked by detonating them mid-air, and doing so costs shield charge equal to the damage of the projectile. If a shield has insufficient charge at the moment of impact, then the projectile is allowed through. Shields regenerate charge over time, and share charge around to try to equalise nearby shields. This is a fairly simple system, but there is enough to it to dial in some satisfying interactions.

One important technicality is that projectiles explode on shields, and this can even damage units behind the shield. It has to be this way since blocking the area-of-effect (AoE) damage of explosions damage would be a nightmare, both computationally and intuitively. A shield that blocked explosion damage would also have to block damage from shots that hit the ground just outside the shield, otherwise units would be incentivised to fire at the ground rather than into the shield, which would look silly. But damage should not be blocked for free, which implies that nearby explosions should consume shield charge. How much charge? Well, explosion damage is reduced by distance, but there is the potential for shields to be stacked behind each other, so shields would have to be able to protect each other. This is further complicated by the fact that units can straddle shield boundaries, making it unclear what is being protected. So rather than block area of effect damage, we embrace the fact that AoE is effective against shields, especially smaller personal shields.



Another notable part of the shield mechanics is that the interception threshold is per-projectile. So a shield at 599 charge lets through a 600 damage projectile, but would block half the damage of two shots that deal 300 damage each. Bursty units are balanced around this fact, with an extreme example being the 3000 damage Lance that deals damage in chunks of 150 over the course of a second. Phantom, with a single 1500-damage bullet, is generally better against shields for this reason. We have even used burst to buff units against shields, such as when the double-barrel shot of the Firewalker was split into ten projectiles, each with reduced AoE and more total direct damage. The interaction of burst damage and shields is one of the better kinds of emergent behaviour: one that players could reasonably puzzle out intuitively, rather than requiring the kind of deep dive that would be required to figure out how to optimally drain a repulsion shield.

The most unusual feature of Zero-K shields is something called shield link, which causes clusters of shields to gradually equalise their charge. It was most likely added to deal with the problem of wasted regeneration, since shields only regenerate when not fully charged. Minimising mid-combat regeneration is important when fighting shields, which can be achieved via focus fire. However, mobile shield generators can negate focus fire by dancing around so that each shield gets a turn at the front. This is a case of skipping the unit AI arms race by implementing the final result, so charge from high-charge shields flows to nearby shields of lower charge, leaving more space for regeneration.

Shield link turned out to be a buff to burst damage because it caused clumps of shields to lose charge together, rather than individually. The best demonstration of this is the way tacnukes counter shields. A tacnuke deals 3500 damage, while large shields have 3600 charge, so without shield link you would need to spend one tacnuke per shield to drain a cluster enough to start penetrating it. With shield link, a single tacnuke can disable any reasonably sized cluster. All you need to do is fire the first tacnuke, wait a few seconds, then fire the followup. Charge rushes into the newly depleted shield after the first tacnuke hits, so by the time the second volley arrives there are no shields capable of stopping a tacnuke.



Shields would rather not be exploitable by tacnukes, but as we saw 25 posts ago, shield link is not optional. The downside of shield link gives shields space to be powerful in small numbers without becoming that much more powerful when spammed. This is the sweet spot we aim for across Zero-K as it encourages people to use a mix of tools, and it is especially important for mechanics that can slow down the game by preventing damage. The goal is to see a bit of shielding in many battles, rather than a lot in a few. This goes all the way back to the decision to make mobile shields and cloakers available to all factories by being available as a morph from their static versions.

On the technical side, shield link has been through two iterations. It was originally a deterministic algorithm that would have each shield poll its neighbours and move closer to the average, adjusting each neighbour by the same amount. This had performance issues and edge cases, so was replaced by a random sampling approach. Now shield link works by having each shield select a random neighbour to exchange charge with, 15 times a second. This is fast enough for random variations to average out, and it is much simpler than the previous approach.



The last issue for today concerns status effects. Weapons should generally interact with shields, and thematically it would be weird for a lightning bolt to ignore shields or to be harmlessly dissipated. But letting shields take EMP, disarm or slow damage as if they were fully independent units would be too complicated. So to keep things simple, status effects deal damage to shield charge, just like ordinary damage, with caveats. The damage numbers of status effects are quite a bit higher than those of ordinary damage, since status effect damage has to hit health thresholds to take effect. Their raw damage would completely annihilate shields, so status effects only deal a third of their damage to shields. This is one of the rare instances of damage multipliers in Zero-K, and it is still enough damage to make lightning and slow damage some of the most effective ways to drain a shield.

Shields eventually ended up in a good spot, after being nerfed over the years, and are now a powerful-but-optional tool. They play a lesser role in cross-map artillery battles than they used to, but this is mostly due to terraform offering alternate ways to hunker down and the advent of the shield-overwhelming Odin bomber. Shields are stable, although throughout this post I have tried, and failed, to convince myself to revisit repulsion shields. Perhaps that is what modding is for, and there is surely an entirely new game to be made about bouncing projectiles around. As a final note, the Funnelweb shield does not behave like other shields, but details will have to wait for another post.

This is the last Cold Take of 2025. We are taking a break over December and expect to return in January.

Index of Cold Takes

Nuclear Gladiators 3000 - Turbo Napalm
The previous patch fixed a roulette bug but unintentionally added a new bug as a side effect.
This patch will fix it.

Sorry for the inconvenience and thank you very much for your patience.
We hope you can keep enjoying the game!
The First Library Playtest - domready

Initial Wildlife and New Resources


This small but important update introduces the foundational implementation for wildlife and expands the available crafting materials.

⚙️ New Features & Content

🦌 Animals & Resources

  • \[NEW] Base-Implementation for Animals (Deer). The first wildlife creatures are now roaming the world!

  • \[NEW] New Resource: Deer Leather. Hunt deer to gather this new resource and utilize it for future crafting recipes.

Bandit the game - ☜ LEGION ☞

Hello everyone
Past last 3 years, i spent every my free time to move my game to newest version of engine. Why?
Old one had some problems with corrupting save files. It also lacked some features. But it doesn't matter.
I'd like to present to you an improved version of my game. It's still not finished, and I'd like the game to have many more quests and buildings to build, so you can build an even better city.

I fixed many bugs and added new features. Unfortunately, I didn't write down everything I changed, and over the years I've forgotten a bit, so you'll have some surprises.

Old saves are not compatible, loading old saves can cause crashes

Here is the list of changes:

  • Many new icons for items.

  • Objects will light up when you look at them, not when you are next to them.

  • The game only pauses when bringing up the main menu, in the remaining windows (e.g. backpack) the game will still not be paused.

  • The increased speed effect is no longer interrupted by actions, but loading the game interrupts the effect.

  • Equipped items no longer take up backpack slots, hotbar also had some change.

  • Quick drop/sell/add buttons.

  • Added button to hide the hot bar in the backpack.

  • You no longer take damage if you cover yourself with a shield during a heavy enemy attack.

  • unarmed combat removed.

  • New NPC highlight system, you can check name for every npc.

  • Enemy armor is now displayed next to enemy names.

  • Achievements (steam achievements in nearest future).

  • Character and npc shadows fixed.

  • The farm and sawmill have working NPCs.

  • Snapping the building/elements to the ground.

  • In build menu building now display how much you have resources.

  • Added the merchant's sign above the heads of the merchants.

  • The construction sites is marked on the map

  • Graveyards must be unlocked before you can respawn there. Simply approach them until red energy appears.

  • Better AI for NPCs, e.g. they will now react if the player pulls enemies towards them

  • New weather system and sky

  • Improved swimming system - the invisible wall near the former camp has been removed

  • Added continue button in the main menu and animation of sliding menus

  • Higher resolution of interface window textures

  • Added a scroll with a spell that teleport to the base

  • Added book with blueprints points

  • Death has no consequences, you are respawn with full health, but you lose the extra bonuses from food

  • The first 20 levels give 5 hp each

  • New system instead of hunger and thirst - temporary bonuses to health/mana/stamina from eating

  • Sort button fixed

  • Map corrected for all resolutions

  • After completing the quest from the cartographer, you will no longer get a physical map, instead you just unlock a new area of ​​the map

  • improved stability, performance and loading time

Ninja Blast - Armando Rodrigues

Recently i found that most of people are getting stuck on Ninja Blast and can't progress the story. A similar problem was happening on Alive Hunter, i fixed the problem on Alive Hunter, but i cannot do a patch for Ninja Blast because i've lost the game files.

Instead of doing a patch i'm now working on a new version, 2026 version of Ninja Blast.

I'll take this oportunity to enchance even more the game, improving the combat, scenes and adding some new exciting content.

Thanks for all the support. The new version of Ninja Blast is coming soon.

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