Cloud Keeper: Shrine of Dal - jetpackgone.dev

Bug fixes and improved the End Game screen to show final build.

What's changed
  • Fixed issue with lock status on shrine blessings

  • Updated End Game menu to display clouds and relics obtained during run

  • Updated Bomber Fly enemy animation

  • Fixed issue where Bomber Fly does not drop coin after exploding

Grey Hack - Kurouzu
Changelog

- Fixed bug in ConfigLan that allowed a network to be deleted while a script was running from it, which could cause unexpected behaviors.

- Fixed bug in Terminal that could cause freezes or the game to become unresponsive momentarily when trying to read non-existent characters in the charset continuously.
Flavio The Ghost Clown Playtest - DigitalBast
- Fix Options Selection not being saved when leaving by escaping pause with pause button.
- Fixed some Load gamedata not being loaded properly (OW portal transition locked to unlocked, etc).
- New NPC prompt when failing to defeat an enemy boss several times, which will help with life points, only 4 helps in total (only available on normal difficulty).
近所 - if - - Zentac Studio
Added bonus content (reading material) accessible upon achieving a specific ending.

Corrected various text issues.
Onychomp : Lush journey - howlstudios

Hi!

We’ve been listening to all your reports, and we’re working through them.
This week we focused on fixing several important bugs. Here’s what’s included in this update:

Fixes

  • Fixed the issue where multiple menus stacked on top of each other when crafting a wearable.

  • Fixed the dash and selenite sounds not being affected by the SFX volume slider.

  • Fixed scene progression: if you don’t have a save file, the game now correctly creates a new game automatically.

  • Moon dialogues are now properly saved, so they won’t repeat anymore.

  • Object hints are now disabled when the items are inside a bush or burrow.

Balance

  • Top Cliff: Reduced the number of creatures, and worms/snakes now have lower HP.

-Hector

Hunt Grounds - bytalegames

Hey everyone,

Today’s update brings a bunch of long-awaited improvements to the way matches work. The goal was simple: streamline the experience, give you more control in lobbies, and open the door to more interesting match setups.

🟣 Online & Offline Are Now Merged

No more split modes. Everything runs under one unified system now, making it cleaner, faster, and way easier to maintain moving forward.

🟢 Play With Players and Bots

You can now mix real players and bots in the same match. Whether you’re testing builds, playing solo, or running with friends, it all works in one place.

🟡 Choose Exactly Which Bots You Want

You’re no longer stuck with random bot fills. You can pick which bots to add to your lobby directly, giving you full control over the setup.

🟣 Change Your Player Role Anytime

Want to switch from Survivor to Hunter mid-lobby? Go for it. The role-change system is now integrated.

🟤 Multiple Hunters Per Match

Matches are no longer limited to just one Hunter.



Known Issues

These are already on my radar and will be patched soon:

  • Player icons not displaying correctly in-game

  • Bot execution animations sometimes not triggering

  • Missing SFX and missing translation strings on Marlow Ridge

Thanks for the patience. This update is a huge step toward stabilizing everything for Early Access, and your feedback is helping shape every part of it.

Terrordrome - Reign of the Legends - Acid_Brad



  1. A new rules selection have been added when creating an online lobby this allows to select between public or private matches. Awhile also allowing for selection between First to 2 up to First to 10 matches.

  2. Visual Settings resolution list only displays resolutions with a 16:9 aspect ratio, monitors with more than one refresh rate will display the same resolution more than once. Refresh rates above 59 or 60 hz don't matter as the game only runs at a maximum of 60 fps.

  3. Sasquatch's Stand Punch now properly gains meter on hit allowing for one of his combo trails to be completed.

  4. Fixed an issue that would allow certain characters to perform a grab while in hit stun.

  5. Fixes some issues within the online lobby that wouldn't allow to begin a new match session.

  6. Fixed an issue in the online lobby that allowed the battle settings and lobby settings screens to be open at the same time.

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。

...