Frogshot Adventure - Shero
  • Fixed a bug that caused the trapdoor to not work properly on space levels.

AIdventure - Lyaaaaa Games

Hi everyone, it’s time for a new community report!

I have been working in part-time on AIdventure for almost 3 months now and it’s going great!

A new pace

I said in the last report (of September 2025) I would produce a sprint every 4-5 weeks. Since 2 weeks, I have been waking up earlier to work on AIdventure one hour before going to work. For now I’m satisfied with this and I will be able to produce a sprint every 3 weeks (+ 2 days). So, you should expect an increase in the pace of the releases.

Steam Branches

On Steam, the users can choose to try the latest changes in a branch I called “sprint release”. This branch will die soon as I will use the “Experimental” branch once again for this stuff. There is no point in having 2 testing branches.

Stable Release schedule

In my previous report I also said I would produce a stable release every 4 sprints (~4-5months). I decided to change this.

  1. Every finished sprint will produce an unstable release

  2. Users play with this version and give me feedbacks

  3. If I consider the produce stable and worth publishing (It adds content without removing working content) I will publish in the stable branch.

This means releases will be smaller but more frequent. In the actual case, the latest changes are stable and could be published, but they remove a working feature (the automatic translation). So, in this case I won’t publish it yet.

In the future, most of the new content won’t be rework that break old features. So I expect to release as often as possible!

What I’m working on right now
Current sprint
  1. The rework on auto translation (Done)

  2. Improving the auto translation (In progress)

  3. Some improvement of the new system to speed up generation (Planned in this sprint but I’m a bit late, the rework of the auto translation took more time than expected).

Next sprint

The next sprint should contain the following stuff:

  1. The stuff not done (by lack of time) in the previous sprint

  2. Improvement of the new system and auto translation

  3. Improvement of the lorebook (if it can fit in the schedule).

Next releases

So, based on my current work, I think the 29th you can expect a new unstable release. If all goes smooth, I will publish it in stable the 6th december.

The 3.0 will have a brand new system to run AIs and an auto translation with a much better translation (I’m testing it with French and it gives amazing results!).

Work on automatisation

Because my time is precious and I want to spend most of it making the game better, I started working on the automatisation of repetitive tasks.

Now, publishing a release is automatic! The faster it is, the easier it will be for me to publish and the less risky (Making it automatic reduces the risk of human errors).

My goal is to do continuous delivery with AIdventure.

Work on tests

Long time ago I started writing unit tests (Automatic tests to verify the code is still behaving as expected. Useful to verify if you broke something while doing an update). I couldn’t motivate myself to write all the needed tests and keep them up to date.

Now, for a task to be considered done, I have to test it (if it’s testable) and write documentation about it. The tests and documentation are considered when I estimate how long a task will take. Therefore, I always write tests and doc.

Now I’m at 184 automatic tests to make sure nothing is broken. I will never have a coverage of 100% of my code (and it could never give a full insurance) but it’s always safer to have tests.

Testing a software as complex as a game is tricky (even for a text based one). So that’s the point of having experimental releases for users to test. It’s the best way as my time is limited. Moreover, it gives me quick feed back on new content.

3 years of AIdventure

The 25th December, It will be the 3 years of AIdventure’s first public release (1.0.0)! Some fun facts:

  • The 1.0.0 had a terrible bug, the game engine I use couldn’t download files above 2 GB because the type of the variable used couldn’t be above a certain number! Thanks to AIdventure they fixed this issue xD!

  • The interface was a total recycling of logs-filter-2, a software I made. I just changed the position of the toolbar and used a blue theme.

  • AIdventure has 68 releases!

  • Since the 1.0.0 I made 1459 changes in 1093 files.

A few old screenshots!

Thanks to my supporters

Thank you for supporting me on Ko-fi!

  • Marco,

  • Cynder,

  • SirFactorofX

  • Zarilain

  • patman124

Support me too

You can support me, too, on Ko-Fi.

Or rate the game and review it!

Help yourself, help me, because helping me will help me to help you better.

If you like my work and want to help me, please, review AIdventure on Steam or rate it on Itch! It’s very important and can help me a lot!

Thank you for reading this report :).

See you next time.

2:47am
雀道 Mahjong Route Playtest - V我15赞助薄荷糖一袋

修复了教程没有正确触发的错误

实装万念

30061 价值一万支票

移除:提供(10000)点棒。

30062 海的无尽旅途

和牌:提供(77)副。任意牌入海时,提升(1)副。

30063 一色审判仪式

和牌:如果触发了【牌种:清一色】,每有(1)番,使你的对手失去(2)血液。

30064 一色三分天下

和牌:如果触发了【牌种:三色三步高】,每有(10)副,失去(9)副。每有(1)副,提供(2)番。

30065 一色双龙赴会

和牌:如果触发了【牌种:清龙/一色双龙会】,消灭血液≤(88/288)的对手。

30066 只为除龙而来

和牌:如果触发了【牌种:断幺九】,使你的万念牌【除龙:】。除龙(5):使你的万念牌【除龙:】。

Fixer Toolkit – Window & Layout Manager - EMRE YARDIMCI
Target Window Section:

A list showing the title and icon of each of your windows has been added to the 'Target Window' section in this version, allowing for easier window management.

🔧 Happy Fixing! 🔧
Blank Wallpaper - 1

1. Improved resolution optimization for static wallpapers. To address the issue of needing specific resolution wallpapers for different screens, we specifically use “video2x” to optimize wallpapers downloaded from the workshop, making them compatible with your computer’s resolution. Users will no longer have the regret of “Unfortunately, the wallpaper’s resolution is too low to use on my computer.”

2. Improved resolution optimization for dynamic wallpapers. Similar to static wallpapers, but the optimization will take some time on your computer.

3. Seamless looping for any dynamic wallpaper. Many videos recorded by users can be jarring when looped as dynamic wallpapers because the beginning and end don’t match smoothly. When users select the dynamic wallpaper function in the software, they will be prompted "Optimize the video?" By choosing "Yes," it will generate a new wallpaper video that loops seamlessly and apply it.

The software size will increase from 4.3M to 917M

SCP-9779-JP - Artem Lapunov

SCP-9779-JP demo is now available to play!

Step into a remote SCP facility in the underground of an old Japanese mansion and experience the first section of the investigation surrounding SCP-9779-JP — an anomalous entity capable of disrupting electricity around itself, plunging entire areas into darkness and causing total chaos.

What awaits for you in the demo:

🏚 Exploration of the SCP-modified Japanese mansion

🔦 Tension-focused atmosphere and sudden electronic failures

🧩 A few puzzles

🧪 A first look at the underground laboratory and the events that unfolded there

🎧 Localization and voiceover in English, Russian, Chinese, Ukrainian, Belarusian

Your mission:

Restore power, navigate through the darkened facility, and return SCP-9779-JP to its containment chamber.

If you enjoy the demo, please add the game to your wishlist — it greatly supports the upcoming release on January 15.

Thank you!

Stay safe, SCP personnel.

Dimraeth - Shindaru

Hey everyone, Phillip here again, Game Director on Dimraeth. Today’s focus is character creation: race, class, archetypes, attributes, Personas, and how all of these pieces are wired together under the hood to support the kind of long-form, theory-heavy character-building RPG we’re trying to make.


Character Creation in Dimraeth

In Dimraeth, character creation is one of the most important decisions you can make. It’s the point where you choose your race, class, persona, and appearance – and that choice becomes the beginning of your character-building journey, which sits at the centre of Dimraeth’s experience. This update is a look at how those pieces fit together, and why we’ve built the system the way we have.

Race & Class – Defining Your Archetype

Your first major decisions are your race and your class. These two choices are the seed from which your character will grow. The combination of race and class defines your archetype, and every archetype gets its own unique skill tree – built as a blend of race, class, and that archetype’s identity.

These archetype trees are where you’ll find spells and passives that no other archetype can use. They are the anchor of your build: the core set of tools, synergies, and power spikes that you will build around. What we want to achieve with this system is simple: give you strong anchor points that encourage theorycrafting, and let you branch out into hundreds of possible builds while still feeling like your character has a clear, distinct identity.

In combat, your race isn’t just flavor, it’s your base kit. A Minotaur will always be a heavy, axe-wielding frontline presence, even if you lean into a more ranged class; a Fairy will always fight as a staff-wielding caster, even if you choose Brawler. The combination of race and class is what decides whether you’re dashing into the thick of it, kiting at the edge of the fight, or setting up control from the back line – your entire default playstyle flows from that first choice.

Your race and class also define how your attributes scale. In Dimraeth, it costs XP to level up your attributes. The XP cost of each attribute is primarily determined by your race–class combination. That means it is significantly more expensive for a Fairy Magician to raise Strength than it is for a Minotaur Brawler, and if you spend a lot of XP pushing into your “off” stats, you will end up with fewer total attribute points by the time you reach max level.

The goal of this attribute scaling system is twofold. First, we want every race–class combination to have clear strengths and weaknesses, so that different archetypes naturally lean into different build paths. Second, we want to encourage thoughtful attribute distribution: you will need to manage breakpoints and plan around specific spells or items you care about. Maybe you want a physical-based spell on your Fairy Magician, or a key magical spell on your Minotaur Brawler – you can do that, but you will have to weigh the XP cost of reaching those minimum requirements against investing more heavily into your primary attributes.

There is a third element tied to your race–class combination: the archetype passive. This is a simple passive that adds an extra benefit to one of your attributes. For example, the Minotaur Brawler (a Vanguard archetype) gains bonus stamina whenever they level Strength, whereas other archetypes do not. Effectively, each archetype has a “primary” attribute that gives you the most value per point, pushing you toward certain builds while still leaving room to experiment.

In co-op, the archetype trees and attribute scaling are where party identities come from. One player might build a Minotaur Mage (Earthshaker) around spreading fire and proccing passives whenever enemies are Burning, while another builds a Human Mage (Elemental Ranger) that turns any existing fire on the field into high-impact single-target nukes. The result is a party that doesn’t just “have two mages,” but a coordinated Burning engine – a build that only exists because of how those archetypes, passives, and attributes stack across players. We want parties to feel like carefully tuned machines built by their players, where the most satisfying moments come from combos you planned ten levels ago finally snapping into place.

Character Customisation

Once the heavy systems are out of the way, we come to character customisation. As a pixel art game with a large number of races, adding customisation has not been trivial, but we knew it was important for players to be able to see “their” character in the world.

We’ve added colour customisation for hair, skin, and clothing across all races. Within the constraints of our art style, this lets you tune the look of your character in a way that still respects the visual identity of each race. It’s not a full 3D morphing system, but it’s enough to make your character feel like yours.

Persona – Your Voice in the Story

One of the more unique elements of Dimraeth is the Persona system, which acts as your character’s personality layer in dialogue encounters. Your choice of Persona adds flavour to your dialogue options in conversations, giving you more room to role-play and adding variety when you’re playing in multiplayer.

Choosing a Persona does not lock you into a single style of dialogue forever. Instead, it increases the frequency of certain types of responses. If you decide you want your character to shift over time, you can simply start choosing different types of options, and your “behaviour” in conversations will trend in that direction. Long term, our intent is to let Personas evolve, allowing combinations and more unique dialogue patterns to emerge from how you actually play.

In a tense conversation, this shows up immediately. A Joker persona might cut through the tension with a sharp, ill-timed joke, while a Stoic persona brushes past the emotion of the moment and goes straight to the point. You are still choosing your lines, but your Persona biases which kinds of options appear more often: the Hero leans toward principled, sacrificial answers, the Scholar toward probing questions and analysis, the Joker toward irreverence, the Stoic toward blunt clarity.

Right now, our Persona options include Hero, Stoic, Scholar, and Joker. Each of these influences how your character tends to speak, how they respond to situations, and how they come across to other characters – without forcing you into a single rigid archetype.

Bringing It All Together

When you put all of these variables together – race, class, archetype skill tree, attribute scaling, archetype passive, appearance, and Persona – our aim is to provide a huge amount of replayability from the very first screen. Dimraeth is built around the idea that understanding the system is itself a power fantasy: the more you internalise how stats, archetypes, and passives interact, the more you can bend the game around a build that feels uniquely yours. With our intended 1.0 roster of 8+ races and 6 classes, that already gives us at least 48 archetypes, each with its own unique tree and passive.

Our hope is that you will feel encouraged to try new archetypes with friends across different worlds, explore different Personas, and push into strange or “off-meta” builds just to see what happens. Character creation in Dimraeth is not just a cosmetic step; it’s the foundation for the kind of character-building RPG we’re trying to make.


Development Update

So now for some broader development news. Over here at Mudtek we’ve been heads-down in content production, building out the areas, enemies, quests, and archetypes we want to showcase in our upcoming demo and, beyond that, our Early Access release. We’ve already made updates to our tutorial region and are in the process of adding a whole new area, along with a new batch of enemies: the Goblins. There isn’t too much we can share in detail just yet, but expect more concrete updates as we get closer – especially as we move into the new year.

Wishlist, Follow, and Join the Community

If you’re interested in what you’ve seen here, please consider wishlisting and following Dimraeth on Steam if you haven’t already – it genuinely helps us a lot and makes it easier for us to keep building the kind of RPG we’ve outlined above. And if you’re curious about other aspects of the game, or there’s a system you’d like us to cover in a future post, let us know in the comments.

You can also join our Discord at https://www.discord.gg/dimraeth to talk builds, theorycraft archetypes, and follow development more closely alongside the rest of the community.

Sins of the Desert - Games For Pleasure
🔧 Small Update — Navigation & AI Improvements

A minor update is now live, focusing on smoother movement and more consistent interactions inside the bazaar.

🧭 Improved Courtyard Navigation

Fixed a problematic navigation spot in the courtyard where characters could take incorrect paths or get stuck.
Movement is now more fluid for all NPCs.

🤝 Better AI–Player Interaction

Adjusted AI behavior to improve how NPCs react and respond when engaging with the main character.
Encounters should now feel more natural and stable.

More refinements and content updates are coming — thank you for playing Sins of the Desert! 🌙✨

ERA ONE - Team Complex

Hi everyone,

we’re releasing the patch that closes Release 10.

We’ve fixed all the issues that occurred and, where possible, we’ve followed the community’s suggestions to improve the game.

From now on, we’re focusing on Build 11, planned for December, where we’ll introduce AI and other exciting new features.

The project continues, and the overall feedback has been very positive, which motivates us to reach the next milestone.

Thank you for your participation and support during this session.

EraOne Release Notes 0.10.3.6
Maps & Scenery

- New Map: Frostveil Orbits.

- Planet atmospheres, backgrounds, lighting, and eclipse calculations were reworked to remove visual glitches.

- Every asteroid now rotates correctly and can be selected or focused.

Gameplay

- Increased the omnidirectional thrust boost engines give to 15%.

- Hold Position now truly locks units in place even while attempting to shoot from beyond range.

- Frigate flamethrowers now require their dedicated research unlock to keep tech progression consistent.

Units

- Patrol routes resume automatically after aggressive excursions, preventing idle escorts.

- Fixed an issue that caused Rally Points to not move.

- Fixed an issue that caused enemy stations to be immobile after loading from save files.

- Selecting units with a mortar equipped now shows the correct weapon icons in the Selection Panel

User Interface and Settings

- In-game roadmap update.

- Manual Input panel power sliders respond immediately when switching ships.

- Deck Panel health bars stay in sync when recycling units

Graphics and Visual Effects

- Biominer harvesting produces a smoke effect for readability.

Audio

- Narrative speech now waits for a short pause after loading certain scenes, preventing abrupt overlaps.

- Unit audio messages when entering clouds are now less frequent and are no longer triggered when exiting and re-entering.

Age of Reforging: The Freelands - Muffin XXL
Age of Reforging v1.11b Online Hotfix
Bug Fixes:
  • Fixed an issue where NPCs and monsters would respawn under certain circumstances after loading a save.

  • Fixed an issue where the Bamboo Valley Arena was still unavailable for challenges and tournaments after completing the Mystery of the Wuxia quest.

Improvements:
  • Improved the screenshot during saving; it's no longer as dark as before.

...