
Added two variants of medium-sized window shutters.
Implemented soft-foliage cutting on the top of the glass dome, not only the sides as before.
Note: Does not work on hard branches.
Fixed a bug that caused terrain textures to revert to the last saved state when using Undo in the sculpting workspace.
Fixed wind vane orientation: it now properly aligns its rotation with the wind direction.
Fixed a Capture Workspace issue: Randomize All now also randomizes the weather profile.
Updated Maple Tree label (Small → Tiny).
Adjusted Dense Ivy color to better match other natural objects.


We have installed a technical update for Escape from Tarkov.
Fixed issues with interacting with Jaeger;
Fixed an issue where some users' item icons were displayed in low resolution regardless of their graphics settings;
Fixed an issue where players could not load into the tutorial mission if the game client's localisation language was changed;
Fixed an issue where the game client would freeze after interacting with traders.
ver. 0.6104
- Changed the appearance of electric traps.
- A sound effect will now play when taking damage from a trap.
- In the tutorial stage, "restart from beginning" has been changed to restart from the current Scene.
- Fixed an issue where monsters would keep turning around at high speed.
ver. 0.6xx
This is an update towards the implementation of the final area.
Sorry, but as this is outside the scope of the DEMO version, there will be no visible changes.
I would appreciate it if you could wait for it to be completed.
I'm happy to announce that playtest registration for Desktop Slippers is now open! You can sign up right on the Steam page to be among the first to try it once it's ready.
The upcoming playtest will focus on the core balance and game stability. Your feedback will help shape how the game feels before release.
If you'd like to help out, click the Request Access button on the game page. Steam will notify you automatically when the playtest begins. You can also join the Discord channel, where all feedback will be collected.
Thanks for your patience and support! I can't wait to show you what I've been working on!
🔧 Fixed: "It's knot funny" achievement now triggers reliably!
✨ Minor tweaks for smoother gameplay.
Thanks for playing – keep hanging! 💀
For everyone wondering what lies beyond the trenches…
Soon.
Prepare yourselves. We are about to rewrite history. ⚔️🔥
Stay tuned — your support gives this project its strength.
#GallipoliTrenches
#TheForgottenFront
#WarTeaser
#IndieDev
#IndieGame
#WW1Game
#Gallipoli
#StoryDrivenGame
#SteamIndie
#GameDev
#IndieDeveloper
#HistoricalGame
#ComingSoon
It’s been a while since our last announcement, but that definitely doesn’t mean we’ve been inactive. We’ve been working at full speed, and preparations for the upcoming update and the release of the full version are moving forward as planned.
We want to thank you for your patience and, most importantly, for all the feedback you’ve given us. We read everything, we analyze everything, and many of the upcoming changes are a direct response to your suggestions.

In the upcoming update you’ll find, among other things:
• New quality of life improvements, including balancing core effects and upgraded weapon behavior
• Two new weapon types
• New cores
• Grind portals, which we’re finally opening
• Additional improvements and features that we’ll reveal in detail once the update launches
We also have a small surprise prepared, waiting behind the scenes, but we’ll share the details once the update is ready.
As for the story, the main plot is approaching its finale, but the ending will be full of twists and confrontations you might not expect.
Thank you for being with us. More information is coming soon, and we’re heading back to work to deliver the best update we can for Early Access.
See you soon.
https://store.steampowered.com/app/3553190/Isekai_Im_an_FPS_Hero_who_was_summoned_to_another_world/
The Zeverland test has been running for 3 days, and most survivors have already explored the main gameplay. In this log we want to talk about the daily life features that everyone cares a lot about.
If you have any feedback, suggestions, or questions about Zeverland, feel free to leave them on Discord or any of our social media platforms. We will record everything one by one.
Q1: Are NPCs simple quest givers or can they help players with work after being recruited?
A: NPCs in Zeverland are not cold task machines. They are survivors just like you and they also want to stay alive. If you help them in the wild by fighting zombies, sharing food, or fixing their broken radio, they may join your shelter. Once they join, they can work and stand guard for you. Of course, you also need to keep them safe and well fed. This feature is under development and should be playable in the next test.
Q2: We want PVP that keeps both competition and cooperation while reducing toxic behavior.
A: We understand. Zeverland encourages peace whenever possible. Existing PVP is not designed for chaos but to ensure the game's freedom. We will use game systems to reduce pointless griefing so PVP remains fun and cooperative instead of frustrating.
Q3: We hope there are safe zones where no fighting is allowed for peaceful players.
A: No problem. We do not encourage PVP. Peaceful players can stay far from infected areas and build a home in a quiet place with mountains and rivers. You can build houses, farm, and fish without worrying about sudden attacks. Zeverland is big enough to hold both intense battles and peaceful adventures.
Q4: Can players run shops and deliver goods? For example, players order online, nearby players take delivery jobs, fight zombies on the way, then get rewards.
A: Yes. We plan to add a drone system next year. You can drive through infected zones to deliver goods or send a drone to drop the package if you do not want to fight.
Q5: Can the story and tutorial introduce the world and give a goal or direction?
A: Yes. In the early game we use environmental storytelling, diary pages, and radio messages to reveal the truth behind the Red Rain, the source of the virus, and possible escape paths for humanity. The game does not have a single ending, but there will be a clear direction. Your choices will shape what this world becomes.
Q6: We hope for a tech progression system from the bronze age to the information age, with robots that require high maintenance.
A: Thanks for the idea, but Zeverland is not a full civilization restart. It is the first minute after modern civilization collapses. The disaster follows roughly 2026 technology, so you start with phones, cars, canned food, drills, and drones coming next year. The world will not fall back to the bronze age.
Q7: How do skills level up? Through character levels or by using the skills?
A: The skill system is being updated. In Zeverland your growth follows simple logic. Early skills level up independently through use and later each skill line develops its own upgrade path. This matches how players naturally learn to survive.
Q8: How long is a run or a season?
A: This is still in design. We will finalize the exact season structure next year based on test feedback.
Q9: Losing everything on death would feel terrible.
A: Don’t worry. Items in your quick bar stay with you after death. You can put important items there so you are not helpless when you return to your body and meet zombies again.
Q10: Can we move quickly through places like sewers between cities?
A: We are designing fast travel vehicles. How about flying vehicles? That might be even cooler. But if you want sewers, that might work too. Crawling through dark tunnels fits the apocalypse vibe. We will consider it.
Q11: Please add more random events with random rewards. For example, helping an NPC gives random items, good or bad. Small chances for NPC battle events in the wild. Tiny chance to find secret notes on zombies that lead to hidden resources or side events.
A: Did you peek at our design documents? We are already adding random events. It is the apocalypse, so life should not be boring. There should be stories, risks, surprises, and a little luck.
Q12: I hope the game has mines, heavy equipment zones, military bases, and hidden black sites.
A: Request received. Our level designers are already working overtime. What is inside an underground mine? What happens after opening the gate of an abandoned military base? What secrets are stored in a black site server? If you have more ideas, please tell us.
Q13: Will there be swords Would love there to be swords? Will there be bows and arrows?
A: : We do not have swords yet, but we heard your request. Bows will definitely be in the game. After all, bows are one of the oldest long-range weapons ever created by humans.
Q14: Will there be an option to disable or reduce blood and gore effects? I figured it might happen because of the snazzy cartoon styled design that people of different ages could appreciate.
A: There are no gore or organ effects in this test. The overall style is still more absurd and cartoony. If players say they still want a green-blood mode, we will add it.
Q15: Game looks really good was wondering how in-depth the main picture for the game is compared to games like Zomboid, 7 days, state of decay?
A: Our final goal is to create something truly different and push beyond everything out there. But to be honest, what you see now is only about twenty percent of the full plan. Come try it out and help us watch this world grow from the ruins.
No matter if you are a crafting maniac, a peaceful farming player, or a zombie enthusiast, we would love to hear your ideas. Every suggestion helps make this world more fun. And do not forget to add the game to your Steam wishlist so more survivors can join this post-apocalyptic party.