Ghost Hunter Simulator - prime8entertainmentllc

Patch Notes for build v0.1.3.2025-11-15-2103:

  • New Tool: IR Laser Thermometer

  • MediumMixer Tutorial

  • MediumMixer updates

  • Platforms "take their cut" now

  • Store Items have a Description

  • Added Placeholder quests for all levels

  • Improved Questlines for Theater Level

  • Fixed some of the existing quests

  • Added Maps for Theater and Wavy Gravy levels

  • Added ghosties for the end-result thumbnail for audio, temperature, and photo evidence

  • Added Button to show/hide on-screen Quest Tracker

  • Both "T" and "R" interact with tools on the ground

  • Capped EMF readings to ratings available to the tool

  • Credits updates

  • Norton House has Room Volumes now

  • Gold Mine has Room Volumes now

  • Collision fixes in Gold Mine

  • Toilets flush

With the IR Laser Thermometer in now, players have a way to gather and submit temperature related evidence. The only planned evidence type left to put in is the "photograph" category, and once that's in we can bump up our version number to 0.2!

Hazard Pay Playtest - Smitner Studio

Added

  • 5 new levels! Please drop your feedback in the Discord

  • Level editor "quick-play" (prompts for save when no filename is set, suggesting filenames)

Changed

  • VaporizeCommand now plays skeleton animation for more items.

  • RecipeManager applies flesh vaporization effect to additional item types

  • Creature doesn't consume blood when dead (duh)

Isles of Silence - Josayah @ lonelyfrontier

NEW QOL:

- Added unique tracking text per monster

- Added variations on the message that is displayed when you bail from a quest, based on how much damage the monster did

- Isle 3 tabs now have proper art

CHANGES:

- Notably buffed the Shrist to encourage Isle 3 exploration

- Buffed the Rivik's health and armor, as well as some damage values

- Made Orym a more prominent player in Isle 3's story. Further reworks to come

- 'Gelid seed' requires 2 less Fuel to heat up

- Added some new UI art to the quest page. Further reworks to come

- Tabs automatically shrink if they would otherwise go off-screen at current size settings

- Zoomed in the Quest camera to prepare for upcoming Combat animations

- Offline progress should be notably faster when calculating Golems

FIXES:

- Some typos fixed

- Offline Progress sometimes listed 'seeds planted' incorrectly

- The boat should no longer become unusable before heading to a new Isle

- Clicking through the diary can no longer scroll the entire screen

- Characters should now properly move Isles when they deliver dialogue

Statecraft: Corrupted Democracy - [Dothrak]Mehti
  • Fixed critical errors when creating and joining lobbies.

  • Resolved the issue preventing games from starting from the lobby.

  • Addressed cases where many players couldn’t enter while others were in the lobby.

  • Multiple in-game multiplayer bugs fixed for a more reliable experience (alliance & revolution bugs fixed (I hope)).

Amelia and the Erotic Tentacle Trap Dungeon - uu
v1.38 Update Time
2025/11/17 01:08 CST (UTC+8)

Update Details

We have worked with the developer to fix the issues reported by players and have released Ver.1.38.

Fixed Issues

Fixed missing image bug
(Error message: Failed to load img/pictures/MapInfo2_1_zh_CN.png)

Fixed the "Vibrator-related (バイブ系)" defeat H-scene bug
When the player does not escape and lets the defeat scene play fully,
the purple Escaping Gauge would remain on screen and not disappear.

Fixed the softlock issue in the bar support scene
While helping in the bar, if the adventurer starts talking about
“the girl exposing her chest,” the game would freeze after the dialogue and no further actions could be performed.

Issues Under Investigation

We are still reviewing other bug reports from players and will continue coordinating with the developer to address them.
If you encounter additional issues, please consider helping us by providing information through the following channels:

📣 Discord Bug Report Channel (screenshots and save files welcome)
💬 Steam Comment Section (please provide detailed reproduction steps)

Discord Link:

https://discord.gg/mangoparty

Thank You for Your Support!

We appreciate your understanding and continued support.
We will continue working hard to deliver a better gameplay experience!

Nov 16
Nightclub Architect - kartoshka

Hi everyone, in this diary I would like to share new news related to game development and other things!

First of all, I would like to announce the creation of Discord server, where I will be able to post more news and information on the development of my game. Also on this server you will be able to personally communicate with me and other participants. Server I will launch in the near future soon and will make a special an announcement.

Continuing with the social media theme. I'm working on creating a YouTube channel where I will also have videos and news about development and more!

Now about the game. This week I've been polishing and improving existing mechanics. In particular, I've been working on improving the building system to make it more user-friendly, intuitive and enjoyable. Also fixed a few bugs, also related to the building system. Made the basis for in-game economy. Writing off money for wages, building items, foundations, walls, etc.

I'll keep you posted, thanks for following the project! See you soon!

ULTRA VERTIGO - Teagher Studio
WE ARE READY FOR RELEASE!
...Almost!

We took all your feedback into account and we're confident on applying the last finishing touches on everything to release on 12/12/2025.

We are quite excited to see you play it and we really hope you'll enjoy it!

PS : We're preparing a demo update with some new secrets and bug fixes, we'll keep you updated.

PROHIBEAST - SUPER AC GAMES

PROHIBEAST, EONA, CINESCAPE VR and SKY LEGENDS will be palyable at the Game'In Reims festival, on 22 and 23 of novembre, at the SUPER AC booth !

Little Nemo and the Nightmare Fiends - Maxjk0

Hello dearest of Dreamers! 

As you may recall, last month was about getting the first several hours of the game in proper working order, up through the end of the Mushroom Forest environment. This month, we turned our attention back to Jack Frost's Ice Palace to give it the same level of treatment that the early areas received. This included a lot of work on lock puzzle mechanisms that will be applied to the game as a whole, as well as gameplay elements that will let Nemo reach the Ice Palace itself. 

The Nightmares are taking over!

Those of you who have played the demo know that the Nightmare Fiends start taking over Slumberland slowly - having a mysterious green wisp of negative energy conjure monsters and bring out the darkness within even friendly characters. 

In addition to our ever-expanding collection of enemy characters, we also wanted to give a sense of how the Fiends' influence was affecting Slumberland. In doing so, we also wanted a way to enhance the exploratory nature of the game and usher players towards side-quests and other adventure content. 

Cue up this nightmare miasma, which is going to act as a blocking mechanism within the levels. We have alluded to a mechanic that we call "Figments" before. The idea is that when Nemo and friends do a good turn for characters in Slumberland, they receive Figments in return. Those Figments were always planned as a part of a Mario 64-esque lock system (collect so many Figments to be able to take down barriers), and here are the barriers. By making the barriers this creepy sludge, we can make the nightmares feel more pervasive throughout the game world, while achieving some gameplay goals. 

This Nightmare goop that has taken over parts of the game can be dispelled by collecting set amounts of Figments, which will power through the negative energy and restore areas of Slumberland.

The goop, or miasma, or sludge (we don't really have an official name for it...) is just a 2D terrain object with some sprites and a particle effect added on for flavor. We've even made it so that creepy eyeballs look at you when you get close! 

Here's a non-final prototype of what that door will look like:

Speaking of creepy eyeballs, here's another doorway...

This one is a little different: it's a "skill gate" (i.e. a doorway that players have to use a particular skill or move to pass) that requires players to use Nemo's new Reflect ability to pass. Reflect is a power that lets Nemo (specifically Nemo) deflect enemy projectiles back at them if he can hit them with his sword. It is going to be the basis of a few enemy encounters in the game, so we wanted to make a doorway that trains players to use it. The door's eye fires shots slowly at the player, which they can reflect back to the eyeball. 

Here's another look at a prototype of the door (still a work in progress):

When they do hit it...

Animating this stuff is fun...

Getting to ice

Before we show off some of what's going on in the Ice level, we have to first get players there. Part of this involves a puzzle in the house that requires lighting a creepy furnace in the basement.

To reach the Ice Palace, Nemo will have to enter the ice box, but it's frozen solid! He will need to light the furnace to heat up the house. When he goes downstairs, he finds the furnace itself frozen over. 

From there, he has to collect a candle and some paper to light the furnace, and some wood to keep it going. He also has to cut the wood into pieces small enough to fit into the furnace itself. All of this can be done by exploring Nemo's house and finding the proper items. 

For those that love a good Winsor McCay deep cut, the furnace itself is based on the one from this Dream of the Rarebit Fiend comic, which is also the source of one of our Nightmare Fiend characters, Thanatos. We'll let you wonder if there will be any links between him and the furnace...

As toasty as the house gets though, it doesn't seem that all of the ice will melt...the ice over the kitchen's dumb waiter seems as strong as the ice in Jack Frost's palace itself! It might take something as strong as the sun to melt that... 

"By the way..."

Speaking of the Ice Palace, we've started implementing our "Flip Chase" sequence - nightmares and ice cutters have taken over Jack Frost's home, and he and his subjects all say it has something to do with a green guy in a top hat! Could it be? Could Flip taken up with nightmares? Nemo and Peony are on the case, but have to catch him first. 

Folks who love the NES game will get a little shoutout here, as Flip will say one of the very small number of lines he got in that game (once again work in progress - please ignore the dummy Flip in the scene)...

While our game can't be a remake of the Capcom game (and honestly, with all of these awesome things from the comic - there are lots of ways it can be very much its own thing), we are excited to put in more moments like this for eagle-eyed Nemo fans! 

A different kind of Fiend...

One more game thing - we've added cheese to the game! Here's a quick video of collecting it in our testing room. 

What's it for? We've got to leave some surprises, but I'm sure it'll be a gateway to some rare items...

Nemo in the museum and other showcases

Finally, we're happy to announce that Little Nemo and the Nightmare Fiends has been invited to be a part of the Free Play: Innovative Ohio Game Design exhibition at the Cleveland Institute of Art's Reinberger Gallery. This is a huge honor, as we will be shown alongside aweome indie games like the Peabody Award-winning We Are OFK, Studio Zevere's She Dreams Elsewhere, and some other amazing projects! The exhibition runs from November 7th through February 8th. More info can be found at:

https://www.cia.edu/exhibitions/free-play-innovative-ohio-game-design/

 

We've mentioned this in previous posts, but the game will also be a part of the 2026 MAGFest Indie Videogame Showcase (MIVS) during Super MAGFest, happening January 8-11 in National Harbor, MD. Come see the game in action there - our goal is going to be to have something for those waiting for their Early Access copies around that time. More info on MAGFest at:

https://super.magfest.org/

 

Speaking of MAGFest - we've also got updates on our musical guests, MAGFest veterans Mega Ran and KMurdock! They'll be MC'ing a parade in Slumberland when Little Nemo and crew arrive. Here's an initial look at their sprites: 

Whew! That was a lot. As always - we're speeding onward as fast as we can, like an out of control running bed, to get this game into your hands while working to make it as awesome as it possibly can be. Look forward to some additional news soon on physical items, as we've gotten some designs nailed down and will be moving items into production. 

Cheers and many thanks,

Chris and Team Nemo

Dik Journey GOLD - Gayeti_Team

Hey folks! We’ve just pushed a small update to smooth out the experience in Dik Journey:

  • Monster Balance Tweaks: Adjusted enemy stats to make fights feel fairer and more consistent across different builds.

  • Gem Board HP Tuning: Rebalanced HP values in the gem-matching phase to improve pacing and reduce sudden difficulty spikes.

  • Minor Bug Fixes: Fixed a handful of small issues and visual glitches.

  • Innika NSFW Scene Rewrite: Updated the dialogue in the final NSFW scene with Innika for better flow, tone, and character consistency.

As always, if you run into any issues, please let us know. Thanks for playing and supporting our weird little journey ❤️

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