Crop Rotation - Sprouting Potato
Bug Fixes
  • Fix translation for dry mutation.
  • Minor grammar fix for cards.
  • Fix music playing twice.
9:27pm
Maiden And Lord - liming9964

Update notice (estimated 14:00-15:00 (UTF-8))

1. Added Slid SP skin

2. Added a large number of city layout plans

3. Added a large number of free DLC expansion portraits of heroes, if you don’t like it, you can continue to use the original skin

4. Added the Flower War event (open from the 8th to the 14th of every odd month)

5. The living point buildings are moved from the city to the manor system (click the avatar in the upper left corner to enter)

6. Planting projects picked by other players will no longer reduce living points

7. Optimize the personal information panel (integrate some functions)

8. Add some daily tasks (relieve the pressure of adventurer planning and guide players to complete all daily tasks)

9. Classify heroes by positioning: output, treatment, control, gain, loss (for new players to quickly understand)

10. Set up projects Added "Automatically help allies", unchecked by default

11. Added "Do not prompt new battle reports" to the settings, unchecked by default

12. The maximum value of the camera that can be stretched in the big world, world map, and player main city has been increased

13. The daily reward of the monthly card has been increased (and the number of days for receiving the monthly card in history has been counted to compensate for the difference)

14. Optimized and added a large number of one-click collection functions (such as achievements, watering, and stealing vegetables)

15. Optimized some UI layouts (the PC version of the main interface, big world, and battle interface UI are adjusted to a wider perspective)

16. Optimized some novice guides

17. The PC version UI supports mouse scrolling and page turning operations

18. Optimized some functions to open the town hall level requirements (too many new players are difficult to adapt to the early open content, and they are gradually opened according to the town hall level and necessary situations)

Crown of Kings - Almighty Games
A New Name, A Bigger Vision

The game you knew as Go Deep or Go Home is now officially titled: Crown of Kings.
This is more than just a name change—it's a statement of intent. What began as a simple tech demo has evolved into a fully-fledged fantasy RPG with ambition, structure, and story.

From Asset Packs to Adventure

When I first started this project, I wasn't even building a game. I was creating modular 3D environment assets, such as dungeons, terrain sets, interiors for the Unity Asset Store. Sales were slow, so I decided to showcase them in a game jam entry, which quickly turned into a simple dungeon crawler. There was no story, just randomly generated dungeons and some basic gameplay. I called it Go Deep or Go Home, a fitting name for what it was.

I put the early version on itch.io, added a logo and a basic page... and nothing happened. But I wasn’t done yet.

Enter: The Almighty Controller

At the same time, I was developing a third-person character controller system from scratch. I had big plans for it. I hoped to possibly sell it, teach it, or expand it into a toolkit. I called it The Almighty Controller, and it changed everything.

When I plugged it into the demo, the transformation was immediate. Smooth movement, responsive input, and just enough juice to make the game feel right. Suddenly, the game had legs, so I kept going.

Steam Demo & Dormant Potential

In October 2024, I launched the first public demo on Steam. It was a big step forward: new systems, traps, enemies, loot, save functionality, character creation, and more. I scoped the content carefully, and made sure the full game and demo had their own separate pages. But without marketing or outreach, the demo has remained quiet, waiting to be discovered.

The demo is still being updated, but fully playable, and I encourage you to try it out.

The Birth of Crown of Kings

As I kept developing, something unexpected happened. I found the story. It started to take shape as a three-act structure:

  • Act 1: Classic dungeon crawling. Hack and slash through procedurally generated dungeons, gather loot, and survive.

  • Act 2: Property ownership and progression. Buy land, build estates, upgrade your base, and establish a reputation.

  • Act 3: Become king. Lead your people, command knights, wage war against other kingdoms, and cleanse the world of its remaining darkness.

At this point, the old title no longer fit. Go Deep or Go Home was built for a demo. Crown of Kings is built for a world.

This name isn’t random. It’s one I came up with over 20 years ago for a game I dreamed of building. And now, finally, I am building it.

What’s Next?

The full game is still in development. What you see in the demo is just a glimpse of what's coming.
If any of this sounds interesting to you:

  • Play the free demo (still live on Steam)

  • Wishlist the full game to help support development

  • And follow along as I continue working toward Early Access.

This is Crown of Kings.

And I’m just getting started.

Hollow Jump - MoonJourney

HollowJump D-day Open! First clear let'ts go!!

悠久之树 - 迦美奈

致各位探求者大人:

我们已通过临时热更修复了游戏内部分已知问题,具体更新内容如下:

- 优化了新人许愿池的图片展示;

- 优化新人探求者判定规则。

新人探求者判定范围由创建账号9周缩短至5周,不再参与第二次新人专属·巅峰锦标赛。

创建账号时间达到5周后,即可参与破晓争锋。

注1:6月4日-6月11日期间创建账号,正在进行第二次新人专属·巅峰锦标赛的探求者大人们不受影响,下一周可以正常领奖并参与后续的破晓争锋。

注2:6月11日及之后创建账号的探求者大人们参与过一次新人专属·巅峰锦标赛,即可参与破晓争锋。

探求者大人们重新登录游戏即可自动下载更新。感谢您对《悠久之树》的理解与支持!

Night in Delirium - DogeDev_cl

Dear players, thank you for submitting your feedback and bug reports through the Night in Delirium demo survey.

We've been working on an update to fix the issues you reported and improve the tutorial's gameplay (especially in the bar section).

This update is now live and will download automatically or when you launch the game.

Below is a detailed list of changes:

  • Fixed bugs when preparing drinks in the bar.

  • Fixed selected items remaining active after exiting the bar.

  • Highlighted hint recipe buttons on the bar creation dialogue screen.

  • Increased font size and background color contrast for tutorial messages.

  • Simplified tutorial instructions for better information flow.

  • Adjusted the map music volume.

  • Replaced the "click on map" prompt between events with a character dialogue cue.

  • Fixed early reveal of character names on the Stats screen.

  • Corrected errors in the English translation.

That's it for now! We hope you have a great week and remember that you can always share your feedback if you encounter any issues, or if you just want to let us know what you liked about the demo. See ya!

Feedback Survey

After Light Fades - al_thumm

Hey everyone,

A friendly reminder to leave us a Steam review. It helps a lot to get us more Steam visibility and have more people enjoying the game!

Hope you've been having a great time with After Light Fades. If you're struggling with the difficulty check out the Guides tab in Steam where we're posting regular walkthrough videos.

Cheers!

AL

轉生打怪學英文(五)(Adventure and study English in a fantasy world) - LearnAndPlay
系統優化,BUG修正
9:00pm
Snow • Fall - baasket
Opening • Statement


Hello, hello, and hi, welcome to July, with yours truly, flower baasket! Lord, has it been a long month...It's been so long we couldn't even afford the • in the announcement title...

Let me tell you, bug testing is not fun! Terrible, terrible, I had to spend so much time fixing shit I never woulda thought of. Doesn't help that even if somebody catches a bug, that doesn't make it easy to replicate. Eugh.

Anyway, anyway, it's not all bad. Because the game is gonna release in a month! Yippee!

As a little treat I have two new videos for you. Coming soon! Sorry...

I couldn't finish them in time. It just wouldn't feel right without adding this one thing. I've been waiting on this one person to get back to be, but once they do I'll get that out as fast as I can!

I'll make another Steam post (or maybe update this one) once I end up finishing that. Hopefully before the end of July.

Now is a good time to advertise my YouTube account, because it'll be posted there first!

But yeah! Since the game's coming out soon, I thought I'd detail a bunch of information about the launch here. Of course, if you have any questions, I'd be happy to personally answer them. I hope I can meet your expectations with this!

Q • A

Ah, there's the dot. Right, let's get on with it!

How much will the game cost?

Might as well start with something simple. Yes, I am charging for this game, but not very much.

Snow • Fall at launch will cost $4.99. It'll be 20% off the first week though, so only $4.00 if you buy fast!

Or wait to buy it, I don't care. More money for me!


How much content is currently in the game?

If you want a simple answer, it's enough content to be worth $5, I believe. But if you're more of a numbers person, I got the numbers for you right here.

1 Side Story (~1 Hour and 30 minutes without skipping dialogue)
8 Challenges
1 Infinite Mode
49 Items (17 Unlockables, total of 66)
49 Cubes/Cards (22 Unlockables, total of 71)
38 Steam Achievements
3 Characters (each with one variant, total of 6)


It's hard to put a number on a game like this, since it was designed around getting all the achievements. However, I will say that my acquaintance has 12.1 hours on the game as of writing, and is missing one achievement.

...Granted, they did also abuse a bunch of bugs and OP items, so it might take you even longer. Or even less time, who knows.

Just take that with a grain of salt, but you'll have a fair amount of content. At least until I can get an update out.

Difficulty?

Hm...now that I've had somebody play it, I can say this with certainty. This might be a bit strange, considering where this game comes from, but...

...this game is kinda easy.
There are parts where I believe some players will get tripped up (looking at you, painter), but I think the difficulty for this game is fairly low.

I don't plan for it to be easy forever, it's just because I didn't go too crazy with the fights in this Side Story. Of course, as the first ever Side Story, I wanted it to be kind of chill in that regard.

Sorry if you're disappointed by that. You'll get your difficulty spike soon. Heavy emphasis on the soon.


What is the tone of the story?

I've said this before, but I don't think I'm a very good writer. Though, I think this game is fun to read.

There's still some angst in the ending cutscenes of the Side Story and in some of the implied lore, but this game is very silly.

If you've been reading the Steam posts, you'll know exactly what type of writing to expect from this game.

How hard is this game to run?

Not very.
If you're worried about if you can run this game, don't be!

My computer, which I consider to be fairly mediocre, runs this game perfectly fine! Even when recording, it doesn't give me many issues.


Who cares, when is the game releasing?

LATE AUGUST ! ! !

More details will be posted once we get closer, but that's the ETA as of right now.



Thank you very much, everyone! I hope this will be a wonderful launch!

Glider Sim – Soaring Simulator - joeysipos
-Add 2 more sites to the feature site list in Earth Online. Matterhorn, Switzerland and Mount Maunganui, Switzerland.
-Fix issue where clouds would disappear on the “Weather Settings Panel” when adjusting cloud base height.
-Fix issue where wide angle VR camera was not rendering Earth Online map selection screen.
...

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