Touhou Danmaku Maze - curtistranproduction
Thank You!

Before we get started, our team wants to thank each and everyone who took the dive into our game. We have put years of work into this and it's amazing to give everyone their first taste into a very unique game. Thank you~

Our team took a few weeks off to recover and we're back into the grind again.

(This is partially my fault. I bought the entire team some game about a girl who stole time in a life about fantasy, then we got suckered into some ink shooting squid game, some world racing game with karts, some Pinocchio DLC stuff, and I'm already waiting to play a sequel shipping walking simulator game featuring beaches...)

Included below is our first newsletter for our players.

Animazement

Thank you everyone who saw us at Animazement 2025! We had an absolute blast announcing our early access and taking over the entire convention! From digital banners, guide book advertisements, rare T-shirts, our demo booth, and even Cir9 blasting Touhou music at the rave, we went all out!

We can't express how much we appreciate your support and hanging out with our team. We also recorded all the gameplay and watched over 6 days worth of footage to learn how to make a better experience. Everyone was a great help and we can't wait to make the game better.

Our next convention is already booked and it will be announced at a later time. (It's our biggest ever!!!)

Upcoming Details

As stated in our store page, Our intentions are to complete all 6 stages similar to any other Touhou game. Our roadmap will take place one stage at a time until that is met. We have some general timelines but we will keep those vague for the time being.

Update 1 - The 3rd Stage Incident:
For everyone who played our early access, we left a sneak peek into our newest 3rd stage. Many of you have already guessed who it but I can promise this stage is going to be something special.
In this upcoming update, we are hoping for the following:

  • Stage 3 Playable

    • We hope you enjoyed the teaser but our goal is to have the whole stage playable. We can't wait to show off the major gimmicks in this stage and we promise Touhou fans will go crazy for the finale.

  • Stage 2 Art Changed

    • As of right now, Stage 2 is mostly complete but there are some placeholders as well as much of the BG art is still in a pixel form. We have already started redrawing the assets and are hoping to have this stage 100% complete by the next major update.

  • Records Screen Placeholder

    • We want to start giving players a fun reason to replay the game. With this update, players can start attempting to collect all the gold medals and attempt for that difficult gold trophy in all the stages and all the difficulties.

Update 2:

  • Stage 4 Playable

    • While the entire game is already planned out, many of the small details are still being worked on. Our 4th stage has been fully written out and we can promise you won't be ready for this stage.

  • New Minigame - Cirno: The Master Grand

    • We have a new mini-game in the works. It's still the same game play but in a completely new style. Can you become the Master Grand? (Yes, it's a parody. Yes, it's hard. Yes, there's no danmaku. Yes, Cirno is still the main character.)

Current Issues

The game is blacked out on Steam Deck

As of right now, our game has not been tested with Steam Deck. We have full intentions on getting compatability with this system but it likely won't happen until the full game is complete. I'd expect a fully working version when v1.0 is released.

Abilities are not working

To start off, we agree. We left 1 abilitity in the game to allow early access players to get a taste of the abilities but they are not fully complete.

We purposely locked away all the abilities as many are unbalanced, not working as intended, or causing players to have confusion on its function. Our goal is that abilities are a way to "break" the rules of the game. In return though, certain elements of the game will be immune to certain abilities. This will create a Pro/Con to each ability for each stage giving you the chance to figure out which ability is best for you.

I suspect within the next major update, the first ability will be fixed and appropriately tuned for each difficulty.

These Potions Suck!

Marisa's Potion phase is quite difficult and many of you at Animazement met the dreaded Game Over screen way too much. In a following update, I suspect that there will be an easier crystal collection pattern as well as a slight nerf to the potion locations in Normal mode. Easy, Hard, and Lunatic are still working as intended.

Where's Japanese

Unfortunately, our Japanese patch wasn't ready in time for the convention. We are currently working on getting some form of the patch. Hopefully in the next major update.

Ending Notes

Thank you all for joining us on this journey. We have put so much work into this to make this a success and we hope to continue making this game. Thank you and looking forward to the next update in the next month or two~

If you have any questions, feel free to reach out to us on Discord!

Everdream Valley - Kamila | Untold Tales
Need a break from the noise?

Everdream Valley is your cozy escape, and right now, it’s 70% off, our biggest discount yet! 💚

Inspired by real childhood summers on a countryside farm, this is a heartfelt adventure full of animals, farming, and a little bit of dreamtime magic.

It’s not just a game. It’s a warm memory, ready to be lived again.

Time to relax, and pet all the animals out there!
🐶🐐🐱🐄

[dynamiclink href="https://store.steampowered.com/app/1403650/Everdream_Valley/"][/dynamiclink]


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Nice Shot! The Gun Golfing Game - PolyGryph

[dynamiclink href="https://store.steampowered.com/app/3799470/Archon_Soul/"][/dynamiclink]

Hey there gun golfers!

It's been a while. Nice Shot - The Gun Golfing Game released in 2018. Here we are 7 years later, so I can see why one might think I just stopped making games after I released the Desolate Dunes update in 2020. After all, Nice Shot was sort of a silly casual project.

That's not exactly what happened. As it turns out, making video games is difficult, but what's even more difficult is the business side of it.

After I released the Desolate Dunes update, I started work on a metroidvania project, called Our Dead Surface. After three years of working on that game (metroidvanias are a lot of work and take a lot of time), I was really happy with where the project was and I thought it was really good. So I put together a vertical slice and started looking for a publisher for the funding to finish the game... right when the market for publishing went downhill.

As a millennial, I'm used to getting into the market at a bad time.

Interest rates had spiked, and with that, the willingness of publishers to take on riskier genres took a nosedive as investing money became more expensive.

I didn't have enough money to finish this game, so... back to the drawing board

I had been playing a lot of Slay the Spire (as one does), and had recently played Dicey Dungeons as well. I really liked Dicey Dungeons, but wished it had a little more variety to the gameplay and a little less susceptibility to RNG. So what if I really focused in on the dice? Instead of upgrading spells like you do in Slay the Spire, what if you upgraded your dice instead? And you could take control of the RNG by modifying your dice faces as well.

Over the next few weeks, I put together a barebones prototype and it was really fun. And what's more, I was confident I would be able to finish the game whether I got funding from a publisher or not. So at the end of 2023 I began working on this game. Here's how it looks now:

The game is currently gameplay and content complete, and just needs a few remaining art and music assets. I'm anticipating a Q1 or Q2 release in 2026. Hope you go check it out!

[dynamiclink href="https://store.steampowered.com/app/3799470/Archon_Soul/"][/dynamiclink]

BallisticNG - Vonsnake

We've started work on a major update to BallisticNGs multiplayer! We're working towards multiple gamemodes being available for multiplayer, but before that we're making some smaller changes to the core multiplayer systems.

Remember to check out our roadmap for a look at what we're working on for 1.4.1.

Playing on development builds
  • Right click BallisticNG in your steam library and go to Properties

  • Go to the betas tab on the window that opens

  • From the dropdown select development. If the update doesn't automatically queue for download, restart Steam

  • Once you have opened the game, the version at the bottom right of the menu for this release will read 1.4.1-d6

Multiplayer
Improved Collisions

While we still recommended keeping collisions disabled, we've made some changes which improves them. Whether people can collider with each other (both have each others ships installed) is now also synced. If collisions are enabled and somebody is in the null ship, you'll no longer collide with that particular person and vice versa.

Combat Stat Sync

Ship combat stats are now synced at the start of every race. If you're using a ship that others don't have installed, your weapons will now deal the damage they're supposed to.

Rollback Netcode

Rockets, missiles, cannon and plasma hits are now synced using rollback on the server. This is actually customizable where the host can switch between three hit detection modes:

  • Server Authoritative (default)

    • The server performs rollback to determine if it was possible for a client to have hit another client.

  • Receiver Trusted (pre 1.4.1-d6 behaviour)

    • Clients will decide if another client hit them.

  • Sender Trusted

    • Clients will decide if they hit another client.

Behind the scenes we've been refactoring the code for projectile weapons to cleanly implement rollback, and as a result of this there are some other general projectile changes. See the full changelog below for more details.

Full Changelog
Ships
  • Fixed AI trails not being reset when teleporting

  • Fixed airbrake animations with a steer response not working on AI

Multiplayer
  • Dedicated server example CFG updated with NetHitDetectMode setting

  • Added auto-synced network time for event tracking

  • Added hit detection mode option:

    • Server Authoritative (default) : The server performs rollback to determine if a ship has been hit by a projectile

    • Receiver Trusted : The client being hit decides if it was hit by a projectile (pre 1.4.1-d6 behavior)

    • Sender Trusted : The client firing a projectile decides if it hit somebody else

  • Ship combat stats are now synced between peers

  • Peers now share whether they can collide with other peers (ships not installed)

  • Improved quaternion compression (7 bytes to 4)

  • Peer ship transforms are now synced with extrapolation and faster interpolation (more accurate player positions with prediction and less jitter)

  • Peer ship tilt is now interpolated

  • Ship teleportation events are now synced

  • Airbrake animations are now synced

  • Improved accuracy of predicted spawn transform for projectiles (uses predicted position without interpolation and now accounts for predicated rotation)

  • Peer ships now have basic PhysX rigidbody physics running to improve collisions

  • Fixed in-game host resetting ship collisions to off after the initial lobby settings load if it was enabled in the saved settings

Achievements
  • Look Ma can now trigger if the hit ship has a shield deployed

  • Fixed Look Ma triggering when a missile has a lockon

  • Fixed being able to shoot your own mines to unlock the Minesweeper achievement

Pickups
  • Player cannon hit sounds now play in multiplayer when using the Server Authoritative or Sender Trusted modes

  • Mines now have the same explosion sound radius as projectiles

  • Cannons now play their destroy animation and sound when colliding with mines

  • Fixed multiple projectiles being able to trigger an explosion for the same mine if they collide with it in the same frame

    • Shooting rockets at a line of mines head on now allows you to destroy 3 of the 5 mines

Tracks - Outer Reaches
  • Fixed random pitlane tile on Project 9 reverse

Debug Hub
  • When in a multiplayer game, the network time and latency are now displayed. The latency is updated every 5 seconds alongside the network time sync

Boat Crew - Darky

Greetings Captain,

After a week's break from our regularly scheduled diaries, we are back with you with the 6th and final entry to our current reboot diary series, with the Stable Build now in sight. As we near the end of this Experimental cycle, let's talk about what's left for us to add before we are ready to declare v1.7. Big Update to be complete.

Let's get right to it.

The first thing on our list is the fifth and final PT Boat that will be added to the game! The Elco 77' boat, also known as the PT-20-Class, was a transitionary design that saw limited frontline service, instead being built in very limited numbers and used for training or patrol back at home, while also seeing some action early in the war.

In the game, compared to her larger sister, the Elco 80', she will be nimbler and quicker to accelerate, while being slightly less durable and having slightly less top speed as well. Owing to her lower top speed, her engine will cool down quite quickly as well.

Elco 77', like the Elco 80', is meant to be a well-rounded generalist, and an undemanding boat to use you can't really go wrong with.

Originally planned to be the fourth PT boat in the game, the PT-20 had the unique challenge of a helm that the crew can't walk to, which would require some adjustments in pathfinding logic.

This was the main reason she was sidelined and wasn't added until now, with our crew movement changes making it easier for us to implement this smooth entry to the helm without a ladder.

Now that we are adding the fourth boat to the starting roster, we finally feel at liberty to make a change we had been wanting to do for some time; to make the 78' Higgins a "premium" boat.

Since the 78' Huckins got added, she shared her durability and engine performance stats with the 78' Higgins, making their overall performance pretty much identical aside from some differences in deck item placement and placement compatibility.

Our four starting boats cover the basic niches well enough, and the 78' Higgins can be elevated to a higher level than the rest, given its status as the newest and most successful design. The 78' Higgins will now cost RP to use, and will have to be unlocked through in-game progression via the Resourcefulness tree.

To compensate for these barriers to entry, she will get improvements on top of her already formidable engine stats, boasting better top speed and improved engine handling. In addition, she will also be considerably tougher, being able to endure more damage like the 80' Elco.

Speaking of the Resourcefulness tree, it is also being added, unlocking the new pages of the squadron boat options gradually, while also giving you discounts.

In playtesting, we noticed that squadron boats are a little too good, shifting the focus from upgrading your own boat completely to rushing a squadron to play the game for you instead.

We don't want to remove this playstyle, but we do think your squadron's overall cost effectiveness should increase more gradually, and so, squadron boats will now cost more at first before being made cheaper via upgrades in the Resourcefulness tree.

So if you want to rely on your squadron to do the work for you, that will still be possible, but you will have to invest in your Resourcefulness tree.

The other tree we are adding soon is the Survivability tree, giving you a variety of bonuses to your craft's survivability and overall performance.

Generally boring but dependable passive effects, Survivability upgrades are quite self-descriptive and are good investment for Captains who want a little bit more defensiveness, whether to be able to make some room for error or to be able to press the attack more aggressively.

With the addition of these two upgrade trees, that leaves the Armament tree as the last tree to be added, which is the topic for another update that will probably be coming next week.

Finally, we are adding configurable difficulty and difficulty presets! A long time coming and requested almost as often as upgrades, configurable difficulty is now being added, with a certain set of adjustable parameters that will let the Captain modify the Campaign to their liking. Presets will be provided for Captains who'd rather have us worry about the details and get right into the action instead.

Notably among the parameters we are adding, we are adding a Realism factor, which will let you scale projectile velocities between their current values to their realistic values. Sometimes, especially for smaller projectiles, this means the velocities will barely change or even go down.

However, shells from most big cannons get much faster, allowing you to get a taste of what realistic shell velocities would feel like while you're at the helm of a PT Boat. Remember, the name Destroyer comes from Torpedo Boat Destroyer, after all, and this setting might just help you find out why they are called that!

That wraps up what we had in store. Everything we have talked about here will feature in the Experimental branch update tomorrow, though it's looking like there will be at least one more update early in the next week before we wrap v1.7. up and move on to Stable.

That's all we have for now,

Captain,

T.T.

Souper Game - SinBeansStudio

Souper Game has reached over 20k wishlists on Steam! Thank you all for your incredible support and belief in the project, friends! It gives our whole team a huge boost of motivation! :D

Meantime we are continuing to add new story scenes to the game. Two of them are almost fully implemented and one of them features a mini-game that will bring you some joy… ;)

The second boss is also in progress! She is quite unusual for our game and our sound designer will have some extra work with this…

That’s all for now, stay tuned for more exciting news!

Solitary Sentinel - ニホンからの男

Hey everyone,

We're excited to bring you a major update packed with improvements and fresh content that takes your gameplay experience to the next level. Here's what you can look forward to:

  • New Weapon Upgrades: Power up your arsenal with brand-new upgrade paths. Experiment with new strategies by enhancing your weapons to deliver even more impactful damage.

  • New Enemy Evolutions & Enemy Type: The battlefield just got fiercer. Encounter evolved enemy types that adapt and challenge you in novel ways, keeping every encounter fresh and strategically engaging.

  • Revamped Score Screen: Now, each level's score screen highlights your best runs, giving you the perfect benchmark to beat your own records and share epic moments with the community.

  • Improved Controller Support: Enjoy a seamless, responsive experience when playing with your controller. We've fine-tuned the controls to make sure every move feels smooth and intuitive.

  • Better Game Balance: We reworked many numbers to create a more balanced and rewarding experience. Whether you prefer aggressive tactics or a more cautious approach, the new balance ensures that every playstyle is viable.

We’re truly grateful for your ongoing support and enthusiasm, it’s your feedback that fuels our drive to innovate. Dive into these improvements, experiment with the new features, and let us know what you think. Your insights help shape future updates!

Atomic Exile - Inferno
Fixed a bug that could cause the game to quit to desktop.
A Simple job - ShizzyDE
💬 What just happened:

Over 110 reviews already at halftime?!
Are you all completely out of your minds?! 😄
Your support is absolutely insane – and for that, we just want to say:

🙏 THANK YOU!

We, Robin & Saturn91 from DreamStudios, are beyond thrilled by your feedback, your creative endings, and every single review. You’ve blown us away – in the best kind of crazy way!

🎁 As promised: First DLC FREE!

You delivered – now it’s our turn!
The first DLC is in the works and will be released for free. 💸

🧱 What’s coming your way?

  • A brand-new, absurd job

  • Of course, in what you call “Minecraft-style graphics”

  • (it’s called voxel graphics – but who are we I to judge. 😅)

🗓️ When’s it dropping?

We’re aiming for the beginning of next month – maybe even a bit sooner!

But keep in mind:

  • Saturn91 is developing everything solo, but dedicated

  • And holliday season is right arround the corner (modeling 3D airplanes envokes holliday feelings!) So a well earned vacation might take place.

🔔 What you can do:

Don’t press the button

Or… should you? 👀

Keep the feedback coming – we love every single message

And get ready for more endings & chaos

❤️ Thank you, you maniacs!

Without you, none of this madness would exist.
And don’t worry:
It won’t get better. Only worse. 😈

– Robin & Saturn91
DreamStudios 🌀

Iron Village - Chappington

It’s out! About 2.5 months of part time work has led to the 1.1 release, with a bunch of new features, “content”, and bugfixes. To celebrate, Iron Village will be available for 20% off on Steam and Itch!

An image summary of the new features in Iron Village 1.1.

A full set of release notes will follow, but in summary:

  • Русский & 한국어 Translations: Iron Village now has options to play in Russian and Korean.

  • Android Release: The full game of Iron Village will be available for purchase on Google Play and Itch.io for Android devices!

  • Construct a Fortress: Later in the game, you can construct an imposing fortress at the exit of your town. This will improve the satisfaction of your railway, and supply much needed housing.

  • More Flexible Construction Options: You can now move buildings after they have been built, and build rotated versions of most buildings.

  • Host a Royal Ceremony: Once you obtain City Status, the mysterious Monarch Faearn will show up to make it official. Your town will be expected to host a ceremony and feast as part of this process.

  • Upgraded Camera: Now you can zoom the camera in to take a closer look at the details of your town, or zoom out to view the whole town at once. A new “Screenshot Mode” allows you to hide the UI and take in unobstructed views of your creations.

  • Many More Improvements, including pausable resource production, new villager animations, and fixing villagers who sometimes get a bit stuck.

A zoomed out screenshot of a large town. Look closely enough and you can see many of the new features.

Thanks to a frustrating day job (details of which could easily fill another post), the amount of time to work on Iron Village has been somewhat reduced, so a couple of known bugs/gaps are present:

  • Despite implementing Google Play Games Services, the Android version does not yet support cloud saves. I was running into some issues where one save kind of worked, and then other ones just didn’t save, and never provided error messages either. This may involve modifying the plugin I used, so it was bumped for time. (Achievements *are* in place though.)

  • Some roofs will overlap each other if the buildings are next to each other. This is especially common with rotated buildings and some of the “fancy” roofs.

  • The new chopping animations are hard to see because the villagers go behind the trees. This will be adjusted later.

Anyway, I hope you enjoy the new updates! Also a huge shout out to Fort Malthus for his playthrough of the new update of Iron Village – I sent out some copies/news updates very last minute (like, Monday evening), but somehow he pulled together a video and released it before I managed to get 1.1 out! Go watch it if you want to take a closer look (w/o playing yourself)!

Full Release Notes for 1.1.00
  • Allow the player to move buildings around, apart from a few with specific set positions.

  • Created a Royal Train that Monarch Faearn arrives on once the City Status Ceremony is ready (see below).

  • Added a Monarch Faearn villager, who arrives on said train. They also hang around your city afterwards.

  • Allow the player to click on the current level in the Railway Status screen to reread the current permit.

  • Added a button to the info panel for resource producing buildings allowing you to pause production.

  • Added an autopurchase feature, available at level 3 (Full Agricultural Permit), allowing you to automate the purchasing of goods from trains. Also allows for a minimum gold setting so you don’t go broke executing these orders.

  • Added zoom in and out buttons. This allows you to alter what fits in the camera without also changing the UI size. (Changing the scale of *everything* on screen is already handled via the settings menu.)

  • Added a “Screenshot Mode” which hides all of the UI (apart from the screenshot mode button), including progress bars. This allows you to take screenshots of your beautiful town without revealing that they are starving and homeless.

  • Implemented a City Status Ceremony as a sort of “construction project” on the Royal Palace. This allows players to drop of resources as if they’re building a building.

  • Added the Google Play Games Plugin by Jacob Ibanez Sanchez (Android and/or Google Play only)

  • Specifically designated trees as immobile – unfortunately there are no ents here.

  • Used the Kobold font by SomePx for many instances of small text that didn’t have to be super tiny (Latin & Cyrillic characters only).

  • Added some missing resource tooltips.

  • Added 1×2 farm fields, as opposed to the standard 2×1 already in game.

  • Added 2×1 orchards, as opposed to the standard 1×2 already in game.

  • Adjusted the progress bar for construction projects so that a 1000 gold requirement wouldn’t take up the whole bar, even if the 20 manastones are way harder to collect.

  • Added 1×2 versions of the 2×1 houses.

  • Added stone houses with black roofs.

  • Allow resource producers to discard output if they are able to store some of their output. (For example, if your stone storage is full, but you need gems, the deep mine can produce and store the gems and discard the excess stone.)

  • Added Russian & Korean translations.

  • Added a separate Taiwan Traditional Chinese translation, using the existing Traditional Chinese translation as a Hong Kong one.

  • Added tunnels at the far ends of the train tracks. (You won’t see these in most cases except when fully zoomed out.)

  • Added a “victory screen” once the City Status Ceremony is complete, allowing the player to stop at a natural ending point. (They can of course continue playing.)

  • Villagers getting off of the train now spawn closer to the car they came off of.

  • Remember the previous screen resolution so it will start at that resolution the next time you open the game.

  • Autosaves are now named for the town, allowing you to maintain multiple autosaves.

  • Added new villager animations for mining, chopping trees, and planting crops.

  • Adjusted the camera starting position to better frame the starting area.

  • Fixed an issue with non-Latin characters in Steam Cloud saves. For some reason an encoding issue meant extra empty bytes were getting inserted into file names. This wasn’t an issue for Latin characters, as they are supposed to have empty bytes anyway (a result of English having first dibs on the character list), but if there were any non-Latin characters it would cause the game to attempt to load a save that didn’t really exist. This hasn’t really been fixed, it’s still an issue that occurs in the C++ -> GDScript -> C# conversion, but Iron Village now manually goes through and removes the extra bytes.

  • Some buildings put up fancy banners to celebrate the arrival of the Monarch.

  • Added relevant villager animations to the villagers in the main menu.

  • Fixed an issue where villagers could become stuck just before reaching their destination.

  • Added clouds to cover up the grey void past the edge of the map.

  • Fixed custom logo design so that changes would only take effect after saving them.

  • Added new tutorial bubbles.

  • Added a fortress, available in level 4 (Heavy Industrial Permit), which bumps up approval by 10 and houses 4 villagers.

  • Throttled scroll speed when using a controller joystick, it was waaaaay too fast earlier.

  • The train station sign now shrinks or grows depending on the town name’s length. (You can thank the Russian translation for necessitating this.)

  • Implemented achievements on Android.

  • Added on screen keyboard logic so that the new game and save/load game screens shrink into the available space to avoid being covered up.

  • Expanded the size of several buttons on Android to make them more easily pressable. (Due to the nature of this game and phone screens, the buttons are still small, but this should hopefully reduce wrong button accidents.)

  • Added new art for the clothes boxcar.

  • Fixed an issue where the cost display next to the cursor didn’t reset after dragging out an invalid road.

  • Made the Royal Train slightly less binary.

Anyway, if you’re still reading this, thanks so much for taking the time to look through it – now go and play!

...

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