Math Climber - aeiou
Patch Notes:
- Fixed an issue that would remove the Dagger, Shoes, and Card treasures from the map before you found them
Farm Chicken - Guts

-Update weapons Fruit Cannon

-Strengthen bad guys

-Optimize the game

-Update Scene

-Update BGM

Lone Wolf - lonewolfgame

Lone Wolf has been officially Steam Deck Verified!

Epic of Brave - EpicOfBrave
Survive and destroy with Drog’thar! 💢 The Orc Seeker powers up as his health drops, gaining speed, damage, and brutal critical strikes in berserker rage.

⚔️ Savage Cut 🛡️ Ironhide Roar 💨 Seeker’s Prowl 💢 Berserker Rage

Drog’thar, the Orc Seeker, thrives in the heart of battle, becoming more dangerous the closer he gets to defeat. When his health drops low, he enters a berserker rage, unlocking his true power and turning desperation into domination.

With Savage Cut, Drog’thar’s instincts sharpen, massively increasing his critical attack chance while enraged. His Ironhide Roar hardens his defenses, making him tougher to bring down just when enemies think they have him cornered.

Seeker’s Prowl gives Drog’thar a burst of speed and damage, letting him close in on prey and strike with unstoppable force. His ultimate, Berserker Rage, triggers a frenzied state—he hunts for vulnerable targets, unleashing his fury on anyone who dares stand in his way.

Drog’thar is the ultimate survivor—harder to kill, deadlier when wounded, and always hunting for the next challenge. On the brink of defeat, he’s never more alive.

STAY EPIC. STAY BRAVE.
Power the Future - simnetzero-dev
Fixed an issue with a new install not initializing the database. Would affect a Windows11 machines without an existing install of a newer version of the file.
Worship - Enormous_Rat

Bug Fixes
  • Fixed a bug that could get players stuck in loading after returning to main menu from the lobby screen

  • Fixed a bug that sometimes made Ulmira able to teleport away during the first boss ending cutscene

  • Fixed wrong inputs being displayed in the ritual book

  • Fixed Discord link from the button in the multiplayer menu

Bugs we are actively working on
  • We have a big performance improvement in the work, especially in ongoing games with a lot of followers => ETA early next week

  • We are hard at work to improve the state of multiplayer with gradual fixes that will improve the multiplayer experience in the coming days/weeks.

  • We are looking at players getting stuck in loading after the gameover screen or the run end screen.

  • We are looking at temporarily locking multiplayer to 2 players to make it more stable while we improve the state of multiplayer.

  • We are looking at improving loading times in general.

  • We are looking at a couple of more minor annoying bugs in the singleplayer experience.

If you are wondering what we have planned for upcoming content, you can refer to our roadmap on the Worship's Steam page!

Thank you for your patience fellow cultists!
Tyrannis - cGh ONE

I'm still not dead!

In all seriousness, I've been busy with a few prototype projects.

But enough about that. It's time for a surprise update.

Intel Rework

While I was happy with how the writing turned out on launch, there was a lot of room for improvement. Whether it's not having to click through about forty times to the story just... honestly not making sense.

Which is a fancy way to say I though I could do better.

So with half a decade's worth of practice writing, I figured I'd rewrite it into something that is not only better-written, but also actually readable.

Long story short is that I basically rewrote the intel files into a shorter, more-comprehensible format that isn't just speech boxes. Instead, you can select a piece on intel and click on the arrows in the upper-right-hand corner to cycle through the text. When you're done, you can click the "X" button to return to the intel menu.

Credits Rework

While I think the old credits looked cool, a big problem was that it was a pain to update.

Throw in adding a whole lot of people who either got missed or changed their name, and... yeah, this is way faster.

Anyways, this credits system works similarly. Use the arrow buttons to switch pages and click the "X" button in the upper-right-hand corner to return to the Main Menu

Music

This is more of a minor thing, but I reworked some of the songs that are played during gameplay.

Which is a fancy way to say you don't have SOS or morse code messages blasting into your ear unless you're playing Survival Mode now.

Conclusion

Anyways, this might actually be the final update for Tyrannis. Reworking the intel and credits were really the last things I had to do, so outside of a few hotfixes, this might be it.

Until then, thank you for your support for the game!

Best,

-Chris "cGh ONE" Providence

Sole employee at this company who does basically everything except audio, music, and mascot

Social Media

Web: https://cghone.com/

Bluesky: @cghone.bsky.social‬

YouTube: https://www.youtube.com/@cGh_ONE

Discord: https://discord.gg/B5TEdTkEzk

Twitter: https://www.youtube.com/watch?v=dQw4w9WgXcQ

Clickteam Fusion 2.5 Free Edition - kisguri

We will be interviewing 3 (maybe more) #MadeWithFusion Authors, Working with the Array object and sharing some last minute details for Fusion 2.5 B296 patch that's soon to arrive!

Make sure to join us on July 18th, 2025 at 19:00 GMT / 15:00 EST

Youtube | X (Twitter) | Tiktok | Twitch | Facebook

Features

  • PacMan Project - Expanding ClickMan to use array based movements as we explore the power of the mighty array object

  • B296 2.5 Followup - As we approach the release of 296 we want to share a few things we missed in the last stream

  • Flame Land - Gameplay and interview!

  • Mr Pompy’s Extravagant Quiz - Gameplay and interview!

  • D.A.R - Deadly Alien Rogues - Gameplay and interview!

Visit our Patreon: https://www.patreon.com/c/Clickteam

Previous Reactor Control Rooms

PHANTOM - HOLLOW

Hey! First off, if you saw my last update, you may have seen I've been going through some medical issues.. after like...7 hospital visits, and about a month and a half of being stuck in my room, I've finally fully recovered (For now, at least, lol) and progress on the game has been going pretty well!
I've been working on one of the new maps, The Cave. It's another Large Map, Has 3 Ghost Rooms, and unlocks at Level 7.

And... I'm happy to announce, 4 out of 10 of the steps to release are complete.

But before I get into that, There has been a pretty big increase in scope, Here's what has changed.
9 Planned Equipment Items > 21 Planned Equipment Items.
10 - 12 planned maps > 15 Planned Maps. You might've noticed, I removed the 'Campaign' stuff from the game page, just for clarification, It is not removed from the game, and will still be available at the V1.0 launch. Anything that isn't in the game was removed from the page to help prevent any confusion.

Play Time: Currently, if you take 10 minutes on average to play through a round, I estimate it'll take you around 6 - 8 Hours (35 Rounds) to get absolutely everything that's currently in the game, Probably closer to 12 - 16 (70 Rounds) after all the unlockable equipment is added in.

With the amount, and quality of the content in the game, I am considering raising the price a bit, But I will let y'all know closer to release.

And... Finally, onto the new stuff!

THE CAVE

3 Ghost Rooms: The Visitors Center, Cave Side A, Cave Side B.
Inspired from actual cave tours I've taken over the last few months.

Here's some W.I.P Images!

[carousel][/carousel]
PLAYER CONTROLLER

The player controller remake is complete!

  1. Player model rework, new textures, new mesh, and a better rig.

  2. All new animations, items no longer just flash into existence, and the player's Hand will move out of frame before switching items. (I'm thinking about adding a Toggle to disable the animations if you prefer it to be Instant)

  3. Better equipment Models, Textures, Size, and Placement, For example, the parabolic cone is smaller, the Spirit Box is more accurately sized, and textures have more... well... Texture to them now as well, The EMF now looks slightly dirty, and the Parabolic textures are no longer stretched out & misplaced.

  4. New Sounds. Footsteps, EMF, Thermometer, and the Flashlight now have new and/or improved sounds.

  5. The Parabolic Microphone now realistically lowers audio outside of it's radius.

  6. The camera is now 5X it's previous resolution, and performs better as well.
    FPS settings for the camera have been added.

  7. Code Optimization, Stutters when switching equipment have been fixed, and all unnecessary code was removed. A lot of the code was re-done for better performance as well.


THE GHOST BOOK

The Ghost Book has been revamped, new navigation, improved UI, and a Help Menu!
Here's a look at the new UI!
(Also...There is a visual bug on the Investigation menu, this'll be fixed before release)

[carousel][/carousel]

You may have noticed, The tablet, and all other screens have texturing now, Fingerprints, Smudges, etc. They have a proper Reflective, and glare look to them now as well. (As you probably noticed, there are a few spelling issues in the Help menu, these will be fixed soon.)

THE MAIN SCREEN

The Main Screen is now a lot more useful than it was in the Alpha,
it's now where you'll Unlock, and upgrade equipment, as well as start investigations.
Here's a look at it.

[carousel][/carousel]

(You might notice something new as an Unlockable Item... LVP Cost needs to be increased, however... lol)

PAUSE MENU

The pause menu has also gotten a Facelift, And a few new Options! I've added in V-Sync, FPS Limit, Field of View, and Mouse Smoothing settings. And... you guessed it, Here's a look!

[carousel][/carousel]

EVIDENCE CHANGES

I've reworked how the EMF Evidence works, Instead of EMF 2 or 5, ghosts will now give EMF 4 or 5.
And... This also gives me the excuse to not make all obtained EMF Evidence. It's planned for EMF 2 & 3 to be obtainable as Non-Evidence when I get time to!
This is the 'EMF Rework' listed on the 10 steps before release.
And... no, I don't have any images to show off

WHAT ELSE?

The book remakes are done as well (the books you can find in the House map) Here's one of 6

STRESS SYSTEM REWORK
Previously, each time you went in or out of a room, the game would check if the Light was on or off every few seconds. If it was off, it would increase the stress level.

The main issue, if you just went sprinting through a map, you'd trigger a ton of checks at the same time, leading to lag / stutters.

Now, at the start of a round, it adds all the Lights in the map into an array, and checks if the closest one within range is on, if so, it lowers stress, if not, it increases stress.

The new system is much less intensive, and can much more accurately increase/decrease stress...and it also works on the Ghost. so the game can now detect if the Player, and the ghost are in the dark

And the UV Rework is nearly there too, The hard part is done at least, but now it's the very...very tedious part...This'll probably be one of the last things I fully complete lol

The tutorial got some changes too, mostly just rewrote some parts to fit with the current direction of the game. The Tutorial was also renamed to Training.
I'm trying to phase out immersion breaking terms & text to make the game a bit more immersive.

Finally, here's the updated Task List

  1. Player Controller rework \[ DONE ]

  2. Book Rework \[ DONE ]

  3. EMF Rework \[ DONE ]

  4. UV Rework \[ 70% ]

  5. Stress System rework \[ DONE ]

  6. Photo System \[ IN CONCEPT ]

  7. Hunt System \[ IN CONCEPT ] & (Custom) Ghost Models \[ Model 1 of 4 Complete ]

  8. 2 New Maps: The School, The Cave \[ 30% ]

  9. Steam Page overhaul

  10. Arcade Games (Maybe post-launch, depending on time)

CLOSING

Overall, I'm pretty happy with how it's progressing, It's going quite a bit faster than expected,
And I'm pretty happy with the Quality of everything.

I want to add I'm actually going back to work for a bit to help out, Mostly just weekends, But progress may slow for the next couple weeks while I'm getting settled back in.

And... That's all for this dev log! Thanks for reading.

Cryptid Keeper - King Henry V

Wishlist now and play the demo on October 13th 2025!

...

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