Uncle Kenny The Game - KEVIN LEVIN

This update has the final planned gameplay addition! We are so close now! Only the last level, and the final boss fight are left! Act 3 is long as hell now. I think the game was missing boss encounters, and their addition gives me a feeling of finality and content richness that I have never felt before with this game. It’s becoming a complete package, and by June 30, all of the planned levels should be in. I'm sure the final boss will need work through July. But having every playable space in there in some way will be a massive closure for me. We are in the end times.

What's New?

  • When you are close to a crate or other solid objects that you can throw, it will indicate yellow to show you which one has been selected, which I’m a massive fan of.

  • 2 new boss fights, Hank the Survival Guy, and a twin boss.

  • Facility and underground levels are even further expanded with a new gameplay mechanic, player movable platforms

  • Vengeance level has been extended and mostly completed.

  • New short level called lockpick has been added, gives a second of wind down time before the vengeance level

  • The first 6 levels of the final mission have been added roughly. There will be scenes between the levels to give context to each situation. 

  • Rage ability has been tweaked with. More tweaks to it will come.

  • Telepathy directional throwing has bug fixes, where previously some vertical and horizontal speeds could bleed over.

  • With that, a new directional indicator shows up when picking up objects telepathically and greatly polishes the radiation throw mechanic

  • When companions are downed, an indication is now on screen that should make it easier to tell when it happens and where they are.

  • Backgrounds should have the proper snow below the snow background sprite instead of a gap below it.

  • Jumping out of a grapple jump with jetpack fuel should still give you solid momentum instead of going straight into a jetpack jump like before.

  • New phosphorus gas army man variant in the final mission. 

  • Along with that, zombies have been brought back briefly as well.

  • New vase-style objects that drop coins when broken. Will be expanded on for sure.

  • Instead of an up arrow, the level up indication is now straight up text.

  • Desert level phosphorous bombs aren’t as brutal

  • Countless bug fixes and changes I can’t recall right now.

The first round of voice acting has been recorded! There will need to be several more sessions. The script is 37 pages long and still getting longer.  And cutscenes have barely even been started. But that’s what the majority of July will go towards. Giving context and bringing life to the gameplay situations and levels of Act 3 will be so satisfying. I’ve been thinking of these levels for years. It’s finally happening. Thank you for sticking with me.

Song of the update:

Gamers, enjoy your father's day. Hell yeah. See you June 30th

InspoQuest - trustthismechanismgames
How embarrassing...it seems that one of our collectible orbs in Level 2 slept in on release day. Our thanks to those of you who reached out to let us know!

With this bug fix, you can now collect all 330 orbs in Level 2. Honourable mention to those of you who 100%'d the game before you could technically 100% the game. We see you and we appreciate you!

Happy orb hunting :D
Ancient Guardians: The Dragon - Luphix
LEO

Arrival of the fourth dragon of the zodiac line, "Leo".

ABILITY:

Roar: Releases a powerful roar, dealing damage to all enemies at the start of each wave.

千里山河录 - BEIYO

藤影婆娑,父语千回

🌈【器灵系列】第三十弹——文衡山先生手植藤。🌈

🎵文衡山先生挥锄种下青藤时,或许未曾料到,这一抹新绿会沿着时光的砖墙,长成一首沉默的史诗。

💐紫藤树苍老遒劲,如虬龙腾跃,扶摇而上,化作无数枝条,缠绕卷曲。春天开花时节,璎珞四垂,紫英缤纷,夏季则枝繁叶茂,绿荫满庭。它在风雨中静默生长,根须牢牢抓紧大地,以柔韧姿态对抗岁月。那些在时光里交错生长的枝蔓,如同父亲沉默的关怀,总是恰到好处地出现——当暴雨淋湿前路,总有一片藤叶为我们遮挡。🍃

👨‍🏫“文衡山先生手植藤” 是位于苏州博物馆忠王府一角的一株紫藤,由明代著名书画家文徵明(号衡山)所植,至今已近 500 年历史。相传 1532 年,文徵明在春天到访拙政园,面对与老友曾经欢聚的场景,触景生情种下此藤。紫藤架下立有石碑一块,上刻 “文衡山先生手植藤”,为清光绪三十年江苏巡抚端方所题。壁间尚有 “蒙茸一架自成林” 的碑刻,生动地描绘了紫藤的形态。它被列为一级古树名木保护对象,还与 “环秀山庄假山”、织造府 “瑞云峰” 共誉为 “苏州三绝”,并被央视综艺频道《国家宝藏》第三季列入 “国家宝藏”,某种程度上代表了苏州园林,解释了江南何以称为江南,创造出了关于江南、关于东方美的典范图景。🌲

☁️父亲节,驻足在这株承载历史的藤蔓下,感受时光里的父爱,它像藤蔓般缠绕心间,绵延不绝,温暖永恒。

🌟父亲节快乐!

作者:@A泰 @北斗北工作室

Clawed - flatrockgamesstudio

Hey Prehistorians!

Tim here.
As many of you may have seen, the Clawed demo has returned. We hope you will check it out and let us know what you think!

This past two weeks we addressees some nasty bugs that were affecting players on lower graphical settings and this has now been fixed. We also took a look at some feedback and reworked the latter half of the demo to improve the overall experience. Hudson had some animation improvements, and we made plenty of environmental improvements too. We have been working really hard to get this demo back online so hopefully the extra time spent will have been worth it.


We want your feedback and appreciate it.So, already we have received a lot of kind messages, constructive feedback and general thoughts on our community discussions. This is great!Your feedback really does help us tweak and polish this experience, learn valuable lessons, and get this game right before its release this year.
So, if you have anything you want to let us know, please do! Even if we have not replied to you directly yet, we are absolutely taking down every bit of feedback and listening.

So, while I have the floor here, let me address some of the issues right now :)

First of all, the Flashlight system.

This one has been really interesting of us and in the spirit of transparency, I'm going to run you guys through our thoughts on the flashlight and what we're going to do next.

So, ironically, the original flashlight we had for a very long time was chest mounted and during internal testing, we received 2 main complaints:
1. that the flashlight didn't follow where people are aiming
2. The characters aiming animations blocked the light during certain circumstances and would cause flickering when the player was sprinting as the arms would enter the light.

So, to address this, the weapon mounted flashlights were born. Now, we appreciate that this is maybe the most important tool in the game, so we want to get this right. We have received a lot of feedback about this and are looking into the best solution as the feedback on the light has varied quite a bit. However, we're hearing that the main issue is that the light is useless when you're not aiming (please correct me in the comments if you disagree)
In terms of gameplay tweaks, this is our biggest priority, and once the solution is implemented, we will be patching the demo.


Secondly, some players are getting a little lost.So, this one is a little trickier, but we are moving on this. The feedback we are getting is that some players are not sure what they are supposed to do next.
So, here it is on our end. In Clawed, we are doing our best to keep the Hud down to a minimum as we really do want this experience to be immersive. We also want the players to be able to progress by using the environment and exploration to figure out the best way forward. Things like park map boards and notes were implemented to help guide the player through the park and towards their next objective.

Now, for some, this has been no issue and players have made their way to Peir A without struggling to much, but we are seeing some players are getting a little lost - especially because the game starts at night. So, while I don't have an exact solution I can share right now (I think each area needs its own solution anyway), I can say that we are going to add a park area map item that you can find and pickup. We already do this in the large dinosaur enclosures in the main game, so we are going to see if this will help with finding progression easier.

Again, if you have struggled with progression - lets chat about it. We are listening :)

Thirdly, Rain is too loud and can't be turned down. This one is simpler; the rain is too loud. We actually adjusted this prior to the demo releasing today, but we'll go back in and tune it some more. Also, the lack of a weather volume option was an oversight (by me actually if I need to point fingers). It will now get its own slider called "Weather Volume" in the audio volume section.

Forthly (is that a word?) Sprint toggle option is coming Another easy one, we are adding a sprint toggle option to the control settings tab. Controller players we hear you :)


Fifthly (lets go with it), the pistol will get a slight buffWhile exploring is very important to survival, I've seen that not all players are locating weapons like the shotgun or AR. And so, Hudson's 9mm will receive a small buff (not too much) but enough to feel like you are not firing potatoes a charging raptor.

Sixthly, the inspect item bug makes me fall through the floor.Now that I think about it, this should be number one on the list here, but I'm committed so here we are.
There is a bug when inspecting items in your inventory that can cause the player fall through the floor when they exit the inspection screen. This is a doozy, we are sorry we missed this one, but this will be fixed in the first round of patches. For now, maybe don't inspect your inventory items till the patch is up.

Seventhly, thanks for helping up make this game better. We want this to be a great experience, so your voice really helps us do that.Okay, just know, we are watching everything and listening as much as we can. Constructive feedback is always welcome here, so keep it coming. We can't do everything that people ask, but I promise we will do our best.

Co-op?

So, the plan for co-op is simple, once we get through the above-mentioned fixes and we feel the single player demo is in a happy place, we are going to open the co-op option up get all the feedback we can there too. Again, feedback really helps shape the game and getting it early is only going to help us make sure you enjoy the full game from the get-go. We will keep you updated! So, that's it for now. Again guys, thank you so much for the playing the demo. Let me know any thoughts you have on the discussion above or any other thoughts you may have :) Have a great day! Tim Flatrock Games

Community Announcements - lujiankun

亲爱的《R2Beat:音速觉醒》玩家:

我们收到玩家反馈,个别用户利用程序漏洞恶意炸房,扰乱游戏内环境,影响玩家正常游戏体验。

对此,我们深表歉意,目前相关漏洞已排查完毕,我们将尽快修复。

 

为了维护玩家正常游戏体验,预计将于6月16日(周一)进行服务器临时维护,维护时间和时长将以公告形式告知大家,请留意相关公告。

维护期间无法登录并进行游戏。

 

本次维护给您带来不便,敬请理解!

维护完毕后,我们将会对所有玩家发放临时维护补偿,请在邮件保管箱查收。

 

《R2Beat:音速觉醒》运营团队
2025年6月15日

22:07
Super Kingcrab Simulator - !CyberApex
  1. Enemy police no longer cause ragdoll effects on the king crab when firing.
    Previously, ragdoll activation during combat made proper attacks difficult, so this has been fixed.

  2. In Campaign Mode, it is now clear whether a game over was due to a time-out.
    When time runs out, the game over screen will now indicate this with a message.

  3. The demo version has been updated to match the full version.
    However, due to demo-specific limitations, some systems remain restricted.

PROJECT MIX - blackjack27304

The PROJECT MIX Kickstarter campaign has officially ended!

In the end - we reached $189,681, which is slightly short of the next next goal.

However, good news - we've enabled late pledges for a week, so there's still a good chance to hit it!
I believe we can get Meguro-san on the team.

Overall, the Kickstarter campaign went really well.
We hit all the essential stretch goals and more. Plus, the next stretch goal is within reach through late pledges!

Of course, I put a lot of effort into marketing the campaign too, but it's mostly thanks to the community that this went so well.

Thanks again to everyone who believed enough to support the project.

If you know anyone who missed the chance to pledge, please let them know about late pledging so we can have Shoji Meguro as a guest composer. 

We're already $190,912 as we speak, so just $9K away.

Link to the Kickstarter campaign: https://www.kickstarter.com/projects/plectrumsoft/project-mix-upcoming-vr-indie-title-inspired-by-90s-anime?ref=user_menu

Hentai Senpai: Kairaku no Maid Service - Kink Master Studios
Hentai Senpai: Kairaku no Maid Service v1.01.07 is live now!

🌟 New Features & Big Updates:
  • Loading System Upgrade – The Loading system has been upgraded! Loading performance has been improved to reduce PC hanging and slightly improve speed. A potential memory leak has also been fixed.
  • New On-Screen Keyboard – There is now a button next to input boxes that allows you to bring up the OSK.

🔧 Improvements:
  • Fixed Time & Date Display – Sizing, positioning, color, and font for the on-screen time and date have been corrected.
  • Profile Section Updates – Profile section sizing has been refined for better consistency, and section titles are now centered.
  • Fixed Social Buttons – All social buttons now function correctly from the main menu.

🔄 Changes:
  • Default Puzzle Change – The default puzzle has been changed to the Swapping Puzzle to help new players understand the mechanics more easily.
  • Audio Defaults Changed – Due to backend changes, Master and Music volumes now both default to 100 when reset, rather than 100/80 it used to be.

🐛 Bug Fixes:
  • Fixed Puzzle Selection – Several game breaking issues with puzzle selection during puzzle play have been resolved.
  • Fixed Default Puzzle Selection – The default puzzle selection now correctly defaults to the intended puzzle.

Cheers,
Kink Master Studios

🔙 Beta Branch – As always, whenever a new update is released, the previous version moves to the Beta branch. If you encounter any issues with the latest build, you can easily switch back to the previous version.
21:56
Deadeye Deepfake Simulacrum - nodayshalleraseyou

Howdy Agents (✿◕‿◕)

Very small update, just fixing a few bugs. Tune in at the end of this month for a more substantial upDATE.

  • Fixed import settings for one of the skeleton sprits so it doesn't appear teeny weenie in game

  • Legendary weapons should now display the correct information in the shop.

  • Fixed an issue with the shop that was impacting performance for no reason.

This update is only out for windows because I'm lazy (ᅌᴗᅌ✿)

...

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