SCUM - Perito
Attention inmates! The gears keep turning and the hammers keep swinging and the team’s been busy stirring up plenty of new chaos. From mine-triggering mayhem to new symptoms, this week’s update is packed with progress. Let’s take a look->





Let's start with our code wizards, they continued work on cross-stream locking and onboarding UI improvements. A crash related to the dropship and foliage has been fixed, and there’s a new admin command related to hunts has been implemented. Another improvement this week includes contact shadow support for the character mesh manager, which should make prisoners look even better under dynamic lighting.

Development is also ongoing for a feature that’ll allow all consistent characters to trigger mines, so keep an eye (and a foot) out for that. Get your tea and mittens ready, there's good progress on new symptoms and conditions everything from the common cold and fevers to fevers and stuffed noses. This ties into the broader disease and condition system we teased before, and there’s still more to come. A logging system for NPC kills was added, and first-person aiming while using a bow is now functional. On top of that, a ton of bug fixing has been going on and some early research into an upcoming rework.



Our level designers continue to stay locked in on bug fixing, but they’re also implementing fake GI into building interiors to bring out more depth and atmosphere.



Lots of movement from the animation team this week. They’ve been focused on new item animations, particularly for the axe and shovel, and more updates to the flag pole animation set. They’re also laying the groundwork for upcoming features like bruises, burns, and bleeding effects. Work is ongoing on new interior lighting and as always, bug fixing continues in the background.

On the hard surface side of things, the team is keeping busy with a bunch of new gear. The military tomahawk is in progress, alongside a new improvised tomahawk, and an improvised wheel item is being worked on to help with faster repairs and most importantly mobilization.

The soft surface team is starting preparations for the next Twitch drop campaign, which is already shaping up to have some great loot.

The 2D team is handling a mix of things right now, from level design concept art to updates to the Journal and new UI features for pattern based painting.



The sound team has been making updates across the board. They’ve reworked camper door sounds, tweaked some UI audio elements, and continued recording barefoot footstep sounds.



The design team has been busy with ongoing content development. In addition to general bug fixing, they are also currently designing a new time-limited quest for an upcoming update.

______________

Onto the next segment, your impressions from last week:




  • We’re aware of the boat-spawning issue and we do understand how it can cause frustrations when having to generally deal with an unstable connection and we are looking into possible solutions. One idea we’re exploring is adding items that would prevent drowning if you end up separated from your boat. While it’s not fixed yet, rest assured this is on our radar and we’ll keep you updated as we make progress.



  • Stat mechanics are working as intended to keep the gameplay challenging, characters aren’t meant to max out easily. But we are looking into ways to make this process feel less punishing, without breaking the core balance, like offering players more ways to raise their stats. In regards to drying clothes and other existing issues, we do have our sights on we’re aiming to tackle them as soon as resources allow. It’s always a balance between fixing existing issues and building new content, but improving player experience remains a top priority.



  • The upcoming NPC upgrades will significantly enhance their behavior and the players immersion in the world. Think smarter, more reactive enemies that add to the tension and atmosphere of the island. We’re still working out some the details and will share more concrete info as development progresses.



  • We do recognize that RCON is a great feature for server admins, but it’s not on our immediate roadmap, unfortunately. We do have more pressing development tasks that require our attention first. But fret not, we’re keeping track of the demand and we will revisit this in the future.



  • This magnifying glass zoom-in feature for the map would be a small touch, but it might could go a long way in terms of usability and immersion. It's one of those QoL additions that seems simple on the surface but adds real value to the experience. We’ll throw it into the idea pool and see how it fits into upcoming UI improvements, since we do also have plans of our own for the future.

That would be all for this week! See you in the next one and make sure to keep an eye on the following platforms:

Discord
Facebook
Twitter/X
Instagram
TikTok

- Perito
SIN CARDS: Welcome to the Netherworld - LIGHT
🔥 Version 1.3 is Here! 🔥

Every card drawn, every item equipped, every step taken carries weight.
This is Burden of Choice.

🃎 New Cards Added
A fresh batch of strategic and sinister cards has entered circulation.

⚖️ Will you play the safe route, or gamble everything for one devastating combo?

🛡️ Expanded Equipment System
・3 New equipment slots allow for deeper builds and more creative experimentation.
🧩 Customize your build to match your unique playstyle.

🛠️ Improved gamble systems (Slots & Black Jack in Zone 4)

🌑 What Comes Next?
A larger update is already stirring in the background. Expect new zones, mechanics, trading, and a confrontation that may rewrite the rules of the game.

Thank you for being part of this growing world.
Embrace the burden. Choose your path. Rule your fate.

🃏
Alaska Gold Fever - Cypher
Welcome to a seventy-five DevLog for Alaska Gold Fever!

Hello, explorers and adventurers!

Howdy, adventurers! Today we’re heading down to the docks - not for fish (although it does smell like it), but to introduce one of the town’s NPCs: the portside craftsman!

Who is this guy?

He’s the kind of guy who can fix a broken sled, sharpen an axe, build a boat, and complain about all of it - simultaneously. A true jack-of-all-trades, master of grumbling.

Docks?

We started with concept art inspired by old-timey dockworkers, salty sea captains, and that one uncle who builds weird things in his garage. And are you asking about docks? Well there are small ones in the town: just some buildings near water (thats "docks", right?)

With friends

The Workshop

Where the magic (and sawdust) happens!
We modeled his workshop right next to the docks - a crooked little shack that looks like it’s held together by stubbornness and sheer willpower. Not ready yet (like his 9 unfinished projects) but you can see it here.

⛏️⛏️⛏️⛏️⛏️⛏️

Follow us on TIKTOK account to watch even more behind-the-scenes materials from the development of Alaska Gold Fever!



⛏️⛏️⛏️⛏️⛏️⛏️
-----

Best regards,
Baked Games Team

Try our greatest hit!
https://store.steampowered.com/app/842180/Prison_Simulator/

https://www.tiktok.com/@baked_games/video/7534748364630527254

Community Announcements - Ataverti

Thank you for your feedback. The first Playtest was succesful. I (we) gathered lots of Info to continue and know what to change and make better.

I (we) will open Playtest soon after some changes. Thank you for all participants.

Captain Bones : A Pirate's Journey - skarahan
Fixed the last ability not being unlocked after the game was completed due to missing skill points.
Fixed the compass in the Mystery Target section pointing to the wrong location.
The Ship merchant in the Lost City now also trades silk fabric and iron.
Hidden Pass - GGInteractive

Greetings, Expedition Leaders!

It took us 3 years and 3 months to develop this game… Ha ha. What a strange feeling—so much has happened during this time, and so much effort has gone into the game. Now, we hope you’ll enjoy playing it as much as we enjoyed creating it.

At its core, Hidden Pass is a story-driven experience, blending tactical combat with roguelite progression, all set in a techno-magical world. If you love immersive narratives, strategic battles, and a fresh twist on the roguelite cycle—you’re in the right place.

https://store.steampowered.com/app/2430170/Hidden_Pass/Good luck, Wanderers!

See you soon—August 14th!

Ancient Kingdoms - Ancient Pixels
* Fixed problem when moving items from inventory to a new bank tab
Our Home - Old Hiccup

Hey, everyone! As the creator of Our Home, I’m thrilled to kick off a series of posts about the characters that make our novel so unique (at least, in our opinion ). And who better to start this journey than Alexandra Blanchett, the rector of Pinepool National University? She’s been stealing the spotlight in recent updates, making her the perfect starting point. She’s a magnetic force, blending elegance, intelligence, and a fiery passion for living every moment to the fullest. Ready to dive into her essence? In the comments, let us know: What do you think of Alexandra, and which Our Home character do you want to meet next? Let’s dive in! 🌟

The Essence of Alexandra

Alexandra Blanchett is pure impact. At 40, with impeccably styled silver hair and ice-blue eyes that seem to read your soul, she commands any room with a presence that’s both intimidating and captivating. Her haute couture outfits tailored dresses, high heels, sophisticated accessories are an extension of her personality, where “every movement is calculated and deliberate.” As Pinepool’s rector, she shapes minds with razor-sharp intelligence, but what defines her is her passion for experiences that awaken the senses, like when she guides the protagonist to savor a refined dish, turning a simple meal into a life lesson.

Hedonism: The Heart of Her Philosophy

At the core of this pursuit lies hedonism a philosophy celebrating pleasure as a path to self-discovery. Inspired by figures like Lord Henry Wotton, who provokes with bold ideas, Epicurus, who finds balance in pleasure, Aristippus of Cyrene, who values all pleasures, and Frida Kahlo, with her passionate authenticity, Alexandra lives to feel and inspire feeling. At a dinner with the protagonist, she challenges: “Feel the flavor, the texture. What does it awaken in you?” using a scallop carpaccio to open his mind. For her, pleasure isn’t just sensory it’s intellectual, emotional, a way to reveal who you can become.

An Unmatched Mentor

This hedonistic approach makes Alexandra an unparalleled mentor. She doesn’t just teach; she provokes, inspires, and pushes you to be more. When she meets the protagonist, a young orphan without direction, she confronts him with questions like “What drives you?” challenging him to find his purpose. In the library, she hands him books ranging from physics to Oedipus Rewriting Destiny, saying: “You need to decide which door to walk through.” Alexandra transforms the ordinary into the extraordinary, guiding the protagonist with a balance of rigor and inspiration that sparks growth without him even noticing.

The Rector Who Shapes Legacies

As rector, Alexandra uses her position to craft legacies. Her strategic intelligence places her at the helm of Pinepool National University, where she doesn’t just manage she creates opportunities for unlikely talents. “I don’t invest in empty promises,” she warns the protagonist, offering him a special scholarship without an entrance exam. This choice reflects her vision of shaping minds, turning raw potential into something brilliant, like a sculptor seeing a masterpiece hidden in stone.

The Diamond in the Rough

Why the protagonist? Because Alexandra sees him as a diamond in the rough, an 18-year-old with no roots but a spark she wants to polish. Her bet is a risk justifying the scholarship demands he prove his worth but also proof of her skill as a mentor. At a dinner, she speaks of desire: “Chocolate, like desire, demands that you surrender,” guiding him to feel and think beyond the obvious. Alexandra doesn’t control; she illuminates, challenging him to forge his own path.

Alexandra in Action

In the game, Alexandra shines in moments that blend sophistication and depth. In the library, she hands the protagonist a book about rewriting fate, prompting him to question his own story. At a dinner outside the city, she transforms a chocolate cardamom dish into a life lesson, saying: “It’s desire that makes you alive.” Each scene is a dance of mentorship, where Alexandra captivates and challenges, making the protagonist rethink what it means to live fully.

Why Alexandra Will Captivate You

Alexandra is more than a rector she’s a force of nature. Her charisma, mystery, and ability to turn every moment into a lesson will make you fall in love. She pushes the protagonist out of his shell, but also challenges you to ask: What would you do with a mentor like her? Whether in the library or at a sensory dinner, Alexandra invites you to feel more, think more, be more.

Join the Journey!

Want to unravel Alexandra’s layers and live her journey with the protagonist? Dive into Our Home and discover her! This is just the start of our series on the characters and their inspirations. What did you think of Alexandra? Who do you want to meet next? The enigmatic Norah with her secrets? The provocative Matilda full of attitude? Or the stylish Lorena stealing the show? Drop your thoughts in the comments and support the project on! Let’s build this world together! 🌟

BIT LOST - yarosh🇺🇦

NEW Major Update — Split-Screen Mode Added!

Bit Lost now features a local split-screen cooperative mode!

Play together on one screen: One player on keyboard + mouse, the other on a gamepad. No extra setup — just select Split Mode in the main menu and dive into the new simulation. What’s in the new mode: A short but atmospheric co-op experience; Puzzles that require teamwork; A chill zone with a shooting range and a small reward; An unexpected ending — only one can leave... Also included: small bug fixes and improvements to physics in the base game.

--- Important: By purchasing Bit Lost, you're not just getting a game — you’re unlocking access to all future additional modes based on player feedback. All updates will be completely free and included in the base price. Everything depends on you. Share your thoughts, ideas, and help shape the project.

--- Thanks for your support. Bit Lost isn’t just a game — it’s a journey, and you're part of it.

Astronook - FrozenYetiGames

Hey everyone, I've improved the demo some more thanks to your feedback so I thought I'd let you know of the small changes if you're interested.

Additions/Changes:

  • Made the join stars SFX sound less repetitive and more in tune (longer constellations have pitch go up and down to avoid the previous repetitiveness)

  • To take a photo you now only need to press C and Space (or LMB) instead of previous three buttons C, F, Space

  • You can now click with LMB to take a photo and interact with objects if you wish

  • Added a Reset Demo button in the settings menu

  • Made crosshair more visible and less faded so interactable objects are more obvious (increases in size, changes color + opacity when hover over interactable object)

Bug Fixes:

  • Fixed soft-lock if pressed E to exit when shouldn't be able to exit eg. in complete constellation animation

  • Fixed if saved + exited after getting news alert then re-enter game black hole and tutorial not reshowing as it should

  • Fixed when zoomed in on a planet the planet's outline showing through in the office

  • Fixed tutorial soft-lock when stick photo in scrapbook before the given instruction

  • Fixed when enter Camera Mode the camera blur flickers and doesn't smoothly enter

Thank you to everyone who sent in feedback that allowed me to make these small changes possible 💙

Any more bugs / feedback - Steam Discussions or https://forms.gle/2LxKGXMS55T2W6eR6

...

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