Gamestonk Simulator: Gone Rogue - donvino

Dear Stonkers,

From the very first day working on GameStonk Simulator, we set out to break the mold of traditional job simulators—while staying true to the core fantasy of running an old-school video game store.

For better or worse, the clearest path to innovation led us to something bold: roguelite mode.

The full story behind this feature’s creation is a tale for another post. For now, I want to focus on why it exists, and how we believe it transforms the player experience—especially for those of you who love job sims but are looking for a twist.

Permadeath, for one, fits the story. You’re running the last video game store in town, in a world where mom-and-pop shops are fading away under pressure from online retail giants. Every week is survival mode. And for those of us who grew up hanging out in game stores—browsing, chatting, loitering—it only felt right to channel that nostalgia while also honoring the real-world hustle it represents.

The weekly score targets create just the right amount of pressure. It’s not punishing—it’s purposeful. You’ll feel the drive to adapt, to optimize, to strategize. You’ll set big-picture goals for your store instead of just checking off to-do lists. That sense of urgency makes each run feel personal.

One of the most exciting things for us was moving away from fixed upgrade paths. Instead of unlocking features in a linear, pre-scripted way with minor trade-offs, your store evolves through the daily truck rolls. Wish you had more foot traffic? Slower reputation decay? Fewer (or more) thieves? Higher price margins? There are modifiers for all that—and more. Every run becomes a sandbox for experimentation and player-defined strategy.

Still, we heard your concerns—loud and clear. The tension of roguelite play sometimes clashed with the joy of constant progression. We’ve addressed this in two key ways.

First, there’s the endless tycoon mode. No permadeath. No resets. Just your dream store growing forever. It’s all about freedom—and it’s here to stay.

Second, and more subtly, we introduced the “Retros Are Forever” system. You find a retro, you keep it—even if your store closes down. These items aren’t just trophies; they will influence your future runs profits and may even unlock permanent upgrades. It’s our way of saying: yes, the store might fall—but your legacy carries forward.

This is how we’re trying to make a dent in the genre. It may work. It may not. But we’re proud to be taking a risk.

We’ve got a long road ahead, and Early Access is just the beginning. Thank you for being here at the start.

Cordially,
GameStonk Simulator: Gone Rogue team

魔塔地牢 - 零殇_Fanzero
1.根据玩家反馈需求,追加无尽模式对策技能组;优化技能显示
2.<薛定谔>追加额外的技能树栏目,增加自动模块功能【对应自动挂机】
3.修复左侧状态栏可能过大的异常
10:10pm
Karma Jump - NomNom Studio
minor revision
Perception: Heart and Mind - adamakos77

I am very pleased to present my game on Steam, where you can download its Demo for Windows, Mac and Linux. Steam Deck is supported and the use of a controller is recommended. It won't be long before the full version of the game comes out. English and Greek subtitles are available. I hope you find something different in this game, this was one of my goals while developing it. In case you like it, Wishlist will help me too!

Perception: Heart and Mind - adamakos77

I am very pleased to present my game on Steam, where you can download its Demo for Windows, Mac and Linux. Steam Deck is supported and the use of a controller is recommended. It won't be long before the full version of the game comes out. English and Greek subtitles are available. I hope you find something different in this game, this was one of my goals while developing it. In case you like it, Wishlist will help me too! Translated with DeepL.com (free version)

Winnie's Hole - Twice Different
Build notes Demo v0.6.96 Beta:

Since releasing the demo we've been thinking a lot about progression and build-crafting during a run, and these new changes we're trying out are intended to help give you more of the ingredients for a fun build.

We've been making some significant changes to the game flow and are keen for feedback, we'd love to hear your thoughts on Discord.

Combining Perks with Mutations

The biggest feature is now Perk rewards from Combat all come with an Action for your deck which will help activate the Perk, so whichever Perk you choose will be usable in a combo right away!

Then becoming even more powerful when building in a certain direction.

New Perks and Mutations

We've been gradually adding more community suggested content!

New Elite Encounters

We haven't put in the narrative or fully balanced these, but now you can try your build against Elites other than Honey Badger.

Combat loot and reward screen redesign

One of the goals of this iteration is to be able to make combats more strategic... and challenging...

Enemies now drop specific loot which gets collected, so you need to knockout ones which carry the loot you want. At the moment it's just a Perk and resources... and to increase the tension we're trying a new tool, the Ink Spray ability.

This will allow you to force regular enemies to nope out of a combat, and having such a strong ability means as we add higher difficulties, players will still have a way to mitigate the encounters if your build is struggling a bit... The cost of doing so is not getting the combat reward.

We've added more useful information to the Reward screen to help show this, with a list of the enemies knocked out and their loot, as well as labelling the rarity tier. More improvements to come!

There are also a ton of bug fixes and general adjustments in this new version, including more access to Action removal.

If you'd like to try out our Demo Beta it's public on Steam, you just need to set the game version - here's how:

If you liked this demo, try Ring of Pain!

As a studio we really want to innovate with fresh genre-blending formats!
Our goal is to make games you haven't played before.

If you want to be involved in WInnie's Hole, we'll continue running content design events and also run playtesting in the future on our Discord.

Thank you!
ːRoPFrogː Twice Different

Shadow of Fear - 看nm呢

Fixed all common bugs in Athas

SHADOW DETECTIVE - LOOIFEND GAMES
● Update contents
・Bug fixes
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)

...

Search news
Archive
2025
Jul   Jun   May   Apr   Mar   Feb  
Jan  
Archives By Year
2025   2024   2023   2022   2021  
2020   2019   2018   2017   2016  
2015   2014   2013   2012   2011  
2010   2009   2008   2007   2006  
2005   2004   2003   2002