Debugging Hero - ETTU
Fixed an issue where activating Wind Cloak’s ability would conflict with the newly added buff system.
Fragile Packages: Handle with Care - Jon Warner Studios

Thanks all who have played Fragile Packages: Handle with Care and those who have also provided feedback. I've made a number of changes that should improve the experience.

Gameplay changes:

  • Tutorial improvements to help guide a new player, from finding, placing and locking their first of many packages to exploring the city.

  • Daily Anomaly Challenge does not start until Day 2 to give you time to explore the city more.

  • Updated anomaly instructions.

  • Anomaly hints are now given when incorrect to help guide you towards what to look out for.

  • Fixed some packages got suspended in air without being locked via Fragile Tape.

  • Reduced fall damage audio volume.

  • Fixed a minor background music wrongly selected.

UI changes:

  • Fixed loading/transitions screens which were flashing or dark.

  • Music and Audio volume default to 50%.

  • New Explore popup when exiting on first day.

  • Hasty Return confirmation.

  • Updated Credits.

8:03pm
Hardly Workin' - SnazzySoda04

Hi all! Thank's so much for all the support and wish-lists.

As we approach mid-summer I thought I'd post a little news update to keep everyone in the loop!

Hardly Workin' is under review now! We plan to release the game free to play as soon as humanly

possible :)

What this means? Hardly Workin' could release as soon as June 28th!! (In a perfect world).

Likely our release will be sometime during the first week of July.

A HUGE thank you to all of our friends, family, professors, and fellow developers for all the support

and for making something like this possible. The development of Hardly Workin' was some of the

most fun we've had working on a student project.

While you'll likely not see a release from SleepySlothStudios again, I bid you to keep an eye out for

our team scattered in the projects coming up next year!

Sorry for yapping but lastly, HUGE thank you to the entire Sleepy Sloth team for their hard and dedicated

work. This has been such a treat, and I can't wait to see what you guys cook up in the coming years.

- Ethan :)

UNDERGROUNDED - nakajima

Scott, a young man from Manhattan, finally pops the question to his girlfriend... who promptly says "no."

He's so dejected that he accidentally drops the ring he used to propose into a storm drain.

The ring keeps falling deeper and deeper underground. It falls down into the sewers, then further down into... a movie theater?

Wait, is that a jet plane? Huh? Why are we in the Old West now? What are cowboys doing underground?

Turns out that deep below Manhattan there's an underground dungeon where America's past lives on!

Will Scott be able to traverse it far enough to find his ring?

8:00pm
Fated Land - alxmo
增加隐藏头盔功能
优化武器耐久
铁匠小锤 每次修理20点耐久
制作铁匠小锤要求降低
2.5 DIMENSIONAL SEDUCTION: Angels on Stage! - mrin
Star Showdown Support Step Up Wish

A super-value 5-STEP Wish is now live!

SS characters have a 4% appearance rate in this Wish!
At STEP 5, you'll receive an "Invitation" to exchange for one of the featured banner characters!
Don't miss out on this great opportunity!✨️


At STEP 5, the Star Showdown Premium SS Character Invitation can be exchanged for the following characters:

[Hop Step JUMP!] Nonoa
[Quiet Passion] Yui Ikebukuro (Active Stage) Nagomi
[Courtesan Empress] Forosso (Courtesan) Magino
[White Obsession] Shiro Lime







Star Showdown Support Missions Now Live

The Star Showdown Support Missions are live starting 6/15 (Sat) 12:00PM (UTC+9)💪
Take on the missions to earn rewards such as Star Jewels and Regular Wish Tickets!


Accessory Enhancement Support Loop Wish

A super-value 2-STEP Wish with unlimited loops is now live🔂
You can obtain "Accessory Lv. Up Powder" and "Accessory Option Roll Key" in this Wish!

*This Wish is available with free Star Jewels.


Note: Please see the in-game notices for details.
OVRLRD - Nige
Thanks to everyone who's bought and played OVRLRD in the last few days! And a big thanks to those of you who've been providing feedback and bug reports.

This is a quick patch to address the most urgent issues - to say thanks, it also includes some fun stuff I've been working on to do with trees physicalisation. Full changelog below, but here are the key points:

  • Fixed a serious performance problem caused by accidentally rendering all grass and trees twice.
  • Fixed an issue where completing a campaign mission would return you to the briefing, not the debriefing.
  • Added a temporary button to escape back to the main menu from the campaign debriefing, to avoid softlocks.
  • Made it so that trees obscure NPC vision, shatter when knocked, and can be burned to stumps with weapons.

Changelog: 15 June 2025

ADDITIONS
-You can now burn trees and raze forests with explosive or beam weapons.
-Added 'skipping' behaviour to leg animation system, allowing mechs to raise both feet off the ground at speed.

CHANGES
-Trees and foliage will now warp subtly around the cockpit instead of clipping into it.
-Tree leaves will disintegrate into particles when their tree is knocked over.
-Infantry now gibs instead of disappearing into red mist.
-Trees now obscure NPC vision as well as your own.
-Swapped out BAO-8 reticule for a higher-res one.
-Weapons will now only be overheat-damaged if the cooling system is overloaded (i.e. the entire mech is overheating).
-Reduced overheat damage on weapons globally.
-Swapped out beam impact particle effect for a more violent one.
-Slightly improved infantry combat AI.
-Map screen will now correctly show offscreen icons with a pip.
-Grouped weapons will now all aim at the same spot.
-Pressing 'V' in non-VR mode will now allow you to slew your weapon gimbal.
-Tweaked effects and physics on knocked-down trees.

FIXES
-Fixed a bad performance regression where all trees and foliage were being rendered twice.
-Added an embarrassing temporary button to let you escape to the main menu after a campaign mission. (I will fix this properly ASAP.)
-Fixed campaign missions playing the briefing again after completion, instead of the debriefing.
-Fixed volume of dialogue and briefings being way too quiet. Audio quality may be slightly degraded while I improve this system.
-If you set a volume slider to zero, it will now be silent instead of just quiet. Revolutionary technology!
-Fixed just.... just... so many bugs with the campaign. It's rough in there guys. I'm sorry.
-Fixed several issues with grouped weapons.
-Fixed trees having an open gap on the base of their mesh.
-Fixed an issue where trees and foliage were not rendered on the TGP feed.
-Fixed some wacky movement on the goyangi leg animation.
-Fixed a bug where infantry animations failed to play.

KNOWN ISSUES (Working on it!)
- The campaign is generally buggy at the moment. This is a top-priority set of fixes and I'm working on it as you read this.
Keeper's Toll - Stingbot Games
Hi All,

In the process of updating the Console builds, we made a few more improvements/fixes for Steam. Patch Notes below:

- Fixed some physics issues with Ebon King fight
- Added a check to display boss defeated icon for world 1 if either end boss A or B has been defeated, not just boss A
- Bug Fix: Tree stumps will no longer slide around and be affected by physics (failsafe added)

Thanks again for your support.

Stingbot Games
...

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