Abyssal Trench - hauntlabs1
🔧 Mini Update is Live!
📡 Improved screen map clarity
👁️ Added subtle visual hints for the optional story path
🔊 Enhanced sound design for deeper immersion

Dive back in and uncover what you might’ve missed... 🌊🕳️
Komadori Inn - macamagucha

Hello everyone!

I come bearing a bundle of news about Komadori Inn, but before I dive into that, our artist Sationa, between her other tasks, created this quick doodle of Shun that I wanted to show off and that you see below. Wouldn't Shun look absolutely wonderful IRL!? I'm enchanted! 😍

But that's not the end of the boasting. Recently, we've observed a significant surge in views and downloads of our demo on Steam. Wondering what caused this, I found out that we are being promoted as one of the "Top Demos" in the Adult Only games center on Steam! 😲

It really means a lot to us and we are incredibly happy that we can reach a wider group of players.

Moving smoothly to the topic of the game itself, our Patrons can download the new version 0.5.3 that brings not only new content but also several changes. With the next quest involving Fuyuko, you will be able to unlock another position - Sagittarius, increasing the number of ways to make love during free time to four. This made selecting them from a list of dialogue options less enjoyable, and adding more positions would have been even more cumbersome. Therefore, from now on, you will choose from a small menu with icons, similar to how you select the girls' outfits. Mugenji also rewrote the system for managing available positions to make it easier for us to control where each position can be chosen and what background should be used.

Grey positions aren't unlocked yet and the one with lower transparency wouldn't be available in that room.

Staying on the topic of free-time intimacy, the sound aspect also saw a small enhancement thanks to the "Dynamic Moaning" system. Girls will now moan more as they reach higher levels of excitement. Additionally, they use different sets of sounds between different Intimacy Levels. So, at the first and second levels, they will moan just a little, from the third to the sixth level more, and from the seventh level upwards, their voices will be full of ecstasy!

As you reach the fourth intimacy level, the number of locations where you can have sex with the girls also increase! But let's start with a different addition to the version 0.5.3: a map!

You might wonder, why introduce a map only now? Well, in this new version, along with quest 016, you can reach intimacy level 4 with Fuyuko. This unlocks a new perk that allows you to arrange a nighttime meeting with her at one of four (and later five) locations. We pondered how the selection of these locations should look and decided that a map would be the most enjoyable way. And since it was prepared for this feature, it will be permanently available in the game. The map unlocks from the third day of gameplay. Additionally, in the next version, we plan to add the ability to track the girls' positions on the map.

As for the new perk itself, nighttime encounters, in addition to the possibility of having sex with a girl, will have their own little, cute illustrations. We're still waiting for them to be completed, so for now, it only displays a black screen. The illustrations will depict us spending time with the girl we're dating. Or with two girls. Or with all three. 👀

Meeting the girls in new places also means that new backgrounds for having sex are needed, and we are waiting on them too, so don't worry when you'll see the bed on the beach. 🙏

Changelog
Added

Story/Gameplay

  • Quest 016

  • Fuyuko's level 4 - New perk "I'll meet you at midnight"

  • Fuyuko's "Night Content" (go to her room at night)

    • New clothing option - pajama

    • New scene - paizuri (boob job)

  • New sex position - Sagittarius.

Sounds

  • "Dynamic Moaning" system

    • Girls will now moan more as they reach higher levels of excitement. Additionally, they will use different sets of sounds between different Intimacy Levels.

Changed/Fixed
  • Sex positions are now selected through a pop up

  • Many, many fixes

Thank you all for your continued support and enthusiasm. We hope you enjoy the new update! And if you'd like to get the access to it, check out our Patreon!

Best, Macamagucha

He is Coming - Chronocle
This is a minor patch responding to player feedback making leshen beatable on the first run and some minor bugfixes. More to come in the coming days!

Now that He is Coming is in Early Access, we'd love to know what you think in a Steam review. Whether it's feedback, what you enjoy, or anything that comes to mind. Simply put, that means your voice matters. We're reading through every review to help prioritize our updates.

Patch #01 - Early Fixes, Balance Tweaks, and Localization Pass


  • Changed Leshen to be beatable on the first run
  • Fixed vampire cloak giving the wrong multiplier
  • Fixed oils and itemsets not visible during a replay
  • Fixed Arcane gauntlet not triggering
He is Coming Wiki

If you'd like to learn more about He is Coming, check out our wiki. If you'd like to become a contributor, contact Marcello (Hooded Horse) in our community Discord.

How to Report Bugs

If you run into any issues, contact us at: https://contact@chronocle.com or join our Discord server where you can report the issue in our bug report forum.

Please describe your issue and provide your save file. Find your save file here:

%UserProfile%/AppData/LocalLow/Chronocle/He Is Coming
He is Coming Community

Join the He is Coming community on Discord and Reddit to discuss the game, share tips, tricks, and share screenshots.
Star Child - Bernard Alberic
Kyle aka Anthrocarbon - music and sfx

Ahoyhoy, Kyle here.

2024 was a great palate cleanser on the music side, with me re-listening to many songs I thought were nearly ready only to notice many irritating and distracting samples and tones that require a little more than polish. Fortunately, Jay supplied me with a juicy list of required sound effects, so I was able to “oh shit” myself and forget all about that lot for a while.

Working in a DAW to create SFX has been far less expedient than I expected at the outset, not due to a lack of tools, but an overdependence on or habit of turning to filters and wrapper tricks as a first port of call. I also found that my usual approach toward balancing and pacing was suitable for music, but didn’t translate particularly well to one shot sounds. SFX which are expected to be heard throughout the game can be clustered in bunches as often as heard alone, and unlike a song SFX must sound coherent no matter which one or group of them are played in whatever order are necessary.



Distortion, bit crushing, equalising for sharpness or backgroundising, all very quickly became distracting and punished the player for taking actions. "Old school" sounds might well be a style, but amongst elements rendered at modern fidelity, the ugly truth emerged – I was imitating retro sounds without the requisite experience of working with 8 and 16 bit limitations like the progenitors at ID, Apogee, and Cygnosis. (Not to mention adding constant revisions to the list of sounds grew the channel count beyond expectations.)

And so I went back to where I should have been doing most of the work, which is where every Foley artist will turn with glee; smacking and scrunching a bunch of random shit from around the house in front of a mic. (Annoying bird chirps outside the window and all.)



Among the most difficult of sounds to pin down, and unsurprisingly one of the most critical, has been the basic exploding of rockets on surfaces and against enemies. For something one might imitate vocally to a recognisable proficiency, making a good ‘bang’ or ‘pop’ that doesn’t sound like it came from somewhere else had me grumbling (and napping) at the keyboard for a couple days. A creator’s choice – as I see it – in situations like this, is to go with something iconic and memorable, or generic and forgettable. I believe I’m capable of iconic sounds, but just not quite there yet, so I’ll carry on as many times as necessary until Jay says a sound is just right. Any sound heard constantly throughout the game must be just right, lest the start-to-finish gameplay feel a little bit wrong.

SFX is an area which suffers from a “that’ll do” mentality, which can sometimes be an unintended result of “oh shit” planning. Another pain point is the temptation to try and infuse a bit of awesomeness or coolness into sounds that don’t really call for it. Just like world-class BGM, sometimes the fact a soundscape compliments a scene so perfectly that it makes the scene come alive – then seems to evaporate after the audience moves on, indicates that everything was just right. Sound effects are difficult entities to carry narratives and moods on their own, but in something like a video game where they are the environmental information feedback, the artist responsible has a duty to produce a language for the world within the frustum to speak through.

SFX are far more challenging than I bargained for, and I worry about them far more than I think I ought to. Ultimately, though, whether they are the best possible sounds or not, they belong to Star Child in whole. New game; new assets. Star Child already looks and plays like nothing else; I’ll have it sounding is unique as it deserves and nothing less.

Now, I’ll allow myself a sound recess to revise an unfinished song I recovered.



The key samples I accidentally purged from my bank have been found in my backup archive after almost 12 months, and I get to try I remember what all these knobs did!
A Solitaire Mystery - Hempuli

​- Yet more fixes to Fork Solitaire, let's see if it works now

- Added an option in the settings to disallow pixel stretching in fullscreen mode. This might look a bit silly on some monitors due to the margins, but oh well

- Clarified Murder Mystery rules to indicate that the 4 incorrect accounts are always 2 for weapon, 2 for killer

- Adjusted the way slots lock up in Binary & Single-card Solitaire to make them slightly harder

- Adjusted the rules of Circuit Solitaire to make it less trivial

- Adjusted Double-sided Solitaire card art further

Hounimal - tontorolemon

Dear Prospective Residents of Hounimal,

Thank you for your patience! The July 0.2.0 update, featuring a new Hounimal, has now been released! Check out the patch notes below!


Key Additions

  • New Hounimal "Furious Claws" & Facility "Monument with an Emblem" After clearing the second stage, you can select the Hounimal "Furious Claws" from the Monument. This Hounimal boasts a vertical layout and fights by transforming its rage into power.

  • Ceiling Furniture Easy to place in Hounimal's often-empty spaces, these furniture pieces don't add commands but offer powerful placement effects.

  • Command Reset Function Commands can now be reset after a CHAIN or after using Accel.

  • New Stage "Tense" This is the fourth stage, featuring stronger enemies. It seems the Librarian will also lend a hand in your adventure. You might even meet the Saintess...

  • New Furniture Placement Effects Numerous effects have been added, including Command stat enhancements and buff acquisition upon drawing.

  • Adventure Facility "Book of Lore" This facility alters adventure rules and difficulty in exchange for rewards like furniture and gold.

  • Base Facility "Forest Library" Here, you can view a list of your furniture. More information will be added in future updates.


Key Changes

  • Changed Command CHAIN Enhancement Description Rules Commands that previously activated additional effects at 2 or more CHAINS have been changed as follows: Old: "1 CHAIN or more" → New: "2 CHAINS or more" This change was made because the previous description was confusing; "X CHAINS or more" referred to the number of activated commands, whereas "Xth CHAIN" referred to the Xth command including unactivated ones.


Other Additions & Changes

  • Added icons for Command Additional Effect Rules.

    • Now you can see how many CHAINS are required for an additional effect on the command itself.

  • Added New Command Enhancement Rules.

    • Commands are enhanced when "consuming HP while command is usable" or "Weight Accel is unused."

  • Improved Map Generation Logic.

    • The same block will no longer spawn enemies and rewards simultaneously.

  • Simple conversations added within each NPC facility.

  • Added 5 new disaster foes.

  • Added 20 new furniture pieces (surpassing 100 total!).

  • Added 18 new commands (total for furniture, Hounimal, and enemies).

  • Added new NPC: The Saintess.

  • Added 3 new achievements.


Adjustments

  • Base facility menu, transitions, background.

  • Adventure facility background.

  • Base lighting, NPC positions, background.

  • Pause menu layout.

  • Buff and debuff icon sizes.

  • Improved visibility for placed/unenhancable furniture in the list.

  • Hounimal grid colors.

  • Out-of-Place Artifact \[Shop] operation position.


Bug Fixes

  • Hounimal evolution effect misalignment.

  • Placement effect enhancements not updating with placement reset.

  • Description of "Ignition."

  • Map names in achievement descriptions.


Future Plans

Before the planned September update, we intend to add the following highly requested features in the near future:

  • In-game guide to review basic rules.

  • Command confirmation on the furniture selection screen.

That's all for this update! It's been a while since the last Devlog, so we aim to post monthly updates going forward. If you have any bugs or requests, please don't hesitate to provide feedback!

See you soon!

Enchanted Meadows - accounts
Fixed a bug where playing a random level could override the perfect score for that level.
3:16
中世纪君主 Medieval Monarch - StPapi
Current Version
B2025.7.19
  • OK1-教廷相关功能补充和调整,教廷特权实装
  • OK2-波希米亚王国建国文化需求修正
  • OK3-一些文案的调整
  • OK4-修复举荐主教候选人,不能添加的问题
  • OK5-增加10个随机事件
  • OK6-修复教廷中交互请求教团骑士,却招募的是骑士卫队的问题
  • OK7-雇佣兵军团不可以雇佣骑士类型的营队
  • OK8-开新档时,增加随机领主开局,全部是单个省份的独立领主,宗教领袖除外

  • OK1 - Supplementary functions and adjustments related to the Holy See; implementation of papal privileges
  • OK2 - Correction of cultural requirements for the founding of the Kingdom of Bohemia
  • OK3 - Adjustments to some copywriting
  • OK4 - Fix the issue where bishop candidates cannot be added when recommending them
  • OK5 - Add 10 random events
  • OK6 - Fix the issue in the Holy See where requesting order knights through interaction results in recruiting knight guards instead
  • OK7 - Mercenary legions cannot hire knight - type battalions
  • OK8 - Add a random lord start when creating a new game, where all are independent lords with a single province, except for religious leaders
GnollHack - tommi.gustafsson
Changes
  • Various bug fixes.
Roguematch : The Extraplanar Invasion - Starstruck Dev (Jesmond)
We are able to confirm that Version 1.0.1 containing the emergency bugfix addressing the bug that caused the game to be stuck on a black screen after launching the game is now available on MacOS. Thank you for your patience.

- Roguematch Team
...

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