A Promise Best Left Unkept - Aya Edition - Hangover Cat Purrroduction

After 2 years of development, A Promise Best Left Unkept – Aya Edition finally released on Steam. Thank you for everyone who have supported this game thus far! I couldn't have done it without you!

For those who don't know, A Promise Best Left Unkept – Aya Edition, a standalone, alternative version of A Promise Best Left. Follow Harry and Aya as they try to fight for their love in this new story filled with heartwarming moments… but also extreme betrayal.

This last update adds the 3rd ending to the game! You can either use the Ending Selection (Innocent ending) menu to jump directly to it, or you can follow those choices in order to reach it:

  • 1. The convenience store

  • 2. Maybe there are more hidden pictures like this one in my phone?

  • 3. Let's browse for more pictures.

  • 4. It's not your things. Leave it.

Here's the final features of the game. It's longer than the original version, which is an achievement in and of itself:

  • 450000+ words

  • 125+ CG sets

  • 50+ Sex scenes

  • 3 endings

  • Animated sex scenes!

Again, thank you guys for supporting me! Even though A Promise Best Left Unkept is coming to an end, I'll be sure to bring a lot more NTR games to Steam!

Paplion - Spheanix

In this update a new minigame for the abilities is added.

This update is the representative update for the release of the game, which means the v1.0.0 when the game releases will be this version with some bug fixes that probably will be found until the release.

The release date will be announced soon along with a new trailer.

9:50
Kaiju Cleaner Simulator - Hast

*click*

Hi, it's the official cleaning crew after kaiju attacks. You can just call us "the cleaners," but if you wanna be all official about it...

Yesterday, we received a 3D model of some new monster the country's surveillance system spotted. Bummer is, we only got a picture... like in that pirate meme.

Honestly, I don't give a damn what it looks like as long as he's alive. I need to know how big it is, how tough it is to chop into pieces, and how toxic its guts are. But for now, all we got is this visual analysis crap. This is why I can't stand the tech guys, they never get US the info we need ON TIME.

So right now, we don't know if it's a giant worm the size of a freight train or a thousand little parasites swarming around. Ah well, ain't the first time we've rolled into a job with barely any intel. Our job is to deal with the mess, not fight live ones. Guess that's why we only get the full kaiju report after the dust has settled.

So far, the archive's got 15 types of kaiju, so this one makes 16. With some of 'em, we couldn't even work on the remains, the bodies were completely pulverized. But man, the blood we had to scrub off for a week after... damn, I'm gettin' off track.

Anyway, here's your new kaiju. What do you think?

*click*

You can always follow the game news on our socials:

X - https://x.com/TSpaghettiCat

Instagram - https://www.instagram.com/spaghetticat_together/

BlueSky - https://bsky.app/profile/tspaghetticat.bsky.social

Facebook - https://www.facebook.com/spaghetticat.together/

Hell Maiden - AstralShiftPro
We're live for a Q&A session with the lovely Marikyuun!💬✨

Marikyuun who will be showcasing the game while chatting with AstralShift developers Kira, our creative director, and Ebee, our writer.

We'll be answering popular questions about Hell Maiden — about its development, our ambitions for the game and more!

Or watch the whole thing right here on Steam!

Don't forget to give our host Marikyuun a follow on Twitch as well, she streams often and does super fun variety streams from gaming, to art and karaoke! ✨

Thank you all for playing Hell Maiden! We'll see you during the stream!❤️‍🔥

Follow us on social media for news and regular updates:

🔗 X/Twitter
🔗 Join our Discord
🔗 Check out our LinkTree for more!

The Mountain And The Moron - Rasberrypi

Hello Uncles!

I have been alluding to this for a while, but v1.2 is OUT NOW!

This major update adds Controller support, some October fun, and a insane amount of bug fixes and some other cool stuff!

Lets gets into the patch

  • Added Controller Support (For most modern controllers) for both the DLC and main game

  • Added 3 new items to Rogue mode

    1. Ram Stick: 10% per stack to dodge a hit (Rare)

    2. Eye Drops: All damage is dealt over time (Rare)

    3. Pencil: Drop an HP orb when taking damage that heals 5 max HP

  • Added 5 Cursed Items to Rogue Mode

    1. Unlocked by beating RM with the new October-only job, Skeleton (P.S you can change your computer date if you miss it!)

    2. One spawns at the start, and another can be bought in the shop for the same price as other items

    3. All are Risk-Reward themed

  • Added a new Modifier, Darkness

    1. Dims the screen while not near a light source

  • Changed how the DLC is done, allowing the player to buy it, and not need to update to play it

  • This also adds cosmetics to the main game

  • Changed Achievement logic, making them work more often

  • Added 9 new achievements related to Rogue Mode (removed 2 that no longer work RIP)

  • Reworked the Tutorial (Thanks FireHazard274)

  • Squashed a LOT of bugs, like a insane amount

  • Reworked how Uncle moves a little across both versions, allowing for some more snappy movement

Thank you so much for all of the support,

See you at the top

Happy Halloween!

Gate Zero - Gate Zero

Our first time showing Gate Zero at Gamescom was a whirlwind of excitement. We had a booth in the Business-to-Business section, giving us the chance to share the game with enthusiastic gaming media for the very first time in person.

The weeks leading up to the event were filled with hard work and long hours as the whole team worked closely together to prepare a smooth, polished demo that would represent the game at its best.

Press attendees could book dedicated timeslots to visit our booth, where lead producer Andy Anderson guided them through a hands-off slice of the game, while director Arve Solli narrated the experience and answered questions along the way.

Reception

The response was overwhelmingly positive! Journalists were clearly impressed by the game’s unique concept and distinctive art style, and many expressed excitement about seeing its development continue.

The feedback was incredibly encouraging. This early press preview has helped build a solid base of interest, laying the groundwork for future announcements and giving us plenty of momentum as we continue to bring the world of Gate Zero to life.

Here’s what director Arve had to say about his experience:

People loved the setting and historical feel of the game so much that it gave us a unique opportunity to share the stories of Jesus in a fresh, new way. I was able to talk with several non-Christian gamers about Jesus and ancient Israel, and they were fully engaged for 20 minutes straight. I can’t even imagine the impact this will have once we deliver the full experience of hours of captivating, entertaining gameplay that millions of gamers around the world will experience!

Press Coverage

Notable press quotes:

Whether you’re a believer, curious, or passionate about historical narratives, Gate Zero deserves your attention. Not only does it dare to explore territory rarely explored by the industry, but it could well pave the way for a new way of telling humanity’s great stories in video games. –Game.Guide

Sometimes a game comes along that instantly piques your interest, simply because it has such a unique approach that you don’t know what to expect. Gate Zero is one of those. –intheGame

Gate Zero doesn’t simply tell the story, but invites you to experience and defend it, placing the player at the center of a battle for truth that transcends the centuries. –MondoXbox

Overall, however, the demonstration of Gate Zero convinced me so much that it was in retrospect the most promising title I was allowed to deal with at Gamescom. –Newseule

Links to the media outlets that covered our game after seeing the demo:

Want to watch what the press saw?

The video below captures what we showed to press at Gamescom! It includes 20 minutes of gameplay, together with exclusive behind-the-scenes insights from Arve.

Gate Zero booth at Gamescom

John Gibson, CEO of Templar Media, at the booth

Gabriel Fuentes (Level Designer), Andy Anderson (Lead Producer), John Gibson (CEO of Templar Media), Arve Solli (Director) and Deb Vedvik (Associate Producer)

Arve demoing Gate Zero inside the booth

Arve demoing Gate Zero inside the booth

Scarecrow vs Big Butt Birds - GamerFrog

Vampire: The Masquerade® - Bloodlines™ 2 - Feeona_PDX

Our PC Specifications list provides an idea of what is recommended to run the game on various PC setups. Any upgrades will help you enjoy even better visuals and performance.

If you want to get the most out of your setup, try using your GPU manufacturer’s optimization software or take a moment to tweak the in-game Settings until it feels perfect for you. Unless stated otherwise on official Vampire: The Masquerade - Bloodlines 2 channels, such as our verified social media accounts, make sure your drivers are up to date before you play the game.

Ready or Not - catindabox

Attention Officers,

We are now Steam Deck Verified! Fluidly respond to situations regardless of wherever you may be.

A game update is now pushed on Steam that releases the Steam Deck Verified build.

Gate Zero - Gate Zero

This summer has been a really exciting time for us at Gate Zero!

It marked the beginning of a fresh chapter as we reintroduced the game after two years of refining and evolving the gameplay experience—with a brand-new gameplay system, exciting new mechanics, a refreshed art style, and an overall boost in quality in every aspect. With an updated marketing strategy to match, we’re excited to finally share more of what we’ve been working on!

Here were two of our biggest marketing beats this summer, in case you missed them.

New Trailer: Unexpected Revolution

In July, we released a new trailer showing off a brand new location in the game created with our elevated art standard—Capernaum.

Together with the trailer, we also announced that Gate Zero will be coming to consoles—specifically, PlayStation 5 and Xbox Series X/S!

Read the full press release here.

20 Minutes of Early Gameplay Revealed!

All the different elements we’ve been developing lately have culminated in our new vertical slice, which we’ve been working hard to complete. The vertical slice showcases Main Mission 4, one of eight main missions we’re planning to include in Gate Zero’s first release.

In August, we brought a shortened version of the main mission to Gamescom in Germany.

The video above captures what we showed to press at Gamescom! It includes 20 minutes of gameplay, together with exclusive behind-the-scenes insights from our director, Arve Solli.

Together with this reveal, we have also refreshed our Steam page!

And here are some screenshots from the demo:

Gamescom 2025

The weeks leading up to Gamescom were intense, as our whole team focused on polishing up the demo that would be put in front of press for the first time.

We had a booth in the B2B section, where press with booked timeslots could visit to view the game behind closed doors. This was the first time we were showing Gate Zero to enthusiastic gaming press, and we were curious what they would think.

The result was overwhelmingly positive!

Notable press quotes:

Whether you’re a believer, curious, or passionate about historical narratives, Gate Zero deserves your attention. Not only does it dare to explore territory rarely explored by the industry, but it could well pave the way for a new way of telling humanity’s great stories in video games. –Game.Guide

Overall, however, the demonstration of Gate Zero convinced me so much that it was in retrospect the most promising title I was allowed to deal with at Gamescom. –Newseule

Get the full Gamescom report and links to press coverage here

Additional Coverage

In addition to receiving coverage from the press that were at Gamescom, our trailer and gameplay preview videos were picked up by many other outlets around the world—from Europe to the Americas to Asia! In fact, several of the top outlets that featured Gate Zero came from Chinese-speaking countries. In total, we received nearly 100 pieces of press from July to September, something very exciting for our little studio!

What's next?

The positive reception at Gamescom and corresponding press coverage this summer have been strong indicators that our efforts to refine the game’s core mechanics and overall experience are paying off, confirming we’re headed in the right direction.

Now, we are working hard on completing the remaining elements of the vertical slice and will soon move into full-fledged production. Our art team has already started designing two new locations that will be included in the game release—Cana and the Judean wilderness.

New Locations

A lot of work has gone into analyzing the gospels and mapping out which stories and locations will be included in each of our four planned game releases. Since the stories will be told in a chronological order in our game, the locations of Cana—where Jesus performed His first recorded miracle, and the Judean wilderness—where Jesus was baptized by John the Baptist, will naturally be included in our first release.

Here are some early shots from our concept artist developing these locations:

Cana

Jordan River

——————————————————————————————————————————————————

The gameplay preview video featured earlier in this article offers the best look at our progress this past quarter, but here’s a behind-the-scenes peek at some of the individual elements that brought it all together!

Art
Capernaum Set Dressing

Set dressing of the Capernaum Rich District

Set dressing of the Capernaum Rich District

Set dressing of the Capernaum Rich District

Set dressing of Capernaum

Set dressing of Capernaum

Bird's eye view of Capernaum

Capernaum Synagogue at sunset

What’s changed in our art since two years ago?

A lot has evolved! We completely revised the technical approach in building our open world. Our new modular system lets us reuse geometry and textures like Lego pieces—walls become buildings, and buildings become neighborhoods. This not only cuts down on workload but also boosts performance and gives us tighter control over the game’s overall look and feel.

Art and design now go hand in hand from the start, so level designers have a more predictable and cohesive environment to work with. On top of that, several experienced artists from AAA open-world projects such as the Assassin’s Creed franchise and Diablo IV have joined the team, while our less experienced members have grown quickly in mastering open-world asset creation.

Visually, we’ve also refined our style with more defined color palettes, stronger direction, and the introduction of the Eon theme—shaping both the environments and creatures with a distinct, unified identity.

One of our first models of Jerusalem

One of our first models of Jerusalem

Eon World

You may have spotted something mysterious in the latest Gate Zero gameplay preview—a completely new world existing alongside the ancient one you already know.

This is the Eon World—a realm suspended between time and reality, where history itself can be held hostage. In Gate Zero, the past can’t be erased, but it can be rewritten when people or objects of significance are trapped within the Eon World. That’s exactly what the faceless regime known as UniFi is after, using this strange dimension to twist the truth and reshape the biblical narrative to fit their own agenda.

We created the Eon World to bring a thrilling new layer to Gate Zero’s story. It deepens the mystery, heightens the sense of time travel, and provides a striking new arena for exploration and action—all while revealing just how far UniFi will go to control history itself.

Plenty more mysteries await in the Eon World—but here’s a little glimpse for now!

Max's Gear

As a stranger in a strange land, Max has to rely on more than just his knowledge from the future. His futuristic gear are components he cobbled together from his broken time machine. These allow him to more easily exist in a harsh world, and are also a link back to the future, to Hector who is trying to guide him to understanding the world he’s found himself in.

Each piece of gear has a purpose: it lets Max translate dead languages in real time, scan and record near everything such as writings, events, flora & fauna, and detect corruption of time—usually confirming the presence of UniFi and their attempts to alter something that doesn’t support their historical narrative. Together, these tools make Max a kind of temporal archaeologist, uncovering the truth piece by piece.

Max's Eon Ray Bracelet

Max's Staff

Lighting

Much work was put into the final cutscene of our latest gameplay preview, not least in the form of lighting a rather unique scene—where the light of sunset could be seen streaming in from a hole in the roof in an otherwise dimly lit 1st century house.

This is what our concept artist, Andy, had to say about lighting the scene:

The main inspiration came from the cinematic lighting in Ridley Scott’s films—he has a unique way of capturing atmosphere through light. I tried to blend that influence with modern gaming lighting scenarios, bending realism a little in favor of artistic style and storytelling. In the cutscenes, I wanted to emphasize the characters and their emotions, using color and contrast not just for realism but to shape the mood. This approach makes the visuals feel more pleasant, vibrant, and expressive, while still carrying the intended message.

Characters

Crowd Character Improvements

Textures

Before/After Wall Textures in Capernaum's Rich District

Ground Texture Improvements in Capernaum

Level Design

Here’s a look at how one of the Eon World levels began in blockout form before evolving into the version you see in our latest gameplay demo.

Our level designer, Gabriel Fuentes, shares some insight into the process:

We wanted players to explore at their own pace, with full freedom to visit locations in any order. Encounters can even be avoided using stealth, and this gives players a stronger sense of agency. The central well acts as the main landmark, so players always know where to return after completing objectives, while the tendrils or vines placed around the well serve as subtle leading lines to guide them toward each Eon Crystal.

Eon World Blockout

Eon World In-Game

Eon World Blockout

Eon World In-Game

And here’s a behind-the-scenes look at how we built ancient Capernaum from the ground up—one block at a time. Our level designer Gabriel Fuentes shares a bit about the process:

Narrative

Our narrative designers and scriptwriters have crafted a one-page summary for each Main Mission—a guide that highlights the message, key themes, and biblical references driving each mission. It’s an essential tool that keeps the whole team on the same page and makes it easy to understand at a glance the main themes for each mission.

Here’s a sneak peek of the one-pager for Main Mission 4, the mission featured in our early gameplay preview video:

Playtesting

Multiple rounds of playtesting were underway as we prepared our demo for the press at Gamescom. Here are a couple shots from a session in the summer!

Community Memes

And finally, we’re ending this update with some fun memes from our Discord community. Enjoy, and until next time!

Follow and share on social media: Instagram | TikTok | Twitter | Discord | YouTube | Facebook | LinkedIn | Mailing List

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