An Amazing Wizard - 964993157


✨ Metroidvania Fusion Festival: November 3–10

The Metroidvania Fusion Festival will live on Steam soon — and An Amazing Wizard joins the magic! ⚡

Explore shifting realms, face chaotic foes, and craft your own spellbound adventure.

Get clever, get chaotic, get enchanted — during the festival week!
The Last Werewolf - Unnatural Freaks Studio

Hey everyone!

Apologies for the delay in following up on queries, bugs, and news. While PAX Aus was amazing, I ended up with a nasty virus that lasted a few weeks. I'm only now bouncing back, so I have a lot to catch up on. Bug fixes are coming very soon!

A big thank you to everyone who supported the project throughout Early Access! And a huge thanks to Screenwest for their funding support, which allowed me to bring on some incredible artists and musicians, plus some helpful hands for narrative and programming fixes.

Version 1.0 Out Now!!

The Last Werewolf Version 1.0 is officially here! You can now play the complete main narrative from start to finish, with plenty of world-building along the way.

But don't worry, this doesn't mean the game is abandoned. I'll still be fixing bugs and adding quality-of-life improvements to expand the world even further. I’ll be working on it when I can between work and other projects.

The Last Werewolf: Supporter Pack

For those who want to support the studio, I've launched a Supporter Pack DLC! As a thank-you, it includes:

  • Digital version of the official colouring book

  • Bonus booklets with in-game content

You need the base game to purchase this DLC. The content is provided as PDF/PNG files outside the game. Check the store page for details.

**Please note: As digital versions of printable content are now available, be mindful that official copies of the colouring book are only available through our website or at events. Any copies sold elsewhere are unauthorised and don't support the studio.

https://store.steampowered.com/app/4041670/The_Last_Werewolf__Supporter_Pack

PAX Aus Wrap-Up

What an incredible event! I initially thought I'd been tucked away in a corner, but I was actually in a prime location and got to meet so many of you. A big thank you to all those who said hello and to the wonderful WA peeps who gave me some breaks.

I was solo for most of the event, so I apologise if I didn't get to chat with everyone, especially during the busiest periods. Next time, I'm hoping to bring backup, though that's tricky when you're based on the other side of the country!

The support for Australian indie games was fantastic to see. I also ran a fundraiser for SANE Australia and raised $130. Thank you so much to everyone who contributed.

The campaign is still open if you'd like to donate: https://www.justgiving.com/page/thelastwerewolfgame

Colouring Book competition

I'm running a colouring book competition on Discord with several copies up for grabs!

How to Enter:

  1. Colour one of the competition images OR recreate it in your own art style

  2. Share your entry in our Discord channel: https://discord.gg/BBu4UmBTKX

Prizes:

  • Australian entrants: Choose between a digital copy or a physical copy (posted to you)

  • International entrants: Digital copy

Deadline: December 1, 2025

We encourage you to share your entries on social media as well. Just remember to share your post with us.

Want to purchase your own hardcopy? Visit our website: https://unnaturalfreaks.com/store/p/lachies-spooky-tales-colouring-book

The digital version is also available as DLC on Steam as part of the Support Pack.

What's Next for the Studio?

With The Last Werewolf complete, I'm now focusing on the next project, aiming for Early Access in Q3 2026.

When I first started planning the next game, I'd been telling people I was planning to dive into Greek mythology, but after PAX Aus, I've decided to do one more game in this universe before moving on. The universe name is still TBD, but the next game will be set in Silver Lake National Park, following Ranger Logan.

What to expect:

  • Romance options (by far the most requested feature)

  • Continuing with mental health themes using supernatural creatures as metaphors

  • New characters alongside some familiar faces

  • New visual aesthetic and gameplay style (colour, lots of colour)

More details to come as development progresses!

Helios Hotel: The Night Shift - misfits830

Unfortunately, I'm waiting on some text localization to complete for Spanish dialogue in chapter 4, and it didn't feel right to release with just one language given the Spanish language support the game now has. While waiting, it does give a bit more time for testing and polish. Along with the development of chapter 4, I typically try to make some quality-of-life improvements to previous chapters, and this time it's the same, I made improvements to all three previous chapters.

The localized text I hope will be completed by end of this next week, putting the release date to this next coming weekend. I have updated the ETA on the game store page to reflect this.

Thanks everyone for playing!

Hunt Grounds - bytalegames
🎯 New Features
  • Private Games: You can now host hidden matches!
    Toggle the “Hidden Game” option before creating a match to keep it off the public list.
    Friends can still join by entering the game’s code name and pressing Create/Join.

  • Traitor Mechanic Reworked: The traitor now begins as a normal survivor and is randomly chosen during the match.
    They’ll receive a mysterious message from the hunter in-game and a chance to prove their alliance.

  • Change Hunter Role In the lobby.

  • Flashlight Binding: A new key binding option for the flashlight is now available in the settings.

  • Voice Settings: Added options to enable or disable In-Game Voice Chat and Speech Recognition.


📖 Journal
  • Updated several journal entries, including The Traitor, which now reflects the new gameplay behavior and lore.


🔧 Fixes & Improvements
  • Fixed an issue where Game Settings appeared behind other UI layouts.

  • Fixed several collision problems around Marlow Ridge.

  • General optimization and polish across UI elements.

氷点下30度の絶望 - mitsudomoekoubou

温度が下がっていく冷凍庫に閉じ込められた2人……

生存エンドが無いノベルゲーム

『#氷点下30度の絶望』

配信開始

対象年齢:R-15 

ジャンル:ビジュアルノベル、ポイント&クリックアドベンチャー 

プレイ時間:1周20分、全回収1時間

エンド数:4つ

価格:完全無料

極限状態での人間の狂気とやさしさをお楽しみください。

スマホ版はこちら

後にノベルゲームコレクションにも投稿予定です

Knights Within - IndecisionLabs

Aside from taking a little break from KW, my main dev focus has been on the Woodlands rebuild. Unfortunately that map was made so long ago that it needs a complete rework to match the newer maps in terms of backend procedural generation. Once all the maps match it will enable future content that I have planned to work on all of them properly, as well as improve already existing content (like boss arenas for example). Hoping to have this done in the next week or two. I know it’s not an exciting update but it’s necessary for me to get this done.

Updates

  • The 2 tiers of interactable now have their own ticket pools. This should make spawns more numerous and consistent in terms of potential power growth. 

Fixed

  • Fixed a couple more Keep menus that acted funky when using escape to exit in certain ways

  • (Protect Objective) Updated the skull’s spawning and pathing to reduce chances of a super fast skull

Niskala Sacred Knowledge of Leyak - pandora_official

Update:

  • Added graphic mode (retro/pixelate)

  • Added achievements

  • Improved audio quality


Kalau kamu mau sedikit lebih halus tapi tetap ringkas (buat tampilan store page misalnya), bisa juga:

What's New:

  • New graphic mode

  • New achievements

  • Enhanced audio

Feastopia - WhiteStarStudio

Hello again, Contractors of the Gourmet Capital!

This is our second development log. Last time, we shared the inspiration behind Feastopia and how the project got started. Today, we're diving into the part of the development process that went through the most revisions and took the longest time to finalize—the UI design.

So, without further ado, let's hand over to Reinhardt to tell this roller-coaster of a story.


Hey everyone, I'm Reinhardt from White Star Studio.

After Feastopia entered full production, things like gameplay design and building concept art progressed quite smoothly. With the experience from our previous simulation game under our belts, we all expected the overall production cycle to be shorter. Initially, we even anticipated a release by the end of last year... but the reality is, we're still not quite done until now.

Aside from continuously adding new ideas and content to make the game more fun as development progressed, another major challenge was the game's UI, which underwent constant iteration and complete overhauls. We truly spent a significant amount of time on this.

So, why did this happen? Looking back now, I'd say the main issue was our insufficient grasp of the visual communication impact. Let me show you our first version of the UI. We used a wood grain and paper texture style to convey a rustic, European town feel. Back then, our focus was on the character Dango and the building designs, thinking the UI's primary role was just interaction and clean presentation.

(First Version UI Mockup)

However, when we implemented this UI into the game for testing, we found it looked a bit too plain. The reliance on mostly brown and white made it feel lifeless and somewhat disconnected from the game's various fantastical and whimsical buildings. So, we discussed with the art team about trying a different style. This time, we incorporated more metallic elements and used a bolder color palette, leading to a completely new second version.

(Second Version UI Mockup)

The second version was significantly different from the first. But even before implementation, other team members called for a stop. Everyone felt the extensive use of deep red made the overall game atmosphere feel oppressive and heavy. Furthermore, the metallic materials made the UI seem bulky. This was a lesson learned: we needed to redefine the UI's role in visual communication—it should help set the game's mood and expand upon the color schemes of the scenes and buildings. However, we still hadn't reached a solid consensus on how to achieve this effectively. So, we tried to optimize the first version again, incorporating some interactive improvements from the second design.

(Third Version UI Mockup)

What did we think of the third version? Well, we still found it stiff and lacking vitality. It just didn't feel lively enough and failed to integrate naturally with the vibrant game scenes and colorful buildings. By the time this third version was ready, it was nearly the end of 2024. We started to worry: if we couldn't find the right UI style, would we have to present a version we weren't even satisfied with to our players?

After much discussion, we decided to burn our boats and make a decisive move. We needed the courage to discard our previous work and boldly explore more vibrant colors, striving to make the visual effects livelier and more dynamic. Finally, our art team delivered under pressure! With limited time left, they created a version that immediately felt much more vivid to all of us—the draft was approved unanimously as soon as it was revealed!

(Fourth Version UI Mockup - The UI you see now!~)

This prolonged UI "tug-of-war" taught us an invaluable lesson: in a comprehensive art form like game development, no single element exists in isolation. The UI is not just a functional vessel; it's an extension of the game's world and a crucial guide for player immersion. We initially treated it as a "minimalist supporting actor," but that almost let it become the "weakest link" in the overall game atmosphere.

Looking back, those repeated revisions weren't wasted effort. It forced us out of our comfort zone and ultimately led us to a visual language that truly resonates in harmony with the game's content and style. We hope that when you all step into the Gourmet Capital in the future, you can feel this fantasy and harmony, delivered right from your fingertips to your eyes.

If you have any feedback – share bugs, ideas, or culinary fantasies, welcome to join our community in the Feastopia Discord!

7:18pm
Critterking - spiralfart
Removed bugs from the game (not the ones you play as)

- Fixed/reduced crashing caused by night ending
- Fixed decree UI boxes stacking on top of themselves
- Fixed destroy animation being underground/cut off
- Fixed hit sound playing on regen
- Fixed bug where environments would not disable
- Fixed UI some text to be more readable
+ Other changes

Long live Critterking!
DEG - Doseo
New Features
  • In Note Mode: Shift + Mouse Wheel now switches note colors (red, blue, and yellow).

  • In Note Mode: Shift + Ctrl + Mouse Wheel adjusts the thickness of notes and the size of the eraser.

Bug Fixes
  • Fixed an issue where the Z key could not undo marking actions.

  • Fixed an issue where notes could not be erased in certain cases.

...

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