YUME 4 - 猫猫



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https://store.steampowered.com/app/3427110/A_fascinating_story_2/
https://store.steampowered.com/app/3783090/Hot_and_Lovely__Purple_Lust/?curator_clanid=37430609&curator_listid=150528
https://store.steampowered.com/app/3783060/Sexuality_with_girlfriends_III/
https://store.steampowered.com/app/3783080/Days_with_girlfriends_III/?curator_clanid=37430609


⌚️ Activity Time ⌚️:
July 23, 2025, 2:00 PM — July 30, 2025, 2:00 PM



🧧 Activity Rewards 🧧:
After the event, randomly 🎁 draw 1 player to receive any serial number from [Lovey Games]!
❗️❗️Winner players need to send a screenshot of their wish list. If they do not join the wish list, the winning opportunity will be invalidated❗️❗️
The results of each draw will be promptly announced in the community, so please keep a close eye on them and look forward to your lucky moment! 🥰。

Crystal Horizons - crescent

Hey all! Here's a quick look at some design changes we're trying out for status icons. First, we have a before-and-after comparison with the Ruptured icon (from Thief), where we've changed the background and background accent to be gradients rather than flat colors. It's a simple change, but a pretty impactful one in my opinion.

Before

After

The other change I want to highlight is the adjustment of the border used for the icons. As part of our goal to diversify our collection of UI assets, we spent some time identifying what works and doesn't work across Crystal Horizons so we can figure out where best to focus our efforts. In line with our findings, we're trying out a silver border for the icons to better match the rest of the UI.

We've also slightly increased the size of the icons on the Unit Info Panel to better make use of the space and allow the details to display slightly better. Here you can see the previous version of Ruptured along with a collection of other icons that have had their border updated. Only Ruptured has had its background changed from this set, but the others will receive the same treatment over time.

Depending on how we feel about the changes, we'll roll them out over time to all our existing icons. We also have a small selection of icons we're looking to redesign, so unless we make any other universal changes that will be our focus for the moment. That's all for this week though; thanks for tuning in!

Hamachi the Psychotic Killer - gavinoriley

*below is a preview of content not currently present in-game

World 6

World 7

World 8

main menu

refined story text

ive recently completed level design for world 6, world 7, and world 8, so here is a few photos of them! its late game so im not going to show much.

heres where things are at now in terms of level design:

world 1: done ദ്ദി(。•̀ ᗜ<)

world 2: done ദ്ദി(。•̀ ᗜ<)

world 3: done ദ്ദി(。•̀ ᗜ<)

world 4: done ദ്ദി(。•̀ ᗜ<)

world 5: done ദ്ദി(。•̀ ᗜ<)

world 6: done ദ്ദി(。•̀ ᗜ<)

world 7: done ദ്ദി(。•̀ ᗜ<)

world 8: done ദ്ദി(。•̀ ᗜ<)

level design for all 8 worlds is now finished, im now returning to the start of the game to focus on structuring the game’s flow by reordering rooms, connecting the worlds with "cutscenes" (most are done, they just need polish) and im also taking the time to refine dialogue and menus (you can see this in the last two images) and ofc any bugs that i encounter in this process will die. this will ultimately lead to the game being functionally finished.

im not sure how long this will take, im not a programmer, im just lucky things work, but nonetheless progress is still going great

RPG Developer Bakin - nobuki.nagai

Due to changes in Windows 11 security policies, there was an issue where games could not be launched if a ZIP file containing published work downloaded from the internet was extracted using Windows' built-in extraction tool.
Therefore, a workaround for this problem has been implemented in Ver. 1.15.1.1.

* If the game is not distributed in ZIP format (e.g., if the game is distributed on Steam, etc.), this problem does not occur.

If you are distributing your work as a zip file, please see the following instructions.
  • If you have exported your work in version 1.15.1.1 or earlier and published it in ZIP format, please export your project again with the “Published Work Export” function to resolve the issue.

  • In addition, this problem can be avoided by taking the following actions for those who have downloaded the ZIP file of a project exported with a previous version.
     If necessary, please inform users of the following measures.

    • Right-click the downloaded ZIP file, open the properties, and check “Allow” in the security section at the bottom.

    • Use a non-standard Windows extractor such as 7-Zip when extracting.

My Secretary Bird - artoonu

I'm happy to let you know that the game is officially Steam Deck Verified!

11:38pm
Rakion Chaos Force - 박경수













11:38pm
LifeDev - Nande!
# ------ Announcements
## Sprint
3rd sprint, of the 3rd cycle. Chapter 02/Pass 02.
This sprint was even more challenging. My aim was to do more on narrative, and i did manage to do some.
I also made a ton of refactors, which were difficult, but also important. I haven't detailed the refactors and fixes so i've done more than what's shown here.

Play-tests are always welcome open. If you want to help me with your feedback, please contact me :)

**Explanation and showcase**
https://youtu.be/p3Pki9APfE4

# ------ Game
## General

This build contains big amounts of refactor.

NEW
* Moved to unreal engine 5.6.0.

Improve:
* Game save time is now on UTC (warning).
* Patched Sentry being called in a background thread.
* Regular optimizations, cleanups, and so on.
* A good amount of refactoring and moving stuff.
* * Moved chapter loading to `LStoryMan` (not in the build, but scheduled for the next one).
* * Moved menu to `LFeatsMan`.
* * And more listed in their own category.

Known issues:
* Screen might flash when loading the next chapter. It's a UE thing, not my code.

## Settings
NEW:

Improve:
* Reworked buttons for key binding. Now using button styles. Styles are planned to be used more in the game.
* Fixed the message box for re-loading the current save-state.

## Art
NEW:
* Added new plant, cup, 2 types of towels (one unused), coat hanger (unused), toy (unused).
* Attempt at adding an app icon.

Improve:
* Improve item use colors.
* Modified flashback material! (again). Removed gooch and changed it a bit.
* Improve the intro UI.
* * Improved warning screen.
* * Reworked savegame screen.
* Improve a few of the settings screen. Included key binding.
* Fixed issue with roundedness of the dialog box and blurred background.
* Adjusted rounded corners for `Teach` and `Prompt` ui.
* Changed font for `Teach`.
* Disabled some material's "set automatic usage". To reduce the required shader permutations. This is also an optimization. It's a work in progress.
* Refactored the dialog animation to use a "retainer" box.
* Fixed outro text style.

## Chapters
All:

CH00:
CH01:
* Fixed phone text.

CH02:
* Reworked the flow considerably. (Quite some work).
* Modified which rooms it uses. With this, finally, each chapter uses different rooms.
* Improved data-layer usage. For chapter 02. Still remaining are 03 and 04.
* Added `LogicCard02` and `LogicCard03`. Stub, not used.
* Reworked hints. Added a bunch.
* Improved the character dialog animation.
* Added some world-texts.

CH03:
CH04:

# ------- Subsystems and plugins
## All
> Public repos for the plugins are updated on a later date, according to (my) availability.

## Flashbacks

## Dialogs
https://codeberg.org/jerobarraco/Diags

LifeDev:
* Ported a bunch of dialogs to the new Auto-dialogs. This is a work in progress (quite large).
* Some fixes, some adds, some improves.

Plugin:

## Interactions (and animations)
https://codeberg.org/jerobarraco/Interact

LifeDev:
* Removed code for old item-use.
* Consume used item.
* Deprecated the `Spot` class in favor of the improved `LInteract`.
* * Moved two spots to an interact. This is a work in progress.
* Improved unlocking with items.
* Renamed auto-dialog for trigger locked.
* Removed `LockedItemDlg`, `ULockItemReq`, `ULockItem`.
* Added item `OnLook` delegate.

Plugin:
* `SetUseHint` is virtual.
* Improved the collision profiles. Added some docs.
* Some rename and refactor on `finishFlags`, `finishItems`, `itemsRem`, `itemEnsure`, etc.
* Improved unlocking.
* Deprecated the spot.
* Added editor-only field `Comment`.
* Fixed ability to trigger multiple times on a self-destroy item.
* Conditions and comments are searchable in the Asset Registry.

Puzzle:
* Improved/fixed hinting.
* Implemented fade.

## Inventory / Flags
https://codeberg.org/jerobarraco/Inventory

LifeDev:

Teach (NUX):
* Added vr as a type.
* Fixed dismissing the message for "look at item".

Plugin:
* Removed Item's `selfUsable` flag.

## JSignificance
https://codeberg.org/jerobarraco/JSig

## JUtils
https://codeberg.org/jerobarraco/JUtils

New:
* Added a `LoadScr` subsystem. It's a useful asynchronous loading screen.
* * Unfortunately it's not enough for me, so i'm not using it. But it's available for those who might use it.

Improves:
* Potentially fix the camera fade.

## Sounds
https://codeberg.org/jerobarraco/Sounds

LifeDev:
* Fixed some sound location on the cabinet doors.
* Ported the last `SFXTrigger` to the new `SFXs`. `SFXTrigger` got removed.
* Re-imported some audios with an improved sample rate.
* Adjusted some levels.
* Sounds for: screwdriver, scissor, toilet flush, chair.

Plugin:
* Moved some meta-sounds to the plugin. E.g. `SoundSheet`, `RampAndSwitch`.

## Story
https://codeberg.org/jerobarraco/Story

LifeDev:
* Removed `WaitTime` from step.
* Modified `ActorsShow` to not hide automatically, and added `ActorsHide`.
* Modified a bunch of the character dialog animations to use teleport after blend.
* * It feels more natural, and helps with the flow, as well as fixing some quirks.

Plugin:
* Improved data layer loading. To allow to (optionally) block during load.
* * The next step doesn't start until loading is done. You need to specify the streaming to `Blocking` on the data-layer.
* * Improves reliability and determinism a bunch.
* Implement teleport after camera blend.

# ------ Links

Play on Steam https://store.steampowered.com/app/2450230/LifeDev/

Forums https://forums.unrealengine.com/t/solodev-lifedev-my-game-about-overcoming-cptsd/1172122

Twitter: https://twitter.com/jerobarraco

Mastodon: https://mastodon.gamedev.place/@jerobarraco

Support on patreon ("one time" also available) https://www.patreon.com/c/jerobarraco

Support on liberapay https://liberapay.com/nande

Support on Ko-fi https://ko-fi.com/jerobarraco
Cute Honey - 猫猫



💞Add to Wish List:
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https://store.steampowered.com/app/3690220/One_day_of_Romance/?curator_clanid=37430609


🌿 Activity Content 🌿:
Add "One Night of Romance with My Waifu" to your wish list and comment on participating in the event within the activity link.
👇️Activity Link👇️:
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💬Any content related to "qin, chess, calligraphy, painting, poetry, wine, and tea"🍵 can participate in the activity (subject to compliance).
Participate once a day to increase your chances of winning📈
For every 50 participants cumulatively, an additional drawing slot is added🍀!


https://store.steampowered.com/app/3427110/A_fascinating_story_2/
https://store.steampowered.com/app/3783090/Hot_and_Lovely__Purple_Lust/?curator_clanid=37430609&curator_listid=150528
https://store.steampowered.com/app/3783060/Sexuality_with_girlfriends_III/
https://store.steampowered.com/app/3783080/Days_with_girlfriends_III/?curator_clanid=37430609


⌚️ Activity Time ⌚️:
July 23, 2025, 2:00 PM — July 30, 2025, 2:00 PM



🧧 Activity Rewards 🧧:
After the event, randomly 🎁 draw 1 player to receive any serial number from [Lovey Games]!
❗️❗️Winner players need to send a screenshot of their wish list. If they do not join the wish list, the winning opportunity will be invalidated❗️❗️
The results of each draw will be promptly announced in the community, so please keep a close eye on them and look forward to your lucky moment! 🥰。

11:34pm
Forsaken Frontiers - mayleen
New Modifier: MINEFIELD
  • Landmines dynamically spawn across the map (generally between 500 and 700)

  • Landmines will not spawn within 20 meters of the train, and will also avoid spawning within 6 meters of doors and elevators. They also won’t spawn within 4 meters of each other to prevent tight clustering.

  • The Bunker no longer uses hand-placed mines, and now fully relies on this dynamic minefield generation instead.

Mines are no longer confined to The Bunker. With dynamically generated mines, every Minefield location becomes a deadly puzzle. Paths can’t be memorized, only carefully navigated.


"The ECD says they placed these mines under direct government orders in those final twenty-four hours before the collapse. 'Following the last official directive we received,' they claim.

But that raises another question - where was the ECD before the collapse? I don't remember any 'Entity Containment Division' existing until after everything fell apart. In twenty-four hours of complete chaos, when did anyone find time for this level of coordination with an organization that didn't seem to exist the week before?

The spacing is too deliberate. Like someone knew exactly where we'd need to walk.

Coordinators move through the minefield like they helped design it. But they're just promoted workforce members, right? Watch them navigate - no hesitation, no wrong steps. Like they've memorized something the rest of us aren't allowed to see. Almost like there's more to that promotion than better rations and a new title.

Hard to know what to believe anymore. It's been two weeks since Walker vanished. "Reassigned," they told me. But I know Thomas - he wouldn't just leave without a word.

I'm keeping track now. The lies, the lost friends, the questions that never get answered. One day, someone's going to answer for all of this."

- V February 28th, 1989


The Pentagon

Pentagon Spawn Rebalancing

Entity spawns at the Pentagon have been adjusted. Previously, all entities appeared at once. However, with the recent additions to the entity roster, it had become overwhelmingly punishing. While the Pentagon is still meant to be the most difficult location, feedback indicated the difficulty had spiked too far.

To help address this, some spawns are now staggered throughout the day:

  • The Packrat spawns at 8 AM

  • The Ventress spawns at 8 AM

  • The Hollow Shambler spawns at 10 AM

  • The Abandoned One spawns at 4 PM

  • The Shepherd spawns at 5 PM


General Changes
  • Surplus modifier is now slightly more common, with its chance increased from 13% to 15%

  • Reduced the chance of having no modifier from 80% to 70%

  • Slightly Slower Time Progression

    Time now passes a bit more slowly, slightly extending how long a day lasts

    (World timescale reduced from 1.4 to 1.385)

  • Standard Loot Value Slightly Reduced

    Lower-tier loot had become a bit too rewarding, making high-risk locations feel less worthwhile. This change helps restore better balance between risk and reward.

General Fixes
  • Fixed a bug introduced in a recent update where the blast doors wouldn’t open in Escape Mode, leaving players stuck and unable to complete the sequence

  • Fixed a bug where The Abandoned One could target a player for execution while they were being carried by The Butcher

Train Molester Big-Titty Undercover Agent ~Hot and Sexy Prey~ - info

Just one day left to take advantage of the 10% discount on Train Molester Big-Titty Undercover Agent ~Hot and Sexy Prey~! You're not going to want to miss out on all the spicy fun this next-level visual novel provides!

https://store.steampowered.com/app/3589260/Train_Molester_BigTitty_Undercover_Agent_Hot_and_Sexy_Prey/

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