Design and Conjure - Tiny Kiwi Games

Hi everyone!

We are so excited and can’t wait for you to play it!


The demo includes the first level of the game where you organize, decorate and pat Cosmo!

Please leave a review after you play it! It will help us a lot ^^

It is our first demo, and we are looking forward to keep improving it and adding new mechanics in as we develop the full game! ^^

With love,

Luisa

3:27pm
Core Of Magic - Developer_HellgateGames
- Introduction quest map slightly improved, so players don't miss out on the starter weapon

- Added an Info button on the in-game ESC menu
3:22pm
Guards vs Goats - DavisionByZero

Hello there!

It's time for another progress update and while at it, I think it'll be best if I share the development roadmap of this game.

First, the actual roadmap and then a bit details about it plus some details about levels 5&6 and the upcoming level 7.

The Roadmap

Let's jump right into it and then I'll elaborate a bit.

  1. Mid August 2025 - Build 0.70 of the demo and the beta. It will include:

    • Level 7 (beta only).

    • More engine enhancements.

    • Some minor bugfixes.

  2. Mid September 2025 - Still on build 0.7x.

    • More features.

    • Polishing.

    • Groundwork for the custom chapters.

  3. Mid October 2025 - Early Access.

    • A well polished version 0.7x.

    • Levels 1 to 7.

    • Some fun custom chapters based on levels 1 to 7 locations and characters.

  4. Christmas 2025 - Full Release.

    Once the early access is up, I'm planning to drop a new chapter when ready until chapter (level) 10. Being very optimistic, hoping to fixating the engine itself already on version 0.7x, I'm planing on official release (version 1.00) on late December, around Christmas or somewhere around Q1 2026 as early as possible.

OK, now let's go into details.

Early Access

This will be my next major milestone after the demo and the Next Fest.

Warning: I'm going to sound more blunt/honest and less professional on this one.

Let's do it in the form of a Q and A.

Q: Why early access?

A: For the same reason early access exists. I want feedback and I need feedback. Feedback I'll get during the EA period will help me understand what should I fix, what should I add and where can I improve before the actual release.

Q: Do you think it's a good idea?

A: I honestly don't know. On one hand, I hear a lot of people telling me not to do it, at least with a game like mine which is story based, linear and not a sandbox game. On the other hand, almost all newer games I've played went though an EA period. I was (and still) playing some old games of course, but it appears every new title, whether coming from a large company or a solo indie developer like me, went through EA at some point.

Looking back now, I went to Next Fest too early. I wish I went to Next Fest with the current demo version 0.60 or the upcoming 0.70. It is way more fun and way more polished than what I had back then.

On the other hand, have I not done that, I may not have been where I am now. I did receive feedback for that version and I am applying most of that feedback even today.

Q: How long will the game be in early access?

A: Rough estimation - between 2.5 to 5 months. It depends on the feedback I'll get but the idea is to work on levels 8, 9 and 10 with the EA feedback in mind, and not "write a completely new game" based on the feedback. I mean, all feedback are welcome but not all feedback I will be able to apply to this specific game. Maybe on the next one...

So depending on the "traffic", I may find myself quickly finishing chapters 8, 9 and 10 and just go for full release, or in case of some fun ideas or important feedback, I may prolong it a bit, but no more than a just bit.

Eventually this game's scope is what you see engine-wise, 10 chapters (levels) and some custom chapters to keep you playing after finishing the story. Once that's done - it's version 1.00 full release.

Q: What is the scope of the early access?

A: The scope of the early access will start with levels 1 to 7, the characters of levels 1 to 7 (which is most of the characters of the game), the 4 locations appearing in levels 1 to 7 and the ability to create some fun custom chapters with what you have.

Then, each new chapter will be added to the early access in form of a new level and for chapters 8 and 9 - a new location (one for each).

Chapter 10 should be the actual release.

I think some of these questions will appear in the early access section of the game in a couple of months from now.

Q4

The release date is now set to Q4.

Q4 stands for:

  • The early access release in the beginning of Q4 (October).

  • Hopingly go full release on the end of Q4 (around Christmas).

As written above, the full release might get delayed but not by too long.

Chapter V

Chapter V brings forward the 3rd location of the game. Another castle.

I don't want to give too much details about the story so that I won't make too many spoilers.

It has some surprises, and like level 1, it is half stealth, half action.

The stealth promo video as currently seen here on Steam and in my YouTube channel was taken in chapter 5.

Chapter VI

Chapter VI brings forward the 4th location of the game and this time - it is not a castle but something completely different.

It also introduces another game mode called "Horde Mode Deathmatch".

It is mostly action based with a section of stealth/exploration in it.

The whole chapter is accompanied by a fierce sidekick: "Deidre the Berserker Princess", voice by a special guest star: Kukielle.

If you are into dark-pop (or even if not), please check out her music:

https://www.youtube.com/@Kukielle

Bulid 0.7x

Build 0.7x is mentioned a lot above. There is a reason for that. It's the next milestone.

The plan is going early access with a fun, polished build so from the release of 0.70 (about a week and a half from now) until the early access release, it is just polishing and adding as many cool features as I can.

The beta (and later the early access of course) of 0.7x will contain level 7.

Without giving away too many spoilers, it will happen in the same castle (different section) as in level 5 (which is the 3rd location of the game).

It has a fun long intro, some action and lots of exploration in it.

Screenshots - when I'm done.

But that's not all!

Just like I've added some fun stealth elements to the game on build 0.6x (when saying fun - I saw my friends getting a kick out of that version), I'm working on some fun feature(s) as we speak. No spoilers. Show-off promo video soon.

I think that's it.

If you read this far - I cannot thank you enough! Appreciated!

Cheers!

Eurekas Playtest - JohnsVolition
Lots of work in the backend. More soundeffects. Second Tier upgrade - Manastorage, and well to build in the desert

Seclusa - weseb

Hello!

We have a small update regarding the release of Seclusa!

As things often seem to go with the tangled web of game development, we've had a number of challenges and setbacks over the past few months that have led to the difficult decision to delay the launch of Seclusa until a little bit later this year.

We're going to set the publicly visible release date as '2025' for now, and will update it in the hopefully not-too-distant future with a final date once we have it figured out. Our current projection is somewhere in the October/November range, but ultimately, it'll be done when it's done, so we can't make any promises just yet!

We really don't want to rush it out the door, and want to make sure that it reaches its full potential before pressing that 'release' button, as a rushed release is one of those things that's just universally....bad for everyone involved.

Thanks for your patience and understanding, and we're very much looking forward to getting it finished and in your hands to play!

Tiny Terraces - VuVuu Inc.

Hello there, fellow Tiny Terrace enjoyers! 🌿🌱🌞

The game was released recently, thank you for all the suggestions/error reports, here are some things that I have fixed in this most recent patch.

(as of v0.90.637.7176)

🔨Here are some things that I have fixed/changed.

  • Fixed money exploit.

  • Fixed some dropped items never being able to be picked up again.

  • Fixed missing translations

  • Fixed the info tab of the journal not being scrollable

  • Fixed compost heap, disable all compost heap UIs(including itself) when clicked on, if there is more than 1 in the farm

  • Lowered sound of the Autoseeder

  • Added keys for the journal button, animal info button, axe tool, and sickle tool

  • Fixed items required for a progress goal to be completed, not having names, causing confusion of what they are.

  • Moved some text popups to avoid blocking information

  • Fixed the beehive upgrade button not appearing after loading a beehive

  • Fixed beehives producing honey, they don't even have pollen to produce.

  • Fixed beehives not using some hive frames to produce honey

  • Moved building harvest task to higher priority(collecting from Hives, Juice Barrels, Cooking Pots, and Tree Taps)

  • Fixed fruit trees no longer being harvestable if a tree tap is placed on them.

  • Moved the layer visibility button with progress goal when opened.

  • Fixed visual issue with tree taps

  • Fixed beehive honey popup blocking part of beehive ui when open

  • Fixed Autoseeder drone sound not being audibly scaled when offscreen

  • Fixed Fella talking noises not being audibly scaled when offscreen

  • Lowered density of fog weather

  • Fixed Fellas menu cutting off the bottom-most fella in the list

  • Fixed loaded ponds not being destructible.

  • Fixed the Fellas not going to the nearest storage upon picking up items to deliver

  • Fixed opening cooking pot ui, not closing other cooking pot ui's that are open.

  • Fixed Animal Info menu not scrolling far enough, and first animal being slightly cutoff on the top.

📃Known Issues:

  • The progress goal popup has some visual issues and errors

  • Fellas standing around doing nothing

  • Hat UI is broken, and if a hat is equipped it doesn't load back in

  • Loading back in sometimes malfunctions, causing a clearing of some amount of your farm. (possibly fixed)

  • Juice Barrel and Cooking Pot are behaving strangely, causing the wrong item production

  • Autoseeder gets stuck, sometimes doesn't detect empty plantable tiles next to it, and sometimes also repeatedly tries to plant the same already planted tile.

  • Autoseeder doesn't load previously selected seed.

  • Strange visuals with the fellas after a while of playing.

  • Clicking outside the window then back in with the middle mouse shifts the camera randomly

  • Performance degrades over time \[Probably because of memory leaks(but currently unsure)]

  • Crashes sometimes \[Also probably because of memory leaks(but currently unsure)]

  • Various visual issues

  • Placed fertilizer remains on tile even after destruction

  • Some egg delivery fellas stand in a place making the eggs ungrabbable

  • Destroying pond tile gives wrong gold amount.

Note for the save files getting messed up sometimes:
I think it was to do with saves being started and the game only finished part of it before the game then quit(from the few people I had asked, they were playing on Linux, so potentially proton was changing the way my code for waiting for the save to finish before fully closing the game was being messed with).

I believe I should have it fixed, but if you are playing the game currently, the safest way to make sure the save finishes is by returning to the main menu before quitting the game.

And if it does happen to be a loading issue, I've added some stuff so that one failed tile(whether it be a building or some other data that belongs to that tile) shouldn't mess up the rest of the farm loading.

I'll be working on a better loading system soon, to hopefully allow for better recovery of data if it gets messed up.

I will continue to patch up the game. Thanks for checking out the game! :D

Luke The Hybrid - Dulmari_Creations
  • Added an optional Black and White Filter in Settings
GSC - Game Store Chronicle - imponix

We’re excited to announce that the public alpha for Game Store Chronicles begins this Monday, August 4th!

Access will be granted gradually, so keep an eye on your notifications. The objective of this phase is to test the main mechanics of the game in order to early identify bugs and solve them before the demo release.

If you’re interested in testing the game and helping us shape its future, this is your chance—join us and be part of the journey!

Do not forget to leave your feedback!
3:05pm
Shiny Stones - Lilly Welland inc.
- Reduced difficulty of level 7
///// I noticed that the percentage of players who passed level 7 is 0%. It was decided to simplify the platform with the key a little.
- Moved the key of the "Gauntlet" level
///// Moved the key of the "Gauntlet" level because I accidentally left it at the beginning of the level next to the box. Fortunately, no one has reached this secret level yet.
P.S. Hello Vasya
Pair A Dice - noise
A Huge Update has been released, the Pacifist Ending!

It's all connected with the Safe that you can find underwater!

Some Helpful Hints:

  • The Safe CAN'T be opened if you have killed any creatures, bosses, or have cheats on (You won't drown, just go straight there on a new playthrough)

  • Make sure the Lobby Host is the one Entering the codes!!! (Server Host is the one who checks if the final code is correct)

  • For everyday the code cannot be cracked, I'll give a big hint for one of the numbers!

Also:

**Fixed Achievements -If you didn't get the final Hidden Achievement, DM me on Discord

**If the pacifist Update breaks anything, please let me know via the Bug Report or Discord :)

GOOD LUCK

...

Search news
Archive
2025
Aug   Jul   Jun   May   Apr   Mar  
Feb   Jan  
Archives By Year
2025   2024   2023   2022   2021  
2020   2019   2018   2017   2016  
2015   2014   2013   2012   2011  
2010   2009   2008   2007   2006  
2005   2004   2003   2002