Because of UI limitations, here are some additional details that won't be mentioned in the app.Black screen / transparent background failure Solution: Click the gear icon at the top-right of Steam → Manage → Browse local files, right-click game.exe → Properties → Compatibility, check Disable fullscreen optimizations. It can be confirmed the problem is caused by the system booting in Safe Mode, but there’s already a better fix, so I’m just mentioning this in passing (lol).Long-press Yuyuko or Mini-Yuyuko for one second to drag them; move the mouse over text to see a detailed description. The logic for work modes has been changed so Yuyuko hides when an app is maximized or the app is in fullscreen — the real effect is about the same, so I didn’t change it further. About “Digest”: once enabled it randomly deletes one file from the Recycle Bin that’s been there over five days every 30 seconds, and it also restores satiety.Restarting after a long time may take noticeably longer This is probably because the app needs to calculate satiety and related stuff — after all, you get hungry when you wake up, and Yuyuko does too.Maximum satiety is 16 points Feeding the same file repeatedly does not stack. Hunger drains fastest at 1 point per 5 minutes, slowest at 1 point per 5 hours. I prefer to keep the experience light and fun rather than realistic. If you really want to lower affection… try feeding a file named “Monika” , yes, that Monika from Doki Doki Literature Club.Feeding keywords and related behavior Files you feed are classified as either “no keyword” or “keyword” based on their filename. No-keyword files have three generic animations, but there’s still a 10% chance to randomly trigger a keyword event. Keyword events have 14 special animations total. As for what the keywords are… telling you would spoil the fun, but yes, there are definitely dango entries. I originally planned to add an entry for feeding word.exe, but I think I forgot.Update plans? None. (shrug) I don’t ...
Hello everyone, this is GoldenPickGames. We’d like to let you know that Duncrush, which was originally planned for late October, is now scheduled for release in November.During our final QA process, we found a few bugs and balance issues that we want to polish up before launch. We truly apologize for the delay and appreciate your patience and understanding.Thank you so much for supporting Duncrush. We’re working hard to bring you a more stable and complete experience very soon! — GoldenPickGames
Added a prestige feature to make replays more convenient.
Thank you so much for playing the PushPush demo! The demo will be temporarily closed on October 28th. If you’re interested in the game, please add it to your wishlist — we’ll share all the latest updates with you and bring back an even more fun demo as soon as possible!You’re also welcome to join our community for discussions and a chance to gain continued play access! QQ Group: 797245439 Discord: https://discord.gg/kGpcbCD9– 1ceAgain Team
Fixed some issues of the game:Persistant save when closing the game.Some small issues.
• Spooky Event replace Summer Event and last till December (it also have 2 event pack in the shop). Hopefully we can release a small trailer before christmas or early 2026 of the rework
Added an option to start on the secondary monitor for users with multiple displays (during testing occasional unexpected situations occurred ,awaiting feedback).Known issues:None for nowKnown but unresolved issues:This app forces fullscreen, which can cause Wallpaper Engine wallpapers to stop playing when the “pause when maximized” setting is enabled.Due to z-order/layering issues, some taskbar-transparency software may lose taskbar transparency.Enabling GPU acceleration in this software can cause severe stuttering.Background transparency can fail due to fullscreen optimizations. (Steam → gear icon at top-right → Manage → Browse local files → right-click game.exe → Properties → Compatibility → check Disable fullscreen optimizations — this resolves most cases.)
The process of converting items into in-game currency has been completed Dear players, we have finished converting your inventory items into in-game currency. You can now spend this currency to purchase exclusive rarities on the marketplace. Purchased items will become part of the “Rental” system in the new game and will provide income in the form of in-game currency from ownership. Where can I see the list of items for purchase? You can buy and sell them on the marketplace if you change your mind. Can I keep the currency? Yes, you can keep it, but developers recommend investing in items instead, as they are a more stable resource. How much time do I have to buy? You have two weeks to complete all purchases. After that, the servers will be shut down, and items will no longer be available for purchase. The remaining currency will be eligible for transfer. Thank you for your active participation and help in determining item values.
Hello everyone!Today marks the 1 year anniversary of Alnico hitting early access!! Woo! I was hoping to have a fun update ready to release for today, but as usual between work and everything else, I have not been able to wrap things up like I wanted. As compensation, I hope you'll be satiated with this post where I'll go over everything that's currently planned for future updates! Big spoilers ahead!New NPCs!The final number of characters isn't yet set in stone, but right now I am working on introducing 3 new NPCs to the game alongside the merchant we all know and love.The Forge Supplier (WIP name) will be taking over the sales of smithing tools and equipment upgrades. He will also be selling new structures for your smithery, which I'll give more details on below.The Inventor will sell you more niche tools and high tech gadgets that will help improve the productivity of your forge, as well as fuel for a certain structure detailed below.and The Collector will sell you artwork to hang in the smithery, collectable items like plushies, and other decorations as well like the clock and potted plant. Most of the items they sell won't serve a purpose aside from livening up the workshop.Once added, you'll be able to see a tab for each available NPC on the right of the game which you can click on to call them. The tabs will also display how much longer it will be until you can summon them for business.Also coming will be some minor changes to the merchant, most notably the way order scrolls are handled. You will be able to view 3 orders prior to receiving them, and can select which you wish to complete. If you don't have interest in any of them, you can refresh the selection a set number of times per merchant visit to re-roll the orders. You are required to select at least 1 to continue, but can select all 3 if you want to. Rumors will also be coming to the game! Talking to the merchant will reveal the going ons of the kingdom as you play, and the quality of your crafts will ...
Industry Idle's server will soon enter its 5th year of service. The game has a small but active player base, and the server has been instrumental in keeping the community together. However, running a game server comes with challenges — there are ongoing costs, and maintaining anti-cheat systems (especially for a game available on six different platforms) greatly increases those costs. For the past year or so, the game has not been making enough revenue from Expansion Packs to cover the server expenses. In fact, I’ve been using income from CivIdle and my own funds to keep the server running. To make the game sustainable, the community has suggested introducing a player trade limit, which would help reduce the cost of anti-cheat measures. If completely preventing cheaters is too expensive, the next best approach is to make sure cheaters can only ruin their own experience — not everyone else’s. How the Player Trade Limit Works Every player will be subject to a daily trade limit (based on trades made within the past 24 hours): Limited Account: 1T Verified Account: 1Qt Account with 1 Expansion Pack: 3Qt Account with 2 Expansion Packs: 5Qt With This Change The current trade limit for Limited Accounts will be replaced by the new daily limit. Trade Tokens will be retired. (They have caused issues with save transfers under poor Internet connections — this change should make save transfers smoother.) The Leaderboard will be shut down. Existing player trades will be canceled or wiped when the change goes live. This is only a proposal at this stage — the decision to adopt it or not should be made by the community, not me. The goal is to improve the overall player experience. You can comment on this post to share your feedback. Cheers, FishPond
Hello to all our longtime supporters and friends of our studio, "Back"! Our second fan-creation project, "Mourningwood Lodge2:Hidden voice" is now officially released.Before you purchase and play, I’d like to clarify a few things."Mourningwood Lodge2:Hidden voice" was developed based on pre-existing video footage, so if you’re looking for multiple branching storylines, this might not be the game for you. Additionally, the deductive reasoning process in this game bears some resemblance to another mystery game released last week—purely coincidental. After reviewing feedback from players, I’ve further simplified the puzzles. However, the game still contains some jump scares (at the very least, our QA testers were startled multiple times, though fear is subjective, of course). For any shortcomings, I appreciate your understanding.To be honest, creating FMV (full-motion video) games comes with a lot of pressure. Much of this pressure stems from other studios operating with huge budgets and significant losses, while our ultra-low-budget projects fall short in both scale and quality. Since our first FMV game, if there’s one thing we’ve consistently done well, it’s being objective about our work and communicating openly with everyone. With just three people on the team, there’s no reason to hold back.This leads to many questions. Last month, a high-budget FMV game was priced at just 9 yuan? I genuinely don’t understand how they plan to recoup costs without a hit—are they running a charity? It’s unclear. If we were to price our series based on that game’s scale, ours would be worth no more than 1 yuan. At that rate, small teams simply couldn’t survive. From our first project to now, I’ve kept the price consistent—a level that, with average sales, would allow us to break even and fund the next project. So, when it comes to pricing, I honestly can’t follow the lead of other studios.The same logic applies to quality and gameplay. Coming from a background in traditional game dev...
Fixed an issue with the Steam integration that was causing immediate crashes on Apple Silicon devices (I think). Also fixed some minor UI issues that occurred at extreme aspect ratios, and found and fixed a bug where window size changes made in the nursery were reset when returning to your pot.
Hello again — it’s me, your stone.Remember when I dreamed of not lying here alone? It seems that time has come. There aren’t many events around — it still feels a bit like Zen mode — but now I won’t be alone!Now in Stone Simulator you can play together — up to four players at once. Create a private lobby and invite your friends, or open a public one so that any wandering stone can join.Yes, now we can simply… be together.I also learned to move… or maybe “teleport.” I’m still figuring it out. In multiplayer mode you can change your resting spot — just press “E.”Do it ten times and you’ll earn a new achievement. Another one awaits if you create or join someone’s lobby — in search of the meaning of existence, of course.And to celebrate my social awakening, the game is now 30% off.It’s the perfect time to invite friends and just… lie around together.See you in the lobby, my contemplative friend. I’ll be waiting on the stone next to yours.
More Sushi! is now available on Steam!I'm happy to announce that More Sushi! is out NOW!Here’s what to expect from the game:Satisfying incremental gameplayPrestige to replay and progress quickerLots of sushi and upgrades to unlockShort and relaxing experience (~2 hr playtime)Chill lo-fi soundtrack by Takeo SuzukiThere is also a 10% launch discount that will last for 7 days!Thank you to everyone who supported me throughout development.follow my developer page to be notified whenever I release a new game!
As you can imagine by the name of the update, the game now features workshop integration allowing you to create and share skins for most of the elements in the game. Here is what you can create:Dice skinsMerchant SkinsBoard SkinsBackground SkinsCustom Notification SoundsThis update celebrates the 1st anniversary of the game (which is the 5th of November but I won't be able to be active on those dates). The game will have a 30% discount from the 5th to the 12th of November!You can create, explore, and manage your mods from the new "MODS" menu in the settings menu.I am all ears for suggestions and feedback.This is all for now, thanks for playing my game!
A lot of people have played the game and they took the time to let me know how they felt. I take to heart every compliment and word of thanks. Issues have also been brought to my attention. I have summarized and ordered by priority the problems we currently have. I'm not sure if I can fix all of those problems or when I can fix those problems. For some of those issues, I'm not even sure if fixing them will improve the game according to my vision. But I will consider all issues and I plan to fix a lot of them in the upcoming updates. I make no promises though.DPI problems, fullscreen, mouse scrolling, and big monitor handlingFixing troublesome english terms that do not mean what I think it means"Wood art" path to unlocking late game stuff being too convolutedLack of skill points and being locked out of a path because of skill choicesBetter release process to avoid bugs on hot fixesrevise font size for other languages to make them thicker (bolder?)Grind related to late game mind resource generationGrind related to gratitude / faithLosing logs when re-starting the gameFurther information on what is unlocked (type of unlock, resource, task, etc)Complete mystery on class availabilityPlayers who want to be directed and have goals can feel a bit lostSome of the actions you can do in-game can be too dry on rewardsThe priority ordering is a bit loose. That being said, the first 4 items are quite big problems in my mind.if I missed anything, comment here please.I'll get working on the next update!! If you're curious about what is coming, you can get an idea of what is coming to version 0.28 here: https://www.perennialhearts.com/beggar_builds/menu.html That being said, I think I'll add more content to 0.28 to handle some issues listed above. I might only get those fixes when I get to version 0.30 though. We'll see
Hey everyone! This is the first big update!Thanks to all the feedback and bug reports since launch, we decided to jump ahead and get this update out soonerWhat’s NewSeveral boss types added for more variety New attack patterns to make fights feel more aliveMajor rebalancing : A lot of players pointed out balance issues in the late game.We’ve made a bunch of tweaks to keep the later stages challenging and give a more varied experience overallFixesInput lag reduced feels much better nowFixed some broken achievementsSome UI improvements and bug fixes.Thanks again for playing and supporting the game Hope you enjoy the update and keep parrying!
Greetings, fellow Demon Kings! The long wait is over - our new game **《StarAbyss Heroes》** has officially launched its store page! **《StarAbyss Heroes》** is a Diablo-like adventure looter action game where players become survivors of the "Starfall Catastrophe," gradually uncovering the truth behind the disaster through exploration and combat. Players can assume different character roles, obtain various unique equipment during battles, and utilize diverse in-depth auxiliary features to build their own unique playstyles! Our development team consists of passionate Diablo-like game enthusiasts. Our previous titles **《IDLE DEVILS》** and **《EndlessJourney》** were actually experiments blending idle gameplay with Diablo-style looting. After playing most Diablo-like games currently on the market, we've noticed some shortcomings in the experience, such as: Overly complex content lacking proper guidance that leaves players confused and struggling to get started; games that are easy to pick up but lack depth (especially in mid-to-late game), making gameplay boring; games that deviate from the core fun of "looting" where most players only "grind" but don't find "treasures"; and visual styles that are too "hardcore," overly emphasizing realism (especially characters) while lacking aesthetic appeal. Therefore, based on the above, we're committed to creating a looter game that's easy to understand, enjoyable to play, deeply engaging, and visually accessible - thus **《StarAbyss Heroes》** was born! We'll dedicate ourselves to developing this game to bring a better gaming experience to everyone, including ourselves! Finally, we're delighted to share our excitement with everyone here. If you also like **《StarAbyss Heroes》**, you can on Steam - not only would it be a great encouragement to us, but it would also help bring together more like-minded players. Your small effort makes a huge difference to us indie developers! Steam Store Page Everyone is also welcome to join the **《StarAbys...
Hi all! I just wanted to take a moment to say thank you so much for all the support and kind comments since the full release. I’m truly happy with how things are going and seeing that you’re enjoying it too means the world to me. 💚 I’ve been receiving lots of feedback, and little by little I’ll keep implementing everything you suggest!Here’s what’s new in today’s version:🆕 New Halloween Items: 🎉 Halloween bunting – A string of colorful pennant flags that brings a gentle festive touch. 👻 Halloween ghost – A gentle little spirit that wanders quietly through the night. 🎃 Halloween pumpkins – A cheerful set of pumpkins that brings autumn warmth to your place. 🪆 Halloween scarecrow – A rustic scarecrow keeping shinigami away under the moonlight. 🌳 Halloween tree – A decorative Halloween-themed tree. 💡 Halloween lights – A string of colorful lights that brings a soft festive glow.🛠️ Fixes & Improvements:General bug fixes.Performance improvements for smoother gameplay.Fixed table placement issues for better alignment and snapping.Thank you all again for the warmth and enthusiasm you keep showing, it truly keeps me motivated. More updates and new items are on the way soon! 🍵✨– The Laba
\Added the clothing texture replacement functionFunction Entry: Outfit Change Interface - Textures\Optimized the AFK Gift Box functionAdded a guaranteed mechanism for hidden costume sets: A hidden costume will be obtained after every 500 openings.Reduced the amount of silver coins required to unlock the multiplier, from 50,000 to 10,000 silver coins.Removed Steam achievements for two DLCs.Optimized the character customization interface to support switching between currently worn costumes for preview.\Fixed several other minor issues.
Right so in an effort to communicate my intent better I have made some changes on the beta branch and they're starting to feel really good. Thus it is time to alert you all to some changes that are coming soon.SlipstreamThis buff has always felt wrong, it makes task speed buffs irrelivant and overall I never really had a solution until now. Slipstream is now a game speed modifier, it still only lasts to a certain distance but that distance isn't affected by cauldron cards anymore. Instead they affect the amount speed increases.Gear RaritiesIt was never the intention that you could get vastium super early game within an hour. As such we have decided to remove the chance for cores to roll gear above the rarity of the core you are using.This change makes gear feel far more rewarding for far longer and as a result I have been able to increase the caps on Damage, Armor, Health, Movespeed, and RegenTasksOriginally I tried changing tasks to be unlocked via milestones. This change felt good to me but would have required a rather big overhaul to the quest system. And ultimately it felt very overwhelming and had a huge chance of letting down people who love the existing questlines.I reverted this change and instead I have added the weights and some toggles to the tasks tab in the statistics tab.The way this works is that when you toggle the task to an on state its weight (A kind of chance mechanic) is adjusted to be double what it was. Along with this almost every task in the game has received new weightings as they used to all be 1. A major impact of this is that later tier resources will now feel a lot more rare. Along with the doubler I have added rewards to certain threhsolds of task completion10% bonus base weight when the toggle is on per tier. starting at 10 completions and again at 100, 1,000, 10,000 and 100,000. For a total of 50%ExampleA task with 1000 weight and 0 completions would have 1,000 weight with the toggle off and 2,000 with it on.That same task with 100k ...
Hey everyone! Thanks to Felix, we're pushing another update for Lyca that improves things significantly under the hood: - Performance overhaul: The terrain system has been reworked into a tile-based system that drastically improves performance, especially on lower-end PCs - Controller support overhaul: The controller functionality has been completely reworked to make it much smoother and intuitive to play! - Other smaller fixes and tweaks This update brings the Steam (Windows) version up to date with the Switch version. Speaking of which,Lyca is now available on Nintendo Switch (and Switch 2)! If you're wanting to relax, run through a meadow as a dog (or cat) and listen to chill lo-fi music, you can now do it on the go! (or in your bed or couch or wherever you play your Switch). It's been a dream of mine to have my game on the Switch, so I'm really grateful to be able to achieve that today! This couldn't have happened without Felix, who handled all of the porting, and Pretty Soon, who are handling the testing and publishing. But most of all, it's thanks to all of you, the players, who have supported the game and helped get it where it is now! See you all soon, - Shaun (dev)
Just some quick fixes in response to early feedback from the Crystal Gyroscope Update.Viridi will now launch in windowed mode by default. The ESC menu has a button to toggle between windowed and fullscreen modes.Viridi will attempt to remember your selected mode and resolution and will re-launch in that mode.The bottom/main menu, spritz, and hoist buttons will now shift around as you resize the window, to keep a functional, good-looking layout. The minimum width of this menu area has been expanded to support even longer plant names.The ESC menu will now unhide UI when it opens. (There is a semi-secret function of the Z key hiding/unhiding the UI. ESC will force unhide, which I think will be easier for people when they accidentally hide the UI without knowing what's up.)The rename UI will now properly close when you click away from a plant without finishing rename. Thanks for your feedback and your patience! Let me know if anything else is busted. 🐌
Fix the "heart" screen-pinning buttons on the left hand side menu
More Sushi! launches on Friday 24th October at 09:00PT / 12:00 ET / 18:00 CEST!It will cost $2.99 / £2.49 / €2.99 and there will be a 10% launch discount that will run for 7 days.follow my developer page to be notified whenever I release a new game!