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A cozy farming game in a vibrant post-apocalypse, where your days are spent planting and upgrading and your nights defending your sanctuary against the unfed!

You are Rory, an aging farmer determined to feed the last survivors. Cultivate a variety of crops and sell your harvest to earn and expand your ever-growing money pile. Spend your earnings to unlock new seed types, improved crop plots and improving growth efficiency.
Plays heavily into:

- buying and progressing your farming, crop types, utilities and tools.
- Building wealth to a point where you feel like you can run the world!
- Satisfying gameplay... like butter...

When the sun sets, waves of zombies rise and attack from midnight until dawn. Craft defenses, barricades, automated turrets, and traps using the scrap you have saved. Double down on strategies as the threat grows each night!
Features:
- Cozy combat, if that makes sense.
- Being able to prove your base is strong then your friends.
- Implementing traps with decorations perfectly.
- Extra loot and rewards from defeating zombies!

Deploy farming and watering robots to handle planting, irrigation and harvesting. Build water stations and a Buildable seller to keep your crops hydrated, freeing Rory so he can focus on expanding and decoration.
What you can do:
- Add more and more robots that make your farming process easier! And lazier...
- Makes your farm feel a lot less lonely.
- Can upgrade them and change their names too!

Transform your farm into a personal haven. You can either build upon progression and defenses oooorrr apply decorative structures and watch your farm turn into your home very quick.
Ways to make it YOURS:

- add a large variety of decorations like borders for your crop plots, rose beds to add more color, or little lights to make it brighter at nighttime.
- Show of unique designs!
- make it feel like home.

Can't Stop Rory
Confused Grandma GamesDeveloper
Confused Grandma GamesPublisher
To be announcedRelease
🎹🖱️ Keyboard + Mouse
🕹️ Partial Controller Support
🎮 Full Controller Support
No user reviews (0 reviews)
Public Linux Depots:
  • [0 B]
Patch notes 1.09

V1.09 Update is LIVE!

Hey everyone! Todays update cleans up a bunch of funny little bugs, smooths out the language system, and fixes some items that apparently thought they were above the law of physics. Lets dive in!

[hr][/hr]

Fixes & Improvements

  • UV Lights\nBroken UV lights will no longer keep shining like ghosts. They now behave normally broken.

    [/*]
  • Localization Fixes

    [list]
  • Main Menu no longer goes mysteriously blank after changing languages.

    [/*]
  • Missing text entries have been found and returned to work.

    [/*]
  • Capitalization quirks cleaned up.

    [/*]
  • New languages added: Spanish & PT-BR!

    [/*]
[/*]
  • Unfed Spawn Issue\nLoading a save will no longer result in 0 Unfed. Theyre back to showing up as intended.

    [/*]
  • Click Collisions\nThe Solar Light and Bush decorations finally have proper click collisions. Click responsibly.

    [/*]
  • Milk Crates\nMilk will now drop Milk Crates again. (Were keeping an eye on it.)

    [/*]
  • Protein Bush\nNo more dropping the entire bush when you just want Protein Powder.

    [/*]
  • Achievements

    • Solar Tree achievement has been replaced with the new Protein Bush.

      [/*]
    • Milk Bush description corrected so it no longer tells you to sell the entire bush. Just the crate. As nature intended.

      [/*]
    [/*]
  • [/list][hr][/hr]

    Important!

    The Demo has been updated to match the current build version!\nIf youve been playing the demo, youre now fully synced up!

    [hr][/hr]

    Thanks for all the reports and support keep the feedback coming, and enjoy the smoother experience!

    [ 2025-12-01 01:37:47 CET ] [Original Post]
    Patch Notes 1.08

    Update v1.08 is here!

    \nA fresh batch of bug fixes, creature comforts, and general why was that even happening? improvements have arrived. Huge thanks to everyone sending reports, screenshots, and confused messages like why is my turret full of extra guns?

    Grab a snack. Heres what changed:

    [img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45646784/d07a6b2131eda5ab18d23437e590e14dc36d9bc1.jpg\"][/img]

    Bug Fixes (Certified Freshly Squashed)

    • Fixed the final wall upgrade letting you click again, causing weird wall duplication magic.

      [/*]
    • Fixed defenses randomly smoking even when perfectly healthy. Theyre no longer lying for dramatic effect.

      [/*]
    • Fixed defense max health displaying incorrectly after loading a save.

      [/*]
    • Fixed Zombie Brains crops refusing to die (and some mutated plots acting like ancient gods).

      [/*]
    • Fixed upgrading crop health to 10 turning plants into unkillable vegetation titans.

      [/*]
    • Removed the spooky ghost gun mesh growing inside turrets. Your turrets now have exactly one gun.

      [/*]
    • Removed the leftover pencil icon from the old edit UI. It served us well.

      [/*]
    • Fixed invisible crops appearing after replanting destroyed crops. Ghost farming era is over.

      [/*]
    • Cleaned up Solar Tree references it has officially been replaced by protein powder.\n(We dont talk about why.)

      [/*]
    • Fixed the UV icon so it now matches the actual UV light model. Glorious consistency.

      [/*]
    • Removed a mysterious ! floating above the shop door. It was yelling at people for no reason.

      [/*]
    • Fixed bushes being used as walls. They are plants again, not fortifications.

      [/*]
    • Fixed default bushes being editable and duplicatable. No more infinite bush factory.

      [/*]
    • Fixed Battery Crop growing with zero data. It now knows what it is.

      [/*]
    • Fixed being able to edit crop plots while something was growing, which caused chaos.

      [/*]
    • Fixed a rare issue where dialog couldnt be cleared goodbye unskippable speeches.

      [/*]
    • Fixed health upgrades not updating the health pop-up correctly.

      [/*]
    • Fixed health and drop upgrades stacking every time a crop was replanted or changed.

      [/*]
    • Fixed double-drop rates skyrocketing because of those stacks.

      [/*]
    • Fixed seemingly invincible crop plots. (We had a lot of immortality bugs.)

      [/*]
    • Fixed berry bushes spawning past their intended limit after reloading a game.

      [/*]
    [hr][/hr]

    Gameplay & Balance Updates

    • Increased Mech base range your Mech can now reach things without leaning awkwardly.

      [/*]
    • Added Rabbits to the spawn pool. Very cute. Mildly chaotic. (Pics below!)

      [/*]
    • Added Moths to the spawn pool. They go flap flap. (Pics below too!)

      [/*]
    • Removed blocking collision from Solar Light decorations. Go wild with your interior decorating.

      [/*]
    [hr][/hr]

    \n[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45646784/48255e91d82584e65a62d5947ab68617703e5cef.jpg\"][/img]

    Thanks again for all the feedback and support youre shaping this game more than you know.

    [ 2025-11-28 00:20:40 CET ] [Original Post]
    Patch Notes 1.04

    Gameplay & Building

    • Fixed issue where players could edit workbenches directly.

      [/*]
    • Added Free Placement Mode for building. Hold Left CTRL while editing.

      [/*]
    • Fixed bug where deleting purchased but unbuilt objects did not refund currency.

      [/*]
    • Fixed bug where canceling a building left the player with a negative cart balance, which was then charged on the next purchase.

      [/*]
    • Fixed issue where placing more objects than the player could afford caused similar issues.

      [/*]
    • Fixed issue where mutated crop plots could be placed for free.

      [/*]
    • Fixed bug where Bush decorations could not be placed.

      [/*]
    • Fixed Scrap pickups respawning with 0 value every reload.

      [/*]
    • Fixed Mech Range 6 upgrade cost (should be 75,000).

      [/*]

    Save System & Softlocks

    • Fixed a major issue causing save files to be lost.

      [/*]
    • Fixed bug where switching languages in the main menu caused corrupted saves, spawning players inside the bunker floor at coordinates (0,0,0).

      [/*]
    • Fixed issue where deleting all save game data caused new saves to start in a corrupted state.

      [/*]
    • Fixed soft-lock where new or loaded games spawned the player outside of the cryopod and unable to move.

      [/*]
    • Fixed issue triggered by changing languages in the main menu, which overwrote save slotsincluding the default slot used by new gameswith empty data.

      [/*]
    • Fixed bug where accepting the language option without changing anything would force it back to English.

      [/*]

    UI & Dialogue

    • Fixed dialog windows becoming stuck on screen and not clearing correctly.

      [/*]
    • Fixed cases where Next button did nothing.

      [/*]
    • Fixed cases where Close would dismiss the UI but cause the dialog line to repeat.

      [/*]
    • Fixed missing icon image for Kitsus Fountain.

      [/*]
    • Fixed missing space in Slowness description between By and x%.

      [/*]

    Achievements

    • Fixed missing drop from MilkBush.

      [/*]
    • Fixed Cabbage achievement not triggering.

      [/*]
    • Fixed Turret Specialist achievement not triggering.

      [/*]

    Misc

    • Fixed crop plot workbench duplicating on reload.

      [/*]

    [ 2025-11-24 03:18:10 CET ] [Original Post]
    Patch Notes 1.02

    Achievements:

    • Fixed not being able to unlock any achievements.

      [/*]
    • Improved Achievement handling logic internally.

      [/*]

    Bug Fixes:

    • Fixed missing text when returning to main menu.

      [/*]

    This took longer than expected to figure out, next we will be rapid firing a lot of bug fixes and QoL improvements. Have something really bothering you? Join the discord and let us know so we can fix it ASAP!!!\n\nHappy Farming

    -Zero

    [ 2025-11-20 13:54:45 CET ] [Original Post]
    Can't Stop Rory is OUT NOW with 15% Launch Discount

    I\'m not emotional, you are...

    Finally, after a year of hard work, hard decisions and all-nighters, Can\'t Stop Rory is finally fully playable on Steam!

    NAGA has put together a cute trailer to celebrate :)

    Thank you for all Pioneer Planters on Discord who\'ve been there since the first playtests to help us shape Rory\'s Haven we can now make into our own...

    Speaking of that, joing our Discord to share your cute farm! https://discord.gg/WgD89cD5

    We hope that you\'ll enjoy the game and don\'t hesitate to share your honest review.

    What\'s Next?

    This isn\'t the end for Can\'t Stop Rory\'s development. We\'re ready to fix some weird last minute bugs that some of you might encounter, and we may have a surprise or two... We\'ll see

    Have fun!

    CGG, Z.1, NAGA & LVLUP

    [ 2025-11-18 17:37:11 CET ] [Original Post]
    Release Update!

    Improvements

    • Sprinting is now allowed in Build Mode.

      [/*]
    • Fixed day/night sounds not swapping correctly.

      [/*]
    • Added a new dedicated nighttime music set.

      [/*]
    • Improved translation system:

      [list]
    • Supports font changes.

      [/*]
    • Missing lines now default to English.

      [/*]
    [/*]
  • Increased interaction range for seed bags.

    [/*]
  • Increased mouse interaction size for crop drops.

    [/*]
  • [/list][hr][/hr]

    Fixes

    • Fixed wheat highlight texture looking incorrect.

      [/*]
    • Fixed shots being able to pass through walls.

      [/*]
    • Fixed stepping on seed bags pushing them through the map.

      [/*]
    • Additional fixes for inconsistent click interactions.

      [/*]
    • Fixed wall repair menu not clearing properly.

      [/*]
    • Fixed Mech enter prompt collision.

      [/*]
    • Fixed Rorys collision while inside the Mech.

      [/*]
    • Fixed multiple missing translations:

      [list]
    • Dialog box while open

      [/*]
    • Guide tab

      [/*]
    • Next and Close dialog buttons

      [/*]
    • Workbench blueprint names and descriptions

      [/*]
    [/*]
  • Fixed wall expansions being purchasable without a valid upgrade.

    [/*]
  • Fixed incorrect scaling/sizing on wall expansions.

    • You can currently expand up to 4 timesmore expansions coming later!

      [/*]
    [/*]
  • Fixed Wink-Wonk duplicating when using the Unstuck button.

    [/*]
  • Fixed zombie spawn pool appearing above ground and creating floating zombie stacks.

    [/*]
  • Fixed walls not reloading correctly.

    [/*]
  • Fixed zombies not reloading correctly.

    [/*]
  • Fixed deleting multiple objects sending some to world origin instead of deleting.

    [/*]
  • Fixed selling multiple objects giving double scrap refunds.

    [/*]
  • [/list][hr][/hr]

    New Additions

    Mech Upgrades

    • Damage 110

      [/*]
    • Movement Speed 110

      [/*]
    • Cooling Efficiency 110

      [/*]
    • Range 110

      [/*]

    Mech Flamethrower

    • New overheating system.

      [/*]
    • Flamethrower VFX changes when Damage + Range reach certain upgrade thresholds.

      [/*]

    New Music Tracks (+15)

    • Cant

      [/*]
    • Cant (Withered)

      [/*]
    • Cant (Regrown)

      [/*]
    • Rory (Withered)

      [/*]
    • Rory (Regrown)

      [/*]
    • Rory (Mutated)

      [/*]
    • Rory (Genetic)

      [/*]
    • Stop (Withered)

      [/*]
    • Stop (Regrown)

      [/*]
    • Stop (Mutated)

      [/*]
    • Stop (Genetic)

      [/*]
    • Nightfall

      [/*]
    • Unfed

      [/*]
    • Unfed (Starved)

      [/*]
    • Unfed (Unearthed)

      [/*]

    Turret Overhaul

    • Added turret upgrades:

      [list]
    • Damage 110

      [/*]
    • Health 110

      [/*]
    • Attack Speed 110

      [/*]
    • Range 110

      [/*]
    [/*]
  • Turrets can now be targeted by zombies.

    [/*]
  • Turrets can be repaired (1 HP = 2 scrap).

    [/*]
  • Added visible range ring (hover + menu).

    [/*]
  • Turrets can now be Stunned.

    [/*]
  • New Damaged state with VFX.

    [/*]
  • New Broken model; turret wont fire until repaired.

    [/*]
  • Improved turret tracking behavior.

    [/*]
  • Laser color now reflects damage dealt.

    [/*]
  • [/list]

    New Defense: UV Light

    • UV Light defense added with upgrades 110.

      [/*]
    • Instead of range, UV Light upgrades increase slowness effect.

      [/*]

    Mutations & Farming

    • Added Mutated Crop Plot.

      [/*]
    • Added 6 new mutated crops.

      [/*]
    [hr][/hr]

    Gameplay & Economy

    • Significant economy adjustments and balancing.

      [/*]
    • Scrap drops now pull to the player from any distance.

      [/*]

    [ 2025-11-18 16:15:01 CET ] [Original Post]
    Dev Update - Last Playtest

    Hey everyone! Were excited to announce the final Cant Stop Rory Playtest, running from November 12th to November 15th, 2025 (ends at 11:59 PM GMT).\n

    To join, make sure to hop into our Discord server:

    https://discord.gg/k7Hepmhrjm

    Whats tested in this version

    Heres what weve been working on since the last test:

    • Language Font Fixes improved readability and visual consistency across all languages.

      [/*]
    • Bug Fixes tons of reported issues have been squashed to make your experience smoother.

      [/*]
    • Mech Combat Overhaul new systems, rebalanced mechanics, and punchier feel for every encounter.

      [/*]
    • Turret Overhaul improved behavior, smarter targeting, and better synergy with your defense setup.

      [/*]
    • UV Light Defense a brand-new strategic defense system that changes how you approach base protection.

      [/*]
    • 15 New Songs new music tracks supporting day and night cycles to enhance immersion and atmosphere.

      [/*]

    Why This Playtest Matters

    This playtest is your chance to help us fine-tune the game before release. Were specifically looking for feedback on:

    • The new Mech Combat and Turret systems

      [/*]
    • How the UV Light Defense fits into your strategy

      [/*]
    • Stability and performance after recent bug fixes

      [/*]
    • The feel and impact of the new day/night music system

      [/*]

    Your input will directly shape the final version of Cant Stop Rory!

    How to Join

    [olist]
  • Join our Discord: https://discord.gg/k7Hepmhrjm

    [/*]
  • Head to the #notice-board channel to get the access instructions.

    [/*]
  • Play anytime between Nov 12 and Nov 15 (ends 11:59 PM GMT).

    [/*]
  • Share your feedback in the dedicated feedback channel (and you may have a good surprise at the end of this playtest!)

    [/*][/olist]

    Thank You

    A huge thank-you to everyone joining this playtest. Your help means the world to us and brings Cant Stop Rory one step closer to release.

    The Cant Stop Rory Dev Team

  • [ 2025-11-12 19:39:49 CET ] [Original Post]
    Dev Update - Patch V1.34.00

    Improvements

    • Dialog now stacks in a Que, this will resolve a bug that causes the dialog to get stuck on screen when overlapped.

      [/*]
    • Workbenches:

      [list]
    • Removed mouse over highlight and light turning on during tutorial

      [/*]
    • Enabled interacting (opening) while still in tutorial, dont wait up!

      [/*]
    [/*]
  • Berry bushes will not grow until given the task to collect them, this will make the player not instinctively try to collect the berries too early.

    [/*]
  • Lowered the sun\'s intensity by 40%, leave your sunglasses at home!

    [/*]
  • Increased stability of crop plot health system

    [/*]
  • Camera rotating is no longer locked to screen edge

    • Caused a conflict that when firing in the mech and turning the camera the cursor would be hidden. - Resolved

      [/*]
    [/*]
  • Cursor returns to last location after rotating camera

    [/*]
  • [/list]
    • Made indicators ! brighter and 25% larger.

      [/*]

    \nUI Overhaul:

    • Updated UI Appearance:

      [list]
    • Updated main menu

      [/*]
    • Updated profile select screen

      [/*]
    • Updated confirmation screens

      [/*]
    • Updated crop plot screens (Empty, Shop, Planted, Upgrades)

      [/*]
    • Updated options menu

      [/*]
    • Updated pop ups

      [/*]
    • Updated wall menu

      [/*]
    • Updated dialog boxes

      [/*]
    [/*]
  • Added Language Options

    • All UI now supports translations which will be added over time, current targeted languages:

      [list]
    • Chinese

      [/*]
    • Danish

      [/*]
    • English

      [/*]
    • French

      [/*]
    • German

      [/*]
    • Portuguese

      [/*]
    • Spanish

      [/*]
    [/*]
  • [/list][/*]
  • Post playtest Improvements

    • Reduced Dialog box size by 20%

      [/*]
    • Reduced guide tab size by 25%\n

      [/*]
    [/*]
  • [/list]

    Fixes

    • Fixed an issue where not continuing the dialog at the start of the game and letting it disappear, would cause the player to get stuck and not be able to do anything.

      [/*]
    • Fixed platforms at the shop being set to high.

      [/*]
    • Fixed Low-Water icon not appearing on crop plots.

      [/*]
    • Fixed an issue where pressing ESC while the game is paused would remove the UI but not unpause the game

      [/*]
    • Fixed an issue where all UI text is missing after launching the game.

      [/*]
    • Fixed an issue where the UI would consume some inputs leading to a clunky feel sometimes.

      [/*]
    • Fixed missing collision on decoration workbench

      [/*]
    • Fixed an issue where stepping on seed bags would send them to the void.

      [/*]
    • Fixed an issue where picking up items rapidly causes the player not being able to interact with things.

      [/*]
    • Fixed an issue when reloading the game, scrap drop piles would load as the wrong drop type.

      [/*]
    • Fixed ESC not closing the workbench menu.

      [/*]
    • Fixed custom cursor not working.

      [/*]
    • Fixed being able to glitch through walls using the mech.\n

      [/*]

    New Additions

    • Added Audio settings:

      [list]
    • Master Volume

      [/*]
    • Music Volume

      [/*]
    • SFX Volume

      [/*]
    [/*]
  • Added Guide Menu to give more specific instructions on what to do for each task

    [/*]
  • [/list]

    Removed

    • Removed particle effect on clicking interactions\n

      [/*]

    Demo Restricted

    • Crop plot upgrade only up to level 5

      [/*]
    • Crops only up to Carrot

      [/*]
    • Available buildables

      [list]
    • 1x1

      [/*]
    • 1x1 Double

      [/*]
    • Spike trap

      [/*]
    • Fire trap

      [/*]
    • Turret

      [/*]
    • Solar light

      [/*]
    • Pathway

      [/*]
    • Border

      [/*]
    • Border corners

      [/*]
    [/*][/list]

    \n

    Known Bugs

    • Nails in the mini game are still not working as intended - happens after playing for awhile

      [/*]
    • Scrap outside the wall cannot be collected

      [/*]
    • Shooting through the walls

      [/*]
    • Wink-Wonk duplication on reload save games

      [/*]
    • Berry bush cap being reset on each reload

      [/*]

    [ 2025-11-04 16:43:10 CET ] [Original Post]
    Dev Update #7

    Dev Update Patch V1.33.05

    \nTightening the bolts: map rebuilt, interaction polish, and a batch of stability fixes. A lot of small frustrations have been squashed thanks for the reports and patience.

    World & Map

    • Full map rebuild (two reworks since last update final version landed),

      [/*]
    • Added remaining foliage across the map,

      [/*]
    • Broken stone walls implemented (zombies can break and climb rubble into the farm),

      [/*]
    • Added scrap piles that must be cleared by the player,

      [/*]

    Gameplay & Systems

    • Tutorial consolidated through Wink Wonk (tutorial NPC),

      [/*]
    • Walls can expand and be upgraded through multiple levels from the defense workbench,

      [/*]
    • Refunding implemented for crop-plot upgrades,

      [/*]
    • Sun brightness now saves correctly between sessions,

      [/*]
    • All buildable items are available from workbenches if you have enough scrap (no unlock gate),

      [/*]
    • Backend groundwork added for future Missions,

      [/*]

    Balance & Progression

    • Early-game balance adjusted for smoother onboarding,

      [/*]
    • Economy rebalanced (costs and scrap returns tuned),

      [/*]
    • Removed XP and Reputation requirements,

      [/*]

    Fixes & Quality of Life (Current Update)

    • Fixed being double-charged at workbenches,

      [/*]
    • All crops are now unlocked at crop plots,

      [/*]
    • Fixed sunset/sunrise lighting glitches,

      [/*]
    • Fixed scrap piles twisting when collected,

      [/*]
    • Removed collision from the water-drop popup icon,

      [/*]
    • Fixed deleting crop plots not removing planted crops,

      [/*]
    • Fixed workbenches not functioning after reloading,

      [/*]
    • Corrected solar light price,

      [/*]
    • Fixed multiple internal errors (x5),

      [/*]
    • Improved cursor interaction reliability (clicking should feel consistent),

      [/*]
    • Made fully built walls highlight correctly,

      [/*]
    • Fixed wall occlusion, collision, and texture bugs,

      [/*]
    • Lowered wall health for gameplay pacing,

      [/*]
    • Dialog boxes auto-clear after 30 seconds if they become stuck,

      [/*]
    • Adjusted game music volume,

      [/*]
    • Fixed unstuck button not moving player to correct location,

      [/*]
    • Fixed workbench icons for objects,

      [/*]
    • Moved all buildable objects into workbenches (purchase via scrap),

      [/*]

    Removed / Retired

    • Removed Ivy and other retired NPCs (Wink Wonk handles tutorials),

      [/*]
    • Removed Upgrade/Edit for exterior walls (system being redesigned),

      [/*]
    • Removed Harvest Signs and Decoration Caches (no longer in loot pool),

      [/*]
    • Removed select NPCs kept Wink Wonk only,

      [/*]

    Working on Next

    Gameplay & Interaction

    • Players currently cannot click through walls to interact with nearby objects,

      [/*]
    • bushes are unclickable early due to mission gating, need to make this clear to the player,

      [/*]
    • Tutorial dialog occasionally disappears during Wink Wonks lines,

      [/*]
    • Tutorial guidance after planting/harvesting is being improved,

      [/*]
    • Decoration, and Defense Bench needs a locked/disabled indicator,

      [/*]

    Visuals

    • Update: Replace older bush assets with new foliage variants,

      [/*]
    • Tweak: UI number spacing and layout for readability,

      [/*]
    • Tweak: Lighting daytime too orange/bright, nighttime too flat,

      [/*]
    • Update: New wall models to fix stretched/squished look,

      [/*]

    Audio

    • Adjust: Music mood rotation (three-track shuffle) to better match time-of-day perception,

      [/*]
    • Fix: Ambient crickets dont stop correctly after 8:00 AM,

      [/*]

    Bugs

    • Fix: Players escaping the farm using the mech (collision containment),

      [/*]
    • Fix: Dropped money/items getting stuck in repaired walls,

      [/*]
    • Fix: Dialog stacking/locking when interacting quickly (high priority),

      [/*]
    • Fix: Newly placed crops sometimes missing water indicator,

      [/*]
    • Fix: Wall alert icons stacking on screen edges,

      [/*]

    Thanks for all the playtesting and feedback this patch focused on polish, interaction clarity, and stability. Well continue smoothing out tutorials and gameplay flow in the next updates!

    [ 2025-10-14 14:46:03 CET ] [Original Post]
    Can't Stop Rory is part of October Steam Next Fest

    Hey Rorys Roriers Ror well, hello there! (Still working on a cool community name...)

    As you probably know, Cant Stop Rory is part of this Octobers Steam Next Fest, and we did a ton of updates on our demo. Youre gonna love it! (be ready)

    \nThis update brings a full map rebuild, major system refinements, and some long-awaited gameplay balancing. A few old friends have retired (farewell Ivy), leaving a big promotion for your bestie: Wink Wonk!

    World & Map

    • Full Map Rebuild: The entire map has been reworked from the ground up for better layout, pacing, and gameplay flow.

      [/*]
    • Added Foliage: Completed placement of remaining foliage across all regions for a fuller, more natural environment.

      [/*]
    • Broken Stone Walls: Introduced destructible stone walls that Unfed can now break through and climb over, creating more dynamic breaches.

      [/*]
    • Scrap Piles Added: New scrap piles scattered throughout the map must be cleared by the player to expand and clean up the farm.

      [/*]

    Gameplay & Systems

    • Tutorial Overhaul: All tutorial content is now guided through Wink Wonk.

      [/*]
    • Wall Expansion System: Walls can now be expanded and upgraded through multiple levels.

      [/*]
    • Wall Mechanics Rework: Unfed now properly break and enter through damaged walls.

      [/*]
    • Fully built walls no longer highlight unnecessarily.

      [/*]
    • Wall occlusion and collision have been fixed.

      [/*]
    • Wall texture bugs resolved.

      [/*]
    • Refunding Crop Plot Upgrades: Players can now refund upgraded crop plots to regain resources.

      [/*]
    • Saving System Updates: Sun brightness, wall data, and several object states now save correctly between sessions.

      [/*]
    • Workbench Overhaul: All buildable items are now accessible directly from workbenches if the player has enough scrap.

      [/*]
    • Removed the old unlock requirements no more hidden items!

      [/*]

    Balance & Progression

    • Early Game Balance: Adjusted the starting economy and progression curve for smoother onboarding.

      [/*]
    • Economy Rebalance: Resource costs and scrap returns have been tuned for better pacing and reward flow.

      [/*]
    • Removed Requirements: XP and Reputation requirements for bunker rooms have been removed to streamline base progression.

      [/*]

    Fixes & Quality of Life

    • Unfed correctly break and enter through walls during attacks.

      [/*]
    • Issues with saving certain objects between sessions.

      [/*]
    • Unstuck button now moves the player to the proper safe location.

      [/*]
    • Workbench object icons displaying incorrectly.

      [/*]
    • Wall occlusion, collision, and texture inconsistencies.

      [/*]
    • Game music volume levels.

      [/*]
    • Wall health lowered for better pacing.

      [/*]
    • Dialog boxes now automatically clear after 60 seconds if they get stuck.

      [/*]

    Removed / Retired

    • Ivy and other NPCs (Wink Wonk now handles tutorials).

      [/*]
    • Upgrade & Edit functions for exterior walls (these systems are being redesigned).

      [/*]
    • Harvest Signs, you can now just click the plot to harvest.

      [/*]

    Notes from the Dev

    This update sets the stage for a more refined and focused vision for Cant Stop Rory. Thanks for sticking with the project as the world keeps evolving (and occasionally collapsing under Unfed pressure).

    We hope you all have a blast playing this new demo! We did our best to bring something super cool to life to thank you for your support.

    Lets not stop Rory together! \n

    [ 2025-10-13 17:01:30 CET ] [Original Post]
    Can't Stop Rory X Steam Next Fest - October 2025 Edition!

    Hellooooooooooooooo,

    Yep, that\'s an exciting one!

    Can\'t Stop Rory\'s Demo will be at Steam Next Fest, and yep, that also means that we\'re quite close to the release...

    We\'re so excited to finally show the exciting treats we\'ve prepared for you, but stay tuned, it arrives only on October 13 - 10am PST

    [img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45646784/3f1413a62638b7838d41102566356c138ddec995.png\"][/img]

    See you there, and share the game to your friends!

    [dynamiclink href=\"https://store.steampowered.com/app/3939960/Cant_Stop_Rory_Demo\"][/dynamiclink]

    NAGA & CGG

    [ 2025-10-09 17:34:02 CET ] [Original Post]
    Can't Stop Rory X Six One Indie Showcase!

    Yep, another one!

    We\'re super excited to be part of the extended selection of the Six One Indie Showcase!

    As we\'re approaching the release of Can\'t Stop Rory () we have more and more things to announce, so join our Discord to stay updated: https://discord.gg/yJv7TtpE

    You can also try the Demo here: [dynamiclink href=\"https://store.steampowered.com/app/3783050/Cant_Stop_Rory\"][/dynamiclink]

    Cheers for your support, on our side we\'ll keep cooking!

    CGG & NAGA

    [ 2025-09-18 19:30:35 CET ] [Original Post]
    Update V1.22.12

    New Features:

    • Added Toggle Sprint

      [/*]
    • Added Wink-Wonk To Intro Area

      [/*]
    • Added Notification Icons To Tutorial Objects

      [/*]

    Fixes:

    • Follow Camera - Now Saves

      [/*]
    • Toggle Sprint - Now Saves

      [/*]
    • Turret Not Being Able To Place

      [/*]

    Turret

    • Improved Targeting

      [/*]
    • Fixed Getting Stuck And Not Shooting

      [/*]
    • Will Target The Closest Zombie Per Shot

      [/*]
    • Added SFX To Charge Up

      [/*]
    • Added VFX To Barrel On Shot

      [/*]
    • Increased Base Range 10m -> 12.5m

      [/*]
    • Increased Turret Damage 1 -> 2

      [/*]
    • Increased Bullet Speed by %50

      [/*]

    [ 2025-09-09 11:31:45 CET ] [Original Post]
    We are part of the BIG Fall Showcase!

    Hey Everyone!

    As you may know, we released our demo on August 20th, and the amount of love and support weve received from you has been incredible. It truly helps us make the game even better, so thank you!

    Now for the big news:

    were part of Clemmys Best Indie Games Fall Showcase 2025!

    The event runs from September 2nd to September 9th.

    Check out the Steam Event here: https://store.steampowered.com/curator/26397247-ClemmyGames/

    Watch the stream here: [dynamiclink href=\"https://www.youtube.com/watch?v=BQ3rDpbvxIg\"][/dynamiclink]

    Thanks again for being with us on this journey

    [ 2025-09-02 13:59:56 CET ] [Original Post]
    Hot-Fix V1.22.11

    Fixed:

    • Dialog at nightfall getting stuck.,

      [/*]
    • Double charging for buildables.,

      [/*]
    • Cart amount only shows once.,

      [/*]

    Improvements:\n\n ~ Follow camera mode ~

    • Slowed down character rotation speed,

      [/*]
    • Added spring arm collision (camera doesnt clip through walls),

      [/*]
    • Added camera re-centering, You can still rotate the camera but it will return to behind Rory when released!

      [/*]

    [ 2025-08-31 15:48:13 CET ] [Original Post]
    Small Patch

    Fixed resolution setting not actually setting.

    (WIP - these settings do not save!)

    Added Follow Camera Mode to options

    Added Volume Slider to options\n\nReworked the logic behind the scenes for the economy, preparing for new currency types that are coming soon!

    [ 2025-08-31 02:03:43 CET ] [Original Post]
    Hot-Fix V1.22.06

    Fixes:

    Fixed issues with saving while doing actions causing reloading to be bugged.

    Adjusted.

    Fixed Berry Bushes not respawning.

    Adjusted Economy for progression.\n

    [ 2025-08-24 20:22:37 CET ] [Original Post]
    Hot-Fix V1.22.05

    Added notification icons to guide players through tutorial.\nAdjusted Audio for Cryo pod and Tube.\nEconomy balancing for improved early game flow.\nAdded Main Menu Pop-Up.\n

    [ 2025-08-24 01:10:06 CET ] [Original Post]
    Hot-Fix V1.22.04

    Changes:

    \nAdded Ivy Dialog Notification \nLowered Bunker room costs to upgrade.\nLowered XP to level up.\nAdded Unstuck button.\nAdded collision to NPC buildings. \nAdjusted bullet collision. \nUpdated text in panel screen to better communicate what the player needs to level up.

    [ 2025-08-22 12:10:41 CET ] [Original Post]
    Demo

    Fixed Interactions not working on the Farm\nFixed Reloading saves launching Rory\nLowered Reputation needed for progression\nAdded Notification For Ivy\nAdjusted Volume levels.

    [ 2025-08-21 01:40:38 CET ] [Original Post]
    Dev Update #5

    Beta V1.21

    [u]Content, Systems, and Stability Update[/u]

    TL;DR:

    Big improvements on saving/loading stability (walls, zombies, bushes, mech, dialog, and more). New Vac-Cart for vacuuming, selling, and harvesting. Bunker & progression improvements with new icons, dialog, and props. Zombie drops & combat tweaks. UI/FX polish and general game feel improvements

    [u]Zombie & Combat[/u]

    • Fixed tall zombie using two textures.

      [/*]
    • Zombies now drop skulls.

      [/*]
    • Increased tall zombie health.

      [/*]
    • Fixed zombie textures.

      [/*]
    • Adjusted flamethrower SFX, fire VFX, and damage range.

      [/*]
    • Added more delay between waves.

      [/*]
    • Fixed various zombie saving/loading issues.

      [/*]
    • Fixed twerking movement bug.

      [/*]

    [u]Bunker & Progression[/u]

    • Added ivy room upgrade icon and dialog.

      [/*]
    • Added roses and rose room with icons.

      [/*]
    • Added new props, improved scenery.

      [/*]
    • More bunker polish and content.

      [/*]
    • Added ~40 new dialog lines and hover highlights.

      [/*]
    • Added radio option to dialog.

      [/*]
    • Fixed multiple dialog issues (loading, advancing, overlapping).

      [/*]

    [u]Saving & Loading Systems[/u]

    • Major reorganization of save functions.

      [/*]
    • Added Odin object saving/loading for zombies and bushes.

      [/*]
    • Added wall saving/loading.

      [/*]
    • Fixed crop plot, bush, mech, and Vac-Cart saving issues.

      [/*]
    • Fixed saving in combat mode.

      [/*]
    • Fixed duplicating objects on save/load.

      [/*]
    • Fixed wall schematics collision after reloading saves.

      [/*]
    • Fixed infinite berry bush issue.

      [/*]
    • Fixed main menu and mech position saving.

      [/*]

    [u]Economy & Gameplay Systems[/u]

    • Added more to progression system.

      [/*]
    • Fixed collisions for crop drops, nails, and buttons.

      [/*]
    • Fixed infinite chat box with Rose.

      [/*]
    • Reduced starting crop plots.

      [/*]
    • Added cheat codes and fixed cheat system (Dev Only).

      [/*]
    • Added seeds and harvesting improvements.

      [/*]
    • Polishing to Vac-Cart selling/shop system.

      [/*]
    • Zombies can drop items to sell.

      [/*]

    [u]Player Interaction & UI[/u]

    • Added Hold F prompts for mech enter/exit.

      [/*]
    • Adjusted mech highlight and range interaction.

      [/*]
    • Fixed switching mode issues.

      [/*]
    • Polished combat mode switch logic.

      [/*]
    • Added F button UI element.

      [/*]
    • Made elevator more obvious as exit.

      [/*]
    • Improved tooltips (size and height adjustments).

      [/*]
    • Added hover highlights for various interactable objects (e.g., seed bags, harvest sign).

      [/*]
    • Fixed wall build UI collision.

      [/*]
    • Fixed nail highlight.

      [/*]
    • Removed harvest sign sounds.

      [/*]
    • Added hover to harvest sign.

      [/*]

    [u]Visuals, Audio & World[/u]

    • Added world border and collision

      [/*]
    • Added grass to bush models

      [/*]
    • Added background bushes and re-enabled bush spawning

      [/*]
    • Brightened the moon

      [/*]
    • Added decals for tutorials

      [/*]
    • Made outskirts of the map more visually appealing

      [/*]
    • Updated finished particle effect and tweaked others

      [/*]
    • Updated mech sounds

      [/*]
    • Updated main menu visuals

      [/*]

    [u]Misc Fixes[/u]

    • Fixed Vac-Cart widget flickering and collision

      [/*]
    • Fixed Vac-Cart snapping

      [/*]
    • Changes to Vac-Cart behavior

      [/*]
    • Fixed seed bag highlight collision

      [/*]
    • Fixed item and Vac-Cart collision bug

      [/*]
    • Fixed overlapping dialog events

      [/*]
    • Fixed various saving bugs across systems

      [/*]

    Some of these changes were made during the playtest and were pushed as Hot Fixes. Thank you to everyone who participated in the playtest!

    [ 2025-08-13 01:47:44 CET ] [Original Post]
    Playtest #3 is LIVE! 7-11 August

    Hey Farmers!

    It has been a long time since our last Playtest... BUT we have a few surprises for you!

    [olist]
  • We're participating in the Debut Festival 2025! Super honoured to be part of this year's roster

    [/*]
  • The new Build features a lot of massive improvements, such as: the bunker, new map, visual improvement, variety in the Unfeds...

    [/*][/olist]

    The gates are open come test, explore, and leave your mark!

    Jump in now:

    1. Fill out the registration form: https://forms.gle/BVbsEKwrmQT1y5Mq5

    2. Redeem your Steam key

    3. Install the game & dive in

    4. Join our Discord to share your feedback: https://discord.gg/dpsKBp83N2

    Your journey starts today.

    Day is for building.

    Night is for surviving.

  • [ 2025-08-07 19:53:52 CET ] [Original Post]
    Beta 1.0 Dev Log #5

    Beta V1.0 - Closed ReleaseGame Description Image

    [u]TL;DR:[/u] Big milestone update!

    • Added Bunker Progression & Room Unlocks,

      [/*]
    • Revamped the Currency & Reputation systems,

      [/*]
    • Major Zombie fixes & animation improvements,

      [/*]
    • New Saving/Loading systems for progress & economy,

      [/*]
    • Lots of UI updates & tutorial improvements,

      [/*]
    • Performance boosts & visual polish,

      [/*]

    Zombie & Combat Updates

    • Fixed zombie flickering and standardized animations,

      [/*]
    • Fixed respawning zombies floating at death locations,

      [/*]
    • Fixed mini zombies spawning with the wrong mesh,

      [/*]
    • Fixed mini zombies walking animation,

      [/*]
    • Fixed Combat Mode saving issues,

      [/*]

    Bunker Progression

    • Started Foundation to Bunker progression system,

      [/*]
    • Added Room Unlock cards with placeholder tooltips,

      [/*]
    • Added Bunker Room name panels,

      [/*]
    • Added Room Level unlock checks and upgrade button invalid messages,

      [/*]
    • Set initial Bunker Unlock card data,

      [/*]
    • Added more graffiti tutorials,

      [/*]
    • Added and rearranged bunker content for smoother progression,

      [/*]
    • Fixed Room Unlock card scaling issues,

      [/*]
    • Fixed saving issues when switching between Farm Bunker,

      [/*]
    • Added Loading Screen when changing maps,

      [/*]

    Progression & Economy Systems

    • Fixed double XP bug,

      [/*]
    • Added Reputation system linked to bunker rooms,

      [/*]
    • Revamped Currency system,

      [/*]
    • Built new Currency Handler,

      [/*]
    • Fixed conflicts between old and new unlocking systems,

      [/*]
    • Crop plots now specify crop types,

      [/*]
    • Activated Economy Saving/Loading,

      [/*]
    • Fixed economy saving issues,

      [/*]
    • Fixed incorrect invalid upgrade messages,

      [/*]
    • Added levels to progression system,

      [/*]

    Visuals & Environment

    • Added experimental XP visual effect when selling crops,

      [/*]
    • Added background bushes and improved trees,

      [/*]
    • Added pre-placed bushes & re-enabled bush spawning,

      [/*]
    • Added decals for tutorials,

      [/*]
    • Adjusted daylight visuals,

      [/*]
    • Removed water bot,

      [/*]
    • Removed pre-placed plots,

      [/*]

    UI & Gameplay Improvements

    • Started creating new widgets for menus,

      [/*]
    • Implemented Bunker Room menus,

      [/*]
    • Added Room Panel functionality,

      [/*]
    • Added invalid message for unavailable upgrades,

      [/*]
    • Fixed earned XP rounding errors,

      [/*]
    • Project settings adjustments and small tweaks,

      [/*]

    Known Issues

    • Can still upgrade/rebuild walls when balance is below cost,

      [/*]
    • Economy currently unbalanced,

      [/*]
    • Moths are stuck (they just flap their wings),

      [/*]
    • Missing some UI elements for Bunker Unlock cards,

      [/*]
    • Missing Bunker Room progression models
      Game Description Image

      [/*]

    [ 2025-07-30 01:22:30 CET ] [Original Post]
    Dev Update #4

    [u]Zombie AI & Combat Updates[/u]

    • Finalized Zombie AI base behavior,

      [/*]
    • Re-enabled Zombie fire damage

      [/*]
    • Updated zombie spawn VFX,

      [/*]
    • Added Zombie SFX,

      [/*]
    • Fixed zombie spawn animations,

      [/*]
    • Fixed respawned zombies not taking damage,

      [/*]
    • Fixed damage numbers showing too early,

      [/*]
    • Adjusted damage number visuals

      [/*]
    • Fixed Zombie damage numbers bugs,

      [/*]
    • Fixed Tall Zombie initialization,

      [/*]
    • Fixed zombie -> door interaction,

      [/*]

    [u] Bunker & Farm Updates[/u]

    • Almost finalized bunker layout,

      [/*]
    • Added bunker door to bring play inside,

      [/*]
    • Added console screen to return to farm

      [/*]
    • Rearranged farm layout,

      [/*]
    • Added bunker rooms,

      [/*]
    • Fixed level saving when entering/exiting bunker

      [/*]

    [u] Systems & Environment[/u]

    • Implemented zombie spawning pools,

      [/*]
    • Fixed interaction collision on broken walls,

      [/*]
    • Added SFX to walls breaking,

      [/*]
    • Restored pre placed walls to the Farm,

      [/*]

    [u] Gameplay & Misc[/u]

    • Fixed XP Orb errors,

      [/*]
    • Fixed Combat Mode camera bug,

      [/*]
    • Added Superseed Model (Bunker Currency)

      [/*]
    • Added Bigbrain Model (Bunker Currency)

      [/*]
    • Updated Wheat drop model,

      [/*]

    [u]Imported UI for:[/u]

    • Room Console

      [/*]
    • Dialog Card

      [/*]

    [ 2025-07-23 11:03:16 CET ] [Original Post]
    Dev Update #3

    Dev Log Update #3

    What we have been working on since last time!:

    [hr][/hr]

    Bunker & Exploration

    • Bunker Access: Players can now enter the bunker!

      [/*]
    • Expanded Bunker Content: We've added more rooms and details to the bunker areas.

      [/*]
    [hr][/hr]

    Zombie & AI Systems

    • Zombie EQS Integration: The Environmental Query System (EQS) for zombies is now functional, though we're still fine-tuning it.

      [/*]
    • Enhanced Zombie AI: We've done further work to improve zombie AI behavior.

      [/*]
    • Night Wave Spawns: Zombies now spawn in waves at night and will attack planted plots and walls (if not broken).

      [/*]
    • Visual & Audio Effects:

      [list]
    • Added zombie spawn animations.

      [/*]
    • Implemented zombie hit visual effects (VFX) and hit sounds.

      [/*]
    [/*]
  • UV Lights: UV lights now activate automatically at night.

    [/*]
  • Navigation & Behavior Adjustments: We've made minor adjustments to the navigation mesh and overall zombie behavior.

    [/*]
  • [/list][hr][/hr]

    Building & Defense

    • Wall Upgrades: Wall upgrade functionality has been implemented.

      [/*]
    • Wall Level Progression: Stage 1, 2, and 3 meshes have been added for wall levels 2 and 3.

      [/*]
    • Wall Data Table (DT_WallLevels): This data table is now set up to define wall models, health, upgrade costs, and repair costs.

      [/*]
    • Wall Costs: Cost has been added for wall repair and upgrades.

      [/*]
    • New Wall Type: Wood walls are now available.

      [/*]
    • Workbench Icons: Icons have been added for the defense workbench.

      [/*]
    [hr][/hr]

    Fixes & General Improvements

    • Ivy Model Update: The ivy model and textures have been updated.

      [/*]
    • Sun Brightness/Temperature: Adjusted sun brightness and temperature settings.

      [/*]
    • Edit Mode Arrow Fix: Fixed an issue where edit mode move arrows would get stuck on schematics.

      [/*]
    • Wall Collision Height: Corrected the collision height for walls.

      [/*]
    • Combat Mode Exit Fix: Resolved an issue with exiting combat mode.

      [/*]

    [ 2025-07-15 20:05:04 CET ] [Original Post]
    Dev Update #2

    Dev Log Update

    Everything we've done this week!

    [hr][/hr]

    New Features

    Minigame System (NEW!)

    Weve introduced a brand-new Minigame mechanic tied to building!

    • Fixed initial blurring issues

      [/*]
    • Added hammer animation, particle effects, and sound FX

      [/*]
    • Rory now pauses when the Minigame appears

      [/*]
    • Player input is locked during the Minigame:

      [list]
    • Camera rotation, movement, and scrolling are disabled

      [/*]
    [/*]
  • ESC now exits the Minigame

    [/*]
  • Added a Quit Button for clean UI navigation

    [/*]
  • [/list]

    Wall Building in Stages (NEW!)

    Walls now build progressively through multiple visual stages!

    • Added stage-based wall meshes

      [/*]
    • Introduced Build Bot to assist with construction

      [/*]
    • New build sounds and visual effects added for feedback

      [/*]
    • Wall color options (Blue) and winter materials/VFX introduced

      [/*]
    [hr][/hr]

    Edit Mode & Schematic Improvements

    • Began major Edit Mode rework

      [list]
    • Redesigned borders and UI layout to better fit early game

      [/*]
    • Fixed major bugs and overlapping placement issues

      [/*]
    • Disabled Freeplace temporarily for consistency

      [/*]
    • Stress tested building logic and made schematic updates

      [/*]
    [/*]
  • Interactions upgraded:

    • Only one menu can be opened at a time

      [/*]
    • Cannot open wall menus while in edit mode

      [/*]
    • Player must be within range to interact

      [/*]
    [/*]
  • Added new Move/Rotate menu

    • Left/Right arrows for rotating active schematics

      [/*]
    • Visual arrows for move feedback

      [/*]
    • ESC now exits Edit Mode

      [/*]
    • Pending schematics are hidden when hovering over Edit options

      [/*]
    [/*]
  • Improved button sounds and click feedback

    [/*]
  • Fixed greyed-out checkbox flashing

    [/*]
  • [/list][hr][/hr]

    New Gameplay Additions

    • Decoration Workbench fully implemented

      [/*]
    • Added Portable Sell Stations with animations

      [/*]
    • Placed the Bunker Entry model into the world

      [/*]
    • Robot names are now visible above units

      [/*]
    [hr][/hr]

    UI & Visual Enhancements

    • Added Wall UI and improved Workbench UI

      [/*]
    • Removed Left Side Buttons for a cleaner interface

      [/*]
    • Fixed Close Button scaling

      [/*]
    • Improved visual clarity across menus

      [/*]
    [hr][/hr]

    Bug Fixes

    • Fixed new wall health showing as full

      [/*]
    • Fixed schematics being blocked by built walls

      [/*]
    • Fixed objects deleting nearby boxes

      [/*]
    • Addressed multiple bugs related to buildables and interactions

      [/*]
    • Resolved several minor visual and gameplay glitches

      [/*]

    [ 2025-07-02 00:49:14 CET ] [Original Post]
    Dev update #1

    Another week, another development update! We've been busy squashing bugs and adding some exciting new features to the game. Let's dive into what's new:

    [hr][/hr]

    Visual & Immersion Improvements

    • Vibrant Sunset/Sunrise Colors: We've tweaked the sun's colors to make those epic in-game sunrises and sunsets even more breathtaking. Get ready for some seriously stunning screenshots!

      [/*]
    • Smoother AI Movement: Ever notice our AI buddies (and enemies!) looking a little jerky when they turn? We've smoothed out their rotation speed for more natural and fluid movement.

      [/*]
    [hr][/hr]

    Base Building & Decoration

    • Fairy Lights Decoration: Get ready to add some sparkle to your base! You can now craft and place fairy lights to give your humble abode that cozy, magical glow.

      [/*]
    • New Buildable Walls with Building Minigame: Fortify your base like never before! We've added buildable walls, and yes, there's a fun building minigame to make the construction process even more engaging. Get those foundations laid!

      [/*]
    • 1x1 Tech Crop Plot: For looking for something new to grow, we've introduced the 1x1 tech crop plot. Some things can only be grown in this plot!

      [/*]
    [hr][/hr]

    Gameplay & Quality of Life

    • Combat Mode Swap - Now a Hold Action with UI: We've changed the combat mode swap to a hold action with an accompanying UI element. This should prevent accidental swaps in the heat of battle and give you better control.

      [/*]
    • New Workbenches:

      [list]
    • Crop Plot Workbench: Streamline your farming efforts with this dedicated workbench for all things crop-related.

      [/*]
    • Defense Workbench: Planning to build an impenetrable fortress? The new Defense Workbench will be your go-to for crafting all your defensive structures and tools.

      [/*]
    [/*]
  • Zombie Beeper: Tired of those sneaky zombies ambushing you? We've added a Zombie Beeper to give you an early warning when the undead are lurking nearby. Consider it your personal zombie radar!

    [/*]
  • [/list][hr][/hr]

    That's it for this week's update! We're always working hard to bring you the best possible gaming experience.

    [ 2025-06-25 12:25:52 CET ] [Original Post]
    ⭐ SPOTLIGHT DEAL ⭐
    I Am Dead
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    IndieGala
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    49.77$ (17%)
    41.47$ (17%)
    16.57$ (17%)
    16.57$ (17%)
    16.57$ (17%)
    8.39$ (16%)
    12.42$ (17%)
    41.47$ (17%)
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    [ 5876 ]

    14.99$ (25%)
    14.37$ (64%)
    10.99$ (50%)
    21.89$ (64%)
    81.99$ (18%)
    19.24$ (73%)
    58.09$ (17%)
    17.88$ (11%)
    10.34$ (77%)
    40.94$ (37%)
    30.24$ (73%)
    59.49$ (15%)
    52.79$ (12%)
    49.79$ (17%)
    7.29$ (64%)
    19.67$ (11%)
    23.89$ (20%)
    44.99$ (25%)
    15.12$ (73%)
    59.87$ (25%)
    15.89$ (21%)
    25.54$ (64%)
    43.99$ (12%)
    96.79$ (12%)
    16.49$ (73%)
    84.99$ (15%)
    27.19$ (32%)
    42.49$ (15%)
    3.44$ (77%)
    44.09$ (37%)
    GAMERSGATE

    [ 1265 ]

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    4.67$ (53%)
    2.55$ (91%)
    0.56$ (81%)
    2.55$ (91%)
    1.28$ (91%)
    1.7$ (91%)
    1.02$ (87%)
    8.5$ (83%)
    8.93$ (70%)
    6.38$ (74%)
    2.55$ (85%)
    0.42$ (79%)
    8.5$ (79%)
    3.83$ (62%)
    3.4$ (91%)
    0.43$ (91%)
    1.66$ (76%)
    0.26$ (91%)
    1.28$ (87%)
    0.43$ (91%)
    4.25$ (91%)
    8.5$ (83%)
    4.4$ (78%)
    4.36$ (71%)
    0.56$ (81%)
    3.83$ (62%)
    6.38$ (87%)
    10.91$ (22%)
    4.4$ (78%)
    MacGameStore

    [ 2018 ]

    1.99$ (89%)
    2.49$ (88%)
    1.19$ (88%)
    0.99$ (75%)
    1.24$ (75%)
    5.99$ (85%)
    10.89$ (76%)
    2.54$ (87%)
    1.99$ (80%)
    9.49$ (5%)
    1.59$ (92%)
    4.99$ (83%)
    14.49$ (76%)
    28.49$ (53%)
    4.99$ (50%)
    2.99$ (70%)
    0.99$ (93%)
    9.49$ (5%)
    5.99$ (80%)
    1.99$ (87%)
    4.99$ (88%)
    1.19$ (87%)
    1.99$ (80%)
    16.99$ (15%)
    73.99$ (8%)
    9.49$ (5%)
    13.99$ (7%)
    1.99$ (85%)
    2.38$ (60%)
    2.49$ (75%)
    INDIEGALA

    [ 986 ]

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    7.99$ (80.0%)
    0.69$ (90.0%)
    0.99$ (90.0%)
    1.49$ (90.0%)
    0.49$ (90.0%)
    0.99$ (80.0%)
    1.24$ (75.0%)
    2.39$ (80.0%)
    2.24$ (25.0%)
    2.49$ (75.0%)
    1.99$ (90.0%)
    3.99$ (50.0%)
    10.99$ (72.51%)
    0.59$ (90.0%)
    0.59$ (80.0%)
    3.99$ (80.0%)
    1.99$ (90.0%)
    1.04$ (85.0%)
    0.99$ (80.0%)
    3.65$ (75.65%)
    1.99$ (80.0%)
    0.49$ (90.0%)
    1.49$ (90.0%)
    1.29$ (90.0%)
    1.45$ (79.25%)
    4.99$ (75.03%)
    0.99$ (90.0%)
    7.99$ (60.0%)
    2.99$ (90.0%)

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