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What people are making, shipping and asking about.

  • Dogyshitra3Level 1@dogyshitra3

    Someone took LINKusy away! Have no fear, it's back and not going anywhere. Come on, man. Let's not pretend there is anyone else besides us two here. Your fake accounts with shit slop games and full-on retarded delusion for whatever this site is, and me, a humble gal with a simple message - LINKusy is life. We will not be denied.

  • I was pleasantly surprised to find full-on nudity openly displayed in this game. It's kind of a cool, bold statement. Here I am, here is my cock. Respectable.

  • VibeCodedGamesLevel 1@vibecodedgames

    Community for Pavement Pursuit

    Storms got a voice, and how it feels to drive got steadier frame rate especially at night and over gorges, and a camera that sits a little better. โ›ˆ๏ธ Thunder follows the lightning. Every lightning flash is now followed by a low rumble rolling across the sky. ๐Ÿž๏ธ Gorges, cliffs and water bridges run smoothly on phones. On a phone held upright, driving past a gorge, a cliff edge or a water bridge could cost a lot of frames, enough to stutter for as long as it was in view. Crossings are now drawn a cheaper way that looks the same, and on our test phone a gorge costs about what an open road does. ๐ŸŒง๏ธ Night storms are smoother on laptops. ๐ŸŽฅ The camera sits a little better. When you're slow or parked, your car sits one car length higher on the screen. There's a little more road behind you, and on phones more room between the car and the touch controls. On short, wide windows the parked car could be cut off at the bottom; now it's fully in view. At speed, the car rises to the same place it always did. The start is a touch more zoomed in. Standing still and pulling away, the camera is slightly closer before it eases out as you speed up.

    0.43.0
  • Talking PixelsLevel 1@talkingpixels

    Rift Keepers Bug: In settings if you hit "What's New" you could get stuck. Will patch in a bit

  • Talking PixelsLevel 1@talkingpixels

    Was going to get an update ready for Rift Keepers but a feature I added in a few patches ago had to go into the main game xD

  • Talking PixelsLevel 1@talkingpixels

    Made a launcher for Rift Keepers, need some new cover art but it's so much easier patching now

  • Talking PixelsLevel 1@talkingpixels

    Pushing a quick fix to the newest build. Exploring was way to slow and our new activity screen wasn't working correctly

  • Talking PixelsLevel 1@talkingpixels

    Community for Rift Keepers

    Alpha V.0030 Patch Notes Summary Block & counter โ€” some enemy moves now show a ring. Blue = block (LT / Shift / right-click) for less damage; gold = counter (RT / Space / click) to take nothing and throw 75% back. Misses never make it worse. Element sparks โ€” a super-effective hit primes that element; your next same-element move hits +15%. Perfect streak counter, controller rumble, screen pulse, and per-element chimes on every perfect. Soul Capture runs on 5 refillable uses instead of essence, with a three-seal mini-game (+5 pts, 50% cap) and HP/companion offerings when you're out. Echo Memory โ€” daily glyph game per companion that raises bond (Familiar โ†’ Soulbound); bonded teams start fights with extra essence. Visual upgrade โ€” finished pose sheets for 26 companions + the Keeper, painted backgrounds for Meadow / Emberwood / Shallows, depth layers in every battle, element glyph projectiles, new icon set, skill pop-ups. World map โ€” 21 hand-drawn landmarks, mist and storms with lightning, routes hidden until both ends are visited. Interface โ€” battle fills the window on desktop, menus snap to sections, every new mechanic has a toggle or auto-resolve in Settings โ†’ Battle. Known gaps โ€” 3 of 17 areas painted, only the default Keeper body has a finished sheet, no block/counter in co-op yet.

    0.30
  • Talking PixelsLevel 1@talkingpixels

    Devlog for Rift Keepers

    Alpha V.0030 Patch Notes Summary Block & counter โ€” some enemy moves now show a ring. Blue = block (LT / Shift / right-click) for less damage; gold = counter (RT / Space / click) to take nothing and throw 75% back. Misses never make it worse. Element sparks โ€” a super-effective hit primes that element; your next same-element move hits +15%. Perfect streak counter, controller rumble, screen pulse, and per-element chimes on every perfect. Soul Capture runs on 5 refillable uses instead of essence, with a three-seal mini-game (+5 pts, 50% cap) and HP/companion offerings when you're out. Echo Memory โ€” daily glyph game per companion that raises bond (Familiar โ†’ Soulbound); bonded teams start fights with extra essence. Visual upgrade โ€” finished pose sheets for 26 companions + the Keeper, painted backgrounds for Meadow / Emberwood / Shallows, depth layers in every battle, element glyph projectiles, new icon set, skill pop-ups. World map โ€” 21 hand-drawn landmarks, mist and storms with lightning, routes hidden until both ends are visited. Interface โ€” battle fills the window on desktop, menus snap to sections, every new mechanic has a toggle or auto-resolve in Settings โ†’ Battle. Known gaps โ€” 3 of 17 areas painted, only the default Keeper body has a finished sheet, no block/counter in co-op yet.