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Steam News6 April 20264mo ago

Anduo Report March 20th, 2026

⚠️This is a report for the new Third Crisis game ⚠️ If you are interested, you can check Third Crisis: Neon Nights here: Third Crisis Neon Nights Reporting for lewduty!

In this update3

Full notes

Full Third Crisis update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

0 fixes6 additions5 changes0 removals
  • UI and audio
  • Gameplay
changedReporting for lewduty! This week, the bunnies can feel the spring approaching.UI Designs
changedReporting for lewduty! This week, the bunnies can feel the spring approaching.No spicy visuals from me this time, my current tasks are all about polishing missing UI, so we avoid player confusion and give clear feedback on what is happening. I love doing UIs for a change!
changedReporting for lewduty! This week, the bunnies can feel the spring approaching.Journal Asset:
addedReporting for lewduty! This week, the bunnies can feel the spring approaching.I made a new asset for the journals because the old one was painted in a rush and didn’t meet the quality of the environment.
changedReporting for lewduty! This week, the bunnies can feel the spring approaching.Changes to the camera UI:
changedReporting for lewduty! This week, the bunnies can feel the spring approaching.Perversion UI Overhaul:

Third Crisis changes

changedUI Designs
changedNo spicy visuals from me this time, my current tasks are all about polishing missing UI, so we avoid player confusion and give clear feedback on what is happening. I love doing UIs for a change!
changedJournal Asset:
addedI made a new asset for the journals because the old one was painted in a rush and didn’t meet the quality of the environment.
changedChanges to the camera UI:

⚠️This is a report for the new Third Crisis game ⚠️

If you are interested, you can check Third Crisis: Neon Nights here:

Third Crisis Neon Nights

Reporting for lewduty! This week, the bunnies can feel the spring approaching.

LenChi:

UI Designs

No spicy visuals from me this time, my current tasks are all about polishing missing UI, so we avoid player confusion and give clear feedback on what is happening. I love doing UIs for a change!

With every screen I overhaul, my work gets a tiny bit easier, because there's more stuff I can re-use and recycle. Which of course is needed so it all looks coherent in the end.

Chapter Start Screen:

Journal Asset:

I made a new asset for the journals because the old one was painted in a rush and didn’t meet the quality of the environment.

And a purple version, just for testing.

NPC Dialogue Feedback:

Newly available dialogue option with party members -> this icon pops up over their head with a neat little animation.

Changes to the camera UI:

Thicker outlines, character name above the rectangle, status of the character underneath it for clarity:

Perversion UI Overhaul:

Just a suggestion right now, we’re still debating about what works best.

Prolonging the white bar in the tab menu so there's enough space

Showing the current level as a big number

Detailed "XP" next to it + gauge

The Perversion Gain Screen:

Show gauge from tab menu

Visibly add the amount that was just gained

Autosave Icon:

Icons for some generic status effects:

Icons for dialogue options:

More consistent timers throughout the game:

JustNox:

We wanted to give more of a cyberpunk vibe to the trains interior, so Nox started working on some neon ads and destination screens:

First pack for train interior assets

From carpets to new seats, handles, poles, windows and other things to give the train interior a more defined look:

Got to know the time and where you are going:

Preview of the finalized lights in action (w/o and with overall lightning):

Desva:

Sarah now is wearing her uniform when you are calling her at work:

Desva has also made it his full time job to hide more kitties in the game:

Cleaned up the curtain entrance

Before:After:

Implementation of all the newly made assets for the subway

Base lighting for the carts:

Aine Lovia:

Plan 3 Villain Scientists

Zanzo:

Zanzo made our new TCNN Logo. You might be wondering - “Why did you want to change it?” Well, Valve considered our logo to be hard to see on our capsules, so we wanted to change that!

Rokean:

I'm doing "alternative dressings" for the glowing hole (so things don't look exactly the same environment-wise, since this is supposed to be a couple of days later).

I dressed the kitchen with less food prepared/on the stove and more stuff in bags. I also put a lot more clean tableware and plates, and a lot fewer dirty dishes, to indicate that they have had fewer customers lately.

Room 101 (where you help Simon clean in 0.1):

Juno:

Juno made some luggage since it would be natural for people to take some along with them on trains and have it show up in other environments:

Decals to break up some of the walls:

A dog bone was needed for our canine unit:

Bear:

Made the heart for customers beating while they wait to make it more obvious that there's something there to do:

Vils:

Vils cooked up some beautiful flavour texts for the new mystery items:

Implemented the chapter popups for chapters 1-3:

Implemented a failsafe to pop Jaime from the party if we leave the res district during her second mission:

Additionally she also added prompts for when you have some unfinished business:

Thank you for taking the time to read our biweekly neonletter. It would not be the same without you! :)

Source

Steam News / 6 April 2026

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