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Long story short: Monster Girl Therapy can now be played in English and German! With the German version, we also have a batch of news, fittingly focussed on the German-speaking world. (But enough of all that after this one!)
If everything works out, the update with the German translation of Monster Girl Therapy will be released on July 20th—just about a week from today! =)
And since translation is a COMPLEX art riddled with fascinating little rabbit holes, today’s blog post is going to be a bit more unstructured than usual.I’m a huge fan of free translations (and even localizations, if they make sense!), and this game has practically no direct ties to English-speaking cultures anyway. So there’s no reason to cling to the “original”—a free translation it is!
My names follow one simple rule: anything linguistically inspired by other cultures (like “Equitania Equinox” or “S’Sinbal”), as well as anything that works well in German (like the “Madame”), stays the same. Everything else gets Germanized!
Shaliva becomes “Sabbrine,” a portmanteau of “sabbern” (salivate) and the girl-next-door-name Sabrina. My alternative was “Aschlick,” (from “Schlick”/”slick” and Ashley) but someone kindly pointed out that it has a very… uh… ANAL ring to it, even in English! Which genuinely hadn’t occurred to me?! Other ideas included “Schelima” (“Schleim”/”slime”, but it sounds vaguely Arabic), “Speileen” (“speien” means barfing, which is just too much!), or “Speichelle” (“Speichel” is literally saliva, but it also means “spoke,” so this could honestly be a fine bicycle girl).
The metropolis of “Sliwhelbud” is now “Kriechlingen” (from “crawl” or “creep”), which has this cutesy hyper-German feel while still capturing the right vibe.
Shaliva loves to say “bro,” and finding German equivalents turned out to be surprisingly tricky! “Alter”, “Dicker”, “Lan” (variations in the vein of “dude” or “mate”), as well as the brothers “Bruder” and “Brudi” all carry their own baggage—sometimes regional, sometimes cultural (especially with ties to migration), sometimes they’re just… too different! And using “bro” outright sounds VERY American. In the end I took a step back and simply dropped it in most places. Sometimes the more neutral “Mann!” (“man”, duh!) still works, and every now and then an “Alter, Mann!” fits the bill after all.
Cat was a PROBLEM. Calling someone “Katze” just doesn’t work as a nickname in German, and I really didn’t want to go with things like “Minki” (think “Mittens”), or even worse, “Muschi” (“pussy” … but also an old-timey name for a cat!). So I focused on the fact that the protagonist has zero respect for Cat’s many names. In German, he just says “Die da”, short for “Die da Flüstert” (literally “That one”, but the full name instead invokes “The One Who Whispers”)! Does it sound great? Oh no, it sounds AWFUL—but somehow that’s exactly what makes it work, because it perfectly reflects his attitude. The other names are less tied into dialogue, so I had a lot more fun with them: “Schließt-den-Schleier” (“Closes-the-Veil”), “Der letzte Bruder” (“The Last Brother”, incidentally playing around with gender a bit!) and of course “Katze, die den Nebel sieht” (“The Cat Who Sees the Mist”)!
“The Eldest” becomes “Die Älteste” in the feminine, which introduces a nice bit of gender trouble as well… or rather, a more fixed gender, because German simply doesn’t offer an elegant equivalent for the wonderfully practical “they.” (There are plenty of neopronouns, but none of those are even close to reaching the mainstream. Either way, they would’ve been a pretty bold choice for a subversive game that doesn’t want to repel more conservative players.)
The “Grove of the Bygone” becomes the “Ahnenhain” (“Ancestral Grove”), even if it doesn’t quite carry the same poetic vibe. I think for a brief moment, I felt the pain that translators of D&D and Magic: The Gathering probably experience every single day.
The “Brass-Plated Polis” is a reference to the mythological City of Brass, but I also wanted to preserve that slightly Greeky-Romany colonial vibe that’s woven into Equitania’s part. So in German, it’s “Die Polis der Tausend Messingkuppeln” (“The Polis of a Thousand Brass Domes”), which nicely shows how adding one extra word can open up a surprising amount of creative space.
S’Sinbal bears the title “of the Tangled Knots,” which refers both to her labyrinth and to her rather neurodivergent personality. In German, she becomes the “Zelotin der Zwirbelwege” (“Zealot of the Twisting Paths”), even though there’s absolutely nothing in the English version that hints at her being a zealot. To be honest, the alliteration was what came first here—but then again, it’s not like “zealot” really contradicts anything either. Is our snake girl religious? Nope. But her civilization is heavily themed around religion, and the title could just as easily describe her role in the game rather than her personality.
Lash is an interesting case, and first I want to state just HOW much I’ve come to love her English name! It packs several fitting meanings into one word (“lash” as in a whip, as in “lashing out”, and as in “eyelashes”—perfect for a succubus!), while also sounding punchy, aggressive, and memorable. That is almost impossible to recreate, so I made a fairly radical decision: Lash the Loveless is now “die Gierige Geißel” (“The Greedy Scourge”), which completely changes the first impression! The whip association is still there, but instead of sounding punchy and aggressive, she now feels much more like a grumpy old witch. (Gerda! Gisela! Or, of course, Gundel Gaukelei, the German version of Magica De Spell, whose fascinating translation history almost mirrors this one—which was NOT intentional.) Throughout the game, the protagonist occasionally calls her “Frau Geißel” (“Mrs. Scourge”), as if he was apologizing to a terrifying old schoolteacher. It’s a completely different vibe, but honestly, I think it fits surprisingly well!
Speech quirks matter, and not all of them can be translated directly. Almost the entire cast tends to use the conversational past tense (think present perfect, but different) because Monster Girl Therapy is just a very casual game, linguistically. Cat is the exception: I deliberately gave her a more literary past tense (think simple past, but different) to emphasize her distance from what’s considered “normal”. Shaliva drops letters off her verbs (think “I’m goin’ home” instead of “I’m going home”), and at a specific point, the Madame switches from an old-fashioned fantasy-style form of address to a much more personal one. She was actually the most fun to translate! Lash’s insults are now more weirdly inventive than in English (“Peniskopf!”/”penis-head!”), because German just sounds awkwardly vulgar if you stick to straightforward insults like “Arschloch”/”asshole” or “”Wichskopf”/”Goonhead.” And PLEASE don’t ask what I did with S’Sinbal… except that she uses a ton of Anglicisms, because honestly, her whole way of speaking is INCREDIBLY English, or rather, American. I really hope she still lands the same way.
Tiny little words like “well,” “yep,” “hm,” “tch,” “alright,” “nice,” and even the plain old “yes” are THE DEVIL. German tends to simply leave a lot of them out, but good grief…
I could go on for pages about individual jokes and puns that demanded more or less creative solutions (foxy! bug! portcullis! Basically every other sentence Shaliva says!), but I’d rather let you discover those for yourselves. I’ve teased quite a few of them over on my Discord as well, in case anyone’s interested in smaller updates and chatting directly. Here’s the link! =]
And now, a few more insults for Lash that may or may not have made it into the game: Inkontinente Weißwurst. (Incontinent Weißwurst.) Spuckspachtel. (Spit-spatula.) Schamloser Hodengriff. (Shameless crotch-grabber.) Lechzgeiler Gesichtslauch! (Horny leek-face!)
First and foremost, I’d love for women, non-binary folks and everyone else to play Monster Girl Therapy. But the character you’re playing? He’s a guy, as cis-het as they come, and definitely not someone who would even use words like that. This blogpost explains how the game makes sure you know that—and of course why!
As you can see, two thirds of all players tried to pick a female avatar at some point, and when promoting the game, I actually got quite a few comments like this one:
I also heard from one person who refunded the game in this exact moment… Which is of course somewhat unfortunate (I hope they would’ve liked it!), but I also get it. In fact, I think it’s really cool that people want to play their monster girl games as girls! Unfortunately, this was never an option.
But first, what exactly is happening in this scene?Making the protagonist of Monster Girl Therapy male is not enough: The player, whoever they are, needs to be conscious of this as well. This might sound self-evident, but especially non-male players have identified with male avatars for decades, projecting their own identity onto them. Consciously or subconsciously, they might imagine the protagonist as any gender, which isn’t helped by the pixelated chibi characters of an rpg maker game. So essentially, the game is TESTING the player’s assumptions, and “correcting” them before the game even starts!
If the player chooses a male avatar, the game does literally nothing. It simply assumes the “correct assumption”, which is a gnarly little simplification, of course… but I think it will suffice in most cases. If we have these assumptions, why not use them?
By the way, the achievement is not only a joke, but also a safety net underpinning this correction. It says: “Hey, something interesting is happening right now!” (But it also is a joke. I’m sorry!)
Of course, the protagonist’s little comment also gives a good chunk of characterisation: 1. He sees himself as a guy (cis implied). 2. He differentiates betweens “guys” and “girls”, using these specific terms. 2. He can’t even IMAGINE using a female avatar. Now, none of these things should be read into too aggressively on their own, I think, but in the context of the game, it’s an interesting first look at his world view.
Additionally, this decision also implies a thing or two about the game the protagonist is entering: Even though it offers a somewhat free choice of stereotypical avatars, it divides them up by gender, with no gameplay effect at all.
Okay, now players know about the massive male in the room. But why does the game not just GIVE them said massive male, with muscles, loincloth and everything? Why do they get to choose? And why is all of that important for the game?
We’re entering conceptual spoiler territory now. You’ve been warned!The avatar is really important as a lense for the interactivity of video games, and I’d essentially differentiate between two “tasks” such an avatar can have:They are a character. They have their own life and character traits, and most likely even some secrets. If you make decisions as a character, you are thinking: “What would they do?” Characters can be understood and interpreted, but even if we identify with them to differing degrees, there will always be an essential level of DISTANCE.
They are a representation of the player. Whoever plays is supposed to project themselves onto this avatar. If you make decisions, you are thinking: “What would I do?” Often, you will be able to choose an avatar or create your own. Although there will always be some distance (if only for technical reasons), IDENTIFICATION is the point here.
Of course, this is very much a simplification, and most video game avatars fall somewhere in between. Think about Link from Zelda (literally a “link” to the player, but with some obvious characteristics for becoming a recognizable character) or Shepard from Mass Effect (very much a character, but with a clearly defined “moral” scale, choice of gender and some limited story decisions for identification).
On the other hand, this story also wants to be about the real world and the player. And this player, of course, might be anyone! They might be somewhat similar or at least sympathetic to the protagonist, but they might also loathe him or be unable to empathize at all. The game essentially gives the player opportunities to identify with the protagonist OR distance themselves from him. If he claims Shaliva just wants attention… Well, what do you think? Is this a reasonable reaction? Is it just the best of three horrible dialogue options? Or is it exactly what THIS guy would say (even if you wouldn’t)?
So, what the player chooses isn’t as important as their thoughts about it: Do you identify? Do you distance yourself? Do you fall somewhere in between? And consequently, do you understand the protagonist as a character, or as a representation of yourself?The choice of an avatar is essentially a first little microcosm of this very design philosophy, and whoever your are, gender is a VERY important part of identification and distance.And now: Full-blown story spoilers!I want my games to be about something, but I don’t want to make “message games” that tell you what to think. (Which doesn’t mean I won’t express my world view, obviously!) In this sense, Monster Girl Therapy is a game about masculinity, mental health and helping. It wants people to empathize with others, the protagonist as well as the “monster girls”, and to reflect on their assumptions.The finale of the game continues to muddy these waters: The story of the protagonist will always end in the same way because it’s HIS story. You might like that ending or not, and in fact, even your opinion is an important part of the whole! But then, there’s this final question: “Will you get help?” Who is it for? Is it asking the protagonist for HIS opinion? Is it asking the player for their opinion ABOUT HIM? Or is it even asking the player for their opinion about THEMSELVES?So no, you can’t play as a girl because his very masculine (perhaps toxically so!) perspective is central to the story told. But I’d be very interested in YOUR perspective, gender notwithstanding. :DThanks for reading!
Stuff is happening! Small stuff... but stuff, without a doubt!
First of all, while translating the game, I also somewhat polished the English dialogue. No major changes in content, but especially for the typical “first encounters” with Equitania and Shaliva, I phrased things more clearly and added a line here and there to guide new players. Just to make this very clear: If you have played the game already, you would likely not even notice these differences. I only hope to make the game more accessible ... and also, it's very hard to just let things be!
Also, I have released Monster Girl Therapy on the platform itch.io! Of course, that’s not massively exciting for players on Steam, but still, here are a few thoughts.
In most cases, itch is SIGNIFICANTLY weaker in terms of sales numbers.
However, experimental and especially narrative-driven games tend to be quite popular there.
For me as a developer, the process was absurdly simple compared to Steam (apart from the “tax interview,” which probably won’t surprise anyone)… I kept asking myself several times where to do X or Y, only to realize that X and Y just aren't a thing over there.
I would guess that on average, the audience skews somewhat more progressive, due to the experimental and open nature of the platform.
Itch also takes a lower cut: 10% (compared to Steam's 30%) are suggested, and you can set the actual number yourself.
So between all of these points, Monster Girl Therapy fits in quite well? And for the same reasons, I decided not to release the game on GOG.com, another possible platform; over there, it’s mainly retro games and specific genres that tend to perform well. I would be curious though if other game developers have had different experiences!
And with all of that, I'm offering the game's first 20% discount after launch, for one week! Of course, this is primarily an economic thing, but it's also said that Steam can be a bit cautious when it comes to lower prices on other platforms... So I'll keep the discounts parallel, just to be sure.
More about the actual numbers, as usual, at a later point in time!
A game’s launch is usually crucial, and now that things have calmed down a bit, I want to take a look at the first two weeks of Monster Girl Therapy—in numbers! So we’ll be talking about sales, wishlists, playtime, and how I interpret all of that.
And to get it out of the way right away: this launch was very quiet, but also quite cozy!
Sales.
Just under 300 copies sold and around $1,500 in revenue, before Steam’s 30% cut. Most of that happened in the first two days, followed by the first week. The US and Germany are the biggest markets, although the German numbers likely include a lot of friends and people I know from here or there. Otherwise, the stats are surprisingly international!
There were 14 refunds, which makes sense and is honestly below my expectations. :D
“Not fun” is always fair—especially for a very text-heavy RPG Maker game—but I’d really love to know what “Other issues” means in this case. I suspect some people were expecting an NSFW game.
Wishlistings.
Around 4,500 wishlistings total, and 3,000 before release. What a 5% conversion rate after 2 weeks means is debatable, especially since these numbers have been declining in recent years. I’d guess we’re at the lower end of average, and I’m fairly sure this will increase significantly once more discounts happen. In the same vein, the differences by country are noticeable, but not surprising.
Play time.
You can clearly see who tried the game and then dropped it or at least put it in the backlog, which is totally fair. I’d estimate that around 40% actually finished it in some form, and I honestly think that’s pretty cool! More on achievements (and what people actually did) in a later blog post.
I’ll make a subjective but rather important distinction here.
As a commercial indie game launch, this would be a freakish disaster. Thankfully, no jobs depended on it…!
My personal expectations right before launch were slightly higher. A 10% conversion from wishlists isn’t unusual, but I was hoping for a bit more visibility, either from people or algorithms. Maybe something like 500 sales instead of 300?
However, when it comes to my own goals, things are a lot less bleak. Here’s a quote from a related blog post—though that one refers to the first year, not just the first two weeks!
I think the second milestone of 1,000 sales in the first year (!) is definitely realistic, especially since I still have plans for a German localization, more publicity, sales, etc.
And that’s what I mean by “quiet, but cozy”: Monster Girl Therapy didn’t make any waves, but I’ll likely achieve the more realistic of my two goals. (The other one is waaaay off… let’s talk again in a year! :D) And the reception—whether through online reviews or personal feedback from friends and fans—has been absolutely wonderful, which more than makes up for any disappointment. <3
What led to these numbers?
More time would have helped. For wishlisting (the game was only “coming soon” for about months months) and for publicity. I do have a full-time job and don’t want to spend 3+ years on the same game, let alone marketing, but there’s more of a middle ground here.
A demo, and with it, more confidence? People love the game, but I was too worried that they wouldn’t. Also, I tend to get overwhelmed, which is why I missed the deadline for Next Fest… ^^
A big issue was probably clarity in presentation and marketing. For example: Is this fan-service or even a porn game? (No!) But then why does it look like one? And what is it instead? Looking back, I have to say: Marketing it as a monster girl fan service game would likely have been more successful, but also completely dishonest. Calling it a subversive “message game” (lol) from the get go wouldn’t have done justice to the subversion OR the complexity of the whole fan service topic. So overall, it was fine as it was—even if that wasn't ideal for publicity.
Maybe more social media. I did (re)activate Twitter, Bluesky, and TikTok, but that was pretty late, and it didn’t work out THAT well. Still, I say “maybe” on purpose, because I don’t see myself constantly posting random screenshots into trending topics or forced short form videos—that doesn't feel right. BUT: I do have a Zwiebelspiele Discord server now, for questions and discussions, and to stay in touch. Feel free to join!
There might also have been more potential in influencer marketing, but I’ve realized that my game doesn’t exactly scream “stream me”, at least not without prior success. Still, I’ll see what’s possible going forward!
What did I learn? Mostly for myself, I should add.
Set yourself some goals. Seriously! I’m SO glad I set concrete, numerical goals! Without them, these results might have been genuinely depressing, simply because the gap between “what’s possible” and “what’s likely” is so enormous in this industry.
Take your time. Stay calm! Avoid using deadlines whenever possible. That way, you can adjust things more easily whenever it makes sense.
And: I definitely don’t want to get TOO deep into “professionalism.” A bit of marketing here and there is nice—sometimes even a bit more!—but I have the privilege of treating this as a hobby… so I want to benefit from that. To be satisfied with the successes I have. To grow slowly, or not at all. To keep making small games. And most importantly, not to chase every possible idea or trend or industry trueism just because it might bring in a few extra wishlistings.
The blog posts will continue, at a relaxed pace—especially now that I can finally include spoilers! :D Is there anything else you’d like to know?
Thank you so much for all kinds of support! =)
Quick fixes:
1. Before, a bug prevented the Steam overlay from being shown correctly in fullscreen, especially for achievements. This should work now!
2. Cloud saves are now activated.
This means saves could be overwritten IF you've played on more than one device! Use the device with the most recent saves first! If you're unsure, make a backup of your files.
It could also lead to a smaller font size in-game. How to fix: Load the affected save, change the font in the menu (and back), save the game and close it. When launching again, it should be fine!
Both fixes are thanks to 60 from the community hub. Thanks a lot! :)
3. The use of a mouse is now discouraged, especially in the minigames and the sewers. The tutorial for the controls has been updated accordingly.
Sorry for any inconvience!
Hi everybody!
A big fat THANK YOU to all the players! The game didn't sell massively or anything (specific numbers will be coming in a later blog post!), but it was a real joy to see your reactions and read the reviews!! ^-^ Keep them coming – the launch discount is still up until Tuesday! :D
A quick heads-up: On Sunday around 2 pm EDT (7 pm CET), I'll turn on cloud saves for the game! I hadn't figured out how to do this, but luckily, a nice person helped me out. Thanks a lot! This also means saves could be overwritten IF you've played on more than one device! After the update, use the device with the most recent saves first! If you're unsure, make a backup of your files.
And finally: If you find bugs (not the monster girl one – sorry!), please post them in the community hub! I'll still be tweaking small things here and there. For example, Equitania's minigame has been very frustrating for many players, so I've increased the time limits a bit, especially in the earlier rounds.
Have a nice weekend! (perhaps chatting up some monster girls?! :D)
Zwiebelspiele
Everybody...
...including a launch discount of 20%!
But first things first: THANK YOU for your interest in this little game of mine and, of course, for your interest in these monster girls! So... HAVE FUN! :D
I'm THRILLED to see how people react to the game!
There's also a new trailer!
...and you'd like to support an indie?
Reviews on Steam, even short ones! There's a lot of shit out there, so many people are waiting for honest impressions. (Understandable!)
Telling someone who might be interested, telling the people on social media... or even telling your favourite gaming influencer!
Following Zwiebelspiele on social media and interacting a bit: Bluesky, Twitter, TikTok, Youtube
Thanks again!! <3
My game is out in just under a week, my head is spinning with a lot of annoying publicity… So it should be the perfect time to take a step back.
Back then, I didn’t actually play all that much. I just wanted to make games, but unfortunately I was also 15 fucking years old. And although I have tremendous respect for the people who, at 15, took on massive projects (“Final Fantasy, but as an MMO!!”) – and then actually SAW THEM THROUGH in some form or another – I definitely was NOT one of those people. What I was able to do, however, was posting, on the community forums! No matter what they were named at a certain point (from RPG-Ring to Multimediaxis), which subforums merged or split off in a rage, whoever was currently muddling forum politics and personal relationship drama … These message boards were always there. Especially the creative parts! Community meetups like the NATO (please don’t ask) or the still ongoing BMT were social trials by fire that probably saved me single-handedly from the weirdest excesses of being a real fucking nerd. In fact, most of my friends today – and my partner! – hail from these forums as well. You know who you are! <3
So much about me, yada yada. BUT …RPG Maker is a chill middle ground. Of course there are more common engines, and more powerful ones, but RPG Maker also works for beginners with zero background knowledge, with just a few simple YouTube tutorials … and STILL provides ways to dive deeper into all the technical underpinnings. I’d even say it motivates you to do so, precisely at the points where it is limited for the sake of simplicity. (But you can also just… NOT do that, which is at least as valuable!)
Role-playing games are perfectly suited for teenage nerds. RPGs are fantasies, they literally let us slip into another role, they’re practically THE genre for escapism – but of course also for utopia and dystopia, for symbolism and allegory, ultimately for exploring yourself. If someone wants to express themselves through video games? RPGs! o/
RPG Maker offers access to a complex genre. RPGs, however, are also HARD, multidisciplinary, ideally with epic music, deep writing, beautiful art design, and so on and so forth … And RPG Maker delivers all of that in one cohesive package. Experienced developers might wrinkle their noses when they detect even a smidge of the standard resources, but getting cool anime-style portraits and ready-made sound effects delivered in a way that actually fits together? That’s PRICELESS!
It’s just so… free! I don’t necessarily mean the “free” resources that were oh so cheerfully ripped from popular jrpgs back then … but maybe I do! On the more legal side, I can find virtually endless games without spending a cent, and free resources for PRACTICALLY EVERYTHING! But I also love that I can play a Dragon Ball fangame from Brazil, or a Japanese horror game that makes me question the developer’s mental health, or visual novels with or without (but mostly with) a lot of porn. And if I want to advertise my game, I can use RPG Maker’s fonts, symbols, and even music. None of that is a given.
RPG Maker has FLAIR. Sure, people love to say “you should just use Engine XY instead!” … but dear people? RPG Maker is a BRAND, and for once (!), I mean that in a positive sense. The cohesive overall package has a part in that, but perhaps even more important is the history, the entirety of projects and experiences attached to it, precisely because RPG Maker is such a specific thing. On the one hand, we have truly big, impressive games, often with artistic ambitions (Ever pedaled full speed off a cliff in LISA? Ever groaned at a pop culture joke in To the Moon?), and on the other hand, we have a huge amount of trash … intensely PERSONAL trash! And together with the community, all of that creates real flair. <3
Let’s cut to the chase: Monster Girl Therapy launches March 10 and will cost $6.99. There’ll also be a 20% launch discount during the first week—for everyone who takes a leap! :D
That said, I also want to explain the thoughts behind these numbers. And the most important thing right up front: a large part of my decision-making is based purely on vibes. As a semi-professional solo developer, I can afford to listen to my gut sometimes—and luckily, the brain tends to go along… most of the time, at least.
Time for a little dev blog, this time about writing!
At their core, role-playing games and visual novels share a similarity: without exciting, genuinely lovable characters, they’re quickly forgotten. If you, like me, grew up during the heyday of Final Fantasy and BioWare, you’re also aware that you don’t need a ‘real’ dating sim to form parasocial bonds with pixels and polygons. And let’s be honest: in Monster Girl Therapy, the monster girls aren’t just in the title, they’re also the main appeal of the game, at least at first glance. And at second glance as well! :D
So: How to create compelling characters?Hi everybody!
Since Monster Girl Therapy is my first somewhat commercial game, I'm following this wild process with a dev blog. It aims to show basics steps in the development as well as some more specific numbers and experiences. The first posts (about the concept and some financial stuff) are up now!
https://zwiebelspiele.wordpress.com/the-blog/
In the future, I will also post new blogposts directly here ... I just didn't, because obviously, all of this IS a learning process for me. :D
Is there something you'd be especially interested in?
Enjoy the end of the year!
Andre ("Zwiebelspiele")
About
This page aggregates Steam news feeds, patch notes, and developer announcements for Monster Girl Therapy, sourced from official Steam community posts.
Major updates, balance changes, and seasonal events often correlate with player-count spikes — cross-reference announcements here with the live charts on the main Monster Girl Therapy statistics page.
Articles link back to Steam for full changelogs. SteamScope refreshes news entries as new posts are published to the game's Steam hub.