Saturday, June 6, 2026
74020153-d72f-4516-b230-54b64f5eb621
| Summary | ⛅️ Mostly clear until night. |
|---|---|
| Temperature Range | 18°C to 26°C (64°F to 80°F) |
| Feels Like | Low: 64°F | High: 86°F |
| Humidity | 63% |
| Wind | 11 km/h (7 mph), Direction: 265° |
| Precipitation | Probability: 28.000000000000004%, Type: No precipitation expected |
| Sunrise / Sunset | 🌅 05:35 AM / 🌇 07:58 PM |
| Moon Phase | Waning Gibbous (69%) |
| Cloud Cover | 25% |
| Pressure | 1012.89 hPa |
| Dew Point | 60.04°F |
| Visibility | 6.3 miles |
The education ministry has acknowledged shortcomings in the initial rollout of its new “Breakfast for All” programme after concerns were raised by parents over portion sizes and the use of plastic packaging in meals provided to preschool children.
The pilot scheme, which began on Tuesday in public preschools across the Larnaca and Famagusta districts, currently serves around 3,900 children and was a government initiative to “promote healthy eating from an early age”.
Photographs from the first days of implementation circulated among parents and on social media, showing breakfast portions that included fruit in individual plastic packaging alongside baked products and artificially sweetened milk.
The images prompted criticism from some parents regarding both the quantity of food provided and the volume of single use packaging involved.
Responding to the concerns, the education ministry confirmed that issues had been identified during the first phase of implementation and said feedback was already being evaluated.
According to ministry officials, representatives were present in participating schools during the opening days of the programme to monitor food preparation, transportation and children’s reactions to the meals.
The ministry said the menu had been prepared by a team of nutritionists and was designed to meet the nutritional needs of preschool children.
Breakfast options include both savoury and sweet muffins with fruit, served with milk (yalatakis).
Officials said the objective is to ensure that food provided to children is “high quality”, safe and suitable for their age group while encouraging healthy eating habits consistent with the Mediterranean diet.
The programme was announced by President Nikos Christodoulides in May as a €1.5 million initiative funded through private sponsorship.
Christodoulides added that the government’s goal is to expand the programme nationwide and eventually across all educational levels.
A meeting involving organised parents and other stakeholders was held earlier this week to review observations and assess possible adjustments.
The ministry also addressed criticism regarding the volume of plastic used in the packaging process.
The ministry said the contractor awarded the catering agreement operates under specific contractual obligations, including the collection and recycling of waste generated through the programme.
However, the ministry indicated that efforts would be made to examine ways of reducing plastic use while maintaining food safety requirements.
Food is prepared and transported by the contractor in temperature-controlled containers before distribution to schools.
Officials stressed that the current phase is intended to serve as a pilot programme, allowing authorities to identify operational issues before any wider rollout.
The pilot will continue in kindergartens in Larnaca and Famagusta during the next school year, with expansion to additional districts planned from next September.
The Nicosia district court has banned three men from entering sports venues pending trial over their alleged involvement in violence during the Apollon-Paphos match on May 29.
Two of the suspects, aged 19 and 29, face charges including conspiracy to commit a felony, possession and transport of explosives, and possession of an offensive weapon. They were released on bail after providing personal guarantees of €10,000 each.
The third suspect, aged 32, is accused of resisting or obstructing a police officer, as well as possessing and transporting explosives and an offensive instrument. He was released on bail of €2,000 on condition that he reports to a police station once a week.
All three were prohibited from entering sports venues until the conclusion of proceedings against them.
The case is scheduled to return to court on July 2 and July 6.
The UN secretary-general’s personal envoy, Maria Angela Holguin will arrive in Cyprus for a one-week stay on Sunday to discuss “the way forward” on the Cyprus issue with both leaders, the spokesperson of the UN Secretary-General, Stephane Dujarric said on Friday.
During her visit, Holguin is scheduled to hold separate meetings with President Nikos Christodoulides and Turkish Cypriot leader Tufan Erhurman, to later travel to Ankara and Athens for further meetings.
With Cyprus Pride 2026 coming up, we asked a selection of people on the streets of Nicosia.
Police officers from Mediterranean countries gathered in Larnaca on Thursday and Friday for an international meeting aimed at strengthening cooperation on migration issues.
Held under the auspices of Europol, the meeting focused on combating the smuggling of migrants along land and sea routes into the European Union.
The event was attended by senior officials, including Europol deputy executive director for operations Jean-Philippe Lecouffe, as well as representatives from Cyprus, Greece, France, Italy, Malta and Spain.
Participants discussed current trends and challenges related to migrant smuggling by sea, presented ongoing operational actions and exchanged best practices in international police cooperation.
They also stressed the need for closer collaboration among the competent authorities of Mediterranean EU member states in tackling cross-border migration-related crime.
Pension reform, the housing crisis, migration and energy policy are expected to dominate the agenda of the new parliament, with political parties outlining their priorities to the Cyprus News Agency (CNA) ahead of the new parliamentary term.
“Akel’s priorities are the protection and strengthening of wages and pensions, which encompasses issues such as the cost-of-living allowance (CoLA) and collective bargaining agreements. At the same time, we have a package of measures aimed at tackling the cost-of-living crisis,” Akel spokesman Giorgos Loukaides said.
He said the party would continue along the same policy line as in previous years, placing particular emphasis on tackling inflation and strengthening the welfare state.
“Another priority is addressing the housing crisis and protecting borrowers from the greed of banks and funds,” he said.
Akel also highlighted measures to support young families, address low birth rates, extend maternity leave and combat corruption.
Meanwhile, Alma, led by Odysseas Michaelides, said it would focus on accountability, transparency and effective oversight of power.
Speaking to CNA, Michaelides said the party would enter parliament with a programme of 14 legislative initiatives presented during the election campaign, ranging from institutional reforms and anti-corruption measures to housing and social security issues.
More concretely, the party said its main priorities would include the strengthening parliament’s role, establishing a more robust anti-corruption unit, and increasing the accountability of public officials.
Michaelides said the party would “proceed immediately” with implementing its commitments.
According to him, Alma intends to submit two legislative proposals aimed at strengthening the independent authority against corruption during parliament’s first official session on June 11. The proposals would give the authority the power to appoint criminal investigators when inquiries uncover potential criminal offences.
Disy outlined similar priorities for the new parliamentary term.
“Pension reform will inevitably be a priority, given the labour minister’s statement that he will submit a relevant bill to parliament,” party spokesman Dimitris Dimitriou said.
He added that the proposed legislation would be one of the first major tests facing the new parliament, given its significant social and fiscal implications.
Other key issues, he said, would include housing and family policy.
“Issues that emerged during the election campaign – such as affordable housing, traffic congestion and tackling low birth rates – will certainly be at the forefront of our agenda, and I suspect that of other parties as well,” he said.
For their part Diko outlined similar priorities, saying it would focus on “a series of essential reforms”, as well as housing and broader social issues.
“We have important priorities which concern, first and foremost, housing for young people. We need to see how families can be supported through housing loans and how those who are constantly paying rent can be assisted,” Diko spokesman Panikos Leonidou said.
Fidias Panayiotou’s Direct Democracy Cyprus movement, which will enter parliament for the first time with four seats, said it would prioritise greater citizen participation and social issues, while emphasising the importance of cooperation with other parties.
“Our priority is to solve people’s problems, with the first issues being foreclosures, pensions and matters concerning young people,” party MP Dimitris Souglis said.
Souglis stressed that the movement would seek alliances in parliament to “solve the country’s problems”, arguing that cooperation would be essential to bringing about meaningful change.
“Alliances must be formed. Parties must unite and put pressure on the government so that some things can be resolved immediately,” he said.
Elam, meanwhile, said it was ready to work with other parties to advance its positions and would focus primarily on social policy, household finances and immigration, with the latter remaining “firmly at the top of the agenda”.
“The issues of vulnerable groups, large families, single parents, people with disabilities, housing and energy costs are matters on which we have already submitted public proposals,” Elam spokesman Marios Pelekanos said.
Pelekanos also reiterated his party’s intention to seek the chairmanship of three House committees – defence, education and environment – arguing that these were areas in which Elam had distinct policy positions and proposals.
The Limassol district court on Friday issued a five-day remand order against a 44-year-old inmate who was arrested in connection with the arson of a betting shop in the early hours of June 1.
The suspect was allegedly identified by one of two 20-year-olds who are already being held under an eight-day remand order in connection with the same case.
According to investigators, the 44-year-old is suspected of having given instructions from the Central Prison for the arson attack on the betting shop, as well as for the arson of a car sales business.
The case investigator told the court that authorities are examining whether the 44-year-old may also be linked to other criminal offences committed in the recent past.
The court approved the police request for a five-day remand order, and the suspect was returned to the Central Prison.
The government is seeking practical solutions to the challenges facing communities residing in the Troodos mountains, with improved connectivity, road safety and access to essential services identified as key priorities.
Meeting representatives from Paphos’ mountain communities in Ayios Photios, Transport Minister Alexis Vafeades said the government’s objective was “to help people, to solve problems and combat urban sprawl and to improve connectivity”.
He stressed that connectivity involved “not only a better road network but also a better bus service”.
Vafeades said local leaders were best placed to identify the daily challenges facing residents, commenting that they were “on the front lines” and understood community needs better than anyone else.
He pledged an ongoing dialogue with residents, stating “we are here to listen to record” and adding that issues capable of immediate resolution would be addressed while longer term concerns would be documented and pursued through continuous engagement.
Responding to questions regarding efforts to counter urban migration, the minister said access to healthcare, employment and education remained fundamental to encouraging families to remain in rural areas.
He said all government departments were working within their respective responsibilities to strengthen services and improve public access to them.
Mountainous community development commissioner, Charalambos Christofinas said a national strategy for the Troodos range was already in place and centred on three policy priorities.
These included quality access to healthcare, equal opportunities in education and training, and improvements to road infrastructure and transport services.
While acknowledging progress in all three areas, Christofinas insisted “the state must go even further” and emphasised the importance of identifying both immediate and future solutions.
“We are here to listen to the most specific problems of the communities,” he said.
Ayios Photis Muktar, Michael Kimonos, welcomed the government’s engagement and said road conditions had improved significantly in recent years.
However, he drew attention to persistent concerns previously voiced over links with urban Paphos as well as dangerous sections of road requiring fixing.
He further called for more weekend public transport services and drew attention to the burden placed on students in mountain villages, arguing that lengthy daily journeys left them among the most disadvantaged young people in Cyprus.
Direct Democracy Cyprus leader Fidias Panayiotou on Friday moved to justify his party’s decision to vote for Disy leader Annita Demetriou as House president, declaring that his party’s “philosophy” is “not to be throwing eggs and rocks at the wall”.
“’Fidias, why did you vote for Annita?’ They have been driving me nuts with messages and they were asking me at the gym … and I will answer. For us, our philosophy is not to be throwing eggs and rocks at the wall from outside, like the opposition parties do,” he said in a televised interview which he posted to his social media accounts.
He added that “I threw eggs and rocks before as a member of the European Parliament and I was not being listened to”, and that as such, “now, we have got in[to parliament], and we want to work together to solve society’s problems”.
“Direct Democracy Cyprus, as a party, had a dilemma, and it had the power in its hands, so with the election, as the results were, and the fact that the parties had isolated themselves, because they said, ‘I will note vote for this candidate or that candidate’, and only Direct Democracy Cyprus said it would work together with everyone,” he said.
As such, he said, his party had effectively become kingmaker, and “there were only two candidates who could possibly have been elected” – Demetriou and Diko leader Nicholas Papadopoulos.
“We saw all the parties and we sat together to discuss. We told them three things. These suggestions of ours, which are important and which were our election campaign, which was based on these suggestions, so as to solve society’s problems,” he said.
He said that if he had chosen to side with Papadopoulos, his party’s votes, combined with those of Diko and Elam, would have seen Papadopoulos secure passage to the election’s second round, and that likewise, the votes of his party and Disy would see Demetriou safely into the second round.
With the three policies he had suggested as his price, he said he had also demanded “a public video with me to say that you will do those things”, with both Demetriou and Papadopoulos agreeing to film videos.
“We chose Disy for one large reason – because the electorate spoke at the elections which happened recently, it decided that Disy would be the first party, so the electorate chose Annita and Disy to be first, and now, you will wait and we will see if those things are implemented,” he said.
He said that he had “created a video with Annita in which we say those things”.
“That is our aim, and that is what we said from the start. We want to work together to solve society’s problems, not to look clever or to be the opposition. When needed, we will be the opposition, but right now, we had the power in our hands and we took advantage of it,” he said.
In spite of that, he said, “now, some may tell us, ‘Annita will take the Michael out of you’ and ‘Disy will not do what you said’”, and that “this is a possible scenario” , but that “those promises are there and people will see that they will not be keeping their promises”.
He had earlier published a video with Demetriou, which began with Demetriou thanking him “for the support, for the collaboration, and for the vote of confidence”.
“We are here for everything which people expect from us,” she said, before they both then began explaining the three policies to which she had agreed so as to secure his support.
Panayiotou explained that he wished for mothers to be paid €5,000 for their first child, €10,000 for their second child, and €15,000 for every subsequent child, with Demetriou saying that “if we look at it holistically, my Fidias, it is feasible, and we in Disy say that we can even exceed those figures”.
Regarding pensioners, Demetriou said that “it is time to support our pensioners, especially those receiving low or medium-sized pensions”, and that as such, “for those who contributed to the social insurance fund, €1,088 [per month] must be a right and we can succeed there”.
The third and final policy entails plans to build 10,000 new homes, with Demetriou saying that it is “feasible” and that “of course, it must happen in a short period of time, in three or four years”.
“Of course, I want to be honest, that we analysed and discussed other issues … such as education and the controversial matter of foreclosures, where we agree that those who are actually facing difficulties, and where there is actual need, the state is obliged to support them and we will insist on that,” she said.
Panayiotou then drew the video to a close by saying that “we are ready to work together for the good of Cypriots”, with Demetriou interjecting that “this is our aim in the House of representatives, to build bridges and to do whatever we can for the best of every individual”
Later in the day, Papadopoulos denied that he had also filmed a video with Panayiotou, saying that Panayiotou had instead demanded to film a video with President Nikos Christodoulides, and that this was “something that, naturally, neither I nor he accepted”.
There was broad support among EU ministers for ensuring that every European citizen has the right to live, work and build a future in their home region if they choose to do so, Finance Minister Makis Keravnos said on Friday following the first session of the informal meeting of EU ministers responsible for cohesion policy in Nicosia.
Speaking at a press conference at the Filoxenia conference centre, where he chaired the meeting as part of Cyprus’ presidency of the Council of the European Union, Keravnos described the discussions as “particularly productive and interesting”.
He said the first session focused on the “right to stay”, a concept aimed at ensuring that mobility within the EU remains a choice rather than a necessity.
“There was broad support for ensuring that every citizen of the European Union should have the opportunity to live, work and create in their own place, if they so choose,” Keravnos said.
While acknowledging that the free movement of people within the single market remains one of the EU’s greatest achievements, he said it was equally important to maintain a meaningful balance so that citizens are not forced to leave their regions in search of opportunities.
According to Keravnos, ministers agreed that cohesion policy and targeted investments can help support regions, create opportunities and make the right to stay a realistic and sustainable option for citizens across the bloc.
The second part of the meeting was set to focus on the challenges facing islands ahead of the presentation of the European Union’s first-ever strategy for islands.
Keravnos announced that the strategy will be formally presented on June 26 during a high-level meeting in Paphos, co-organised with the European Commission.
“The islands of the European Union face particular and complex challenges,” he said, adding that despite recognition of their unique characteristics, significant gaps remain in how those challenges are addressed through EU policies and funding mechanisms.
European Commissioner for Cohesion and Reforms, Raffaele Fitto, said the right to stay was a key priority for the European Commission and formed part of Commission President Ursula von der Leyen’s political guidelines.
He described the issue as central to efforts to reduce inequalities across Europe and said the Commission had extended its consultation process until June 12 to allow for further engagement with national governments, regions and cities.
Fitto also highlighted the importance of the forthcoming islands strategy, noting that more than 4,000 islands are home to approximately 17 million people across the European Union.
“Three member states, including Cyprus, are island states,” he said, stressing the need to provide the appropriate tools and support to address the challenges they face.
He added that the Commission is pursuing an integrated approach to cohesion policy, working closely with commissioners responsible for agriculture, tourism, transport and the blue economy.
Responding to questions about the next Multiannual Financial Framework, Fitto said the Commission was working to modernise cohesion policy and adapt it to new challenges.
He noted that member states had recently redirected €35 billion towards five new priorities – defence, competitiveness, housing, water and energy – as part of a mid-term review of cohesion programmes.
“The world changes every week, every day,” Fitto said. “It is very important to adapt cohesion policy to the new challenges we face.”
The administrative court has rejected a request to suspend compulsory culling of livestock in Dromolaxia, linked to foot-and-mouth disease, ruling that “public interest prevails over the applicant’s positions”.
The decision was issued on Friday after a hearing of an application by a livestock farmer seeking to halt veterinary services from proceeding with their enforcement.
The legal service said attorney-general George Savvides requested an expedited hearing due to urgency, with the republic opposing suspension.
The court found no “manifest illegality” or “irreparable harm” and said the balance of interests favoured the state.
It added that the decision was regrettable regarding the “expected loss of animals” but upheld the veterinary order.
The Larnaca district government launched its Larnaca-26 water consumption reduction campaign on Friday.
The goal is to have all residents reduce consumption by 26 litres per day by September.
Currently, Cypriots use an average of 140 litres of water per day, while the European Union average is roughly 125 litres.
Agriculture Minister Maria Panayiotou emphasised the role individuals play in reducing water consumption.
“Water security does not depend only on the major projects implemented by the state, but also on a matter of personal responsibility and daily choices,” Panayiotou said at the press conference launching the campaign.
She called for a “new culture of responsible and efficient use of water” and said the campaign is in line with the national government’s efforts to reduce water demand.
Last year, Cyprus faced a critical water shortage that was the worst in a decade. There has been increased rainfall this year, but Panayiotou said “there is no room for complacency.”
He also noted Cyprus is particularly vulnerable among European regions to the impacts of climate change.
In addition to water reduction efforts, the government is working to install desalination plants across the country. There will be both permanent and mobile plants, and Panayiotou said Cyprus hopes to “achieve full coverage of its water supply needs through desalination” by next year.
The government is also distributing three million shower nozzles and flow reducers nationwide that will help to reduce water consumption.
The minister said the reduced shower flow can reduce water consumption by up to 30 per cent “without a significant impact on user comfort.”
Congratulations rolled in for Annita Demetriou, who was on Thursday re-elected as House president, with political figures both at home and abroad offering their well-wishes for her second term in the role.
Armenian parliament president Alen Simonyan said that Demetriou’s “renewed mandate is a testament to the trust placed in [her] leadership, dedication and vision”.
“I look forward to continuing our close cooperation and strengthening the excellent ties between Armenia and Cyprus,” he said.
Attorney-general Georges Savvides wished Demetriou a “successful and productive term” and said that he looks forward “to the continuation and further improvement of the already excellent relations between the House of representatives and the legal service”.
Manfred Weber, the leader of the European People’s Party, the European grouping to which Demetriou’s party, Disy, belongs, wished for “continuous success”, and praised Demetriou’s “strong vision for Cyprus”.
Greek Food Minister and former European commission vice president for protecting the European way of life Margaritis Schinas said that Demetriou’s re-election “shows that seriousness, reason, and moderation have not been lost in Cyprus”.
Former president Nicos Anastasiades said Demetriou’s re-election was “well-deserved” and added that “the renewal of trust in her constitutes recognition of the responsibility and consistency with which she has carried out her duties”.
Disy member of the European Parliament Michalis Hadjipantela said that Demetriou’s re-election “constitutes a vote of confidence in her work, consistency, and the responsible stance she has demonstrated all these years”.
Dipa leader and former House president Marios Garoyian said, “I wholeheartedly wish her every success in carrying out her important duties, with the primary guiding principle being the most effective functioning or parliament, the strengthening of its institutions, and the promotion of parliamentary diplomacy”.
Former Disy leader Averof Neophytou offered his “warm congratulations” to Demetriou, and said, “I am certain that during her new term … she will continue to meet the high demands of her institutional role with absolute success, while also honouring the principles and traditions of our party”.
The Cyprus chamber of commerce and industry offered praise for Demetriou, saying, “her re-election constitutes recognition of her contribution, her institutional consistency, and her commitment to the principles of democracy and parliamentarianism”.
“Keve looks forward to the continuation of its excellent cooperation with the House of representatives, with the common goal of promoting reforms which enhance the Cypriot economy’s competitiveness, support entrepreneurship, and contribute to the prosperity of society,” it said.
Eight samples taken on Thursday as part of efforts to contain the foot-and-mouth disease outbreak returned negative results, while the remaining animal culls are expected to be completed by the end of Friday, members of the scientific advisory committee said following a meeting with farming organisations.
Speaking after the meeting, committee member and president of the Cyprus Veterinary Association, Dr Demetris Epaminondas, described discussions with farming organisations as “very productive”, adding that they formed part of the implementation of measures agreed during a meeting at the presidential palace on Tuesday.
He said farming organisations had raised a number of questions, some of which were answered immediately, while others would be discussed next week. Weekly meetings with farming organisations have also been scheduled for every Friday.
Epaminondas said discussions were also held with the relevant government departments on outstanding issues, particularly the completion of culling operations in districts where the process is still underway.
He said all remaining culling cases, including those in Pachna, were expected to be completed by the end of the day. He also praised livestock farmers for their cooperation, noting that no problems had been reported so far.
On testing, Epaminondas said all eight samples collected on Thursday, five in the Nicosia district, two in Larnaca and one in Limassol, returned negative results.
“There are no additional cases at this stage,” he said, explaining that the current testing programme is being carried out as part of contact tracing linked to the most recent cases.
Questions raised by farming organisations mainly concerned possible relaxations of restrictions, the timetable for such measures and when livestock farming activities could begin to recover.
Epaminondas said these issues would be assessed on a case-by-case basis depending on the epidemiological situation, with some expected to be discussed during the coming week.
Referring to the burial of animals in Kokkinotrimithia, he said an alternative site had been identified and the issue had been resolved. Culling and burial operations there were nearing completion without any difficulties being reported.
Committee member Demetris Tsaltas said initial responses from state services, particularly the police, had been “very positive”, adding that inspections had already begun.
A total of 101 checks were carried out, during which two violations involving the movement of animals without the necessary documentation were identified.
Labour Minister Marinos Mousiouttas has ruled out proposals to raise pensions by 125% , while stressing that any increases must remain compatible with the sustainability of the Social Insurance Fund and fiscal stability.
Speaking to CyBC radio on Friday, Mousiouttas said minimum pensions would be substantially higher than they have been in recent decades but ruled out proposals that would raise them from the current €450 per month to €1,088.
“It is not possible for a pension of €450 to increase by 125 per cent to €1,088,” he said.
The minister suggested that public debate on the level of the minimum pension should be suspended until the government presents its full pension reform package, which is expected by the end of June.
He stressed that any decisions on pension increases must take into account the country’s fiscal framework and the limits within which the executive branch can operate.
Calling for patience, Mousiouttas said all aspects of the planned pension reform would be announced before the end of the month.
He also revealed plans to meet all parliamentary parties during the summer to brief them on the contents of the proposed legislation, which is expected to be submitted before parliament closes for its summer recess.
The meetings, he said, would ensure MPs are informed about the main provisions of the reform and any specific issues arising from the new legislative framework.
Mousiouttas said a number of factors must be taken into account when determining pension levels, adding that once all the relevant data are presented, “many of the proposals made during the election campaign will be revised”.
“The Social Insurance Fund is not an inexhaustible source of money,” he said. “There are limitations, and both the sustainability of the fund and the safeguarding of fiscal stability must be taken into account.”
The minister said the necessary studies had already been completed and assured pensioners that increases would be granted to the maximum extent possible without undermining the long-term viability of the Social Insurance Fund or affecting broader economic policy.
Meanwhile, the Cyprus Employers and Industrialists Federation (OEV) expressed concern over public statements advocating pension increases at what it described as levels “outside economic reality”.
In a statement on Friday, OEV said discussions on pension reform could not be based on “oversimplified approaches” or the cultivation of expectations of “magic solutions”.
The organisation argued that any substantial increase in pensions would require either higher social insurance contributions, an increase in the retirement age, or a combination of both.
“Any other approaches create expectations that cannot be met because they are based on unrealistic assumptions,” OEV said.
The federation added that it would not support proposals that could undermine the sustainability of the Cypriot economy, stressing that decisions on the pension system must be made with a long-term perspective and on the basis of proportionality between contributions and benefits.
It also said pension increases should be linked to economic growth rates and internationally recognised best practices governing pension systems.
OEV called on all stakeholders to allow the issue to be handled through the institutions of tripartite cooperation and the social partners, while arguing that any further strengthening of the state’s social policy should not be financed through the Social Insurance Fund or the second pillar of the pension system.
A woman who was raped during the Turkish invasion of 1974 is facing the loss of her refugee home because of an outstanding debt to a banking institution, MEP Loukas Fourlas revealed on Friday.
The case emerged shortly after the European Parliament’s Committee on Women’s Rights and Gender Equality approved a resolution calling for recognition and support for women who suffered sexual violence during the invasion.
Speaking publicly about the matter, Fourlas said the woman, now elderly, is at risk of being forced to leave the refugee residence allocated to her after her displacement in 1974.
“What I will say, let this case be heard at the presidential palace, at the ministers and at the competent services,” Fourlas said.
He questioned “how the state could face a woman who suffered such experiences during the invasion” and is now in danger of losing her home because she is unable to repay a debt.
The MEP disclosed the case while commenting on the European Parliament resolution adopted this week, which addressed the experiences of women subjected to sexual violence during the conflict.
Speaking to Sigma, Fourlas described the circumstances as “shocking”, particularly because he received information about the woman’s situation only hours after the committee vote.
According to Fourlas, efforts are already under way to prevent the loss of the property.
He said actions have been initiated to examine possible solutions and indicated that alternative arrangements are being explored to avoid the woman’s eviction from the refugee settlement.
Fourlas also stated that if no solution is found through the relevant authorities or other channels, he would consider personally covering the outstanding amount in order to prevent her losing her residence.
On Wednesday, the European Parliament’s Committee on Women’s Rights and Gender Equality adopted a resolution condemning sexual violence committed during the conflict and calling for greater recognition, accountability and support for survivors.
More than nine kilograms of cannabis and 300 grammes of cocaine were seized in Kyrenia on Friday during a police operation, with authorities also recovering cash and equipment from a property linked to suspected drug activity.
Two suspects aged 28 and 24 were arrested and remanded in custody after a search uncovered 9.023 kilograms of cannabis, 300 grammes of cocaine, 6,275 Turkish lira and €200 in cash alongside a packaging machine.
Investigations remain ongoing.
There have long been wine bars in Paphos, but now there is Ethos Vin, located in a beautiful stone building in the historical part of the Old Town with quite possibly the most beautiful interior of any restaurant in Paphos. The main room is vast with a central bar and lots of tables and booths dotted around – all very New York! It is all beautifully styled, and a lot of money has been spent on a restoration that took many years. When it opened, we visited and had a great evening. We meant to go back after everything settled down with the rush, so we were horrified to see online that it recently celebrated its one-year anniversary. Where does time go?
On a mid-week warm evening, we were delighted to return, but this time elected to sit in the small courtyard garden. The area, with its high walls and wrought-iron gates looking onto a pedestrianised street, was remarkably peaceful. As darkness fell, the courtyard was even more impressive, with all the plants lit up. As the temperature fell, the staff lit the outdoor heaters to complete the perfect setting.
To start, we were asked about our drink choices, and a very affable sommelier named Genadi arrived at our table. Temporarily, I have given up alcohol, so I enquired about mocktails, which I could not see on their menu but are evidently available. The sommelier recommended a glass of non-alcoholic wine, which was surprisingly good. For proper wine lovers, you have found your new home with a list featuring 250 wines priced from €30 to €8,000. Cocktail fans are also well catered for with a choice of over 30.
We then perused the menu, which, if I am honest, is a little limited. It is based on the Mediterranean idea of sharing various, which is rapidly becoming my favourite way to dine. The first dish to arrive was the Beef Carpaccio, a firm favourite, and this one did not disappoint. On the menu, it just said carpaccio with a truffle emulsion, walnuts and rucola. Still, it was so much more, topped with parmesan cheese, creating the perfect balance of contrasting textures and complementary flavours. The rich cheese brought through the subtle flavours of the raw meat.
We also started with another dish, Burrata with Red Peppers, which was definitely our favourite of the two. The burrata was served with the tastiest roasted red peppers I have ever had, together with herb dressing and pine nuts. As the burrata melted in your mouth, the peppers provide a real kick, offering a contrast of creamy, smoky and sweet flavours. We enjoyed both dishes with a selection of sourdough breads, an additional €5.
It was hard to choose the main courses, as there were many tempting options, but in the end, we went for the Sea Bass and Chicken. The generous fillet of sea bass was served on a small bed of spinach and mussels with a divine creamy sauce, which offered the perfect balance to the fish, which was luminous, moist and pristine. The chicken came with a buttermilk sauce and some leeks. We found it a little bland and on the small side, but this could have been after the explosion of flavours in our first three dishes.
We certainly ended the meal on a high note with a Silky Chocolate Mousse, one of only two desserts available, the other being a Lime and Raspberry Cheesecake. After much deliberation, we decided to go for the ‘healthy option’ with just the one rich dark mousse made with 60 per cent chocolate. A cloud-like mousse that literally melted into a velvet wave of deep cocoa richness – pure indulgence and unbelievably rich.
Service was efficient throughout, and at the end of the meal, we enjoyed chatting to the charismatic assistant manager, Demetris, who told us about the evenings with live music. If music is not your thing, it is probably wise to double-check whether there is a live performance on the night you are going. While we were there for the food, several guests had just popped in to enjoy a glass of wine or a cocktail. They also offer a selection of various platters to have on the side.
VITAL STATISTICS
SPECIALTY Modern Mediterranean
WHERE 16 Kosta Karnavalou, Paphos Old Town
WHEN Monday to Thursday and Sun 6pm-1am. Friday and Saturday 6pm-1.30am
CONTACT 26 933000 Booking essential
PRICE Dips €7, small plates from €16, Pinsa €20, Main dishes from €22, Desserts €14
President Nikos Christodoulides on Friday called on Turkey to fulfil its obligations so as to be able to join the European Union, as he arrived in Montenegro, the country which at present appears to be in pole position to become the first country to join the bloc since 2013.
“I am truly pleased because after several years, the Cyprus presidency has given a significant boost to candidate countries’ accession process, in particular, to Montenegro, Albania, Moldova, and Ukraine,” he said.
He added that preparations for Cyprus’ six-month term as the holder of the Council of the EU’s rotating presidency began when he visited Montenegro in April last year, and said to this end that “I am glad that during our presidency, we have had significant process after many years”.
“The message is clear to candidate countries that, when they meet their obligations, the EU is here to respond, and this is the message we are sending to Turkey, which continues to be a candidate country. If it fulfils its own obligations, the EU and the Republic of Cyprus are here to respond,” he said.
Turkey’s position on the matter, as the country’s President Recep Tayyip Erdogan explained last month, is that the country’s progress towards EU membership has been “blocked” for “purely political reasons”, largely related to the Cyprus problem.
He also said that the EU has made “erroneous and unfair decisions” in relation to Turkey’s candidacy over the course of the almost seven decades since the country first applied for association with the European Economic Community in 1959.
Those decisions, he said, included “double standards” with regard to Turkey’s accession process, a lack of “sufficient support” following the attempted coup d’état in 2016, and “ignoring” the country during the 1990s as strides were made towards large-scale enlargements of the bloc.
Christodoulides was on Friday in the Montenegrin coastal town of Tivat to attend the day’s EU-Western Balkans Summit and said of the region that “the substantial progress we have seen in the accession process during the Cyprus presidency, especially in the western Balkan countries, sends a positive message”.
That positive message, he said, has been sent “to the peoples of these countries”, as well as to other actors which he said wished to “take advantage of the stagnation which has been ongoing for all this time in these states’ accession processes … and distance the region from the EU”.
“The western Balkans belong to Europe, and within this context I am particularly pleased that the Cyprus presidency, with its actions, in the continuation of the actions of the candidate states, has brought very significant results,” he said.
Salmonella has emerged as the leading suspected cause of a mass food poisoning outbreak from a wedding reception in Limassol, as laboratory investigations continue into an incident that left more than 70 people reporting symptoms and 21 requiring hospital treatment.
Speaking on Friday, the health ministry’s sanitary services director, Herodotos Herodotou, said preliminary analyses had identified indications of salmonella in a chicken à la crème dish served at the event, although confirmatory testing is still pending.
“We have some initial indication, but it will have to be confirmed in the coming days,” Herodotou said.
“This indication shows that there was salmonella in chicken with cream. But it needs to be confirmed.”
Authorities expect final laboratory findings over the weekend as specialists continue examining food samples, water samples and biological material collected from affected guests.
The outbreak came to light after the newly married couple filed a complaint with health authorities, reporting that dozens of guests had fallen ill following the reception.
Subsequent investigations identified 74 people who developed symptoms consistent with gastroenteritis.
According to health services data, 39 cases were recorded in Limassol, including 15 people who required hospitalisation.
A further 35 cases were reported in Paphos, with three hospital admissions, while another three people were admitted to hospitals in Nicosia.
Three specialist teams were assigned to investigate the incident.
One interviewed guests who became ill, another inspected facilities connected to the reception and catering operation, while a third collected samples for laboratory analysis.
While salmonella is currently the principal focus of the investigation, authorities are also examining whether a second pathogen may have been involved.
Herodotou said some guests developed symptoms unusually quickly after consuming food, prompting investigators to explore the possibility of contamination by a toxin-producing microbe.
“We are also studying the possibility that some people were affected by a toxin-producing microbe,” he said.
“So, both salmonella and the toxin-producing microbe may coexist.”
Health officials are also analysing stool samples from affected individuals.
Preliminary indications suggest salmonella may be present in some of those samples, although hospitals are continuing their own laboratory examinations before submitting formal findings to the relevant authorities.
The investigation has also focused on the catering company that supplied food for the event.
Operations at the business remain suspended while authorities determine the precise source of contamination and assess whether food safety procedures were adequately implemented.
“The operation of the specific suspicious premises has been suspended,” Herodotou said.
Under existing legislation, authorities may extend the suspension every four days until they are satisfied that any public health risk has been eliminated.
Health services have instructed the company to identify the source of the contamination, complete any required disinfection measures and demonstrate that its food safety management system is capable of handling its operational workload.
“When it proves to us that the system it is currently implementing is responsive to the volume of work it is doing, then we will give it permission to open,” Herodotou said.
Investigators are also examining a second suspected food poisoning incident involving another reception event served by the same catering company.
According to Herodotou, the latest information relates to a wedding reception held last Saturday.
Authorities have not established whether the two incidents are connected and laboratory investigations remain ongoing.
The public has been urged to come forward with any information that may assist the inquiry as officials continue gathering evidence.
Herodotou said questions regarding possible criminal liability would only be examined if investigators establish beyond doubt a direct link between the illnesses and specific food products.
As of today, June 5, 2026, we have deprecated the following models across most GitHub Copilot experiences (including Copilot Chat, inline edits, ask and agent modes, and code completions). Note that GPT-5.2 is still available as part of Copilot code review.
| Model | Deprecation date | Suggested alternative |
|---|---|---|
| GPT-5.2 | 2026-06-05 | GPT-5.5 |
| GPT-5.2-Codex | 2026-06-05 | GPT-5.3-Codex |
Please update your workflows and integrations to use supported models. Copilot Enterprise administrators may need to enable access to alternative models through their model policies in Copilot settings. As an administrator, you can verify availability by checking your individual Copilot settings and confirming that the policy is enabled for the specific model. Once enabled, you’ll see the model in the Copilot Chat model selector in VS Code and on github.com. No action is required to remove the deprecated models.
GitHub Enterprise customers with questions or concerns are encouraged to reach out to their account manager for further assistance.
To learn more about the models available in Copilot, see our documentation on models and get started with Copilot today.
Join the GitHub Community to share your feedback.
The post GPT-5.2 and GPT-5.2-Codex deprecated appeared first on The GitHub Blog.
CodeQL is the static analysis engine behind GitHub code scanning, which finds and remediates security issues in your code. We’ve recently released CodeQL 2.25.6, which adds Swift 6.3.2 support, completes full coverage for C# 14 and .NET 10, and improves sensitive data detection across multiple languages.
Swift
C#
Java/Kotlin
org.apache.avro.C/C++
scanf_s and related functions.GitHub Actions
actions/untrusted-checkout/critical so alerts now appear at the checkout point, aligning it with related untrusted resource queries. Note that this change will cause alerts that were previously closed from this query to reopen.actions/unpinned-tag query now recognizes 64-character SHA-256 commit hashes as properly pinned references in addition to 40-character SHA-1 hashes, which may reduce false positives.JavaScript/TypeScript, Python, Swift, and Rust
js/clear-text-logging, py/clear-text-logging-sensitive-data, swift/cleartext-logging, and rust/cleartext-logging may now find more correct results and fewer false positives.For a full list of changes, please refer to the complete changelog for version 2.25.6. Every new version of CodeQL is automatically deployed to users of GitHub code scanning on github.com. The new functionality in CodeQL 2.25.6 will also be included in a future GitHub Enterprise Server (GHES) release. If you use an older version of GHES, you can manually upgrade your CodeQL version.
The post CodeQL 2.25.6 adds Swift 6.3.2 support and improves C# coverage appeared first on The GitHub Blog.
Last month we launched a public preview with Copilot CLI that allows enterprise administrators the ability to configure and distribute plugins to GitHub Copilot CLI users across their enterprise. VS Code release version 1.122 adds support for this enterprise-managed capability. The baseline standards you set for your enterprise apply to every user’s Copilot CLI and VS Code clients.
Plugins support many extensibility types and can be automatically installed, helping improve developer onboarding and reduce setup time by broadly sharing custom agents and skills. You can also strengthen your governance strategy by defining hooks and MCP configurations that are always enabled across your enterprise.
Define plugin marketplaces in a settings.json file located at .github-private/.github/copilot/settings.json. Now both VS Code and Copilot CLI will automatically pull and apply these settings for users licensed through your enterprise account with Copilot Business or Copilot Enterprise. You can also specify plugins to be automatically installed whenever users authenticate from VS Code or Copilot CLI.
To learn more, see our documentation on Enterprise managed client settings docs.
Join the discussion within GitHub Community.
The post Enterprise-managed plugins in VS Code in public preview appeared first on The GitHub Blog.
GitHub’s expanded billing APIs to programmatically manage budgets, track usage, and access cost center data are now generally available.
You can now manage the full lifecycle of budgets via API. Previously, budgets could only be managed through the UI. Now, you can programmatically create, update, and delete budgets, as well as adjust the budget amount and alert notifications. There is currently a temporary limit of 50 budgets per account.
For more details, refer to our documentation on REST API endpoints for budgets.
The new Usage summary API allows you to retrieve usage information for your entire account or filter by specific organizations, repositories, cost centers, products, or SKUs. Usage can be queried by year, month, or day.
For more details, refer to our documentation on the Usage summary REST API endpoint.
state parameter, which allows you to only get active cost centers by adding ?state=active when calling the endpoint.hour parameter from the existing Usage report API and reduced the granularity of the response when using the day parameter to provide daily totals instead of hourly breakdowns. For more details, refer to our documentation on the Get billing usage report for an enterprise REST API endpoint.Join the discussion within GitHub Community.
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The REST API for enterprise administrators to request and download billing usage reports in .csv format is now generally available. With this new capability, the same billing reports that are available in the UI can now be programmatically created.
For details on how to use the new endpoints and to provide feedback, refer to the GitHub Community discussion.
The post API access to billing usage reports now generally available appeared first on The GitHub Blog.
| Hey guys! A few months ago, I made a post on here wondering why I had gotten barely any wishlists on my baseball themed RPG inspired by Earthbound and Undertale. I got a TON of feedback on it, with a lot of it being very harsh... But fair. People criticized the games name for being very generic (room rpg), the game being way too harsh to look at (the game used a two-tone palette that was rather grating on the eyes), and the game seemingly having no story or reason to play. For reference, here is the old description: The game is very story and character driven, and I made a stupid mistake in thinking that not advertising it heavily in that aspect would pleasantly surprise players when they discover that themselves and that people would want to play anyway due to the battle system. That was a dumb mistake and I'm not sure what I was thinking. One of the games major themes is how hard it can be to put your soul out and be able to genuinely display your heart and not hide behind an ironic mask, and ironically enough that's exactly what I was doing by not advertising that part of the game. I wrote the game's story about myself and my struggles, so you can see that it's something that I still struggle with. But I want people to get interested in that part and play it for that. I'm still scared about if I'm able to execute that part well or not or if I'll just look silly, and try to not talk too much about it. In fact, the other team member (musician) thought that the game was 100% shitpost joking too and didn't realize that there was a genuine underbelly to it because of how afraid I was to put that stuff out there. I'm trying to get better and more confident with that, which is something the protagonist has to do as well, so it's a deeply personal story that I was doing a disservice by not mentioning at all. I didn't touch upon this too much in the description, but I hope it's enough to intrigue people. Let me know if you think this is communicated well enough and interesting, or if I should go heavier on that. In regards to the art, you can still see the old style in the trailer (I need to make a new one.) I converted all of the hundreds of sprites into full color, which I think makes everything significantly easier on the eyes and nicer to look at. When I showed off some of the art, people said that I still was very bad at color composition so I'm trying to improve on that too... I personally think the game looks for the most part rather nice, but would appreciate any insights on that front too. A big thing people noted was that the name, "room rpg", sounded very generic, unconfident, and tells you nothing about the game. The idea was that the games setting is all in one boy's childhood room. This was a spin on how Earthbound subverted the common fantasy setting of RPGs of ye olden times, but now that subversion is all too common place. Modern day America is no longer a unique setting, so I wanted to take a new twist on it where I make every area a part of his bedroom, which allows you to learn more and more of his past as you explore it. I think this is still pretty unique, but it's way less instantly understandable than "oh this is an RPG about baseball." So I changed it to STRIKEOUT, which conveys the baseball theme and gameplay, and also feels like the vibes of a name like Earthbound. People told me I should call it "HOMERUN" instead, but there's a million games already with homerun in their name, and also the character is actually really bad at baseball... so I think STRIKEOUT fits better. Plus, striking enemies out is a key gameplay mechanic too. The biggest complaint was with the thumbnail/capsule art. I did it myself and it was ROUGH, and likely the main reason why I wasn't getting much traction. I changed it to be just a simple logo and characters that makes it pretty obvious that this is a pixel art Undertale-esque RPG, at least in my opinion. I'm probably going to pay an artist to draw one, but for now I think this is significantly better. Thanks for taking the time to read, and if you have any feedback please leave it here! Would love to make it even better, and I'm still not sure if it's any good. I'm a bit afraid that still after doing all this work to try and fix it, it's still not particularly interesting or something people would like to play. But it is what it is if so. I love the game and I think it will be something that can be special to people, and I hope the way that it's packaged now shows that off a little better. [link] [comments] |
How many of you guys have tried releasing early jam games or prototypes on itch to gain validation of whether you should build it out? I worked on this for a month and released it to gather feedback. I've had some good feedback but not sure how my numbers stack up after having it up for a week.
I'm wondering what numbers folks are seeing and what people consider success?
I've had my game up since May 28th and gathered the following:
1,071 Views
572 Browser Plays
9 Comments
4,830 7d Impressions
1.72% CTR
This is the game page: https://mattmirrorfish.itch.io/pack-ripper-gambons-wildcards-alpha
I'm working on a project and I want to know what y'all think...
My video game is in first person, inspired by Scrolls games like Skyrim and Oblivion. I really enjoy dual wielding in FPS combat, so I wanted to build a mechanic that extends that conceptually and explores the possibilities of dual wielding anything.
I developed a dual hotbar system - two independently controlled hotbars (scroll up = left, scroll right = down) so that the player can rapidly switch between equipped weapons, Items, or an open hand. It's really built for controllers and works more naturally when bound to the left/right bumpers. I am low-key building for controllers because I am a console boy at heart.
Some use-cases:
- Dual wielding swords in combat and switching to a shield on the fly
- Swapping a weapon in one hand for a torch in dimly lit areas
- keeping 'loadouts' in the hotbar and quickly swapping both hands to two new weapons as needed. (Sword/Shield, Dual Maces, Torch/Explosives)
What do you think? Gimmicky or fun? I haven't fleshed out the equip system yet, but i'm excited to try it.
just really curious, people seem biased about this Steam's new popular upcoming/personal calender update but I can't help but think this might end up being even better, like you can pop up in popular upcoming for only a few hours (not too sure but probs an average indie game can't stay there for a long time) but this new calendar thing could end up showing your game to more relevant players who are more likely interested and there's a few sections that you can pop up up to 1 month after release. Thoughts?
Hey Everyone !
3 days ago I launched my steam page along with my trailer for my game which is a 3D tower defense roguelike.
I spent about 2 days doing some posts on reddit, and some on X / tiktok as well.
Everything combined, all my posts X and reddit combined went for about 20 k views, which was insanely more than what I expected. Tiktok had 31k views for my short version of the trailer, which was insane to me as well.
Now when looking at the steam stats, I had about 600 store page steam visits, and 150 wishlists.
These are numbers that are still absolutely insane for me and I am grateful for it.
However, I am trying to see at the numbers logically, and can't help thinking I had 50k views combined, and it converted 1% steam visits, or 0.3% wishlist conversion. In those 50k views, about 8k are entirely attributed to subreddit that 100% matches my audience.
And looking at this I can't help thinking I am missing something, in my mind I am leaning more in the 'I made a mistake, I thought the type of game I am making would have an audience', or maybe I am just a newbie at marketing who doesn't know what he is doing, and all of these stats are pretty normal and need wider volume.
What do you think ?
Thank you for your time !
My wife and I are both game designers who used to work at Maxis on The Sims. A few years ago, we decided to start our own indie studio and we're currently working on our second game, Petunia's Purgatory.
I thought I would share some of our learnings going from a multi-hundred person team, to our tiny team of 2. Hopefully this can be useful for anyone else thinking about taking the leap from AAA to indie!
-----------------------
Lesson #1: Who's Job is This? (it's yours now)
This should have been obvious, but it was pretty eye opening for me. On big teams, there are specialized people for every aspect of the project: graphics programmers, localization producers, automated build engineers, etc, etc. On that team, I could mentally offload everything that wasn't directly related to my job (game design).
On our indie team, there's just us. I quickly realized that I couldn't just do game design anymore. I had to learn (at least the basics) of every aspect of game development, like localization, build versioning, and performance testing. Reddit, the Unity forums, and bugging old coworkers was a lifesaver here.
It was overwhelming at first, but I think it's made me a lot more appreciative of all the work that goes into making and shipping a game.
-----------------------
Lesson #2: Project Scope is Smaller (WAY smaller)
Again, maybe obvious, but the difference between the work that hundreds of people can do in a month and what 2 people can do is exponentially massive. Even seemingly small features take much longer if there's no dedicated sub-team to tackle them in parallel.
This forced us to be extremely careful about not biting off more than we can chew. We also are militant about setting priorities for new features and content, since even stuff that seems small can still use up 50% of our bandwidth for a week.
-----------------------
Lesson #3: We Don't Have a Tools Team
At AAA studios, there are often multiple engineers whose job it is to support the rest of the team by making plugins for the engine, or, like the team at Maxis, make a whole custom engine and toolset. This is extremely helpful for designers like us, since we can focus on making great experiences and content.
Obviously, we don't have that now. I know some indie teams develop their own engines, and more power to them, but that is not something we have the skills to do. Our solution was to find as many tools as we could online (Unity asset store, github, etc).
On The Sims, we had brilliant engineers who made the extremely complex AI system for the characters. For our indie game, we used Playmaker to drive all of the character behavior.
-----------------------
There are a lot of other things we've learned along the way, but this is getting long, so I'll stop here. I'd love to hear other devs experiences from going from AAA to indie, and any other lessons you've learned. It's been a wild ride, but I've loved it so far, and hope we can keep doing it far into the future.
| Really awesome video on anticheat from one of riots anticheat developers [link] [comments] |
Hello everyone,
Our team, Gaigo Studio from Italy, just crossed the finish line and launched our debut alternative-history '90s rock mystery visual novel, 1997 RELOADED, on Steam and Itch.io.
My email now is completely flooded with review copy requests. Some are Steam Curators asking for keys directly or via Curator Connect. Others claim to be Twitch streamers asking for 2 or more keys ("one for me, a few for my community").
Genuinely speaking: if a curator or creator that I didn't personally reach out to is actually interested in our underground project, shouldn't they just buy it and support independent human craftsmanship? Or am I missing some industry practice here?
We’d love to hear how fellow devs handle this launch-day key request madness.
Thank you so much for the feedback!
— Gaigo Studio
I have made about 50% of a game, the mechanics are written and im deep in designing stages and the world. Ive made the 3d models for the game myself, im an okay 3d artist for props and enviroment but i suck at making 3d models of humans. I have placeholder models that look how i want but are not good enough to use in game. Is there a service or website where i can hire 3d modellers for money and credit.
Sorry if this is a stupid question
Just something I've been thinking about lately. As I build out my game, people will often join my discord and we discuss the state of the game, do playtests, get feedback, etc.
I do all the normal stuff you'd expect from a discord for a game that's still in development (post daily screenshots/videos, link new builds, provide patch notes).
But eventually people who were pretty active before will stop commenting, playing new builds, or offering feedback. I can't really blame them as game development is slow, and seeing a new or revamped UI screen isn't exactly always a world-shattering update. Plus re-playing the same early-game stuff gets boring after a while, even with significant changes (speaking from experience!).
But it's also a bummer to see people who were highly invested in the game at one point, lose interest over the long development cycle.
So just wondering how ya'll manage your social communities to keep the interest high. Or do you just put it out of mind and hope that they'll come back during the official release?
I am working on the demo for my game right now, and in some months I would like to publish it to steam. However, I don’t want to form the company yet and get the license since it’ll be at least a year after the demo release that the full game is ready, and I’d prefer to not pay the annual llc fee if I don’t have to.
I was wondering if I could release the demo under my name, then later on form the company, change the listed company on steam, and publish the full game. Or is there a large liability issue involved here as well?
Hey y’all.
Basically, I stumbled across this YouTube video: https://youtu.be/7naIKclU1A4?si=sJDmokJryjd2y9AE
And I fell in love.
The basics is, this guy made a game for a contest over the course of a month give or take, and it was … amazing? Lovely? Derpy cute?
Obviously the guy already has experience in game making. But even so, 1 month is an outrageously short time to make a game that sells on Steam.
I’m starstruck. It’s not super about the money but more the idea that you can make a fun, memorable experience without a full AAA budget, team, and years and years of development.
Has anybody else managed this? How did you do it? There’s gotta be skill to it beyond getting lucky, right?
So today I woke up to more than 1,000 wishlists in a single day, which is INSANE considering my game has less than 10k total wishlists. Going through the Steamworks data, I discovered that the majority of the traffic coming to my page is from the new "Personal Calendar" section.
I'd like to post a screenshot here, but I don't think I can. The game is Don't Let It Starve for those who want to know more about it though.
I’m the solo developer of The Ember Guardian, an action game inspired by the Kingdom series which launched almost 2 months ago on April 17, after almost 2 years of development.
As I’m writing this, The Ember Guardian is rapidly approaching the 10k sales milestone. Not quite a viral hit, but I’m still very happy with it! Here are the full stats:
I consider this launch a success, but there are definitely still areas where we could have improved, so I wanted to break it all down for others’ benefit! Sorry in advance, it’s going to be a long read, but if you prefer watching or listening, you can find a video version of this post here.
In the Beginning
In October 2024, I made the hard decision to abandon my previous project (an ambitious pvp game, I won’t bore you with the details) and came up with the idea of a 2D Sidescroller inspired by the Kingdom series, where the player could fight back alongside their troops. There seemed to be an audience for this genre, and the only game I could find that fit that niche was Until We Die. I thought I could make something different enough to be worthwhile, so I started development.
First steps on Steam
In February 2025, I had enough footage to put together a Steam page and a trailer. The trailer got roughly 3k views on my channel, but was also picked up by a Japanese gaming outlet. All in all, this first marketing beat netted me around 800 wishlists.
Launching the first demo
A month later, in March 2025, I released the first demo for The Ember Guardian. At first… nothing happened. But slowly, over time, small and medium sized content creators started picking it up and covering it, and eventually even Splattercat made a video on it, which felt like a huge achievement for me! The demo ended up in the “Free & Trending” Carousel on Steam, and overall I gained 8k additional wishlists in a month and a half. If you’re keeping track, that was 10 times the amount I got with my initial marketing push!
This is where I started getting contacted by publishers. Originally I wasn’t too keen on sharing revenue, since I seemed to be doing well on my own with no budget, but I still entertained the idea. Out of the lot, Slug Disco stood out, since they were a small team (which felt like a better fit for me) and would take over the marketing entirely. I spent a lot of time on outreach and trailers before, and this meant I could get back to what I really wanted to be doing: working on the game!
The road to release
9 months later, in February 2026, the number of wishlists had grown to just under 15k. This was entirely through organic marketing on Steam, various social media, and a few dev logs on my own YouTube channel. But something was bothering me. At this point, the game was close to being finished, but it had evolved a lot from the initial demo, and the demo no longer reflected it accurately. In particular, the demo worked on an “infinite run”, and I was worried that the players would bounce off the campaign because of that.
So, I decided to remake the demo to better represent the game. This meant I had to discard almost everything that the demo stood on, in order to align it with the full game and its progression systems. I also ended up adding an infinite mode to the main game, “Horde mode”, to give that option to players that really liked it. And I got it ready just in time for…
Steam Next Fest
Alongside the new demo release on Steam, there was another outreach push to streamers and content creators, as well as 5000$ worth of ads on Reddit. All together, we got another 7k wishlists in the month of February, which put the game at 21k total wishlists, ahead of our first milestone of 20k. Reaching that milestone meant that we’d secured a spot in the “Popular & Upcoming” carousel for release, which was great.
I also sent out a few playtest keys to a dozen Discord members, which ended up working out great. Roughly half of them played the game to completion, and all of them had invaluable feedback, as well as flagging multiple bugs we’d missed. I’m really grateful to all of them, and made sure to include them in the credits.
Countdown to release
April 2026. The game is scheduled for the 17th. The launch date trailer went live, and performed decently, although I wish it had done better. It did get picked up by GameTrailers, which helped, and I also released a new devlog focusing on audio effects which did alright. During the 2 weeks leading up to launch, I was averaging 150 new wishlists per day. The game was accepted in 2 festivals, London Games Fest and Earth Appreciation Festival, which both spanned the release date.
Another round of keys were sent out to streamers, with no embargo, as well as another 5000$ of ads on Reddit and 1000$ on Meta. There was a new trailer slated to release alongside the game, and I was basically done on my side, which felt weird.
One day before launch, The Ember Guardian showed up in the Popular & Upcoming carousel, which brought 1000 new wishlists on its own.
The big day
April 17th was a Friday. We were still in Popular & Upcoming, and the hours before launch felt like they got longer and longer. At 6PM, I pressed the button. Knowing that it would take some time for Steam to update, I grabbed a beer with my partner to celebrate.
When I checked back, we’d gotten 3000 new wishlists on release day. But that wasn’t only because of Popular & Upcoming… We were in the New & Trending carousel as well! That felt huge. Seeing my game there as a big Steam user myself felt extremely rewarding. But that quickly turned to stress.
Remember the devlog I mentioned before about audio effects? While recording it, I’d increased the volume of bullet impacts in the game to make them stand out… And forgotten to turn them back down. An hour after the game’s launch, I already had to patch it, which was one of the most stressful experiences of my life. Even though it was a single line of code, I was worried sick that I’d break something else. The build took 10 minutes, but it felt like an hour.
The day ended with the first reviews coming in, which were pretty positive! I went to bed relieved.
Putting out fires
I woke up to an 80% positive rating from our first 50 reviews, which put us in “Very Positive”. However, the forums were rapidly filling up with optimisation issues and bug reports. It became clear then that we hadn’t been testing the game enough. Going from 5-10 playtesters to several thousand revealed problems we’d never encountered before, and some of them were serious enough to hurt the review score. I spent my Saturday putting together a patch to address them, but a few hours later, something else went wrong.
In my patch, I’d accidentally introduced a new bug, causing a black screen in multiple parts of the game. This cost us 2 negative reviews, and I scrambled to push an emergency fix. The bug only affected a small portion of players, but still. By the time I went to bed, we’d gained over 10000 wishlists in a single day!
On Sunday, I woke up to more major bugs. Many players were reporting optimisation issues, so I put out a patch that focused on that, and deployed it around 6PM. We tested this one more carefully, and there were no issues… At first.
I’d gone to bed with 82% positive ratings. I woke up to 72%, down in “Mostly Positive”. We’d introduced a new issue, where creatures would sometimes just… ignore the barricades and run towards the fire. I went into panic mode to fix this, particularly because we were still at the top of New & Trending! We’d spent the entire week-end there, alongside Pragmata. I was really proud of it, even though I knew that it was because there weren’t any other major releases at the time.
I spent the rest of that week on patches, releasing a new one every day to deal with the multitude of bugs that were coming to light. The drop in review score definitely hurt our momentum, and it took some time to stabilise again. Eventually, we managed to flip some of those reviews back to positive, and ended up settling back above an 80% positive rating 3 weeks after launch. Today, we’re comfortably at an 82% positive rating.
We ended up dropping out of New & Trending on Tuesday, 4 days after launch. We’d had a good run in there, and that’s when I decided to finally check…
The sales
I’d avoided checking them beforehand, I didn’t want more noise and stress during the chaos of release. During the 4 days we spent on New & Trending, we’d sold around 6300 copies, and gained over 26000 wishlists, literally doubling our total at launch.
One month after release, we’d sold 8400 units. With each of them at a 20$ price point, with a 10% discount during the first 2 weeks, that brought us to around 139 000$ in gross revenue. However, things get a lot less straightforward after that. Between refunds (roughly 15%), VAT & Payment fees, the 30% Steam cut, Marketing, Localisation, Art, Music costs, the publisher split, and taxes on my own company… Once everything had been accounted for, I was left with 31 000$. It’s a big difference, but I don’t see it as a negative. There’s a cost to doing business, and my publisher was extremely helpful during release.
Final Thoughts
Overall, I’m very happy with my game’s release. While you could make an estimate by dividing the net revenue by 18 months, I don’t think this is very helpful. We’re early into the game’s shelf life, and it’s going to keep selling. But the main takeaway for me is that 3 years after I started game development, I’m at a point where my job is self-sustaining. It’s not been an easy journey, there were lots of doubting and self reflection along the way, but at the end of the day I’m happy that I was passionate enough to see it through.
I just released the first big update for The Ember Guardian (which happens to be on sale right now, wink wink), and I’m really excited to keep building games now. I can’t wait for the next one.
Thank you for reading!
I have been working on one game for the last 3 years and its my first game ever. I keep getting to "finished point" and then make the descision that i hate something and start the area over. When I do this the game is definitely improved as my skill durring my time of making it have made the game run better and look better. However it feels like a problem as I am definitely my biggest critic. Any sugestions on how to kbow when its good enough? Im releasing the game for free as it was more a passion project then anything( And a way for me to learn).
Hey devs, I know we're all watching closely to see how the new PU/PC updates on Steam affect indies, and wanted to share a quick observation.
I'm helping to release an indie game next month. Early this morning it was at 4k wishlists with a private release date of July 14th 2026 and a public release date of July 2026. It was not showing up on the Personal Calendar for me and people in my niche AT ALL.
I did a bit of quick googling and changed the public release date to reflect July 14th as well. Within minutes, it was appearing in the PC for myself and other devs that share my niche.
It's only been around an hour since I made the change so I can't say much for wishlist gains just yet, but having your public release date set to a specific date 6-8 weeks in advance seems important for having maximum visibility on player's PCs.
This is just my experience, am very curious to hear if there are any other devs out there who can confirm/deny needing a specific public release date in order to appear.
I have been researching game development for more than a couple of years now. I have completed a couple of tutorials, and wanted to start a little project after that, which I cancelled because I was losing scope control, and other things in my life caught up to me. Therefore, my skills and experience in actual game development are low, and in the project I cancelled, I realized that I struggle with the simplest codes and designs. So it got me thinking how I can earn more of something like 'pre-skill' or 'pre-experience'? And I thought this might be a good plan to start modding already existing games, then move on to making a completely new game.
The plan I have is for me to make a small mod, then a medium mod, meaning slightly more complicated with more outcomes, and then a large mod, which can be a whole project, for my favorite games. Let's take Minecraft and Subnautica as an example; I'll start making a small mod for Minecraft, and then a medium mod, and then a large mod, and when all of that is done, I'll move to the next game (Subnautica in this example) and repeat the same process for this one. I'll plan to never start big, or work on multiple games at once, or work on multiple mods (even if it's from one game) at once.
My main goal in this field is to learn and maybe master Unity and C#, and I want to keep it that way. Meaning Unity and C# are my main focus, and they have priority over anything else.
I have plenty of favorite games, but my choice of games is these:
-Subnautica
-Minecraft
-Half Life 2
-Deep Rock Galactic
-Plants VS Zombies
-Stardew Valley
Also, I have an order in mind for the games, which goes like this:
Minecraft -> Stardew Valley -> Subnautica -> Deep Rock Galactic -> Plants VS Zombies -> Half Life 2
Because of the tools, the difficulty of modding them, and their language. For example, Minecraft is the easiest to start with, and is very accepting of new mods. Stardew Valley and Subnautica have C# as their language. Half-Life, I consider it to be the hardest, because of the year it came out, the engine complexity, etc.
I would love to hear your suggestions and comments about anything above, because I feel like this is a risky plan. Thanks in advance!
-English is not my native language, so apologies for any grammatical or vocabulary mistakes.
New Steam homepage announcement just dropped and panic ensued.
Mainly because of the "Popular Upcoming" section getting some changes. Here's what the actual announcement is:
Popular Upcoming: Now more popular
The contents of this tab have been updated in response to player feedback in order to better capture the most anticipated releases of the coming month. If you're looking for more niche upcoming releases, check out your Personal Calendar (details above).
So, yes, the section is raising the required wishlists / popularity to appear on the list. This because the amount of games released on Steam have doubled in the past few years, oversaturating the section.
Steam is raising the bar for popular upcoming, and moving the smaller titles to the new personal calendar feature.
The new feature is described as:
New Personalized Calendar
You can now find a personalized calendar right on the home page, giving you a quick way to see new and upcoming games recommended based on what you play. Page through to see new and exciting games that are coming out in the next two weeks or view your full calendar to look even further out. You can even see recommended new releases you may have missed.
Key phrases in both these feature cards are:
Overhaul of the "Popular Upcoming" section – as I see it – is only a way to control the huge increase of game releases on Steam and a way to avoid the inevitable saturation of the section.
TL;DR: Smaller titles moved from "popular upcoming" to new feature: "personal calendar."
| OFFBEAT uses Pure Data, synthesising original sounds from a series of surreal instruments. The sequencer is robust - and being iterated on with feedback from musicians and producers - and anything you might create in the game is yours to own and do as you will with. The game features export to .wav functionality, and we're actively encouraging players/creators to do whatever they want with their creations - no limitations at all here. [link] [comments] |
Hey everyone,
I recently received a marketing video for my game from an external company we hired to help with promotional content.
The problem is that I quickly noticed some AI-generated imagery had been mixed into the video.
This bothered me because one of the things we're proud of is that all of the art in our game is hand-crafted by our artists. The game's visual identity is a huge part of the project, and I don't want AI-generated content being associated with it.
So I ended up re-editing the video myself. As you can probably tell, I'm a programmer, not a video editor, and the result is... let's just say "less than professional." 😅
Still, at least all the AI-generated material is gone.
What really got me thinking is that a trailer is relatively easy to review. You can usually spot AI-generated images or animations if you look closely enough.
But when outsourcing artwork, concept art, textures, marketing assets, thumbnails, or promotional illustrations, it becomes much harder to verify what was created by an artist and what may have been generated by AI.
For developers who work with external artists, agencies, or contractors:
How do you handle this?
I'm genuinely curious how other teams are dealing with this, because it feels like it's only going to become more difficult to identify over time.
I spent years on the publishing side, and one of the first conversations with almost every developer was about budget. Specifically, the gap between the number the developer had in mind and the number we were actually looking at. They are rarely the same, and that gap is where a lot of deals get awkward.
A few things that surprised developers most often:
Your dev budget is not the budget. The all-in number a publisher works with is development plus their own markup, plus marketing, plus services like porting, QA, and localisation. The dev cost is often less than half of the total that has to be recouped.
The markup is usually hidden in the net revenue definition. It rarely shows up as a line item called "markup". It lives in how net revenue is defined and in the order of deductions. By the time revenue share reaches you, a lot has already come off the top.
Publishers judge the total against multiples. As a rough rule, a project is read against roughly 2x the all-in cost to break even and around 3x to be considered a real success. So if your all-in is higher than you think, the sales target a publisher quietly has in mind is higher too.
None of this is secret, but most developers walk into the first meeting knowing only the dev cost, and it puts them on the back foot.
Happy to answer questions about how these numbers come together. If it is useful I can share the rough breakdown I use to estimate the all-in figure.
Edit: since a few people asked, here is the breakdown I mentioned.
Dropped the tool I use to estimate the all-in figure in a comment below. It is a budget calculator I built, it rolls dev cost, publisher markup, marketing and services into one total, which is exactly the number the recoup wall sits on. Feel free to tear it apart, feedback very welcome.
https://spritzconsulting.com/resources/tools/game-budget-calculator.html
I am posting content on a Chinese social platform called Heybox(小黑盒).
Post game content: 1-2k views, 10 likes, 3 comments.
Post a picture of myself dressing up alongside with my game screenshot: 60k views, 3k likes, 450 comments.
Lots of the viewers actually wishlisted the game and followed my account too.
I wonder maybe I should start doing this on twitter as well.
Here's the post in case you wanna see the pic, be warned it's in chinese: https://www.xiaoheihe.cn/app/bbs/link/182230260
The game:
https://store.steampowered.com/app/4276390
Update:
I mean I post a picture of myself dressing up alongside with my games screenshot. Sorry for the bad grammar.
I've been working to back-fill last-mile components to the burn tensor framework. After a year of add-on work in various repos, I've been consolidating into a common extension stdlib.
The argument for a stdlib which tightly tracks burn releases ties into the complexity of the burn dep surface + the current situation with rust public dependencies. By collecting a stdlib, we can make a lot of extension components and full model stacks relatively stable as deps.
Read the bunsen book
bunsen::burner - this is a library of burn::module::Module lifecycle components that extend the current functionality of burn. bunsen::burner::module::reflection has powerful tools for dynamic burn::module::Module reflection.bunsen::burner::optim has parameter-group optimizer extensions.contracts - this is a library of runtime tensor-shape contracts.blocks - this is a library of burn::module::Module components. This includes simple inner layers, recurrent utility blocks, and entire model families.ops - this is a library burn::tensor::Tensor operations.kits - this is a library of full models and simulation kits.errors - this is a library of error types and tooling.support - this is a library of support functions for bunsen, including testing tooling which may be useful for clients.zspace - this is a library of z-space / index utilities.The repo has a number of examples which use the API to showcase various features; and also serve as working surfaces to push forward the next-step components.
I have a hobby app that I want to put in production and wanted to hear what cloud, managed (heroku-like) and vps providers people like these days?
Looking for something that's cheap, no fuss and preferably has something like cloud formation templates that let you source control the thing
I've been working on Aperio and released v1.0. It's a search engine built in Rust designed to be a lightweight alternative to Elasticsearch.
Some highlights:
- Fast: Searches GBs of data in < 1ms using < 256MB of RAM
- Typo-Tolerant Search
- Autocomplete / Suggest
- Multilingual
- Works out of the box and can be highly configurable
Any feedback is welcome!
Hi everyone!
I want to show FerroLiquid here, a port of the LiquidSketch fluid simulation and color mixing engine to Rust. LiquidSketch is a fluid simulation puzzle game I developed originally for the iPad 2 in C++ (free on iOS Appstore, Android Appstore). The port only has sandbox play, no puzzles. The simulation and rendering itself are quite close to the original code, with some cleanup. The interface uses egui which is absolutely fantastic!
I posted on r/rust_gamedev a while ago here, since then I worked on more flexible boundary conditions. Instead of placing solid blocks on a grid you can now draw arbitrary solid areas. Simulation boundary conditions are then computed using a signed distance field.
Features:
AI usage: None except for the demos menu
Hello Rustaceans,
I'm the MidWit and I've decided to get past the "too dumb to Rust" stage by working my way through the Advent of Code puzzles using Rust. I'm not a programmer (psychologist during my day job), but I am a nerd. I've tried Rust a few times before and this time I thought I'd try to learn out loud and put some humour into it.
A friend of mine suggested that this community might like my light-hearted but earnest write ups of my process, so I'm posting my most recent (published today) for your consideration.
Hopefully you enjoy:
https://midwitsanonymous.com/aoc/2015/day_2/day_2.html
The MidWit :wqa
Hey guys! I'm planning to get into Rust mainly for graphics programming. I've done plenty of graphics projects in Vulkan and OpenGL in the past with C++ but I wanted to try something new.
How do the Rust ecosystem fare against C++?
Are libraries that are generally easy to come by in C++ also there in Rust or do you often need to rewrite them to Rust?
What do you guys think about wgpu instead of Vk and GL?
Thanks!
Hello Rustaceans, I am trying to port a dialect of Lisp (Clojure) on top of Rust. For that I am trying to learn rust, and am blogging about it here https://clofer.codeberg.page/updates.html
Thought people who are learning Rust and who are interested in language / compiler theory would be entered, so am posting it here.
I'm a full-stack developer, and recently I've become curious about how low-level software is built.Things like runtimes, compilers, operating systems, databases, virtual machines, and similar projects seem really interesting to me. I use a lot of software every day, but I don't have a good understanding of how these systems actually work internally.I'd like to learn the fundamentals and eventually build some small projects myself to better understand these concepts.For someone coming from a web development background, what would be the best way to get started? Are there any books, courses, articles, or open-source projects that helped you learn this area of programming?
Hi, I just published hick, a runtime-agnostic mDNS (RFC 6762) / DNS-SD (RFC 6763) implementation — the "zeroconf"/Bonjour-style local service discovery you use to find printers, Chromecasts, *.local hosts, etc.
(And the name, before you ask: hick is a substring of hickory-dns, the Rust DNS library — a small nod to the ecosystem.)
The thing I wanted but couldn't find: an mDNS stack whose protocol logic isn't welded to std or one async runtime. So hick is Sans-I/O, mirroring quinn's layering:
mdns-proto** — the entire protocol (probing, conflict detection + renaming, caching, query/response, known-answer suppression, goodbyes) as pure state machines. No sockets, no threads, no clock — deterministic and unit-testable in isolation. no_std-capable (runs on alloc, or even heapless with **no allocator).hick-reactor → tokio & smolhick-compio → compio (thread-per-core / io_uring)hick-smoltcp + hick-embassy → bare-metal, full mDNS on embedded over smoltcphick — a batteries-included facade (core + tokio by default) if you just want it to work.So the same protocol core runs from a tokio server down to a microcontroller.
```rust use hick::{Name, ServiceRecords, ServiceSpec}; use hick::tokio::{server, ServerOptions};
async fn main() -> Result<(), Box<dyn std::error::Error>> { let endpoint = server(ServerOptions::default()).await?;
let mut records = ServiceRecords::new( Name::try_from_str("_http._tcp.local.")?, // service type Name::try_from_str("My Device._http._tcp.local.")?, // instance Name::try_from_str("my-device.local.")?, // host 80, 120, // port, TTL ); records.add_a([192, 168, 1, 10].into()); // keep the handle to keep advertising; dropping it sends the TTL=0 goodbye let _svc = endpoint.register_service(ServiceSpec::new(records)).await?; // discover with endpoint.start_query(...) Ok(()) } ```
#![forbid(unsafe_code)] and no-panic protocol core (unsafe is confined to the socket/cmsg plumbing).tracing, metrics, pollable stats, or defmt on embedded — all compiled out when off.It's a first release (0.1) — there's an interop suite that checks parity against Apple's Bonjour, but I'd really value feedback on the API and the core↔driver seam.
I just released the next major version of Symbolica, a symbolic computation library written in Rust that is used by multiple research groups.
The release post covers the user-facing improvements to the Rust API, such a new builder-style methods, JIT-backed evaluators, double-float arithmetic, and programmable symbols with custom normalization, derivative, series, printing, and evaluation hooks.
I also discuss a Rust design pattern that I thought you might find interesting. Symbolica stores user-defined numerical evaluation callbacks for different numeric domains using `TypeId`, `Any`, and trait objects.
Let me know what you think!
Hey all!
Orhun here 👋 Super excited to announce the new version of Ratatui - A Rust library for cooking Terminal User Interfaces! 🐀
In this release we added Block shadows, filled Canvas/Chart areas, smarter buffer diffing, multi-column Tables, custom markers & more fixes/examples.
Happy to answer questions about the release, the new APIs, or anything Ratatui-related! Thanks as always to everyone who contributed 🧀
Hello everyone, I’m excited to share that our ferrum-flow now supports nested node functionality. This is a major upgrade that makes it increasingly similar to Figma, and it opens up much more room for imagination in how we can use it.
About ferrum-flow , it is a node editor framework build with gpui.
This is the upgrade PR: https://github.com/tu6ge/ferrum-flow/pull/14
I use Clippy with this configuration in my Cargo.toml:
[lints.clippy] expect_used = "deny" indexing_slicing = "deny" panic = "deny" panic_in_result_fn = "deny" todo = "deny" unimplemented = "deny" unwrap_in_result = "deny" unwrap_used = "deny" assert_eq! may panic, which means I cannot use it in tests.
Is there a way to have separate rules for tests? I don't want to use inline allow directives in my code.
I'm an engineer, not a marketer and could use some advice. For 2.5 years have been full time into NLP R&D with a focus on natural language understanding. Not advertising, but first offering is live with demo and details at: https://nlu.to/ha/
That's a purpose build Home Assistant edition, but naturally it can be repurposed for any protocol and domain. Rust based, on device, low compute NLU engine that offers the fluiditiy of a LLM without the compute.
That edition requires only 180MB RAM, which will be reduced to ~140MB with upcoming upgrade. Handles custom vocabulary, ambiguity, contextual awareness, multiple intents per-message, ~15ms latency, doesn't connect to the internet and never calls home. Deterministic, so 100% reliable with zero hallucinations or probabilistic mismatches.
Previous generations of deterministic NLU are generally pre-defined sentence templates with slots, which is quite rigid and not very nice. Sophia is the next natural evolution of that, offers greater fluidity, noise tolerance and can infer intent based on context with great accuracy.
I'm looking to expand outside of Home Assistant, so naturally am thinking blind accessibility like Orcam, (I'm blind myself), warehouse pick and pack systems, oilfield services, small robotics firms, independent toy companies, etc.
Little uncertain how to engage, get my foot in the door, convince firms to do a test pilot, etc. Any and all advice you can provide would be greatly appreciated. If you could use such tech yourself or are capable of making an introduction, please feel free to DM as I always take care of those who take care of me.
I need this to work. I've been typing code since I was about 10, am trustworthy, and legit as it comes. If needed, my e-mail is matt@aquila-labs.ca.
Thanks in advance.
So, I have been exploring this approach and wanted to get some feedback
You start with the db schema, and make it the source of truth, then generate everything based on that.
so something like this:
model the schema -> generate proto -> generate go code + sqlc
the main issue I have found is that you need to be mindful when adding new fields if already in production to always add them at the end to not break things.
any other potential issues I might not be seeing?
curious, do you do anything like this to generate code? if so what is your source of truth?
blog: https://jiteshcodes.com/blog/open-sourcing-vim-royale/
github repo: https://github.com/Jitesh117/vim_royale
Google needs to put more resources into training Golang developers. I’ve noticed that AI models code best in Go because of its simplicity. Its clean syntax, strong concurrency, generics, and straightforward interfaces make it incredibly easy for AI to pick up compared to other languages. Honestly, Go is pure gold.
That's my observations from months of using AI in software development.
I built FBS because I wanted something like S3 (cause its the de-facto standard for cloud storage) that I could run on one normal Linux box without setting up a whole storage cluster or paying for a managed service.
Minlo and Garage are great projects, but for my use case they felt like overkill.
I wanted something smaller, lightweight, and easier to run on a single server.
So I along with my 2 friends built FBS: Fast Blob Storage
Right now FBS is a single Go binary, around 15 MB stripped. The Docker image is around 38 MB. On my test systems it idles around 13 to 14 MB RSS, and stayed under 20 MB under load which is very low compared to other blob storage solutions.
It supports:
- S3-style PUT, GET, DELETE, HEAD, listing, copy, and multipart uploads
- AWS SigV4 auth and bearer tokens (or bypass auth entirely by using -dev flag if your testing)
- SQLite metadata (WAL mode)
- Local filesystem object storage
- Checksum validation
- Atomic writes
- Startup cleanup/reconciliation
- A separate SvelteKit dashboard (or you can self-host it yourself)
- Normal S3 clients and SDKs
The main place it looks good right now is reads/downloads. In my benchmarks it was faster than both MinlO and Garage for download cases on the same machines, while using a lot less memory (tested this on 3 different machines with varying hardware specs)
Uploads are not there yet. MinlO and Garage still beat it on upload performance, and that is one of the things I want to improve next.
I am not saying this replaces MinlO or Garage. Those are mature projects and solve bigger problems. FBS is more for the smaller case where you just want S3-compatible storage on one server without all the distributed storage machinery.
Repo: https://github.com/i-got-this-faa/fbs-core (drop a Star!!!)
Would appreciate issues, PRs and security feedback.