Sunday, May 31, 2026
f903aedd-d00b-4206-9785-d2a8ae2f1b7d
| Summary | ⛅️ Mostly clear until night. |
|---|---|
| Temperature Range | 18°C to 25°C (64°F to 77°F) |
| Feels Like | Low: 66°F | High: 89°F |
| Humidity | 84% |
| Wind | 8 km/h (5 mph), Direction: 111° |
| Precipitation | Probability: 8%, Type: No precipitation expected |
| Sunrise / Sunset | 🌅 05:36 AM / 🌇 07:54 PM |
| Moon Phase | Full Moon (50%) |
| Cloud Cover | 25% |
| Pressure | 1013.9 hPa |
| Dew Point | 65.87°F |
| Visibility | 5.98 miles |
Amid a kaleidoscope of candidates and new political formations, the traditional parties bucked the trend and held the line – more or less – in last Sunday’s legislative elections. Defying all forecasts, the new House now consists of even fewer parties than before. Clearly those left out of parliament lost. What’s less clear is who won.
First the basics. The parties that got into parliament were: Disy 27.1 per cent, 17 seats; Akel 23.9 per cent, 15 seats; Elam 10.9 per cent, eight seats; Diko 10 per cent, eight seats; Alma 5.8 per cent, four seats; and Direct Democracy 5.4 per cent, four seats.
Compared to the 2021 ballot, despite a drop of 0.8 per cent in the share of the electorate, Disy actually garnered more votes in absolute terms. Akel managed to increase its percentage by 1.4 per cent, and got some 9,000 extra votes. The ‘big two’ also retained their seats in the House.
Third-place Elam boosted their numbers by four percentage points, gaining four more seats. Diko lost 1 per cent, lost one seat.
The losers were Edek, Dipa and the Greens. Scoring below the 3.6 per cent threshold, they got left out in the cold. The 11 seats they had held between them were grabbed up by Elam and the two upstarts – Alma and Direct Democracy.
Newcomers Volt came agonizingly close, at 3.1 per cent.
And yet the polls had suggested Volt would make it, giving us a seven-party parliament. Other surveys showed even more parties joining the House.
So what happened?
According to political analyst Vasilis Protopapas, in the run-up to the elections a momentum built up, with the ‘small parties’ seemingly having the wind in their sails.
Lingering discontent with the traditional parties suggested a shrinkage, working in favour of Alma, Direct Democracy and Volt – all pitching themselves as ‘anti-establishment’.
“But the outcome essentially reproduced the system we had in 2021,” said Protopapas.
Why?
“Elam, Alma and Direct Democracy got deflated in the last stretch – in the last couple of weeks before the election. The momentum swung, it fizzled out, enabling Akel and Disy to recoup some of the leakage.
“Maybe because of the general situation in our region, like the war in the Persian Gulf. The drone incident at Akrotiri brought the conflict closer to home, and had many people worried. And at times like these, people seek a safe haven, and so many turned back to the traditional, so-called ‘serious’ parties.”
Both Alma and Direct Democracy had set the bar high – aiming for the double digits. Neither succeeded. Alma’s Odysseas Michaelides, the former auditor-general, had planned to surpass Elam, to supplant them and become the third biggest party.
Also, Alma made many PR mistakes. Michaelides clashed with everyone. His rhetoric registered as too aggressive, even lashing out at Akel leader Stefanos Stefanou. He came off as too extreme.
Michaelides wanted a very strong showing in these elections, because ultimately he’s eyeing the presidency.
In this sense, the result was disappointing. Otherwise, in absolute terms, an upstart party getting 5.8 per cent is quite impressive.
“Odysseas came off as too arrogant, a crusader, posing as the only incorruptible politician. He also exuded bitterness over how he was treated in the past – and this sort of acrimony put people off.”
As for Fidias Panayiotou, the goofy TikToker who now leads the Direct Democracy party, his faux pas may have been his nuptials just days before the elections. The wedding was seen as too extravagant, too showy – contradicting Panayiotou’s image as the down-to-earth kid from the neighbourhood.
Meantime Elam, in spite of their gains, flatlined. Some polls had even suggested they might get 15 per cent. They well short of that.
Their main mistake, opined Protopapas, is identifying too much with the government.
“For example, they hardly said a word about the Videogate affair.”
Protopapas noted: “Talking about the new parties, you don’t win elections only with videos and social media – you need organisation, you need candidates who campaign close to the people. Alma and Direct Democracy didn’t have this. By and large, their candidates lacked prior experience.”
As far as the opinion polls giving Elam, Alma and Direct Democracy a bigger share of the vote, the surveys – which are just a snapshot – were correct at the time.
“It’s not that the polls got it wrong. What happened is the momentum shifted in the last 10 days. And after all, keep in mind that in Cyprus approximately 20 per cent of the electorate decide literally on election day how they will vote. It makes for quite a fluid situation.”
In fact, the very last polls before the election did capture a relative drop in the support for Alma, Direct Democracy and Elam compared to earlier surveys.
Meanwhile the 3.6 per cent mark for entry into parliament proved to be the undoing for the Greens, Dipa and Volt.
The Greens paid the price for not fielding Charalambos Theopemptou and Alexandra Attalidou, both popular politicians.
Edek paid for the internal strife that had been going on for some time.
Dipa also lost some important names from their ticket.
Volt had a cogent political narrative as well as solid names on the ticket. But they suffered from lack of organisation and resources. Perhaps also the ‘Sandy affair’ – made known by their candidate Makarios Drousiotis – had a negative impact.
Had turnout been higher, these parties would have fared better. But in the end, a large segment of disaffected voters showed their displeasure with the traditional parties by simply abstaining.
Now the question for these parties – Edek, Dipa, the Greens and Volt – is whether they are politically viable in the long run.
The big picture, according to Protopapas, is this: the parliament has swung to the right, though this doesn’t necessarily mean the electorate has too.
Since the middle class forms the backbone of society and the electorate, it effectively decides election outcomes.
“The Cypriot electorate is not radical – be it on the left or the right of the spectrum. Unlike Europe, where you have extreme forms of left and right-wing politics.
“The middle class here seeks stability, the status quo. They’re risk-averse, they dislike disruptions. This also extends to the Cyprus problem – why risk upsetting the status quo?”
Speaking of the 3.6 per cent threshold for entry into parliament, it became that in 2015, ostensibly to “reduce parliamentary fragmentation.” Previously it had been set at 1.8 per cent. The big parties then decided to shake things up.
“Totally arbitrary,” commented Protopapas. “They just basically doubled the number.”
Why was it 1.8 per cent originally? Because 100 per cent (of the votes cast) divided by 56 (the number of seats) gives 1.8.
Pambos Papageorgiou, assistant professor at European University, had a similar take on the elections.
For methodological reasons, he explained, he likes to look at each party separately, rather than make an overall assessment of the result, which can prove quite elusive.
But broadly speaking, he did offer that there now exists a conservative majority in parliament, favouring the pro-government camp.
Still, that doesn’t necessarily improve President Nikos Christodoulides’ chances for re-election.
“That’s because Disy did quite well under the stewardship of Annita Demetriou. The polls had predicted lower results for Disy, but at the very last they rallied.
“With Disy now feeling more confident, they’re bound to contest the presidential elections with one of their own – so highly unlikely that they’ll back a non-Disy candidate or Christodoulides in 2028.”
Besides, Papageorgiou said, the Disy charter implicitly points to nominating the party leader as presidential candidate. Though the party leader does not have to be the candidate, he or she is the first choice.
The gist: it has now become “more likely” that Demetriou will run for president in 2028.
For Akel, whereas they beat back the tide, the downside is that they’ll now face a tougher time in parliament. That’s because Edek and Volt, who might have sided with Akel on legislation, are out of the picture.
As for Diko, the 10 per cent is a historic low.
But, said Papageorgiou, it could’ve gone even worse for them – considering that in the Nicosia, Paphos, Limassol and Famagusta districts they took a hit of almost 15 per cent compared to 2021.
What saved the day was their marquee candidate in Larnaca – Andreas Apostolou, formerly with Edek. Thanks to him, Diko got a major boost in Larnaca, making up for the decline in the other districts.
Regarding the new kids on the block – Alma and Direct Democracy – they pitch themselves as ‘anti-establishment’.
“You might say Alma is anti-establishment among the older cohort of voters, and Direct Democracy is anti-establishment among younger people.”
Having entered parliament, Direct Democracy is now eligible for a €500,000 annual state grant. This will give them a boost.
But on the other hand, the party may well implode – there’s a lack of organisation, plus it’s not uniform. Two of the MPs elected have an outright far-right profile, the other two are much more moderate. There’s a mismatch, they’re not coherent – and this could cost them going forward.
It remains to be seen whether Fidias’ party will be a ‘flash in the pan’, as they say.
Alma represents a more serious opposition.
But a major drawback is the question that hangs over them – namely, will they be able to govern? Many people vote based on their perception of whether a party can govern. But to govern, one needs allies, a coalition. Yet Michaelides has alienated everyone, as he’s too confrontational.
“On the one hand, it was smart to play the ‘anti-corruption’ card, it resonates with voters,” Papageorgiou said,
“But on the other hand, Odysseas is too extreme, and that gives some voters the jitters.”
Police on Saturday arrested two more suspects in connection with an alleged terrorism case, following the arrest of two other men last week.
According to police, the latest suspects are third-country nationals residing in the Larnaca district. They have been remanded in custody for eight days.
The first two suspects, aged 32 and 38, were arrested near governor’s beach on May 22 and currently remain remanded.
Police have since searched the residences of the two men in Akti tou Kyverniti and Kamares, where they found and seized various items, including materials that could be used in the manufacture of explosives and whose possession is prohibited.
“Explosive-making materials were found, including ammonium nitrate,” police said.
Investigations are ongoing.
The state health services (Okypy) on Saturday denied any wrongdoing in the case of a patient who died in March, insisting that all relevant procedures had been followed.
In a statement, Okypy said it had launched an internal investigation into the case, according to which hospital staff attempted to contact the registered emergency contact twice after the man was admitted by ambulance on March 19, 2026, but received no response.
Okypy added that after receiving medical treatment, the attending physicians decided it was necessary for the patient to remain in hospital.
During his stay, his condition deteriorated and on March 26 he suffered a “serious health burden” and died shortly afterwards.
Following his death, the hospital informed the police to assist in identifying and locating his relatives in order to notify them, in line with standard procedures.
As no family members were initially identified, the body was transferred to the morgue.
Okypy firmly rejected claims that the family was not informed of the patient’s whereabouts.
“The audit carried out does not reveal any evidence to confirm that information was given stating that ‘there is no such patient’,” it said.
The health services denied allegations according to which the data of the deceased was deleted from the information system after his passing, stressing that on the contrary, it was found that “the relevant records and records concerning admission, hospitalisation, the outcome of the case and the planned follow-up procedures still exist.”
According to Okypy, the preliminary investigation found that attempts were made to contact the family and that the competent authorities were informed of the death in accordance with protocol, adding that “all prescribed procedures for recording and managing the case had been followed.”
Speaking to Sigma TV, the son of the deceased, Klaudios Antoniou, said that he and his family had been searching for his father since March, after he was admitted to hospital with cancer, and only located his remains on May 21.
Antoniou said that, as the registered emergency contact, he received two calls from the hospital on March 26 which he did not answer.
He added that when he returned the calls shortly afterwards, his family was told that the patient had not been admitted. The family then contacted relatives and other hospitals, but was unable to locate him.
“There was no file in the system. They insisted that he was not admitted, nor that he had left. There was no trace,” he said.
Antoniou claims that it was only after the police became involved that the family located him at the morgue, raising questions about hospital procedures for recording admissions and deaths.
The international Blue Flag programme has awarded Cyprus 56 Blue Flags for 2026, down from 64 beaches in the previous year.
Speaking to Alphanews, president of the national Blue Flag organisation and general secretary of the Cyprus Marine Environment Protection Association (Cymepa), Michalis Ierides said said the decline was due to municipalities in Amathus and Limassol deciding not to submit applications following multiple reports of pollution during last summer’s bathing season.
In addition to the 56 Blue Flag beaches, two marinas also received certification.
The Blue Flag award is a widely recognised, annual and voluntary eco-label awarded to beaches, marinas and tourism operators that meet strict criteria, including accessibility, To achieve Blue Flag status, applicants must prove excellent water quality and provide clean facilities, including recycling and waste bins, qualified lifeguards, emergency plans and accessible environmental and water-quality information.
“Central to the ideals of the Blue Flag programme is the aim of connecting the public with their surroundings and encouraging them to learn more about their environment,” the blue flag organisation writes on its website.
In 2025, Cyprus had been awarded a total of 66 Blue Flags – 64 for beaches and two for marinas.
Most of this year’s Blue Flag sites were awarded to the municipality of Paralimni–Deryneia, which received 18 flags, followed by Ayia Napa with 16, Amathus with nine, Paphos with six beaches, Hierokipia with three, Larnaca with three, and Akamas with two.
Community councils in Oroklini, Zygi, Pentakomo, Parekklisia, Episkopi, Pissouri and Lemba, along with the marinas of Limassol and Ayia Napa, received one Blue Flag each.
A detailed list of this year’s awarded locations has yet to be published.
Cyprus has protocols in place to deal with Ebola cases and would follow established procedures in the event of an infection, epidemiologist Petros Karayiannis said on Saturday.
Speaking to CNA about the Ebola outbreak in Central Africa, Karayiannis said Cyprus had previously implemented protocols for such cases and would activate them again if necessary.
Asked how authorities would respond to an imported case, he stressed that the priority would be the immediate isolation of the suspected patient and the implementation of strict biosecurity measures.
“What is important is the complete isolation of the suspected case and the implementation of biosecurity measures to protect doctors, nurses and the general population, so that there is no further spread,” he said.
Karayiannis explained that Ebola is transmitted “only through very close contact with bodily fluids such as saliva, tears, urine, faeces and blood.”
Outside Central Africa, where outbreaks occur periodically, any cases would likely be “imported”, he said.
“This is where we need to be cautious. People arriving from affected countries should undergo thorough screening regarding their travel history and the places they visited, to determine whether they may have been exposed,” he said.
Karayiannis added that the current outbreak appears more serious than some previous outbreaks.
“The strain responsible for the current outbreak has caused one or two outbreaks in the past and is associated with a more aggressive form of the disease,” he said.
He noted that there is currently no vaccine available for this particular strain and that treatment depends largely on managing the symptoms.
At this stage, he said, prevention remains the most important tool.
Speaking to the Sunday Mail, the health ministry’s permanent secretary Elisavet Constantinou said the ministry was continuously updating its strategy.
“We went through all previous procedures and made some changes,” she said.
Constantinou confirmed that the ministry was following all relevant procedures from the European Centre for Disease Prevention and Control (ECDC), as well as the World Health Organisation (WHO).
This summer, Cyprus is once again welcoming some of the world’s finest classical musicians as the International Pharos Chamber Music Festival marks its 25th anniversary. Running until Saturday, the festival offers exceptional chamber music performances in two of the island’s most enchanting venues.
Over the past 25 years, it has transformed from a cultural initiative into one of Europe’s most valued chamber music events. What started as a dream to showcase world-class musicians has become a globally recognised institution, drawing celebrated soloists, acclaimed ensembles, and passionate audiences from around the world.
Held annually at the Royal Manor House in Kouklia and culminating in a grand orchestral gala at The Olive Grove in Delikipos, this year’s anniversary edition highlights the festival’s legacy and its ongoing artistic vision.
“This 25th anniversary is a deeply emotional and important milestone for all of us at the Pharos Arts Foundation,” said the organisation’s Hellen Costaki. “Over the years, the festival has become far more than a concert series. It has grown into a cultural institution that connects Cyprus with the international music world while creating unforgettable experiences for audiences on the island.”
The festival is renowned for its artistic integrity and bold programming. It blends timeless chamber music masterpieces with hidden gems, offering accessible and intellectually stimulating programmes.
Each concert presents a thoughtfully curated musical journey, transitioning from the baroque era to contemporary pieces. Audiences enjoy an intimate experience where the bond between performers and listeners enhances the festival’s atmosphere.
Beyond the concerts, the festival enriches Cyprus’ cultural landscape. Through educational outreach and support for young musicians, it introduces generations to classical music while fostering local talent.
“The festival was founded on the belief that music has the power to inspire, educate and unite people,” Costaki said. “Twenty-five years later, that vision remains stronger than ever. We are proud that Cyprus has become a destination for artists and music lovers from around the world.”
The festival’s commitment to excellence and accessibility has become one of its defining characteristics and continues to strengthen its international standing year after year.
The 2026 festival features an impressive lineup of internationally renowned musicians, many of whom are performing in Cyprus for the first time.
Among the most anticipated debut appearances is legendary violinist Boris Belkin, widely regarded as one of the great violin virtuosos of modern times. Belkin’s performances with leading orchestras, including the Berlin Philharmonic and New York Philharmonic, have cemented his reputation as one of the classical world’s most distinguished artists.
Also making his festival debut is Austrian violinist Anton Sorokow, who served for two decades as First Concertmaster of the Vienna Symphony Orchestra. Renowned cellist Claudio Bohórquez joins the festival after a career spanning the world’s major orchestras and concert halls.
Returning artists include celebrated violinist Elly Suh, acclaimed for her interpretations of Paganini, as well as versatile violinist and violist Yura Lee, whose international career has earned widespread praise for both technical brilliance and musical depth.
The festival will also welcome back cellist Jing Zhao, whose expressive artistry has made her one of the most respected musicians of her generation.
At the centre of the festival once again will be Artistic Director Alexander Chaushian, internationally recognised as one of today’s leading cellists and a driving force behind the festival’s artistic identity.
“We always aim to present artists who are not only exceptional musicians, but who also share a genuine passion for chamber music,” Costaki added. “The chemistry between performers is what makes these concerts so powerful and memorable for audiences.”
This year’s festival also shines a spotlight on Cypriot talent, highlighting musicians who are making a significant impact on the international classical music scene.
Pianist Christos Fountos returns to the festival following major success at the prestigious Busoni International Piano Competition. Despite his young age, Fountos has already established himself as both a compelling soloist and an accomplished chamber musician, performing at leading venues including Carnegie Hall and Wigmore Hall.
Another important Cypriot presence is bassoonist Mavroudes Troullos, praised internationally for his sensitivity and expressive musicianship. Troullos has performed across Europe and continues to gain recognition as one of the leading bassoonists of his generation.
The festival’s support of Cypriot artists reflects its ongoing mission to strengthen the island’s cultural profile while connecting local musicians with the international classical music community.
“Supporting Cypriot musicians has always been central to the work of the foundation,” said Costaki. “It is incredibly rewarding to see local artists building international careers and then returning to perform here alongside some of the greatest musicians in the world.”
What began on Friday will see a total of six inspiring chamber concerts at the Royal Manor House in Kouklia until Thursday. Each evening features a unique programme with masterpieces by Beethoven, Mozart, Schubert, Brahms, Mendelssohn, Rachmaninov, and Dvořák. In the rich array of instrumental combinations highlighting the beauty of chamber music, notable pieces include Beethoven’s Septet, Schumann’s Piano Quintet, and Brahms’ String Quintet No.2.
The festival also showcases lesser-known works, inviting audiences to explore rare gems by Frank Bridge, Sergei Taneyev, Alfredo D’Ambrosio, and Josef Suk. A highlight will be soprano Anush Hovhannisyan, renowned for her dramatic interpretations and powerful stage presence across Europe’s opera houses.
The festival will conclude on Saturday with a spectacular gala concert at The Olive Grove in Delikipos, the Pharos Arts Foundation’s open air concert venue surrounded by ancient olive trees and pine forest.
In a special side by side performance, the Cyprus Symphony Orchestra and the Cyprus Youth Symphony Orchestra will perform together under the direction of conductor Yiorgos Kountouris.
The gala programme will feature Grieg’s Piano Concerto in A minor with Finghin Collins as soloist, Bruch’s Violin Concerto No.1 performed by Boris Belkin and Shostakovich’s vibrant Festive Overture.
“The closing gala concert perfectly reflects the spirit of the festival,” Costaki said. “It brings together internationally acclaimed soloists, professional musicians and young performers in a celebration of artistic collaboration and cultural exchange.”
The concert is expected to be one of the highlights of Cyprus’ summer cultural calendar, combining international artistry with the unique natural beauty of The Olive Grove.
The International Pharos Chamber Music Festival stands out for its unique venues. The Royal Manor House in Kouklia, a Unesco World Heritage site, showcases stunning Frankish architecture and offers an intimate atmosphere perfect for chamber music.
Meanwhile, The Olive Grove enchants audiences with its ancient olive trees and serene Mediterranean landscape, known for its exceptional acoustics. Together, these venues shape the festival’s identity.
As it celebrates its 25th anniversary, the International Pharos Chamber Music Festival stands not only as a major artistic event but also as a symbol of Cyprus’ growing presence on the international cultural stage.
Its success over the past two decades reflects a rare combination of artistic excellence, thoughtful programming and dedication to education and community engagement. By bringing together globally celebrated musicians in extraordinary settings, the festival continues to create meaningful cultural experiences that resonate far beyond the concert hall.
“For 25 years, the festival has shown that Cyprus can host artistic events of the very highest international standard,” Costaki said. “We look forward to continuing this journey and inspiring future generations through music.”
For audiences attending this year’s anniversary edition, the festival offers not simply a series of concerts, but a celebration of music, collaboration and artistic connection that has flourished in Cyprus for a quarter of a century.
For information and tickets, visit Pharos Arts Foundation or SoldOutTickets.
The sirens that sounded at the United States’ embassy in Nicosia were part of a test alarm and no reason for concern, the police told the Cyprus Mail on Saturday.
The police could not provide further details on the testing but said that there was nothing to worry about regarding the alarm.
President Nikos Christodoulides will on Tuesday holdtwo consecutive meetings on the current developments surrounding the foot and mouth (FMD) disease, government spokesman Konstantinos Letymbiotis said on Saturday.
During the first meeting, the president is scheduled to meet with the veterinary services to receive an update on the measures taken, including compensation payments to farmers, and to evaluate them.
The meeting will be joined by agriculture minister Maria Panayiotou, as well as the director general of her ministry.
In his second meeting, Christodoulides will then meet with farmers organisations, including the newly founded “voice of livestock breeders” association.
The meeting will address farmers’ concerns, with the aim of facilitating a discussion and examining ongoing challenges.
The announcement of the meetings comes after livestock farmers held a whole-day strike before the GSP stadium and the presidential palace on Friday to protest FMD measures including the further culling of animals, demanding a meeting with the president.
A house in the Chrysopolitissa area of Larnaca has been fully demolished after parts of its structure collapsed at the earlier in the week.
“On Thursday, the demolition of this particular house began, in which three women lived, who fortunately managed to get out in time, without any tragic situations. The demolition was completed yesterday, Friday,” said president of the Larnaca local district government (EOA) Angelos Hadjicharalambous, adding that the house next to the building was next to be demolished.
“Yesterday we proceeded to send a letter to the second apartment building located in the area of Chrysopolitissa, in which however we will not ask for evacuation from residents,” he said, adding that a week’s notice would be given to owners to proceed with necessary measures to remove safety hazards from the building.
He ensured that the EOA was moving forward “with all means at our disposal” to ensure the safety of buildings or proceed with their demolition if deemed necessary.
Asked about another dangerous building in the Faneromeni area of Larnaca, he said that the forty residents had been informed to evacuate the house due to security concerns on May 20 and have since found shelter elsewhere.
“[We], in collaboration with the owners of this apartment building, will proceed with sealing and fencing the building, in order to ensure the safety of passersby,” he said.
Hadjicharalambous said that the EOA would proceed with legal measures so that in the event that the owners of the building did not seal it, the EOA could proceed with relevant actions.
According to him, letters would be sent to four other apartment owners during the next week, among them being the building from whose balcony the three migrants jumped on Wednesday, resulting in the death of a 45 year-old Congolese man.
“The owners of all buildings have the responsibility and must proceed to take measures to remove the risk of their properties and the necessary works for the repair of buildings so that there is no risk for their tenants,” he concluded.
The supreme constitutional court on Friday annulled a decision by the administrative court which upheld the health ministry’s refusal to cover the costs for a cancer patient who had received treatment in the United Kingdom in 2012.
The court ordered the case to be reviewed as evidence emerged that potential errors occurred during the investigation of the case.
The case concerns a patient who had in 2012 sought treatment in London after claiming that the required treatment could not be provided in Cyprus, resulting in costs of around €68,000, which the patient later claimed from the Republic.
Following the opinion of the committee of surgical specialists, the ministry of health had back then rejected the patient’s request for cost coverage, arguing that the treatment could in fact be provided at the general hospital in Nicosia.
The appeal focused on documents confirming the Cypriot doctor’s lack of experience in carrying out the procedure in Cyprus, with the supreme constitutional court arguing that these crucial to determine whether appropriate treatment in the Republic had been possible at the time.
The administrative court had earlier rejected the validity of the documents as they had been issued later than the health ministry’s decision.
Two men were arrested during the Cyprus cup finals at the Nicosia GSP stadium on Friday.
According to the police, the arrests concern a 19-year-old man, who was arrested around 8.45pm after police five fireworks, 13 firecrackers and eight flares in his car in the stadium’s parking lot.
The 19-year-old appeared before the Nicosia district court on Saturday where he was remanded for four days.
In a separate incident, a 31-year-old man was arrested around 5.50pm for allegedly attacking a security guard after throwing a lit flare at him.
Investigations into the cases are ongoing.
On Saturday, it will be mostly clear, with a chance of clouds and scattered rain showers in the mountains and south of Troodos in the afternoon, and possibly inland too.
Temperatures will rise to around 31 degrees Celsius inland, around 28 degrees on the south and north coasts, around 26 degrees on the rest of the coasts and around 22 degrees in the higher mountains.
Light winds will blow mainly northeast to southeast at up to 4 Beaufort. The sea will be slightly rough.
During the night, a temporary increase in low clouds, mainly in the west and south, while during the early morning hours, light fog or mist is expected to form, mainly in the southeast.
The temperature will drop to around 15 degrees Celsius inland, around 17 on the coast and around 11 degrees in the higher mountains.
Winds will blow mainly northwest to northeast at up to 3 Beaufort. The sea will become calm to slightly rough.
On Sunday and Monday, clouds developing after noon are expected to produce isolated showers and thunderstorms, mainly in the mountains and inland areas. On Tuesday, it will be mainly clear.
Cyprus wine will once again take centre stage in the capital this June as Nicosia Supports Cypriot Wine returns following last year’s successful edition. Bringing together wine lovers, local producers and visitors, the event aims to celebrate and promote Cyprus’ wine culture while creating an evening that combines taste, community and support for a good cause.
Organised by the OinoArt Wine Lovers Group, Nicosia Municipality and Lions Club Nicosia Within the Walls, the event will take place at the lower level of Eleftheria Square on June 6, transforming the heart of the city into a meeting point for wine enthusiasts.
Visitors will have the chance to discover and sample wines from wineries across Cyprus. By purchasing a wine glass for €5, guests will be able to taste a wide selection of wines from participating producers, offering an opportunity to explore the richness and diversity of local wine-making. Entry to the event itself is free.
Beyond showcasing local flavours, the event has wider ambitions. One of its key goals is to support and promote Cypriot wineries by giving them a platform to present their products directly to the public. It also seeks to boost tourism activity in Nicosia, particularly within the city’s historic walled centre, while contributing to a charitable cause.
Nicosia Supports Cypriot Wine
Wine tasting event with local winemakers. June 6. Eleftheria Square, Nicosia. 6pm – 10pm. Free admission
Hi guys! Recently, I’ve considered starting to pursue game development as a hobby, as well as learning how to use C# coding and etc. I’ve been taking an online course to learn the different parts of coding, but I’m aware that game development is mostly hands-on experimentation. Is there any sort of thing I can do to get started on that? Thanks!
Hi! i have been working on my 2d game for a while but i faced an issue that i couldn't fix. i wanted to make a really good UI so i went to figma and created some stuff and exported them as PNG, when i imported them into unity it would just be pixelated and when i do map mins it's blurry and a bit less pixelated. not the sharp image i was looking for. Can anyone tell me the reason for that? i have the sprites inside a canvas that's inside another canvas and i tried different resolutions. I went really high for the UI and it was pixelated so i lowered it by a lot and still the same problem just less blurry. All the tutorials i found on YT were for pixel art and trying to implement those fixes did not work.
| A look at the making of Mina the Hollower from Yacht Club Games. The lead designer went from being an intern to leading the creation of this game (and the reviews so far have been great) [link] [comments] |
I've made several inventories in the past and they've worked fine. But usually I just hack together a bunch of lists/arrays and I pull the data straight from a class in C# (using unity).
I was just wondering. Is this the best way? I think it might be better using JSON or maybe some other db, not sure.
Curious to hear from others. Thanks!
Personally I hate games that force you to click through a bunch of messages teaching you how to play, I’d rather just figure it out myself and jump right into the gameplay. However I understand that not everyone is like me, not everybody has the same background as me in gaming and can intuit mechanics, and there are just some things in my game that do need explaining.
What’s some advice for teaching players how to play without being too overbearing? It seems like a difficult balance.
Hey,
I've always had a passion for coding and game design on the side and I'd love to eventually turn that into a small indie game business. Nothing crazy, just something I genuinely love building toward.
My background:
- CS minor from a small school, only a couple CS based Internships
- Decent (not advanced) in Java, C#, and Python. Self-taught beyond my coursework
- No formal certifications
- I've made small, unfinished game prototypes on the side. Nothing polished or published
- No formal projects or portfolio yet
What I'm trying to figure out:
I want to learn Unity or Unreal Engine seriously. Which would you recommend for a solo indie dev just starting out? I lean toward Unity since I know C# but open to opinions.
I want to take a class that covers 3D modeling and game UI so I'm not totally dependent on asset stores. Any courses you'd actually recommend?
Should I be pursuing certificates in the languages I already know (C#, Python), or pivot to something else? I've seen people mention AWS, cloud stuff, etc. Is any of that relevant for game dev or is it more useful if I ever want to freelance/do other coding work on the side?
(And for any other Indie developers) My biggest weakness is I start projects and don't finish them. Any advice on scope or mindset for actually publishing a small game?
I know this is a lot but I figure someone would have real answers. Thanks in advance.
I've been wanting to make a game with ui inspired by games like darkest dungeon 2, problem is i have no idea how i would go about getting clean textured ui elements. The only thing i can think of is manually going in and chipping each ui element manually then applying a shader for noise but that seems unsustainable if i have a bunch of different ui elements.
some examples of what im going for: https://imgur.com/a/sV9Fc4r
I've been running through all the basic Godot tutorials and finally starting to catch on. The biggest problem for me is just getting used to all this "click this, attach script, node this, scene that".
I know that "real" game devs have been using full featured engines like this forever, but I've always gotten by just building everything from scratch in a code editor (eg in JavaScript or C#). So getting used to where everything is, where you are supposed to put assets, etc, to fit into their model is very different.
I'm hoping once I get used to the oddity of GDScript that some of these tools will end up being speed boosts and not just friction. For sure the idea of not writing my own collision and gravity etc is kind of appealing.
Anyone been in a similar boat?
Do you think it would be a good idea to make mock up steam pages outside of steam for feedback before making your actual page? Maybe one on another website (or better yet, not an actual page, just mock-ups you'd make on photoshop or figma followed by the trailers and gifs you'd include in the actual page).
I mean, you wouldn't really hurt your game doing that, in the contrary. It's just that while most advice say you can make your page as soon as possible, then update as time passes it so it's better, problems arise when people start noticing the page after you market your game and are turned off by it if it's not good. These potentials clients won't give you a second chance.
It's not luck, so we shouldn't count on second chances and make everything the best it can possibly be.
So would mock-ups be a good way to get the best possible page before doing the real thing?
For you working in another job (specially Software Engineer) and at the same time creating a game solodev I'm curious how you manage your time and have energy for creating a game?
Hello everyone. This is Kaupe and I do need a light.
I'm a 28 teacher and since October 2025 I've been trying to code my first game.
I started on Godot since it had an amazing hype and everyone recommended it. I'm very good at keep informations but not that good with logic that's why I found myself lost in the middle of the process. I used AI to help me understand the engine and some concepts but I found myself as its hostage. I didn't wanna rely my game to a machine. After some time (and some ego swollen), I went to GDevelop. That decision literally changed my mood and gave me a fresh air. I finally felt like I was learning how to develop a game even knowing it wasn't the tradicional code work.
My game is going well and I can do many things I couldn't imagine, but as far as I know this world a cruel doubt appeared: mobile or PC? Mobile dev would be cheaper (I'm Brazilian, steam's price would be almost half of a month paycheck), besides that, I rarely play on desktop. Since 2019 I've been playing Mobile Games - not that garbage we see everywhere - and I feel like I would see myself better in this area.
In the other hand, everyone knows that we have way more opportunities on desktop game dev, yet, I've been noticing people saying that is very competitive too.
What should I do? Any tip will be highly appreciated 💕
Been thinking about this a lot. Tons of games released over the plethora of years. New games come out but sometimes you miss the OG/nostalgia from older games you played.
Wanted to ask this sub: what old school game do you remember playing and enjoying and wouldn’t mind seeing a remake or some indie making it in their style.
Hot take: I played games while growing up. I didn’t have each console but I got to try a lot of different games from personal ownership and through friends. I somehow picked up randomly Metal Arms: glitch in the system back in the day and always wanted a follow up or a modern version of it. The hacking and limbs/parts of the robots dangling and falling off but still able to shoot and fight. Funny and chaotic. If not a full release then at least a modern game with similar features. Or two others I think of: Jak & Daxter and Sly Cooper. Styles, story and action/gameplay. Idk I felt old today haha.
Would love to hear if anyone is currently doing this to their game. Features, ideas and if inspiration came from something older and nostalgic to you.
Hey dear devs and VG enthusiasts,
Soon I'll mark my 7th anniversary with my beloved girlfriend, and I would like to propose her via a 1-2 hour-long RPG Maker game. Let me elaborate.
7 years ago, a discussion over the Gameboy Advance game called "Hamtaro: Ham Ham Heartbreak" started our friendship back then, growing into a relationship shortly after. And I would like to develop a game on RPG Maker, based on the aforementioned Hamtaro title, as it seems to be the most suitable tool for this genre (a narrative adventure with light puzzle & fetch elements). It would start as a remastered version of Hamtaro, evolving into a narration of our relationship over 7 years, eventually ending with a proposal in-game.
I gave RPG Maker MZ (or MV? I do not remember, it was on my Windows PC a while ago) a try to see how it would all go down, and it seems doable (I'm not a developer, but a tech-savvy guy). However, I am very unsure about how to approach the visual assets side of this project. I found these assets from the original game, and would love to flip these, creating custom versions to represent our story. I have good eye for graphic design, and very limited skills to revamp/overhaul an entire set of assets. I also own and use Aseprite on a beginner level, if it helps.
Long story short: How would you approach customizing these assets for a custom marriage proposal game based on a GBA Hamtaro game? Sorry if my question is too vague, as I said, I'm not a game dev but am willing to dedicate myself to it. And if you have any other suggestions (not only for the visual assets but for the entire dev journey), that'd be very much appreciated.
Never thought this would be a problem but it is, long story short I worked in the industry for some time as a 3d modeler then animator but switched career after a huge opportunity, after this opportunity ended (15 years) I tried to go back in the gaming industry but my skills were rusted and the industry wasn't in good shape so instead I did a web dev course.
Towards the end all I did was make games in web pages, or tools/extensions for my favorite games, then I got an epiphany; nothing was stopping me from making my own dream game, coding always been my bottleneck. So I started and oh boy..
I've been working on it every waking moment that I can, I wake up and I'm eager to keep working on it, this rarely happens to me except for some big events or games. It should be a good thing right but it's eating on my social life and actual (and new) web dev job, I even stopped gaming completely.
I know addiction when I see it I'm already dreading having to stop so my brain does what it does best and try to find a solution to stay addicted; should I try to make it my job?
I want to become a game dev/designer which I know it's best to learn on your own but my parents are insistent on me doing college, I've heard it's not generally a good idea to get a game design degree so what course can I do that would help with game design that would keep my options open? I'm not keen on doing CS since the state of CS graduates is fucked, plus I am more leaning towards the creative side of things, so I was thinking of majoring in digital art and minoring in programming? What do you guys think? What would you suggest?
I wrote a blog post about how my latest indie game, What's the Password?, became profitable in just under 48 hours. You can read it here.
Let me know if you have any questions and feel free to AMA!
Hello everyone,
Me and my close friend are developing a roguelike,it’s our first game and we’re proud of the demo or prototype we’ve created so far.
Now the thing is,I’ve seen many indie developer uploading YouTube shorts and Instagram reels about their games and all.
So I’m curious about what are the ways to promote your game,
When should one start promoting their games,
And what is an estimate amount for promoting your game( I know it depends individually but I still wanna know the vague estimates)
Edit:also do you guys fear your game idea might get stolen because of marketing or is it just me?
Thanks for your advices
And also pardon me for my bad English
Just posting this in hopes that maybe others share my experience, and would love if you can share them
I've been a career 2D & 3D Art Generalist and GameDev working for various game studios for 5+ years (eg. Supercell)
But since the massive out-flux of investors, and being laid-off 9 months ago due to 'funding' issues and AI
I haven't been able to find any new jobs after messaging 500+ studio owners, and applications. Networking doesn't work anymore
I've given up on up-skilling, I simply can't see myself keeping up with AI advancements ajd there are simply no jobs to keep my afloat. I'm too depressed and I don't have any interest or motivation in art anymore
I've spent 14 years in the video game industry. Years invested in building a career, discovering the many facets of the development pipeline, bringing other people's projects to life, and fighting my imposter syndrome. It's not easy to feel legitimate when you come from an artistic background and learned how to program as an autodidact.
Over the past months, something has changed.
My career matters less. My imposter syndrome is gone. And a desire has been taking up more and more space in my life: sharing what I've learned.
Like many before me, I started a YouTube channel. There, I share tutorials for beginners, tools for more advanced developers, and exercises for everyone.
As a resource for my tutorials, I sometimes offer the source code on "itch . io" for $1. It's a completely optional purchase, since anyone can achieve the exact same result simply by following the video.
Yesterday, I made my very first sale. And by pure coincidence, it happened on the same day I got paid from my day-job.
Can you believe that this sale, this tiny little one dollar, brought me more joy and satisfaction than my paycheck?
$1 that made me feel useful. $1 that supported my own work. $1 that made me happy.
I'm 40 years old. Am I already starting to lose my mind due to age?
In a non-game dev coding environment, when I make changes to a code repository, it has to pass a bunch or unit and integration tests.
Are there any books or literature on how automated testing is used in Game Development.
My current project is getting big but I’m having trouble understanding what kind of test framework I should be using to attempt to reduce unrelated bugs appearing from my commits.
Thanks!
Something I’ve been thinking about lately.
Everyone talks about “finding a niche,” but I’m curious what people here actually think that means in practice.
It feels like every man and his dog is making a roguelite or a top-down platformer right now, but I also know my feed isn’t the market. Steam sales are probably the closest thing to a real signal, and even then they’re hard to read unless you’re looking at a specific genre properly. So I’m not pretending I have some perfect view of what does or doesn’t sell.
I’m more interested in people’s gut reactions.
What kinds of games do you see and immediately think “there are already a million of these”?
And on the other side, what kinds of games or player groups feel like they barely get served properly?
Could be older genres that still have loyal players but don’t get many solid modern releases. Could be specific hobbies or audiences that don’t get many games built around them. Could just be something you’ve noticed from wishlists, reddit, or your own buying habits.
Curious where people think the market feels crowded, where it feels weirdly empty, and how you personally spot the difference.
Hey everyone,
I am a solo indie dev called NourSaiFR with 6 years+ of experience (using Unity) and 5 commercial titles on Steam.
Here are my games (I have different Steam accounts)
Final Stardust: Cosmic Nexus (4 years of development).
Blue Hunter (9 months of development).
Solo Chess (1 year of development).
A Game About Shooting Bullets At Bullets (1.5 months of development).
Small Beans (in development).
Note: Sometimes I work on more than one game at a time, that's why the timeline doesn't match with my experience.
Taking the wrong approach
I arguably released more apps than 99% of developers out there and have worked on all kinds of projects (big/small, 2D/3D, etc...). However, that doesn't guarantee success.
At this point I would probably have more success following someone else's game design document. I feel like I have a higher chance making someone else's game successful than making my own game successful, which sucks.
One can argue that specializing into one genre might be more effective but I wanted to have an open-mind and experiment with different types of projects.
I thought this would make me a better developer overall but I have to admit that you still lack a lot of knowledge/experience when starting a project in a new genre.
Disappointing Results
You can even say my games aren't original. A lot of times I try to take a game that I like or that's popular and try to reverse engineer it. Obviously, this isn't the right way to do it but let's not kid ourselves and say that every game on Steam is original.
I think the most annoying factor isn't having a game that fails. It's more struggling to get even 50-100 reviews and ending up with 3 reviews. So in the end, you make almost $0 for all the work you have done and you feel like you just made another AI slop that looks ugly.
It's really sad because most people struggle to finish a project, while I have the complete opposite problem.
Why my hooks are bad
I know about the different marketing strategies (Hello Chris for those who know) that most games use to get wishlists. I have done crowdfunding, running ads, influencer outreach, content creation, working with publishers, and a bunch of other things.
I am not saying I am the best at marketing but it's clear that the issue isn't the marketing but creating a game that is "marketable/wanted".
I honestly don't know what the issue is...or rather...I know it but I don't want to admit it. I know I shouldn't say it because everyone will jump on it and dismiss everything else, but here we go...I don't play video games.
It's not a joke, I am serious...or maybe I am the joke. In an attempt to improve my life I decided to spend less time on video games. However, this is a crucial mistake for any game developer.
Nowadays I would rather spend time working on a personal project than play a game. This seems good on paper but it means that you never get what makes indie games so special.
A little bit of backstory
I grew up playing Nintendo/Playstation games so I have never used Steam before I started game development, back in 2020. The shock was brutal, as I realized I knew nothing about Steam's culture.
Even after playing some popular games I still didn't get it. Most of these games were unappealing to me yet they were making insane amounts of money. I tried to make some "indie" like games but it never seemed to click.
It always seemed like my game loops were missing something...missing the magical ingredient that these successful games have. Simply copying an existing game isn't enough, you need to understand why it works.
Sometimes I feel like I am better at replicating games than making an actual good game. Is it time to make a course about how to make a popular game like Slay the Spire, Hollow Knight or *insert popular game title*?
It wasn't a complete waste of time
The saving grace of this post is that I had some nice opportunities thanks to everything I have done. I worked with companies that I would have never been able to be in touch with had I not shared progress about my projects.
At this point I feel like I am more suited for a manager role than a game developer role, which is a shame. I want to continue coding but sometimes I ask myself if coding is really for me. Had I known this, maybe I would have opted for another career.
It's actually funny because I never intended to be a developer. When I started, I wanted to learn just enough to build a prototype, raise money with it, then hire a developer. You can guess that I never managed to raise that kind of money so I ended up being the dev.
Looking at the future
It's a bit too late to change when you are 30+ years old and wasting years of experience in something doesn't make sense if it's how you make money. Sometimes I wonder what the next move is.
Like someone said "Insanity is doing the same thing over and over again and expecting different results." I feel like I am stuck in a loop, like in a movie, where I wake up and every day is the same. Nothing changes.
Same process, same result. No matter how hard I work, I already know my fate.
Is anyone else going through this? If so, what are you planning going forward? I really would benefit from external opinions at this point.
I have published just a minute ago a library, which is an abstraction for managing you combat/abilities logic outside code but inside configuration files.
https://github.com/optical002/rust-logic-constructor
I hope it might be useful to someone.
PORTFOLIO: this is my first project and do not have a portfolio of any kind, Hi, I'm looking for programmers for a Tomodachi Life-style game, but open-source. We'll be using Bevy, the game engine made in Rust. The idea is this:
The Tocs: will be the alternative to Miis to avoid getting hit by Nintendo's hammer (hehe wink wink).
Archipelago: unlike Tomodachi Life, this won't be just one island, but an archipelago of up to 20 islands where you can send your characters by ferry or train. You can create your own islands.
Plugins: you can easily create food, clothing, objects, pets, and situations. You can also create more customized plugins with a language like Lua or Python. Some plugins will come with the game and can be removed. There will also be a plugin store, of course.
Base Plugins: The natural disasters plugin will have tsunamis, storms, earthquakes, and hurricanes. NOTE: the Tocs never die. The diseases plugin will include 20 diseases like the flu. Some Tocs could fall into a coma or... On the stretcher, you can bring them food and objects. These comas last between 5 and 15 days, but the tocs always heals.
NOTE: I'm a 3D artist and a bit of a draftsman, so I have some of the models. The game already has a space on Matrix; here's the link: https://matrix.to/#/#toc-life:matrix.org
Personally I love OOP so when programming a project in rust I build it entirely in impl blocks. It makes my project look more organized and I genuinely enjoy it. Same things with other languages. Is this a bad habit or you guys do the same.
Hey there,
We're a small team working on a niche storage solution. The project has already been in development for four years. A few months ago, however, we released the core functionality under the Apache License to start building a user base and improve acceptance of our technology.
We're currently looking for contributors interested in learning or improving their Rust skills. We have plenty of challenging tasks, and we're nice people, really.
We would be happy if you joined us!
Github: https://github.com/reductstore/reductstore
Discourse Forum: https://community.reduct.store/invites/q6zE2vN5ZQ
UPDATE:
For transparency, there is a company behind the project and the commercial version, which is built on top of the open-source core. If you want to contribute, please keep in mind that your contribution might be used in a commercial product.
Hi reddit
I'm actively learning english and i was tired of switcing between content and notes to save a new word so i built a tiny rust cli tool to optimize this
The main feature is the background listen mode ws -l you just can leave it running in the terminal. When copy a new word the tool automatically gets it from the clipboard and saves it to a deck
Decks: Organize your vocabulary like (engligh, german, etc)
You can view all commands and functions on my GitHub https://github.com/spetesq-sketch/word-saver
Thanks for reading i'm happy to finish the project and not abandon it as usual
Elda is a system package manager I've been working on.
I used to use bedrocklinux but the performance Hit was getting a bit much and after some thought i realized i could make Elda, The Idea:
every major package ecosystem follows conventions if you can machine-read their formats, you can translate them all into one solver and one ledger without installing the foreign tools at all.
Native packages: pkg.lua recipes with source and binary lanes in one definition, PubGrub solving, signed remotes, SQLite state for ownership and rollback. Init and libc agnostic packages ship service assets for systemd, dinit, OpenRC, and runit; Elda materializes only what your system uses.
Interbuilds, -install from foreign sources without the foreign PM: Reads Nix flakes, Gentoo overlays, AUR PKGBUILDs, and Void XBPS templates. Builds them through the normal Elda path. No nix, emerge, makepkg, or xbps-src needed or installed.
Interemotes, -wire a whole overlay or srcpkgs tree as a live remote:
elda rmt add heather-overlay=https://github.com/heather7283/heather7283-overlay elda rmt preview heather-overlay # inspect before syncing elda sync heather-overlay elda i some-package # installs through the normal path Quick examples:
# Install from a synced signed remote elda i ripgrep elda ig ripgrep # force source lane elda ib ripgrep # force binary lane # Direct git install — autodetects Cargo, Meson, CMake, Go, Zig, Make elda i https://github.com/org/tool # Install from AUR without makepkg or pacman elda ig https://aur.archlinux.org/fsel-git.git # Install from a Nix flake without nix elda ig https://github.com/user/repo # detects flake.nix automatically # Import your existing install (metadata only, no file takeover yet) elda mg from pacman elda mg from apt # See what needs what and why elda why ripgrep elda rdeps openssl --all elda files ripgrep Status: the core PM is effectively done;install/upgrade/remove, signed remotes, interbuilds, build, forge publishing. Overall ~68% toward full spec.
Interepo binary consumption (translating foreign binary repos into the install path) and atomic /usr activation are still in progress. Disposable roots work well; treat live /usr as experimental for now.
Written in Rust. Hard fork of pkgit. AGPL-3.0.
https://github.com/Mjoyufull/Elda
Early in development and Id love issue's and PR's.
For context, I professionally work on a big repo with 1h + CI pipelines. Forgetting 1 tiny thing when pushing to a branch with an open PR means waiting 1h for a meaningless pipeline run.
Maybe someone has felt this frustration too.
So I built a tiny CLI in Rust called gitodo. I know this has been done before (probably many times), but I wanted to focus on simplicity, hackability, and making it as light weight as possible.
It’s ~200 LOC, single file, no dependencies. Built by hand with maximum love :heart:
Why:
I kept losing small “fix this later” notes while switching branches. This keeps them scoped exactly where the work happens.
Things like: "remove the println here", "remove the hard coded value for testing purposes there", "reset the config"
Why not just TODO comments: I like building stuff, ok? And I like command line UX a lot.
What it does:
.git/.gitodo (so it never touches working tree)Keep it stupid simple, just Git + a file.
Repo: [https://github.com/sawsent/gitodo](https://)
Curious if others have solved this differently or if this is a solved problem I reinvented poorly (probably the second option)
Hello,
I have been working on Knightwatch - a lightweight real-time system monitoring dashboard written in Rust.
Under the hood it's a small Axum/Tokio server streaming live screenshots, process telemetry (cpu, memory, child processes), systemd unit states, and full system resource stats straight to a browser dashboard. It also features an optional Telegram bot for remote notifications, and it supports webhook dispatching for process and system events.
This is my first proper released app, so I’m sure I got a few things wrong or could have done better. I know that there are already solid tools in this space. I just wanted to make something myself and see how far I could go.
So this started because I kept noticing emails and the occasional API token ending up in our app logs, and the existing options I found were either abandoned, pulled in regex + a pile of deps, or were just wrappers around a C lib. So I figured I'd try writing my own.
It's called leakguard. It finds and redacts stuff like emails, credit cards (luhn-checked), IPs, JWTs, AWS keys, GitHub/Slack/Stripe tokens, IBANs, private key blocks, etc. and replaces them with [REDACTED:EMAIL] or whatever masking you want.
The main thing I cared about: no dependencies. It's just core + alloc, no regex engine, every detector is a hand-written scanner. Builds fast, works in no_std, and it's all safe rust (forbid unsafe).
Quick example:
```rs use leakguard::Redactor;
let r = Redactor::new(); let clean = r.clean("contact alice@example.com from 10.0.0.1"); // -> "contact [REDACTED:EMAIL] from [REDACTED:IPV4]" ```
There's also a CLI so you can just pipe logs through it:
tail -f app.log | leakguard
Fair warning, it's a v0.1 and I'm sure there are false positives I haven't hit yet, so I'd genuinely appreciate people throwing weird inputs at it and telling me what breaks. PRs welcome too, especially for more token formats.
crates: https://crates.io/crates/leakguard repo: https://github.com/ptukovar/leakguard
Curious if people think the entropy-based generic secret detector is worth turning on by default or if that's asking for trouble.
I made a small Rust project called "morph"
It takes a image and tries to synthesize a turtle program that redraws it. There’s no neural net involved — just MCMC search over a tiny DSL.
The program is a fixed-length sequence of commands like:
Each candidate program renders onto a 256×256 1-bit canvas, and the fitness function is the Jaccard index between the rendered image and the target.
The fun part is that the result gradually improves the longer it runs. With 4 chains and a 3-hour budget, I got results around 0.95–0.98 Jaccard on a few examples.
(+ 1 hour budget still works well)
https://github.com/junminjang/morph
It’s still rough and there are plenty of things that could be improved, so feedback is very welcome.
There is an interesting new project (of which I am not the author) that I would like to use in my project.
Unfortunately, the upstream dependency requires nightly for the prefetch intrinsic. Is there any stable alternative here that I can propose to the maintainer? I'd like to use this new project in mine, but have been bitten by nightly enough to avoid doing so while nightly is a requirement
In your opinion, what do you find to be the most viable Rust-native scripting language to achieve that and being a promising Lua successor (So no mlua), that can be as Popular and "Community" standard as Lua but for the Rust ecosystem.
Disclaimer : This post is purely for informational and discussion purposes. Lua is absolutely amazing, and there is nothing wrong with it.
Pasting an API key, password, or credit card into the wrong window or AI chat happens faster than you can undo it, and I've done it. So I built secret-stripper, a tiny Rust CLI that gives you a hotkey to scrub your clipboard on the spot. Highlight, press, paste, and what comes out is [REDACTED] instead of the real thing.
Detects over 800 patterns across more than 40 categories
MIT-licensed, fully local, free to use
What do you guys use?
Is Scuffle production ready?
The uuid crate is great. But I was testing network traffic and wanted to give each package a unique uuidv7. I always hit a "wall" of 300k msg/sec. Then, I repeated the test with memory channels and still got 300k msg/sec on my m1. Turned out it was uuid uuidv7 that has a very secure but inefficient random number generator.
I replaced the secure random number generator with SmallRng, moved string generation to a stack buffer and avoided to call get_time syscalls by using the CPU ticks, if available.
Result: uuidv7 got 165x faster on my m1. Same string format. Same u128 format. Still 8 times faster than using uuid with feature fast-rng. Generating a u128 took now just 8ns. A &str still takes 22ns. As String takes about 80ns.
Disclaimer: Don't use it to prime passwords or tokens. Just for network, DB ids or non-security related ids. Also, it cannot parse uuidv7 - use the normal uuid crate for parsing or to create secure random uuids.
I was thinking how most of my code usually is just:
rust if let Some(x) = x {}
which is fine, but i kept thinking "i could actually make some of these into compile-time checks".
so i wrote a little proc-macro based crate to make this a little more fun to write.
here's a simple example:
```rust use ductor::*;
// this generates 3 structs: // - Door as family // - Open as state, with transition to Closed // - Closed as state, transition to Open
pub enum Door { #[transition(Closed)] Open,
#[transition(Open)] Closed, }
pub struct Lock;
// generates an impl for you that // contains all the generics
impl Lock { #[transit(to = Closed)] fn close(self){ self.transition(|Open| Closed) } }
fn main(){ let lock = Lock::new(Closed, caps!()) .transition(|Closed| Open) .close(); // lock is now at Lock<Closed, _> state } ```
in here, we already know when the lock is opened, or closed. no need to check at runtime.
i suggest looking into the readme to get more of an idea(also the crates.io readme is a bit outdated, so i'd suggest the repo's readme). the examples will help as well.
made this mostly for fun, but i will accept any ideas/comments you guys may have^
Hey everyone,
I recently started learning Rust and have been following various tutorials and examples to get familiar with the language.
One thing I've noticed is that .clone() seems to be used quite frequently in many code examples (and tutorials) . This surprised me because I was under the impression that cloning data can be relatively expensive, especially when dealing with larger types.
So I'm wondering:
.clone() used so often in Rust code?I'd appreciate any insights or best practices regarding the use of .clone() in Rust.
Thanks!
This is a really simple project I created to learn wgpu. It allows drawing different types of objects, so I can easily draw, say, a batch of rectangles and a batch of triangles, with different pipelines and shaders. The link is: https://github.com/carsonetb/keydraw
I plan to use this as a base for future projects. Let me know what you think!
Hi everyone, I built Dexfile which is a Dockerfile superset.
It supports Conditional instructions Loops Imports Functions etc...., which can act to create your own Buildpacks, Nixpacks and Railpacks like abstraction.
I would like some healthy contributions to create some high quality Dockerfile that work across different package managers, workspaces and web servers etc...,
You can contribute at https://github.com/dexnore/templates
I would like to see a single Dockerfile that can build any golang project to an oci image. Appreciate your help
posted my first go project here a little while ago (a terminal client that just downloads torrents and shuts up). got some good feedback, learned some more go, and ended up rewriting a lot of it for v2.
the biggest change is that it doesn't just download anymore. i figured out how to aggressively prioritize the first 5% of piece chunks, so now if you feed it a magnet link, it instantly boots up VLC or MPV and streams the movie while downloading the rest in the background.
some other decisions/changes:
still kept the peer limit low (50) to keep memory usage minimal. the streaming logic was a headache (running a local http server to feed vlc while tracking buffer state), but it works surprisingly well.
code is still rough in places but definitely better than v1. threw some compiled binaries on github so nobody has to install go to try it out.
| submitted by /u/der_gopher [link] [comments] |
I'm working on a tool where I have to transform links in Markdown files, for example:
[some url](./local/file.md)
to:
[some url](https://domain.com/some/path.md)
It also needs to support other Markdown link syntaxes (reference links, images, etc.).
The challenge is that I want to preserve the original document as much as possible. Re-parsing and re-rendering Markdown via an AST seems risky because formatting may change. For example, users may have ASCII diagrams, manually aligned tables, or other whitespace-sensitive content that I don't want to modify.
My first thought was:
Parse with Goldmark
Find link/image nodes in the AST
Rewrite destinations
Render Markdown again
But that doesn't seem truly lossless.
Another idea was:
Parse with Goldmark
Find link destinations
Replace the destination directly in the original source
However, Goldmark doesn't appear to expose exact source ranges for link destinations, and a simple string replacement is unsafe because the same text could appear elsewhere (e.g. inside code blocks or plain text).
Writing a custom Markdown parser for all the different link syntaxes feels like a footgun.
Has anyone solved this problem before? Is there a Go library that supports lossless/source-preserving Markdown transformations, or is there a common approach I'm missing?
Hey, I am building a personal finance app and have settled on Go for the backend. Would love some input from people who have used Go in production.
My current setup:
Backend: Go REST API Database: PostgreSQL on AWS RDS Auth: Firebase Auth with JWT validation in Go middleware Storage: AWS S3 Payments: Stripe webhooks handled in Go
A few things I am genuinely unsure about:
Happy to share more context on the app if useful.