250ms - gust1m1goo

Hello everyone,

Thank you to all who have played 250ms. We are pleased to announce that the sequel, 250ms2, is scheduled for release on September 9, 2025.

250ms2 will return with improved features and brand-new themed stages, delivering an even more refined gameplay experience.

We look forward to your continued interest and support, and we invite you to visit the store page for more details.

Thank you for your continued support. โ€” BMSgames

Shatterland - Mazxz

Hello Survivors,

Weโ€™ve made some exciting changes to improve the gameplay experience in this update:

๐Ÿง‘โ€๐Ÿคโ€๐Ÿง‘ Trader Changes
  • The Traderโ€™s position has been moved to a new location. This should make your visits feel fresh and add a bit more exploration to your runs.

๐Ÿ“œ New Quest: Meet the Trader
  • A brand-new quest has been added: Meet the Trader.

  • This quest will guide new players to the Traderโ€™s location and introduce them to the trading system.

๐Ÿ”ซ New Item for Sale
  • The Pistol is now available for purchase from the Trader!

  • This gives players an early option for ranged combat and expands your choices when gearing up.


Thatโ€™s all for this update! As always, thank you for playing and supporting the game. Your feedback helps us improve every step of the way.

Stay safe out there, Survivors.

โ€” The Dev Team

Cosmic Construct - SoaringMoon

This here is the week 39 devlog for my game Cosmic Construct. Each week we go over development goals set forth in the previous week's devlog.

To follow the game's progress you can join me at:

---

- Finishing the die rolling animations for Sparkle.

Yeah, this one took a while. My issue was getting the hand to look right while rolling the dice. Contrary to popular belief, I am not a good artist. I quite suck at anatomy, and even worse I'm dealing with anthropomorphic forest creatures. So a zoomed in representation of them rolling dice was a bit of a mental block caused by a lack of suspension of disbelief. I had no idea how to do this in a "cartoony" way, while still remaining visually interesting.

After a few poor attempts, I think it's good enough now that I'm happy with, and I won't be changing it.

If you didn't watch the video I put up on bluesky, I wrote a rudimentary 'physics function" to simulate bounce from the walls of the container, play die sound effects, and rotate the dice. I think the result is convincing enough, and other than the dice occasionally overlapping its a pretty solid visual. I'm very happy with it.

- More achievement icons, and achievement viewer UI.

Because the icon resolution is 4 times higher than the in-game item icons, I have to redraw them in a higher resolution. Here is for not doing that from the beginning, but it's too late now. I've finished about 1/3rd of all of the achievement icons that are planned so far. I probably have about 300 or 400 more to go. I can't wait to have to deal with uploading them all to steam and deal with the steamworks API, oh boy.

As you can see, there are alot of repeat assets in here which made them easier to do. I think I did a pretty good job of tracing the existing assets for the higher resolution. Now I'm going to have to make images for every other item in the game for the production achievements. That is going to be a real chore.

My favorite achievements icons so far are still the piles of coins.

- Structure art (If I have time)

I did not do any structure art this week.

---

This week I'll be returning to core assets, as I'm now at the "slog" part of achievement images.

- Structure Art (which is a development bottleneck)

- Finishing the achievement UI

- Work on the minigame mechanics

- More achievement icons (If I have time)

Thank you for being here. I'll see you next week.

3D Skills Start Here - XRIO
  • NEW Level Select Screen implemented - players can now jump directly into tutorials and give us focused feedback.

  • Weโ€™re shifting development to prioritize the Crash Course version of the game.

  • The overworld/story mode isnโ€™t gone forever. Just on hold while we refine the tutorial-driven crash course.

Thanks so much for continuing to test & share feedback with us! It helps us a ton!

Best way to share feedback is on our Discord https://discord.com/invite/CdWJGApR3S

Voor De Kroon - Future Minimalism


Hello Everyone!

Exciting big update without a lot words to say. It adds a Castle Creator. Throw down some walls and siege the castle!

You can also place down details, choose from different brick styles and wall sets.

This editor will be my biggest focus in the coming month, I plan on adding a lot of content and I am specifically interested to hear from you! If you have castles you want to recreate, send links, pictures, name them in the comments and I will try my best to get you the castle pieces you need to build it!

The first phase will be quick battle and testing from the editor only. You can expect the steam workshop and full campaign integration next week!

Thank you for all the support! I hope you have a lot of fun with it.


Changelog
  • Add castle creator Alpha
  • Improve castle textures
  • Improve unit fleeing logic
  • Randomize siege archer spawn locations
  • Fix player spawning on horse as siege defender
  • Fix defending siege archer animations

Every Day We Fight - Matt (Hooded Horse)

Every Day We Fight is part of the Hooded Horse August Publisher Sale at 35% off on Steam. Check it and other games out in the sale. Below is a recap of the latest news and updates for Every Day We Fight.

Hooded Horse August Publisher Sale 2025

Latest Update News Roundup for Every Day We Fight

Here is a roundup of the latest news for Every Day We Fight as the team continues to work hard on more content. Thanks to your feedback and Steam reviews, you've helped shape future patches in their goals and content!

Patch 0.7.1.1 focuses on quality of life and stability. Fast travel from the Map menu lets you hop between manholes. The Sewer Hideout gains a Rift Hunter item that credits Discord contributors and a new loot spawner in Acts 2 and 3 that unlocks new gear across runs. Overwatch AI sees initial improvements.

The rest of the patch tightens combat XP awards, balances prison-act loot, cleans up UI and visuals, fixes navigation and puzzle blockers, optimizes Steam Deck defaults, and resolves soft locks and other edge cases.

Read the full post for more details:
https://steamcommunity.com/games/1546080/announcements/detail/524226158154219972
Alright, that's it for now. Happy gaming!

~The Hooded Horse Team

https://store.steampowered.com/app/1546080/Every_Day_We_Fight/

Orca Insurgency Playtest - yuccabuccA

Want to be the first to test out Orca Insurgency? We're opening up a playtest for the upcoming demo on a first come first serve basis.

We have 2 versions of the demo included and would like to know which one plays better.

Also, any feed back on controls, game flow, features request, now is the time. Would love to hear what others are thinking. We'll have a "Demo Playtest" post on the Community Hub if you'd like to comment.

Keep in mind friends that this is still in beta, there is potential to get stuck in the game or encounter bugs. At worse the game crashes.

Thank you to anyone who plays the game and massive thank you to those who give feedback.

Happy Hunting Friends!

-yuccabuccA

1000 Deaths (Thousand Deaths) - LunaWoolf
- Fixed gravity video not playing
- Fixed cutscene not loading properly
- Added sky movement option to graphics settings
- Adjusted cutscene shot durations across the board
Cozy Crunch - jobblesackgames

Demo Patch Notes v1.0.7:

  • Fixed changing width of leaf roaster when numbers were animating

  • Tweaked slow speed to be slightly less punishing

  • Fixed fairy dialogue graphical glitch

  • Added fix for rare cases where player would get stuck after stomping on leaves

Follow my developer account to be notified when any of my new games release!

Telegraphist 1920: Beats of War - TheMatiaz0
Dear Telegraphists!
We're proud to announce that Telegraphist 1920: Beats of War is part of the Back to School event, hosted by our friends from the Spirit City: Lofi Sessions game (lofi telegraphist maybe one day...? ๐Ÿ™)

๐Ÿš‚ Train to Warsaw
All aboard! Jรณzef's journey continues as he travels from Lviv to Warsaw, where the Citadel is in need of more telegraphists. Along the way, he'll meet new faces - including Zosia Dzieszyล„ska and Jan Kowalewski. Where will it all take him? No one knows, I mean, we know, but we won't spoil it!



๐Ÿ“ฝ Release Date Trailer - September
The trailer is almost ready, but it needs just a little more time in the oven. Instead of August, it will now premiere in September. We're putting extra care into this one, and we truly appreciate your patience while we make it our best trailer yet!



๐ŸŽฎ New Demo Update - October
A new demo is on the way! Coming this October, it will bring a fresh slice of the story, plus new gameplay mechanics like triangulation and jamming and more!

The roadmap will keep growing on our website, so peek regularly: https://telegraphist1920.com



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Previous Update

https://steamcommunity.com/games/2584510/announcements/detail/500580357225055540

Thank you all for supporting us, more updates soon ~ Godspeed! โค๏ธ

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