Autocard - Your RPG Adventure - Graffiti

Hi everyone and welcome to a new Daily Patch note for Autocard !

Quality of Life:

Description text of the cards now reflect the current values and the bonus to stats are now display on separate lines.

Bug Fix:
  • Losing or stealing 0 Attribute points no longer trigger "when you gain attribute" effects

  • Fix a soft lock when selecting the Booster Master first

  • Fix a soft lock when rerolling a shop

Card Update:

"Blaster":

BUFF: +1 Burn per 20/15/10/5 intelligence instead of +1 burn per 20/20/20/20

NERF: base burn 3/3/3/3 instead of 3/6/9/12

"Meteor":

BUFF: base burn 20/30/40/50 instead of 10/15/20/25

"Compagnon":

renamed to "Companion"

NERF: Passive Effect "When you use a Pet Slow 1 card for 0.5sec" is now a conditional effect

NERF: Heal no longer scale with charisma

BUFF: Heal value are now 10/20/30/40

"Butter-Flame":

BUFF: Burn value 3/3/3/3 instead of 1/2/3/4

BUFF: +1 Multicast per 14/12/10/8 charisma instead of +1 per 12/12/12/12 charisma

"Detonate Dead":

TOTAL REWORK

"Elemental of Fire":

BUFF: base damage +5

"Staff of Mastery":

BUFF: base Burn +10/+20

"Suspiciously large beer":

CHANGE: conditional effect reworked

"Giant Helmet"

BUFF: Will gain from 1 to 10

"Static Block":

FIX: Cooldown Gold tier 12 sec instead of 2sec

"Lucky Parade":

NERF: Haste 1.0/2.0/3.0/4.0 sec instead of 4.0/4.0/4.0/4.0

"Holistic Defense":

BUFF: +10 base shield

"Mule":

BUFF from Big card to Medium

"Bull":

FIX / BUFF: now damage scale +4/+5 per charisma

"Farmer's Warning":

NERF: from Medium to Big

NERF: Start at Silver

"Super pumpkin":

NERF: no longer generate random attribute

Balance:
  • Remove some Card's Tag like "Shield Equipment"

Typos:

- Fix all ? the Typos in the Tutorial

Thanks for all the help I get on Discord, Community has been amazing !

-- Raffi

Essays on Empathy - GreyShock

Hello everyone!

We're so happy to finally unveil Virtue and a Sledgehammer, a narrative exploration game in which you go back to your hometown and tear it down with a hammer, because... well, you'll find out.

https://store.steampowered.com/app/3743260/Virtue_and_a_Sledgehammer/

This is our most ambitious project to date, and sort of marks the full maturation of the joint venture we've been exploring together at Deconstructeam and Selkie Harbour. We've been collaborating since 2022, created many small games, and in April 2025, released our first commercial project, Many Nights a Whisper, a meditative third-person archery game, to critical acclaim!

Virtue and a Sledgehammer is heavy in both the narrative and the hammer action. We pitched it as a "Walking simulator with a sledgehammer," but Devolver is adamant about actually selling the games they publish, so they suggested we didn't move forward with that description lol.

Anyway, there's exploration, environmental storytelling, combat, lots of destruction, but also a decent amount of reading and interactive fiction, which is our specialty!

And it's... weird and a bit messed up. Hope you can connect with what we're building here!

Infection Free Zone - Earl Grey
Greetings, Survivors!

Another Bugfix Update is here! We fix the issues that you reported the most often and bring a few QoL changes to the game. The Merchant's behavior has now changed, too! Prepare for a short fight if you always attack the Merchant on sight. Be careful!

Changelog
  • Added building capacity information in the tooltip when placing a Predefined Building.
  • Added an option to drag the ammo on the vehicle's ammo bar.
  • Updated the Merchant behavior. Merchant will now fight back for a brief while when attacked and attempt to run away right after.
  • Updated the exchange to pause the game.
  • Fixed the issue with saves made on some maps not working.
  • Fixed the issue that resulted in the negative ammo. The fix should also correct the incorrect ammunition count for previous saves that encountered this issue.
  • Fixed the building process that sometimes got stuck towards the end.
  • Fixed some buildings getting buried deeper in the ground than intended.
  • Fixed issues with incorrect damage calculations towards the gear equipped by the Squad.
  • Fixed issues with incorrect swimming animations.
  • Fixed dragging fuel on the vehicle's fuel bar not working.
  • Fixed the incorrect door position on the White House building.
  • Fixed the incorrect camera positions in some rare cases.
  • Fixed transparent smoke on certain zoom levels.
  • Fixed issues with the exchange window sometimes closing during the first exchange attempt.
  • Fixed issue with exceptions sometimes ocurring at sunrise.
  • Fixed issues with Squads sometimes not fighting the enemies on expeditions.
Thank you for playing Infection Free Zone! Are you excited about the recent changes? Or are you still waiting for some new additions? Let us know how you feel about this newest update. We keep on tracking your feedback and do our best to solve as many issues as we can. Have fun!

Best regards,
Jutsu Games Team
Deck of Haunts - philippe

Santa has crashed his sleigh and Krampus is filling in for him. Instead of gifting things to those pesky humans, he's gifting them to you, the cold beating stone heart... in tiny little gift boxes.

Your haunted domains are now not only dressed with an ice cold winter coating, but you'll find some extra help from 5 new cards, a new creature and a new room.

You can now let Krampus run around your domain by building the new Workshop.
He will go around slapping humans with his birch rod, and if he finds a corpse he'll teleport it to the workshop, where it will be gift wrapped as an offering to you, the evil entity.
You'll get bonus AP from opening those gifts!

We also added a completely revamped event night system, and a long requested feature to the game, an actual visual fence so you can more easily notice the buildable area.


Thanks to all the players
that are following us along from the start. And welcome to all potential new players reading this!

If you like Deck of Haunts, and the direction in which we are going with it, feel free to leave a review, as it helps us a lot more than you think! 👻

Oh, while you're here: we're having a daily deal on Steam coming Sunday 14th 👀 AND we're working on a scenario builder with Steam Workshop integration.

https://store.steampowered.com/news/app/3179730/view/675101905241768211

CHANGELIST

Changes

  • Brought Deck of Haunts into the Christmas vibe (Which can be turned off in the main menu settings).

  • Christmas themed menu + soundtrack.

  • New room: Workshop.

  • New Creature: Krampus.

  • Added new Cards:

    • Ritual Siphon

    • Foresee

    • Mazeophobia

    • Silent Menace

    • Silent Observation

  • Balance Cards:

    • Unhallowed Ground now Banishes.

  • Reworked the rest nights to add more variation and story. Also updated the UI and player feedback.

  • Added a clearer border to the buildable area.

  • Room effects now apply before the traps in said room.

  • Optimization pass on some textures.

  • Added new art to the victory and death screens.

  • Updated translations for Halloween content.

Fixed Bugs

  • The pumpkin patch will now reset in the next day phase.

  • The pumpkin patch will now play the correct audio.

  • Fixed sorted portraits with identical stats swapping every time a card is played.

  • Fixed a bug where the Demo save file gets loaded in the full version if the demo was played last.

  • Fixed certain rooms showing up in card rewards without being unlocked.

  • Crematorium “the” text fix.

The Riftbreaker - voidreaver
Hello Riftbreakers!

We have a new experimental update ready for you. This time, the main course is the addition of a standalone Dedicated Server app, which lets you host Co-Op sessions for The Riftbreaker on a separate PC. While the Dedicated Server was the main focus of our development team for the past couple of months ( it required MUCH more effort than we expected ), it is not the only thing we have managed to accomplish, so we’re using this opportunity to push some additional fixes and gameplay improvements for the main game.



The main advantage of hosting the game via the dedicated server app on a separate PC is increased performance*. When playing Co-Op, one of the players has to take on the role of the server. This means their PC will perform all necessary calculations and simulate the game world for all players. This places additional strain on the host’s hardware and may cause slowdowns and performance issues. Using a dedicated server allows all players to connect to the game as clients and receive all pre-computed simulation data from the server.

* Your mileage may vary. The server’s hardware configuration will affect how well the dedicated server app will perform, and consequently, how well the game will run for players connected to the server. If you try to host the game on a 10-year old laptop you have lying around, it might result in worse performance than if you hosted the game on your main rig.



The Dedicated Server for The Riftbreaker is a standalone app that you can download from Steam entirely for free - even if you do not own the game. (you do not even need a Steam account. You can download it entirely anonymously using SteamCMD). All you need to do is go to your Steam Library, check the ‘Tools’ display checkbox in the drop-down menu at the top of your games list, and download the app. It is very lightweight, thanks to some clever engineering we have described in our progress article, which you can read here. Instead of 11GB+, the download size is only about 600MB. Additionally, the server runs in headless mode, without graphics rendering. Thanks to this, you can run the server on a system without a powerful GPU - the only things you need to care about are the CPU and RAM.



We have put a lot of effort into testing permutations of running the game under different conditions. We tested it with and without DLCs, loading and saving at the most inopportune moments, and trying to break everything as much as we could. However, it is still possible that some cases have slipped through the cracks. Some things might not work as expected, and you might experience bugs. This is why we would be extremely grateful if you could try the dedicated server and let us know about any issues you encounter.



Critical piece of info: if you want to play on the dedicated server, the server app version and the main game MUST MATCH. Currently, the server app is running version 768, the same as the experimental build. It is crucial that you try the server only if you have switched the game branch to experimental. Otherwise, you will not be able to connect.

This Experimental Release is available to everyone on an opt-in basis. Please be aware that things might not work as intended, and you may encounter problems. If you don’t want to take any risks, please wait for the public release of this update.

A Note to Linux Users: It is highly likely that the dedicated server app will run under Linux, however, we have not tested that. It would be great to hear your feedback if you do or do not manage to get it running. We don’t officially support Linux, but we’ll try our best to get it running if it doesn’t.



We know that there are quite a few people playing The Riftbreaker on Linux, even though we don’t have “official” support for the platform.

MAKE SURE TO MAKE A BACKUP COPY OF YOUR SAVE FILES! Make a copy of 'The Riftbreaker' folder from your documents and keep it safe.



With all these warnings out of the way, here’s how to access the experimental branch:

  1. create a backup copy of your save folder (Documents/The Riftbreaker)
  2. disable Steam Cloud save backup for The Riftbreaker
  3. go to your Steam Library
  4. right-click on The Riftbreaker
  5. select 'Properties,’ then 'Betas,’ and use the following password: IknowWhatImDoing

After that, you will be able to choose 'experimental' from the drop-down menu. Download the update, play the game, and let us know if you encounter any issues. We also have a channel on our Discord: #rb-experimental-feedback - we highly encourage you to join in and share your feedback.

The Riftbreaker Experimental Update - Dedicated Server Beta - December 11th, 2025. Data 792 Exe 1149 Changelog:
  • Added stand-alone The Riftbreaker Dedicated Server application. It is entirely independent of the main game build and doesn't require a Steam account to run.
  • Removed Dedicated Server option from the main game application.
  • The Save/Load Game option is now hidden from non-server owners - only the server can save the game
  • PauseMenuScreen: clients can use `Resume Game` when the server doesn't have a connected owner (Dedicated Server mode only)
  • Dedicated Server - added Remote Console Password support
  • Added separate support for the Dedicated Server precache system
  • Multiplayer Lobby: Campaign name change will now trigger a lobby refresh
  • Loading into a map will now trigger an autosave in multiplayer
  • Trigger server vote when the client requests server pause/resume, and there is no server owner connected
  • Gamepad: the user interface remembers the last pause menu screen and displays it when the Start button is pressed
  • Build menu: gamepad build menu shortcuts only work when the build menu is open
  • Added a tooltip for the warning icon that appears for potentially incompatible save files ( e.g., the ones that were created with outdated mods )
  • Updated AMD FSR2 from 2.1.2 to 2.2.1
  • Updated Intel XeSS from 1.1 to XeSS 2.0.2
  • Optimized tornado and gravity hole destructible part limits for PS5/Xbox/Steam Deck - improved performance and a crash bug fix for extreme circumstances ( we couldn't believe what people could do with these skills ).
  • Sandbox Control Panel: fixed tab headers' hitboxes
  • Research screen: Improved filter behavior
  • Skills and items that spawned drones will now spawn them at the appropriate skill level
  • VegetationLifeCycleSystem: disable visibility check for re-growth mode
  • BurningComponent: added support for `damage_type.`
  • FireUniformAffectorSystem: use black burning color when custom damage type is used
  • Improved teleport marker effect on consoles
  • Rebalanced the Shotgun and High Caliber Rifle on higher levels (increased firepower)
  • Gui: Fixed tooltip displaying regardless of whether PointerEventBlocker covers the source element
  • Fixed rare occurrences of a duplicated player spawn bug
  • Fixed player losing weapons on death in rare circumstances
  • Fixed trap activation number recalculation after repair
  • Fixed Megastructure MinimapItemDesc
  • Fixed X-Morph tower idle position to animation glitch
  • Fixed multiplied Mech emote problems
  • Fixed mech teleport icons on the big map screen
  • Fixed repellent drone (Heart of the Swamp) flight paths
  • Fixed ear position calculation for specific multiplayer scenarios
  • Fixed virtual cursor position on the equipment screen when attaching and detaching different types of controllers ( keyboard to gamepad )
  • Fixed mission time format on the Load Game screen ([h]h:mm)
  • Fixed GlobalAwardUnlocks in multiplayer, e.g, finishing a Survival Mode Jungle biome run will unlock the next biome for all of the involved players in single player mode
  • Fixed liquid pools not appearing on the minimap on the PlayStation 5
  • Fixed icon name in teleport skill
  • Fixed missing effects in the teleport skill
  • Fixed Power Jump movement skill infinite loop
  • Fixed minor trophy system calculation problems on the PS5
  • Fixed multiple rare rendering-related crashes
  • Fixed a rare crash in the TurretSystem that was caused by invalid bone data
  • Fixed multiple rare gameplay data-related crashes
  • Fixed a rare build menu-related crash when selecting a building with invalid data
  • Fixed a rare crash that occurred when a player selected a mod with invalid data
  • Fixed a game crash in the equipment screen if the game received invalid/missing item blueprint data

EXOR Studios
Gods Will Be Watching - GreyShock

Hello everyone!

We're so happy to finally unveil Virtue and a Sledgehammer, a narrative exploration game in which you go back to your hometown and tear it down with a hammer, because... well, you'll find out.

https://store.steampowered.com/app/3743260/Virtue_and_a_Sledgehammer/

This is our most ambitious project to date, and sort of marks the full maturation of the joint venture we've been exploring together at Deconstructeam and Selkie Harbour. We've been collaborating since 2022, created many small games, and in April 2025, released our first commercial project, Many Nights a Whisper, a meditative third-person archery game, to critical acclaim!

Virtue and a Sledgehammer is heavy in both the narrative and the hammer action. We pitched it as a "Walking simulator with a sledgehammer," but Devolver is adamant about actually selling the games they publish, so they suggested we didn't move forward with that description lol.

Anyway, there's exploration, environmental storytelling, combat, lots of destruction, but also a decent amount of reading and interactive fiction, which is our specialty!

And it's... weird and a bit messed up. Hope you can connect with what we're building here!

CorgiSpace - Em
Yesterday we premiered CorgiSpace during the Day of the Devs showcase!

We're so honored to be included among so many incredible indie games by brilliant indie teams! The showcase was lovely! We highly recommend you check it out and wishlist the games that were included in it. Thank you to the team over at Day of the Devs!

We also want to thank everyone who left kind comments about the announcement, interacted with our social media posts, purchased the game, or left a review! Every bit of support helps us continue making small games with goofy little guys.

That being said, we've seen some reports that people think there might be secrets in the game! We said there aren't any secrets so STOP LOOKING.

Anyway,

🎉We're celebrating the launch of CorgiSpace by hosting a game jam.🎉 Join us! We want to see what small games you have fun creating.

(NOTE: These games don't actually have to have anything to do with Corgis or dogs but we won't be mad if they do! 🐶💛)

🌭 Learn more about the game jam here!

🎮 Come chat in the Finji Discord!

Are you a little interested in jamming but not much of a game developer? No worries! There's a first time for everything. CorgiSpace Developer Adam Saltsman put together some educational videos to help you get started.

🎓 Check them out on YouTube!

7:48am
Beach Invasion 1915-Gallipoli - aix2games

We released some fixes and updates for the game, which includes:

  • Fix for armored cars glitching in Suez COOP gamemode

  • Fix for some areas which were not supposed to accessible

  • Added wooden signs for Gallipoli navigation clarity

  • Bombers are more visible at night

  • Fix for cannon blast not visible when hitting infantry directly

  • Possible fix for players being not able to throw grenades

TerraScape - Cynth
  • Improved MB Harbor ground texture

  • Fixed Brewery texture issues

  • Fixed Beekeeper texture issues

  • Fixed Hopfield texture issues

  • Fixed MB Liquor Destillery texture issues

  • Fixed MB Liquor Destillery "Knabemalz" variant texture issues

  • Fixed MB Vineyard texture issue

  • Fixed a bug where the game speed was not applied correctly after loading a multiplayer save game

  • Fixed trees on rivers not reappearing when undoing a Merge with river (Lumber Mill)

  • Upcoming Weeklies & special event stuff

DYK: the very first building in TerraScape was the Windmill.

(Early TerraScape 2019 (Yes, long before Dorfromantik ːhappystar2022ː ))

The Red Strings Club - GreyShock

Hello everyone!

We're so happy to finally unveil Virtue and a Sledgehammer, a narrative exploration game in which you go back to your hometown and tear it down with a hammer, because... well, you'll find out.

https://store.steampowered.com/app/3743260/Virtue_and_a_Sledgehammer/

This is our most ambitious project to date, and sort of marks the full maturation of the joint venture we've been exploring together at Deconstructeam and Selkie Harbour. We've been collaborating since 2022, created many small games, and in April 2025, released our first commercial project, Many Nights a Whisper, a meditative third-person archery game, to critical acclaim!

Virtue and a Sledgehammer is heavy in both the narrative and the hammer action. We pitched it as a "Walking simulator with a sledgehammer," but Devolver is adamant about actually selling the games they publish, so they suggested we didn't move forward with that description lol.

Anyway, there's exploration, environmental storytelling, combat, lots of destruction, but also a decent amount of reading and interactive fiction, which is our specialty!

And it's... weird and a bit messed up. Hope you can connect with what we're building here!

...

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