Night Swarm - La
🧛 Major Demo Update Is Here!

We’ve listened to your feedback and have been working hard to make Night Swarm even better and we’re still improving!
This update brings tons of exciting new content, biome-specific systems, and deeper combat variety.

⚔️ Highlights
  • All Companions Reworked!
    Every companion now has their own unique skill, and the old skill slot system has been completely removed.

  • Roderic’s Power Expanded
    He now wields 6 skill slots instead of 2, allowing for far more creative builds.

🌍 Biome-Specific Features
  • Forest Biome – Poisonous zones can now appear, forcing players to adapt their routes.

  • Ice Biome – Added cold & warmth mechanics, introducing survival-style gameplay.

  • Desert BiomeSandstorms now act as new environmental hazards, and you may even encounter deadly Sand Worms.

🩸 Combat Improvements
  • Corrupted Vampire Duels
    1v1 battles are now more dynamic and challenging with improved mechanics and pacing.

🔥 This is our biggest demo update yet, setting the stage for the full release in December.
We’d love to hear your thoughts, jump in, test the new systems, and share your feedback!

🗓️ Mark Your Calendars: Night Swarm Launches December 4!

We’re thrilled to announce that Night Swarm will officially launch on December 4!

This is just the beginning — the full release will bring new boss variants, deeper progression, and expanded Totem systems, all built on the foundation of your incredible feedback during Next Fest.

Thank You for Playing Night Swarm During Next Fest!

What an incredible week it’s been! We want to take a moment to sincerely thank everyone who played Night Swarm during Steam Next Fest.

Seeing so many of you dive into the chaos, experiment with builds, and share your experiences has been truly inspiring for our small team.

💬 Your Feedback Means Everything

Next Fest wasn’t just a demo, it was a dialogue.

We’ve read your comments, watched your playthroughs, and taken your suggestions to heart.

Your feedback drives us to optimize, polish, and push Night Swarm further every single day.

Please keep sharing your thoughts — they truly shape the future of the game.

❤️ Thank You, From Our Team

From the entire Night Swarm team — thank you for your passion, your time, and your support.

We’re building this world together, and your enthusiasm keeps the swarm alive.

Stay tuned, stay sharp, and we’ll see you on December 4.

– Fubu Games

The Bornless Playtest - Tom

The fog is beginning to thin… and the Ritual is almost complete.

There are only two days left to take part in The Bornless Playtest before the Gates close and Farmouth Island falls silent once more.

It’s been incredible seeing so many of you return to the island - summoning Demons, testing new systems, and sharing your chaos across Twitch, X, and Discord. Every clip and every scream brings us closer to shaping the next phase of The Bornless.

HOW TO JOIN

1️⃣ Request a key through our Discord community or Download if you already have access.

2️⃣ Once you have your key, launch The Bornless Playtest through your Steam Library

3️⃣ Continue your fight for survival on Farmouth Island

Remember, if you're already playing you can invite your friends directly through Steam and face the darkness together!

Whether you’re lighting the incense, exploring the island, or summoning something far worse… this is your final chance to experience The Bornless before the fog rolls back in.

Step into the ritual. Face what waits in the dark.

The playtest will be available from now → November 3rd!

https://store.steampowered.com/app/2411280/The_Bornless/

FIND A DUO

Want to experience The Bornless in its purest form but don’t have a buddy to play with?

No problem. Simply put a call out in our Discord! Find your duo partner, make a new friend, and complete the ritual knowing you have someone watching your back…

SHEPHERD PROGRAM

Worried about getting lost on Farmouth Island? We got you.

If you’re new to the game and looking for someone to help you through your first few matches, you can join the Discord server and request a Shepherd to guide you through the ritual at your pace. These are experienced players of The Bornless who’ve volunteered to perform this role.

LOCALIZATION

A reminder that the demo has been translated into the following languages:

Brazilian Portuguese, Dutch, French, German, Italian, Japanese, Korean, Mandarin, Polish, Serbian, Spanish, and Turkish—alongside the native English support.

If you encounter any issues, or would like to request additional localization support, please reach out to us on Discord.

PATCH NOTES

You can find the patch notes for this build here.

#StayUnholy

- The Bornless Team 🖤

Want to be among the first ones who will experience the true horrors of Farmouth? Add The Bornless to your wishlist.

https://store.steampowered.com/app/2411280/The_Bornless/

The Bornless - Tom

The fog is beginning to thin… and the Ritual is almost complete.

There are only two days left to take part in The Bornless Playtest before the Gates close and Farmouth Island falls silent once more.

It’s been incredible seeing so many of you return to the island - summoning Demons, testing new systems, and sharing your chaos across Twitch, X, and Discord. Every clip and every scream brings us closer to shaping the next phase of The Bornless.

HOW TO JOIN

1️⃣ Request a key through our Discord community or Download if you already have access.

2️⃣ Once you have your key, launch The Bornless Playtest through your Steam Library

3️⃣ Continue your fight for survival on Farmouth Island

Remember, if you're already playing you can invite your friends directly through Steam and face the darkness together!

Whether you’re lighting the incense, exploring the island, or summoning something far worse… this is your final chance to experience The Bornless before the fog rolls back in.

Step into the ritual. Face what waits in the dark.

The playtest will be available from now → November 3rd!

https://store.steampowered.com/app/2411280/

FIND A DUO

Want to experience The Bornless in its purest form but don’t have a buddy to play with?

No problem. Simply put a call out in our Discord! Find your duo partner, make a new friend, and complete the ritual knowing you have someone watching your back…

SHEPHERD PROGRAM

Worried about getting lost on Farmouth Island? We got you.

If you’re new to the game and looking for someone to help you through your first few matches, you can join the Discord server and request a Shepherd to guide you through the ritual at your pace. These are experienced players of The Bornless who’ve volunteered to perform this role.

LOCALIZATION

A reminder that the demo has been translated into the following languages:

Brazilian Portuguese, Dutch, French, German, Italian, Japanese, Korean, Mandarin, Polish, Serbian, Spanish, and Turkish—alongside the native English support.

If you encounter any issues, or would like to request additional localization support, please reach out to us on Discord.

PATCH NOTES

You can find the patch notes for this build here.

#StayUnholy
- The Bornless Team 🖤

Want to be among the first ones who will experience the true horrors of Farmouth? Add The Bornless to your wishlist.

https://store.steampowered.com/app/2411280/

10:02am
Bookshop Simulator - Nahash
Update v0.4 is live!

Hello everyone!

Today's update brings one of our community's most voted minor features - Hanging Signs! It also brings new products, posters, quality of life improvements, and fixes.

Hanging Signs:

Hanging signs are now in! These are able to be placed on the ceiling inside your shops. They can be customized to be a number of different colors and say whatever you want (up to a character limit).

New Products:

Today we bring you 7 new books spread across a variety of genres this time. They can all be found in the license section ready for you to unlock.

New Legendary:

We've also brought in a new legendary book - The Illuminati's Guide to Empire Optimization. This legendary is available in Japan used book boxes and will provide a 15% bonus to other store's passive income efficiency when activated in the store you're running at the end of the day.

Book Posters:

Book posters are framed items that can be placed on the wall just like the paintings. They are available in the Depot Max app in the same category as paintings. You'll be able to purchase posters for any book license that you've bought. For now, these are simply decorative, but we have functional plans for them in the future.

Fixes and Improvements:

As usual, this build also includes a number of quality of life improvements and bug fixes. See below for a full change log!

Change Log V0.4.882:

Added:

- Hanging Signs, paintable and customizable text

- Book Posters, decorative only for now

- New Legendary available in Japan that will boost passive income efficiency

- 7 new books

- New customizations for Manager's Desk (chair and desk), bookmark table, personal shelves, and storage racks

Changed:

- Improved floor snapping

- Paintings will only be blocked by buildables themselves rather than the caution tape area surrounding them

- Japan bridge artwork changed

- Basic items (paints, flooring, scanner, pumpkins, cauldron, etc) can now be sold while boxed or thrown away after opened

- Last normal bookshelf can now be sold for those that want to replace all normal bookshelves with special bookshelves

- Adding confirmation dialog to firing employees/managers

- Used bookshelves now properly grant bonus to used books

- Customers will now only show a disapproval with price if the price is set over 30% of their tolerance - Increases visibility of some UI elements

- Interior trash cans may now be placed in storage rooms

Fixed:

- Fixed some cases of stockers getting stuck at racks with a box

- Tablet will no longer reset FOV setting

- Horror bookshelf now corporeal for all NPCs

- Removing E and R as extra bindings for primary/secondary action

- Key rebinding conflicts for boxes should no longer cause issues (immediate placement or unable to open boxes)

- Fixed remove item on Handscanner showing wrong hotkey

Day Of Pixel - ✝️JESUS✝

OH OH OH I have, I have news!

OK so i have a big quality of life coming in

  • Fixed the Cantina bedroom crashing (Now you can save in the bed again!)

  • Bugs like Talking sticking to the screen.

  • NPC dialogue has their own little bubble above NPCS.

  • fixed crashes for certain doors!

  • Animal spawns are tweaked not dropped but it helps FPS

  • Flower beds are a little FPS hungry right now so PLEASE HOLD

  • I fixed the Bounty spawns spawning all at once!

NEW QUESTS:

I will also be adding in new quests some story some repeat! New enemies and creatures.

Along with new things to craft and buy!

Please allow like three days because i need to make sure everything is working and no hidden bugs are found hiding in the rocks!

Have fun oh happy late halloween!

Games FOR Gamerrrsss ALways!

Blake "AGGRESSIVE KIWI" Out!

10:01am
魔女:终末旅途 Playtest - Unknown_User

Bug Fix:

1. Fixed an issue where special effects might deviate from the center.

2. Fixed an error (Null Reference) that could occur in the Safe House interface.

3. Fixed an error caused by abnormal client mode selection in online play.

New Feature:

1. Added font switching in Settings, allowing users to toggle between the built-in pixel font and Source Han Sans.

2. Added three new character idle animations.

CATACLYSM: Even Angels Sin - Team Myster
Greetings, sinners.

The World has changed, your memories evolving into something else entirely.

The sirens blare, the scarlet spreads... what could possibly await us?

Primary Changes:
  • New Armageddon/Angelo Della Fine voicelines

  • Various improvements to Overture/Movement 1 levels, including an overhaul of the Ante-Purgatory levels (0-6, 0-7, 0-8, 0-B)

  • A complete rework of all Eternity weapons

  • A brand new first boss

  • High-tier enemies have access to Heat Breakers - Difficult super-attacks that give Heat and HP if you do well

Other Changes:

  • Added a new theme for the Robin in 1-B

  • Made a variety of changes to 0-3

  • Fixed an issue with Cherubim being unable to move

  • All enemies now make sounds upon spawning

  • Dashing while alt-firing Eternity now gives 50% less Judgement

  • The Enlightened Carcass of Lucius Kentala can now be enraged

  • Halved the increase in firing speed granted by Fight and Chaos

  • Updated Dismantle’s effect to “After taking damage. enemies will repeatedly take a small amount of damage for a few seconds”

  • Added a new model for the Devil Tree

  • Experimented with the title UI in an attempt to make buttons more clear

  • Completely revamped Eternity weapons

  • Reduced max player Barriers from 5 to 3

  • Added additional tips to 0-4

  • Merged the old 0-6 and 0-7 into the new 0-6

  • Completely revamped 0-7

  • Made a few changes to 0-8

  • Completely revamped 0-B

  • Fixed an issue with Armageddon freezing after performing a slam attack

  • Removed Requiems (I do still like the idea of these, but I want to keep them all locked until the entire game is cleared to allow for greater enemy variety in early Requiems)

  • The Aeon is now locked until 0-10 is cleared

  • Bloody Robin of the Qliphoth gains armor during their phase transition, which they then lose upon entering phase 2

  • Fixed issues with the Judgement tutorial in 0-3

  • Finally added a checkpoint before the last encounter of 0-9

  • Fixed the lighting at the end of 0-9

  • Changed the hitbox of the 4 Statues at the end of 0-9

  • Added a new Passive to 0-C (Currently has no use, but keep it in mind for later)

  • Increased the HP of Zeir Anpin and Arich Anpin

  • Changed the structure of 1-2 and 1-3

  • Moved the Finitude variant of Eternity to 1-3

  • Moved the Mortal Sin Passive to 1-4

  • Various changes to texts within 1-2, 1-3, 1-4, and 1-5

  • Updated Eric’s hitbox

  • Added a new enemy to 1-A and 1-C

  • Title skybox now changes depending on what level you last played

  • Added music title display to the Title and Interludes

  • Optimized enemy beam attacks, should significantly reduce lag caused by these attacks

  • Changed Of The Eight

  • Updated Codex entry for the Earthly Devil Tree

  • Changed the effect of the Devoid Passive

  • Level title display now stays around for longer

  • Selecting a level you haven’t cleared yet will display the level’s name as “UNKNOWN” until that level has been cleared, to avoid potential spoilers

  • 0-4 and 0-9 now require the completion of every path to ensure that the player acquires every Judgement variant

  • Removed RAY from 1-C since her Heat Breakers make that encounter sorta stupid

  • Added a tutorial for spherical beams in 0-4

  • Changed the way EAS~M1 is used in 1-2 and 1-9

  • Removed unneeded achievements

  • Fixed voicelines for the end of 0-10

  • 0-10 and 1-10 no longer show the “Title” and “Restart” buttons on the first clear to ensure that the player views the Interludes

In other news, a great deal of progress has been made on Movement 2. Expect Chapter 5 sometime in January or February.

Without Wax, Team Myster
Unbridled: That Horse Game - Mind Evotion Games
During the week of October 27 to November 1, we worked intensively on the ability system, improved numerous animations, and laid the groundwork for the new horse AI, which will make behavior even more realistic in the future.

Revision of the Horse Manager
The "Information" section in the horse manager has been revised to present the details of each horse more clearly and in a more structured way.
In addition, the subcategories Genetics, Stats, and Victories have been added, allowing more information to be displayed and better organized.


Revision of the Ability System
The ability system has been completely redeveloped from scratch.
Our community especially appreciated that horses could previously be trained over time through repeated actions, we are keeping this core principle but significantly expanding upon it.

In the future, every horse, whether purebred, mixed, or hybrid, will be able to use every ability path. This will make training more flexible and personalized.

The new system works similarly to the previous one; however, instead of collecting experience points (EXP), you now earn ability points in specific areas when performing matching actions frequently enough.

Example:
To earn Bonding Points, you can regularly feed your horse its favorite treat or brush it.
If this action is repeated often enough, the horse will receive a Bonding Point.
These points can then be used to unlock new abilities, special movements, or other unique traits.

But what happens once you’ve unlocked everything?
Even then, it’s still worth continuing to train, because:
The more points your horse collects, the higher its overall value becomes. This way, training remains rewarding even after reaching the maximum.

Additionally, it will be possible to exchange points between paths, for example, converting Agility Points into Bonding Points if you’ve accumulated too many in one area but want to focus on another.



Our goal is to make the system flexible, motivating, and exciting in the long term, with clear progress mechanics, as well as meaningful balance and difficulty levels to ensure it doesn’t become too easy.

Revision of the Horse AI
We have begun planning and developing the foundation for the new horse AI in detail.
In the future, we will use Unreal Engine 5’s “A.I. Behavior Tree System” instead of integrating the AI directly into the horse.

This tool allows for a more structured workflow, better multiplayer replication, and enables the horses’ behavior to dynamically adapt to different situations.

Our goal is for horses to actively respond to their environment, for example, to weather, the player, other horses, terrain, or bodies of water.
Furthermore, with the “A.I. Behavior Tree,” we can also integrate each horse’s individual personality, making their behavior feel even more natural and diverse.

Progress on Riding System & Environment
Riding System
All basic riding movement animations have been completed, walk, trot, canter, and gallop are now fully implemented.

Dressage
The basic movements (walk, trot, canter) for the dressage mode are complete.
The first dressage lesson, the Passage, has been successfully implemented.
Work has begun on the leg-yield movements.


Show Jumping
Initial test animations for jumps have been created and are currently being evaluated.

Horse in the Stable
First test animations for the horse’s behavior in the stable have been produced.

Technical Development
Progress on implementing the new horse coat and related functionality in Unreal Engine.
(Currently still in an early testing phase.)

Level Design & Environment
  • The width of the show jumping obstacles in the game has been adjusted to provide a more realistic gameplay experience.
  • A first draft of a stable for the campground map has been created.

Note
All content is currently in WIP (Work in Progress) status and may still change before release!
As always, you can follow our progress live on our public roadmap:
10:00am
Rescue Heli RH407 - gawryl77

I’ve just launched a Discord server - feel free to join the squad: https://discord.gg/NeBF3Kh4

What’s in it for you?

  • Get early news and sneak peeks - and actually have a say in what’s coming next!

  • Got your own ideas? Drop them in - I’m all ears.

  • Chill out and chat with folks who enjoy the same retro vibes.

  • And the best part - no membership fees, obviously 😉

If Discord isn’t your thing, no worries - other channels are still active:

Stay in touch, pilot. Over and out.

tModLoader - javidpack
Hello everyone! It is time for the November 2025 Stable Update.

But first, some news. This last week we hosted our third official mod jam on our Discord server. The theme was "Anything Can Happen on Halloween!" and we had several spooky mod submissions. We thank everyone who participated and hope it was fun and a great practice! We encourage players to check out the mod jam submissions on the workshop here.

If you are interested in participating in the next mod jam, be sure to come to Discord and grab the "ModJam Ping" role to be notified.

Also, here is a collage of new mods released this past month. There were over 320 new mods this month! Have you tried any of these mods yet? Find any hidden gems? Be sure to regularly check the workshop for newly released mods, we're positive you'll always find something fun and interesting to try out. Click here to see the most popular new mods from this month.



We are grateful for the massive amount of community participation in developing and testing new features each month.

This month's release contains mostly bug fixes and smaller features. We've fixed several UI inconsistencies, fixed a major sound volume issue, and even fixed major issues with how liquids are drawn, especially around sloped tiles. We've also implemented changes to support launching the game on ARM processors, which should prove useful to those looking to host dedicated servers on ARM machines. For modders, this month's release contains a few new features, most notably new API for modifying potion delay values. Other new features include more fixes for biome conversion and support for uploading server-side mods in-game. The full listing of other features and changes is detailed below.

Modders: As usual, we'd like to encourage modders to test out new tModLoader features on the preview branch if they are relevant to your mod. Major features in preview are announced in the preview-update-log channel on our Discord. Some features in preview for next month include support custom pressure plates along with new hooks for tile interactions, as well as new hooks for custom armor set shadow effects and transforming the full player rendering. We encourage mod makers to experiment with these and other new features on the preview branch and provide feedback this month so that they are ready for the stable release next month.

If you are having issues of any sort, definitely don't hesitate to check out our FAQ on GitHub or reach out to us at our Discord.

Changelog
The following is a list of the most noteworthy changes made for this release. As a reminder, modders should consult the Update Migration Guide to see how to adapt to the new changes.

Major Changes
New Features
Stephen T: Adjustable Potion Delay APIs

API Changes
direwolf420: Seed drop integration (Blowpipe, custom grass)
JavidPack: New dropdown style (and more) Enum ModConfig elements
Narnia: Server-side Upload Fixes, server-side mods can now be uploaded in-game
Mellohi: Touch-ups and bugfixes regarding biome conversion registries and biome spread
Chicken-Bones: Adjust Item.material logic to allow modders more control over if an item counts as a material
JavidPack: Remove tryBreakTrees parameter from WorldGen.ConvertTile
Lion8cake: Expose some liquid rendering fields to be both public and no longer readonly

Bug Fixes
Quality of Life and Other Fixes
Stephen T: Better Liquid Slope Rendering
JavidPack: Fix screen resolution affecting audio volume and panning in unexpected ways. These are no longer based on physical screen width
JavidPack: Fix clipboard operations (copy and paste) to work on all Linux configurations
JavidPack: Fix mod load order inconsistency issue when mod names contain non-ASCII characters (such as Chinese characters) leading to critical ID desync issues
Solxan: Some fixes for mod download issues
Chicken-Bones: Switch to new Steamworks.NET.AnyCPU package, and sdk v1.62
Chicken-Bones: Linux ARM processor support
Chicken-Bones: Optional Mac ARM processor support
JavidPack: Preserve Mods List menu sorting mode choice between game sessions.
JavidPack: Fix some non-English server prompts not accepting the correct options
Destructor_Ben: Adjust icon positioning on the Config List menu
Stephen T: Remove unused borderless option on windows
JavidPack: Fix some misleading button prompt language

API Fixes and Changes
JavidPack: Fix exception when too many TooltipLines
Destructor_Ben: Fix UIScrollbar hovering when obscured by another element
JavidPack: ModAccessorySlot documentation, fix a remaining issue with CurrentPlayer during UICharacter ctor
Destructor_Ben: Fix Launch Config for developing tModLoader in Rider
JavidPack: tModCodeAssist: NPCAIStyleID/ProjAIStyleID/AIType/AnimationType/aiStyle support
JavidPack: tModCodeAssist: BuffID and AddBuff support
JavidPack: tModCodeAssist: Fix equals expression for Tile properties
Mirsario: Fixed deallocation crashes in libnfd
Chicken-Bones: Fix DeveloperMode check invoking steam workshop and slowing down launch and mod building
direwolf420: Fix localization file hot reload feature on non-Windows machines

Other
ExampleMod and API Documentation
JavidPack: ExampleHeldProjectileWeapon, showcasing Player.PickAmmo and other common held projectile effects
JavidPack: Added SimpleModPlayer (and wiki updated) and ExampleCutTile
JavidPack: Guide to Plant Fiber Cordage support example for ExampleVine
JavidPack: Fix ExampleLastPrismHoldout dealing damage and ExampleCustomSwingProjectile not triggering jellyfish damage

Localization
ayuyoiM: Chinese
Fabricio-CL: French
RazzSG: Russian

We would also like to mention that we have volunteers translating our monthly release announcements into several other languages. If you would like to help translate these announcements into a supported language, please reach out on Discord.
...

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