Jump Ship - Kappische
Hello space lover 🚀
We would like to invite you to another Dev Q&A stream on Friday the 9th at 3pm Swedish time. We will be streaming on twitch this time. We'll be discussing the latest updates of the game and where we are at 🙂

We'll be collecting questions on Twitch and Discord
The stream on twitch: https://www.twitch.tv/keepsakegames/schedule
Our discord: https://discord.gg/jwY5bpkbm8

We also got another announcement to do! We got a new community manager joining us, Groove. He will be helping us with all community related tasks moving forward (but won't be joining us for this dev stream since he thought it would be better to go to Japan...)
Shadowforge - Gibi
Added in new menu hierarchy, "Creation".

Will focus more on the Creation menu now this beta.
The Midnight Walk - Fast Travel Games
Good news: We’ve tested the game on Steam Deck and we’re happy to report that it runs well!

While we haven’t received the official “Verified” seal yet, we hope it will be approved soon. In the meantime, feel free to jump in and play — and let us know how it runs for you!

Vanguard Galaxy - Imsety
Hello everyone,

We've just released the demo of our upcoming game, Vanguard Galaxy!

We're very excited to hear what you think and hope you have a great time exploring this small slice of the game.

If you encounter any issues, need assistance or have suggestions you can reach out via our Discord server or the steam forums.

Have fun!

Bat Roost Games
Cue Club 2: Pool & Snooker - Bulldog Interactive


Hi everyone,

We're pleased to launch another update today featuring more new additions, improvements and fixes to Cue Club 2. Please see below for a full breakdown of new content.


SNOOKER

  • Added ability to concede when an AI player is at the table and ahead on points, and you require snookers. Go to 'Game > Match Information > Concede Game'.

  • Added red colour to score box to warn when a player requires snookers to win. Click on the score box to give more detailed information.

  • Fixed issue where unlocking high break achievement after a foul or at end of a frame would freeze the game.

14.1 STRAIGHT POOL

  • Added rule variation to allow player to respot cue ball anywhere on table after opponent pots the cue ball. See 'Game Rules > Rule Variations > 14.1 Straight Pool'.

  • Fixed issue where 'Safety' button would appear after a serious foul re-rack, and ball / pocket nomination was turned off in rule variations.

  • Fixed issue where unlocking high run achievement after a foul or at end of a frame would freeze the game.

  • Fixed issue where in-game rule variations would not always display correct settings in menus.

GAMEPLAY

  • Added keyboard 'U' key to speed up the current AI opponent shot to 4x speed. On a gamepad press the right bumper button. This can make games faster with less waiting time.

  • Fixed issue where score box remained highlighted after moving pointer outside the active area.

  • Fixed issue where it was possible to play a shot using 'C' key when cue ball was still raised in the air after dragging it directly over an object ball.

  • Fixed issue where zoom out was not possible with middle mouse button click when hovering over an object ball in practice mode (fast aiming turned on).

CUES

  • Re-adjusted cue length relative to table size. Note, there is a cue length reducing option at 'Options > Tables & Equipment > Cues > Global Settings > Length Reduction'. Default value is now 35%.

  • Added new 45% and 50% settings to above length option.

  • Slightly reduced perspective scaling effect when cue is elevated high in 2D overhead mode.

MULTIPLAYER

  • Fixed issue where lobby info screen could not be closed by clicking 'X' button if virtual players are not invited into the lobby.

MISCELLANEOUS

  • Improvements to localised game text.

  • Other minor fixes and enhancements.
The Oneironaut - jetebragames

The Oneironaut is now featured on the Indie Assemble 2025 Steam page!

Jump, slide, grind and parkour in an ever changing dreamscape while avoiding dangers and traps as you race towards the final art exhibit.

Join us on Discord!
Bug Off - Siar Games
Not much time has passed since the last patch, right?

This patch was planned to be released a week after the previous one, but while working on it I found a critical bug. If you hit pause during gameplay and then canceled it, the game became unresponsive to input—completely unplayable until a full reload.


I’m not sure when or how this bug crept in, but the fix ended up being a single line of code. Because it was such a serious issue, I decided to stop development on the rest of the patch and release everything that was already done with the fix.

What Changed?

The list is shorter than I originally intended, but even so—what did make it in are solid updates.

The Egg Destroyed Effect

In the last update, I added that cinematic camera roll on the egg after a game over, but… there was no visual or sound effect showing the egg was actually lost. Not a great experience, right? That wasn’t because I didn’t want to do it—I just didn’t yet know how it should look.

Now I do.


The egg now shatters when you fail to protect it. I chose this approach to show how fragile and vulnerable the egg is. When it breaks, it doesn’t feel destroyed—it feels lost, like it slipped through your fingers. I hope you like the effect as much as I do.

Cooldowns HUD

Feet have a cooldown period after stomping or jumping. They already changed color when unavailable and flashed red if you tried to use them too early. But those visual cues weren’t clear enough—you had to play a while to figure out what the flashing and color shifts actually meant.


Now cooldowns are shown on the HUD. Much easier to read, and they really help you time your stomps and jumps better. I also reworked the cooldown color changes to match the HUD theme, so it's more readable and makes more sense.

Controls Hint

There was already a controls hint for gamepads, but nothing for keyboard + mouse users. That’s… not great. A game really should tell you how to play it.


So that’s fixed now. Keyboard + mouse controls are shown at the start, just like they should be.

The Infamous

The pause input bug is fixed—you can now use the pause menu without breaking the game.
Sorry if you ran into it—I should’ve caught that during testing.

I hope you understand. Making and testing everything on my own is tough. I wish I could instantly switch my brain between creating and testing modes, but I can’t. I’m doing my best.

What’s Next?

There’s still a list of features that were supposed to be in this patch, but got pushed back because of the urgent bug fix.

Combo points are one of them. I feel how much they’re needed—when you crush a bunch of bugs at once and don’t get a reward? That’s just sad. It needs to change.

And hey, I still haven’t heard from you about the leaderboard. Do you actually want one? Let me know in the Discord Server.

And don’t forget to wishlist the game. That simple click really helps me get the game out sooner.
It’s like fuel for me. Wishlists and coffee make the game—not me :)
Infinite Dungeon Crawler - dennis
A lot changed in build 81, and that introduced quite a few bugs that I've patched with this build, plus added some improvements and requests:

RALLY and RESURGENCE: At the start of any combat, there is now a Charisma Check (see below) to determine if the party RALLIES, which grants a 20% ACC, 33% MP, and 100% STAMINA REGEN bonus for 5 rounds. It is quite the boon to get it, so take advantage of it when you can.

Once per battle, if your stamina dips below 25%, you character may automatically get RESURGENCE. This will restore 50% of your stamina. This is also based on a Charisma Check.

A Charisma Check is a chance based on the sum of your party's CHARISMA values, +/- 4 based on MORALE, +5 for any Paladins, and -5 for any Rogues. For example, if your party consists of your main character as a Paladin with a 10 CHR plus one Ranger hireling with an 8 CHR and full MORALE, your chance would be 27 (10 + 5 + 8 + 4). Your main character doesn't have MORALE, so their bonus is zero.

XP Scaling: By request, there is now an XP Scaling slider under the DISPLAY page in SETTINGS. This allows you to adjust XP granted for anything in the game, as low as x0.25 and as high as x1.25. If you feel your characters advance too quickly, setting this lower than x1.0 (the default) will slow down your level advancement in the game. Note that this setting is SAVED FOR EACH GAME, so it is possible to have different settings for different games (that goes for other settings such as DIFFICULTY and OLD-SCHOOL MODE). Also note that if you bring up SETTINGS from the MAIN MENU, you won't see this setting (because it is unique for each saved game).

Here are some other changes:

  • Fixed issue where if hirelings died outside of combat (typically due to BLEED) they would drop their inventory multiple times
  • Fixed an issue with DISPLACING illusions possibly appearing in void spaces when the creature moves (they will now randomly re-project to a valid spot)
  • Fixed an issue with SNARE where any of the potential effects (WEAK, STUN, BLIND, CONFUSE) would last 20 turns instead of the normal 2-3 turns
  • Fixed an issue with the "lurker eggs" job that could have caused a crash at world generation if accepted
  • Fixed problem with player summons not effectively applying SUPPORT abilities to players (e.g., HEAL OTHERS with Valkyrie)
  • Fixed issue with some melee-type abilities not granting size difference bonus/penalty if the underlying weapon had a chance of KNOCKDOWN
  • Further adjusted the lighting model to better accommodate for half walls and solid rock behind crumbling walls and to prevent lighting from static FX going through walls
  • Some static effects were not blocking LOS or light (e.g., ICE BLOCK, WALL OF ICE)
  • Fixed problems with the Kidnapping in Evervale job that may have caused the quest to not end properly
  • Fixed problem with GELATINOUS CUBE that could have caused a crash
  • The Paladin's DEVOUT skill is now displayed prominently near the top of the list and highlighted in green
The full list can be seen in the release notes: https://www.infinitedungeoncrawler.com/release-notes/

One last note: Steam is good about automatically updating game content, but if you ever see an update notice and your build # (down in the lower-left corner of most screens) doesn't match, check your settings for the game in Steam and make sure updates are turned on. One trick I've found to force it to update is to go to the game listing, then MANAGE, then GAME PROPERTIES. Under LOCAL FILES click on the button for VERIFY INTEGRITY OF GAME FILES... I've found that that will force the update to the latest.
Up With Doznik Playtest - oSpace
v0.0.0.8 Update Changelog 🔄
Hey there, it's been a minute! ːsteamhappyː
Much progress has been made, yet still much more to do.
I'd love to hear your feedback on the new potions, so feel free to share your thoughts in the Discord!

🧪 Potions & Health
No more infinite potions!
  • Reworked potion logic, your bottle now has a capacity and needs to be refilled at a bonfire.
  • New potions!! Strength, Speed, Haste and Absorption are now in the game! For testing purposes, you're getting a flask full of everything on spawn, but this will be changed later on.
⚔️ Combat & Enemies
  • Merge Shapeshifting: two or more enemies can now merge into a stronger enemy. This looks cool asf and I plan to use it more often in future enemy designs.

  • Shapeshifters now drop scraps.
  • Added some enemy spawn animations.
🌼 World Interaction
  • The Suitcase lets you inspect weapons, check your stats and upgrade cards. Press Tab!

  • Bonfire lets you brew potions and (soon) enhance your weapons. Light at your own risk, as this will advance time, which makes level boss stronger as the night falls.
  • Flowers can now be collected from the environment, which can be used to brew potions.
✨ Visual Enhancements
  • Baked outlines and new VFX added across various elements.
  • Improved water visuals.
  • Improved lighting.
🧰 Misc
  • Temporarily changed the way weapons are changed, currently a mouse scroll.
  • After every wave, you now receive rewards from a chest.
  • Tons of refactoring for better scalability.

If you made it all the way down here, thanks for reading!
GLHF 🫡
5:42am
Hunt the Pale Gods - nickpapageo22
# Bug fixes
- Some teleport actions wrongly allowed the player to teleport inside an enemy. Whoops
- Profunda Intelectus correctly gives you a card when the conditions are met.
...

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