Happy Flappy - info
This version comes on a custom build of Redot 4.4, with improved performance and stability.
We have added full support for controllers, and with that, we have tested the build on Steam Deck.

Most important features:

  • Added Portuguese language support.
  • Added full support for controllers.
  • Verified on Steam Deck.
  • Improved performance.
  • Improved stability.

Known issue: on MacOS, the engine has some minor stutter when the game is run in window. Going full screen fixes the problem.
The Stairway - Max S Dev
The "Hardcore" Update
Master Mode

A new game mode for players who are particularly skillful.

Turns off all checkpoints--good luck!

Speed-running

Added a timer to the top-left of the screen when "speedrun" is enabled.

Compete with friends and others online for the fastest time!

Achievements

Added achievements!

+Completion

+Master mode completion

+Speedrunning achievements

QoL

Added a mouse sensitivity setting.

BEAK BLADES - GoolWorks
A few updates to survival! Time and amount of bots per round scales with players, bots are now more distinct.
Wonderstries - Salami

In this patch we have addressed quite a few bugs, ranging from low impact to high impact, added a few features and changed a few things to feel better / more natural. Hope you enjoy! Please find the patchnotes below:

  • FIXED A BUG WHERE THE PURIFICATION CHAMBER CAUSED GAME-BREAKING GLITCH

  • FIXED A BUG WHERE THE CRAFTING SYSTEM WAS TAKING ITEMS AND NOT DELIVERING THE CRAFTED ITEM DUE TO A FULL HOTBAR

  • FOOTSTEP SOUNDS ARE NOW BOUND TO THE MASTER VOLUME SLIDER IN SETTINGS

  • PLAYER ANIMATOR WILL NOW CONSISTENTLY FALLBACK TO THE STANDING STATE WHEN THE PLAYER STOPS MOVING

  • DESTRUCTION PROGRESS BAR AND PARTICLES WILL NOW DISAPPEAR WHEN THE PLAYER STOPS DESTROYING TREES, ALIGNING THE BEHAVIOUR WITH THE OTHER OBJECTS, SUCH AS MACHINES / CRATES

  • KEYBINDING MENU IS NOW ACCESSIBLE FROM THE OPTIONS MENU

  • PREVIOUS BUTTON WILL TAKE YOU BACK TO THE OPTIONS MENU

  • KEYBINDING ARE NOT CURRENTLY ABLE TO BE EDITED

  • FIXED A BUG THAT WAS PREVENTING STORAGE CRATES FROM DROPPING THEIR CONTENTS

  • STORAGE CRATES NOW CHECK THAT THE RECEIVING INVENTORY HAS SPACE BEFORE TRANSFERRING ITEMS

  • ADDED AN AUTOSAVE FEATURE THAT SAVES THE WORLD EVERY 5 MINUTES

  • DESTROYING A MACHINE WILL NOW CORRECTLY SET THE TILE(S) BELOW IT TO A DAMAGED STATE (DIGGERS ARE THE EXCEPTION, THEY WILL LEAVE THE TILES AS THEY WERE)

  • DESTROYING A CONVEYOR BELT OR CRATE WILL NOT SET THE ORE TILE TO THE DIRTY STATE, HOWEVER THERE IS A BUG WE ARE AWARE OF WHERE IT IS BOTH DESTROYING THE CONVEYOR BELT AND MINING THE TILE, IT WILL SET THE TILE TO DAMAGED AS IF YOU MINED IT, TO BE ADDRESSED IN 0.1.3

  • FIXED A BUG WHERE CONVEYORS WOULD NOT SPAWN ITEMS WHEN PULLING FROM AN INVENTORY

  • TIGHTENED UP ITEM IMPORT AND EXPORT RADIUS FOR CONVEYORS (THEY LOOK MORE NATURAL NOW)

Much love from Altered Pixel Games <3

KeepUp Survival - Ares-X
Hello Community,

the Steam Sale has started – KeepUp Survival is now available at a discount for a limited time!

In KeepUp Survival it’s not only about surviving, but also about creativity:

  • Build your base

  • Create something big

  • Bring your masterpieces to life

Take advantage of the discount, try it out and show us what you can create!

And now it’s your turn:

  • How do you like KeepUp Survival so far?

  • What do you enjoy most – building, exploring or surviving?

Got any questions or issues?
Just use the Community Hub, it’s the best place where I can support you and help directly.

Add KeepUp Survival to your wishlist and follow us to stay updated on news and discounts!


In Discord you have the possibility to follow the development and ask questions. https://discord.gg/8zyKXj9SDr

Car Service Simulator - Red Axe Games

Hello mechanics! 🚗🔧
We keep improving the game based on your feedback. This update brings smoother gameplay and technical improvements for a better experience.

✨ What’s New & Fixed
Dark Lessons - Tall Tide Games

Hi,

As the date for Dark Lessons' Beta approaches, I've been trying to make sure you'll get as polished an experience as time allows. Development-wise, this means I've been turning all sorts of screws in the last couple of months.

Most importantly, I've been inviting my closest friends to pizza playtests to gather and then implement their feedback. Compared to last year's early Alpha, which revolved around stability and first impressions, the current tests focus on the game's particular look and feel. What emotions do players experience, where do they get stuck, where do they lose motivation, where does immersion break?

Image 1: Added interactable items drive the story forward and increase immersion.

Observing my friends play and talking to them afterwards has led to a wide array of changes:

  • Added voice acting for the player character by the talented Dela now helps guide the player.

  • I've finally improved controls in the inventory, which was already a point of criticism last year.

  • More interactable items as well as sound and visual effects drive the plot forward and increase immersion.

  • Enhanced accessibility options help make the game more enjoyable for players who tend to be affected by motion sickness (which, it turns out, are quite a few of my friends).

Image 2: The time I've spent on this unassuming inventory is starting to get ridiculous, but I hope the changes will help you.

This being said, I still find that there's something missing in the current vertical slice before it can be released as a demo. My to-do list with things I'd like to get done by 2nd October counts an unrealistic 45 tasks, and that doesn't include the still-open fundamental decision on if and how to add combat or chase sequences to the game. Most notably, I just don't find the experience scary enough yet (though you'll be the judge of that). For a horror game, that's obviously where the rubber hits the road.

Full disclosure: Before I started work on Dark Lessons, I didn't have a strong background in horror. I've had a lot of catching up to do. Whereas games of all other genres are measured by how "fun" they are, horror works differently. Or at least: The term "fun" can mean something very different in horror. Some things that would be decidedly unfun in other games, such as willfully frustrating gameplay or subverting expectations, might be just the right thing in a particular horror game. It's fascinating to explore where the joy in being scared is coming from, why a certain amount of creep may be just enough and how much might be too much.

Image 3: Playing Arkham Horror with friends for inspiration. Our dinner table is barely big enough.

In order to get a feel for this and develop my own taste, I had to start immersing myself in horror media: playing other horror games (not without my wife sitting next to me holding my hand, admittedly), meeting with friends to play the Arkham Horror LCG, watching the occasional horror movie and reading horror literature from Lovecraft to King or theoretical essays about classics like Silent Hill or Resident Evil or Frictional Games's excellent developer's blog. The decision to lean toward Cosmic horror in Dark Lessons came from the realization that I find this subgenre most intriguing myself.

Right now, the changes I'm making to Dark Lessons based on this input are all over the place, from improved controls to added scares. I hope that eventually I'll be able to write about them in a structured way that may also help other game devs. For the time being, there remain a lot of moments when I'm nervous and uncertain that I can meet my own and players' expectations. At the same time, working on this game has felt super fulfilling in itself. So, if all else fails, at least the journey will have been its own reward.

You Can Still Save Your Spot for the Beta

If you'd like to be among the first to play Dark Lessons, you can still save your spot for the Beta by signing up for my newsletter! You will receive a Steam key and instructions on October 2nd and will have a week to play my game for free and help me improve it.

Manacaster - Manacaster Games
Version 0.3.1.4,
Known Issues:,
  • This is an in-progress patch to push critical combat fixes.

  • RPG mode is partially exposed, do not use it as it is not finished and will cause untested bugs.,

Improvements:,
  • RPG mode map reworked to draw lines and monitor completion differently.,

  • Unblocked attacker fireball vfx size 5x increased.,

  • Statistics moved back to main menu.,

  • Settings menu adjusted.,

  • Rulebook button removed from main menu.,

  • Esc behaviors added for the statistics panel, learn to play pop out.,

  • Reagent rewards disabled for now.,

  • Gold re-enabled and rewards set up based on match type.,

  • Gear items updated, profile inventories reset.,

  • Tutorial panel positioning improvements, some text changes.,

Bug Fixes:,
  • Blocked combat resolving before unblocked causing on dies triggers to execute mid resolve incorrectly.,

  • Broken if check preventing riposte checks in combat situations with no cards scheduled for C1 or C2.,

  • Tutorial attacker selection ground vfx not enabling.

Hexabot Stranded: Defend Or Die Playtest - rockingprojects333
Fixed the leg movement on lower framerates
Warlocks Maze - timitoda
QoL and Visuals
Click-To-Interact

Touch the Unknown The maze responds to your presence. Doors creak open, stairways beckon, and merchants await your approach - all just a click away. Reach out, and the world will answer.

You can now click directly on doorways, Merchants, enemies, loot and stairs to interact with them rather than having to use the designated buttons.

Decorations

Echoes & Intrigue. The maze now twists with greater variety, its halls shaped by strange geometry and littered with curious remnants. Each chamber hints at stories untold — a place where no two paths feel the same.

The normal rooms now have a wide range of decorations that can spawn in to give some visual variety, from wall shape changes to an animated pond, enjoy a maze that's starting to spring to life!

UI Tweaks

Updated some tooltips and icons as well as polished some UI windows.
In combat there are now visual indicators when a unit you're about to place has an advantage (green frame) or disadvantage (red frame) against a specific enemy.

Systems
Banners

Proudly raise the banners of your achievements, or crumble beneath the weight of your failures.

Banners act like run-specific achievements that either give you a small boost or drawback based on your actions. This includes getting specific party composition, combat outcomes or even the equipment of some individual units. In most cases you will be offered a choice between a general banner or a faction specific one, choose carefully!

Prowess

Courage, duty, honor and camaraderie, a party that stays together prevails together.

As your party progresses through the maze it will improve as a whole, impacting the combat flow and giving you an edge. In essence it works like a level system for the party, but be aware, a turbulent party that undergoes large changes will lose its edge!

Mettle

Success can make the filthiest creature shine and failure can dull even the sharpest blade.

The highest and lows of maze can take it's toll on individual units as well. Turbulence, death and despair can stress your party members driving them to madness, while repeated success can inspire them shine even brighter. While it might be tempting to push hard and manage your party with ruthless disregard for it's members you would now be wise to keep an eye on the party’s Mettle level and slow down a bit and take a few less risks if their nerves are running thin.

Balancing
Overrun

A lone muckling stood trembling before the hoard advancing against him, his supposed friends glaring at him willing to sacrifice him so that they might engage under more favorable conditions. But their snickering turned to shock as the enemies ran past him and started slughtering the unprepared group.

Previously it has been possible to abuse the "Tired" mechanic by sending in trash units one at a time until all the enemies where exhausted, this is now heavily advised against as enemies that are unopposed will target your reserves instead. This also applies when a lanes risk value goes over 100% (single friendly unit) or 200% (2 friendly units) with the surplus hitting units in your reserves.

Misc

In addition, we also added a bunch of smaller bug fixes and balancing tweaks.

 

...

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