8:20am
Vega Chronicle Playtest - justaddlava
- user-specific save path based on steam account id
- fixed bug that caused crash at start of turn
8:20am
Prime World: Classic - Лисий хвост

🟢 Total:

– fixed the problem when saving camera settings was lost, now it will work correctly (thank you for the information provided by the PW Legends server);

– synchronized chats from the castle and telegram topics "Ether", writing in one chat, your message will appear in the other and vice versa;

– those who have played with VPN can try to play without it, we have updated some details on the server operation.;

– offensive nicknames will now turn into IDs. To remove the block from the nickname, it is enough to contact support, the administration. That you have changed your name (write id).

, The launcher:

– the search lock has been removed after not confirming the found fight.;

– if you have not confirmed the choice of the hero in the vestibule, you will receive an increased ban for AFK with an interval of 5 minutes and up to 15 (previously there was an interval of 1 minute and up to 5). If you are banned for AFK in the vestibule, you can continue to play other game modes where there is no vestibule (Outpost, Dragonwald, ARAM, Duel);

– if you received a search ban and then left and played a battle in Frontier mode, the ban is automatically reset.;

– updated links in the lock (settings) to support chats.

🟢 Heroes and talents:

– set of "Pirate Adventures"

Fixed a bug with the Pirate's set. The set now correctly increases the attack range if you study it after death.;

– In the form of a bear, the Witcher hero's Pirate Adventures set now increases the hero's evasion, and in human form, the attack range.;

- fixed a bug where the Asura hero in a purple stance did not deal damage from a tackle to a target that was running at him.

FISHTOPIA - Hannah

Hi everyone,

We have now released the following updates:

1.Fixed an issue where the displayed gold cost for unlocking the next area did not match the actual amount paid.

2.Fixed an issue where the skill for creature #184 was not taking effect.

3.Fixed an issue where the skills for creatures #120, #121, #169, #170, #219, #220, #252, #253, #272, #273, #290, #291, #301, and #302 would not deactivate under certain conditions.

Jupiter Hell Classic - Chaos
Brutal. Demanding. Unforgiving. Refined.
Jupiter Hell Classic hits Early Access tomorrow! Here’s a handy round-up to get you ready before you descend into the hells of Jupiter.

Q&A
  • Why Early Access?

TL;DR: We want to make the game the best it can be - by building it together with the community.

We believe traditional roguelikes are a perfect fit for Early Access, especially when developers actively engage with players. Our development thrives on frequent updates, with even more frequent BETA builds available to the community via the ChaosForge Discord.

Player feedback shapes our roadmap, features, and balance decisions. You can already see this approach in action by looking at the update history of Jupiter Hell! Like fine wine, roguelikes tend to age well - and we want to give this one time to ferment into something truly great.

  • How long will the game be in Early Access?

Current development plans are laid out in such a way, that the road to 1.0 launch should not take more than a year's time. After 1.0 you can also expect further updates and patches, however before we get there, you can take a look at the current roadmap here

  • How is the full version planned to differ from the Early Access version?

Roguelike development tends to expand horizontally - rather than changing the core, we add more depth and variety. Expect more items, enemies, level generators, branches, traits, challenges, and new playable classes. At the same time, we'll continue refining and polishing the overall experience.

  • What is the current state of the Early Access version?

The game is fully playable from start to finish, with all major systems in place. We're now focused on expanding its breadth - more items, enemies, systems, level generators, branches, special levels, challenges, and better modding support. We're also steadily improving polish, visual variety, and the overall feel.

  • 4 episodes, 6 branches, 9 special levels, and 2 boss fights

  • Dozens of level generators, random events, and generation sets

  • 3 classes, 15 master traits (sub-classes), and 24 regular traits

  • 25 unique enemies and 100+ items, including exotics and uniques

  • 30 assembly recipes for weapon and armor crafting

  • 5 difficulty levels, 16 challenges, and dual-challenge support

  • Hundreds of badges to earn

  • Will the game be priced differently during and after Early Access?

Yes, we plan to slightly raise the price as we approach version 1.0 and the game reaches our target level of content and polish. Any price changes will be clearly communicated in advance, so players have plenty of time to jump in at the current price. The Early Access price will be $14.99.

  • Will the demo stay?

Even better! The demo will be updated on EA launch day to match the quality of launch version, and kept updated during the EA period!

  • How are you planning on involving the Community in your development process?

Whether it's here on the Steam forums, on the ChaosForge/Jupiter Hell Discord, Xhttps://x.com/HYPERSTRANGEor BlueSky - we read all feedback! Players who've been part of our community over the past two decades know: we take feedback seriously, and many suggestions have directly shaped our games.

That's it for today, see you tomorrow

Mellings Playtest - axelis
- Added mini boss that loot boxes with special mission upgrades
- Added special missions, only rescue mission for now
Regions of Ruin: Runegate - Paige | Raw Fury
Mighty dwarves, crack open the mead & celebrate with us - we’re heading to Gamescom as part of Raw Fury’s super cool 10 year anniversary booth.
You’ll be able to play an exclusive demo on the showfloor, as well as snag yourself some Regions of Ruin: Runegate merch!

You can find us at HALL 10.1 Aisle B-21 - so make sure to stop by and say hello to our friendly team and ask us what our favourite beard is in the game and don’t forget to tag us in any photos if you take them too!
DarkRanger - 天下尼玛是一家!

1.A second backpack has been added.

2.Potions have been redesigned and can now be brought into combat.

3.A wizard's hut has been added to towns, activating the ability to equip the Witch Pact set.

4.Added more buffs to cooking, including elemental and hit points.

5.Monster damage has been increased to balance the benefits of the above features.

Abomi Nation - Orange Pylon Games

The Abomi Nation: Monster Rifts Kickstarter is finally live! Thank you to everyone who's followed, supported, and backed the project already!

Monster Rifts aims to take the first game to new heights by introducing a new map system, incorporating tons of new crossovers, and introducing in-game mod tools that will allow players to create their own Abomis and share them with other players via Steam Workshop!

Tons of fantastic indie games have already lent their monsters to Abomi Nation, including Bugsnax, Brotato, Cassette Beasts, Peglin, Bug Fables, Monster Sanctuary, Slap City, Coromon, and even more that are about to be revealed throughout the campaign!

Every day, I'm going to be writing a post showing off a different crossover, meaning that there will be plenty of reveals and surprise drops over the next 30 days. So be sure to stay tuned to the Kickstarter to see who makes the cut!

If you want to secure a Steam key, get alpha/beta access, voice an Abomi, or even make your own design an official, canon Abomi, please consider backing the campaign! This is all to make sure Monster Rifts remains self-published and I can continue development on my own.

Thanks again to all my crossover partners, and to everyone who's supported Monster Rifts so far! I'm so excited for all that's still to come in the next 30 days! I hope you'll all go on this ride with me.

Carl

Back the Kickstarter!
Wishlist Monster Rifts on Steam!
Join the Abomi Nation Discord!
Follow Orange Pylon Games on Bluesky!
Follow Orange Pylon Games on Twitter/X!

Abomi Nation: Monster Rifts - Orange Pylon Games

The Abomi Nation: Monster Rifts Kickstarter is finally live! Thank you to everyone who's followed, supported, and backed the project already!

Monster Rifts aims to take the first game to new heights by introducing a new map system, incorporating tons of new crossovers, and introducing in-game mod tools that will allow players to create their own Abomis and share them with other players via Steam Workshop!

Tons of fantastic indie games have already lent their monsters to Abomi Nation, including Bugsnax, Brotato, Cassette Beasts, Peglin, Bug Fables, Monster Sanctuary, Slap City, Coromon, and even more that are about to be revealed throughout the campaign!

Every day, I'm going to be writing a post showing off a different crossover, meaning that there will be plenty of reveals and surprise drops over the next 30 days. So be sure to stay tuned to the Kickstarter to see who makes the cut!

If you want to secure a Steam key, get alpha/beta access, voice an Abomi, or even make your own design an official, canon Abomi, please consider backing the campaign! This is all to make sure Monster Rifts remains self-published and I can continue development on my own.

Thanks again to all my crossover partners, and to everyone who's supported Monster Rifts so far! I'm so excited for all that's still to come in the next 30 days! I hope you'll all go on this ride with me.

Carl

Back the Kickstarter!
Wishlist Monster Rifts on Steam!
Join the Abomi Nation Discord!
Follow Orange Pylon Games on Bluesky!
Follow Orange Pylon Games on Twitter/X!

Mother Machine: Co-Op Gremlin Tours - Eyes

Greetings Gremlins!

Today we’re happy to share with you what we’ve been working on for the last few months since launching Mother Machine: a demo of an experimental new game mode, which we’re calling Co-Op Gremlin Tours!

https://store.steampowered.com/app/3883310In Co-Op Gremlin Tours, you and your Gremlin friends are on a trip to the (newly terraformed) surface of the planet, using the drilling machines left behind by the Creators. Each Tour will take you through a number of small caves, each with its own distinct theme and goal. At the end of each cave, you will find another drill taking you to the next cave: but first, you and your Gremlin pals will need to decide which cave to explore next with a vote!

Since launch, we’ve been updating Mother Machine with new content like the Creators’ Ruins biome, as well as making getting into the game with your friends more streamlined with features like the Custom Expedition and Quick Play machines. We’ve also added support for Steam Remote Play Together, the game is now Steam Deck Verified, and of course fixed many bugs and performance issues. 

But we've also been listening to feedback about wanting something different. Many of you have asked for a more roguelike experience as in our previous games, and we've been experimenting with ideas that go beyond just supporting the current game.

This demo introduces a roguelike "Ascension"-style structure, while preserving the core cave exploration and chaotic co-op gameplay you love:

  • More Varied Gameplay - In a Gremlin Tour you encounter smaller, more focused caves, each with a different theme and biome. Some caves will be all about platforming with ropes and acid pools to dodge; another might have swarms of critters hunting you in the dark; or perhaps you’ll be trying to smash as many crystals as you can before the Drill departs. 

  • New Progression Systems - When you start a Tour, you don’t have any mutations or perks yet. Different caves will give you opportunities to equip a mutation or get a perk as you progress through the ascension path, so you’ll become more powerful and get to try different abilities as you keep drilling up. You will also start the game with a base level of health, stamina, and respawns, and there will be ways to unlock permanent upgrades, cave-types, and abilities that persist between each Tour.

  • Better Replayability - In this new mode, you will be experiencing a different “Ascension” map layout each time, with decisions about which path to take after each cave changing what options you have later in the Tour. And as you equip different mutations on each Tour, you will experience different “builds” of your team (with your unlocks all pooled together to choose from). There will also be a more “roguelike” direction for the difficulty, so you will probably need many attempts before you successfully reach the planet’s surface.

This demo includes a light tutorial and roughly half the caves we'd envision for a full ascension path (with complete Tours spanning 2-3 different ascension paths). All mutations and customizations are unlocked from the start, and there are no permanent upgrades yet. You can play online with friends through Steam's invite system or Remote Play Together, though split-screen isn't included.

This represents a potential vision for what Mother Machine could become, but whether it moves forward depends entirely on how you - our community - responds. If we do continue to make this new game mode, all existing owners of Mother Machine will receive it for free.

If this resonates with you, if you can see yourself playing many hours of this kind of experience, please add it to your Steam wishlist. Wishlists are the strongest signal we can get about genuine interest, and they help us understand if this is something worth pursuing further.

...

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