There Are No Orcs - SapientPearwood
Update Details:

New Feature: Equipment
Equip randomized equipment to permanently enhance your Commander's abilities.
Equipment with relic effects will now drop in Brutal+ difficulty

New relics added:
Battle-Scar Medal: Swordsmen gain +10 max HP & current HP per kill (permanent)
Dragon Slayer: Swordsmen deal +1000% damage to enemy units with ≥300% of their own max HP
AL Greatbow: Archers' range +100%
Mori's Arrow: Archers fire +2 additional arrows
War Scythe: Spearmen deal +100% damage to enemy units with 0 armor
Repeater: Crossbowmen's attack speed +200%, but no longer pierce armor
Alley Crossbow: Crossbowmen's range becomes 2, Attack Power +100%
Fire Lance: Knights' charge attacks cause small area explosion damage
Steel Talons: Griffins deal +200% damage to flying and ranged units
Frost Tome: Wizards' attacks permanently reduce enemy movement speed to 0
Holy Trumpet: Monks' healing range +150%
Spicy Jerky: Wyrmling's burning area +150%

Other Improvements:

Visual polish and text revisions
Balance adjustments
Bug fixes

The demo version has received a lot of feedback and bug reports. Thank you all so much for your support! More features and gameplay content are currently in active development!
OverRider - Tension Meow
Hello Overriders, and thank you all for your continued support!

Following the release of v0.3.0, we've been closely reviewing your feedback and assessing the current state of the game. Based on what we've gathered, our upcoming late May update will focus on the following key areas:

🔧 1. Clarifying the Overrider System Rules
We've noticed that many players are having trouble understanding the relationship between [Cores], [Extensions], and [Chips]. While we believe the system is a critical part of gameplay—and very rewarding once mastered—we admit we haven’t explained it clearly enough.
Here’s what we’re doing:
🧩 Revamping system explanations to make them more intuitive
📘 Adding a comprehensive tutorial and onboarding flow
🖼️ Improving the UI/UX to visually represent core mechanics
Our goal is to make sure even new players can jump in and enjoy the thrill of crafting their builds.

🤖 2. Drone System Rework
The current drone system is being overhauled to simplify mechanics and bring it closer to the core Overrider loop.
Here’s the plan:
❌ The existing drone system will be removed
🧠 Drones will become a new Core type, fully integrated with the Overrider system
⚔️ Drones will no longer be tied to skills, but instead will participate directly in combat in a more intuitive way
This change is aimed at unifying all build-related mechanics into one coherent system.

📖 3. Story Progression Will Continue
The story will continue to unfold with each update. New narrative content will be added gradually as we move forward. We appreciate your patience and curiosity—there’s a lot more to uncover.
🧪 [Bonus] Current Overrider Core System: Quick Overview
For those who are still unsure how the Overrider system works, here’s a brief recap of the current rules:
🔹 Activating Overrider on any character triggers a Level 1 Core
🔹 Re-activating during its duration increases the level, up to Level 3
🔹 Each Core level trigers additional Extension Slots:
Level 1 → Slot I
Level 2 → Slots I + II
Level 3 → Slots I + II + III
⏳ When the timer ends, the Core resets to Level 0
🧬 Some Chips modify this behavior to help you reach higher Core levels faster
This system is at the heart of build customization—and we’re determined to make it as fun and understandable as possible.

💬 As always, thank you for your feedback and support. Your insights are shaping the future of the game, and we can’t wait to show you what’s next.
Stay tuned for more updates!

— The Dev Team
MegaQuest Playtest - brandon
The Quests are now level capped and you can only choose one starting at lvl 3.

The Indigo Hand -- The path of Might (Hammer)
The Sisterhood of Shadow -- The path of Magic (Shadow Step)

so now you get the shadow step spell at level 3, which is kind of a game changer... you can step through locked gates and basically walk straight to erasmus if you wanted to.

a few other fix ups:
- range shop should have some of the other throwing weapons in there now
- initial spawn moved back to where matron is
- various bug fixes
- throwing dagger cooldown changed to fix spam bug
- directionless dash is now a 100% horizontal dash in the current facing


i have a feeling you can get into trouble with the shadow step spell so do try to do that, then help me fix it up so you cant do anything game breaking. sequence breaking is totally on purpose.
Cepheus Protocol - Dark the Great
Recap from Previous Podcasts
In this episode, the team dives deep into the development of the Alcatraz map, now nearly complete with detailed structures and custom collisions tailored for future RTS gameplay. Efrain walks through the meticulous process of refining textures, adding guard towers, and implementing high-precision UCX collisions to prevent navigation glitches and enable features like shooting through windows. The team also explores recent advancements in the game’s tactical systems—showcasing improvements to patrol and attack-move behaviors that now emphasize group cohesion and responsiveness.

Dimitry finalized turret textures and improvements to target acquisition are highlighted, along with the dynamic zone detection system for power management and AI engagement. Later, the podcast shifts to the evolving minimap—now supporting client-side drawing, filters, and real-time tactical overlays inspired by Arma. The developers stress-test the system with over 4,000 icons running at 120fps and share upcoming plans to introduce customizable tactical layers, pinging, and patrol logic based on player feedback.

The conversation wraps up with future roadmap insights, including the implementation of rally points on moving units, modding support, pandemic mode refinements, and the strategic role of Chelsea and her lieutenants in the infection system. As always, the crew shares honest, in-editor progress and unfiltered discussions, showcasing a transparent and community-driven approach to development.

https://youtu.be/AqxjNUUOGEQ

In this content-rich developer podcast, Chris announces the completion of his latest novel—an intense, survivalist follow-up to Pierce’s narrative that shifts focus to Natalie, an ex-military character navigating the outbreak in a crumbling world. The team dives into how these novels lay the narrative foundation for the campaign mode, providing nuanced perspectives that deepen player immersion.

Robert walks through massive strides in the game’s development, including reworked turrets, dynamic zone-based power systems, real-time lighting feedback, and an evolving mini-map system inspired by Halo Wars. The devs also preview future functionality, such as destructible environments, adaptive clutter generation, and meaningful environmental storytelling that reflects player impact.

They also tease deeper AI behavior for Lieutenants like Chelsea—drawing inspiration from Prototype—and outline upcoming changes like patrol/attack-move systems, co-op enhancements, and a visual weather overhaul. Meanwhile, long-term fans will appreciate discussion on player feedback integration, a detailed Q&A on design philosophy, and the candid, chaotic banter that keeps it all human.

Whether you're here for the tech deep dives, storytelling reveals, or pure zombie chaos, this episode is packed with progress and personality.

https://youtu.be/Y3qBXqOlu4Y

🎙️ Livestream Details

We'll be covering progress since the last podcast!

  • Coop Progress
  • Total Revamp Progress based on community feedback
  • Level Design Progress

🕔 When: April 26, 2025 7 PM EST (New Time)
📺 Where to Watch:

📺 If you Miss it :

📣 What to Expect
During the livestream, we’ll:
  • Recap this week of progress
  • Answer your questions during a live Q&A session with the development team.

Your participation and feedback are key to shaping the future of Cepheus Protocol, and we’re eager to share our progress with you.

🔍 Next Steps

With these initial refinements underway, we’re continuing to build on your feedback and enhance every aspect of the game. Stay tuned for further updates as we move forward together.

Stay Frosty,
The Cepheus Protocol Team
Ithya: Magic Studies - blueturtle.animations
Very happy to announce that Ithya: Magic Studies will be release on May 7th!

Ithya, the wandering mage, will arrive in the city of Oltak where she will be able to continue her magical studies.

Ithya: Magic Studies is a great companion for your studies, to stay focused and creative.
You will find productivity tools, beautiful hand drawn backgrounds and an amazing selection of music.

Check out the new Trailer!
Milo's Tiny Fish Pond - Famsuc
  • 增加修改ui分辨率时重置窗口位置
  • 增加鱼塘75%缩放选项
  • 鱼塘管理界面增加筛选已解锁图鉴和未解锁图鉴项
Alcyone: The Last City - mixvio
• Updated Unity version to 6000.0.47f1.
• Fixed an issue where moving the keyboard/controller "picker" over a Choice requirement would not visibly show the mouseover tooltip associated with those requirements.
• Fixed an issue in Insubstantial Actuality that could prevent progress through an edge case of specific past choices.
Videoclub Simulator - willstar.games2025
Hey everyone!

We’ve rolled out an update that improves the experience right from launch:

🆕 What’s new?
  • The game now automatically detects your Steam language.
    If it’s English or Spanish, it will apply accordingly.
    For other languages, the game will default to English. 🌐
  • We also improved the settings menu — changes now apply automatically, with no need to press “Apply”. ⚙️

This should make it easier for everyone to jump in and start playing without confusion.
Thanks again for all your support and feedback during the demo!
Mini Racer: Mini 4WD - edward.li


Hello Mini 4WD lovers,

We have officially launched the Mini Racer: Mini 4WD page on Steam! To help us focus on developing features you want to play, we would love to have you fill out a quick game feature survey. And if you're interested more in this game, please help us by adding it to your Wishlist so you can get the latest updates on production progress!

Mini Racer: Mini 4WD Game Feature Survey

Join our Discord!
Mini Racer: Mini 4WD Discord Link

So what is this game about?
Craft your dream Mini 4WD from the ground up with an in-depth modification system—tweak motors, tires, chassis, stays, rollers and more to dominate the tracks. Unleash your creativity with the intuitive track builder, designing wild circuits to test your skills or challenge friends online. Between races, manage your own shop, buying parts, upgrading gear, and perfecting your racer’s performance.

What is Mini 4WD? A Newbie’s Guide

Mini 4WD (short for “Mini Four-Wheel Drive”) is a fun and exciting hobby centered around small, battery-powered toy cars that you build, customize, and race on special tracks. Think of it as Hot Wheels on steroids! Mini 4WD cars are not RC cars, meaning once you set them loose, they zoom along on their own, guided only by the track’s walls and your clever design choices. Originally popular in Japn in the 1980s and 1990's, these little speedsters have grown into a global phenomenon with a passionate fanbase.

The cars are about the size of a soda can and run on 2 AA batteries, but don’t let their size fool you—they can hit surprising speeds thanks to their lightweight plastic bodies and powerful motors! The real magic happens when you assemble and tweak them yourself. You can swap out parts like motors, gears, wheels, and even add aerodynamic spoilers or weights to make your car faster, more stable, or better at handling curves.



PUBG: BATTLEGROUNDS - [****] UZI
...

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