6:26am
C.A.S.T. (CHERNOZEM ANOMALY STRIKE TEAM) - DeVoid
  • Fixed an issue where the popup sometimes showed an incorrect amount of ammo and resources received from boxes.

  • Fixed the Reanimator module not displaying reanimation VFX on client.

Thanks, Light. Playtest - hb

THANKS, LIGHT. – Steam Playtest Sign-Up Now Open!

Hello from Lightersgames! Our closed Steam Playtest is now-live.

Apply now to be among the first to play every currently playable level—from the tutorial to the newest in-development stages.


🔍 How to apply
  1. Click the Google-Form button below.

    Tell us why you want playtest it.

  2. We’ll email you a Steam key—download, play, enjoy!


🛠 Selection priorities
  • Feedback-driven – willing to report bugs and share opinions.

  • Word-of-mouth champions – happy to shout “This game is great!” on social or streams.

  • Just curious – that’s fine too! If the queue isn’t packed, you’re in.


🐞 How to send feedback

Bug screenshots or clips help us fix issues faster.


Your light helps develop THANKS, LIGHT.

— Lightersgames

Danger in Pompeii - antoine
📅July 25th !📅

Steam Next Fest was a blast, thank you for all the love and positive feedback on the demo! We've seen how much people enjoy educational content mixed with adventures, we got 1'000 wishlists and had the opportunity to get in touch with tons of lovely people, so again, thank you!

And now, it's time for us to work on the release of the game. So here we are, the eruption date is set - and there's no coming back!

With the full content, you'll be able to explore way more content and locations! You always wanted to see the Great Theater? The luxurious Roman baths? The games of the arena?

We have those. And way more! Like an eruption. That's pretty cool, no? Wait. No. It's not.

Can't wait to try it out?

Don't worry, the demo is still available for everyone, give it a try! And if you enjoy wandering through Pompeii, don't forget to give us a wishlist and leave a feedback!

Cheers!
DNA Studios

Squirreled Away - Amp_Lars
Hey Squirrels!

Midsummer's here!
We're celebrating by bringing a midsummer-themed update with new items, decorations, features and fixes!

New Items: Flower Crown and Midsummer Pole
- We've added some items inspired by Swedish midsummer celebrations, that we hope you will have fun with! See if you can find the midsummer pole in the park and equip the flower crown!


New Feature: Build with materials from chests
- This means that you can now store all your crafting materials in chests in your favorite house or burrow, and use the materials to build and craft even when you're not near the chest. You'll no longer need to bring all the crafting materials with you in your inventory.



Summer Update Patch Notes
v. 1.1.1

Added:
  • FOV slider
  • Item frame
  • Flower wreath
  • Torches
  • Auto-use materials when building and crafting
  • Added more options to the graphics settings menu
  • Added numbers to sliders in various settings





Bug fixes:
  • Fixed some terrain incorrectly being hidden when using squirrelvision
  • Fixed some assets floating in mid air
  • Improved water/landscape boundaries
  • Fixed incorrectly sized waterplane in hedge maze fountain
  • Fixed inconsistent audio levels between the three chest tiers. Improved audio of larger chests
  • Fixed collision for teacup in the cafe
  • Fixed various landscape inconsistencies and misalignments
  • Improved twig wall collision
  • Fixed fire visuals being displayed incorrectly
  • Fixed being in build mode when respawning
  • Fixed strawberry bush interaction in Creative mode

So, celebrate midsummer in style, and have a great Squirreling day!

Glad Midsommar!
The Far Seas team

‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾
Got questions? Join our Discord!
Got some feedback to share? Share it in the Discord or leave a comment below!
Encountered a bug? Report it here!

➡️ Join our communities:

Discord
Bluesky
Tiktok
Instagram
X




Coloring Voxels - ToastieLabs_Lee
Steam Next Fest

A huge thank you to everyone who stopped by during the Steam Next Fest! We had a great time here at ToastieLabs with our live broadcasts on Steam and with the ongoing chats with you over in our Discord server.

(If you missed any of the livestreams and would like to catch up on what you missed, you can find all of the recordings on our YouTube channel to watch at your convenience.)

Over 2000 of you played the game demo, which absolutely blows us away! Thank you all so much for your interest and interaction with Coloring Voxels. We are just as excited as you are to see the development progress from now until release in only a couple of months!

The Demo consisted of a single world (Volcano), which is made up of 16 levels. The overall feedback on the world design was your enjoyment of the art aesthetic, and we couldn't be happier with your kind words. 💖

Some Stats

Once again, your interest and interaction with Coloring Voxels are better than we could ever ask for. Here is a cool, detailed breakdown of the players and wishlists from the Next Fest week.

Over 10% of the players who tested the game demo added it to their wishlists, which is a great conversion rate, especially considering that over 5,000+ of you already had Coloring Voxels on your wishlists before the demo was live.

This boost in wishlists has taken us ever closer to our ambitious 7,000-10,000 wishlists goal. Thank you again, and make sure to follow along with the development from here to launch in August to stay up-to-date with the game!

You can even see the boost Next Fest had on the overall wishlists graph!

What's Next?

It's all hands on deck to get the game ready for the August launch date. The first thing we're working on is a robust game editor so we can all get involved with a more streamlined and efficient method of importing, testing and fixing the game levels.

Once this is in place, we have more worlds and levels to make, QA and get ready for release, and there are a lot of features and fixes for our programmer, Rob, to implement.

Your Feedback

A huge thank you to all of you who submitted reports and gave feedback on your experience. We have been taking it all on board and are using it to prioritise what we are implementing into the game.

In addition to adding the already promised features, such as graphics settings and improved performance. We have digested all of the feedback to create a prioritised list of tasks to work through. From a couple of bug reports to features and settings you would like to see, we will do our best to get as much in for launch as possible.

Your Feedback Additions:

  • Mouse sensitivity settings.

  • Keyboard controls.

  • Options to change coloring numbers' meaning/sequencing.

  • Toggle to turn off the level timelapse when opening a level.

  • Main Menu world view improvements.

    • Hide outside levels so you can see levels in the centre.

    • Better methods to view worlds.

    • New Game Plus effects.

    • Ability to hide your best time from completed levels.

  • Free camera or something similar at the end of the level.

  • Level percentage pop-up

  • Level timer pop-up

Known Bugs/Issues:

  • Poor game performance

  • Poor game controls

  • End of levels timelapse sometimes does not repeat.

  • Initial timelapse fails if any layer is completed in a different order.

  • Layer selection overlapping with the play zone.

  • No Autosave on game close.

  • Can click through voxels with set camera angles.

  • Potential AFK issue when the level is completed.

This is just some of the more mentioned parts of the list. Please note that these suggestions are on top of our pre-existing commitment to add many of the settings you can already find in Coloring Pixels. We want to ensure that everyone from Coloring Pixels will feel at home in the sequel, even if you have some strange config set up.

We are constantly looking for feedback to act upon, so if you have any more suggestions, please let us know!

Game Launch Soon!

It's not too long to go for the launch of the game! Coming August 15th, make sure you have Coloring Voxels on your wishlist and share with your friends. Any additional wishlists from now to release will help us immensely, so thank you in advance for being amazing! 💖

[dynamiclink href="https://store.steampowered.com/app/3634590?utm_source=nextfeststeampost"][/dynamiclink]- With love, the ToastieLabs team <3

Tour de France 2025 - Nacon

Dear players

A new beta patch for Tour de France 2025 (version 01.04.01.1119) is now available on Steam!

You can now test it in advance via the Open Beta branch.

🔧 How to join the Open Beta:
  • Open Steam > Go to your Library

  • Right-click on Tour de France 2025 > Click Properties

  • Go to the Betas tab and select open-beta from the dropdown

If you encounter any bugs or want to share feedback on our Discord, please add \\\[OPEN BETA] in your message title so we can track it more easily!

🛠️ Patch Notes:

Visuals
  • Improvement: More realistic lighting and skies in stages

  • Improvement: More realistic transitions between grass and dirt areas

  • Improvement: Updated podium for fictional races

  • Improvement: Reduced ghosting effects of wheels in dark areas

  • Addition: Vuelta and Italia jerseys in MyTour influence the sponsors displayed during races

  • Addition: Option to disable motion blur on consoles

  • Fix: Riders flying at the start of an individual time trial

  • Update: Canyon frames for Movistar and Alpecin

Gameplay
  • Adjustment: Easier to stay in the wheels during the finale of a stage ending in a bunch sprint

  • Adjustment: Opponents no longer push the player’s riders in tight corners

  • Adjustment: 1 extra second of effect for TurboGel

  • Adjustment: 1 additional second before the automatic triggering of TurboGel

  • Adjustment: Slight reduction in the number of cases where leaders skip major races

  • Adjustment: Reduced influence of the Hills stat on cobbled climbs

  • Fix: Simulating Paris-Roubaix in Pro Team/Leader results in unrealistic winners

  • Fix: Riders do not stand on the pedals in time trials

  • Fix: Wind protection in sprint trains was incorrectly calculated, causing energy inconsistencies

  • Fix: Flèche Wallonne trophies do not unlock under the correct conditions

  • Fix: Incorrect display of information panels in menus

  • Fix: Pro Leader general classification missions can be completed in classics

  • Fix: “Pass a Mountain Grand Prix in the lead” missions can be validated in classics

  • Fix: Variant stages do not trigger

AI Behavior
  • Fix: A co-leader no longer waits for a dropped co-leader to help

  • Fix: A good sprinter who is dropped and has no energy left is no longer waited for

  • Fix: In bunch sprints, riders no longer try to follow exhausted riders

  • Improvement: AI riders are more likely to collaborate with the player in breakaways, reducing cases where they do nothing

  • Improvement: Increased energy consumption for riders in the grupetto

Interface
  • Addition: Warning message during races when AI wants the player’s team to lead the chase

  • Fix: Incorrect race icon in the fitness calendar in Pro Team/Leader

  • Fix: Incorrect icons for “TurboGel and Attack” and “Follow Attacks” commands

  • Fix: “Take TurboGel and Relieve” command is unavailable even when the rider has TurboGel

  • Fix: Incorrect “Follow Attacks” icon after the final feeding zone

  • Fix: Commands are grayed out when selecting multiple riders

  • Fix: TurboGel effect is lost if used from the radio menu and the menu is then closed

  • Fix: Credits continue to scroll over other menus

  • Fix: Texts contain development characters

  • Fix: Riders switched from "starter" to "substitute" are not sorted correctly

  • Fix: Rider names during races are not correctly placed

  • Fix: In Pro Team/Leader, the game purchases the rider at the top of the list, not the one selected

Database
  • Updated rider stats

  • Updated startlist for Critérium du Dauphiné

  • Updated Legends

  • Corrected national teams for Legends

Club Tour
  • Improvement: Automatic reconnection in the lobby when the connection is restored

  • Fix: All riders stop just after the finish line

  • Fix: “One rider per team” setting has no effect

Miscellaneous
  • Improvement: No longer necessary to restart the game for premium pack stages to appear

  • Fix: Various crash fixes

  • Fix: Accessing Club Tour mode without a linked MyNacon account prevents linking it afterwards

  • Fix: Lead car no longer clips into the road on the Roubaix velodrome

ONLY FOR PC
  • Adjustment: Available resolutions now match the screen

  • Adjustment: Graphics settings are set to maximum on first launch

  • Improvement: More explicit error message when the game does not support a graphics card

>> https://linktr.ee/cyclinggames <<

[dynamiclink href="https://store.steampowered.com/app/2511320/Tour_de_France_2025/"][/dynamiclink]

Nighthold - Lomaster

WELCOME, RECRUIT!Congratulations on your first day of service at Cosmos Colonization Corp™ — the leading galactic authority in planetary settlement, exploitation, and (when necessary) radical reconfiguration of alien worlds.
You've made the best choice of your short — and possibly heroic — life.


🛠 CORPORATE PROPERTY

Please remember: everything you touch is the property of Cosmos Colonization Corp™.
Your suit, your boots, your spoon, your thoughts — all officially logged corporate inventory.
Any damage, wear, or… bloodstained evidence of incidents will be deducted from your paycheck.
Or your family’s, should you fail to make it to the next payroll cycle.


📕 EMERGENCY PROTOCOL IN CASE OF SHIP FAILURE

1. Evacuate the ship.Do not panic. Cosmos Colonization Corp™ will take care of you.
Proceed to the nearest escape pod and hold on tight.
Your chances of survival are roughly those of a slice of bread in a toaster — but at least it makes for a beautiful fireball.

2. Follow assigned objectives.Your hip-mounted personal computer — the CosmoPad™ — knows exactly what to do and will generate an optimized action plan to help you survive and/or collect valuable scientific data.
Sometimes — both.

3. Document everything.Knowledge is power. Especially when you are the data source.
Bitten by an alien lifeform? Log your symptoms. Dying of radiation? Describe the sensations.
Your suffering is not in vain — it serves science. And may even benefit future, luckier employees.

4. Trust only CCC™.Local natives, wild lifeforms, other survivors — all are potential threats.
Only the corporation sincerely cares about you.
(This statement is contractually binding and may be used in promotional material.)

5. Drink water. Eat food. Sleep occasionally.Your body is a corporate asset.
We’ve invested heavily in you — fuel, cryochamber time, paperwork.
Please don’t disappoint our investment.


🔜 IN THE NEXT ORIENTATION BRIEFING:
  • How to build a shelter that might survive the night.

  • Why you shouldn’t bring alien artifacts into residential zones.

  • And most importantly — how to identify if your neighbor is infected without hurting their feelings.


If you — or your friends — have not yet signed a contract with Cosmos Colonization Corp™, don’t miss your chance!
Add Nighthold to your wishlist here:
🔗 Add Nighthold to Wishlist

Rogue Command - Rogue Command Official
Randomness control, difficulty modes and a new specialist - Early Access Update #9

This update is immense. In terms of making the game more fun it is probably the most impactful we have released yet. Here is a quick overview:

  • More control over the randomness in your builds

  • Difficulty selection

  • Balance rework

  • New specialist - Phasewalker

  • Heat modes - late game challenge

BLUEPRINT POOLS - A LITTLE LESS RANDOMNESS = A LOT MORE FUN

Update 9 addresses one of the biggest issues in the game: until now the only way to control how you build your deck is unlocking the rerolls every 10 XP Levels. This led to a bigger and bigger pool of choices which made it harder and harder to control the composition of your deck throughout a run. And while randomness will always be a part of Rogue Command, this was not satisfying. 

With this update we are introducing the concept of themed blueprint pools. So instead of just getting fully random choices you will get some information about the choices. So you might get pools for Tanks, Burning and Healers. Or turrets, support buildings and armored units. 

In our testing and according to the feedback from our beta branch players (thank you to our discord community <3 !!!) this makes the deck building a lot more fun. 

DIFFICULTY MODES - CHOOSE YOUR CHALLENGE LEVEL

RTS-Games are hard to learn. And Rogue Command is supposed to be a challenging game. But what that means for each player can be so vastly different that we needed to offer a way to adjust this. You can now choose your difficulty level at the start of each run.

This does not affect any of the progress, XP unlocks or Heat Levels. Just set it to where you have the most fun. 

Just because we like to punish ourselves does not mean you have to. 

HEAT MODES - ENDLESS CHALLENGE

For the players who have mastered the game there is also a new (still a bit experimental) way to keep pushing through ever increasing stages of hardship - The Heat Levels.
After beating Ascension 10 on the current patch you will unlock the Heat Mode selector in the Run Setup. Each Heat Level makes the enemies stronger with more HP and more damage. Counted in roman numerals this mode is theoretically endless and in our discord we saw people already pushing this way further than we ever thought possible. How far can you push it? 

BTW, difficulty is independent of Heat, so if you choose a lower mode you can still enter the gauntlet, at your own pace.

BALANCE CHANGES

The balance has more or less been completely reworked. The goal is to have more action but less “spammy” enemies. Scarier big units and more easily disposed of smaller harassers. We are still not done. But in terms of how we want the game to feel this is a huge step in the right direction. 

The basic challenge has increased, so feel free to adjust the difficulty setting if it does not feel enjoyable.

NEW SPECIALIST - THE PHASEWALKER

Jump your army across the battlefield and hit the enemy where it hurts! A powerful fighter in its own right, the Phasewalker shines by providing your army with a way in and out of fights and simultaneous powerful buffs. The added mobility makes playing with it feel very different to the other specialists. 

We can not wait to see the builds you will come up with around it.

NEW CONTENT

On top of a new specialist, there is also a couple of new blueprints.

  • The Buckler Mech: Combining a great protective active ability with heavy melee attacks.

  • Missile Truck: super long range multi missile artillery unit

  • Weather Tower: a turret / super weapon combo with a powerful stun strike ability 

And some more cool new Hacks and Upgrades that add depth to systems that were a bit neglected. More to come for sure!

BETA BRANCH UPDATES

If you want to get all the updates early and help us test out the new changes, you can switch your game to the Beta branch in your Steam library. Right click -> Properties -> Betas and select the beta from the dropdown menu.

See the full list of changes below.

FULL CHANGELIST

NEW CONTENT:

  • New Specialist Phase Walker 

  • New Unit: Buckler Mech

  • New Unit: Missile Truck

  • New Support Turret: Weather Tower - powerful turret and global stun wielder.

  • New Hack: Ancient Protection 

  • New Hack: Abrasive Bounty

  • New Hack: Long Reach

  • New Enemy Variant - CF Tank Patrol

  • New enemy unit - PCX CF Tank

  • New enemy variant: PCX Elite Deconstruction Division

  • Themed starter blueprint selection

  • Additional passive effects for Support Tank and Mantis Specialists.

  • Objective to hunt a mobile PCX Controller in L1 or L2

  • New enemy unit: PCX CF Burner

  • Added active ability to Sniper Racer that summons a SpyCam 

ASCENSION CHANGES:

  • Ascension effects have been reworked a lot. 

  • Highlights is that Elite and Boss Enemies now get specific benefits at certain Ascensions. 

  • And enemies can get a chance to build “Overclocked” units. 

GENERAL CHANGES OR IMPROVEMENTS:
  • Wisdomes cannot be targeted by ai anymore

  • The first upgrade of a card can now influence the possibility of assigning the second upgrade of the card (e.g. Armored Attack upgrade can now be assigned to a blueprint with Armor-Up-Upgrade that had no armor originally)

  • opening in-game menu, card view or deck view while in slow mode will now return into slow mode after closing it

  • Introduced Heat Level after last Ascension is beaten

  • Introduced difficulty modes

  • Now it's possible to order an attack move via minimap

  • Battle Preview Widget now also shows ascension and stage

  • Database: sort by name as default

  • Rerolls in the shop now also refills slots of bought items.

  • Intermission screen now contains themed blueprint selections.

  • Removed ability to build buildings on top of enemy units.

  • Missile Truck now needs to deploy to attack

  • Added duration info to Mantis specialist hacks

  • Enemy or neutral buildings lying behind secondary fog of war now can be clicked and card info can be retrieved

  • The deck can now be viewed again in the run results screen

BUG FIXES:
  • Critical Burn upgrade can now only be applied to cards that deal attack damage

  • Building Drop now destroys things like spider spawns and robo cores instead of letting them stuck beneath it

  • While having multiple units selected and choosing target skill location the effect range circle will now update depending on which unit will cast its spell

  • Made it more likely that no ai start building lies next to player start

  • Boulder Turret Attack works more reliably

  • Don’t let PCX units target stealthed player units with their skill

  • Fixed Brazilian Heal Tower description

  • IncendiaryAmmo now can only be applied to damage dealers

  • Upgrades that change the area of skills or attacks can no longer be applied to lightning tower

  • RangeUp upgrade can no longer be attached to Furnace

  • While performing attack move now new targets are chosen within sight or weapon range (depending on what is higher) instead of sight range only

  • Factory Glitch Drop and Factory Charger now work even if the factory is all queued up

  • Don’t show crystal collect confirmer when Core Harvesters get a move command onto a crystal cell

  • Fixed Boulder Turret dealing friendly damage.

  • Don’t stack selection sounds

  • Combat Engineer: don't teleport freshly produced units into map corners (where they stuck)

  • Crystals can no longer be damaged by anything (except by harvesters)

  • Prohibit walking on small cliffs diagonal to buildings because units might get stuck

  • Prevent all healers from trying to heal allies, that can not be healed.

  • Fixed a memory leak in the procedural mesh generation process

  • Hack Faster attacks works correctly now

  • Engineers can not be replicated by transport glitch hack. 

  • Reclaimer works correctly now

  • Fixed some memory leaks

  • Fixed some problems with layer borders introduced in the last update

  • Robo medic heal line showing on card fixed

  • Fixed some problems with layer borders introduced in the last update

  • Tooltips now have a minimum distance to the borders

  • Only select all units of same type if double clicking on same unit

  • If blueprint is not yet unlocked it will not appear as reward in a specialised blueprint pool. If the pool contains not enough cards to choose from, it will be changed to the default pool.

  • If AI unit cancels stealth of player entity because it is next to it, show entity as unstealthed again

  • Fixed following behaviour while auto-attacking: the follower changed to its weapon range as follow distance and does not anymore

  • Attack cooldown has now a minimum value of 0.025 (and thus attack rate has an upper limit)

  • Hit box size on small PCX Slimes increased. 

  • Spy Tower should show up in Support Building Pools

  • PCX Scouts should not interfere with volumetric fog

  • Skill widget stat texts should no longer line break

  • Healing Frugality now only checks for Harvester Factories and still works, when other types of refinery entities are on the map.

  • Fixed the PCX Overseer card texts

  • Fixed Infectious Extraction giving hidden stat boost

  • (hopefully fixed) audio issues when zoomed out too far.

  • Engineer Particles should no longer shine through the deck view background

  • missing Sniper Tag on Missile Truck added

  • callback spire no longer showing in “spawner” pools

  • Fixed “Solo” passive on sniper racer.

  • Small layout fixes to the run result screen

  • Fixed interaction between Hover Harvester passive rate increase and rate increase from active skill.

  • Run Results Screen: Deck Overview can now be closed correctly using escape

  • Vengeful silicone can no longer stun mantis when it kills friendly with redirect damage.

  • Fire Mech Projectile hit more reliably and projectile count matches description

  • Fixed error where enemy sometimes could no longer build Abductotrons

  • Phase Walker Teleport no longer affects Harvesters.

  • CF RespawnBackpacks only work when origin is AI

  • Cargo only triggers on the first ever built Harvester Factory.

BALANCE CHANGES:
  • PCX Prison HP reduced

  • PCX Abductotron Skill charge up more visible / audible

  • Crystal Towers no longer a possible base location for PCX

  • Robo Harvester - Capacity 15 -> 10

  • Armored Harvester - Capacity 80 -> 60 / Rate 8 -> 6

  • Hover Collector - Cost 240 -> 260 / Rate 5 -> 4

  • Core Harvester - HP 50 -> 30

  • Kill charge upgrade charges 0.5 MP instead of 2.

  • Recycler HP reduction 25 instead of 30%

  • Support Tank HP bonus 25% instead of 20%.

  • Mantis starting hack reduces attack by 10% instead of 20%. Added 25% move speed bonus for melee.

  • Mantis Cap raised to 4, cost from 400 to 250 crystal.

  • Light Artillery Cap raised cost reduced.

  • Support Tank - Added passive Heal aura. Cost 160 to 140, DMG 9 to 12, Attack Cooldown 2.5  to 1.5, Skill Duration 30 to 25

  • A lot smaller changes to the enemy starting building configurations. 

  • Blink Walker enemy nerfed.

  • Strength and Turbo effects reduced.

  • made some of the simple PCX units slightly stronger.

  • Shields amount decreased on a lot of units and upgrades, decreased Shield recharge cooldown and increased recharge per second.

  • Almost all PCX units +10 HP

  • Player turrets caps raised and adjusted some damage and hp

  • Tweaked the variables for the enemy attack behavior a bit.

  • Complete Mantis rework

  • Team Taker upgrade attack rate impact reduced

  • Multi Grenade Van Projectiles are homing now

  • Duplication ray can no longer target buildings

  • Bounty bot skill damage adjusted upwards to make up for the shield decrease

  • Rocket Walker shields increased and HP slightly decreased.

  • Adjusted collision sizes on PCX small and mid slimes.

  • Harvest Tuner rate increase 25% instead of 15.

  • Tunneler enemy variant setup adjusted.

  • Material Transfer has a max stack of 10 Armor now.

  • A lot of changes to enemy units and enemy variants. The general goal is to have less unit spam in higher ascensions. A more difficult base level of difficulty. A better spread of the enemy bases.

  • Recycler has a new passive aura effect (experimental). 

  • Mantis starts with 1 cap limit. Gains another with the specialist hacks. 

  • Protected Start no longer affects spawns.

  • Further enemy variants changed to do less unit spam. 

  • Heat 0,10,20,30,40 and 50 now reduce enemy attack cooldowns by 5% 

  • Heat damage increase reduced to 2.5% per heat level.

  • Heat: Added additional factories to Boss enemies from Earlier Ascensions added to the random rotation in heat runs.

  • Mantis rebalance - MP cost rises per skill use. Base damage increased.

  • Phase Walker rebalance

  • Vampirism heal cap introduced

  • more tweaks to some enemy setups

  • PCX Corrosive Tractor armor reduction duration increased but capped at 0

  • Increased the heal on Defender Heal upgrade

  • Increased damage granted by Death Lesson Upgrade

  • Buffed Sole Income Hack

  • Decreased Wall Block Armor and raised HP

  • PCX Tacticonnections summon more reinforcements on Ascension 6+ and 9+

Easy Bubbles - ahmetbabagil817

The full version of Easy Bubbles is now available on Steam. If you played the demo, you can pick up right where you left off—your progress transfers seamlessly into the complete game.

As of today, no further updates will be made to the demo. I’m immensely grateful to everyone who tried the early build, reported bugs, and sent feedback. Your support shaped the final release.

The full game offers a much larger, richer underwater experience with new species, advanced tank systems, and extended progression. If you’d like to sample the game first, a limited-content demo remains free on the store page, but all new features are exclusive to the full release.

See you beneath the waves in the full version. Take care, and thanks again for being part of the journey.

— Ahmet Babagil
Creator of Easy Bubbles

Galvanized - StealthyMoose
  • Added meat furnace section to tutorial
  • Touched up lightmaps & surface properties in E1M4
...

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