100% Orange Juice - PhleBuster

The next part of Ellie and Lulu's adventure, the Bounty Hungers event, is being rerun! It's a great time for all new players to continue the story and collect the rewards!

Bounty Hungers is live until August 23, and doesn't feature new rewards for players who already completed it.

Other changes in version 3.26.1:
  • Fixed achievement "How to Become a Max Level Bounty Hunter in the Starting Village" being granted without defeating all bounty monsters sometimes.
  • Bonus items for the event can now be unlocked in any game mode after finishing the event.
  • Bounty Hunt invaders no longer trigger any traps.
  • Fixed contracts not displaying curse duration.
  • Fixed CPUs not trying to avoid panels with Banner cards in co-op.
  • Fixed Fluffy and Fuzzy not interacting properly with All Guns At The Ready.
  • Fixed units with special set of poses being stuck on pose 6 upon playing Chef's Special.
  • Backdoor Trade no longer triggers Protection Fee
  • Fixed Long Arms effect not being ignored by Nico.
  • Fixed transparency issue with the moving Robo Balls (and Shifu Robot) in Shipyard's background.
  • Simplified Event Tutorial for Bounty Hungers.
  • After evaluating feedback, updated the following Character Difficulty ratings:
    Krilalaris 2
    Ceoreparque 3
    Sweet Maker 2
    Mio (Festive) 2
    Chuu 2

See you on the hunt!
Vanguard: Normandy 1944 - Naga

Join us for in-game for this weekend and for future events, which run every other weekend on Saturday at 19:00 UCT. You can sign-up for events, get notified of new events and discuss the changes with the team at https://discord.gg/vanguardww2.

Summary of Changes:
  • Updated Merville Battery spawn locations to rebalance Château objective

Known Issues
  1. Rare bug where objective capture can continue after player dies. Press F to cancel after being killed. We are actively investigating this issue and we have made changes in this update to make it easier to track down the cause.

  2. Cursor sometimes get stuck on screen. ALT+ENTER can fix this issue for some users.

  3. Steam overlay opens when Alt+Tab back into the game. (Workaround: Change game window mode to full screen window or windowed in Graphics settings)

  4. After extended period of playing, rendering glitch can occur and leave trail behind cursor and other icons. Game restart is required.

RHYTHMIC - FrankFoetus
Changes
  1. Increased strength of assisted throwing in Easy difficulty

  2. Raised earth spell slightly from the ground to make it more visible

       

Bug Fixes
  1. Menus show their names now as intended

  2. Hands close completely when grabbing magic spells

Trade Rivals - Goblin Age - rooggamestudio
Hey Goblins!

We've made some important fixes around pricing and interactions with traveling merchants—especially for those of you moving at sonic speed and getting caught in unexpected bugs. Slow down... or don't! We got you covered either way.

Now for the real news:
Due to overwhelming demand, we’ve finally addressed the "Why can’t we love the panda?" issue.
Well, now you can. Love the panda as much as your goblin heart desires. 💖
(Finny, you can sleep peacefully now.)

As always, thanks for your feedback—keep it coming!
Overdrive Warfare - dynamitegamesoverdrive
THE BATTLE OF ZARYA ISLE EVENT (JULY 26 - AUGUST 16):
Zarya Isle became known as the most dangerous Zarya Group territory after their occupation began in 2022. However, it's now time for Task Force Scorpion to launch a full ground invasion and take the region back. Fight across the isle in the all-new 32v32 mode, complete event challenges and so much more.

NEW ARENA MODE: 32V32
Welcome to the biggest team v team experience Overdrive has offered yet. Fight across Zarya Isle to be the team with the most amount of eliminations within a 10 minute time limit. Will you take back the isle?

MINI-ROYALE MAP 2: PARKS
Mini-Royale map 2 is here, welcome to Parks. After a heated conflict between Task Force Scorpion and the Zarya Group for control of this region in July 2024, eventually it fell to the Zarya who have now militarised and setup camps in the area. It's time to take it back and go on one of the most dangerous solo operations yet, can you do it?

MINI-ROYALE PARKS LANDMARKS (6):
- Brawl
- Outpost
- Crash Site
- The Pit
- Park Centre
- Memorial

NEW PERK: MOUNTAINEER (BATTLE ROYALE EXCLUSIVE)
Find the all-new Mountaineer perk in loot crates to prevent fall damage when falling from high places. You can still choose to deploy your parachute for faster mobility however, if you need to quickly pull out your weapon then this perk will ensure you do not take any damage from the fall.

INTRODUCING BATTLE ROYALE RANKED PLAY:
For the first time ever, Ranked Play is now available for free inside Battle Royale. Arena Ranked Play remains exclusive to Premium Edition owners however, this new free to play competitive experience offers a similar progression system as well as standard Zarya Isle Battle Royale gameplay.

RANK REQUIREMENTS:
- 0RP for Recruit
- 100RP for Bronze
- 500RP for Silver
- 1000RP for Gold
- 2000RP for Platinum
- 3500RP for Diamond
- 5500RP for Master
- 8000RP for Grandmaster

HOW TO EARN RP (RANKED POINTS):
- Eliminations: +10RP
- Top 30, 25, & 20 Placements: +5RP
- Top 15, 10, & 5 Placements: +15RP
- Top 4, 3, & 2 Placements: +25RP
- Win: +50RP

DEPLOYMENT FEE:
Upon starting each round, you will have to pay a deployment fee in RP. This fee increases by +10RP each time you rank up. This starts at 0RP in Recruit.

BATTLE ROYALE LOOT ECONOMY UPDATES:
- Increased starting ammo from 60 to 120
- Increased maximum ammo allowed from 180 to 240 (also applies to Arena which was previously at 120)
- Increased ammo stack found in loot crates from 30 to 60 & 120 (both stack sizes can be found)
- Increased combat stim stack found in loot crates from 1 to 2

CHALLENGES:
- Complete the Battle of Zarya Isle challenges to unlock the all-new Payback camo!

LIMITED-TIME MODES (ARENA):
- Close Quarters (Returning)
- Glitched (Returning)
- Crash 24/7 (New)

CORE ARENA MAP ROTATION (15):
- Parks
- Military Base
- Missile Silo
- Pit
- Paintball
- Fall
- Crash (Day)
- Crash (Night)
- Compound
- Decimation
- Underground
- Container Yard
- Invasion
- Goal (Premium Edition)
- Trench (Premium Edition)

FREE LOADING SCREEN:
- The Battle of Zarya Isle Event Keyart

GENERAL:
- Crosshair is now visible at all times besides skydiving, parachuting or weapon inspecting
- New safe zone locations on Zarya Isle Battle Royale
- Increased the range of which you can hear footsteps and gunshots
- Adjusted position of ACOG Sight
- Adjusted position of AP Sight
- Adjusted position of T4 Sight
- Loot crates and inventory can now be accessed in Free Roam
- Removed a change introduced in v5.0 which automatically closed the loot crate interface upon taking damage
- Improved visibility of challenge interface
- Improved AI accuracy and hitboxes
Prometheus Wept - Timeslip

Hi there,

I hope you're having a nice weekend! Version 0.644 of Prometheus Wept is now available, and continues the focus on quality of life improvements. As a courtesy, I wanted to let you know Prometheus Wept and my other games will be on sale from tomorrow - just a small discount for PW, but with the others more substantially discounted.

I'm going to keep working on quality of life for another few updates before breaking ground on act 2, so if there's a rough edge you'd like me to look at, or a system you feel isn't well explained, please let me know.

Talk soon!

Daithi

Crafting Screen Improvements:

Not all components need to be added to see the stats of the item you are crafting. Now, a basic version of the item will be immediately generated, and modified as you add better components.

Feedback on crafting has also been improved - the number of the item you have in your inventory and the skill gain from the crafting will be displayed when you complete a crafting operation.

Thanks to Taka-Haradin and DedZedNub for the suggestions.

Camera Improvements & Notification Dismissal:

The camera can now be set to continually rotate while the rotate button is held, in addition to rotating in 45 or 90 degree increments. Due to issues with notifications dissappearing too quickly, they will not appear until manually dismissed, which can be done for all or individual notifications.

Sometimes you can be moved from an area to another, and this can cause confusion about your current location, so your current location will be coloured differently to clarify this.

Thanks to Vlodril for covering Prometheus Wept, and providing many helpful suggestion on his Youtube Channel.

Improved Information on Ally Skill Allocation:

When an ally levels up, some of their skill points are automatically allocated in line with their tendencies, and some can be allocated by you. A display has been added to show which skills are emphasized by automatically allocation, so you can allocate your own skill points in a more complementary fashion.

Star Child - Bernard Alberic
Jay Ingle - lead developer, designer, and artist:

This week, we got a Star Child first playtesting build ready to be played by people other than myself and Janne! Does that mean the game is nearly complete?! No! But here are some screenshots to keep your appetite thoroughly wet.





This week, I created a mini-episode, including most of the enemies and mechanics that we have so far. There is still some placeholder art, but everything functions! (And you really want that key).



The episode can be started from the main menu. You can save the game. You can load the game. And you can finish the game!



So we have a functional video game. Now we just need to make more of it, and make it more fun!
Little Fighter 2 Remastered - wong.marti

As we reach the end of the first week since launch, After working all day long this week, the latest patch is now live, with many bugs fixed:
• Fixed the character stats issues. Movement stats now vary between characters.
• Fixed Louis’s jump height issue (was too low).
• Fixed keyboard input issues:
   – Input now works with Caps Lock on.
   – Shift and Ctrl keys are now supported. (Alt is still restricted due to conflicts with the system menu.)
• Changed function key shortcuts:
   – Now uses F1~F9 instead of Shift 1~9.
   – Alt [ or Alt ] adjusts SFX volume; Alt , or Alt . adjusts BGM volume.
• Added a BGM/SFX volume control UI to the top-right corner, with initial values set to BGM: 40 and SFX: 60.
• Added a Move List button to the top-right corner for easier access, as some players found it inconvenient to open it from the menu bar or control settings.
• Coliseum stage now matches the screen width, preventing horizontal scrolling.
• Bronze and Silver achievements now unlock on higher difficulties too (e.g. playing with 2 teammates and clearing Stage 5 on Difficult now grants all 3 achievements: GOLD, SILVER, and BRONZE).
• Added an QUIT button to the Game Mode menu (bottom right).
• Accessibility for visually impaired players:
   – Stereo sound added (previously mono). For example, if something happens on the left side of the screen, it will sound louder in the left speaker.
   – The main menu now supports keyboard input for starting a game. (Press 1 to start local play, 2 for network play)
• 'Unlock code' can now be entered on the character selection screen (so even if a key overlaps with an attack key, it still works).
• Allow Crazy difficulty in VS mode.
• Multiple players can now share the same input key. (Conflicts will be highlighted with a red box, but you can still click “OK” to confirm.)
• Fixed a crash when too many items are dropped (e.g. pressing F8 repeatedly in VS Mode).
• Fixed a crash that occurred during the final phase of Stage 1 (when the two Marks appear) if defeated.
• F5 speed boost changed from 30x to 5x, as many found 30x too fast and uncontrollable.
• Slightly reduced scrolling speed to improve comfort and reduce motion sickness.
• In Network Mode, if lag occurs and the slower machine needs to catch up, it now fast-forwards for a much shorter duration, helping reduce discomfort.
• Fixed a Chinese typo in Jack’s move list.
• Fixed a UI typo in the 1-on-1 Championship (it incorrectly showed 2-on-2).
• Fixed an issue where the player name input boxes in Control Settings appeared too small on high-resolution displays.

If you were hesitant to buy the game due to some of these early bugs, I hope this update might give you a reason to reconsider.

At the same time, I want to sincerely apologize for the bugs in the initial release — especially issues like Louis’s jump being too low and character stat problems. Some of these bugs should have been caught earlier. This was indeed something I didn’t handle well.

If you're wondering how these issues slipped through, the truth is that I had limited testing capacity at the time — as a solo developer, I was overwhelmed and couldn’t thoroughly test the entire game repeatedly on my own. Internal testing was also quite limited in scale.

Limited testing partly stemmed from past experience: about ten years ago, my indie game Hero Fighter was cracked just days after release. Pirated versions quickly spread far beyond the official ones, effectively wiping out most of the game’s revenue and ultimately forcing me to abandon my indie journey. (Even now, a search for “Hero Fighter crack” returns over two million results.) I also experienced leaks of unreleased content when seeking help during the Hero Fighter project.

These experiences made me overly cautious about sharing test builds, out of fear that the game might be cracked even before its official launch. If that were to happen, it would be like cutting off my only lifeline, especially since I had already left my job to pursue this project full-time. In hindsight, this limited broader testing — something I now recognize and hope to improve on. Because this update was quite urgent, I once again relied on a small group of testers. But moving forward, I plan to release beta builds for major updates, and I’d love to involve more of you in the process, if you're open to helping.

Looking ahead, my next priorities are improving network play, followed by adding controller support, new features, and eventually new backgrounds, stage, and characters. Your feedback means a lot to me — I hear your voices, read your comments, and will continue working hard every day to make the game better.

Thank you again for being part of this journey. Stay tuned.

Rats in a Cage - Rats in a Cage

We've updated the game and fixed several issues most notably:

  • The speedrun achievement: "WOW! You Finished Early!" now triggers under 6 hours as intended instead of under 7 hours.

  • Rare "Layoff" bug in which it ignored the player should not be happening anymore

  • Very rare game engine bug that sometimes caused the game to crash

And many more small changes and bug fixes.



Big thanks to everyone who reported the issues!




Have fun, rats!

D.A.M. Champion - IkariCreative
An outdated link was removed.
...

Search news
Archive
2025
Jul   Jun   May   Apr   Mar   Feb  
Jan  
Archives By Year
2025   2024   2023   2022   2021  
2020   2019   2018   2017   2016  
2015   2014   2013   2012   2011  
2010   2009   2008   2007   2006  
2005   2004   2003   2002