Stormbinders - danamite
Hero Classes – Archetypes with a Twist

When we started designing our class system, we asked ourselves a simple question:
What if each class could evolve and change over time?

That’s how our branching class paths were born.

For example, here’s the progression path for a Warrior archetype:

  • Knight (Might) → evolves into → Paladin (Might & Magic) or Duelist (Might & Might)

  • Paladin can become → Inquisitor (Might & Magic & Magic)

  • Duelist can become → Warlord (Might & Might & Might)

So a single warrior archetype in a given faction has 5 stages of progression.
Add the Mage archetype to that, and you end up with 10 unique class paths per faction.

At any stage, you can lock in your current class – preserving your chosen specialization and its unique stat growth, skill trees, and talent distribution.

It might seem like a small detail – but when you multiply 2 archetypes per faction × 4 factions, you end up with 40 distinct hero classes.
Each of them comes with:

  • unique active and passive talents

  • different ways of rolling for key skills

  • separate stat growth curves

  • and a ton of micro differences that make each class feel distinct.

Each level-up doesn’t just raise stats, it unlocks new class paths and options that are exclusive to your chosen combination.

But don’t worry – if you prefer a straightforward experience, you can mostly ignore this complexity.
Yes, it does have an impact – and yes, min-maxers will have a field day with their spreadsheets.
But if you just want to play and level up your hero, you’ll still feel stronger and more capable, without needing to dive into all the systems.

Power players will find deep optimization.
Everyone else? A hero who just gets better with time.

Talent Trees – Three Layers of Personalization

Classes are just the beginning. The real fun in hero development comes from talents.
And we won’t pretend we invented something new here. There are dozens of talent models out there, but the one that truly stuck with us was from Heroes of Might and Magic V.

Yes, we’re talking about a Mastery Talent System, where every main skill unlocks secondary perks, and it’s up to the player to decide how to build the perfect setup.

Each hero in Stormbinders grows using three interconnected types of talents:

  • Faction Talents – shared by all heroes from the same faction, supporting their unique philosophy (e.g. better necromancy for Immortus, stronger storm manipulation for Astrion)

  • Class Talents – core talents based on the hero’s role (mage, warrior, leader), which define their main combat approach

  • Hero Talents – unique to the individual hero; these often break the rules and open powerful combos
    (think: teleport for 0 mana, fire spells boosted during storms, or free summoning perks)

Thanks to this structure, we ended up with hundreds of possible builds.

This means:

  • One warrior from Immortus can play completely differently than a warrior from Empyrium

  • One mage from Helion might focus on summoning demons, while another goes full fire explosion spam

  • And the mix of faction + class + unique hero talents creates dozens of playstyles and synergies

RPG in Numbers – Details That Matter

Talents are fun, but what do they actually do?

For some players, they’re just numbers, but for us they’re pure gameplay.

Each class in Stormbinders grows differently. Every time they level up, they gain unique attribute points:

  • Mages gain more spell power and faster mana regeneration

  • Warriors get better leadership, durability, and initiative

  • Hybrids unlock special combinations and talents that mix both styles

Sounds nerdy? Good.
Stormbinders is a game built to be mastered, for those who want to dig deep into stats and theorycrafting. But don’t worry, it’s completely optional.

You can also play on instinct and still have a great time.
The numbers are there when you want them, but they never get in your way.

Heroes and How They Look – Quantity over Decoration

While developing Stormbinders, we asked ourselves:
How should we approach the design of heroes?

Should we create a small number of super-polished characters, with high production values and unique visuals like the biggest AAA studios do? 

Or should we follow the spirit of classic games, where there are many heroes, maybe not all visually unique, but differentiated by starting talents and class archetypes?

We chose the second path and we believe it fits Stormbinders best.

By focusing on quantity and variety, we can easily add new heroes in future updates, each with new combinations of talents, classes, and specializations. This gives us more flexibility and replayability.

So yes, some heroes share their visuals.
But what really matters is how they play.

Every hero has:

  • Their own set of talent options

  • Their own growth path

  • Their own unique combination of faction and class powers

And if we ever want to add 10, 20, or even 50 more heroes, we can.

Our Vision for Stormbinders

At this point, we hope you’re starting to see what this game is all about.

We want to bring back that magical feeling we had growing up – and take it even further. With systems you’ve never seen before. With dynamic weather, RPG-like hero growth, and deep tactical options.

Stormbinders is our love letter to the past, and a bold step into something new.

We hope you’ll enjoy discovering it as much as we’re enjoying creating it.

WISHLIST NOW
https://store.steampowered.com/app/2134720/Stormbinders/

7:29am
Roots of Harmony - Joubarbe
  • Added: New challenge "Green Power". Be a Goblin, fight the Elves and the Undead! It's a "hard" challenge. I've completed it in 80 turns, try to do better!

  • Added: The Challenge Editor is now more visible, with a new button in the New Challenge menu. The editor itself is in "beta", as it's not super end-user friendly, but if you want to craft your own little scenarios, it's all there.

  • Added: Groundwork for a future patch: implementation of "extraordinary units", which are units with one of the following traits: \[Beast], \[Construct], \[Demon], \[Magic] or \[Undead]. Those units cannot work, preach, investigate and meditate, and they cannot use consumables during combat. They also have different immunities.

  • Added: Two new buttons to set combat line for all units at once. "All front" and "All rear".

  • Changed: The Exploration menu now directly leads to the "map" instead of showing an intermediary screen. You can hover over the different tabs to see information that was previously only accessible in this intermediary screen.

  • Changed: Land type is no longer written in the name of the land (only landmark is, when there's one). The "map" is therefore a lot cleaner and easier to use.

  • Changed: Invasion warnings are now only sent when the invasion force has been spawned. In previous versions, you were warned one turn before, but some conditions could change during the in-between turn, making the invasion impossible.

  • Changed: Many little UI improvements, mostly for concision.

  • Changed: \[Warlock] has now a chance to inflict \[Possessed] at each turn instead of only from passive turns.

  • Changed: Crippling now reduces dodge by 4 instead of 2.

  • Changed: Maximum trait limit removed.

  • Changed: ASCII picture for the Bandage inventory item has been updated (it was still representing a Balm).

  • Changed: Jewel is now named Gem.

  • Fixed: Invasions could start from Outposts.

  • Fixed: Invasions were not properly unregistered in New Game+. Also fixed rare invasion scenarios.

  • Fixed: Some UI bugs here and there.

  • Fixed: Censorship would also reduce Communication by 2 instead of just applying a permanent modifier of -1.

  • Fixed: It was possible to set a resolution lower than 1440*900, which is the minimum resolution the engine can handle.

  • Fixed: Resource variation could show a double minus character.

Forbidden Offering - razzielll

The altar is cold. The offering was refused.

They demanded a soul to quiet the encroaching Void. A simple sacrifice to preserve a dying world. You were given one choice, and you chose defiance.

The ritual is broken. The pact is shattered. And the price for your love is the world's damnation.

Today, the consequences of that choice are unleashed. Forbidden Offering is OUT NOW on Steam.

This is not a story of a dark bargain, but of the terrifying cost of breaking one. The slaughter you will unleash is not for power, but for survival. The endless hordes are not a trial; they are the wrath of a cosmos you have spurned.

To all of you who have followed our whispers and held your breath in anticipation—we thank you. The vigil is over. The true fight begins now.

Step into the chaos you have wrought.

You chose one life over all others. Now you must fight to prove it was worth it.

— Binah Games.

Tavern Legends - CROWFORGE Games
Fixes
  • Fixed a bug, where the rag don't clean tables anymore
Ragnarock - NoLaSP
  • [Fixed] Multiplayer Player List panel not properly dismissed when closing the pause menu
  • [Fixed] Quickplay sessions scroll buttons overlap
  • [Fixed] Selected colors not properly applied to longships
  • [Fixed] Multiplayer host could select a custom song not available to other players
  • [Fixed] Medals not properly refreshed when changing Local Profile
  • [Fixed] Podium Avatar glitch when using the default avatar
  • [Fixed] Hammer not immediately selectable when purchased from the Changing Room
  • [Fixed] Missing bell sounds on XMas Hammers
7:23am
PL4no-B - olivato
v0.0.10

🔥 New Features

  • Changed the game speed, now the bullet speed is faster. By a lot
  • Added Galilar rifle
  • Added Famas rifle
  • Added Deagle pistol
  • Added MP9 SMG
  • Space now centers the camera on the character
    • And now crosshair thanks to Kugel :)
  • 😠 cry-over-here-netoca
    • USP now have a higher recoil
    • Famas nerfed by a bit
    • Changed how De_Metro works, removed CT door to see multiple rooms at once
    • Still crashing, sorry :(
  • Added voice acting to be used in missions, same voice can be pitched into multiple characters
    • Luna voice
    • Rafal voice
  • Added dialogue system
  • Added mission sequencer ( ways to progress a mission )
    • Added bot spawner
    • Added bomb target
    • Added interactable target
    • Added pickable target
  • Added new Mapping tools! This will be useful to create the next maps

🛠 Fixes & Improvements
  • Decals are now applied to vertical walls ( beta )
  • Nerfed USP... again
  • De_Construction map now have a more open A and a more Closed B

  • Refactor bot behavior and enhance mission objectives
    • Removed obsolete properties from bot spawn point configuration.
    • Introduced natural movement system for bots, improving their navigation and behavior.
    • Updated bot behavior scripts to include new combat patterns and patrol systems.
    • Enhanced mission objectives with improved dialogue handling and attention grabbing.
    • Adjusted various parameters for better gameplay experience and bot interactions.


🗑 Removed

  • Disable TTS
    • New TTS is coming!
The Maze Survivor: The 9th Entrants - 零歌希
🔧 Network-related Fixes:
Fixed issue where players couldn't rejoin a room or world after leaving (now automatically retries if joining fails)

Fixed issue where players couldn't join other rooms after being kicked

Fixed issue where disconnected players couldn't rejoin rooms (room-clearing logic is now moved to the main menu UI)

Improved room search refresh logic (auto-refresh is now disabled while searching)

🐞 In-Game Fixes:
Fixed stamina not decreasing when sprinting on the client side
GnollHack - tommi.gustafsson
GnollHack Wiki Has Moved

You can find GnollHack wiki now at:

https://wiki.gnollhack.com/

The new wiki has the following upsides over the old one on GitHub:

  • It's faster to use.

  • It doesn't fail to render pages.

  • It can be indexed by search engines.

  • It supports dashes in page titles.

Wiki Git Repository

The Git repository for the wiki now resides at:

https://github.com/hyvanmielenpelit/GnollHackWiki

This allows other people to fork the repository, make changes to the documentation, and make a pull request for the changes.

Editing Instructions

We have also compiled editing instructions for the wiki here:

Editing Wiki with Visual Studio Code

Lastbane - Lionstone

🎮 Lastbane Is Now Live — Join the Horror! 🔥

Hello survivors,

We’re thrilled (and a little terrified) to finally welcome you to the world of Lastbane — our latest and most intense horror game experience to date.

From the depths of the unknown, twisted nightmares await those brave enough to enter. As you begin your journey through the terror-filled environments of Lastbane, we want you to know: we're right here with you.

🚨 We're Actively Monitoring Bugs & Issues

As with any fresh launch, we know some of you may run into bugs or unexpected problems. Please rest assured — our team is on standby, ready to tackle issues as quickly as possible. Your feedback is incredibly important to us, and we're already working behind the scenes to ensure you get the smoothest and scariest experience possible.

💬 Need Help or Want to Report Something? Join Our Discord!

We're keeping an open line of communication with our players. If you encounter a problem, want to share feedback, or just want to connect with the community, please head over to our official Discord server. It’s the best place to reach us directly and stay up to date with fixes and upcoming updates.

👉 Join the Discord

https://discord.gg/9aMQgBZWsQ

 

Thank you so much for supporting Lastbane. We can’t wait to see your reactions, hear your stories — and maybe even your screams. 💀

Stay alert. Stay alive.
– The Lastbane Developer

The Demons Told Me to Make This Game - Haunted Dude

Hey everyone! Here's what to expect in the coming weeks:

Early Access Launch:

July 21, 2025 – 5 P.M. EEST

The Demons have already bought the tickets and are scheduled to arrive next Monday. Please evacuate the Earth.

We’re going live on Steam! Thank you all for your support so far. It means the world to us.

Full Controller Support:

July 28–31, 2025

We're still polishing and testing controller support, so it won't be available on release right away, only keyboard and mouse. But we're 95% finished with it and we're confident the game will be fully playable with controller by the end of July.

Steam Deck Accessibility Update:

Mid-August, 2025

We’re adding a larger font option to make things easier to read on smaller screens.

Watch out for bees.

Haunted Dude

...

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