Screamer - Milestone Community Manager

Welcome back Screamer!

As promised, here’s the second part of the interview with Game Director Federico Cardini and Development & Creative Director Michele Caletti, where we will dive deep into the Echo System, one of the main elements of the game’s narrative and mechanics.

The Echo System revolves around two key resources: Sync and Entropy. Sync can be built passively or intentionally, by performing the Active Shift, a timely upshift which complements the vehicles’ automatic transmission. Sync acts as a versatile resource: you can spend it to Boost or to Shield against enemy attacks. Sync thus rewards you for skillful racing and well-timed actions, granting both racing and fighting advantages. 

Importantly, using Sync generates Entropy, the energy that powers the two offensive mechanics called Strike and Overdrive. Strike is a short but lethal attack that can make enemies explode, while Overdrive is a powered-up state of the vehicle that brings with it high risk in exchange for high rewards. Overdrive boosts speed, grants temporary shielding, and enables knocking out opponents; however, if you are in Overdrive, you will explode if you crash into a wall. While Strike uses only part of the Entropy, Overdrive consumes it all, making strategy and wise deployment of both options essential to success.

In Screamer, races evolve dynamically as Sync and Entropy are built and spent, while differences in character abilities and vehicle handling create unique challenges every lap, both offline and online, where teamwork-driven racing will thrive.

Laundering Simulator - Clean Cash and Laundry - Animus
What’s up, Moneymakers!?🍿🎭🎥

FINALLY! We can say that the time has come... TOMORROW, the official launch of the game Laundering Simulator!!! We know you've all been waiting for this... SO HAVE WE!!! Everyone is excited!!!

NOW IT'S TIME to test the FULL VERSION of the game
  • The TIME for playtest and demo has just passed.. See for yourself what it's like to try to hide an illegal business under the guise of running a laundry... Manage the business, serve customers, repair equipment, decorate the premises, order supplies, organize space, and handle the laundry's finances. In the meantime, collect counterfeit money devices, carry out orders for the CRIMINAL UNDERWORLD, and sell counterfeit banknotes to the local "contact"!

📈👀IF YOU ARE A CREATOR and you want to share moments from your materials on our social media accounts...
  • Make sure to join our DISCORD and post a link to your gameplay video on the #🎥ls-creators channel! BY THE WAY, others will have a good time watching your materials!🎬🍿

YOU CAN FIND🔍👀 more interesting facts about the game on our social media accounts! Where can you find us? On TikTok, YouTube, Instagram, Discord, and Steam! WE ARE EVERYWHERE, MONEYMAKERS!!!🎥🔥📈💸

MAKRANA Playtest - Chronarian Games
0.5.3 - First patch for End-to-End testing

Changes

  • I have removed the FMOD project files that were accidentally embedded in the game files.

  • All FMOD events have been touched up before testing

    • Shield Barks now work!

    • Subtitles should match the audio logs properly

  • Version Number is now displayed in the lower right corner of the main menu

Restaurats - alyssa
Hey, rat chefs!
The big day is almost here. Restaurats launches November 7th, just 4 days away! We're beyond excited (and a little sleep-deprived) as we put the final polishes on this chaotic co-op cooking adventure.

This is our full release (no Early Access), packed with customization, skill trees, tavern upgrades, baguette duels, and endless replayability. But we're not stopping there. We've got your backs with ongoing free updates and exciting DLCs to keep the kitchen heating up post-launch.

Here's a sneak peek at our post-launch roadmap:

Grab your aprons, sharpen those baguettes, and let's make Restaurats great (for the first time, not again yet).

Vampires: Bloodlord Rising - SwordsOfTheSouth_Toplitz


Greetings, children of the night!

Time to take over the realm of Vampires.

The invite friends feature makes it easy to have your friends participate in the play test, too: simply click ‘Invite Friends’ on the store page , next to the Play Now button, and invite up to 2 friends directly from your Steam friends list – and now your favorite thralls can rule the shadows of Sangovia.



Note: Your invited friends do not need a separate invitation via email or code – everything is conveniently handled via Steam.







https://store.steampowered.com/app/2191500/Vampire_Dynasty/




Ajgal - Studio Echo

The Steam Scream Fest is coming to an end, and Ajgal has found new voices.
Players, screams, nervous laughter, and a lot of feedback that keeps us moving forward.

We’ve entered the final phase of development.
Lately, we’ve been shaping a new creature tied to the Temple of Ashes, a chained figure, torn between the weight of the past and the need for freedom.

The world of Ajgal grows clearer, piece by piece.
Thank you to everyone who explored the demo, shared a thought, or a reaction.

Somewhere on an old desk, a photo from the Steam Scream Fest still remains.
A small reminder that somehow, it’s part of the game now.

A figure bound to the Temple of Ashes. The weight of chains, or the promise to break them.

The Ash Temple. Where everything begins, and everything fades.

7:44am
Eldritch Archives - Ol' Chums
Hello chums!

We’ve made some fixes in response to feedback that we’ve received, hopefully this improves everyone’s experience. Thanks for playing! :)

Changes and Fixes

  • Intro text and other similar screens now wait for player input before moving on, allowing players to take their time to read.
  • Changes have been made to prevent collision sounds from occurring so frequently.
  • Detector readings do not pick up source objects until they are relevant, avoiding confusion about them before they become relevant.
  • Soft-lock fixed where players can place important objects from later in the game into the briefcase. These objects are prevented from interacting with the bag before intended.
  • Head bob can now be disabled in the settings.
  • Tidied up jump.
  • Fixed some cases where the creature could get stuck.
Subnautic Raider - vandhall

Hello Captains! ⚓

The world of Subnautic Raider just got deeper — I’ve added three new ocean floor variants, each appearing in specific missions. Every one of them has its own shape, depth, and character.

Sandy Floor

The first new ocean floor, featured in the Mined Gibraltar mission. Gentle, bright sands, some stones and smooth terrain contrast beautifully with the dark, dangerous waters above.

Dune Floor

The second floor appears in the Yucatán mission. It’s wide, soft, and shaped by natural underwater dunes — no rocks here, but large depth variations from 100 to 500 meters, making it feel alive and dynamic.

Basalt Floor

The newest ocean floor has a basalt, volcanic character, with long, irregular rock formations and depths ranging from 150 to 500 meters. It appears in the Ascension Islands mission, giving it a darker, more dramatic look.

All of these environments were created in Blender using procedural methods, allowing me to generate vast, non-repetitive underwater landscapes without endless manual sculpting. The result is a more diverse and immersive world.

This update marks another step toward making Subnautic Raider richer and more alive beneath the waves.
Thank you for your ongoing support — it allows me to keep refining every detail of the game! 💙

See you beneath the surface!

Folk Emerging - Curious Dynamics

This is a longer update on some of the latest progress in the development of Folk Emerging.

It addresses a lot of the player feedback from the latest playtest (thanks again!), and adds new features and content, moving along the roadmap towards a polished demo.

Headline Changes
  • Specialists & Production now more impactful

  • Territorial tile claims removed (structure claims remain)

  • Split-off bands have automated foraging, reducing micromanagement

  • Big content update for foodwebs & domestication

  • Big UI update with fullscreen/window settings, UI scaling, and QoL improvements

Design
  • 💼 Specialists

    • Specialist effects made more impactful overall

    • Each of the 4 main personality attributes now matter for Specialist effects

    • Character traits added as states (e.g. Wise, Herder, Ranger)

    • Specialists now upgrade based on character traits, each giving a unique bonus (instead of XP just giving an incremental increase of the specialist’s base effects)

    • Specialist roles can now be unassigned from their current Person

    • Each Person can accumulate XP for multiple Specialist roles over their lifetime

    • Lorekeeper and Master Crafter merged into 1 specialist role: Maker

    • Balanced Warmaster’s effect on risk of injury from battle so it’s more difficult to completely bring it to zero

  • 🔨 Production

    • Production Focuses reworked to scale with Production and local/adjacent features, making Production much more significant throughout the game

    • Scavenging yields scale with adjacent Predator Threats

    • Wood and Stone are now gathered via Production Focuses, so these resources no longer accumulate passively

    • Farming and Herding are now Production Focuses, so Food yields from Farms and Pastures no longer accumulate passively (but other Farm/Pasture effects remain passive)

  • 🚩 Territorial claims over tiles are removed (claiming structures remains)

  • 🍏 Resources & Stockpiles

    • Stockpiled Food now goes to waste at a % rate each turn.

    • Resource stockpile limits are removed, instead there are now resource carrying capacities. Bands can stockpile any amount of a resource but when they move, any excess beyond the carrying capacity is left behind, cached on the tile.

    • Cached resources get added to the stockpile of the first Band to step on that tile. Cached Food goes to waste at a high % rate each turn.

    • Cooking tech now directly gives +50% Food yield, boosting Food from any source, not just foraging

  • ♻ Foodwebs

    • Big content update: Added entirely new dedicated foodwebs for Steppe, Desert, Savannah, and Rainforest climates.

    • Added more megafauna (including Mammoths in the Steppe)

  • 🌱🐄 Domestication

    • Big content update: Domestication outputs now vary based on species being domesticated (e.g. Sheep, Camels, Wheat, Agave), and each has unique & powerful effects

    • Domestication sped up to require less domestication points overall

    • The Maker role is now the only source of Domestication points, so Domestication can only happen in their assigned Band.

    • Effects of Farms and Pastures now vary with the type of Domesticated Item equipped in them

    • Farms and Pastures now decrease Food Forageable and Foraging Impact in adjacent tiles

  • ⚔ Combat & AI

    • AI bands now retreat away from bands that recently defeated them in combat

    • Bands can now be conquered if defeated in combat and sufficiently outnumbered

  • ⚙ Reducing micromanagement

    • Band foraging actions can be automated (toggled setting)

    • Split-off bands are now semi-autonomous offshoot bands whose foraging actions are automated by default.

    • Domestication being limited to the Band with the Maker specialist reduces micro as well.

  • 🧭 Movement

    • Each band’s movement action has a “reminder” toggle, which can be turned off so a band can stay on its tile without needing to re-confirm every turn

    • Not showing movement reminder on the very first turn (movement can still be initiated via the Band Actions buttons)

  • ⚖ Balance

    • 1-turn boosts from opportunity events are now more powerful than related items that have similar effects

    • Hunting migratory herds now gives higher Food yields (5 → 10 default, 10 → 20 if adopted norm Ferocity)

  • 🌙 Factions theme switched from animal worship to natural elements worship (e.g. Sun, Moon)

UI
  • Added fullscreen settings with a borderless window option and windowed option for switching screens

  • Added resolution settings

  • Added UI scaling settings (1x-1.2x)

  • Made expected resource yields more noticeable and added color (e.g. negative Food yield is yellow by default, red when it will result in a food deficit; positive is green)

  • Resource carrying capacities are yellow when exceeded by the stockpile (meaning resources will be left behind when moving)

  • Structure banners on map now show equipped Item

  • Changed structure background to clay tablet

  • Adjusted position of map tooltip in bottom-right of screen so it's always right next to the minimap (independent from resolution/AR)

  • Changed tooltip background to be stone slab like other UI panels

  • Added a small question mark in the corner of the status button to prompt players to hover on it for the action tooltip

  • Enabled pressing Enter/Return key to press status button

  • Band map banners now show more info (e.g. specialists assigned, what is being produced, founder/offshoot type

  • When clicking on an unassigned Role in the pinned characters banners, the Band>Members sub-page now automatically opens, and if Person view is open it switches to the Person>Roles sub-page

  • Foodweb page now has background texture corresponding to that foodweb’s climate.

  • Made button highlights more noticeable, e.g. when cultural norms are available

  • Make victory points a hyperlinked phrase in more places so it’s clearer how they are earned

  • Unstaged any staged structure-placement action when another band is selected or another producible is selected

  • Enabled game restart via main menu without needing to exit and re-open app

  • Changed default light text color from white to ivory like interactable buttons

  • Updated arrows in foodweb, clan, and tech tree pages, with subtle animation shader where appropriate.

  • Made modifier text in tooltip breakdowns more descriptive

  • Enable hyperlinks on just icons without any text, for more compact tooltips

Bugs Fixed
  • Fixed wonders not becoming available after researching Stoneworking

  • Fixed battle timeline buttons remaining clickable after fight is over, now player can't click "next step" multiple times to get multiple raid events

  • Fixed little green/red arrows for expected change in foodweb species population size not showing up on certain resolution screens

  • Fixed baseline audio volume, no longer quiet compared to other apps

  • Fixed adopted Council norm not being recognized in clan dispute event, outcome requiring it is now selectable

  • Fixed food forageable from foodweb species species sometimes being negative, now clamped to minimum 0

  • Fixed military view not updating to show newly selected band's units when switching selected band while military view is open

  • Fixed tooltip persisting and following mouse when it should disappear (e.g. when opening/closing panels)

  • Fixed wrong Happiness values after Band splitting

  • Text and event fixes

Programming
  • Minimized duplicate UI update calls

  • Optimized how inter-cell feature effects get applied to map entities

  • Added new modifier type: *additive* reference multiplier, e.g. get the Shaman's Charisma (e.g. 2), multiply that by 3 (= 6), and *add* that to an attribute's value

  • Upgraded project to Unity 2020.3.49f1

I'll soon post about next steps and plans going forward.

Sign up to the newsletter for more updates and access to future private playtests:

👉 Newsletter 👈

Cheers :)

Cursed Soul - PsychoFlux Entertainment
'이미 본 스토리를 스킵한다' 설정이 활성화되어 있을 때 플레이어가 아직 확인하지 않은 특정 구간의 스토리도 스킵되던 문제를 수정했습니다.
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