Half-Life: Cross Product Multiplayer - hiphopparappa

During its phases and seasons in early access, Half-Life: Cross Product Multiplayer received many themes and motifs which were implemented here and there during the game's updates leading to Season 9, the current phase of the game.

Now, with the Steam Autumn Sale, you can get Volume 1 of the soundtrack at a 70% discount. It's not going to be cheaper anywhere else.

On Steam, you'll get the soundtrack in MP3 & WAV formats, and you're free to do with it as you please - remix, convert, put it on your phone... it's up to you within bounds.

https://store.steampowered.com/app/3835370/Cross_Product_Multiplayer_Vol_1_Original_Game_Soundtrack/

Dimensional Gates - doller554

I am trying to get the last bits of Dimensional Gates wrapped up now, but there is still polishing of the battle system and I want to add extras as well. But one of the reasons I am making this game is because I am disabled and have lived in isolation for the last 7 1/2 years. This game is my way of doing something for others when I can't in other ways stuck where I am. For the last year and a half I have been actually doing better and making this game wasn't too hard. About a week ago though I started getting sick again. Don't worry, I will be fine, but the pain makes it extremely hard for me to work on anything. The lack of sleep as well makes it next to impossible to concentrate on anything. This has forced me to just stop any production of the game for the last week. I should still be able to get things done in time for the February launch, but it might have to be an early access or just a beta of some kind while I expand the game later on. I wanted to release this as an alpha, but things have changed and I hope everyone understands. Thank you all for your understanding.

NO MORE WORK FOR ITO - poeticasoftware
NO MORE WORK FOR ITO DEMO IS OUT!!!





As The Writer... This is a huge milestone in my life. This is the very first game I’ve ever made. I’ve always played games and had fun with them, and basically only fantasized about making one myself… but I never had the courage or self-confidence to actually do it.

Until now!

“ITO was born out of a lot of anxiety and frustration.”

I think you can feel that in the demo and in the first chapter overall… Not that the game is literally my life or anything like that... But being honest here for my devlog bros... maybe I’m still a little bitter about my last job!!! Hehehe.

So yeah, I wrote this concept to express a simple but heavy feeling: being stuck in a place and living a life that doesn’t make sense. At the same time, you can’t ignore the signs that you don’t belong there, that something about it all is wrong, and that people deserve better. Even if it feels childish or a bit petty at times, it’s sincere.

OK! Apart from this semi-autobiographical nonsense, development on this project was great. I think it was fantastic considering that I was learning the engine and writing my first ever game at the same time. I thought about the concept, started writing, The Artist started drawing and making her magic, and three months later the demo was out. We crunched this thing out in a wild sprint, man. But I think the effort paid off.

To be honest, at first the idea wasn’t to go full-on horror. But once we playtested the game, it became clear people wanted to be… scared. So we turned that dial way up. Especially in Chapter 1 — which you, reading this, will hopefully play and support.

Now let’s talk about the ART of this project. (A LOT OF SACRIFICES WERE MADE HERE):

“My wrist hurts, if you are a wrist doctor please help.”

Hello everyone, I am The Artist of No More Work for Ito!

I love this game, and to be honest I love the characters, especially Mia. She was the first character I drew from the beginning, and I think also the first ever sprite of the game that I rendered. I hope you guys like her too!.... Even though April is all cool and powerful, so I understand her appeal too hehehe.

Since I already had some bad tendinitis from art school, most of my art here was drawn ON A TRACKPAD, using my LEFT HAND….

Three months later and now it’s left hand tendinitis hehehe. TºT

I thought it would be impossible to draw with my left hand on a trackpad, but it’s actually not that hard. Also, it helps that pixels are not “gestural” at all. Plus I also used to draw on a trackpad when having a Wacom was just a distant expensive dream (like it is for every third worlder unfortunately).

Still, I am going strong and resting a lot to get better! And the effort was worth it!! 

I am really proud of the game, I feel that I really gave my best and I really like the visuals. I am so happy that people are complimenting the art too, thanks everyone!

Would you guys like it if I made an “artbook” of the game eventually?

I mean first the game has to come out and be somewhat successful, but still, most concepts were drawn on paper and the drawings are not that fancy, but I think they are cute. I will share here a little sketch of Mia!

I think that’s it, thanks to everyone that played the demo and wishlisted the game. It really means everything to us since it’s our dream to be developing this game.

Also, we are working very hard to make the translations of the demo, so those should come out soon.

SO YEAH… This project was both painful and fun to make.

We hope you enjoy our little brand of horror, and that you’ll look forward to the many surprises ahead.

Transmission complete,

Poética Software HQ

BitHero Survivors - Guu

Survivors, the wait is almost over!

The free demo for BitHero Survivors is launching in just 3 days!

📅 Demo Release:
October 2nd, 8:00 PM EDT (UTC-4)

The demo will let you:

  • Play as two unique heroes with their own heroic weapons and evolution paths.

  • Experiment with shared weapons and build your own strategy.

  • Collect powerful relics to boost your runs.

  • Explore a large map full of secrets and face cute (but dangerous!) enemies and a challenging boss.

This is just the beginning — we’re also planning major updates for both the full game and the demo itself, with more heroes, weapons, and maps coming soon!

💬 Your Feedback Matters

We’d love to hear what you think once you’ve played. Join the Steam discussions or SNS down here, tell us your favorite builds, and help us make BitHero Survivors even better.

🔔 Wishlist Now
So you don’t miss the launch or any future updates!

The Wind and the Wisp - penguincoco

The Wind and the Wisp has a new patch in town, with a whole bunch of bug fixes and exciting announcements! 

Once again, thank you all for the wonderful support since launch almost two months ago! We especially appreciate players who have hopped into our Discord, reported bugs, and helped us in resolving them! 

With this new (major) patch, we are introducing the Mac build, a whole bunch of bug fixes, and brand new achievements! Good luck to all of the achievement hunters out there!

Announcing: Mac Build!

The Wind and the Wisp is now available on Mac! Thank you all for your patience as we’ve been working through Mac support, and we’re so excited to announce that it’s finally here! 

Fixes

We’ve had a number of players report issues with input. Many of these issues have been patched with this release, but for best practices, please plug in your microphone and make sure your microphone is not muted on your computer system before launching the build

  • Clicking “new game” leads to a black screen, leading to a soft lock. This has been fixed.

    • The cause of this bug is related to Windows' privacy setting; If microphone access was turned off completely across a computer, there was an error in getting that access, which caused the game to not progress. This patch’s fix implements a check for whether microphone access is turned off, and if it is, making sure the game is still able to be played without the microphone. 

  • A flower could be replanted outside of the flower bed and the cutscene would not trigger, leading to a soft lock. This has been fixed. 

  • Double bar in recalibration is fixed.

  • Global wind could not be triggered after breaking an object with the petunia. This has been fixed. 

  • The game could accidentally enter a permanent Global Wind state (wind is always being blown, causing the Wisp to get pushed perpetually). This has been fixed. 

  • A flower could be replanted by pressing E while the pause menu was open. This has been fixed. 

  • The bird in the Forget-me-not level can sometimes trap the Wisp in a corner, leading to a soft lock. This has been fixed. 

Known Issues
  • The fog causes performance issues in the first level for Macs. We are looking into a fix!

  • Sometimes “space bar” does not work on the calibration screen. This is a known issue impacting a small percentage of players, and we are working on a fix!

What’s Next

Along with fixing the known issue in calibration, we’ll be working on full controller support for the game! The game is currently playable with a controller, replacing "Click to continue" and "E" with the A Button on Xbox/X Button on Dualshock, and "Space" with the Right Trigger, but we want to make sure the UI accurately reflects this to prevent any confusion. 

With controller support comes another fun feature: Steam Deck Verification! Along with these features, we'll also be keeping an eye out for any bugs that are reported through our Discord as well as through the Steam Community forum.

Thank you again for the continued support on The Wind and the Wisp, and we hope to see you in our Discord!

Synth Race - chonker.dev
  • added 4 new levels for aphotic level set
  • added text chat
  • added jump input buffer to make air to ground jumping more forgiving
  • consolidated single and prix into one game mode
  • added 1 hat and 1 skin for aphotic
  • added wall running
  • added super jump, super sprint, frenzy blast powerups
  • improved level selection ui
  • general fixes and improvements
Personal Study - ArcaneSpoon

Hello everyone.

I'm continuing to work on story content and event scenes. At this point, almost all the necessary models have been created. Going forward, the work will mostly involve creating frames for cutscenes, adding animations, and scripting everything.

Some screenshots:

  • The imp will continue to help Evi.

  • Added a small corner with vegetation to the dead-end room after the last puzzle — it'll be used in some cutscenes. I’ll also need it later for another story event.

  • A guest demon for an event scene.

  • Finally added a slider to control skin wetness in H-scenes.

法蒂尼亚的传说 The Legend of Fatinha - Photoshopwwb
Added new setting for resolution
3:23pm
Trapper: Drug Dealing RPG - phenomshyt
-Unpredictable attack bug fixed
-Softlock at the end of battlemode fix
-fixed bug that cause cards not to disappear after use
-Shop Keeper artwork added
Endless Tactics - the_procrastinator

As part of the promise I've made to myself to not let such changes build up so much (like they've always did), here I bring you, only 2 weeks later, the not-as-impressive yet just as necessary list of improvements and polishing done to Endless Tactics!

CHANGES

  • Codex - Like mentioned in the previous patch notes, I've been focusing on getting it done for quite a while, and here it is! Discover every single Unit, Building, and Drop in game for hefty rewards! Complete your Pokedex, so to speak. With handy info available as well once they're registered in.

  • Input Icons - I've finally stopped pushing this aside and did the deed! Well, more like a this very handy Godot plugin did it for me, aside from a few modifications ;)
    Relevant hotkeys and controls are now ALWAYS displayed organically within the interface, no matter how you're playing the game, via mouse and keyboard, xbox controller, playstation controller, etc etc...

  • Lots of Controller QOL - Auto input-mode switching (for whenever you connect/disconnect the controller), more shortcuts, more intuitive controls scheme, etc...

  • Keyboard Navigation - You can now navigate through the whole UI with your keyboard, just like what was previously possible with controller-only. Use arrows or WASD to cycle focus through all kinds of UI components! Toggleable via "Keyboard Navigation" on the Options menu for those who prefer the "legacy" behavior.

  • Major Bugfixes - Crash fixes, Undo-move fixes, general cleanup, input-related fixes, UI fixes, and much more!

  • New Legendary Artifact Apexichor - Makes ALL previously-exclusive Apex Unit Passive Abilities droppable, just like for Mechs and Special Enemies! Which means you can for example install Devour on a tank and insta-kill everything it damages!

  • Burrowfang Rework - Devour (its exclusive Passive Ability)now makes its holder immune to other units' Devour effects (plus updated description to match it), related to the Artifact above.

  • Custom Artifacts Mode Improvements.

  • New UI Art!

  • Major SFX (UI) Improvements!

  • More Polish to the new Operations Menu!

  • And more!

And by now I've pretty scratched every item of big old bucket list I had... So now it's the time to give us more feedback and see it promptly addressed, if you have any ;)

As always, most of the feedback gathered and addressed from our Reddit.

Feedback Form

Discord Server (Dev Updates)

- the_procrastinator

...

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