4:55pm
FCS: The Bean Heist - I HaloJury I
-Full controller support added!
-3rd volume option added (for cutscenes)
-Default settings option added
-Prevented anything related to timing (stamina, battery drain, etc.) from being tied to frame rate
-Greatly decreased the chance of the bean copter from flipping violently
-Increased the radius in which FCS will enter the bean copter (now much easier for him to enter it)

Gummy Jump 2 - The_screaming_rooster
added a main menu to the game
Captain of Industry - Captain of Industry
* Added conveyor/pipe maximum fill limits for storages.
* Added asteroid placement radius indicators.
* Fixed font rendering that was causing insufficient space after comma.
* Recovering a vehicle now properly re-applies its entire config.
* Fixed a rare corrupted save issue caused by improperly connected train tracks.
Sun City - FoxFF

With Episode 2, nothing in Sun City will ever be the same again. The story now follows a path of no return.

Sun City isn’t just an adult-themed game—it aims to offer a powerful narrative and a truly immersive story experience. The support you showed in Episode 1 was beyond anything we could have imagined. Honestly, even we didn’t expect this much love. And that’s exactly why we’re raising the bar even higher now.

With Episode 2, we're determined to create the best game in our category—pushing boundaries with every step. Each new chapter will elevate both the visual quality and the narrative depth, making the Sun City universe truly unforgettable.

We recently shared a sneak peek of what’s coming in Episode 2. Don’t worry—we’ll keep you updated every step of the way.

Here’s what’s waiting for you in Episode 2:

💥 Brand-new locations (Nightclub, VIP Restaurant)
💥 All current areas in the game are getting revamped
💥 Enhanced animations and cinematic scenes
💥 Impactful choices that shape the story
💥 Status Points system is now active
💥 Both Relationship Points and Status Points will influence your decisions
💥 Your choices affect not just your relationships, but your social standing too
💥 Hidden areas and confrontations with the past begin here
💥 Exclusive character-driven storylines will be featured

💥20 Original Soundtracks

Sun City is now darker, deeper, and far more dangerous. Don’t forget us…

Sick Samurai - Solideo
Hey everyone,

First, a big thank you to everyone who's played and wishlisted the game so far! The reception has been very positive and I'm glad to see so many people digging it.

BUT.... alright, maybe the demo was juuuuust a little too hard for you scrubs. Just a touch.

After taking in all the best feedback over the past couple weeks, I'm happy to announce that a new version of the demo is now available!

In fact, it includes so many changes and improvements, I'm calling it Demo 2.0.

These changes include but are not limited to:

-Difficulty curves, especially for new players

-A simplified, super easy to use control scheme

-New mechanics around dodging and missing attacks

-A "learn" mode for quick and easy practice and lessons

-New achievements

-Countless quality of life improvements

And for those of you with balls of steel who prefer the most relentlessly brutal version of the demo - don't worry, the option is there with all the new improvements included.

I hope this update will improve upon the already dope experience, and allow a wider audience to appreciate the thrill of the kill.

Full list of changes below, and stay tuned for work on the full version coming soon, PEACE!

Sick Samurai Demo 2.0 Update

Gameplay changes:

-Your attack range when smashing through a door is larger, so highlighted enemies are guaranteed to be hit even if they step out of range at the last moment.

-Missing an attack will slow down time, which will slowly transition back to normal. This effect only happens on the "Chill" and "Normal" difficulty levels. Dodging or using an item in this state will instantly restore regular time.

-Dodging now instantly resets your attack cooldown.

-The passive upgrade drink reward in the bar is no longer a movement speed upgrade - instead, it reduces your attack and dodge cooldowns.

-Bonus points are now awarded for blocking a kickable object with a kunai.

-Bonus points are awarded for destroying enemy projectiles and kickables with the Girameki technique.

-The Girameki technique will now allow your projectiles and kicked objects to continue on their path after time unfreezes.This allows them to hit enemies before they're killed, which then combines with the Girameki technique for extra bonus points.

-Slightly increased the player's maximum dash range.

-Dodging is now effective for using kickable objects.

Enemy changes:

-Improved pathfinding so enemies don't get too close to obstacles or feel like they kill you through them.

-Patrolling enemies now walk slower.

-Slightly reduced enemy attack range.

-Enemy stats and enemy and object placements in levels have been completely redone for the "Chill" and "Normal" difficulty levels for a smoother difficulty curve for new players.

-The "Sick" (hard mode) difficulty option now changes the enemies and their placements to how they were in the original version of the demo.

-Enemies now delay their reaction to you until you've landed inside of the room (instead of reacting instantly upon clicking the door).

Level changes:

-Most obstacles have been removed. They're still visually present, but climbable instead of stopping you.

-The remaining intentional obstacles have been made more visually obvious, and their collision is more curved, allowing you to run along them without getting stuck.

-Attacking and dodging around corners and edges of obstacles is now much more forgiving. You can cut through corners and along edges, you just can't go directly through the whole obstacle.

-Fixed some issues where using multiple dashes very quickly as you enter a new room would incorrectly fail.

Control scheme changes:

Gamepads:

-Interactable objects like doors and npcs in the bar are now auto-targeted if you walk up to them and are not manually aiming.

-If you have no target locked, attacking will be the full distance in the direction of your movement.

-Dodging is always the max distance in the direction of your movement.

-On "Chill" difficulty, targets will be locked on to based on direction of movement without any aiming required.

Keyboard+Mouse:

-On "Chill" difficulty, enemies and objects are auto-targeted based on closest distance to your cursor.

-If there are no targets locked on, you will attack to the position of your cursor.

-The cursor behaves exactly like a regular mouse cursor. “Unlock cursor” and “screen cursor” toggles have been removed since they’re now pointless.

Settings changes:

-Added tooltips to the settings menu that explain the purpose of each toggle and difficulty level.

-Added a "swap joysticks" toggle for controllers.

-All difficulties are available by default.

The three difficulties are as follows:

Chill - Auto-targetting enabled (essentially aim assist training wheels). Also, slow-mo on miss is a bit longer.

Normal - Auto-targetting disabled. Slow-mo on miss is a bit shorter.

Sick - Auto-targetting disabled, no slow-mo on miss, faster enemies, and more challenging enemy placements.

Chapter Select Screen changes:

-Added a difficulty selection button.

-Selected chapters now show the score and time needed to get a perfect rating. Different for "Sick" difficulty vs. other difficulties.

-Added a "prologue" button if you have chapter 1 selected

Misc changes:

-The HUD now includes a cooldown meter for the dodge

-Made the music start playing again faster when it finishes in a level.

-Removed the "instant action" mode.

-Starting a new game will prompt you to select a difficulty. Difficulty can be changed at anytime in the settings menu.

-When playing for the first time, you'll be prompted to turn on hints and tips. Besides basic stuff, these tips include details on the score system and hints for higher-level strategies. Can be turned on anytime in Settings > More.

-Added a new "Learn" mode to the main menu. It immediately loads you into the first combat level and shows you all the tutorials, tips, and hints while you play. Enemies will not react to or kill you in this mode.

The Abyss Within - lom.games.business
-The Abyss Within ahora está disponible en español! To change your language, click the flag in the main menu. Other languages coming soon (We Hope).
-We have lowered the default experience multiplier from 1.8x to 1.65x. This should make runs more balanced.
-Perk Level Formula has been changed so it has a more natural flow
-Nightmare of Bliss (Floor 6 Boss) now gives a lot more experience if you don't have enough perks levels to unlock The End.
-Fixed bug that disordered consumables when using them (The issue still stands in certain cases, we are aware of the situation and we'll fix it in Version 1.57)
-Deck Scroll does not reset when you remove a card from the bottom in Deck Manager anymore.
-New Card: BulletPunch+. Follows the formula of BulletPunch but more powerful. Obtained in Basic Cards Booster pack.
-Explorer Dagger now gives 1 Stack of Luck of the Novice aura as the description says.

Embervale - emberforge-steamworks
- Embervale now displays a warning if launched without Steam, indicating that the game cannot run independently.

🛒 Shop
- Added a warning when you refresh a legendary item (like it does for a mythical) - if both are there the mythical warning will be displayed
- Adjusted text color for the warnings; mythical warning is now in purple and legendary warning in gold.
- When selling mythical items you will receive another big red warning if you really want to sell it to prevent accidentially selling mythicals.

KELDER - THOsdeveloper
KELDER Nears Completion — A New Kind of Horror

Hey everyone,
This is THOs Developer, and I wanted to give you a proper update on where things stand with KELDER.

I’ve been quiet lately, but only because we’ve been focused on finishing the game — and I’m excited to say:

We’re nearly there.


A Horror Game That Reacts to You

KELDER isn’t a linear horror experience — it’s designed to feel unpredictable and personal every time you play.

The game uses a unique system where interactions, scares, and events are randomized.
That means the timing, location, and nature of many moments are decided dynamically, based on your choices and how long you spend in certain areas.

No two playthroughs are the same — the game shapes itself as you explore.


A Deeper Experience

KELDER is a single-player psychological horror game with a strong focus on story, atmosphere, and discovery.
It’s not just about getting scared — it’s about uncovering strange events, reading unsettling notes, and interacting with entities


Where We’re At Now

The game is in its final development stage.
We’re currently polishing mechanics, refining interactions, and finishing the narrative so everything feels cohesive and impactful.

If you’ve played the demo: Thank you.
If not — it’s still up, and gives a solid preview of what to expect (though the full game goes much further).


📢 What’s Coming Next?

Over the next weeks, we’ll be sharing:

  • A new trailer

  • Final release date

  • More gameplay footage

  • Developer insights

  • Cool short videos of gameplay

➡️ Wishlist KELDER if you haven’t already — it really helps!
And follow us on social media for more updates, sneak peeks, and weird things.

Thanks for following the journey. We're almost there.

THOs Developer
Creator of KELDER

Coin Pusher Live - HypeFawx
Hey Pushers!

This patch is an important fix on a couple specific issues. We thank twitch@hahaitzmeg and her community for all the testing to help pinpoint!

Fixes:
  • Fixed an issue with the CoinCatcher being destroyed during a turn.
  • Fixed an issue with Player's CoinWrap not being assigned on !drop.
  • Updated the coin counter position and font for better visibility.
A Fishy RPG - LGVupdates

Hello, hope everyone is doing alright!

I’m happy to announce a new update for A Fishy RPG and the official release of the game coming within the next few hours. Since the beginning of development, many things have changed, and the game has gradually shifted more towards story development rather than pure fishing mechanics.

Doing a quick summary, from the first version of A Fishy RPG to the current one, the main changes were the following:

  • A greater focus on the development of the game’s story, with the introduction of two alternative endings, one being the “true ending”, and less on fishing itself. Likewise, a stronger focus on faster and more objective gameplay;

  • Fishing has, in this sense, become more of a tool to upgrade your characters. However, I kept the original idea of the Legendary Fish, with the introduction of Steam Achievements for each of the 16 fish, which can only be caught by exploring all the caves in the game;

  • Regarding the characters, a key point was the introduction of different abilities for each of the four available ones: higher attack, higher defense, speed, etc.;

  • Finally, more specific and design-related changes, such as improved sprites (especially for the surface level), addition of sound effects, bomb explosion particles, etc.

Regarding the latest version that was just released, here are the main changes:

  • Fixed when leaving the first ending and returning to the menu, it was still triggering that first ending;

  • Fixed Satan’s first line not appearing in the final level;

  • Fixed true ending text was not appearing;

  • Now the book of legendary fish (which appears when clicking the book) shows all the fish, regardless of whether you’ve caught them or not. You can track if you’ve caught the legendary fish through Steam Achievements;

  • Regarding the save system: as discussed in the last update/post, the idea to remove the save function was born from the intention to encourage unique playthroughs (meaning to finish the game in one sitting), which now can be completed in less than an hour, both endings included. However, the FISHING ROD and GUN upgrades remain even if you die, allowing for new, faster and easier unique sessions. I hope this works well and that you enjoy it;

  • Added particles when the bomb explodes;

  • Rebalanced stats/characters and made leveling up easier;

  • Fixed the Steam Achievements that were not working since the last update. My sincere apologies for the delay.

The price of A Fishy RPG remains the same, that is, $0.99. I am also announcing that A Fishy RPG will participate in the Steam Fishing Fest. That’s it for now. I hope you enjoy the final result, have fun, and manage to finish A Fishy RPG in the best way possible. As always, thanks for the support!

LGV

...

Search news
Archive
2025
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