3:41am
Cube Kingdoms - gamingpugsstudios
🛠️ Improvements:
  • The speed at which the camera moves in the overworld has been increased

🐞 Bugfixes:
  • The gold skill had no effect

  • If a building's construction time was too short, it caused text with extremely large numbers

  • Construction time was far too short

  • While loading the game, objects were being loaded in the background of the loading screen

  • If a slider in the merchant menu was adjusted and then reset to 0, it displayed as -/+ 0

  • The issue where Krarch could still get stuck persisted

  • Units still occasionally remained at the edge instead of moving toward the keep

⚖️ Balancing:
  • Skill durations have been adjusted to take longer on lower difficulty levels

  • The amount of weapons that can be stored in resource carts has been adjusted

  • Attack range of peasant units has been increased

  • AIs now "think" slightly faster on the lowest difficulty level

3:37am
Trade Anchor - Tom

I've uploaded a new update for the demo including mostly bugfixes. Many of them are thanks to people reporting bugs on the forum. So if you spot something in the game that shouldn't be like that - don't hesitate to join us in the forum.

Cat Gladiator - Lttt

Greetings, Gladiator Cats! We’re here with the small update for Demo Version 0.3.11. The key focuses of this update include modifying the animation of the LongSword’s Spirit Blade Spin, further adjusting Boss difficulty, and adding the new Cat Voice feature. We welcome you back to experience these changes—check out the detailed update content below.

New Features:

Added a voice chat feature that allows mimicking cat sounds for voice conversations.

Added a quest acceptance interface.

Implemented shader pre-compilation.

Weapon Adjustments:

Modified the animation of the LongSword's Spirit Blade Spin and fine-tuned its hit detection points.

Boss Adjustments:

Added partial vocal sound effects to Boar.

Fixed monsters' first attack to prevent them from launching the initial attack off-screen.

Further reduced the difficulty of low-rank BeeMoth.

Adjusted the damage of high-rank Boar.

Modified the judgment time of the triple stab attack of high-rank BeeMoth.

Others:

Changed Boss drop materials to be linked to luck; CatCoin rewards are now linked to performance ratings.

Shortened the deployment time of AntiAirRocket.

Adjusted the Enemy Info interface.

Updated the leaderboard to display time with two decimal places.

Mage and Monsters II - malvzach
  • Hopefully fixed a bug with Nymiara's gem showing that you beat normal difficulty on all maps when you unlock her (unfortunately won't fix it if it already shows).

Dice Legends - rjaki

Dear Players, We just released a hotfix.
Some players had a negative amount of Destiny Dice after yesterday's patch. To make up for this after updating the game with the hotfix, affected players will have 100 DD on their save. We sincerely apologize for this inconvenience.

We've also fixed a few reported issues: 

  • You can no longer get Lion's Hammer and Xin's Dagger as duplicates when starting a run.,

  • We removed the blocker that occurred after playing with Kuro's Crown, which prevented starting a run because no cards were drawn.,

  • Key of Destiny (Xin Card) now works as intended after upgrading to the Moon version.,

  • Golden Boots now function as intended.,

We're trying to add features quickly and respond to feedback, but unfortunately, we might miss some things along the way. We will look at how to change our process to minimize such occurrences.

Thank you
DL Team

3:32am
Monarch : Medieval Remastered - StPapi
Current Version
v2025.10.18

修复
OK探险中护卫太多,导致开始战斗按钮被挡住了
OK继承装备的问题
OK探险中,可以反复获取圣骑士特质的问题
OK打造装备可能出现的问题导致重复循环自动打造装备
正在做的
罗斯地区主要封地已经完成,正在制作小庄园
蒙古入侵将会与罗斯地区地图扩展一起更新

Fixed Issues
OK: During the adventure, there are too many bodyguards, which causes the "Start Battle" button to be blocked.
OK: Problem with inheriting equipment.
OK: Issue where Paladin traits can be repeatedly obtained during the adventure.
OK: Potential problem in equipment crafting that leads to an infinite loop of automatic equipment crafting.
Work in Progress
The main fiefs in the Rus region have been completed, and the construction of small manors is in progress.
The Mongol invasion update will be released together with the map expansion of the Rus region.
2 Bows 1 Arrow - Stanlatt
FACTORY location will be here in 3 weeks!
BUT during work we found a lot of already existing bugs that lead to increase of refunds so decided to make an update + small but important features

BUG FIXES
  • Double reload of level for client

  • Performance drops after multiple reloads or deaths

  • Camels triggering for host but not a client

  • Some other interactive objects sync-issues

  • Death with no sound

NEW THINGS
  • Dynamic camera when moving on sides

  • Death screen

  • A little less computing load on client but a little more on host. Should improve ping.

  • 4 languages supported with mediocre mechanical translation with curation to German, French, Spanish and Portuguese

  • Also we have new banner on store page

Luminary - Qwigs

Gameplay

  • Only pickaxes can break ore deposits now.

  • Ore deposits now collide with player pawns but lose that collision once fractured.

  • Ore deposits no longer collide with the camera.

  • Ore deposit fragments now scale away once they fall asleep.

  • Fixed Sword of Light rotation direction.

  • Enemy health bars now appear when damaged and remain visible while below full health, disappearing once healed.

Exploration & World

  • Fixed additional spots where players could get stuck.

  • Added LODs to several skeletal meshes that were missing them.

Interface & Character Creation

  • Character Creator HUD overhauled to enable the mouse cursor and redesigned layout.

  • Improved performance in the Character Creator.

AI & Combat

  • Fixed rolling generating excessive noise detectable by AI from too far away.

  • Improved Goblin club visuals.

Quality of Life

  • Continued optimizations and stability improvements across multiple systems.

Golembert - studiofirlefanz

Oh, I almost forgot to post abou-

DO YOU REMEMBER??

THE TWENTY-FIRST NIGHT OF

SEPTEMBER???

1. We added the first tracks from Luca!

Two months ago we shared with you that Luca Storz, the composer of Couch Monsters, REKA, and Dino Party, joined our team to work on our soundtrack! Since then he already composed an epic Joe Hisaishi-like main theme, some naturally flowing garden themes, an upbeat Herbit map theme (based on the main theme), and a wonderful night theme, meaning: he wrote 4+ songs already, which are all in-cre-di-ble!!!!!!!!! His songs are already implemented in the game in their ‘primitive’ Sibelius form (directly exported out of a composing software). They will be recorded properly later next year and then we’ll finally be able to share them with you! :-)

2. We added some progression! (tower locked, ship arrives mid-week)

In its current prototype-y form all areas of our game were always fully accessible at the start of the game. Because that certainly is a bit overwhelming (e.g. meeting 7 NPCs in a day) and people tend to like to work towards things, we added a little bit of geographical progression to our game! Meaning: we made the Watchtower in the Upper Garden accessible after a certain quest and made Susu’s ship arrive on a later day of the week (but we might change that to a certain quest fulfillment day+1 too). Therefore you will now meet all NPCs over a longer period of time, learning about their specialities day by day (not all at once).

3. We finalized the Herbit Map!

The Herbit Map now has a fully functional map (good), with 22 islands you can send expeditions to (to get items and seeds), cute Herbit mission agents sailing a boat (when you send them out), different sea monsters, wave animations, and a Herbit standing by for if you need help (he will give you a walkthrough/tutorial of the whole expedition system). Nice!

4. We bug fixed & playtested the game!

We playtested the game in the editor and in a Steam build up to the (magical) 12% main quest progress mark again and fixed some stuff! Some bugs we encountered (and fixed):

  • You always started a conversation with the Herbit when rightclicking a plant. That happened because the Herbit mostly walks from plant to plant and is therefore (because of his small size) often hidden behind plants. Therefore I thought it was a good idea to add a ‘start a conversation-listener’ to every plant you’re hovering over when the Herbit stands behind it. Sadly, that variable was never reset to null, therefore triggering on every plant rightclick. Lol!

  • It was really hard to water certain plants in pots because the distance between you and them (meaning: their pivot, meaning: their center/bottom point) was too big. We simply changed the distance calculation to player position to the closest point of the plant’s collider (easy).

Some fixes we implemented:

  • We made the Herbit Map, Potion Crafting, and Compost tutorials less annoying by only making them show after clicking the Help-button. Before that each of these panels started talking to you on their own (which was really annoying). Past me thought that was a good idea!

  • We added the possibility to hold SHIFT when hovering over a crop and scrolling through all crops you are currently hitting with your mouse. That’s a bit weird at first but it helps when you placed your plants too close to another and/or your plants were growing bigger than you thought, obscuring each other and therefore making all plants in the backrow unhittable (HOLLA).

And what are we currently working on?

1. We’re working on dialogue portraits!

Now that the Herbit Map is visually (mostly) done, we moved on to some dialogue partner portaits! So far we only had the base expression of every NPC in the game. That’s why Alicia wanted to add all of Helio’s, Golembert’s, and the Herbit’s expressions to the game in the next couple of weeks! Each NPC will have around 10+ expressions so the final game will have at least 120 portraits! (wow)

2. We’re trying to playtest to a certain point!

To be honest with you: playtesting and actually finishing a game is such a chaotic mess. That’s why we are still playtesting the game!!! (which we’ve been estimately doing since February this year?!?) I am just as confused by that as you are. We haven’t played through the whole game so far (just through around 12% of it) and that’s really the main goal in this departement. I’m almost certain that we will not reach that goal within this year but we’ll hopefully up our game (he) in the next couple of weeks!

And that’s it already for this month!

If you would like to playtest our game well before its (demo) release to give us feedback AND receive our game for free AND get a Steam gift card as a compensation for your efforts then you should consider following us on any social media so you do not miss the start of our beta playtesting program next year!!!

Juanín, ¿por qué nunca me traes el café a tiempo? ¡Así no se puede trabajar, hombre!

xoxo Tulio Triviño

Haven't watched our last devlog? Watch it here:

3:27am
Angeldust - Firefly
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