Earth Parasite: Silo - Logic

NEW CONTENT

  • Gear Set Bonuses

    • Equipment names now follow the format: [c]\[Origin] \[Material] \[Name][/c].

    • Different Origin sets provide unique bonuses. Six set effects are now available. View your owned set bonuses in the "Affix Details" panel in the equipment menu.

    • Different Materials unlock additional mobility abilities for the player: Double Jump, Glide, and Dash.

  • Quick-Use Kit

    • Players can now assign frequently used consumables to a Quick-Use Kit for automatic use via hotkeys.

  • Buff Orbs

    • Digging up dirt blocks can now occasionally reveal various Buff Orbs, most of which are beneficial.

    • Digging can now also yield equipment and medical items.

  • Player Negative Status Effects

    • A full suite of negative status effects has been implemented for the player: Poison, Burn, Corrosion, Freeze, and Blind.

  • Enemy Negative Status Effects

    • Enemies can now suffer from negative status effects inflicted by the player's elemental attacks.

OPTIMIZATIONS

  • Monster Hit Feedback

    • Added new sound effects for monster hits, deaths, and attacks.

    • Added various explosion sound effects.

    • Adjusted the attack power of some monsters.

    • Fixed several potential bugs.

DEVELOPMENT ROADMAP

  • Act II

    • Added multiple new flying enemies, trap monsters, and monsters hidden in dirt blocks.

    • The second boss, The Second Angel, is complete and undergoing further testing.

  • November Plans

    • Develop the second harbor room content.

    • New scene levels.

    • New scene boss fight: The Third Angel.

  • Future Possibilities

    • Map Amalgamation (procedural generation?).

    • Monster Card Collection System.

  • In Progress / To-Do

    • Complete re-recording of sound effects.

    • Implementation of character voice-overs.

The Lost Glitches - honigstudios
The Next Level of Competition is Here.
We've been listening to the community chatter—you want more regular, structured play with high stakes. We get it. Ranked is great, but sometimes you need a different kind of challenge, something that hits closer to a major.
So, we built two new, weekly tournaments to give every player a place to prove their skills, earn some cash, and get their name on the leaderboard. Whether you’re just hitting your stride or you’re already a certified veteran, we’ve got a bracket waiting for you.

TRIALS: Where Champions Start
New to the competitive circuit? Just unlocked Bronze rank and want to test your mettle? TRIALS is your weekly proving ground—a low-stress way to start your journey into organized play. Fight, learn, and win.

  • When: Every Friday
  • How to Join: Exclusively through our Discord (link below).
  • Format: Starter Decks only, Double Elimination, Top 4 qualify for the Monthly Final with even
  • Rewards: Enter the TRIALS for booster packs. The higher you climb the ladder, the more packs are unlocked! Those who reach the Top 4 will enter the Monthly Final to earn more awesome prizes!


Stay tuned for a collection of toys and gadgets to be announced soon!

Join TRIALS here: https://discord.gg/DMGdjbdpv4
More info here: https://playlostglitches.com/tournaments/

FIGHT CLUB: The Veteran's Duel
Gold or higher rank is locked and you’re hungry for the most aggressive competition. This is where the veterans battle it out. No excuses, just high-level play and real cash prizes.

  • When: Every Wednesday
  • How to Join: Exclusive to Discord members.
  • Requirement: Gold rank or higher to participate.
  • Format: Players bring three different mono-colored decks. Outsmart your opponent during a pre-match veto phase, where each player bans one of the opponent’s decks.
  • Rewards: Cash and in-game rewards, plus a $10 bounty for each match video you upload to YouTube. Get paid to flex!
[/list]



Join the COMMANDERS FIGHT CLUB community: https://discord.gg/DMGdjbdpv4
Community Announcements - lujiankun


亲爱的《R2Beat:音速觉醒》玩家:

为了给玩家更好的游戏体验,我们需要进行服务器临时维护,预计维护时间1小时,维护期间无法登录并进行游戏。

维护时间:2025年10月31日18:15

 

预计维护完成时间:2025年10月31日19:15

 

维护内容:修复游戏内bug;

 

本次维护给您带来不便,敬请理解!

维护完毕后,我们将会对所有玩家发放临时维护补偿金钥匙*1,请在邮件保管箱查收。

 

《R2Beat:音速觉醒》运营团队
2025年10月31日

IdeaBookRoom - mesoncold

Optimize the subscription response logic of creative workshops

LET IT DIE: INFERNO - nizumi

Messages from the LET IT DIE: INFERNO Developers!

This message is from Daisuke Oka, Level Designer:

・Role in Game Development

I work on level design, which involves creating the stages players play in the game.

This includes not only the layout of spaces and obstacles, but also the placement of enemies and items, as well as adjusting rules and overall game balance.

・What I’m Particular About

In level design, my goal is not only to make the gameplay enjoyable, but also to create spaces that feel story-rich and immersive, drawing inspiration from real-world architecture and terrain.

・What I Think Makes "LET IT DIE: INFERNO" Special

The tension of facing strong enemies and risking loss, combined with the joy of finding rare items or successfully returning and leveling up, creates a deeply satisfying experience.

Even if you’re defeated, there are elements that carry over, which adds a nice layer of casual accessibility to the game.

・What I Hope Players Will Notice and Enjoy

In addition to the core gameplay reminiscent of "LET IT DIE", this title features a chaotic world that’s been carefully crafted.

We’ve also incorporated Japanese cultural elements, so I hope players will take time to notice the details while exploring the stages.

・Message to Those About to Play "LET IT DIE: INFERNO"

It’s a game packed with depth and replayability.

I hope you’ll dive in and discover what awaits beyond Hell Gate!

Demon Quest - Pattern J
A major update is coming soon!
To make the game accessible to all players around the world, I’ve replaced all in-game text with universal images.
No translation needed — the visuals speak for themselves!
Get ready for a more intuitive and inclusive experience — available very soon!

Fantasy Maiden Wars - DREAM OF THE STRAY DREAMER - - nskw

Thank you for playing Fantasy Maiden Wars - DREAM OF THE STRAY DREAMER - .

Patch Notes – October 31, 2025,19:00(UTC+9)

\[Ver.1.2.2] The following issues have been fixed in this update:

  • Added handling for when there's a problem with save data during application startup's save data verification.

  • Modified "Blocking" to display an icon on target units.

  • Fixed a bug where weapon names were not displayed correctly when selecting support attacks.

  • Modified to display a warning message when overwriting main story save data with special episode save data.

  • Fixed a bug that occurred when taking screenshots using Steam client features.

  • Fixed an issue where HP bars, etc., could be displayed misaligned when using Spirit Commands in specific procedures.

  • Changed the timing of an event that occurs in Chapter 42 of Reimu's route.

  • In Chapter 46, corrected camera focus processing in conversation scenes.

  • Fixed an issue where text in some conversation scenes was not displayed.

  • Corrected the content of some Spell Card descriptions to be accurate.

  • Fixed a bug that occurred in some track data of the "ORIGINAL SOUNDTRACK."


We apologize to any users who experienced inconvenience and thank you for your continued support of Fantasy Maiden Wars - DREAM OF THE STRAY DREAMER - .

Tiny Pasture - GamerskyGames

As the jack-o'-lanterns glow in the night sky, Tiny Pasture welcomes a truly magical Halloween! We've prepared 8 brand-new festive decorations for you. Come and adorn your Desktop Pasture, letting your little animals play, trick-or-treat, and enjoy their own joyful party on this fantastical Halloween night!

This update includes the following adorable decorations:
  • Candy Jar

  • Blue Flame Wood

  • Ghost Hat

  • Evil Pumpkin

  • Small Gravestone

  • Dark Fence

  • Candle Stump

  • Candy Pile

🎁How to Get Them: Update the game and claim them for free!

🎃Decorate Your Desktop Pasture Now!

https://store.steampowered.com/app/3167550/_/ Thank you for all your continuous support and love! We invite you to join our player community to connect with fellow ranchers and share your amazing desktop pasture!

Battlefield™ 6 - pkrebber

Survive and advance in Gauntlet: an all-new cutthroat, knockout-style elimination mode where squads race to complete missions.

In Gauntlet, eight squads go head-to-head in a series of special missions that push every squad to their limit. Decryption, extraction, territory domination, target protection, explosive transport and more–only squads with the complete package will come out on top in this Gauntlet of elimination ending in a squad vs. squad showdown.

Ready to run the Gauntlet? Assemble your squad and claim glory in this competitive experience.

Gauntlet at its Core

Gauntlet is a competitive, round-based mode based on a four-mission sequence :

  • FIRST MISSION - Eight Squads

  • SECOND MISSION - Six Squads

  • THIRD MISSION - Four Squads

  • FINAL MISSION - Two Squads

The Combat Zone for each mission is based on sections of Fort Lyndon and is custom fit to the number of remaining squads, so that the First Mission has the largest Combat Zone and the Final Mission has the smallest. Its order of mission - namely the Second and Third Missions - can be skipped in specific circumstances, such as Multiple squads forfeiting the Gauntlet by leaving early.

At the start of Season 1, there are eight mission types; one additional mission - Rodeo - will be added during Season 1, with more to follow in additional seasonal updates. 

Unlike Battle Royale, Classes in Gauntlet are the same as those in Battlefield 6 Multiplayer; if you are coming in from Battlefield 6 Multiplayer, your loadouts will carry over into Gauntlet.

Specific missions may benefit from unconventional Class choices across the squad; rather than choosing the standard “Assault, Engineer, Support and Recon” balanced composition, you may find more success on double, tripling, or quadrupling up on a Class.

Reassignment

Nobody likes a quitter, especially if you are performing well in a Gauntlet despite them. When your Gauntlet team is eliminated due to teammates leaving, there is a chance that you will be assigned to a new Gauntlet team rather than be eliminated. 

Reassignment ensures all teams have four active players throughout the Gauntlet match, rewarding top performers from squads with teammates who leave mid-operation. At the end of each mission (save for the Final Mission), all squads, including eliminated squads, will be checked for open spots. If there is an open spot on a surviving squad, or if there is a unique scenario with open spots across multiple eliminated and surviving squads, then a Reassignment will occur, guaranteeing the next mission will have the correct number of squads. Full squads of four who advance to the next mission will not be reassigned.

Gauntlet Missions

Every Gauntlet “round” is a different mode or “mission” - with eight mission types and numerous Combat Zones, it is incredibly rare to have the exact same Gauntlet mission sequence in back-to-back matches with over 70,000 different possible combinations. However, prior to each mission, a miniature briefing takes place that details the rules of engagement and how points are scored.

Every mission offers one point for every kill and revive. This means reviving a squadmate is technically a two point play, as it earns your squad one point while denying a point from the enemy. Keep this in mind when determining your strategy for success as well as Class choice, since the Support Class has multiple tools to help with revives.

True to Battlefield’s core principles, however, the most effective point scoring method across all but one mission is to play the objective. Whether it is destroying M-COMS, holding consoles, or remaining on designated zones, objective play will rack up score faster than playing for a K/D ratio.

Across all missions, points are doubled in the last minute of that mission. For example, if a mission normally rewards a squad one point per kill, then a squad will receive two points per kill during the last minute of the mission.

Some missions will only appear in specific Gauntlet rounds. For example, “Heist” is only played as a Final mission between two squads and does not show up as a First, Second or Third mission.

The eight available Gauntlet missions, as well as when they can appear in a Gauntlet, are as follows:

Name

1st Mission (8 Teams)

2nd Mission (6 Teams)

3rd Mission (4 Teams)

Final Mission (2 Teams)

Circuit

Contract

Deadlock

Decryption

Extraction

Heist

Vendetta

Wreckage

Circuit

Squads earn points by simultaneously capturing and holding as many control consoles as possible. Think Domination, except you must actively capture each control console, the number of which varies by stage:

  • FIRST MISSION - Up to 36 Control Consoles

  • SECOND MISSION - Up to 24 Control Consoles

  • THIRD MISSION - Up to 12 Control Consoles

  • FINAL MISSION - Up to 5 Control Consoles

One point is earned every 20 seconds for each console controlled.

The Support Class and its wealth of revival and defensive Gadgets could be great to lean on in this fast-paced mission, or the Assault Class can shine through its abilities to capture objectives faster than other Classes. Otherwise, consider the Recon and Engineer to lay down nasty traps on their captured consoles to prevent - or get the drop on - enemies from stealing them.

Contract

Every life counts in Contract. Squads earn one point for a kill, one point for a revive, and fifteen points for wiping a squad entirely, which brings us to the objective of a Contract:

Any squad wiped - as in, all four squadmates are dead at the same time - is automatically eliminated from the Gauntlet match. In other words, this is a sudden death deathmatch.

This mission is over when either the timer elapses or a number of teams has been eliminated to the following:

  • FIRST MISSION - Four squads eliminated (Eight squads down to Four)

  • THIRD MISSION - Two squads eliminated (Four squads down to Two)

  • FINAL MISSION - One squad eliminated (Two squads down to the Winning Squad)

More than any other mission, all classes can be the MVP of a Contract mission, so long as no reckless decisions are made. This may lead to less aggressive strategies, but be forewarned: all players are spotted periodically to prevent stagnation, so a squad that sits back and tries to play passively will have their defensive idle cover positions blown

Deadlock

Squads compete to secure and control rotating capture zones for as long as possible. This is most similar to the King of the Hill Multiplayer mode, but with a twist depending on how many squads play this mission.

Like King of the Hill, a player may stand in a Deadlock capture zone to control it for their squad. If players from different squads occupy the same capture zone, the zone is contested. Having multiple players from the same squad occupying the zone does not cause points to be granted more quickly. Prior to the end of one zone, the location of the next one will be revealed on the map, allowing for a “rotation” over to the next objective for those who wish to play aggressively.

Except for the Final Mission, where there is only one rotating zone, Deadlock features multiple capture zones. Specifically:

  • FIRST MISSION - Four Zones

  • SECOND MISSION - Three Zones

  • THIRD MISSION - Two Zones

  • FOURTH MISSION - One Zone

This allows your squad to split up to get more points, although you may want to focus on just one zone to ensure consistent point scoring opportunities.

Whether there is one capture zone or four, a squad earns one point by owning one zone for three seconds. All Classes can make an impact in Deadlock, but a special mention should be given to the Assault Class and its Spawn Beacon for granting advanced positions on active (or upcoming) objectives and capturing zones faster.

Decryption

Squads compete to secure and protect beacon pickups for set periods of time to "calibrate" them and score points, specifically 10 points after 50 seconds of calibration time.

Picking up a beacon automatically marks you on the map and in the overworld, making you a target. Only one squad member can hold one beacon at a time, but each squad member can carry one beacon each. Sprinting will halt the decryption process, making slow, calculated movements necessary for survival while holding a beacon. 

Playing the objective - calibrating beacons - is crucial to success; the squad who balances beacon calibration with tactical engagement choices and consistently revives will ultimately come out on top. Although it may not be a great idea to crowd a squadmate with a beacon, leaving them alone is a recipe for disaster.

This might mean the Support Class and its litany of defensive tools can help lock down beacons until they are calibrated, or the Recon Class could step up to spot enemy movements and hinder their advancements with anti-personnel mines. Otherwise, the Assault Class can decrypt beacons faster than any other class, but having a four-Assault set-up may leave the squad open to counter-attacks from savvy Support, Recon, and Engineer enemies.

Extraction

Travel between consoles scattered throughout the level to gather data, then extract the recovered drives using drones.

The mission begins with terminals placed throughout the map with data drives sticking out of them, as well as drone pads that periodically call in drones for extractions. Players must interact with terminals to extract a recovered drive, then find a pad with a drone waiting to extract a drive. There is a countdown of 5 seconds before the drone leaves, and a drone can multiple extract multiple drives at once

A squad earns three points for each successful recovered drive extracted, and a player can carry up to 10 drives at once, which can lead to up to 30 points per player in one extraction. Coordinating an escort for those holding drives, especially if your squad decides to risk carrying multiple drives at once, should be the main priority for winning - or advancing to the next mission after - an Extraction mission, with aggressive kills and reviving opportunities seen as regular point bonuses.

The Recon and Engineer Classes can set traps around drone pads to make it harder for enemy squads to extract drives and rob them of point-scoring opportunities. Alternatively, the Assault Class and its Spawn Beacon can be great for getting reinforcements when extracting drives.

Heist

Seen as an ultimate showdown mission, Heist tasks the two remaining squads in a Gauntlet to retrieve objectives from enemy bases and return them to their own HQ, all while also defending an objective of their own. This is similar in format to the classic “Capture the Flag” game, but with intense stakes.

If a squad drops a stolen case, consider it a fumble: either squad can pick it back up or it will automatically reset back to its original base if nobody picks it up within 60 seconds.

Every enemy cache capture grants 10 points.

All Classes have the chance to rise above the rest, but a Gauntlet victory will come down to how a squad compliments each other’s individual playstyle. Some may decide to watch their own cache back at their spawn in a defensive role, while others may take flank routes as another takes an aggressive beeline towards the enemy cache. Not communicating and coordinating these efforts can lead to a loss, but that should be second nature to squads who survived a Gauntlet long enough to see a Heist go down.

Vendetta

Protect your squad's High Value Target (HVT) and kill the enemy HVTs. 

The first operator to get a kill is marked as the first High Value Target (HVT). Whoever is a HVT earns their squad one point every five seconds they are alive, and their location is always visible on the map and HUD compass. 

All successful Vendetta strategies are focused on the safety of your principal; your squad’s HVT needs to be kept alive for as long as possible to rack up score for the squad. 

The Recon Class may be ideal for this mission, as they can spot enemies protecting their HVT while also going behind their lines with clandestine tools. Another potential priority Class is Support, who can lay down Deployable Cover and Intercept Systems to defend their HVT.

Wreckage

Your squad needs to find, transport and detonate bombs at specific locations across the map. Think of this as a squad-based Rush or, for our Battlefield veterans out there, consider this a respectful nod to some classic obliteration gameplay…

When the mission starts, a number of bombs spawn at randomized positions. Interacting with the bomb causes a soldier to pick it up. A soldier can hold only one bomb at a time, and will explode if they fail to plant it at an M-COM in time. Bomb carriers and M-COM Sites - active, inactive and armed - are indicated to all players.

Every M-COM Destroyed rewards 10 points, disarming a bomb off an M-COM rewards 5 points.

The Assault Class’ quicker plant and defuse times can make them the go-to objective driver on the squad. However, the amount of defensive gadgets across the other three classes can make for a more well-rounded team that can help push towards and lock down objectives.

Faction Reticent - Alpher

This is a Slog Report, an end-of-the-month progress report to assure you that development is still enslaving me.

First of all, for those who do not know yet, my pace is mostly slow. I have to take account to almost everything in the game. I am also not one who typically make posts, so I apologize for keeping some of you in the dark. I assure you that I do not plan on dropping this project. Now, as for the report itself:

Adjusting The Prologue and Some Story

This update I am tackling on adding the much-needed prologue. This new prologue will take several years prior to the main game and act as the basic tutorial. Additionally, expect some changes for the first few story elements such as dialogue.

Implementation of Steam Achievements and Steam Cloud

I have been dabbling on Steam's achievements and cloud for a bit now. Steam cloud is pretty much ready at this point, and the achievements are only lacking art assets for now.

Extras for Early Access

For the next update, I will be adding the Character Archive room that is only exclusive to the early access versions of the game. Once you complete the main stories, you will be able to access it through any waypoint. The room will allow you to freely use all of the implemented characters in a confined area. I add this in hopes of gaining some thoughts and feedback.

Lastly, save files will have no problem transferring over to the new version. Expect the update to arrive at 16 December 2025.

That concludes the Slog Report. For all of you, thank you for your support and patience, I hope you continue to persevere with me for the months to come~

...

Search news
Archive
2025
Oct   Sep   Aug   Jul   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