4:58pm
Pentavolt - Friendly
Fixed achievement bug
Out of Action Playtest - doku games
Servers will be down momentarily.

- More damage validation checks.
- Frag mag now actually works again.
- Some placeholder audio and increased recoil for Hammer-Head shots.
- Warrant standard grenade fuse time from **0.75** > **1** seconds.
- Warrant standard grenades can now be disabled.
- Nano-wiring a projectile/device that can be disabled will disable it until released (making returning to sender easier with Augmented Nano-wire).
- Warrant grenade explosion VFX larger to reflect their actual effectiveness.
- T-lock ammo overrides all penetration, headshot multiplier, damage range and velocity modifiers.
- T-lock ammo explosive damage decoupled from the direct hit damage. Instead is calculated entirely by the overall RPM of the weapon to make it more consistent across all weapons and unaffected by damage modifiers.
Linear Calamity - Crimson Heart
The game got a massive rework, but don't worry, I'll guide you through everything.

Before it was a basic generic shooting roguelite on a topdown 2D perspective... boring.

(Not that it was bad, but that wasn't what I really had in mind...)

The new Linear Calamity and how it works

Now as you can see, I basically remade the game from ground up.

But first some yapping about where I've been, if you care.

After my PC got fried up, I got really demotivated to work on the old linear calamity and eventually this lead to me abandoning the project entirely...

Until I got back to playing some games I liked, such as darkest dungeon and something clicked after I played through some weeks and stumbled into the thing from the stars and I had an idea to go back to Linear Calamity with some new found passion.
Also, yeah, college sucks and I got burn out from it but anyways.

THE NEW LINEAR CALAMITY

Now the game works as a normal horror game, I decided to play a lot with sounds and how they would affect the game, my early prototype had some potential to a weird sound visualization...

As you can see, those white lines are sound.

And they bounce around revealing the map.

BUT WAIT THERE'S MORE

I started working with an inventory and got rid of the old shooting robot things, it wasn't really what I had in mind. Also light decreases over time, so you need to keep looking for torches if you want to keep seeing.

Later I changed the character design and everything else.

And now the game is a survival horror with all of the secrets you will suffer a lot to find! JUST LIKE THE OLD GAME!

Yeah, I still use a lot of the roguelike formula, but with a twist, instead of having those "oh I find coins and upgrade my meta character on the hub" I'm using more events that shape and unlock new things during a run, knowledge is your best weapon here.

Keep yourself sane...

AND BURN

BURN THE WITCH!

4:49pm
Tidal Nexus Online Playtest - ☣Deathklaat☣
Hotfix for FPS spikes
Better Fortress 2 - Open Beta - Alien31
  • Added a new map background when launching the game.
  • Added a Host Tag & a Host symbol in the chat and scoreboard respectively for users to quickly identify who the host is.
  • Added 2 new Loadout Presets: Slot E and Slot F
  • Added a new Skin Slot next to the Action Slot for whole body cosmetics.
    - Currently only used for the Mechanized Mercenary and Voodo-Cursed Soul.
  • Added Slot filters for filtering out TF2 items or Mod Items.
  • Added a Mann Co. Catalogue category for users to check all the mod items.
  • Added 2 new options in Advanced Settings.
    - Disable Cosmetics.
    - Disable Unusuals.
  • Added a vote for MvM to toggle MvM Versus.
  • Removed "Pass to me!" voiceline!
  • Fixed a bug where MvM Defender Spies would disguise as BLU humans.
    - Fixed a bug where disguising as players using Mechanized Mercenary cosmetics would show them as humans.
  • Fixed a bug where the Mechanized Mercenaries ragdoll would show up as a human and not as robot.
YASUKE: A Lost Descendant - Dallience
YASUKE Pre-Alpha Patch 1.42

Various changes and updates based on the feedback received and planned changes in the future of this build


GAMEPLAY
  • Added minimum height entry condition for starting Wall Run

  • Minor camera rotation and collision behaviour fixes

  • Player-enemy collision behaviour adjustments

  • Adjustments to player rotation/movement behaviour during attacks.

  • Changes to hit properties of certain moves:

    * Cheetah Super Attack: Knockback reduced for slash instances

    * Lion Air Heavy Attack: added knockdown effect to 3rd hit

    * Unarmed Light Attack: minor increase to hit stun duration

    * Unarmed Air Dash Attack: increase to fall speed and decrease to hit activation radius

    * Launcher Attack: slight decrease to launch force

  • Adjustments to Grind Rail collision with player

  • Base Grind Rail Speed increased

  • Base Sprint Speed increased

AUDIO
  • Fix to Audio settings being further altered upon exiting the Volume slider screen in certain instances.

  • Fix to some SFX not being affected by audio levels

ENEMY
  • Adjustments to Enemy encounter finish camera behaviour

  • Adjustments to Enemy Poise refresh conditions

  • Minor adjustments to enemy positioning and attack behaviour * Enemy HP values lowered on Medium/Easy difficulties

KNOWN BUGS & UPCOMING CHANGES

- Very rare occurrence of Combo Counter not ending upon finalizing a combo.

PC Building Empire - Moose Games

We’re excited to announce that PC Building Empire has sold over 1,000 copies in just 7 days!

This is a solo project, developed entirely by one person, with passion and care. Seeing so many of you playing and supporting means the world to us!

We know there are still things to fix, and we truly appreciate all the feedback and bug reports you’ve sent — they’ve been incredibly helpful.

This is just the beginning! We're in Early Access and already working on bug fixes and, most importantly, new content.

📈 Coming soon: a shop ranking system and full shop customization to make your business truly unique!

Thank you for being part of this journey! 💻🚀

Moose Games

4:25pm
漂流、のち、座礁 - ebiitsu318
Removed head bob to reduce motion sickness.
RIG Riot Playtest - Superb Television
  • Added labels for ammo drops to clarify their purpose
  • Improved clarity for some button labels
  • Added keybinds for several menu buttons
  • Added missing collision to some buildings on facility stage
  • Slightly reduced booster volume
  • Removed MenuBack input detection from pause menu to prevent un-pausing when performing Alt+Tab
  • Achievement Menu button text now wraps
  • Enemies now continue to spawn even after the boss has been destroyed

Notes:
  • Working on adding a Pilot Manual to explain things like Manual Reload (Modify + Weapon) and other common questions
  • Working on adding and fixing various settings

Thanks to everybody who has played and given feedback already! It's awesome to see all the new names, your feedback has also been super helpful! Nowhere near the end of the list but I wanted to get some of the easier changes pushed out sooner than later. Stay tuned!
A World At War Tactics - umahe

Hey Commanders,

I know I’ve been radio silent for a while… truth is, I was going through a bit of a rough patch. Solo development can take its toll sometimes. But I’ve kept working behind the scenes, and I’ve got some exciting progress to share!

🧠 Smarter Enemies

I’ve been improving the enemy AI so they make better tactical decisions—taking cover, choosing smarter positions, and coordinating attacks. Flanking them won’t be so easy anymore!

🎶 New Music In the Works

I’ve started working on the game’s soundtrack, aiming for something that feels both epic and tactical. Music that enhances the mood of each battle without overwhelming the strategy.

🛠️ Map Design Mode

One of the features I’m most excited about: a Map Design Mode! Players will be able to build their own battlefields and later use them in Skirmish Mode. It’s still early in development, but the foundation is in place.

Thanks for sticking with the project. A World at War: Tactics is a long journey, but every step forward matters. See you on the battlefield!

...

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