12:55pm
Colorfire Redux - Anti
Patch 1.4.2
  • Tried to fix crashes related to dying by overheat
Big Dig Energy - ShiftyBeans

Audio
  • Master Volume Fix:
    Master volume slider now correctly adjusts all sound classes, ensuring consistent audio control across the entire game.

Gameplay & World Changes
  • Ore Spawn Pooling Fix:
    Resolved a pooling issue that could cause ore nodes to fail spawning entirely in some areas. You should now see a much more consistent and satisfying amount of ores when digging.

  • Underground Object Air Holes:
    World terrain now clears around key underground objects (like chests and gem clusters) at runtime, creating air pockets to make them easier to discover and dig out.

  • New Stamina Ore Tiers:
    Introduced three different tiers of Stamina Ore, each spawning at specific depths. These ores provide minor stamina boosts to help during deeper digging runs.

Performance & Stability
  • Low-End Machine Invoker Fix:
    Fixed an issue where starting areas would not load fast enough on lower-end machines. World generation is now more responsive and reliable at spawn.

  • Auto Save Edit Lock (Multiplayer):
    Voxel edits are now temporarily disabled during Auto Save, preventing game freezes that could cause connection loss for clients.

    • Auto Save is enabled by default (saves every 25 minutes).

    • You can disable it in Settings if you prefer manual saves using the house computer or by quitting cleanly.


Final Notes

Thanks for continuing to dig in and sharing feedback. I'm doing everything I can to improve the experience each day, and there's more on the way. You all rock.

Grandpa High on Retro - Ashnell Games

Hey everyone!

I'm thrilled to reveal that the FREE DLC of GRANDPA High on RETRO, drops on:

August 7, 2025 at 5:00 p.m. Eastern time.

This is it! No more moving the free dlc release date!

Thank you guys for all the support I can't wait for you guys to experience the FREE DLC!

Extra Information:

On my latest Youtube video I game more information on why It took the DLC longer than expected to finished, who are the voice actors, more details on a 2nd FREE DLC coming this December and answering more questions.

Teller's Duty - Idepin
Bug Fixes & Improvements

  • \[Audio SFX] Improved and added new sound effects for gameplay.

  • \[Stamp] Introduced a fake stamp feature.

  • \[Achievement] Added achievement system for the demo version.

  • \[Money Drawer] Implemented auto money addition/removal when holding the add/remove button.

  • \[Mailbox] Introduced a mailbox system.

  • \[Optimization] Optimized several in-game assets for better performance.

  • \[Dialogue] Balanced some dialogue lines to better fit the context.

  • \[Work Hours] Adjusted work hours for each day.

  • \[Appointment] Tellers can now schedule appointments with customers.

  • \[Stamp] Updated to include the fake stamp feature.

  • \[Health System] Health system now functions correctly.

  • \[Expense System] Expense system now works as intended.

  • \[Customer Transactions] Fixed issue where the same customer appeared multiple times in a day with repeated dialogue.

  • \[Minor Bugs] Fixed various minor bugs and issues.

  • \[Minor Bugs] Fixed deposit bug on day 2

  • \[Minor Bugs] Fixed withdraw limit on day 6

Galaxy Engine - ✪Mr.Toaster

This new major update brings light simulation with ray tracing, as well as some quality of life additions and bug fixes.

Changelog:

  • Added ray-traced light simulation

  • Added "Optics" tab

  • Added new tools menu

  • Added "Long Exposure" feature

  • Added new presets showcasing the new optics features

  • Added new basic stats for optics (enable optics to see them)

  • Improved UI readability

  • Galaxy Engine now uses 16 bits-per-channel color data internally. This enables more accurate colors, especially for dark values.

I decided to go for a PBR approach, meaning that you can make scenes and modify materials similar to how you would in a traditional 3D path tracer. The lighting simulation does approximate some things more than others, like energy conservation and dispersion.

The ray tracer is geometry-based, which means that it doesn't use mathematical functions for shapes. Instead, shapes are made out of individual edges, again, similar to 3D rendering tools. This means that walls and shapes have edge normals and vertex normals. These normals allow smooth shading while using actual geometry.

All that said, here is a list of features the ray tracer showcases:

Diffuse lighting

Specular reflections

Refraction

Emission

Specular roughness

Refraction roughness

Fresnel simulation

Index of Refraction (IOR)

Nested dielectrics with different IOR

Light dispersion

Total internal reflection

Sampling with ray accumulation

Wall creation

Draw shape tool

Lens creation tool

Circle creation tool

Diffuse color editing

Specular color editing

Refraction color editing

Emission color editing

Light color editing

Shape relaxation

Point lights

Area lights

Cone lights

Light spread

Here you can see a video that showcases some of the new features:

I have a background in 3D rendering, and now that I know how to code, I thought to myself: "I could make my own ray tracer!" And so, this is why I started working on this update. It was a fun experiment, and I'm glad that I did it. But now that I've finally finished it, I'm getting back to particles.

I hope you like it!

Mindustry - AnukenDev
The highlight of this build is the re-structuring of Serpulo sectors to align with their position in the tech tree. Instead of jumping to random positions all over the planet, you will be gradually expanding your territory, starting from Ground Zero. Any previous 'preset' sector saves should be migrated to their new positions on the map.

I am aware that not everyone will agree with this change, but I firmly believe that it is necessary, for the following reasons:
  • Placing sectors next to each other makes it far easier to see where the player should go next. Historically, some players have experienced difficulty figuring out where to go early on in their campaigns.
  • Only being launch to adjacent preset sectors (as opposed to halfway across the planet) makes logical sense, and aligns them with the mechanics of procedurally generated sectors.
  • Having most sectors close to each other makes it far easier to see all the territory one has captured.

Note that this rework is not complete. There are plans to add special hand-made sectors on the far side of Serpulo, among other things. The Erekir campaign will also need a similar rework in the future.

Detailed changelog:

  • Complete reorganization of Serpulo campaign layout and sector tech tree; preset sectors are now adjacent
  • Made sector icons show up on map
  • Moved procedural attack sector positions
  • Made dark areas of Serpulo emit light based on player/enemy structure presence (note: you must enter a sector in order for its light coverage to update)
  • Made procedural sectors on Serpulo now require a Foundation core to prevent sequence breaking
  • Added unfinished enemy base sectors to the far side of Serpulo these are currently procedural nonsense, but will be replaced with user-made maps in a future update
  • Made "select all units" ignore Mono units
  • Added support for multiple unit stances at once
  • Added support for specifying multiple ores to mine for units
  • Made enemy wave AI detect and avoid unit clogs in certain situations
  • Made the editor display a more accurate version of the map
  • Added new metal tiles for future Serpulo maps
  • Added colored floor/wall blocks for custom maps
  • Added character overlay tiles
  • Added an achievement for killing a unit with a mass driver bolt
  • Added a setting for detaching the camera
  • Added a key for toggling unit debug hitboxes
  • Added a rule for filling the core with items
  • Reduced damage of Arc against shields
  • Reduced flying unit crash damage by 50%, and wreck health by 75%
  • Made mass driver bullet damage/explosiveness depend on items carried
  • Various balancing adjustments to make payload distribution more viable on Erekir
  • Made Quell missiles temporarily invincible
  • Fixed miner units sometimes searching for ores far away from the core
  • Fixed a freeze caused by broken logic spawning explosions
  • Fixed installs of multiple mods causing a redundant dependency dialog to appear
  • Fixed legged units drowning due to incorrect pathfinding
  • Fixed research button not being clickable on some devices
  • Fixed visual discontinuity line on Serpulo (and modded planets)
  • Made the server list cache itself as a file in case of unstable network conditions
  • Added selection of attack wave spawn position by commanding cores in editor
  • Made logic-controlled units unselectable again
  • Made tileable logic displays have an offset to account for the frame, similarly to standard displays
  • Added support for reading characters from strings and message blocks in logic
  • Added support for reading/writing to canvas blocks in logic
  • Added 'select' (ternary) logic operation
  • Made text align a constant variable instead of static instruction field
Department of Gravity Management Playtest - nonnewtoniangamer
Final Demo Version Before Launch
SHAPE SHIFTER - Velynx

Cosmetics are finally here! As well as some much needed bugfixes and an editor upgrade.

Full Changelog:

New Additions

  • Added Cosmetics! Go to the "Character Customization" Screen on the main menu to apply different looks to your shapes. Consider this a sort of experiment, where new cosmetics will be added in the future, and will probably be given as rewards for achievements such as completing the campaign or getting a good time in a level or something.


Changes

  • The editor object select now has two columns. This allows for twice the amount of objects to be shown at once, making the list much more organized and less tedious to navigate.

  • Players now flash red when taking damage. This should work in multiplayer, although that hasn't been tested yet. Please feel free to report any bugs in the Discord server.


Bugfixes

  • The Appearing Block no longer kills you when it disappears and you touch it... :)

Fields of Mistria - andrew

⭐ Fields of Mistria v0.14.1 Patch

We have released a patch to fix a few higher-priority and miscellaneous bugs introduced in the v0.14.0 version of the game. Thank you for bringing these issues to our attention so we were able to fix them quickly 💛

You can use the following forms to submit your own reports:

🐛 Bug Report Form

📝 General Feedback Form

Patch notes will feature a 🌼 emoji whenever the change is based on community feedback and bug reporting!

0.14.1 Patch Notes:

\[Highlights]

  • 🌼 The tooltip on seeds has been restored to display all intended information.

  • 🌼 The ability to navigate to other pages at Darcy’s Stall, Hayden’s Shop, and any Store menus that have 2 pages in them has been restored to function as intended.

  • The journal now displays “Best Friend” instead of “Single” if the player has chosen an NPC's “Best Friend” route during their 8 Heart Event, further clarifying the current status within that menu.

  • An interact bubble has been added to the Harvest Festival Feast Table and Pumpkin Patch sign to further clarify that these are interactable locations.

  • 🌼Fixed a bug where Adeline's romantic status could sometimes switch from "Dating" to "Best Friends" after Eiland's 8 Heart Event. Note: If, after updating to 0.14.1, Adeline remains on the "Best Friend" route (listed in the Journal) despite choosing the "Dating" route in her 8 Heart Event, please load a previous Save File from before Eiland's 8 Heart Event to reset Adeline's route.

\[Updates]

✨ QOL

  • Improved furniture and sapling preview placement UX.

  • 🌼Requests will more reliably appear on the Request Board if valid requests are available.

💛 NPCs

  • 🌼Wheedle’s Likes have been updated to correct a duplicate liked item.

  • Balor’s 8 Heart Event letter name has been updated, and his quest objective has been clarified.

  • 🌼Dialogue typos have been corrected.

\[Bug Fixes]

🎮 Gameplay

  • 🌼Water Sprite Statues in greenhouses now work as intended if the player leaves while they are activated and/or if it is raining or snowing.

  • 🌼Players can no longer attend the Shooting Star Festival with an NPC on the evening of the Harvest Festival.

  • 🌼Players can no longer obtain a Shooting Star Date Photo Card before Dating an NPC.

  • 🌼The Shooting Star Festival scene no longer interrupts Celine’s 8 Heart Event if players trigger it on Summer 28.

  • 🌼Fixed NPCs from reverting to lower-level heart dialogue for one in-game day after loading.

  • 🌼Merri no longer sells Craft Decor Set items and recipes. The recipes are now available to purchase at Balor’s Wagon as intended.

  • 🌼Mist Spots no longer respawn if the player exits and reenters the map.

  • 🌼Animals no longer eat the food in their troughs before 10am.

  • 🌼The “Upgrade the Carpenter’s Shop” questline now correctly appears at renown lvl 70 when all other upgrade questlines have been completed, including the new Saturday Market upgrade.

🎨 Art & Visuals

  • 🌼Purple Saplings can no longer jump into the void.

🖥️ UI

  • 🌼Letters now address the player by their correct name, rather than referring to them as the placeholder name “Ari”.

  • 🌼The Inventory Management controls page in Storage menus now displays “Pick Up One”.

  • 🌼Players can no longer swap armor into the incorrect slots.

  • 🌼Hayden and Olric’s portraits now display correctly during one of their group conversations.

❌ Crash Fixes

  • 🌼Hitting E while holding a Clod Bomb no longer crashes the game. Note: Clod Bombs are thrown using G - the Throw Item control.

  • 🌼Obtaining a Shooting Star Date Photo Card while the player's inventory is full no longer crashes the game.

  • 🌼Updating a save file where the player has a status effect applied no longer crashes the game.

Exophobia - Zarc Attack

Hey everyone! Long time no see...

I've been super busy with work (yeah, got a full time job doing something else ːsteammockingː), so there hasn't been much Exophobia updating.

I wish at this time I would have added way more stuff to the game. Nevertheless, I took this special date to update the game with the promised Lovecraftian update and run a 30% discount for the week!

Also, health pills are now cake for today lol

On this day last year, Exophobia was released. Thanks so much to everyone who played it and all the support it has been getting even to this day! Couldn't be more proud of what I accomplished and grateful for how things went.

This update contains spoilers, so I will be discussing it below:

The Lovecraftian update consists on the addition of a second phase to one boss.

This last boss fight is unlocked by getting the "true" ending (returning all gems to the emergency hatch) You fight the Alien King a top the emergency pod returning to Earth.

I always felt this fight didn't make justice to a climatic finale.

Right now this fight gets a much needed second phase and balancing on the first phase to make it fair for people who haven't got the boss rush achievement yet!


I'm sure this small update will please the hardcore players! (you can also get back just to eat some cake)

Thanks for making this year very special. I have some ideas on more content to add to the game, but still not sure everything will be possible. I want to do this as a thank you to all the players as I don't have the exact means to deliver them, but I will try!
Best, Zarc
...

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