Go Kart Island - grumpy_pizza
Yet another terrible bug has been banished from the game FOREVER 🚫🐛

Why was there a bug in the game in the first place you ask? 🤔 Don't blame me, blame the mayor 🎩👀

Bug Fixes
  • Fixed a bug where you could fall beneath the world geometry and continually fall into the abyss forever

    Minor changes
  • Removed and repositioned a bunch of trees and foliage
  • Implemented some performance improvements that will be evident on low end hardware
Gatherlands - bugurcamehmet00

Hello Travelers! 🧭✨

The first playable demo of Gatherlands is now available!
You can try the demo between November 15 – 25, 2025 and help shape the game with your feedback.

During this period, it's completely normal to encounter bugs, broken mechanics, or missing features! The game is still under active development, and every idea you share is incredibly valuable to me. ✨




Why Only 10 Days?

I want to quickly apply your feedback and bring a much stronger, cleaner, and content-rich demo to Next Fest. That’s why I'm opening a short test phase for now.




🎮 What Can You Do?
  • Explore islands and gather resources

  • Experiment with the crafting system

  • Test combat, exploration, and puzzle mechanics

  • Encounter small surprises 😉




💬 Your Feedback Matters!

Thank you in advance for all your support and feedback.
We’ll meet again at Next Fest—stronger than ever! 🚀💚


If you’d like to report bugs, share suggestions, or just chat:



Scarred Steel - Stone&Steel

Hey guys,

So, this week I finally got the Kingdom Map to actually come alive and start functioning, after having no clue where to begin.

In this devlog, you’ll see:

  • The struggle of getting territories, movement, and hover effects working without breaking everything

  • How I built the Kingdom Map system, added territory selection, glowing hover effects, and made the player piece move between regions

  • A funny moment where the map somehow looked semi-decent despite me winging half of it

🎥 Watch the full Devlog #18 here:

If you’d like to support the game, don’t forget to add Scarred Steel to your wishlist & support me on YouTube:

👉 Steam Wishlist Link

👉 My Game Dev YouTube

Thanks again for checking this out.

I’m looking forward to sharing progress with you each week as I work toward the full game release!

– Ethan

Winds Of Arcana: Ruination - deepak

The game is out!

We’ve spent years building this world, its dangers and breathless wonders, its hidden corners and silly characters. And over all those long days and nights, through playtests, builds, feedback, memes, and glorious chaos… you helped shape Winds of Arcana: Ruination into the game it is today.

Thank you. Truly. This community has shaped the game more than you may ever know, and we’re deeply, genuinely grateful for it. 💙

The gates are now open. Aryn’s story becomes yours to explore.

See you on the other side… in the Ruins. ⚔️

Join the rest of the adventurers on our Discord.

SUGA: Survival Game - Britannia 303
What's New?

The build system is coming along nicely, with a working mini-menu now usable by pressing 'B' (default Key, we do not yet have configurable key binds). It is currently somewhat limited in what you can make, as you can currently build walls and a crafting bench (crafting interface is incomplete, so this is largely just for testing purposes)

  • Added a basic inventory crafting system, allowing players to convert logs into planks, whether this will continue or be replaced by the main crafting interface is not yet decided though we will likely keep it how it is for at least a few updates.

What's Next?

Stay tuned and find out! SUGA is an early-access game and so the game, the gameplay, and the game's appearances / mechanics are likely to change very rapidly over the coming period, it should be noted that as an indie development with no / very limited external support we are doing the best we can with what we have.

Bug Fixes:
  • Fixed an issue where interacting with the crafting bench caused players to disconnect

  • Fixed an issue where player's could hear other player's interaction sounds with certain buildable object

  • Fixed an issue where certain text from interactions was displayed to all players instead of just one

  • Fixed various issues regarding layering

  • Fixed various issues relating to trees, and walls, and their generation and placement

  • Fixed an issue where hitting a tree would break a different one randomly and not the one you hit

  • Fixed "Host Lobby" button not working after disconnecting from a server

  • Fixed issues regarding the combat system, namely players not taking damage when attacked, or animations not working properly.

  • Fixed issues with hunger occurring too fast or not happening at all

Magecraft: Spellbuilding - Violet Grimoire

Change log:

  • Fixed an issue where enemies wouldn’t die upon being brought down to 0 HP in certain situations.

  • The halfway point of Dungeons will now always have a Midboss. (Previously, some paths may not have had a Midboss encounter.)

  • Minor wording fix in the ending cutscene and the Sell Out ending description.

  • Spellbuilding updates:

    • If you remove a sigil from your spell while you already have a sigil selected, the selected sigil is now correctly cleared, preventing you from placing that sigil in an invalid slot.

    • If you have a spell with multiple Damage sigils and the Area of Effect modifier, removing one of the Damage sigils will no longer automatically remove the Area of Effect one.
      (Area of Effect will still be removed if you remove all other damage sigils on the Spell.)

    • Various sigils that have no extra effects when stacked can no longer be added to a spell multiple times.

    • Shield Modifiers, such as Ward / Spiked / Guardian Shield, will automatically be removed from the spell if all Shield sigils are removed.

  • Updated spell effects:

    • Echo Shield no longer counts the shield-based damage from Barrier Bash when shielding the user, to prevent exponentially-stacking shield and damage when combining the two.
      For example:

      • With 10 shield, a Barrier Bash + Echo Shield spell will deal 10 damage and increase shield by 0. (Since all damage came from Barrier Bash)

      • With 10 shield, a Barrier Bash + 5-Damage + Echo Shield spell will deal 15 damage and increase shield by 5. (Since 5 damage out of the total came from sources other than Barrier bash.)

      • With 10 shield and 1 stack of Power, a Barrier Bash + Echo Shield spell will deal 12 damage and increase shield by 2. (Damage buffs like Power will still count towards the Echo Shield amount.)

      • A 5-damage + Echo Shield spell will be unchanged, dealing 5 damage and increasing shield by 5.

    • The Dread status can now be stacked multiple times.

    • When stacked, the Ignition sigil now only displays “Grants 1 stack of Ignition to self” once, matching how the Spell actually works. (The damage stacks, but not the Ignition status.)

    • The Witchcraft and Judgement scrolls will also increase the stack limit of statuses, if they happen to increase the number of stacks past the status' usual limit.

Enlil: Rise Of the End - HAPPYTECH
Major Update Released – Combat, Animations, Story & UI Overhaul

This update delivers the largest set of improvements so far, focusing on combat feel, animation quality, enemy behavior, ragdoll physics, story progression and overall menu experience.
The game now plays smoother, responds faster, and feels significantly more polished.


⚔️ Combat & Animation Improvements
  • Refined attack animations for all player actions

  • Updated transition timings for a smoother combo flow

  • Improved hit-reaction feedback

  • Fixed inconsistent attack states


💀 Ragdoll & Death System
  • Fully reworked ragdoll behavior

  • More natural collapse physics

  • Fixed jittering and sliding issues

  • Improved force calculations for hit impacts


🧠 Enemy AI & Behavior Updates
  • More consistent attack timing

  • Better distance management during combat

  • Reduced “body stacking” and collision pushing

  • Improved awareness and reaction logic


📜 Story Flow Enhancements
  • Updated early-game sequence logic

  • More coherent story triggers

  • Improved pacing between scenes

  • Fixed skipped or repeated dialogue issues


🧭 Menu & UI Overhaul
  • Cleaned up main menu structure

  • Updated icons and layout

  • Faster navigation and reduced clutter

  • Improved visual clarity


🛠️ General Fixes & Optimizations
  • Performance adjustments across several scenes

  • Smaller memory footprint

  • Minor bug fixes related to audio, input and camera behavior


Thank you for your support!

We're getting closer to the vision of Enlil: Rise of the End.
Your feedback is always welcome—keep it coming.

Prison Escape Simulator: Dig Out - Digital Melody S.A.

Bed fix Hey Escapees!

We've got some fresh news straight from the prison yard. In this latest update, we tackled one of the most frustrating issues: the bed that was sinking players into the floor.

Thanks for your patience and support. Now you can finally get some rest… without waking up under the floor! 😉

INIMICUS - Kara
Main Update
  • The Soul Tower ENDLESS has been implemented.

  • A ranking function has been implemented.

  • 40 new monsters have been added.

  • One new skill has been added.

Other Updates
  • Mission Battle has been added to the Monster Encyclopedia tab.

  • Some internal monster IDs have been changed.

  • The Soul Tower map has been expanded.

  • Orbs (full recovery) have been added.

  • The timing of autosaves has been tweaked, slightly improving performance.

  • Sound effects have been added to very large TOTAL DAMAGE effects.

  • The background and animation for ENDLESS battles have been changed.

  • Fixed an issue where the pitch of the sound effects during escapes was unintentionally increased.

  • Survey comments are now closed.

  • Other minor bugs have been fixed.

Comments

Thank you for playing INIMICUS! Development is progressing thanks to your support.

Witch Potions - Craft of Lust - PotionMaster

Build update!

  • Added background music in the tavern.

  • Fixed dialogues with Glasswein and the Innkeeper - they now work correctly.

  • Added the mechanic for giving the potion to Lord Glasswein in the tavern - simply hover the correct bottle over him.

  • Reworked the character display system - it now takes into account the character's current location.

  • Adjusted character sizes so they no longer hit their heads on the door when entering the cottage.

  • Added layering to the world map - now Rena moves behind buildings.

  • Added day and night cycle on the world map.

  • Linked Rena's movement across the map to the time counter.

  • Fixed resource duplication through starting a new game and loading.

    Fixed empty bottles appearing in the chest every time you return to the cabin.

    Fixed disappearing potions from the quick access panel when you enter the tavern.


    Old saves will be deleted, as we have completely changed the visitor hierarchy. Now the system takes into account their presence at locations, not just in the house, which will be necessary for future updates.

Next, we will begin working on content updates, which will include new characters and scenes!

...

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