Knights In A Different SpaceTime - Mgreat
Fixes:
  • Fixed a rotation on the hub puzzle.

  • Increased size of objectives text.

  • Fixed a rich presence issue.

  • Unblocked the drills on level 3 so you can go between them.

  • Fixed a few rough edges on doors into buildings.

  • Added explosive rounds to Heavy Rifle MKII.

  • Fixed a glitch when opening the shops and pressing tab at the same time.

  • Added tutorial hint for capture points.

  • Fixed minigunner robots being a chill guy.

Drova - Forsaken Kin - Furious Fury
Dear Travellers of the Otherworld!

We have just released patch version 1.3.3. It contains small bug fixes, which you can read at the bottom.

There are also some news about our next project: We are currently having a poll regarding changes to the Drova art style. If you want to get involved check the poll on our Discord.

You can also find news about this in our new YouTube video. As always, the video is in German, but English subtitles are available:



Change Log
  • Fists now trigger the effects of Flowcatcher Talisman and Wind Talisman properly
  • Automatically reading the letter when looting the Strange Relic in the mine with the missing people
  • Closing off a path to the destroyed Forest Primeval directly instead after reaching the tavern
  • Fixed a collider where an unwanted Misty Step was possible
  • Fixed lots of typos
  • Fixed some colliders in the world to reduce change to get stuck
Dustgrave: A Sandbox RPG - OwNathan

Hello Adventurers!

Welcome to another preview of Dustgrave’s Revelation Update, that we plan to release in September 2025!

Today, we’re excited to show you how we’ve completely redesigned the game’s map.

Since Dustgrave’s release, we’ve heard your feedback regarding the map size and its impact on exploration. Originally, we envisioned a vast 3D world where players could freely roam and discover locations filled with wonder. Unfortunately, the initial map proved overly large and somewhat empty, making travel feel slow and, for the lack of better words, boring.

To address that, we have significantly reworked the map, reducing its overall size by 60%. This change dramatically cuts travel times, making exploration smoother and more engaging. We’ve also increased the density of content by introducing new settlements and locations. Additionally, several areas now feature a redesigned geography, ensuring travel and exploration remain fresh and less predictable.

The other notable change the addition of Holdings, small economic hubs like farms, mines, ranches, fisheries, logging camps, inns, and more. Each Settlement now represents an entire region, with every region containing two Holdings, to better represent the local economy and prosperity.

A preview image of the new map, showing the increased density and reduced distances between landmarks.

These Holdings aren’t just decorative, they will be used for dynamic Quests and Events and influence the local economy, impacting each Settlement’s Prosperity level. Holdings also have strategic importance during warfare, with Factions trying to occupy and defend them, reflecting the gradual conquest or reclamation of territories. This addition is part of a broader economic overhaul that will enhance interactions between players, NPCs, and the game’s economy. We’ll explore these aspects further in an upcoming dev diary.

In the next Dev. Diary we will explain in depth how we added the concept of Prosperity Metrics to better track and simulate a Settlement’s economy, and how players will be able to actively influence them by stealing, sabotaging, or donating resources.

Stay tuned for more!

https://store.steampowered.com/app/2393370/Dustgrave_A_Sandbox_RPG/

Project Pantheon - luci :<



Project Pantheon’s third Closed Alpha is officially live and the portals to the afterlife are now open!

In this Closed Alpha, we’re continuing to test core systems, new features, and content advancements.

And for the first time ever, we're excited to welcome players from Southeast Asia, joining our EU and NA Reapers on the battlefield!

Here is the playtest schedule

Start: July 25 – 10 AM PDT / 1 PM EST / 7 PM CEST / 12 AM ICT (July 26)

End: July 27 – 1 AM EST / 7 AM CEST / 12 PM ICT / 10 PM PDT (July 26)

If you haven't sign up for closed alphas yet, register here.

Wondering what's new in Closed Alpha 3? Check this article!

Join discussions and help us shape Project Pantheon. Join our Discord.

See you in the afterlife.

Hero Quest - God of Chaos - future.intellect.games
We’ve made some important optimizations to improve your gameplay experience:

  • Maps are now built directly into the game instead of loading from the web. This greatly improves loading times and eliminates related connection issues.
  • Spell animations have also been integrated into the game, ensuring smoother and more reliable performance.

Enjoy faster, more seamless gameplay with this update!
5:56am
New Horizons Playtest - nonynonyx
Bug fixing.
Added tools damage to NPCs
Added killing XP.
Enhaced performance.
Other minor aditions.
Street Chef - Food Seller Simulator - happybaragames

New Map Area: Explore the Night Club district – a lively new spot to serve hungry party-goers.

12 New Music Tracks: Fresh tunes to keep your shifts more dynamic.

Improved Game Economy: Better balance for income, expenses, and progression.

General Bug Fixes: Smoother gameplay and improved stability.

More features are on the way — stay tuned, street chefs!

Bound Beyond - Houston

We know it's been a moment since April - thanks for sticking with us! Development is progressing well, and the game is getting closer to its desired state. We're excited to share more of what we have!

  • A new gameplay trailer is coming soon

  • Fresh screenshots showcasing the latest build

  • We'll update the Steam page to better reflect the game's current state and vision

Stay tuned, we have a lot to share! :)

Danmaku Fighters Playtest - Miumiu
* New characters
* Netcode fix
Paradise Beach Simulator - Maenora
Hello everyone!

Here’s a teaser for our next update (early August), with the addition of night ferries
!
It was supposed to arrive this weekend, but there is still about 10% of work left to do, and we didn’t want to push it to the beta branch in its current state. We still need to refine the ambiance (lighting, game interface), and test that all mechanics work well (edge cases, etc).

📣 Here’s what will be new:

-Night ferries, with a different clientele, and the addition of two activities: bar and nightclub. Serve drinks on demand, and crank up the sound system so your guests dance until dawn!

-You’ll be able to add your own music to the game! Demonstration below (music not included in the update)


-More precise ferry management throughout the day: manage the flow of ferries you want to host on your island, day and night, from your computer.

-Addition of decoration with 7 new palm trees and rock formations. We started from the observation that the island feels too empty when you arrive in the game for the first time. We decided to improve the environment by adding these palm trees and natural decorations. They can be reused by the player to embellish their island. Since they’re present on the island from the start, they do not bring any hype points.




-For players who are already well advanced in the game and do not wish to start over, you can also find these 7 natural decoration items in the shop as you level up!

-Addition of some SFX

Quick note about employees
The cook and the Harvester will arrive in a future update because we didn’t have time to develop them yet. Indeed, our dilemma as gamedevs is choosing between fixing bugs or pushing ahead with content. Naturally, we are running a bit behind, but this doesn’t change our roadmap plan—just its timing 🙂


☀ Finally, we’re taking a few days off starting tonight, after months of a relentless work pace. We’ll remain connected (from afar) on Discord, but we’re reading you (always)!

Back in the first week of August for the update

See you soon!

Teddy & Marine
...

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