Sea of Brave: Beast Island - seaofbrave32

Hey everyone!

Today I’ll be streaming a short (about 1 hour) gameplay session of Sea of Brave Beast Island, showing not only the demo content but also a sneak peek at Chapter 2, going beyond what’s currently available in the Steam Next Fest 🗺️

Sea of Brave Beast Island is a tactical deckbuilding roguelike, and the demo is part of the ongoing Steam Next Fest. If you’ve already tried it or are curious to see what lies ahead, this is your chance to hop on board.

📅 When:
🕖 Today, June 13 at 7:00 PM (Chile Time)
🇺🇸 6:00 PM ET (Eastern Time, US)

📺 Where to watch:
🔗

[dynamiclink href="https://store.steampowered.com/app/3006480/Sea_of_Brave_Beast_Island/"][/dynamiclink]

🎮 What you’ll see:

  • Full demo gameplay (Chapter 1)

  • Exclusive content from Chapter 2

  • Turn-based tactical combat with cards, allies, accessories, and dice

  • Deep roguelike mechanics and emergent strategies

⏱️ The stream is planned to last around an hour, but we might sail a bit further if the winds—and the adventure—demand it ⛵

Thanks for being part of this journey! Hope to see you on the island 🏴‍☠️

Mina the Hollower - YCG

Happy Friday the 13th! Come join us for a very special LIVE STREAM EVENT! The Yacht Club Games crew will be playing through the full Mina the Hollower demo with each weapon! Stop by and say hi! We’ll be answering questions and sharing tons of tips & tricks on how to play!

It’ll stream live in two locations:

Demo Page Link: Click Here to Visit Demo Page

Twitch Channel Link: CLICK HERE TO VISIT OUR TWITCH CHANNEL

If you can’t make it, don’t fret! The VOD will be saved and uploaded to our YouTube channel. We hope you join us for a fun time!

LASTLY BEFORE YOU GO

With that said, friendly reminder that the Mina demo is participating in Steam Next Fest! It’s a limited time demo so please make sure to check it out before the event ends on June 16th.

If you enjoyed the game, please consider wishlisting the game and leaving the demo a review! We’re almost to “overwhelmingly positive” and it would be cool to hit it before the event ends!!

Band of Crusaders Playtest - hepakles

Hello! A small update while going into the weekend:

Campaign / Camp

  • Fixed a rare crash that occurred during interactions with friendly Figurines.

  • Fixed Figurine spawning logic, now allowing stronger enemies to appear in high-Chaos provinces.

Section Gamma - Default Company
Hello, Commander,

Today we’ve released version 0.23.5, fixing a bug that could occasionally display incorrect buttons when starting the tutorial, preventing the game from continuing properly.

Huge thanks to everyone who reported this issue!

And we’ve got some great news for you:

🎮 Meet us at Indie Game Fest in Cologne!
On July 11–12, 2025, we’ll be at the Indie Game Fest in Cologne with Section Gamma! Stop by to play the latest version, chat with the developers, and get a sneak peek at what’s coming next.

We’d love to meet you in person, hear your thoughts, and talk about strategy games and development stories.

Major Graphics Update in the Works
We’re currently working on a massive graphical update for Section Gamma.
If everything goes as planned, you might even get a first hands-on with the new look at Indie Game Fest. So if you’re around, don’t miss the chance to check it out and share your feedback with us!

See you soon on the battlefield, Commander!
Armored of Doom - tankworks2024

I. Maintenance Schedule

Time: June 14, 03:00 – 07:00 (UTC+0) | Duration: ~4 hours

II. Update Details

  1. New season missions & Strv 122 tank now available

  2. Improved skill visual effects

  3. Added gameplay level progression

  4. Optimized destroyed building collisions & grass textures

  5. Enhanced UI display

  6. Smoother new player tutorial

  7. Upgraded combat hit feedback

Future Updates:Follow our development:

1. Discord: https://discord.gg/pnshNRtKbK

2. Telegram: https://t.me/+WpGEz8KI07o3Yjg1

3. Twitter: @ARMORED_OF_DOOM

4. VK: 872928465

Thank you for your support! We value all commanders' feedback.

Generation Exile - Nelsormensch

We come to the weekend of this fine Next Fest on the most sinister of all Fridays. Hopefully none of you have been visited by... entities overnight.

We just pushed another update to the demo of Generation Exile! This patch was primarily focused on improving clarity and system feedback around a key component of a game like ours- placing structures on the map! After some excellent feedback from players, we realized that one aspect of building placement was not as self-presenting as we intended. Or at least one system was contributing to this friction more than the rest.

The design intent is that most key "people-oriented" structures initially need to be built near the central Hub structure and then the by expanding the "power grid" with certain structures, (heh, to be a touch reductionist, it's pylons from Starcraft, basically) And then separately from the radius of the power grid, there is an actual enumerated amount of power available, with certain structures drawing more power than others, etc.

While there are other city-builder/management that have a notion of power grid increasing its area of effect as well as separately modelling the actual power production vs. draw on the grid, given our theming and presentation we realized that conflating those two separate systems ("what is the area of power grid" vs. "what is my power generation vs. consumption") was not actually providing much. That specific intertwining of mechanics was something of a hold-over from previous iteration and exploration around this aspect of the game's design. So to make things clearer, we have adjusting the presentation of the "power grid radius" system to be "Signal" instead. We have updated the iconography and explanatory text.

It's fully possible we'll continue to iterate on the theming of that system as we move toward Early Access, but this feels like a marked improvement to the game's intelligibility without losing anything, so we wanted to prioritize getting this update into our demo before Next Fest concludes. We also continue to get as many low risk, high reward optimization improvements into the demo as well.

\And if you got a enjoyed the Generation Exile demo but haven't had a chance to leave a review yet, taking a moment to do so really helps us out and helps surface the demo to other players who might not have seen it in Next Fest yet!\

As always, thanks to everyone who have provided great feedback on the demo that helps us make informed, ideally high impact changes like this. We hope you can find some other great demos to check out during Next Fest and if there's anything especially catching your eye, let us know in the discussion under this post.

Full patch notes follow:

Patch notes (demo version 0.3.6)
  • Revised existing "power grid" system to be called "Signal" instead to better convey its intended purpose and behaviour

    • Updated UI and icons to support Signal presentation

    • Revised name/description of a few structures to support Signal presentation

    • Revised onboarding text to support revised terminology

  • Updated build mode ("ghost" structure attached to cursor) feedback to better convey reasons why a structure cannot be build on a given tile

  • Fixed bug with a few structures where there minimum or maximum capacity was not set correctly

  • Fixed bug with some narrative events where memories on some characters in the event were not being set correctly

  • Adjusted sizing and presentation of some UI panels

  • Ongoing performance optimizations

  • Other various small fixes (text colour highlighting, typo fixes, etc)

Grumpy Jack - info

Hey everyone!

Thanks so much for all the feedback for the demo—it’s been super helpful! Based on your input, I’ve made some exciting updates to shake up the combat and bring a bit more flair and challenge to the game.

🔥 What’s New:

  • Ranged Sword Attack: The sword now gains a ranged attack after collecting a new powerup!

  • Bullet Hell Combat: Combat has been reworked to feel more like a bullet hell

  • New Cursor Support: A cursor has been added to the main menu and options menu

  • New Puzzle: A small gate puzzle has been added to mix things up a bit.


Fire up the demo to check it out, and feel free to offer your thoughts!

Epic of Brave - EpicOfBrave
Eliminate from afar with Blake! 🎯 This Special Agent uses missiles, armor-piercing shots, and rapid resets to dominate from a distance

🚀 Snare Missile 💥 Hawkeye’s Judgement 🎯 Piercing Shot 🔁 Tactical Reset

He doesn't shout. He doesn't charge. He simply locks on... and eliminates.

Meet Blake, the Special Agent — a long-range precision expert who dismantles enemies from afar before they even realize they’re targeted.

He starts with Snare Missile, launching a high-tech projectile that immobilizes enemies where they stand — stopping movement and opening them up for destruction.

His Piercing Shot follows with surgical precision, reducing the enemy's armor and weakening their defenses for the team to finish the job.

When every second matters, Tactical Reset gives Blake full control — instantly refreshing all cooldowns and letting him fire again without delay.

And then comes his signature move — Hawkeye’s Judgement — a devastating missile strike with pinpoint accuracy, dealing massive damage in a single, lethal shot.

Blake isn’t just a sniper. He’s a one-man strike force.

STAY EPIC! STAY BRAVE!
Spray Paint Simulator - AdamNorthStarGames
The cherry picker now has a smaller turning circle, it's collision has been updated & it's physics improved.

The bridge level has been reduced again to help cherry picker navigation & cherry picker auto braking areas have been added to help prevent crashing into the beams.
1:00pm
School 666 - Lokin_VT
Hotfix v1.2.7
Add, costume, new hats
Add, supporter level, add text to every supporter
Change, hide and seek, add hint "find the girl"
Change, invisible stalker, add time delay for the sound, make it easier
Fix, Hospital 666, ghost keep killing the player
Fix, 2D character, remain spectator after reset
Fix, chapter 2 boss 066, fix bottle to skeleton collision
Fix, projector, become more visible
Fix, chapter 2 boss 466, client cannot shoot enemy
Fix, chapter 3 boss 466, client cannot shoot fireball
Fix, boss 466, many player die tgt may make some player stay spectator
Fix, chapter 5 boss 566, some languages cannot show the hints
...

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