MARVEL Puzzle Quest - S0kun
At the point of this blog’s release, many of you have already experienced the Unity engine. A long-awaited and touted milestone in the life cycle of MPQ that we’ve been talking about for years now. We knew it was going to be a bumpy start and wanted to extend our apologies for the poor experience this has been for players. 

We also want to thank everyone for reporting issues that they’ve experienced while we work towards getting things in a more stable place. That stable place means a much more flexible framework for us to continue developing MPQ and most importantly, introducing new features and mechanics to the game. There’s still a ton of exciting possibilities under the Unity hood and we’re confident that this rocky start will be worth it in the future when we start talking about the exciting roadmap of MPQ.

Meanwhile, we really appreciate your patience as we work through this and want to address some of the questions you may have to understand why we decided to pull the trigger on Unity’s launch in its current state. 

Why was Unity released in this current state?
At the beginning of the year, we had to cut back on the live version of the game in order to get the Unity engine to the finish line. This shift was only supposed to take a few months, as the port was making steady progress at that time. However, it has recently created a scenario where sustaining development work on both engines has proved very difficult. This was compounded by the early release of Unity on Amazon and a tech stack with outdated or no longer supported infrastructure. We found ourselves forced into working on two full engines that required equal support vs a fully functional, pared-down old engine while getting Unity ready.

During this time, we also ran a closed beta that helped shape a playable version of Unity, but still had several bugs that needed further optimization. Ultimately, these bugs were identified and prioritized based on our risk tolerance to leave them in during our initial Unity launch or continue several more months of development struggles as mentioned earlier. 

After a few months of testing, we got the build into a stable enough state that would allow us to launch and we’d then start prioritizing pushing out hot fixes as soon as possible. This while also acknowledging that some of it wasn't perfect but needing to get overall development back into a space where we could support four platforms properly instead of essentially double that with two concurrent game engines. What we didn’t anticipate, however, is that some of these bugs which were found during our device and build testing before launch, became far more severe after launch than had been previously observed. And along with the new bugs that appeared after launch, the new engine has definitely started off rockier than we had expected.

Why haven’t you addressed beta or preexisting bugs?
The intent of this first Unity release is to be as close to a snapshot of the original game as possible. This required including all the pre-existing bugs, such as the broken Facebook refer-a-friend, bugged character abilities, and anything else that was part of the original game. Trying to fix things prior to importing into Unity would’ve been a versioning nightmare since the game would constantly be changing, and ensuring that fixes worked on both versions of the game would have doubled our time spent investigating, fixing, QAing, and releasing builds.

When can we expect some improvements to Unity so that it can “remain the same as the current live version”?
Our first order of business upon launch was to identify the impact of known bugs, issue hot fixes, and tackle any new bugs that had surfaced. Unfortunately, the impact of the known bugs is more than we had anticipated, and we’re still very much in the midst of trying to push out as many fixes as we can.

We’re also seeing issues such as account linking and worse than expected performance, which we’re actively working on addressing. Part of that stability will come this week via version R326 on all devices. This release aims to decrease and stabilize the frame rate to 60fps on PC and 30fps on mobile, which will greatly help resolve some performance issues. It also fixes a variant of the black loading screen and brings back the “back" button on Android devices. Most importantly, this release puts all platforms back to one release version instead of two.

What are our current priorities now?
Stability is our number one priority at the moment which encompasses a wide array of elements in the game. From laggy gameplay experiences to broken events, we now have our entire team prioritizing getting the game into a stable state where we can start releasing updates that weren’t previously feasible. Until then, here’s some visibility into some of the priorities we’re focusing on to allow us to start improving on the Unity experience in the immediate and near future.

  • Bugs! Bugs! Bugs! We’re trying to put out as many bugs as we can so please keep an eye out for the latest release notes as more builds get deployed to improve all areas of MPQ, from alliance chat to UI improvements.
  • Memory allocation to help performance on lower-spec devices. MPQ has historically been a low resource-intensive game, but with Unity, there are more resource requirements that we’re working to optimize to minimize the negative impact on less powerful devices.
  • Improved frame rate for less jittering. This also potentially helps improve performance and battery drain on mobile devices. We’ll look to implement an option to select frame rates in the future, but this change should help fix the immediate issues we’re seeing.
  • Smoother screen transitions, which include some animation improvements causing motion sickness in some players. 
  • Improvements to asset streaming to decrease load times.
  • Investigate a batch asset download button that allows players to download all assets at once, rather than streaming them during gameplay. This type of UI and feature option was something not in the original game, and was previously a very tedious process to change.
Join us onhttps://www.timeanddate.com/worldclock/meetingdetails.html?year=2025&month=7&day=16&hour=17&min=0&sec=0&p1=137&p2=136&p3=152&p4=248 rel=noopener noreferrerWednesday July 16th at 10am PST in our officialhttps://discord.gg/AmnNYaDJ?event=1394888821337886760 rel=noopener noreferrerMPQ Discord Server for a State of Unity AMA. Our very own MPQ Game Producer,https://forums.d3go.com/profile/IceIX rel=noopener noreferrerIceIX will be around for a few hours during our regular work day to answer some of our community's question regarding the state of MPQ's Unity launch and what plans we have to get things back on track after our recent rough start to the new game engine.

If you’re unable to make it for the live chat, we’ll do our best to take some notes and post them as a post-AMA F.A.Q. on our forums. Additionally, please feel free to ask questions in this Steam post and we’ll try to also address them during the AMA. See you then!
Blightstone - Feuxon Games

💀 Welcome to the Blightstone demo showcase! Blightstone is a dark fantasy tactical roguelite, where you'll lead a desperate band of adventurers to destroy the source of corruption.

🧭 Gridless movement.

🌧️ Dynamic environments and weather.

⚔️ Brutal combat and permanent death. As part of Turn-Based Fest, we’re excited to share an extended look at the demo. Feel free to wishlist the game and try it out yourself!

▶️ This is a looped broadcast of pre-recorded gameplay. Demo available now on our Steam page!

Glintland - Silvershade Smith

Light Up a New Glint

  • "Start Settlement" is now "Start Glint"!
    The term Glint better reflects the short-lived, magical nature of each step in your journey like a flicker of light in a darkening world.

📜 New Descriptions Added

  • You'll now find descriptions for Quests, Favors, and Tavern Trials in the game UI!

What’s a Glint?

  • Each deck you play through is called a Glint (a short, magical step on your journey).

  • Your settlement begins anew each time, but your knowledge, favors, and level persist.

  • The more light you collect, the faster you’ll level up and expand your deck.

🐞 Fixes & Feedback

  • We hear you — and we’ve already addressed a few issues from your feedback.

  • This patch includes small bug fixes and localization improvements.

  • Want to contribute more? Join our Discord Server:

Thanks for playing and lighting up Glintland! 💡

11:50pm
The Hordes of the Dead - ZergeZ
Hi! in this update I added some minor bug fixes and a adjustment in the checkpoints, (checkpoints are the devil to program).
Thanks for playing! let me know what you think about the new update :).
-Sergio
11:50pm
MONSTER WAR - BamBooK919
BMBK Games debut project named MONSTER WAR will be available for free on August 11, 2025.

https://store.steampowered.com/app/3869980/MONSTER_WAR/

Support us by adding the game to your wishlist.

See you on August 11!

Private Military Manager: Tactical Auto Battler - 5minlab Corp.

Hello everyone,

Thank you for your patience.

We have confirmed that the refund process is working properly.

Please follow the steps below to request a refund.

  1. Log into the Help Site at https://help.steampowered.com/en/

  2. Select ‘Purchases’ > ‘View Complete Purchase History’ and then click on the transaction for 'Private Military Manager: Tactical Auto Battler'.

  3. Select ‘ I have a question about this purchase’

  4. Attach the following message and click the ‘Send’ button:

    'The developer has announced refunds. https://store.steampowered.com/news/app/2564320/view/499451286721140194''

We look forward to bringing you even better games in the future.

Thank you.

PLATONICA SPACE - ANMC

We’ll be exhibiting a playable demo of PLATONICA SPACE at the KAMITSUBAKI STUDIO booth during BitSummit the 13th, one of Japan’s largest indie game events held in Kyoto.

Please stop by and check it out!

Dates: July 18 (Fri) – July 20 (Sun)

Booth: 1F IP1-37

Event Details

Friday, July 18 — Business Day (media & industry only): 10:00–17:00

Saturday–Sunday, July 19–20 — Open to the public: 10:00–17:00

Venue: Miyakomesse (Kyoto International Exhibition Hall)

https://miyakomesse.jp/access/

Official Website of “BitSummit the 13th Summer of Yokai”:

https://bitsummit.org

Angel Emica - Fallen Angel and deserted land - Lemon Dead Dragon
Bug fix
Endless mode
- Game crashes when the 'Boss-sword type' clone hits the player. (Fixed)
- 3 bosses can't be picked in the random boss pool. (Fixed)
- Special enemies don't give exp to the player. (Fixed)
- The gate crystal modifier fails to work properly. (Fixed)

Improvement
- Normal and special enemy game sprite redrawn.
- Purple shroom enemies only play 1 shooting sound effect.

Change and Balance
- The gate crystal modifier will give random chips when the player passes 1 wave in endless mode.
- 'Dusk sword' base size increase.
- 'Sword of light' fusion materials requirement change from 3 to 2. Now just need 'Dusk sword' and 'Guardian sword'.
- Adjusting some bosses in endless mode.
Backroom Company - Kelly
Hello, this is the Backroom Company development team.

First of all, thank you so much for your interest in and support for Backroom Company. We are an indie game studio based in Korea, and we are doing our best to provide a better gameplay experience by delivering quick hotfixes and updates.

As the game is currently in Early Access, some bugs and errors may still occur. We apologize for any inconvenience and promise to address any reported issues as quickly as possible.

We will continue to provide regular updates. Since this is an Early Access version, we highly value your feedback and aim to develop a more polished game together with our community. However, as every player has different preferences and playstyles, we kindly ask for your understanding that we may not be able to accommodate every request.

We will do our best to make Backroom Company an even better experience. Thank you again for your continued support!



  • The July 4th patch was successfully applied. (KST 22:30)
  • The July 13th patch was successfully applied. (KST 20:30)
  • The July 14th patch was successfully applied. (KST 22:30)
  • The July 15th patch was successfully applied. (KST 09:30)

    The following fixes and improvements have been applied in this patch.
    Please check the details below to ensure a better gameplay experience.



    [Improvements and Bug Fixes]
    • Adjusted the in-game HUD to improve visibility and information readability.
    • Optimized internal systems to enhance overall game stability.
    • Fixed an issue where some creatures could not find paths in the newly reworked map "Hotel" entrance.
    • Resolved a bug where activating the artifact "Dirty Wedding Ring" caused the damage hitbox to increase abnormally.
    • Fixed an issue where some client characters did not appear on the host's screen after stage completion.
    • Improved the splash effects to make water splashes appear more natural and realistic in some environments.
    • Fixed a graphical artifact where the HUD glow effect was displayed abnormally.


    We hope you continue to enjoy exploring the unknown spaces of Backroom Company. We will keep working hard to provide the best service.

    Thank you always for your support!
B100X - Auto Dungeon RPG - ohNussy[Jp]
Improvements
  • Apply Translation volunteer texts.

  • Added a dedicated screen display when an error occurs

Adjustments
  • Adjusted some mission condition values.

Fixes
  • Fixed a bug that could cause expeditions to be impossible due to the "Limit sorties when hearts are 0" setting.

  • Fixed a bug that could cause damage to overflow and become 0 when the damage was too large.

  • Fixed a bug that the screen may not rotate in some environments.

  • Fixed a bug where the Ecliptic blessing: Pisces did not get +2

  • Fixed a bug where some derived jobs were not displayed

  • Fixed a display error in the difficulty selection field

  • Fixed some icon graphics.

  • Fixed some texts.

...

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