C4 Clicker: First Mint - Capital Caps
🪙 Testing Crypto Coin Inventory Drops
Our minting machines are fired up again!

Drop Rate Tweaks: We’ve turned up the faucet — coins should now appear more frequently during testing.

Rarity Unchanged: The thrill of finding those ultra-rare coins is still intact.

This update is all about making sure drops actually drop. Fingers crossed… let’s see if we start minting like never before! 🚀💰
5:45pm
我来自江湖 From Jianghu - GameElem
新增:
•医馆增加用药设置,可设置治疗时需要额外使用的药品。
•角色面板增加【优先进食】设置,可设置至多5种食物,弟子进食时会优先选择设置的食物。
•在角色装备界面查看物品信息时额外显示已装备物品的信息。
•弟子社交界面增加标记按钮,被标记的角色在关系列表中优先显示。

调整:
•地图现在会显示已追踪的官府悬赏任务的标记。
•云游商人现在会出售一些木板和石砖。

修复:
•修复装备随机属性【受到伤害】作为百炼属性时数值不正确的问题。
5:42pm
Dungeon Mori - FilthyDrawings
A small patch with some bugfixes and adjustments to things introduced in the latest patch, along with some changes to combat feedback and animations.

Changelog

New Features:
  • Added new attack animations for pets;
  • Added new attack animations for specific weapons;

Adjustments:
  • Improved critical hit feedback;
  • Added shortcuts to "Gem Melding", "Gem Alchemy" and "Gem Storage" menus between them;
  • Improved the Pet's hidden element information display on the "Pets" menu;
  • Pet's hidden element is now also shown as an icon on your Pet list while having the "Rune of the Beastmaster" equipped;
  • Improved Pet sorting on the Pets menu;

Balancing Adjustments:
  • Reduced the stats of the following Badges:
  • - Scholar;
  • - Know-It-All;
  • Increased the number of stacks of bleed applied by pets while using the "Rune of the Beastmaster";

Bugfixes:
  • Fixed bread not healing HP when Rune of Magic Absorption was equipped;
  • Fixed some attack particle effects not rendering correctly;
  • Beard type name no longer displays incorrectly if you're wearing a helmet during character creation;
  • "Panacea" spell no longer removes player buffs;
  • Fixed "Mini-Mushroom" Pet element and stats not working correctly;
Butterfly Dream - Eddie 大黄

Dear Gamers,

Our full version game will be release next week, the demo and playtest are taken down.

The demo save files will not carry to the full version.

Be ready for the real game!

Scourge of the Reptiles - kfrankiw

Hello again! Its August now! What the?

This is your monthly progress development report from Kyoti Games, for Scourge of the Reptiles.

Let me see, what can I tell you about this month. Well I can tell you that level 3 and 4 of Act 2 are built, and the last level of Act 2 is well under way. I had hoped to finish Act 2 by this report date but then I went and made loads of cool features (again, ha!). I definitely under-estimated how long Level 3 would take - but I won't tell you why because thats a spoiler! Level 4 was on schedule so I think there is a touch over 2 months of level building left. As much as I enjoy most of level building, there are some parts I find a little dull, like writing branching dialogues to cover all the personalty types players want to express, and how they want to solve problems (multiple skill or spell options). The writing is fun, its just that there is so darn much of it when it's branching.

I did a podcast recording a few days ago with Brodie for Tech Over Tea on Youtube - I will post again when that comes out so you can listen to me rattle on about just everything for over 2 hours! It was a lot of fun.

Some of the interesting features I coded up this month - units that fight on their own side in a battle (fighting both sides) - units that can leech health with their attacks - 2 new cleric Gods with their own sets of spells, to make six done out of the 8 - the ability to re-spec your Cleric PC to a new God/spell list - units that can be excluded from a fight with dialogue options before the fight (like calming enraged animals with Animal skllls) - units that relocate on the map when you rescue them so they can train you elsewhere - skill checks for certain options that are allowed to fail only once (without blocking other options) - quests that close when you learn a certain ability - NPC's gifting you an ally unit for a while - and many more. Oh yes, 3 more mount units (Hippo, Croc, Triceratops) to make 9, with 4-5 to go. the big mounts look amazing, I might post some short vids of those soon.

OK well I think that's it for now - lots to do! Bye!

RealFlight Evolution - Redbeard
RealFlight version 10.10.180 is now available as a free release for all Evolution users. It establishes parity with the RealFlight Trainer Edition version 1.50.179 just released.



Release Notes:
Features
  • Added HobbyZone Carbon Cub S 2 1.3m Cleetus McFarland Special Edition
  • Added support for the Spektrum DXS USB Simulator Adapter (SPMA5000), which is included in the Cleetus McFarland Special Edition RTF Basic package
    • Includes autodetection and a new "Spektrum DXS (wired USB)" controller profile
Improvements/Fixes
  • Minor fix to “Heli Training 02 - Intermediate" scenario description
Aircraft
  • HobbyZone Carbon Cub (all versions): Removed a couple unintentional inputs, one of which (Switch D) affected flight




How to Get It
Steam will detect the new version and automatically update RealFlight when it thinks your computer is not very busy. You can trigger the update manually if desired by completely restarting Steam. Right-click the Steam icon in your system tray and select Exit. Once everything closes, run Steam again, and the update should complete.
Star Explorers - MKSchmidt
Dropping Items

You can now set the amount of the items you are dropping. It's just to be consistent with the other item moving mechanics. Maybe you will find it useful.

Menu Sounds

The inventory menus and scanning functions now make nifty, computerized sound effects.

Alien Battles

Also, I thought I would just re-share this little movie of a battle between aliens, because it's awesome! It's not a new feature or anything, it's been around for a while, but it was not really working properly.

I managed to fix the shooting function for bipedal aliens, allowing these battles to take place in a more consistent manner. Sometimes you would land on a planet, and they would not react the right way, either not shooting or even not moving sometimes. Now they should behave correctly. They will also shoot at you if they are hostile :)

Heist.exe - purplehippoprod

Greetings, Agents!

On August 15, 2025, a new version of Heist.exe will be released. This update focuses mainly on visual changes, such as to the game's levels and fonts. Additionally, I've made some audio and gameplay changes to improve your play experience. Please note that after this update, the game will still be in Early Access and no major content has been added.

For more information on what's been updated, please review the notes below.

Patch Notes

Visual Changes

The following changes have been made to the game's visuals and aesthetics:

  • The networks (levels) and various objects therein now contain new wireframe materials! These materials are meant to make the game's settings look like they're inside computer simulations.

    • Some objects that have been changed include the walls surrounding the levels and most level art, like the display cases, large pyramids, large flower pots, and plants.

    • Most objects important for gameplay, such as Level Altering Machines (like the terminals and buttons), Translatable Walls, Scalable Blocks, and Possessions, do not have wireframes.

      • The Checkpoints and Teleporters do boast wireframes to help them stand out more easily, but they otherwise look the same.

  • Changed the fonts of every type of text in the game. Dialogue coming from robotic characters or technological sources is now straight with minimal curves to them, while the more human characters or instructions are more rounded. Meanwhile, the text for the HUD now uses the same font as that of the User Interface text.

  • Changed the materials on enemies to a red checkered pattern. The Patrolling Guards now have backpacks, too!

  • The lighting in all rooms has been changed to be slightly brighter, and the floors now look bumpy reflect some light.

  • Glass is now slightly more opaque, making it easier to tell whether or not you are behind/below it.

  • Agent Tehsi (the player character) now has a green hat instead of a red one.

The overhaul in visuals has caused many rendering bugs to crop up. I will attempt to fix these bugs for a future update. I apologize for this inconvenience.

Audio Changes

The following changes have been made to the game's audio:

  • Certain objects no longer utilize Spatial Blend when playing audio, which should make the volume and pitch for sounds played by said objects more consistent.

  • Adjusted the volume for several sounds and music tracks to better accommodate players who play with louder volume.

    • This is meant to be a temporary solution to not having an Audio Slider. I intend to add one in a future update.

    • I will rebalance audio as needed based on player feedback.

Gameplay Changes

The following changes have been made to the gameplay experience:

  • Increased the intensity of lights emitted by LAMs and NETBots to make them easier to see against the floors of each level.

  • Added the Possessions of each level to their respective Mission Briefings in attempt to add visual clarity to the player's objective.

  • Any wireframed objects that are now transparent will not block the sightlines of NETBots. This shouldn't change gameplay much in this update, but there may be fringe cases where players will be seen behind certain wireframed objects.

  • For Mission 1: The Archive Network:

    • Removed the collision from the large pyramids in the facility to account for their change in material. They look like they can be walked through, so you can walk through them now!

    • Added a Translatable Wall to the entrance connecting the first and second rooms to reduce confusion on where the player has to go during the Escape Sequence.

      • This wall will ONLY appear after the first time the player picks up the Possession.

  • For Mission 2: The Branch Network:

    • In the first room, moved the Teleporter closer to the player's spawn point along with the wall behind it. This means the player now needs less time to reach the Teleporter during the Escape Sequence, and provides the player additional cover from the Spinning Sentry nearby.

    • The camera angle in the first room now switches slightly sooner moving away from the teleporter. Conversely, it switches slightly later moving towards the teleporter.

    • The upper and lower levels of the third room now have their own camera angles. The former has a static overhead view, while the latter has a side view that follows the player.

    • The ramp in the third room has been reoriented to face the left and right walls (originally faced the front and back). Additionally, this has opened up a new navigational option for the player.

      • The path of the Patrolling Guard near the ramp has been adjusted to accommodate this change.

  • Changed the settings of the game's application window so players can now exit full screen by pressing ALT+ENTER on the keyboard. While windowed, the player can resize the game window by clicking and dragging its edges.

  • Made other various bug fixes.

That's all, Agents. See you in Cyberspace!

Talents - Izumi Games

Updated: August 15, 2025

To protect the experience for other players, we kindly ask that streamers and content creators uploading recorded playthroughs limit their coverage to the Prologue, which averages around 2 hours and was intentionally designed to feel like a complete experience on its own.

To preserve the story and surprises for future players, we kindly ask that the rest of the game be played privately. Only official press and media partners of Izumi Games are currently allowed to stream or upload content beyond the prologue—with the exception of fair use coverage such as reviews or feedback, as long as it doesn't include full-game streams or recorded playthroughs.

Failure to comply will result in copyright strikes.  We hope you’ll respect this as a dev’s heartfelt wish, not a rule.

You’re still free to enjoy the full game off-stream, or encourage your viewers to try it themselves. Thanks again for helping us protect this experience. 🙏

— Izumi

Note: This notice was previously shared in a devlog with an external link. We’re also uploading it here to avoid confusion and improve information dissemination.

5:34pm
Idle Lust - Succubus in Training - Minion
Apologies to all. The previous update didn't have the right version number and therefore got blocked by the updater detection. You may resume playing now with this update!
...

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