Temtem: Swarm - Tsukki
Hi, Tamers! We hope you have been well and that you're enjoying the spooky month! Our sights are on the future again today, and like we do after every major update, we're here with a most valuable roadmap to share: the 1.0 Roadmap! With the fumes of the Pansun still looming over us, take a look at the plans for 1.0 right here!

Patch 1.0 is the next patch we're working on, and the next step into the Temtem: Swarm universe. There won't be any other major updates until then, as we're focusing on developing all the missing content for 1.0, plus some surprises you'll find out about soon! As we approach our planned full launch we're really excited to place all the missing pieces and tie in all the features, content and ideas we've gathered during this Early Access phase.

Patch 1.0 is packed with content! Curious about what's coming? Check out the roadmap below!

As usual, remember that, while we’re posting it and it is totally official, everything here is still subject to change, be replaced or be rescheduled.



If you’re familiar with us and our future plans, you know we don’t include any sort of dates, and we try to keep things open to possible changes. But if you’re familiar with our vibes, you know there’ll be many spoilers as the time gets closer!

Temtem: Swarm is still in Early Access (although not for long!), and as such, open to your feedback and suggestions! Please let us know through our Discord server! We do our best to read everything, even though we cannot reply to the majority of it, and it ha greatly helped us in making Temtem: Swarm a great game. Thank you for your energy and help!

This update is really special and we're over the moon to be reaching this point with you. Now that we reaaaally get closer to a complete Temtem: Swarm, thank you for all your support so far! We hope you’ll continue to enjoy Temtem: Swarm in the future!

We still have some months to bask in the glow of the Pansun, so until then: have fun and Temtem up!
Midori no Kaori - thelabaofficial

After a full year in Early Access, Midori no Kaori finally reaches its 1.0 release. It has been a long road filled with quiet nights, endless cups of tea, bug fixes, and your invaluable feedback.

During this year, I worked to complete every planned feature — all those shown in the roadmap are now part of the game:

  • 🌿 Auto farming – Customers can now be served automatically, making management smoother.

  • 🐟 Fishes – New decorative fish for ponds and water areas.

  • 💬 Dialogue system – Talk with your customers and uncover their personal stories.

  • 🪑 Edit objects – Move and rearrange items even after placing them.

  • 📸 Screenshot manager – Capture your restaurant from within the game.

  • 👩‍🍳 Kitchen chef – A tiny chef now cooks meals in your kitchen.

  • 🎋 New objects – Many new decorations and furniture for cozy customization.

    In addition to these features, the game now includes:

  • All official languages (English, Japanese, Italian, French, German, Spanish, Russian, Chinese, and Korean).

  • New decorative elements to bring even more warmth to your restaurant.

  • Hundreds of fixes and optimizations thanks to your reports and suggestions.

This release is not the end, it’s the beginning of the full story of Midori no Kaori. From now on, the world is complete, but its quiet life continues to grow with every player who steps into it.

Thank you, from the bottom of my heart, for your patience, kindness, and support. Without you, this little corner of light and rain would never have taken shape.

The Laba 🌸

Dead Oil - waba baba
Survivor and adventure modes unlocked for the start.
EVE Online - EVE Online

Illustrious capsuleers,

Mining is the foundation of all activity in EVE Online, with entire empires being born from a single rock. The Catalyst expansion, coming on 18 November, highlights it as the frontline of power. A new, highly valuable ore will spark a new resource rush, and capsuleers will once again wield the mightiest ships in pursuit of extraordinary riches.

TL;DR

  • Catalyst expansion launches 18 November

  • A new, unpredictable ore ignites a galaxy-wide resource rush

  • Hyperspace fractures reveal volatile asteroid fields rich in Prismaticite

  • Command new ships: the Pioneer mining destroyer and Odysseus exploration ship

  • Mining refined with faster cycles, critical hits, and improved UI

  • Explore the stars with the new 2D map

  • Start your journey with a new epic arc

  • Carriers updated, PLEX logs added, and much more to come

A Resource Rush

Mining is now becoming increasingly dynamic, rewarding, and fiercely contested, with mysterious hyperspace fractures revealing volatile asteroids, rich in a powerful ore.

Discover Phased Fields and bring your fleet to harvest great riches, but at great peril. Dispatch new phase anchor deployables to be able to mine the mysterious asteroids and the prismaticite they contain but act fast before the fracture closes.

Prismaticite, a new type of erratic and extremely valuable ore, refines into different minerals at random, although by using reactions to reprocess the ore, you control the outcome.

New industrial and exploration ships expand strategic options, but danger lurks at every junction. The fight for resources fuels creation, destruction, connection, and conflict across the cluster.

Whether you rise to build or strike to destroy, every story begins with ore.

Pioneer: A New Mining Destroyer

Level up your industry game with the Pioneer, a perfect middle ground between a mining frigate and mining barges.

Even brand new capsuleers can obtain this new mining destroyer after only a few hours in New Eden, and fly it as Alphas. There is even more to unlock for Omegas, too, so this vessel can scale as you realize your industrialist ambitions.

In all, there will be three versions of the Pioneer, including a Tech II version and a Consortium Issue variant.

Odysseus: Exploration Command Ship

Lead your fleet further afield with this new exploration command ship and conquer uncharted territory.

With new expedition command bursts and a massive new exploration hold, you can stay out longer, venture further, and carry more loot back home.

Mining Refined

Resource harvesting is getting more responsive, immersive, tactical, and rewarding than ever before.

Faster Mining Cycles

While total yield remains the same, faster mining cycles make the process more responsive and dynamic. Feel progress every second as your lasers tear through asteroids in shorter, more engaging bursts.

Mining Crits

Critical mining hits bring a thrill to every operation, offering a potential bonus yield on successful strikes from your mining lasers. All mining lasers have a chance for critical hits, but skills and modules can improve your odds.

Mining UI/UX Improvements

The mining interface has been reworked, with clear, real-time data and a cleaner presentation integrated into the space scene itself. New scanners will work faster and give you clear, color-coded readouts so you can quickly see which asteroids will be worth your while, and many more improvements have been made to the mining experience.

Highsec Mining Improved

Highsec mining has never looked better. New visual updates and the return of anomaly sites bring omber and kernite back to highsec. Complete them for a rare chance at highsec mining escalations or use your scan probes to discover hidden combat sites with valuable ore.

Mining Mutaplasmids

Mutate your mining modules and drones for potential bonuses. The new Mining Mutaplasmids introduce risk and reward to industry fittings, letting you push your yield and efficiency to unpredictable extremes.

A new way to see the stars.

A tactical, easy-to-read 2D map gives capsuleers the clarity they need for planning and exploration. It’s a long-requested feature that enhances both accessibility and strategic gameplay.

The new 2D view delivers improved system visualization, clear jump ranges, and dual data overlays, offering precise navigation and sharper tactical insight directly in-game. It’s the map new pilots needed and veterans wanted (thanks for all the feedback!).

Both 2D and 3D maps will feature ore availability indicators, enhanced data readability, and customizable scales, including logarithmic options, for greater clarity in every view.

Learn the Ropes with a New Epic Arc

Whether you’re warping into New Eden for the first time, or just want to explore everything the new expansion has to offer, a new accessible and brief epic arc has got you covered.

Explore and experience the new mining content through an introductory narrative journey, intended to test a new way to introduce expansion content. At the end, you will have a new Pioneer mining destroyer to launch your mining career.

This new arc will introduce the Catalyst expansion to pilots of all experience levels, and help new capsuleers set goals and discover some of the wonders of New Eden.

PLEX Logs

Monitor your PLEX-flow with new personal PLEX transaction logs, bringing transparency by showing where it comes from and how it’s spent. The first iteration will display entries for the last 30 days, with a cap of 2,000 entries, covering inflow and outflow.

Carriers Forward

Carriers are receiving a buff to utility, a visual refresh, and a reduction in manufacturing cost. These are not drastic changes, but rather incremental adjustments so we can monitor the effects and work with capsuleers to refine their role in the ecosystem.

Get an Early Taste

You have an opportunity to see the new hyperspace fractures, rare asteroids, and more mining improvements in advance by jumping into a mass test on the Singularity test server from 17:00 –19:00 UTC on 23 October. Since it’s still in active development, this will not be fully representative of the final product, but primarily serve as a performance test. We do, however, welcome any feedback on design, balance, and user experience.

Check out this forum post for all the details on the mass test.

Catalyst Arrives 18 November

Prepare to dive into the heart of New Eden’s next great transformation. The rush begins soon, be ready to mine, fight, and rise.

https://store.steampowered.com/app/8500/EVE_Online/

https://store.steampowered.com/app/1872800/EVE_Vanguard/

4:43am
Isolation Simulator - megazealstudio

Hey everyone! I hope you're enjoying your alone time in the game. Here's a quick update with some minor bug fixes and improvements:

  • New Achievement: Added one for the Void ending to make it clearer and more rewarding.

  • Bug Fix: Resolved the freezing issue that occurred after the monster catches the player.

  • Behavior Monitor Update: Tweaked the algorithm to include a simpler path for unlocking several events that weren't triggering at all before (it looks like the original method isn't easy to figure it out). The original unlock method is still available, but it now has fewer dependencies tied to it.

  • Visual Tweaks: Made some small adjustments to local decorations and effects for a smoother experience (and to give you a simple clue).

  • Collection Tab Basics: Introduced the bare-bones version of the Collection tab in the UI. It now displays the full scope of your collection and stores the data, though you can't replay collected recordings just yet (coming soon!).

  • New Game Logic Change: Updated the new game startup process—don't worry, it no longer remembers your last 4 events from the previous run.

  • Other: Small changes in the game logic to give you bette experience

What's on the urgent TODO list now?

  • Collection Tab (at least to make it actually work as intended)

  • Input Options (Key Mapping and inverted axis control)

  • Event Extension (There are 3 particular events which require extension by desing, the game is fine without those, but with them reaching the secret ending shold be easier)

  • Basic Events Expansion (The main goal is to take into account not only of the current player's behavior but also to tie it to the history of events, which for some instances is implemented and for other ones is not, due to the lack of basic events)

What is not urgent now but will be worked on later?

  • The Kyle Redemtion Arc (It is a planned 3rd ending, you can progress the story of Kyle a little bit right now, but it is far from finish)

  • UI graphic design (If it works, it works for now)

  • Advancing the behavior monitor algorithm to recognize more complex behavior (It looks like the more complex behavior wouldn't happen at all)

  • Subtitles (Something which should be added from day 0 but it is not there yet and I do not plan to add it in the next month, but it will be there, someday...)

  • Creating more channels for communication like Discrod (I don't have time for this, sorry)

Thanks for playing, and let me know if you run into any issues!

Graffiti Battle - Dev
  • The combat stance during fist fights and similar are now disabled on player movement.

  • Added player hit animations and sounds

  • Added a knocked-out player animation

  • Added more randomness to generic NPC spawns

  • Fixed an issue when the player view was breaking through the wall during painting

  • Fixed an issue when spraying was not possible on game start

  • Fixed not all quest objectives displayed

  • Fixed an issue with spraying sounds not loud enough

  • Fixed a bug when new styles were not visible in the blackbook

  • Fixed a bug when the spraycan could not be equipped after carrying a barrel

  • Increased the distance the player has to stand in front of a surface to make a painting successful

  • Set the amount of UI action bars to four.

  • Moved the experience bar to the bottom of the UI (User Interface)

  • Some NPC will now attack the player when provoked.

  • Some performance improvements

  • Several minor updates.

汉尘:腐草为萤 - 天师道的白山正

"Han Chen" (version number 0.61f1), October 21st

1.Some illustrations from the new tasks "Cao Bing's Massacre of the City" and "Buying a Donkey for Transportation" have been added.

2. Fixed the issue where the dialogue with Yu Yuan in the quest "Heart's Desire" was stuck.

3. Fix the issue of Cao Cao's troops still remaining in Lanshan Village after the summer of 194.

4. Fixed the issue where the value of perfect quality for some foods was even lower than that of superior quality.

CRIXUS: Life of free Gladiator - Waseku
  • New: 2 new hand Gear for scissor gladiator type
  • Fix: Skills for your gladiators were wrongly displayed (assignment worked, but did not display correctly)

Forefront - Cobblewobbles

As we head into the final weekend of our Open Beta, we figured it was time to let you all know when exactly Forefront’s Early Access Launch will ship out!

Forefront Launches in Early Access | November 6th

Mark your calendars, because Forefront is officially launching in Early Access on November 6th 2025 for Meta Quest 3/3S/2, SteamVR, and Pico!

“Awesome, but Wesley, how much will the game cost?” To that we say… Wait and see, soldier!

What can I expect of Early Access?

The Early Access launch for Forefront will feature bug fixes we didn’t get to during Open Beta, full weapon customization and attachment unlocks, two more maps, HUD polish, and a Friends-system to hop on and tackle the objective with your squad.

We also want to reiterate that this is NOT the full release. You’ll be buying a solid, yet unfinished title that will continue to evolve and improve over time until and beyond our full release in 2026! And we’ve got big plans, which we’ll reveal in due time.

What are you waiting for? Wishlist NOW!

As you’ve probably heard by now, wishlisting Forefront helps us out greatly, and it ensures you get notified the second the game launches in Early Access on November 6th!

  • Wishlist on Steam:

https://store.steampowered.com/app/2981220/Forefront

For now though, enjoy the last few days of the Open Beta, send in your best clips, and etch your name before it’s too late, because…

The Open Beta ends October 20th at 11AM CEST!
RISE Playtest - Andrew
  • Players can now invite their Steam friends to join their current server, via the "Invite Friend" button in the in-game menu.

  • Added player animation for climbing ropes.

  • Fixed a bug where players would occasionally die upon loading into the Elder Crag map.

  • Various UI updates.

  • Improved smoothness of movement while free-climbing with axes.

  • Fixed a bug where grabbing onto platforms would occasionally not trigger.

  • Fixed a bug where the wind audio while falling would continue to play after death.

  • Fixed a bug where players could get stuck on balance beams when leaning into the side of a cliff face.

...

Search news
Archive
2025
Oct   Sep   Aug   Jul   Jun   May  
Apr   Mar   Feb   Jan  
Archives By Year
2025   2024   2023   2022   2021  
2020   2019   2018   2017   2016  
2015   2014   2013   2012   2011  
2010   2009   2008   2007   2006  
2005   2004   2003   2002