The Holiday Story - JustTomcuk

Achievements added!

Minor bugs fixed.

Carbon - Harwired Studios LTD

Hey Augs,
We’re deep in the final stretch, no turning back, no rerouting, no safehouses left to crawl into.

But today the grid flickered… and then lit up.

Fextralife just blasted our project across the citywide feed.
The huge channel itself dropped our name in their latest video, pushing our signal deeper into the sprawl than we ever could on our own. That’s a boost even the corpos didn’t see coming

More runners are tuning in. And that means it’s time to push harder than ever.

If you’re already part of this uprising -  THANK YOU!. You’ve kept our systems alive.
If you’ve been watching from the rooftops… you’ve got 69 hours left to jump in before the grid resets.
If you want this grim, neon-drenched ARPG of steel, circuitry, and survival to go bigger, meaner, and more unshackled…

Now is the moment to join, spread the word.  

The data-storm is building.
Three days left in the fight.

Jack in. Boost the signal. Let’s burn through these last hours like a rogue AI on the loose.

Thanks from the team Carbon

Flamecraft - mateusz.pokrzywniak




Welcome to Dev Chronicles Chapter 3! A lot has happened since the last chapter (which, by the way, you can read HERE). Here’s a quick recap!

In September, Flamecraft flew to Japan to be part of the Tokyo Game Show! We are very proud that our game was showcased at the Polish Gaming Industry stand alongside other great studios from Poland.

We also joined the Poznań Game Arena (PGA) in October, where players had the chance to play Flamecraft Digital for the very first time. Being part of such a major gaming event, hosted in the hometown of our studio, felt incredibly special. And then it became unforgettable, because Flamecraft won the award for Best Indie Game PGA 2025 in a competition organized by IGN! It was all thanks to you, the most amazing community, and your votes. We can’t thank you enough.

Last but certainly not least, the first Flamecraft Digital Alpha tests happened this month! A huge shoutout to everyone who took part in the playtests. Over 850 players signed up, and your feedback has been amazing! We’re incredibly grateful for your time, enthusiasm, and care. Every suggestion, comment, and bug report will help us shape the game, and you will always be a part of it!

Today, though, we wanted to share something brand new -- something that wasn’t part of the Alpha but has quickly become one of our favorite parts of the project. The beating heart of Flamecraft’s charm, the lively little souls of the town:

the animated dragon pawns!



In Flamecraft, you’ll soon be able to choose your very own dragon to represent you in the digital town, just like the meeples did in the board game. As you move from shop to shop, cast enchantments, and plan your strategy, your dragon will be right there with you, fully animated and cheerful. You’ll also see dragons belonging to your friends (or rivals) and AI players.



We currently plan to offer 7 selectable dragons: 6 Artisan Dragons and 1 Fancy Dragon. To stay true to the original identity of each kind, you’ll pick the color that matches their specialization - a yellow Bread Dragon, a red Meat Dragon, a purple Potion Dragon, and so on. The Fancy Dragon will have a fancy color, too!

You’ll also be able to choose a player portrait and portrait frame to further customize your profile, making it unique and personal.



Please keep in mind that this feature is still in development, so details may change. What you see here isn’t the final look.



The foundation for the dragon models comes straight from the official Flamecraft Art Book. Sandara, the incredible artist behind the original board game's illustrations, guided us with her detailed drawings - from proportions and silhouettes to the tiniest details that make each species unique and full of personality.



Our own multi-talented powerhouse, Agnieszka, not only works on our video content but also sculpted the dragon models, shaped their unique details, and brought them to life with smooth, fiery animations.

Once we had a base dragon model, our amazing artist Alveria (you heard about her already - she’s behind the great shop animations), worked on the textures. To stay faithful to the hand-crafted aesthetic of the board game, we wanted the dragons to look like paintings, fitting for the vibrant world around them. We’ll keep working on them, but even now they have a lot of unique character and charm!



I asked Agnieszka to share a few words about the process and her experience with dragons:



Working on the 3D dragons for Flamecraft Digital has been one of the most enjoyable parts of the project for me so far. I was responsible for preparing the models, rigging, and creating the animations.

First, we needed to think about how to implement them in Unity. Rather than building multiple separate models, we decided to develop a single base dragon that uses one rig and can morph into various forms using shape keys. This approach helps optimize the game’s performance, reducing memory usage and improving efficiency.

When designing the animations, we wanted the dragons to feel lively and full of character, while still fitting the cozy and whimsical tone of Flamecraft. To better capture their personalities, I studied the Flamecraft artbook, which helped me understand the charm, playfulness, and small behavioral details that make the dragons unique. I also observed how small creatures move -- from the way a cat stretches to how birds tilt their heads -- and used those subtle gestures to bring warmth and life to the dragons. The goal was to make them feel endearing and expressive.

All the modeling and animation work was done in Blender, and we’ve just recently integrated the dragons into the game. It’s incredibly rewarding to finally see them moving and interacting in the digital world. However, there are still challenges ahead -- such as refining models and animations, figuring out how the undo feature interacts with the dragons, and improving how they are placed in shops.

This was my first time working on dragon models, and it’s been a truly rewarding learning experience. The world of Flamecraft naturally inspires creativity, and the overall cuteness of the game makes it easy to imagine how these dragons should behave and express themselves.

I’m really proud of how they’re turning out, and I hope players will feel the same sense of joy and magic from these dragons that I felt while creating them.




Once the models were ready, it was time to give them life. Agnieszka prepared different sets of animations depending on what’s happening in the game. Active player animations make your dragon feel alert and energetic when it’s your turn; inactive player animations are calmer, helping keep the town readable while still lively; and of course, each dragon has idle animations, because dragons, even tiny ones, are never completely still (and deserve to stretch between shop runs). These subtle differences help make the town feel alive without overwhelming the board.








You can watch the dragons in action in our brand-new early gameplay trailer, revealed today during the Cozy Quest Festival Opening Showcase on Steam!


This year, you can also vote for your favorite cozy games in the Cozy Quest Awards by filling out the form HERE

The host of the event, Secret Mode, is also fundraising for the Trevor Project throughout Cozy Quest until November 24. You can donate HERE



We hope you enjoyed this deeper look into how our 3D dragon meeples came to life.
We’re heading back to our caves to continue building, refining, and improving the game, now guided by your feedback after the Alpha tests.

We’re also super excited to announce that Flamecraft will be joining Vienna Comic Con on November 22-23! If you missed the Alpha tests you’ll be able to try out the game for the first time. You will find Flamecraft at the VIECC Indie Area in Hall A of Messe Wien - Booth number A0703E!

If you’d like to support development, please consider:
  • Following Flamecraft on Steam - it’s not the same as wishlisting, and the Follow button is right next to it!
  • Sharing Flamecraft with your friends and fellow dragon enthusiasts
  • Letting us know what you think of this episode and what you’d like to see in future updates!
  • Join our Discord!
Until next time - stay cozy and warm, because winter is coming!


See you soon,
Monster Couch Team
Eternal Voyager - Rinthis

The Eternal Voyager universe is expanding daily. The first step in a long journey is now complete: the first chapter of the three-part main story has been meticulously crafted and released for players to explore. Along the way, your appearance has been diversified, as has your equipment—you can now enter the galaxy with two distinct character appearances.

In addition to the main story, separate game modes have been introduced that will test your survival reflexes.

In Wave Attack mode, you resist endless raids, and in Last Stand mode, you defy fateful final moments.

And now… the next act opens.

The second chapter of the story is in development, and a total of 13 new chapters await you. Along with this, 20 new achievements will be sprinkled across your path. A new arena is also on the way: Key Hunter mode will be available soon.

Finally, Eternal Voyager is now a much more vocal galaxy.

For our growing community, Turkish and Russian voice-over support has been added to the game, making the story, emotion, and atmosphere of this universe even deeper and more universal.

This journey doesn't end here—in fact, it's just accelerating. The planned expansions for Eternal Voyager will make the universe even richer and more multilayered.

The game's voice is growing: multiple new voice-over languages ​​are on the way. (German and Spanish are currently in preparation.) The spirit of the story will now reach more players in their own language.

For those who want to discover the secrets of the universe, Cassette Achievements are coming. Each cassette will contain in-depth text specific to the story, establishing not only knowledge but also an emotional connection. New book achievements will also be sprinkled throughout the game world, each revealing crucial pieces of Eternal Voyager's history.

The narrative will now be much more cinematic. New cutscenes, stronger dialogue, and dramatic transitions will further enhance the story's impact. Along with this, a quest system is being introduced—now, the journey will be not just about discovery, but also about an adventure interwoven with quests.

New puzzles await, requiring intelligence, attention, and courage. These puzzles are not only there to be solved, but also to illuminate the universe's darkest mysteries.

And of course, you're not alone—some old friends are returning.

Mini Bot's robotic adventures will find their way into the game, while Blast's heroic tales will also resonate throughout this universe. Along with them, new scenes, new missions, and new perspectives will be introduced.

Eternal Voyager grows, deepens, and becomes legendary. Get ready—your journey will no longer determine just your fate, but the fate of this universe. 🚀

Erenshor - Burgee

Hello all!

Today's update is a handful of bug fixes and other QOL adjustments:

-Added displayed list price on auction house for player listed items

-Fixed a few UI bugs

-You can no longer taunt the baking ovens in the game and they will no longer get mad at you.

-Auto pull will toggle off if your puller dies

-Bank Bag will disappear if its host character dies

-NPC Cast Bars vanish as soon as a spell is interrupted

Updates will be begin to be frequent at this point barring any major bug finds as I start working on some bigger changes for the next major Erenshor features.

Happy adventuring!

Fangtopia - SecretModeVicki
Here’s an update you can really sink your teeth into!

Announced during Cozy Quest 2025, Fangtopia, our upcoming builder/puzzler will be emerging from its cozy crypt on PC in 2026 with a helping claw from publisher Secret Mode. 

 

Fangtopia is the second game from Absolutely Games, developer of Classified: France ‘44. The studio was co-founded by industry veterans James Brooksby and Adrian Hawkins and - since its founding in 2019 - has built a passionate and talented team. 

 

“The team at Absolutely Games have loved making Fangtopia thus far, and we're really happy that the demo had many of our players - including our friends and family - asking for more,” says James Brooksby, CEO of Absolutely Games. “Now with Secret Mode becoming our publisher, we can grant that wish and get cracking on making Fangtopia even more spooktacular!” 

Secret Mode is the independent publisher behind cosy titles such as A Little to the Left, Loddlenaut and Pine Hearts, as well as majory games with a spooky twist in Still Wakes the Deep and Escape The Backrooms, and they’re super excited about working alongside us on Fangtopia.

Fangtopia will be creepy-crawling its way onto PC in 2026. An extensive demo is available to play on Steam now, giving players the tools to build their first creepy kingdoms ahead of the launch of the full game. 

Stay tuned for more updates soon.

Zombie Chef - Voidy Games

Dear players,

The settings system has been successfully updated and is now active. The registration system is still under maintenance and will be activated as soon as possible. Thank you for your patience and understanding!

Gecko Gods - 1footinthegame

Tap those toepads once again, Geckos... 🦎

And embark on a puzzling demo adventure with Gecko Gods, now part of Steam’s Cozy Quest!


Cozy Quest is a celebration of the coziest games that Steam has to offer, and our demo is the perfect slice of gecko-filled wonder for your family and friends to experience @everyone. The event runs from November 17th today so be sure to share now.

Don’t forget to check out our X and TikTok accounts to keep up to date with the latest news and announcements.

If you’re new to Gecko Gods too, be sure to wishlist and join us on Discord where you can learn more about the game (and get a helpful demo hint or two!).

Till next time!

- Gecko Gods team 💚

https://store.steampowered.com/app/1290760/Gecko_Gods/

Guild Encounters - Gyudon

Hello Guild Masters,

Today I’d like to discuss the next planned update for Guild Encounters: Version 1.1. This update will introduce the Event System and a new Zone for players to challenge.


What to Expect
Event System

  • To break up the monotony of consecutive battles and give players more interesting decisions throughout a run, the Event System is designed to achieve exactly that.

  • Every few battles, a random event will be presented to the player. Events can lead to a variety of outcomes, such as fully restoring the party’s HP/MP, granting item packs, boosting stats for the remainder of the run, and more.
    However, some outcomes come with costs or penalties. An event may reduce certain stats for the duration of the run, increase MP costs, or even permanently strengthen specific enemy types.


Corrupted Catacombs

  • The Corrupted Catacombs is a new zone that will be added to the pool of random zones you can encounter during a run.

  • This zone features new enemies, new music, and a new boss fight designed to surprise players and test their adaptability.


I hope you enjoyed this sneak peek at what is currently being developed for the game. Thank you all for the support, and please look forward to what’s coming next.

Gyudon out.

Anomaly Zone - Soldier_Daisy

Stalkers,

Two special Battle Pass bundles are available in the store at discounted prices.

First bundle:

- 50 Battle Pass levels

- 15 Mercenary Scar Chests

- 10 CZ-75 Cases

Price: 34.95 USD (instead of 69.95) for the Steam servers

Second bundle:

- 100 Battle Pass levels

- 30 Mercenary Scar Chests

- 20 CZ-75 Cases

Price: 69.95 USD (instead of 139.89) for the Steam servers

Each bundle can be purchased no more than twice per game character.

This offer is valid until the end of November 22, 2025 (Moscow time).

...

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