The Ember Guardian - Ratbit Games
Balancing
  • Increased melee attack speed by 50%
QOL improvements
  • Fire's orb drop point slightly lowered
  • Increased the speed at which an orb is inserted in the ammo crafter
Bug Fixes
  • Fixed a bug where the player would clip out of the map when petting the dog close to the edge
5:14am
Demonslayer AKA Me - 落花离人泪
Bug修复
修复横板战斗中某些特殊情况下无法拾取物品的问题
修复横板战斗中某些情况下子弹命中有偏差问题
修复特殊场景战斗结束时“按任意键”的描述错误
优化
增加主界面快捷栏导航
5:12am
ZEPHON - Rok
## New
* Added "Friend Names" general setting to enable / disable the usage of your friends' names in in-game messages from ZEPHON.

## General
* Better effect for Shield Dome.
* Clarified that Abkhan Hoard only gives rewards when killed by a unit.
* Rogue Operative AI no longer augments summoned units.

## Balance
* Increased Mangled Chelae attacks from 1 to 2.
* Reduced Mangled Chelae damage from 1.5 to 1.
* Increased Mangled Chelae armor penetration from 0 to 1.

## Bug Fixes
* Fixed Enthralled by the Erelim giving loyalty penalty to all buildings instead of just the headquarters.
* Fixed select next unit key binding not working correctly.
* Fixed killing a unit with an operation or player ability sometimes incorrectly giving experience and changing morale.
* Fixed Essence Syphon not triggering on non-primary targets.
* Fixed killing a unit with an operation or player ability not counting in the statistics.
* Fixed killing a city with an operation or player ability not condemning the player.
* Fixed Fallen Soldier's properties mentioning starting with an Outrider twice.
* Fixed a crash that could occur when reflecting Defense Grid.
* Fixed Gladial Emanator not working on Dance of the Erelim.
* Fixed not using the most powerful of overlapping per-building modifiers (e.g. Performance Broadcasts).
* Fixed an issue with The Last Days of Earth in multiplayer where sides for human players could get mixed up.
* Fixed The Deep not appearing for non-host players in multiplayer.
* Fixed Honorable Aristocrat's The Deep question not being tied to retrieving the Cornucopia personally and gaining the achievement.
* Fixed NeoDuke pronouns.
Idle Taoist Mage Warrior - 所以呢
"Idle Land of Exile" Demo Released: A Diablo-like Idle Grinding Game
流放大陆demo商贷
Animaze by FaceRig - devops
Hello Awesome Folks!

Those of you who have been using the Next Version Beta branch this past weekend already know this: Animaze Update 1.27.12668 is out there, now officially deployed on the main branch!

Like always, the previous version will hang around for a while on the "Previous" beta branch.
If you need a reminder on how to navigate branches:
https://www.animaze.us/faq/animazedesktop/navigatebranches

Here are the highlights:
  • fixed a bug where loading a Quickscene, Mediapipe-driven hands would become skewed
  • fixed a bug where loading a Quickscene, UltraLeap-driven hands would become skewed
  • fixed a bug preventing Mediapipe advanced tracking config from being properly saved
  • fixed a bug preventing the audio engine from being properly initialized when an old device has been disconnected
Thank you for being a part of our community and supporting indie engines for Avatars and VTubing.


The Holotech Team,
Alex, Catalin and Dragos.
Star Conflict - Super Glix


Attention, pilots! The in-game store has been updated with new offers!

New pack are available at the store today:
  • CPU parts bundle at a discount of 40%
  • «Ghost» components bundle at a discount of 20%
  • «Stingray» components bundle at a discount of 40%
  • «Boremys» components bundle at a discount of 40%
  • «Metallic blue» paint kit at a discount of 50%

We will be regularly providing you with new offers, trying out different combinations of contents and prices. Stay tuned so you don’t miss out on exclusive and temporary offers that can significantly strengthen your fleet!

Sincerely,
Star Conflict team
TechnoMagic - admin
The time has come once again for the Elinor Collections! Hurry up to gather as many collections as possible to earn Elinor Symbols and spend them on useful items!

Until the end of May 18th, your goal is to assemble collections out of collections, earn Elinor Symbols, and spend them on useful items until the end of May 19th at the Elinor Store.
The final collection "Symbols" is assembled out of the golden elements of five collections and can be exchanged for 25 Elinor Symbols. To obtain these collections' golden elements, you will need to complete various in-game tasks and gather the collections: "Standards", "Tools", "Monsters", "Skills", and "Patrons".
Details on each collection are available on the infoportal.
Please note! The reward for the "Tools" collection has been changed!
You can track your current spending and obtain elements of the "Standards" collection in the quest log.
You can spend your earned Symbols at the Elinor Store on the Trading Square.
Pay attention to those items at the store:
The Geographical Atlas becomes non-transferable upon purchase.
A new feature item of the season: the inlaid multistone arBrilal for armor and weakening effect on outerwear. When using Primordial Resin, this stone boosts the Armor stat.
As a seasonal exception, normal Primordial Resin is available for Symbols at the Elinor Store, and can be exchanged for a high-quality version at the Jeweler’s Store.

By getting collections, you also participate in the ranking, which contributes to the "Race Participant" medal line. Rankings will be finalized twice: on Monday, May 12th and May 19th at 5:30 AM.

Until May 18th inclusive, the Elinor Bank will give you a gift depending on the amount of crystals purchased. The gift is a Collector’s Chest with a different number of collection elements.

For a payment of 100 to 449 crystals – you will receive an Enchanted Collector’s Chest. For 450 to 899 crystals – a Magical Chest. For every 900 crystals in a single payment – a Heroic Collector’s Chest.

We wish you the best of luck in collecting every single Elinor Collection!
Farm Together 2 - WaaghMan
In today's update we're adding a few variations to some buildings such as the quick travel post or the fuel depot, as well as fixing a bug with the recycle confirmation UI.

New Content:
  • Added new bus stop (available in the Carpenter shop) and quick travel post.
  • Added new color variations to the fuel depot.
  • New fence: Reeds

Improvements:
  • Added two new loading screen tips for petting dogs and fence selection.

Bugfixes:
  • Fixed visual bug in the recycle/flatten confirmation prompts.
Lost Rift - PCF Kane
With Lost Rift formally announced and set to launch later this year, it's a good topic to start with: what Early Access means for Lost Rift.

While Early Access is becoming increasingly common in games, the definition of what Early Access is intended to look like varies significantly across different games, platforms, and genres.

We plan to be fully transparent about what we intend to deliver with your purchase of Lost Rift on Day 1, as well as what will be added later in Early Access development.

Why Early Access?

To answer this question as simply as possible, we believe that now is the ideal time to gather community feedback on what we should focus on next. The core gameplay loop has come together well, and there is sufficient content to showcase our vision for the game.

We believe we’re creating a great game, and we think it can only be improved with your feedback. So, without further delay, below you’ll find exactly what we intend to bring to Early Access, as well as what will be coming in the future.

What Comes with Early Access?

The base game and access to all future non-DLC updates, initially up to 5 characters, and 5 PVE island instances saved on our dedicated servers, with no limit on how many of your friends’ islands you join.

We plan to deliver both a PvE island (also known as Pioneers’ Landing) where you can spend hours exploring and building your survival space, along with a high-risk, high-reward PvPvE extraction experience where rare and exotic loot can be obtained that will help you progress your quests when you return.



What We Plan to Bring Early Access on Day 1

The Lost Rift team is striving to bring you three key things on Early Access launch day:

1. A Strong Core Gameplay Loop & Body of Content

We’re applying People Can Fly’s expertise in gunplay and fusing PvE survival and PvPvE extraction into a unique, replayable, ever-evolving experience. We want to generate an experience that incites wonder and curiosity as you begin to explore Pioneers' Landing, our PvE-only island. You can explore, build, hunt, cook, and craft alongside with up to four friends, or as a solo adventurer. You can uncover new areas at your own pace, stock up on supplies, complete quests, and recruit NPC Survivors to help protect your base camp.

In juxtaposition to the relative safety of the PVE survival island, we also plan to have the first fully explorable Expedition island, a time-pressured and intense PvPvE experience filled with stronger PVE threats and, more importantly, rare loot that you can’t craft back at Pioneers' Landing. You may run into other matchmade players, where you will have to decide whether to engage or stick to the shadows and loot the scraps of bigger teams.

You’ll find a variety of enemies on Expeditions, including Outcasts (our name for the humanoid enemies), predators both big and small, prey, other real players, and more as you try to locate the wires, screwdrivers, and other special loot required to progress the initial story. If you die on an Expedition, you’ll lose everything you had with you and return to Pioneers' Landing. If you successfully extract, you’ll retain everything you found and be one step closer to accessing new areas or quests.

We want to demonstrate how we can seamlessly blend these two experiences, all while incorporating satisfying gunplay that delivers strong, moment-to-moment gameplay.

2. Stable Experience
We want to ensure that you have a stable and friction-free experience. Our team has collaborated for months to do everything possible to quickly mitigate any issues with connecting to servers and provide a stable experience, allowing you to focus on giving us gameplay feedback instead of troubleshooting.

While we can’t promise everything will be perfect, this is early access for a reason, after all. We’re becoming increasingly confident, having conducted internal company-wide tests, and will be rolling it out to a much larger scale with Steam Playtest on May 15th.

3. Transparency & Open Communication

We announced in mid-March and launched our Discord server, with most of our development team as active participants, who can be identified by their handles, which start with 'PCF_'. We aim to be transparent about our goals and what we intend to deliver during Early Access, allowing you to see more of the work in progress through quick screengrabs, GIFs, and playtest blooper videos.

Once players get their hands on the game, we will listen to your feedback. Whether you think something is too powerful, too weak, too long, or too short, we genuinely want to know about it, and we believe our team can deliver an even better game with your collaboration and contributions.

What we won’t have on Day 1 of Early Access

With transparency in mind, all of the below are goals we’ll be working towards over the course of Early Access, but won’t be fully realized on launch day.

We won’t have the final art & assets
Our small team of artists has been hard at work delivering a wealth of outfits, jungle biomes, weapons, building pieces, and more. That said, the game will be far from ‘art complete’ on Day 1 of Early Access.

This means that you will encounter missing textures, placeholder assets, and greybox in our game. Gameplay is king, and incomplete art should not prevent us from sharing our plans or delaying our playtests, allowing you to play and provide your feedback.

Here is one easy example of art in our game and what “Placeholder” or “Greybox” means.



The above screenshot is a great example. From a distance, you can tell what the Antenna is, and it has a rough shape. However, it lacks textures and artistic refinement to make it look like an actual building. It’s there, it’s functional for gameplay, but it's far from the quality we’re striving for in our 1.0 game launch. Many of our assets are currently in this state, and we have a priority list of improvements for 2025.

We won’t have a bug-free experience
You can have the biggest and best QA team in the world, and players will find more weird and wonderful issues on day one than the QA team finds in a year.

As a result, we’ve been working diligently to organize ourselves to streamline our reporting and bug-fixing process. We’re ready to listen, diagnose, and patch starting from day one. When you experience an issue, hit us up on Discord or the Lost Rift Steam Forums, and we’ll be sure to pick up the torch (no pun intended) and address it as soon as possible.

Wrapping Up

We’re incredibly excited to put this game in front of you, starting with our first open Playtest beginning 10 AM Eastern on May 15th, 2025. To be the first to learn how to sign up, join our Discord.

We’re looking forward to you testing our servers and providing feedback to help us build the game alongside you, rather than just behind the scenes. Thank you for reading.

- PCF_Harmonious
Lost Rift Product Owner
Runa Illustra - Xaary
Hello everyone,

In this update I mainly added quality of life features, trying to address the confusing onboarding for some of the players who tried the demo.

  • Introduced a manual where there is an explanation on what each unlocked spell does, and how to use it.
  • When drawing a new spell, the spell guide will open automatically. It also always opens at the page of your currently "equipped" spell.
  • When a new spell is unlocked, it will sparkle in the draw menu, until it's drawing is confirmed. This way, it should be easier to locate the newly unlocked spell in the list.
  • Because of the introduction of the guide, I removed some of the pop-ups that appeared throughout the demo.

I also optimized some of the game assets, as I received some complaints about it. The main culprits were some of the trees which had an excessively high amount of vertices. Hopefully this should improve the experience for those who encountered this issue.

Lastly, I fixed the glitches that sometime happened when flying with a platform. Dealing with physics always gives headaches, but with the current setup I didn't encounter the issue anymore, let me know if it's still not completely fixed.

That's all. I hope you enjoy the demo!
...

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