Diffusion Playtest - R.C.
Additions
- minigun tower (!)
- voltite orbital cannon
- basic quest system and first quest (triggers after 4 zones are won)
- floating numbers+icons indicate when and what gets produced by drills and smelters
- last won zone and new visible zones are now highlighted on the world map
- preview contents of mining kits on hover
- more tutorial messages
- confirmation popup when exiting the game while in zone

Changes:
- for all voltite/mat3 building: decreased iron part of unlock/build costs and increased voltite/mat3 costs (to prevent voltite/mat3 excess during zones and in mothership)
- increased iron drill health (140 -> 200)
- increased voltite drill health (160 -> 220)
- decreased iron wall unlock cost (100 -> 80)
- increased double gun turret unlock cost (100 -> 120)
- decreased enemy count for end game zones (up to 5% less enemies)
- every neighbour of the starting zone is now guaranteed to be plains too, to make sure the player is not overwhelmed with new gamerules too soon
- every penultimate zone is guaranteed to be infested to make sure the player encountered the alien root at least once before going into the bossfight
- infested biome now no longer appears on the left half of the world map

Bugfixes
- on swamp coast biomes: water enemies sometimes spawned in land
- fixed some autotiling rules
- alien tower projectiles sometimes tunneled through buildings
- ocean biomes still had dead ends sometimes
- wasteland variant of biomes did not always have ores at the same position
- swamp map generator caused freezes
- locked build menu (after zone is won) still allowed keyboard shortcuts to be used
- game crashed after game over window was closed
- it was possible to put building on enemies which are currently invulnerable
Moondusk Masquerade - Nochi Studios

Thank you for checking out Moondusk Masquerade this launch week!

We appreciate all the discourse about the game and have been lurking around collecting feedback. Based on what we've been seeing, we've made some small Quality of Life updates, including adding three tip pop-ups near the beginning of the game to hopefully help with your gameplay journey. These tips will show up after the first masquerade ball.

May the letters by moondusk reveal your fairy tale ending in Selerune ~ 💌

Ant Keeping Simulator - kunstaat

I got bored so I added 3 more species to the DLC for a total of 9! These are just a fun bonus so they don't add any more features. I still hope you'll enjoy these extra fellers <3

Strayed - hyphen

Welcome back to Strayed, survivors! Update 0.12.0.0 is here, bringing tougher bases, refined resources and one of our most powerful weapons yet, as well as some new features and highly requested additions to offline mode.

Armored Base Pieces!

A new tier of base piece is now available. Stronger, heavier, and built to withstand the harshest raids, the armored base pieces are twice as strong as metal with 2000 health!

Metal Refinery!

The Metal Refinery is your means of turning metal fragments into beautiful, shiny Refined Metal.

Put wood into the fuel column and metal fragments into the out column. When you turn on the refinery, you'll see some of the fuel slots light up orange - this is the fuel level. Over time, the fuel level will jump upwards or downwards, and you'll have to update the amount of wood to match it (Hint - watch the arrow on the left side of the fuel column).

By matching the fuel level with wood you can maintain the highest yield of refined metal; 80%. Some of your metal fragments will turn into waste - Slag - you can control the amount of slag produced by maintaining the proper fuel level.

If you end up with more slag on your hands than planned, no worries; slag can be re-melted into metal fragments in a furnace.

If this complicated refinery jargon is going over your Strayer-head, just simply follow the Add/Remove Wood warnings inside the UI panel to maintain a high yield. Happy refining!

The Improvised LMG (ILMG)

Rain down bullets with the newest addition to Strayed’s arsenal: a heavy-hitting, high-recoil light machine gun.

The ILMG holds an impressive 90 rounds of rifle ammo in it's fuel-canister drum. You can try to spray the whole thing at once, but you'll quickly notice this gun's unique vertical climb recoil. The longer you shoot, the higher the barrel goes. This one will take some practice!

Offline Mode Explosives!

Test the strength of your base designs in offline mode! C4, Rockets and Rocket Launcher have been added to the offline spawn menu.

Mag Slap!

You can now use a magazine to slap empty mags out of some guns. Your reloads just got a whole lot more satisfying, Strayer!

Last Death Marker!

Your previous death location now shows on the map, letting you navigate easily to recover your lost items, if they have not already been taken.

Bag Timer Migration!

Sleeping bags within 60 meters of each other will now share a timer, preventing players from respawning in the same area too frequently. When placing a bag, you'll now notice the bag ghost will turn yellow when within sharing range of another bag.

New Skins!

Break the system with the new 404 Not Found Skin Pack! This pack features three wireframe-style skins: White, Black and Textured for three favorite weapons. These skins make every shot look like a dev tool gone rogue. 

These skins are available on:

  • AK

  • STG

  • Military Pistol

https://store.steampowered.com/app/3891320/Strayed__404_Not_Found_Skin_Pack/?beta=1

Other Changes & Fixes
Added
  • Improvised LMG

  • Metal Refinery deployable/mechanic

  • Refined Metal and Slag

  • Armored base pieces

  • In-headset moderation tools

  • C4, Rocket Launcher, and Rockets to offline mode spawn menu

  • Ability to damage base pieces and deployables in offline mode

  • Last death location to map

  • Magazine slapping mechanic

  • Bag timer migration (60 meters)

Changed
  • Offline mode is now playable without internet

  • Distant rendering of various deployables

  • Garage doors no longer animate at distance

Fixed
  • Main menu login times have been significantly reduced

  • Failure to login now shows rather than blanking out menu

  • Non-functional graphics settings showing on Quest

  • Sleeping player armor slots allowing non-armor items

  • Dying while interacting with door breaking future interactions

  • Snap deployables (doors) sometimes placing wrong

  • Invisibility glitch when getting out of seats sometimes

  • Structures sometimes not unloading when spawning/respawning in a new area

  • Safe zones mistakenly being rectangular/allowing players to build within it barely

  • Players slowly slouching over time

  • Ladders not being able to be placed in left-handed mode

Join the Strayed Community!

If you have concerns/questions/suggestions/feedback etc., don't hesitate to chat on our Discord:

Other Strayers are waiting for you to survive with them. Follow us and stay tuned to more updates and announcements on our official channels:

Official Strayed Subreddit

Official Strayed X Page

Official Strayed Instagram

Official Strayed TikTok

https://store.steampowered.com/app/2359470/Strayed/

Passant: A Chess Roguelike - honey and chips
The previous patch enabled a screenreader that should only have activated if you use a screenreader - On steamdeck this activated regarless of whether you use one or not. I've now fixed this.
2:54pm
Dyskairos - sky

Hi! Dyskairos is nearing its completion so this is a small update to the demo featuring some additional content, some changes, and fixes. You can read the full changelog here, but here's the main highlights:

New Weapons

This update features 2 new weapons, the PTRD and the T58 Carbine. They are Heavy slot and Medium slot weapons respectively. The PTRD will one hit (almost) every enemy in the game, but has terrible spread and is a very slow weapon overall. The T58 is an automatic rifle with moderately high recoil, so you'll need to aim carefully in order to use it effectively. These weapons even the weapon selection for the demo out to 3 for each slot. Expect at least 5 unique weapons in each slot in the full game!

Floor 3

Floor 3 is a more of an exploratory floor after the end of Floor 2. There are multiple ways to access the inner part of the floor depending on your current build. This floor also features a new Unique Ability that can be found towards the end of it: the Card Finder. True to its name, it shows you the location of the nearest keycard for a limited amount of time.

Other additions in this update include:

  • A shop has been added to the hub outside, currency for it can be obtained by finding new materials inside the Tower.

  • Uncapped save slots (saves from the existing demo are incompatible)

As I mentioned above, you can find out more about the new weapons, Floor 3, and everything else in this update in the full changelog here. I hope you enjoy this update! The full game will release later this year.

2:44pm
Rubble Eats The World - nocanwin
  • Added two bodyguards for the last bot on the volcano level

  • Added magma chunks to the volcano

  • Added a larger impact sound for cannon and sniper projectiles

  • Adjusted tracking projectile targeting and lock radii

Dota 2 - Unicorn Princess

Over the last few days we've addressed the following issues:

  • Fixed emoticons from previous fan content bundles that were supposed to be permanent being unavailable

  • Fixed basic talent stickers all looking like a specific player sticker from 2022

  • Fixed accounts ineligible to participate in The International Predictions & Fantasy being able to circumvent the rules

  • Fixed one prediction being missing for Road to the International: Playoffs on certain resolutions

  • Fixed rare client crash when viewing your fantasy roster

  • Fixed common client crash when viewing anything on a mac

  • Fixed the Tyrian Regalia item "Tyrian Bloodfeather Feast" incorrectly showing as owned if the player had the Queen of Pain Arcana

  • Fixed sales of Talent Sticker Bundles not contributing to the prize pool

  • Fixed bots in locally hosted matches not purchasing any items

  • Fixed default Pudge bot never casting Meat Hook

  • Fixed Arc Warden's Tempest Double being able to summon a Tempest Double by capturing an experience shrine on the double, gaining a level, and then skilling Tempest Double

  • Fixed Meepo's Poof ocassionally inadverently getting into the wrong alt-cast state

  • Fixed Nature Prophet's Teleport and Io's Relocate using the wrong sounds when the teleport finishes

  • Fixed Silencer's Last Word not triggering Spell Absorbtion, Phylactery or Khanda

  • Fixed Troll Warlord's Fervor incorrectly granting bonus attack speed and gaining stacks when Troll Warlord is broken

  • Fixed Troll Warlord's Berserker's Rage incorrectly granting bonus stats when Troll Warlord is broken

  • Fixed rare server crash with Witch Doctor's Death Ward

  • Fixed rare crash with Marci's Dispose

Fire of Life: New Day - danacraig78

I have been a little while I made a dev log due to health issues. I do apologize.

Artwork for "Prelude to Chaos" (official name) has been completed, so I doing my rounds of soundtracking, gallery adding, bug checking, and more.

I do not have a definitive release date, but I hope within the two weeks. I will let every know if it is beyond that.

NewMe NuMe LuMe: Alien Wars - Ho RaBii

Firstly, please understand that this message has been written using a translation tool and may have issues with clarity.


Hello!

It’s already late August since our end-of-July update!
How have you all been over the past month?

Two-thirds of the year have already flown by! I hope many good things come your way in the remaining months! :)

I’ve been continuously working on the final boss of the additional (epilogue) stage!

So this announcement will be about the development status and some miscellaneous chatter!

Please check the details below!

1.\[Development Status]

Currently, 6 boss attack patterns are finished.

What’s left is adding 1 more pattern, tuning difficulty per player character for the boss fight, and item supply,

as well as a boss-only HP bar, etc.

So I’d say we’re roughly 70% complete!

(Of course, things like the ending… story dialogue… and other parts besides the boss fight are still left—haha…)

I also made a short video to show how the boss fight will play out—please have a look!

2.\[Miscellaneous]

2- 1. \[About Development Speed]

Originally, the boss was planned to be finished in early to mid-August…

As you can see, far from being finished, there are still many parts that need adjustment.

To explain why development has slowed down…

For the past 2–3 years, during the July–September period, my PC suddenly and repeatedly (about 10+ times a day)

hits a blue screen and then reboots.

I’ve tried several times to fix this mysterious issue, but the exact cause hasn’t been confirmed yet.

After I lost 5 hours of work due to a reboot right before saving,

I’ve been proceeding with frequent manual/automatic backups.

I sincerely apologize that this issue has slowed development…

I’m still developing even though the PC keeps crashing,

and while writing this announcement, it has crashed at least five times! Yikes…

Additionally, I tried to express my situation with a drawing! Hahaha…

2- 2. \[About Sound Effects]

In the current build, the BGM pitch rises according to the player’s HP.

I was quite happy with that effect,

so I thought it would be good to apply a similar adjustment to the sound effects as well. I tried 5–10% pitch changes.

In testing,

the change was barely noticeable; and when I increased the range, it started to feel unnatural,

so I’ve postponed the update for now.

Still, since I put in a fair amount of time and effort (about 2 days),

rather than throwing it away completely, I plan to polish it a bit more and include it in a future update!

This is where I'll end this announcement.

If you could let me know through the link below about any difficult enemy patterns or level of difficulty you've experienced, I will actively take it into account!

https://steamcommunity.com/app/2855660/discussions/0/4364628673432078457/

Thank you very much for your interest in the game I developed!

...

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