Crazy Robot Ball - OmEgA_StOrM
Crazy Robot Ball Is Officially Released!

Get ready to experience the ultimate fusion of strategy and chaos! Crazy Robot Ball is a turn-based robot football game where you assemble a team of unique robots. Outsmart opponents, master different arenas, and score your way to the top in this thrilling competition for the Golden Trophy!

Watch the Trailer:


Buy Now and Join the Game!

Take control, plan your moves, and dominate the field—Crazy Robot Ball is available now.

Thank you for your support
Astral Party - Neverland Entertainment
Dear players!

Dear players, the game will undergo an update on May 9rd, 2025, at 15:00 (UTC+8). Please log back into the game after the update is completed.
 
Update Time
15:00 - 17:30 (UTC+8) on 2025/05/09

Update Content
  1. Cooperative Challenge Mode - Magic Academy Gameplay Adjustments
    When players enter the Magic Academy map, they will randomly encounter either "Acting Principal – Tennoji Masao" or "Academy Security Officer - Tennoji Masao", with different bosses corresponding to different map events and tasks.
    • New scene: Magic Academy - Dessert Space
    • New boss: Academy Security Officer - Masao
    • New hand card: It's His Fault!
    • New monster: Mutant Teapot
    • New Magic Academy exclusive tokens: Tea Cake, Ancient Staff, Premium Sword and Shield


  2. New Event [S4-Cooperative Challenge Second Half] --- Academy Cafeteria Battle (Dinner) --- 2025-05-09 ~ 2025-06-08
    The Magic Academy finally welcomes the Academy Security Officer, who will never let anyone interrupt the Principal's afternoon tea...
    You can enter the event from the main interface. Complete event tasks to obtain various rewards!

  3. Event --- New Character - Rookie Investigator UP! 2025-05-09 ~ 2025-05-23
    You can check the corresponding tab in "Gacha" and draw from the "Rookie Investigator UP" tab for a higher chance of getting the new character!


  4. Event --- Midnight Glow UP! 2025-05-09 ~ 2025-05-23
    You can check the corresponding tab in "Gacha" and draw from the "Midnight Flash UP" tab for a higher chance of getting the character!

  5. Event --- Shy Nun UP! 2025-05-09 ~ 2025-05-23
    Players can check the corresponding tab in "Gacha" and draw from the "Shy Nun UP" tab for a higher chance of getting the character!

  6. Event Preview --- Katana Master's New Taste (Rerun) --- 2025-05-30 ~ 2025-06-13
    Players can enter the event from the main interface. Complete various tasks to obtain rewards such as [[color=#FFBC1F]Profile Card - Good Appetite (Animated)[/color] X 1], [[color=#BA1FFF]Space Badge[/color] X 1], [[color=#BA1FFF]Gacha Cassette[/color] X 20], and more!


  7. Shop Update
    New skin "[color=#FFBC1F]Clumsy Girl - Alana[/color]" is now available!


  8. System Optimization
    In PVE matches, monster attributes shown in the bestiary will change according to map difficulty.

  9. Balance Adjustments Reworking the skills of "Game Master - Ren" in Cooperative Challenge Mode
    • PVE Active Skill: Designate a character to receive a card and also gain a Shiyu-Shiyu Shield. Shiyu-Shiyu Shield reduces the next damage taken by 3.
    • PVE Passive Skill: When using active skills on allies, if the target's HP ≤ 50% Maximum HP, Ren also gains a Shiyu-Shiyu Shield and a card.
  10. Bug Fixes
    • Gacha progress not displaying correctly in rerun Gacha system
    • Unable to successfully invite friends to password-protected rooms
    • Player avatar like display errors after matches
    • Abnormal light and shadow effects on some dice
  
Maintenance Reward
This update and maintenance will distribute --- 【[color=#BA1FFF]Gacha Cassette[/color] X 3】.
 
The mail is valid for 7X24 hours.
Wish you a pleasant game, and thank you for your continued support of "Astral Party".
 
Astral Party Operation Team
Cyber Knights: Flashpoint - ElfWord
Knights, we're just 4 weeks away from our full launch: Monday, June 2nd, at 9am Eastern Standard Time.

Each week we'll be counting down and sharing some special info to help everyone get ready for launch. This week: a bit about us and ways to stay tuned for future projects.


So who are we?
My brother and I, Cory and Andrew Trese, have been making video games since 2011. We started in the early days of Google Play and transitioned to Steam-first in 2015, always dedicated to making deep, highly-replayable RPGs & strategy games.

Some great interviewers have gotten us talking more about how Trese Brothers Games has grown over the years; a couple of recent ones we recommend are this extensive written interview on Tom's Gaming Vault, and a fun video interview with strategy game streamer Sprigleaf.


It's challenging to be an indie studio without any outside investors but we've done it by prioritizing players, carefully scoping based on player feedback and what we know we can deliver on, and staying directly connected to our community through Steam forums and Discord.

Don't Miss What's Next!
Every successful launch (this is our 5th game on Steam) helps us grow and build better games. So even as Cyber Knights will continue to be our near-sole focus for quite a while after full launch, if you like our approach and want to make sure you don't miss future projects from us, we want to invite you to join our community.


Joining our Discord connects you directly with us and an awesome community of 7,000+ other players as well. Following our developer account here on Steam is a great way to stay in the loop through Steam's own notifications. And we have accounts on most major social networks, particularly Bluesky and YouTube.

But we all know how platforms can change at any time, often to the disadvantage of independent creators like us, so I'd particularly encourage you to please sign up for our Just-the-Big-News mailing list.

We have sent only four emails to this list in the past 5 years! It's an easy, no-distractions way to make sure you don't miss out on our next game! Hop on to get a notification when the time comes.

4 weeks to go!
We'll see you next week with some info on what kind of post-launch content you can expect from us for Cyber Knights.
The First Explorers® - buchwald.interactive
Welcome back, Explorers!
We're continuing our journey into the heart of The First Explorers' mechanics. In previous blogs, we touched upon gathering resources and setting up basic production. Today, we're going to delve into something truly vital for your growing settlement: food, meals, and the very people who make your economy hum – your Carriers!

These systems are deeply interconnected, forming core loops that will dictate the pace and success of your expansion.

Make sure to read until the end: there might be something interesting regarding an upcoming playtest ;)

Now let's pull back the curtain on what's been cooking!

The Cook's Culinary Crusade: Your Shopping Tour

At the heart of your settlement's more complex food needs is the Cookhouse and its diligent Cook. Unlike basic raw food which often goes directly from storage to miners, Meals require preparation. And before a meal can be cooked, the ingredients must be collected.

This is where the Cook Shopping Tour comes in!

When there's an open request for a meal (either from a Tavern needing to attract new Carriers or a Production Building wanting an efficiency boost), a Cook needs to gather all the necessary ingredients for that specific meal before they can start cooking.

(Building Marketstalls close to Cookhouses is essential for short walking distances)

Your Cook will determine what ingredients are needed for the requested meal and then embark on a shopping trip to your Market Stalls. This isn't a quick stop; they visit each required Market Stall one after another until their basket is full.

To ensure the ingredients are still there when they arrive, a neat system is in place: as soon as the Cook leaves the Cookhouse, the necessary items are reserved at the Market Stalls. No more frustrating moments where the ingredient vanishes just as your Cook arrives! ;)

(Cook just left his Cookhouse to collect ingredients. He even has a shopping basket)

Once all ingredients are collected, the Cook heads back to the Cookhouse to begin meal preparation.

Strategic Tip: This sequential shopping tour highlights the importance of your settlement layout. Placing your Market Stalls close together, ideally in a centralized "marketplace" location, significantly reduces travel time for your Cooks and speeds up meal production.

Simple vs. Advanced Meals: Catering to Needs

We have two primary categories of prepared food: Simple Meals and Advanced Meals. Both serve crucial purposes, but they differ in complexity and effect.

(UI showing the two possible lanes - Cooking Lane for Simple Meals and Advanced Meals)

The key difference lies in their ingredients and the benefit they provide.

  • Simple Meals: Require fewer ingredients and are easier to produce early on.
  • Advanced Meals: Require more ingredients, including beverages in later tiers, making them a higher-tier good.
But why produce one over the other? Their effect is where they truly diverge, particularly when it comes to attracting new carriers... which brings us to our next point.

Meals Evolve: Requirement Changes Through Settlement Tiers

As your settlement grows and advances through its Tiers, so too does the sophistication expected in your Meals. The ingredient requirements for both Simple and Advanced Meals increase with each Settlement Tier.

Think of it like this: Early explorers are happy with simple fare, but as your settlement becomes more established, the populace develops a taste for more varied and complex dishes.

This tiered system means your production chains for food and beverages must evolve alongside your settlement to keep your population happy and growing.

Population, Residences, and Strikers: The Workforce Engine

Every economy needs a workforce, and in The First Explorers, one of the most versatile inhabitans are your Carriers. You'll always need more of them as your settlement expands!

There are several ways to attract new Carriers to your cause:

  • Building Residences: The most fundamental way. Completing a Residence construction instantly spawns a handful of new Carriers.
  • Meals in Taverns: Providing prepared meals in your Taverns is a key method for direct carrier recruitment.
  • With Coins: Through Harbors and Caravan Outposts, you can attract neutral Carriers using coins
Let's look closer at the first two methods and how they tie into the food system.

Residences: More Than Just Beds

Residences are crucial! Not only do they provide a specific amount of beds each (and yes, every Carrier needs a bed, or they go on strike!), but completing a Residence also provides an immediate influx of new Carriers.

(Six Residences and a Tavern in the center)

The number of Carriers you get per Residence built is directly tied to your Settlement Attractiveness (more on this soon!). The higher your attractiveness, the more people are eager to join your settlement when a new home is ready.

Residences also evolve with your settlement. When you advance to a new Settlement Tier, all your existing Residences automatically upgrade to the next level. This auto-upgrade is unique to Residences! After advancing to a new Settlement Tier, you're now only able to build the higher-level Residences that do cost more to build. Again, reflecting the increasing complexity of your settlement's needs. That's another factor to keep in mind, whether you want to advance early to the next Settlement Tier or prefer to do that a later time. There's always a tradeoff!

Strikers: The Cost of Neglect

A critical element to manage is ensuring you have enough beds for your Carrier population. The number of available beds comes from your Start Landmark and all built Residences.

If you ever have fewer beds than Carriers, you have a problem: Strikers! Idle Carriers who don't have a bed will go on strike. To add a layer of challenge (and realism), the Carriers closest to where beds were lost (e.g., a demolished Residence) will strike first. Keep those beds available!

(Several Carriers are on Strike, because too few beds are available)

Taverns: A place to come together

Taverns play a vital role in attracting new Carriers directly through the power of prepared Meals.

As soon as a Simple or Advanced Meal is available in a Tavern, a new Carrier will spawn, consume the meal, and join your workforce! Advanced Meals will attract more carriers at once compared to the simple meal, which makes Advanced Meals significantly more efficient for population growth, justifying their higher ingredient cost.

Taverns can serve multiple Carriers eating meals simultaneously, and this capacity is also influenced by your Settlement Attractiveness. The higher the attractiveness, the more new recruits can be processed at once.

But Taverns aren't just passive receivers of meals; they are also key drivers of that all-important Settlement Attractiveness!

Settlement Attractiveness: The Magnet for Growth

Settlement Attractiveness is a global modifier that impacts several crucial aspects of population growth. It's a measure of how desirable your settlement is to potential new residents.

How do you increase it? The primary way is by placing Residences in the vicinity of a Tavern. The more Residences you have located close to your Taverns, the higher your Attractiveness Level will rise.

(The Tavern just got built and the existing residences directly contributed to the settlement attractiveness - in this case six residences were needed for the first level up)

What are the benefits of achieving higher Attractiveness Levels? They are significant for population growth:

  • More Carriers per Residence: As mentioned, you get more Carriers instantly when building a new Residence.
  • More Simultaneous Eaters in Taverns: Your Taverns can process more recruits eating meals at the same time.
  • More Carriers via Harbor or Caravan Outpost: The maximum number of Carriers you can recruit per ship at a Harbor or per caravan at a Caravan Outpost also increases.
Settlement Attractiveness is a global effect, so boosting it in one area benefits recruitment across your entire settlement. Be mindful, though – demolishing Residences near Taverns could decrease your Attractiveness Level!

Connecting the Loops

As you can see, these systems are deeply intertwined:

You need Carriers, since they're an essential puzzle piece in your economy. You get Carriers from Residences, Taverns and Harbors or Caravans. The number of Carriers you get from Residences and the capacity in Taverns depends on Settlement Attractiveness. Attractiveness is boosted by placing Residences near Taverns. Taverns need Meals to generate Carriers. Meals are made by Cooks who go on Shopping Tours for ingredients. Those ingredients come from your production chains, which needs... you guessed it... more Carriers!

Managing this cycle of growth, ensuring you have enough beds (Residences), boosting Attractiveness (Residences near Taverns), and providing sufficient high-tier Meals via Taverns and Production Buildings is a core challenge and reward in The First Explorers.

That wraps up our deep dive into Meals, Cooks, Population, and Attractiveness! I hope this gives you a clearer picture of these vital systems and how they work together to make your settlement thrive.

Upcoming Closed Playtest #1

As already announced in an earlier Dev Blog, there will be a first Closed Playtest for The First Explorers!

This Closed Playtest #1 will be limited to a small amount of people, making sure to have this first Playtest as efficient as possible. I will share the details about the application process in an upcoming Dev Blog, but I can tell you already when the Playtest will happen: From 26th of June until 30th of June. So mark your calendars if you plan to apply for the Playtest :)

There will be more Playtests in the future, so if you don't have time or you won't be selected, don't worry. There will be enough possibilities to playtest the game until we work our way to the Early Access Release.

---

And that's a wrap! What topic should we explore next? Let me know in the comments!

If you want to follow the game progress more closely, make sure to join the official Discord Server: At the end of each month I share a summary about what I worked on during the prior weeks.

Until then, happy exploring!

— Sebastian
Dragon Inn Playtest - fatih.s.urkmez
  • Bug fixes on some button texts
  • Bug fixes on deletion of the campaign files
  • Localization fixes
SubwaySim Hamburg - Bekka [Aerosoft]


On April 29, the time had finally come – SubwaySim 2 launched on PC and consoles!
To celebrate, we organized a very special launch event in Berlin: featuring an authentic special subway ride and play stations set in the perfect atmosphere of the Berlin Subway Museum.
It doesn’t get more real than this!

Of course, we captured all the highlights on camera for you.
Watch the video now and relive this unforgettable day with us!
refarm - otterhands
  • audio settings are now being saved and loaded
  • added stone ground tile as option in decorations tab
  • villagers now get ready for work after exiting the house with a short nap and snack
If you enjoyed your time with refarm, then my upcoming game - otters and stones - might interest you :)


Thanks from otterhands! 🦦🦦🦦
5:59
VEIN - disseminate


Changes/Additions:

  • Added tutorial
  • Water from faucets, wells etc. now draws from the source type and quality
  • Fluids in general now have rot, dirtiness, age, etc.
  • Firearms can have multiple ammo types; Viper can now fire .38 special rounds
  • Add a bunch of stat perks (lockpicking, repair, medical etc.)
  • Change dedicated server logs to be clearer for hosts
  • Fluid containers are labelable by default
  • You can now sit on the back of ATVs
  • Clothes now take damage and are repairable & can be used as fuel
  • Zombies now look at you
  • Add schematics table workbench (unlocks schematics, recipes at a lower stat requirement)
  • Gas tanks now leak when damaged
  • New icons and visuals for car part items
  • Add tooltips to vehicle part UI
  • Music now synchronizes in multiplayer
  • Character creation flexes are now organized into categories
  • Reduce vehicle damage from running into zombies/corpses; reduce outgoing vehicle damage
  • New music
  • Sponges can now clean blood
  • Light switches visually reflect if they're on or not
  • Better crafting tooltips
  • Add combat shovel
  • Add some new clothing e.g. skinny jeans
  • TVs now have a dialog to select video files instead of just typing in the filename
  • New UI sounds
  • Candles now have an icon indicator
  • Admin menu teleport dialog is now alphabetized and searchable
  • Add a loading screen before the player is spawned in from character creation/selection
  • Cars now have alternators that charge the battery if not broken
  • Add on-person crafting menu for quick crafting
  • Add the ability to sit on all couches
  • Cord piles now give torn wires
  • New loading screens
  • Add glowsticks
  • Some new skin tones
  • Recipes sort to the top of crafting UIs if they are craftable
  • Crafting progresses regardless of if you're present at a workbench
  • Inventory searching queries tool types as well (searching 'hammer' will have Bone Mallet in the results)
  • You can now sit in wheelchairs
  • Items in pinned recipes now have a special icon in inventories
  • Utility item and clothing slots now have tooltips & better performance
  • New vehicle UI icons

Fixes:

  • Fix lag when hosting a server for friends to join
  • Better fog performance
  • Performance fixes in general
  • Fix some switches not having sounds
  • Fix cooked meat soup not having a stat boost
  • Fix workbenches smelling too good
  • Fix main menu music abruptly stopping
  • Fix some vehicles having a car door sound when sitting down (e.g. ATV, school bus)
  • Fix glowing pool props
  • Fix standard difficulty not being visually selected by default
  • Fix zombies and animals following you into water
  • Fix default mannequin at character creation being pure white on dedicated servers
  • Fix car engine not syncing
  • Fix corn being thrown at mach speed
  • Fix weather overrides in admin menu not syncing if set by an admin on a dedicated server
  • Fix fallen trees not always syncing properly
  • Fix character creation pawns lingering after being spawned on servers
MICROVOLTS: Recharged - dhseo
CASUAL TPS 『MICROVOLTS : Recharged』
Battle with your own figure!

Hello players,
We have an announcement about scheduled maintenance.

※ There will be no server maintenance on May 6

Server maintenance is carried out every Tuesday, and the details are announced the day before in general.
We hope this will not cause any inconvenience to your gaming experience.

Best regards,
MVR Team

Official Website : https://mv.masanggames.com/

Forum : https://mv-forum.masanggames.com/
NOMIA - Tangleworm
You can now save and load a run in progress. This was quite a complex feature to implement, so please let me know if anything behaves strangely!

Many other feedback-driven changes have been made:
While choosing a path, you can also now see the probability of an encounter happening.
Card removal and upgrade events no longer have duplicate choices for the same character.
Lots of card upgrades have been made more interesting than straight potency increases, and many enemies have been rebalanced.

Changelog
v0.5.5 -> v0.6.0

BUG FIXES
  • Fixed "Ignores line of sight" always appearing in green on cards that gain this on upgrade.
  • Fixed self-damage preview when playing Butterfly's Evaporate while having Vulnerable/Parry with an enemy currently intending to attack.
  • Fixed player knockback previews appearing for both party members when catching aggro.
  • Fixed edge cases where enemy intents would resolve non-deterministically when several enemies were at the same range to the party.
  • Fixed some tiles not getting deleted when clearing old rooms.
  • Fixed dialogue playing unintentionally if the tutorial was restarted due one party member being defeated.

VISUALS
  • Added more lighting effects to card plays.
  • Self-damage from enemy-targeting cards (e.g. Stonepiercer, Waterfall) is now also previewed.
  • Removed the AP cost indicator on enemy cards to prevent confusion, as their AP doesn't work how the player's does.
  • Special behaviour potency numbers are now purple to prevent confusing them with status stacks.
  • Adjusted tile create/destroy particle timing and density.

GAMEPLAY
  • You can now save and load a run in progress.
  • Mid-run save files display your current realm and depth.
  • Abandoning a run now goes through the run-end summary and saves experience.
  • Purge and Improvement events can no longer have duplicate card choices for the same character.
  • Enemies are more likely to gain special behaviours, and a greater variety thereof.
  • Path choices now show the chance of an encounter occurring.
  • Full encounters and minor battles are now distinguished by the battle start text.
  • Changed encounter tuning to prevent a challenging battle just before the boss battle.
  • Moved the guaranteed rest encounter to 2 steps before the boss (was 3 steps).
  • Tweaked overall encounter generation parameters.
  • Tweaked room generation to more closely follow the chosen path's direction.

QUALITY OF LIFE
  • The "Skip" button no longer expands to cover the bottom row after you run out of rerolls, to avoid skipping by accidentally double-clicking.
  • Added a tutorial for cards with minimum range.

ENEMIES
  • Many Fire enemies have had their Burn application reduced or replaced with direct damage.
  • Many swarm enemies have had their HP reduced.
  • Skipper's Pressurize now grants 2 Block and Focus rather than 3, and its Geyser now gives it 6 Exposed rather than 5.
  • Serration now has 25 Sturdy rather than 30.
  • Horde Foundry's Heart Seekers now spawn with 2 Unstable.
  • Wayfarer's innate Resist has been nerfed from 5 to 3, and its self-empowerment has been reduced.

CARDS
  • Butterfly:
    • Quarterstaff now gains knockback and range on upgrade rather than damage.
    • Halberd can now be upgraded 3 times.
    • Evaporate now clears all debuffs, but deals as much self-damage as twice your stacks of debuffs. It also Exhausts.
    • Final Blow now gains massive range rather than damage on upgrade.
    • Arcane Grapple now has 10 range by default and gains Persist on upgrade.
    • Surging Tide now gains width rather than range on upgrade.
    • Ebbing Tide now gains length rather than draw on upgrade.
    • Erosion now gains Persist rather than potency on upgrade.
    • Spear Dance now gains Persist rather than distance on upgrade.
    • Patience now draws 1 on upgrade rather than increasing in potency.
    • Laminar Flow gains Persist on upgrade rather than increasing in potency.
    • Turbulent Flow gains Innate on upgrade rather than increasing in potency.
    • Reservoir now grants Hesitation rather than Form, and gains Persist on upgrade rather than no longer Exhausting.
    • Impatience now starts at 5 damage rather than 10, and its scaling has been adjusted.
  • Seagull:
    • Barrier Band now ignores line of sight on upgrade rather than gaining potency.
    • Wand of Slashing now gains 5 range rather than 2 when upgraded, and has only 1 upgrade level.
    • Bolt now ignores line of sight on upgrade rather than gaining damage.
    • Close Wounds now only ignores line of sight on upgrade rather than gaining potency.
    • Radiance becomes Innate on upgrade rather than inflicting more Vulnerable.
    • Protectiveness now ignores line of sight on upgrade rather than gaining range.
  • Cricket:
    • Sprint now starts with 1 charge rather than 3, but can be upgraded 4 times.
    • Anchor now boosts Block by 8 rather than 9.
  • Crow:
    • High Perch now starts with 3 potency and gains Persist on upgrade.
  • Cards that create terrain now have the terrain name written in gold.
...

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