Servant of the Lake - BloodRaven
We hope you'll enjoy this early look at some of the art from Servant of the Lake, straight from Johan Scherft's studio!

A few weeks ago, we had the incredible opportunity to visit the studio of the talented Johan Scherft and see the work in progress on some very special art for our upcoming game, Servant of the Lake.

Needless to say, we were blown away by what we saw! It not only inspired us but also recharged our creative energy as we continue working on Servant of the Lake! Make sure to Wishlist on Servant of the Lake for more updates! 👇

https://store.steampowered.com/app/3636770/Servant_of_the_Lake/

The Map Is The Thing - MuffinManKen
  • ​Changed the Coins being used as a level score to Stars so they aren't confused with the in-level Coins that add to your score
  • On the first level, the "how to play" instructions auto-popup
  • Added an indicator of which level you're currently playing
  • Fixed an issue where some German text was cutoff
  • Level Select screen now uses sealed maps for locked levels and thumbnails of the actual level for available ones
  • Dotted lines on the last screen of the Level Select no longer continue off-screen so it's more apparent that's it's the last page.
Your letter has been rejected. - AZ.

手紙検閲ADV『Your letter has been rejected.』が本日より配信開始しました!

https://store.steampowered.com/app/2841740/Your_letter_has_been_rejected/
リリースを記念し、本日より一週間15%OFFセールを実施します!
このお得な機会に購入し、濃密な物語と職務に没頭しましょう!

我らがグルツァナに栄光あれ。

Royal Quest Online - Grisha_BASE
🛠 Tomorrow starting from 5 AM (UTC) scheduled maintenance works will be carried out.

Approximate time of their completion: 09:00 AM (UTC).

Duration of active Premium accounts and Trading spots will be extended for 6 hours.

SCUM - Perito
Attention inmates! The gears keep turning and the hammers keep swinging and the team’s been busy stirring up plenty of new chaos. From mine-triggering mayhem to new symptoms, this week’s update is packed with progress. Let’s take a look->





Let's start with our code wizards, they continued work on cross-stream locking and onboarding UI improvements. A crash related to the dropship and foliage has been fixed, and there’s a new admin command related to hunts has been implemented. Another improvement this week includes contact shadow support for the character mesh manager, which should make prisoners look even better under dynamic lighting.

Development is also ongoing for a feature that’ll allow all consistent characters to trigger mines, so keep an eye (and a foot) out for that. Get your tea and mittens ready, there's good progress on new symptoms and conditions everything from the common cold and fevers to fevers and stuffed noses. This ties into the broader disease and condition system we teased before, and there’s still more to come. A logging system for NPC kills was added, and first-person aiming while using a bow is now functional. On top of that, a ton of bug fixing has been going on and some early research into an upcoming rework.



Our level designers continue to stay locked in on bug fixing, but they’re also implementing fake GI into building interiors to bring out more depth and atmosphere.



Lots of movement from the animation team this week. They’ve been focused on new item animations, particularly for the axe and shovel, and more updates to the flag pole animation set. They’re also laying the groundwork for upcoming features like bruises, burns, and bleeding effects. Work is ongoing on new interior lighting and as always, bug fixing continues in the background.

On the hard surface side of things, the team is keeping busy with a bunch of new gear. The military tomahawk is in progress, alongside a new improvised tomahawk, and an improvised wheel item is being worked on to help with faster repairs and most importantly mobilization.

The soft surface team is starting preparations for the next Twitch drop campaign, which is already shaping up to have some great loot.

The 2D team is handling a mix of things right now, from level design concept art to updates to the Journal and new UI features for pattern based painting.



The sound team has been making updates across the board. They’ve reworked camper door sounds, tweaked some UI audio elements, and continued recording barefoot footstep sounds.



The design team has been busy with ongoing content development. In addition to general bug fixing, they are also currently designing a new time-limited quest for an upcoming update.

______________

Onto the next segment, your impressions from last week:




  • We’re aware of the boat-spawning issue and we do understand how it can cause frustrations when having to generally deal with an unstable connection and we are looking into possible solutions. One idea we’re exploring is adding items that would prevent drowning if you end up separated from your boat. While it’s not fixed yet, rest assured this is on our radar and we’ll keep you updated as we make progress.



  • Stat mechanics are working as intended to keep the gameplay challenging, characters aren’t meant to max out easily. But we are looking into ways to make this process feel less punishing, without breaking the core balance, like offering players more ways to raise their stats. In regards to drying clothes and other existing issues, we do have our sights on we’re aiming to tackle them as soon as resources allow. It’s always a balance between fixing existing issues and building new content, but improving player experience remains a top priority.



  • The upcoming NPC upgrades will significantly enhance their behavior and the players immersion in the world. Think smarter, more reactive enemies that add to the tension and atmosphere of the island. We’re still working out some the details and will share more concrete info as development progresses.



  • We do recognize that RCON is a great feature for server admins, but it’s not on our immediate roadmap, unfortunately. We do have more pressing development tasks that require our attention first. But fret not, we’re keeping track of the demand and we will revisit this in the future.



  • This magnifying glass zoom-in feature for the map would be a small touch, but it might could go a long way in terms of usability and immersion. It's one of those QoL additions that seems simple on the surface but adds real value to the experience. We’ll throw it into the idea pool and see how it fits into upcoming UI improvements, since we do also have plans of our own for the future.

That would be all for this week! See you in the next one and make sure to keep an eye on the following platforms:

Discord
Facebook
Twitter/X
Instagram
TikTok

- Perito
SIN CARDS: Welcome to the Netherworld - LIGHT
🔥 Version 1.3 is Here! 🔥

Every card drawn, every item equipped, every step taken carries weight.
This is Burden of Choice.

🃎 New Cards Added
A fresh batch of strategic and sinister cards has entered circulation.

⚖️ Will you play the safe route, or gamble everything for one devastating combo?

🛡️ Expanded Equipment System
・3 New equipment slots allow for deeper builds and more creative experimentation.
🧩 Customize your build to match your unique playstyle.

🛠️ Improved gamble systems (Slots & Black Jack in Zone 4)

🌑 What Comes Next?
A larger update is already stirring in the background. Expect new zones, mechanics, trading, and a confrontation that may rewrite the rules of the game.

Thank you for being part of this growing world.
Embrace the burden. Choose your path. Rule your fate.

🃏
Alaska Gold Fever - Cypher
Welcome to a seventy-five DevLog for Alaska Gold Fever!

Hello, explorers and adventurers!

Howdy, adventurers! Today we’re heading down to the docks - not for fish (although it does smell like it), but to introduce one of the town’s NPCs: the portside craftsman!

Who is this guy?

He’s the kind of guy who can fix a broken sled, sharpen an axe, build a boat, and complain about all of it - simultaneously. A true jack-of-all-trades, master of grumbling.

Docks?

We started with concept art inspired by old-timey dockworkers, salty sea captains, and that one uncle who builds weird things in his garage. And are you asking about docks? Well there are small ones in the town: just some buildings near water (thats "docks", right?)

With friends

The Workshop

Where the magic (and sawdust) happens!
We modeled his workshop right next to the docks - a crooked little shack that looks like it’s held together by stubbornness and sheer willpower. Not ready yet (like his 9 unfinished projects) but you can see it here.

⛏️⛏️⛏️⛏️⛏️⛏️

Follow us on TIKTOK account to watch even more behind-the-scenes materials from the development of Alaska Gold Fever!



⛏️⛏️⛏️⛏️⛏️⛏️
-----

Best regards,
Baked Games Team

Try our greatest hit!
https://store.steampowered.com/app/842180/Prison_Simulator/

https://www.tiktok.com/@baked_games/video/7534748364630527254

Community Announcements - Ataverti

Thank you for your feedback. The first Playtest was succesful. I (we) gathered lots of Info to continue and know what to change and make better.

I (we) will open Playtest soon after some changes. Thank you for all participants.

Captain Bones : A Pirate's Journey - skarahan
Fixed the last ability not being unlocked after the game was completed due to missing skill points.
Fixed the compass in the Mystery Target section pointing to the wrong location.
The Ship merchant in the Lost City now also trades silk fabric and iron.
Hidden Pass - GGInteractive

Greetings, Expedition Leaders!

It took us 3 years and 3 months to develop this game… Ha ha. What a strange feeling—so much has happened during this time, and so much effort has gone into the game. Now, we hope you’ll enjoy playing it as much as we enjoyed creating it.

At its core, Hidden Pass is a story-driven experience, blending tactical combat with roguelite progression, all set in a techno-magical world. If you love immersive narratives, strategic battles, and a fresh twist on the roguelite cycle—you’re in the right place.

https://store.steampowered.com/app/2430170/Hidden_Pass/Good luck, Wanderers!

See you soon—August 14th!

...

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