11:38pm
Rogues of Europa - greyhound

Good news: should be pushing out an update this week! The sidequest which I have nicknamed the "kill" type sidequest is almost ready, pending a few cleanup tasks and a bit of testing. All the conversations have been written and I have implemented all of the functionality.

In order to go on a quest, the first thing you need to do is find a blinking yellow NPC.

Subtle, I know.

Interacting with them will bring up the conversations screen. I have yet to determine if this needs any major modification, but my intuition is that the answer is no, and it is more or less fine as it is.

Each conversation has a lot of branching paths as explained in Devlog 81.

Everything you learn will be written down in the quest journal.

Still working out some formatting things, but the bones are there.

Finally, actually do the quest. Based on your questioning, explore the surrounding area (or revisit places you've already been (yet another good reason to do the omnivator quests)) and find the monsters responsible for the incidents in the area.

Found them!

These monsters of course will be a little tougher, faster, and meaner than ordinary monsters. Once you defeat them, they will drop their trophies.

Most of the trophies are body parts, so I thought a skull would be appropriate. I might change that in the future...

And finally, return to the quest-giver to receive the reward! I'm still working out how quest rewards will work, but my working idea is a half now, half later system. Based on how you complete the quest (or not) will determine how much money you receive and other factors in the gameworld.

The big idea of the next month or so is that sidequest + sidequest = main quest. Basically this means that the more sidequests I produce, the easier it will be to have the main quest produced, because it will be made up of components that will already be in the sidequests somewhere, with minimal modification. These quests will be ready to try out this week, so be ready for the update! Remember to email any questions, comments, and prayer requests you have to https://roguesofeuropa@protonmail.com, or just leave them in the comments below.

Chaos Bringer - sayberrygames

Hello from the Chaos Bringer design team!

We promised to check in more often, but it’s been a while again. ːsteamsadː

Many of you know our game as one that puts everything into “solo raids.” (And you’re right!)

But if the “leveling” you do to reach those raids is boring, what’s the point?

We want you to enjoy not only the raid, but the journey itself as a complete piece of content. That’s why we’re investing a lot into “roguelike-style dungeon play,” too!

ːsteamhappyːPlease check out the clips below!

First. A generator for dungeons created anew each run

This clip shows our in-house “procedural dungeon generation tool.” It’s not just a simple map generator. We’ve developed multiple generation algorithms that operate according to \[Region Mood].

For each algorithm, when you tweak the parameters, you can see the map preview change in real time. We don’t hand-draw maps — we “create” them with this tool. We also use it for a first pass to figure out which default parameters feel the most fun.

Second. A monster placement tool to find “optimal fun”

Another important piece! We test which combinations of monsters appear according to \[Dungeon Difficulty].

  • Which tiers of monsters spawn?

  • How large the packs are?

  • How many packs are placed?

This tool gives us a first check that the monsters distributed on the map look plausible.

(Of course, detailed balance tuning still remains! ːsteamfacepalmː)

It was impossible to craft all these variables one by one by hand. So we first built this tool (it’s basically a more advanced admin page), and we’re still testing hard to find that “optimal fun.”

Our goal is clear: not tedious level grinding, but a fresh “roguelike expedition” every time.

And at the end of that expedition, you’ll meet “the ultimate raid.”

That’s it from the design team.

Thank you.

11:37pm
KoboldKare - sales.gatordragongames
  • Fixed issue where network IDs would get shuffled causing incorrect equipment or fluids to show.
11:34pm
Critter Chaos TD - Mute98
Gameplay mechanics

  • Countdown timer not starting automatically

  • Sets default mode type variable if first time playing

  • Power station not being visible when auto-generated

  • Adjust frequency to which guns can get frozen

  • Changes to boss level concerning boss health

  • Difficulty balancing On Survival mode

Aesthestics and formatting

  • Addresses alignment formatting

  • Increase font size on a few different forms

Additional functionality

  • Support page added to main menu

Tiny Civilization - 喜人一个

Finished "Tiny Civilization" and craving more strategic depth? Looking for a more engaging tower defense experience? Come give "Transport Legion" a try!

Here, you'll deploy heroes to fend off monsters—but heroes require resources to be produced. Resource placement, supply and demand, and transportation logistics are at the heart of the challenge.

We believe you'll plan moves wisely and use wits to claim victory in battle after battle!

https://store.steampowered.com/app/3916180/ style=button

Roadkill Heaven Playtest - HerbaLife Billionaire
There's a button in the pause menu to reset your save file. Also several misc changes
Dinkum - MephieKim

G'day, everyone!

How are you enjoying the Animal Tracks Update that was released last week?
We’ve rolled out a hotfix to address some of the issues found in the pre-release beta build as well as those that appeared after the update went live.
Additionally, some of the bug fixes listed in the patch notes on October 29 were not properly implemented, and these have now been corrected. Please refer to the section “Bug Fixes – October 29 Update” at the bottom of the patch notes for detailed information.

We’re continuing to work hard to resolve any bugs and other issues that are reported. We’ll share further announcements as soon as new updates are available. If you encounter any bugs or errors while playing Dinkum, please report them in the \[Bug Report] channel on our official Discord. We’ll do our best to make sure you can enjoy the game without any inconvenience.

 


Hotfix Schedule
  • UTC: November 3, 2025 – 10:25

    • PDT: November 2, 2025 – 23:25

    • AEDT: November 3, 2025 – 18:25

  • No downtime required

  • If you are currently playing the game, you can continue without interruption. However, to experience the game with the fixes applied, we recommend restarting the game after installing the update.


Fixes & Changes
  • Fixed a bug that caused animals to instantly die if spawned close to a tile with deep water.

  • Dev commands are now disabled when not in Creative Mode.

  • Fixed a bug that caused an annoying sound while placing railway tracks

We will continue to keep this post updated with any further confirmed issues.

If you'd like to talk about the game, please join us on the Steam forums or our official Discord.

 

Thank you!

Bolt & Whalington - OKJOY

Coinciding with the "Metroidvania Carnival" hosted by Human Qube Games, this celebration tailored for Metroidvania fans will be coming to Steam from November 4th to November 12th!

A hand-drawn, cartoon-style Cat X Mech adventure — Bolt & Whalington joins this Metroidvania feast!

Bolt & Whalington is a fully hand-drawn Metroidvania game where you play as Bolt, a Siamese cat embarking on an adventure within the ruins of the Whalington, a massive airship floating among the clouds.

Use the unique “Setting Modifier” to reshape your abilities and even the world’s rules, switch between mech forms to craft various weapons, confront powerful enemies, and uncover the long-buried secrets of this mechanical giant.

By the way, here’s a little showcase of the award we just won last week!

The game is still in development! We’re also working hard on the Demo!

Everyone is welcome to add it to your wishlist!

You’re also welcome to join the Bolt & Whalington Discord:https://discord.gg/rteuCHaZ5C

Shop Legends - lan.xiaolong
Trade Commison Tycoon
Compete with other shopkeepers! Start with the same capital—buy low, sell high, and see who can amass the greatest fortune.

In-Game Event Calendar
Preview and prepare for a full month of events in advance—each brimming with exclusive rewards and its own leaderboard!

Guild Optimizations
Guild notices, rankings, investments, selections, and player profiles have been updated for enhanced guild management.

Halloween Spooktacular
Spooky fun awaits! Lead your heroes into Halloween quests, snag eerie treasures, and trade them for awesome rewards before the event vanishes into the night!

Various UI/UX optimizations & balancing
Bio Goddess : Doomsday Begins - zschoolstudio

Bio Goddess: Doomsday Begin – Early Access is Live!

Survivors, the countdown to the apocalypse has begun—
We’re thrilled to announce that Bio Goddess: Doomsday Begin is now officially available in Early Access on Steam!

In this biohazard crisis set within a fallen academy, you’ll play as a survivor of the “Goddess Project,” scavenging for resources, battling mutated creatures, and uncovering the dark truth behind the outbreak.

The Early Access version includes:

  • Story chapters and side missions

  • Tactical shooting and survival exploration

  • Multiple school uniforms and character upgrade systems

Beyond engaging with players and improving the game based on community feedback, we already have a roadmap filled with exciting features and updates to come.

Upcoming Update Roadmap:

  • Enhanced clothing damage and physics effects

  • Survival Mode: extreme resource challenge

  • New Game+ with multiple endings

  • Animated cutscene dialogues

  • Full Mandarin voice acting

  • Global leaderboards

  • New map areas for exploration

  • Accessories system and outfit customization

Thank you to all players who have supported the Bio Goddess series.
Your feedback is the key to shaping the final version.
Step into the apocalypse now, and begin your journey to survive the dawn of doom!

...

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