2:11pm
Infinity Islets - Suspicious Penguin
Hello there! Thank you for playing Infinity Islets!

These patches bring fixes, improvements, new content, and changes that make the game more enjoyable.

New artifact: a plant with hanging fruit. Added looping rain radio, plus various small fixes and improvements

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Review Reminder: If you enjoyed Infinity Islets, a review would mean a lot. Thank you so much for your support!
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Full update notes:

Artifacts: a plant with fruit hanging

Sounds: rain

Pumpkins and other haunted artifacts are now in many different colors as intended

Various small fixes and improvements.



Everstead: Origins - Dr. Asi
🛠️ Developer Update: New Building System & Simplified Core Mechanics

Greetings settlers and fellow enthusiasts of Everstead: Origins! 🌿

After a lot of internal testing, design reflection, and community feedback, we’ve made the decision to slightly adjust the foundational systems behind Everstead’s simulation – all with one goal in mind: to create a smoother, more enjoyable and scalable experience for both players and developers alike.


A New Era of Player-Driven Construction

One of the most exciting changes: you will now directly decide where and when buildings are placed in your growing settlement!

Rather than relying on a background simulation to decide what gets built and where, the player will now take full control over the settlement’s growth. Think of it as a relaxed version of systems known from games like Anno or The Settlers – all within the cozy, low-fantasy world of Everstead.

We believe this change opens up:

  • More creative freedom in shaping your settlement

  • Improved visual storytelling, as each player's village becomes truly unique

  • Fewer placement errors or odd behavior from automated systems

  • And a development structure that allows us to focus more energy on what really matters: the settlers themselves.


Simplifying Where It Matters Most

To ensure the game remains stable and flexible long-term, we’re also streamlining certain internal systems – while keeping the charm and immersion intact.

Here’s what’s changing under the hood:

  • Tool usage (like hammers or axes) will be visualized and animated, but no longer represented as actual game items with durability or inventory states. Instead, settlers will eventually seek out a new tool when the time is right – no micromanagement or cluttered inventories.

  • Warehouses and storage will act as logical hubs. You’ll see settlers storing and retrieving resources, but the inside of the building won’t need to physically display or stack every item. This allows us to simulate larger settlements more efficiently.

  • Only a limited number of building sites will be allowed at once (typically 3), to keep the early game focused and balanced.

  • Tents, however, remain free to place based on your settler count – offering housing flexibility from day one.

  • The internal building system, while still tracking structures and their status, will no longer autonomously trigger construction. Instead, it will support and report to the player, with occasional smart suggestions like:

    “Your settlers are longing for a fresh meal. Maybe it’s time to build a fishing hut?”


Early Access Timeline Update

As a result of these changes – and some recent shifts in real-life priorities on our end – we’ve decided to push back the originally planned Early Access release date slightly. Our new immediate focus is on completing a new Demo version that fully reflects these gameplay changes. Once that’s in the hands of players, we’ll build the Early Access version from that improved foundation – and deliver it as soon as possible, without compromising our vision.


The Vision Remains – Just Smarter

None of these changes are about removing the soul of Everstead. Quite the opposite. We’re focusing the simulation on where it really matters: settler personalities, needs, tasks, and social structures. The systems behind those interactions remain as detailed as ever – and continue to evolve.

What we’re removing is invisible complexity that made development heavier than needed, while offering very little in return for players. By embracing this refined model, we’re keeping Everstead: Origins immersive, dynamic, and ready to grow into something truly special – without overextending behind the scenes.


Thanks for being on this journey with us. As always, your support and feedback help shape every corner of Everstead.

Stay cozy

Midnight Crane - dekaizenstudios

👻 QOL Update

  • Collision Adjustments – Added Collisions to the tunnel rooms to keep bolt cutters from getting lost.

  • Wording Edits – Changed the wording for a few tasks to give more clarity.

Age of Fear 3: The Legend - Les

Hi all!

As some of you know, our series has a great modding workshop, and many aspects of the games can be edited. Over the years, we’ve tried to maintain backward compatibility — and I’m proud to say we’ve mostly achieved that goal!

However, as with any software development, we didn’t get everything right, and some of the more complex mods stopped working or had issues.

No more! Thanks to the hard work of Risewild, we’ve patched all incompatibilities and just released a major Backward Compatibility Pack. All our games will now work with previously created mods (over 100 and counting!).

Take care,
Les

2:06pm
Werewolves Revenge - Dylan
Keywords
  • Added new keyword, perish, which acts as being struck with an attack that cannot be blocked or redirected.

  • Frail now prevents a player from being protected instead of causing attacks on them to become unstoppable.

Standard
Arcane Mage
  • Obliterate is now an unstoppable attack instead of removal.

Baby Dragon
  • Incinerate is now an attack instead of removal.

Guardian Angel
  • Now becomes the Fallen Angel if both of the players they vowed to protect die.

King
  • No longer causes the other royals to become frail on death.

  • Is now permanently exposed.

Treant
  • No longer transforms a player into a tree.

  • Now has a resource: Growth. Gains 1 Growth per night.

  • Root now costs 1 Growth.

  • New ability: Lash. Bleed a player costing 1 Growth.

Dark
Madman
  • No longer kills people by accusing them.

  • Now dies if a day ends without a player dying to execution.

Saboteur
  • Counterfeit Papers is now a passive ability and no longer provides protection.

Scribe
  • Now learns amount of Vampires and amount of Evils separately instead of the amounts combined.

Mod Menu
  • You can now select multiple Evils to win together.

Misc
  • Reduced discussion time by 20 seconds.

  • Optimized keywords searching in the codex.

  • Added vampire wins to stats.

Store
  • Added Warlock Set.

Project Chromata - arboraeternum

Hello, Chroma Engineers!

You thought the Final Purification Protocol was the end... it was just the beginning.

The Genesis Forge didn't just heal the universe, it tore open a new wound, revealing a path to other corrupted dimensions: The Realms.

This is Stage 4, a massive new post-game chapter that fundamentally changes the game.

What's New in The Realms Update?

1. New Active Gameplay: Landmark Assault

This is not an idle challenge. We've added a completely new, active strategy minigame.

  • Breach: Plunge into a corrupted realm and deploy a mobile command center.

  • Build: Construct Pylons, Conduits, Stabilizers, and Resonators to build your power grid and extend your Purity Field.

  • Battle: Fight back against the Dissonance and new enemy structures that will actively try to destroy you, from regenerating Cinder Spires to Pylon-disabling Screaming Nodes.

2. New Main Game Content: Monuments

Purifying a realm grants you its Monument Blueprint.

  • Construct these new, massive super-structures on your main game's Hexgrid.

  • Unlock game-changing permanent bonuses, like +1000 Max PIPs, +50% Resonance Bonus, or x2 Null Essence Storage.

3. New Lore: The Truth

As you scout and conquer each realm, you will uncover the real story behind the Corona Project, the Azure Font, and the Silence Protocol.

Hope you enjoy the update!

Nocturnomaly - signalmutex

Hello Nocturnomaly players!

I'm excited to bring you the latest update 1.0.1. Here's what's new:

  • Brightness slider added to the main menu and pause menu

  • Achievements added for all anomalies (obtained when you correctly guess that there was an anomaly in the loop)

  • Fixed the problem where the floating car anomaly doesn't reset for the next loop

Thank you for playing and supporting Nocturnomaly. I hope you enjoy the new changes!

If you have any feedback or issues, please let me know in the community hub.

Happy anomaly hunting!

- SignalMutex

Project Hunt - projecthunt2022
New

- Added a dedicated carcass sell station.

Bug Fixes & Improvements

- Fixed a bug where the coffee machine could not be interacted with.
- Fixed an issue causing your own footsteps to sound like they were coming from the left or right.
- Reduced tree density in Lost Land to give players wider lines of sight.
Age of Fear: The Undead King - Les

Hi all!

As some of you know, our series has a great modding workshop, and many aspects of the games can be edited. Over the years, we’ve tried to maintain backward compatibility — and I’m proud to say we’ve mostly achieved that goal!

However, as with any software development, we didn’t get everything right, and some of the more complex mods stopped working or had issues.

No more! Thanks to the hard work of Risewild, we’ve patched all incompatibilities and just released a major Backward Compatibility Pack. All our games will now work with previously created mods (over 100 and counting!).

Take care,
Les

Age of Fear 2: The Chaos Lord GOLD - Les

Hi all!

As some of you know, our series has a great modding workshop, and many aspects of the games can be edited. Over the years, we’ve tried to maintain backward compatibility — and I’m proud to say we’ve mostly achieved that goal!

However, as with any software development, we didn’t get everything right, and some of the more complex mods stopped working or had issues.

No more! Thanks to the hard work of Risewild, we’ve patched all incompatibilities and just released a major Backward Compatibility Pack. All our games will now work with previously created mods (over 100 and counting!).

Take care,
Les

...

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