FATE: Reawakened - ki_sparklefountain

We’re so excited to announce that FATE: Reawakened will be going to PAX West August 29th through September 1st!🥳

Breachway - Matt (Hooded Horse)
Breachway is part of the Hooded Horse Summer Sale at 30% off!

Hooded Horse Summer Publisher Sale 2025


https://store.steampowered.com/app/2118810/Breachway/
Shovel Knight Pocket Dungeon - Shannon
Changes
  • Added Dungstalker to the Trial of Offerings hat pool.
  • Beefto now changes to 1x1 when transformed by Monster Potion.
  • A sound effect now plays when finding an opponent.
  • Reduced Junk delay from sending additional Junk to the opponent.
  • Shield Knight A now heals herself from poison when surviving death.

Bug Fixes
  • Fixed King Knight wouldn’t receive damage when bashing.
  • Fixed a desync on Crystal Mirror trigger during Shovel B pogo.
  • Removed the "Without Tags" language option from non-debug builds.
  • Setting VS CPU Rules to Default properly saves them now.
  • "Next unlock in..." text is now properly updated between matches.
  • Fixed Monster Potion not affecting characters with Appearance Hat.
  • Emotes can no longer be set to any sprite from the save file.
  • Function keys are now displayed consistently across all languages.
  • Fixed a softlock on Black Knight boss fight in level 3 on a new save.
  • Fixed a crash on slamming as Beefto in hub.
  • Fixed total time not displaying on the recap screen if No-Peek Nightcap is equipped.
  • Fixed connecting to a ranked match via "Opponent found" popup not showing a warning on trying to leave the lobby.
  • Fixed being able to send rule requests when Random mode is enabled despite no other rule changes being present.
  • Overscan menu visual fixes.
  • Fixed VS CPU rules resetting to default after two rematches.
  • Fixed best time displaying incorrectly in the run recap screen after save delete.
Mod Support
  • destroy.gml now runs when a unit gets crushed by a ceiling crusher.
Forever Skies - RumHam871115
Greetings scientists,

Our latest monthly patch is now live on our beta branch and comes with a whole host of bug fixes and performance improvements.

As usual, here is how to add the beta branch to your game on Steam.

  • Open the Steam on your PC and locate Forever Skies in your games library.

  • Right click - PROPERTIES - BETAS

  • Put in the password: BlimpWorkshop

  • From the dropdown menu select the beta branch titled: beta_flight

  • Press the blue "Opt into beta_flight..." button

  • In your games library click on Forever Skies \[beta_flight]

  • Install the test branch

For details to remind you on how to handle your existing and beta saves are here:

A FEW HIGHLIGHTS

A lot of work has been done on the overall game performance with this patch. Especially performance related to weather and large airship builds.

We would love to demonstrate this better for you, but Steam News Posts allow me to only use 12fps, 5gb GIF’s (thanks, Valve). We recommend switching to the beta and trying it out for yourself :P

For those who prefer to use a controller while playing, we have added full aim-assist support for additional tools, such as the Extractor and Scanner.

As part of this, we’ve also added sliders to adjust sensitivity and dead zones. Giving you more control than ever before.

FULL 1.0.3 PATCH NOTES

The full list of fixes and improvements can be found below:

FIXED:

  • Replaced the Icon of the Research Computer so it matches with the mesh used

  • Replaced the mesh of tablets in the lore scenes

  • Limit log verbosity for some categories to reduce log spam

  • Fixed Ruined Greenhouse Tower showing old icon in the database

  • Snapping in and out of a socket should be more responsive

  • Fixed Pendrive with the Virus description typo

  • Fixed Broken Incubator typo

  • Fixed typos in Organic Fertilizer and Dust Fertilizer's descriptions

  • Airship Builder study recipe is now unlocked after completing the "Depart from location" quest objective instead of being available from the start

  • Fixed improper aim assist behaviour in Scanner and Extractor

  • Disabled "No path to access" building rule for all rooms and all building modes

  • Fixed extractable ping icon not showing on every extractable actor

  • Underdust Tunnels - pipe blocking the way stays in place

  • Lore smartphones color is consistently blue

  • Fixed a bug where Aim Assist might not work for static objects

  • The hotkey menu should resemble the controller placement

  • If the client leaves a friends-only session, they can't see the session when trying to rejoin

  • Removed front indicator arrow from artifacts and posters

  • Fixed an issue which prevented the player from picking up an attachment from a device (Hanging Shelf, for example).

CHANGED:

  • Items consumed in the Research Station now appear in log messages

ADDED:

  • (Independent Gamepad Stick Sensitivity Adjustment) added ability to set the Left Controller Stick settings in the Options Menu (it was needed for the "Tweak analog sticks dead zones" task)

  • Added improved Rain performance

  • Added motion/gyro input from the PS4/PS5 controllers to the Deck Extractor

  • Added Aim Assist to the Extractor and Scanner

  • Added sliders to tweak gamepad dead zones to the Options Menu

That's all for today, please check out the beta build and let us know your thoughts! We hope to get this build onto the main branch as soon as it's ready. And for that, we need your feedback :) Have a great day!

Team Far From Home

Monastery: Ora et Labora - Haldamir

Hello everyone!

From July 3rd to 5th, we had the incredible opportunity to present a preview demo of Monastery: Ora et Labora at Ortigia Comics & Games, one of Sicily’s events for comics, games, and geek culture!

We were thrilled to meet so many passionate players and creators. Watching people get their hands on the game for the first time, managing their own medieval monastery was both exciting and left us full of appreciation.

🙏 A heartfelt thank you to the event organisers for hosting us, and to all the playtesters who stopped by our booth. Your feedback, questions, and enthusiasm gave us great energy and fresh perspectives as we continue development.

🛠️ We’re now back at work, polishing, tweaking, and preparing the next steps.

📢 Stay tuned — exciting news and updates are on the way soon!

As always, you can wishlist the game and follow us here on Steam and Discord to be the first to hear what's coming next.

Thank you for being part of this journey!

Dragonkin Studios Team

Proxima B - Tangerine47


Hey Everyone! I'm very happy to announce that the Proxima B demo will be released very soon! If you are interested in playing Proxima B, please check the demo out and leave us some feedback!

We'll let you know when it's available!

-Gibson G.

Cloudscape - cloudscapegame

Hey everyone! It's been some time, but I'm here with a new update on the development of Cloudscape!

I've been working tirelessly on this game for the months since the last update. I want to actually make this update quick so I can get back to focusing on development, so I'm going to bullet point the development that's been done here since the previous update!

  • Wimnim Island is nearly finished! This includes multiple shops, a ranch, a farm, an insect museum, a bait and tackle shop with fishing record chart, a carpenter's shop and more. There are currently 18 villagers inhabiting the island, each with their own routines, dialogue, personalities, and more. This is nearly finished, aside from adding some cutscene events and filling out more of the villager's liked/disliked items.

  • Players can how complete projects around the island. Including a bridge repair, a cliffside staircase and upgrading their raft. More to come!

  • Villagers can now travel to other villager islands and into different areas other than their own home island

  • Chickens, Pigs, Cows and Sheep all can be raised from baby to adult and breeding system is in place with unique breeds/colors available

  • Fences now have alternate styles available! For some fences you can choose between a repeating fence, alternating fence, or long fence. This determines the spacing of posts between tiles, allowing for a more interesting look. Fences also now have working gates you can place down, to open/close for accessing fenced in areas or allowing your animals to come in and out. There are currently 3 fence styles in the game with 3 alternate styles per fence. More to come!

  • Animals can now follow you around! You can choose for one animal to follow you wherever you go. If you stay in one place for a while they will begin roaming around, but once you move too far they will run to catch up and follow you again. You can also send them home at any time.

  • You can feed animals and give them treats directly

  • Monster code has been revamped with some bugs fixed. I've also added a new monster, the Rolydillo, which will roll into a ball and attack you. Mud Globs have also been added, which will slam down and leave mud puddles behind, which slow you when you walk through them.

  • For mining I've added 11 new minerals/gemstones. There are also 6 different Lode items which you can break open to obtain a variety of minerals/gems

  • Revamped screen shake to be more consistent and feel better

  • Added the Bomb item, which you can place down to blow up lots of stuff! The bomb can blow up trees, rocks, grass, and even soft cave walls. It of course can also damage enemies (and yourself) so be careful!

  • Villagers can react to what colors of clothing you're wearing, what fragrance you have on, and more

  • Some villagers wear unique outfits for holiday events

  • Items crafted from recipes now automatically have their cost values based on the required ingredients and time/energy to create them

  • Cloud Guide panels have been added to help you through your first playthrough of the game. These are basically like a tutorial, which you can disable in the game settings if you don't need them.

  • All Holiday decorations/artwork have been finished!

  • Lots of bug fixes and improvements to the audio system. There's now a limiter for repeat sounds to prevent noise distortion when too many of the same sound play at once.

  • Item loading optimizations have been greatly improved. Using the Collections page to view hundreds of items now happens instantly instead of having a delay

  • Fishing system had a MASSIVE overhaul to greatly improve the feel of fishing, and the fish behaviors. Fish now struggle more realistically, creating a fun tug of war type feeling while fishing. There is no mini-game for fishing, you just catch fish like you would IRL. They pull away and swim around fighting you while you reel. You need to relax on reeling when they pull hard or they will get away or break the line.

  • All bait and lure works for fish properly now. There's a variety of bait and lure which can have different effects on fish biting behaviors.

  • Added 21 Shipwrecked artifacts to collect from fishing!

  • All Skill Rewards for fishing have been added and tested. This completes the fishing skill in the game. It's done!

  • Limbo mini-games have all been finished/updated/improved. Limbo is now 100% complete as well. There are 6 different mini-games to play in Limbo

  • Added Boomerangs! This is fully feature complete, with various Boomerangs, skill reward unlocks, and special abilities. There is a snake strike ability that throws the boomerang in a big S shape. There's also a quick tempo ability which rewards continuous hits by speeding up the boomerang each time up to 5 times. Boomerangs can also pick up items at a distance.

  • Added Shields! You can now hold a shield out in front of you to protect yourself from front facing attacks and projectiles. Skill Reward unlocks give the shield the ability to stun monsters who melee attack your shield at the right time, and you can reflect projectiles by shielding at the right time.

  • Added Sword skill reward unlock abilities. If you land consecutive hits with the sword you build up a charge which releases a big slash wave that wipes out everything in front of you. There's also a sword spin attack. Holding and releasing the sword will cause you to spin fully around, damaging everything around you.

  • Finished the ocean/lake/puddle shader. Oceans now have crashing waves, water distortion and ripples. All water now has a nice animated edge that meets the land

What all this means is basically the first 10+ hours of the game are ready to go. With finishing Wimnim and pretty much all skills implemented, the last things left to finish the game would be the final 2 villager islands (which are in various stages of completion already) and more late-game things like marriage/having children.

There's also some work to do on the seasonal islands and seasonal dungeons. Finally, I need to finish up all of the promised Kickstarter rewards for things like monsters, villagers and furniture sets.

I can finally see the end of the tunnel on Cloudscape's development. It's hard for me to estimate exactly how much longer this last leg is going to take. All I can say is I appreciate everyone who has been patiently waiting for the game to release. I promise to you I'm working on this game non-stop. It's pretty much my only priority outside of taking breaks for a few hours for my hobbies and to reset myself. I understand I haven't been making these updates frequently enough and I apologize for that. I'm just trying to focus fully on the development but I understand that from the outside it looks like nothing is happening here on Kickstarter.

You're always welcome to follow me on various social media or join the discord, where I post more frequently as I'm just doing little quick updates or showing off what I'm working on at the moment. If you really want to know what I'm working on at any given moment you are free to message me here and ask, but please be nice about it! :)

I also would like to stream development soon, so if you're interested in seeing that, check the discord or twitter/facebook/bluesky social media accounts for updates on when that might happen.

Thanks everyone for your continued support and patience. I know that this game is way behind schedule but I'm working as hard as I can, and I'm happy that I can at least see the manageable chunk of game left to develop.

As for if the game will come to Switch 2 I'm unsure, but the game *should* work fine with a Switch 2. The game is still planned to release on all platforms that it was meant to release on.

Not Guilty! - Муравей about 273F
🔍 Hello, Judges!
🕵️‍♂️ Salute, Detectives!

The investigation continues!
Missed the beginning? Catch up \[[url="https://steamcommunity.com/games/3776810/announcements/detail/532102384016428501"]at this link[/url]] 📂


Today, we're taking a big step forward:

🔎 One clue revealed
🗣️ One witness questioned


👣 Clue: Bootprints near the fence

Soil analysis, footprint scans, and pattern comparison reveal: size 43 boots.

Whose size is that?

— Jack Hitch (primary suspect)
— Tom Sawyer (victim of the manure strike)
— Klaus Barbon (the local postman)

Coincidence? Doubtful. Let’s keep digging.


🧓 Witness: Margaret Grinson, judge at the fair

“Jack Hitch? Oh yes, he won the raw corn eating contest!
Though… I didn’t recognize him at first.
Big beard, dark glasses, raspy voice — I hadn’t seen him in years.
Time hasn’t been kind to him... or maybe... are you suggesting it wasn’t really him?”


What do you think, detectives?

🧠 Who left the footprints?
🕶 Was Jack really at the fair — or is someone pretending to be him?

We’ll be back soon with more clues and get one step closer to the truth!


Drop your theory in the comments:
🔸 Pick 1 clue
🔸 Pick 1 witness
💬 And tell us what you think happened!

👍 Like the theories you agree with — and whoever gets closest will be named
"Top Detective" in the next case!

Let’s go, detectives — it’s verdict time!
Rento Fortune: Online Dice Board Game (大富翁) - Lan Games Ltd

Rento V8 was just released

In this new powerful version you will enjoy 2 new and big DLC features: Shares & Bonds

Shares

"Shares" feature enables players to issue shares for their complete properties (eg. Player has all 3 blue color lands and he can issue 2,3 or 4 shares for them to be bought by other players).

When other player buys a share, he then gets % of the rent that is paid when some players lands on that blue land.

If 4 shares are issued from player A and then player B buys one share, then when player C lands on that blue land, player A will not get the full rent from player C, but only 75% of it. The other 25% of the rent will go to player B.

Shares are also trade-able between the players.

Shares & Bonds are enabled for all game modes: Online, Solo, Local, Teams and is also playable on all game boards.

Shares & Bonds DLC now has 30% launch discount so hurry up and get it now.

Bonds

Bonds (also called obligations) are debt papers issued from one player to other player (1 to 1). Bond issuer takes X money as debt to bond holder. Bond issuer later has to payback that money + some predefined interest. The bond issuer has to return the loaned amount and interest in X turns (defined when the bond is issued).

Failed to do so will default the bond, forcing the debtor (bond issuer) to pay the owned money to the bond holder or to go bankrupt.

Bonds can also be traded in the game.

Other players can buy shares and bonds throughout the game at their own terms/prices.

Even if you can't afford Shares & Bonds DLC, you can still play it in online games - just wait in the lobby for some player to create such game room and join it.

Cheers

Mini Games Retro 90s - wantroba

🕹️ Mini Games Retro 90s has arrived on Steam!

If you grew up playing classic LCD mini games — black-and-white screens, simple sounds, and pure arcade-style fun — you're going to love what we’ve crafted.

📆 Release Date Confirmed: September 16, 2025

✨ Highlights:
  • 20 faithfully recreated retro mini games

  • Authentic LCD graphics — no pixels or modern effects

  • Steam achievements and online global leaderboards

  • Full controller support

  • A special “low battery simulator” mode (!)

👉 Add it to your wishlist now and help spread the word to fellow nostalgia lovers!

🔄 We'll be posting devlogs and updates regularly leading up to launch — stay tuned!

A huge thank you to everyone who’s been following along on mobile. Now it’s time for the definitive PC version! 🧡

...

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