1:55pm
Spellfarers - DL_David
Gameplay Updates
  • Adjusted login timeout (should help avoid login authentication errors)

Visual Updates
  • Updated post-processing effects during rain and snow
  • Corrected post-processing effects when logging on during sunset or sunrise

Bug Fixes
  • Menu particles no longer show on initial character creation
  • Fixed an issue where the player could exit the Familiar summoning tutorial
  • Fixed issue with invisible mannequin and soft locking when going into the mannequin menu a second time
  • Fixed tavern unloading early when exiting via the door
  • Fixed issue with login Settings menu not having keyboard or controller controls working
  • Button prompts no longer open and close rapidly when the options change
Idle Life - An Idle Game - LetsSxbi
🔧 Quick Dev Update

We’re still hard at work on the upcoming Quality of Life update – focusing on new animations, performance improvements, and some much-needed code cleanup.
However, due to a small private matter, there will be no Beta update this week.


Don’t worry – the full weekly update will still arrive on Sunday as planned.
Thanks for your patience and for playing Idle Life! ❤️


— The Dev Goblin 👹

Vital Shell Playtest - MarvinWizard
  • Fixed a bug where the enemy trumpet buff could be stacked multiple times
  • Slightly tuned trumpet enemy spawn behavior
Underway (Remastered) - Mattrap

Version 1.5.2 - August 15, 2025

-Fixed bug in menu where version number was incorrect

-Fixed bug in \[REDACTED] mode where Jarrod was visible in wrong place

-Fixed bug in \[REDACTED] mode where Save File face was incorrect

-Fixed bug in menu where blue eyes show up at wrong time

-Fixed typo during Jarrod's tape

battleMETAL - Subject 9x
Bug fixes, some refactoring and cleanup.

Gameplay

  • Light Autocannon / ATC switched from hit scan to full projectile.
  • fire rate 0.28 -> 0.32.
  • damage 5.5 -> 9.0
  • spread increased.
  • 25% damage reduction against buildings.
  • AI accuracy ratings working again.
  • Player and AI beam rendering finally fixed.
  • Flak changed single-shot, reworked the particle effects.
  • downgraded the proxy-det radius of EMP, rockets for AI, only players should have this capability.
  • ESR - fixed and adjusted the shot spread in/out cycle as the weapon is fired.
  • FLAK - changed from burst-fire to single shot. Reduced reload speed, increased pellet total to 10, increased pellet damage to 7.5
  • LIGHT LAS - damage changed to 10, energy cost 14, changed damage buff/debuff to 50% reduction against armor.
  • PLAS - increased damage to 16.0, decreased reload speed for AI units, increased base shot spread.
  • RCKT - further damage reductions against shielded targets, damage bonus against buildings up to +50%, reduced AI proxy det by half.
  • "in-cockpit" and "external" sounds.

Code
  • testing a reduction in local vars in many functions, replaced with a set of temp globals.
  • Player friction / slope movement code cleaned up.
  • Mech Hangar model display issues fixed.
Absolution of the Dead - futuremoregames
    Readded footstep sounds.
Battle Realms: Zen Edition - Bifrons
  • Game Crash Fix: Resolved an issue where game could crash on certain cutscenes if had a language other the default selected.

  • UI Tidiness: Fixed missing font characters in German.

1:45pm
Lucid Clowder ( Early Access ) - melon790
- simplified weapon descriptions
- fixed misc. bugs
The Succession of Changing Kings - KwaKwaGames

You are an inquisitor in the service of the formidable Tomás de Torquemada. Interrogate suspects, send heretics to the stake, perform exorcism rituals, and banish demons. Every wrong decision brings you closer to your own execution, and a demon banished incorrectly may devour you entirely. Build your monastery, investigate cases, make fateful decisions, and become a great inquisitor!

You can support the author by adding the game to your wishlist right now via the link.

IMPORTANT! I will not start working on the script until I finish The Succession of Changing Kings. All plans stated in the project’s roadmap remain unchanged: Acts 3 and 4 will be released this year. And very soon, a demo version will be available for the 22,000 people who have wishlisted the game but haven’t yet decided to try it.

Wishlist now

Approaching Infinity - IBOL17
Freezing

Cryo weapons now have a base 25% chance to freeze enemies! Anything that resists cryo is immune to this effect, and so are all creatures on frozen planets. The Transmutor skill "Elemental Trigger" adds 33% chance per level. Hitting frozen enemies with smashing/blunt , sonic, or explosive does double damage ;)

Have fun with this one!

Injuries

We're not waiting for the end of away missions anymore...

There are a lot of changes for this:
  • Injuries immediately disable passive skills.

  • Injury over 25 disables active (cyber) skills too.

  • Minor injuries heal 1 per turn (or more with skills/powers/devices), but...

  • Injuries over 150 do not heal on their own!

  • Injuries of 100 or more slow the away team by 25, and 350+ slows the away team by 60!

  • Injuries greater than 250 get worse every turn! (They heal naturally on the ship.)

  • Max injury is 500

  • Regenerate power (and med kits) speed up the healing of these injuries while on away missions.

  • Med kits can now be used to treat individual injured officers, both in space and on away missions, removing up to 200 injury.

  • There is a new help page explaining this: Options => Help => Skills => Injury

Shipwreck Auto-Repair

If you've repaired a shipwreck to take over and use as your own ship at least once, you will now have the option to auto-repair a fully-explored 3+ deck ship with the push of a button!

Auto-Repair is activated at any repair terminal, once you've fully explored the ship, and if you have all the necessary items. The resources are consumed upon exiting the ship, and only if you choose "use it as my own ship".

Nanopocalypse Fixes

People have reported some problems with the Nanopocalypse quest line, but I had no idea how many issues there were until I played through it, fixed a bunch, played through it again and fixed more.

Wow. Sorry.

New Youtube Series

People have requested that I bring back my developer play-through video series on Youtube so I present to you "The Marshal, the Quartermaster, and Crafting", 8 episodes where I unlock 2 of the alien officer classes and mess with the crafting system. New videos will release every 4 days, with the final installment coming out August 30th.

https://youtu.be/4uqywjjeBxA?si=PmwCe-WzMhlLbqFW

Everything Else

There are always lots of little changes going on, here's the list:

  • In station pawn shops, selling multiple copies of the same item (machine gun, rock plow, etc.) reduces the sale price by 10%, to a lower minimum of 25% of value. A sonic SMG won't affect the price of an incendiary SMG, but trying to sell 10 eviscerators will have diminishing returns.

  • This "sales memory" is tracked per faction (selling to bankers doesn't affect price at gruff stations, etc.), and will clear over time, deleting the first 3 items on the list after every warp.

  • In the pawn shop, art is now arranged by faction, starting with the faction who owns the station.

  • Races with faction power less than 50 don't spawn random ships in a sector. They can still have ships related to a given event or quest.

  • Races with faction power less that 30 no longer spawn embassies in new sectors. They are effectively removed.

  • Large faction ships (size 3) have a minimum faction power of 75%, and huge (size 4) have a minimum of 100%.

  • I reduced the price scaling of crafting parts: it got WAY out of hand in high sectors.

  • The inventory screen now tells you what furniture items (if any) a crafting part or gadget can be extracted from. It also tells a little more about gadgets in general.

  • Syndicate bases (loot stockades / "many small structures") will now usually contain 1 random gadget.

  • Virtual University (asteroid base room) now allows training of all 6 officers with much less conversation annoyance.

  • In stations, if you have more than 10K data, it will now ask you how much you want to sell.

  • You can now long rest in space to heal injured officers.

  • Hills block sight unless you are standing on hills or mountains. (This has actually been true for a while now.)

  • You can only de-grok each monster once per game.

  • The transmutor skill "elemental trigger" now increases the chance that stun and tangler weapons will affect the target.

  • Ion weapons now have a 25% chance to stun robot enemies, and that is +33% per level of "elemental trigger".

  • Shipwrecks with 3 or more decks will now have more "vital systems", so you don't explore a whole ship and get the "not enough vital systems" message.

  • David gave me new tiles for basic lands on planets, so now we have greater variation. He also made a new galaxy sprite for the warp screen.

Sale

If you haven't explored the Approaching Infinity universe yet, now is the perfect time: the game is 20% off until Monday.

...

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