Space Engineers 2 - Drui
UKNON Jones & Guynelk 2 - guynelk
- Added light to the ragdoll attack effect and the effect of Jones's item stealing.
- Some sound effects didn't disappear when the sound effects were muted.
- Added a new combat mechanic (a new attack is available after pressing the button to strike when a red aura appears. The red effect appears 1 out of 3 times after the 3rd punch or 3 out of 3 times after crawling).
- Optimized invisible elements.
- Adjusted animation transitions between the normal girl NPC and Saphirre's special sword attacks.
- Minor parameter adjustments in Unity.
- Saphir can now do flip when the dance is equipped.
- Added MIP map streaming.
- Added the DLSS option to 1 city camera shot and the bowling cutscene.
- Fixed Sapphire's hair strands (on the sides).
- Removed contact with car window collisions when breaking car windows
Malys - Liam

Hello exorcists! Welcome to 0.4 of Malys!

v0.4 Beta feedback

Feeback and bug reports from the beta have been SUPER useful - thank you to everyone who has taken the time to submit through our forms. We've handled the vast majority of reported bugs,

We're glad Mammon has improved a little in Expel, but like with many demons, expect more updates to come.

One important thing to note that has come up in feedback is that there WILL be a mechanic to re-draw rewards, which will with any luck make its way into the next update. We've received several notes about this, so we wanted to make sure it was called out.

Early Access Update v0.4 - New Content

CURIO UPDATES
  • Balance updates to a variety of curios

  • Reworks of several curios that weren't quite working

  • A bunch of new curios that allow for some more interesting synergies

  • 21 total curios now implemented and accessible out of a planned 30

CARD & MECHANIC UPDATES

While we didn't get QUITE as many cards done as we wanted, we made some great progress.

  • Updates to many cards, from cost to function

  • Quite a few ground-up redesigns

  • A chunk of new cards for a total of over 80 in-game of a planned 100*

  • A new status effect, Spark

  • There are now several ways to gain more than 3 Candles

* There were a couple of features we weren't quite able to get to on the back-end that the rest of the cards relied on, so we opted to leave them for now and include them in next update in favor of getting the demon intent changes in.

DEMON UPDATES

We’re slowly continuing to refine demons - several have had significant updates, but most important is a change you will never notice when playing, which is we’ve now moved all demons over to a new behaviour system - most of them still function almost identically right now, but this will  make future changes significantly easier and allow us to make them more interesting and reactive.

  • Shame now has a full behaviour set with working minions

  • Some major big fixes to several demons

  • Mammon is a little less punishing in Expel

  • Less curse card spam across the board

SHOP UPGRADES

You can now upgrade shops! Or, well, we've got the start of our shop upgrade system in there, which is focused on discounts.

This is the first part of meta-progression in Malys: you can purchase shop upgrades that will give you permanent discounts. In the final game, there will be other mechanical benefits, as well as story benefits, to unlocking a shop all the way and having that character become a Patron.

Big thanks to Alissa for taking on this feature and nailing it.

ARTIFACTS FOR TESTING

We've refreshed the Artifacts, with two new ones - one focused on Light and Glow, and another on Defense. These are concepts, and we haven't done extensive testing with them yet - so let us know what you think! Are they overpowered, underpowered? Do you have a favourite? Are they fun? We'd love to hear.

Early Access Update v0.4 - Demon intent and damage display

We've reworked how damage displays as well as how demon intent displays, to give you a better sense of what is coming and to whom, thanks to our new targeting system.

Card damage and Ward number display should now be accurate, inclusive of both owned statuses (such as Wrath or Shackle) as well as target statuses (like Vulnerable) where possible. To discover exactly what the final damage amount is on a target, select the card and hover over your target - the damage amount should update to include any statuses the target may have.

We still have a bit more to go on this system - accurate demon damage/Ward numbers are still on their way, and the current plan is that we will be moving projected damage amounts to the demon intent target indicators so you can see exactly what will happen to each target.

In the meantime, we hope these updates help to improve your experience!

Early Access Update v0.4 - Accessibility Options

We've been hard at work to respond to your feedback about things like motion options and text size, and the fruits of that labor make their debut in this update. Huge props to Andrew who spearheaded these features and made them possible.

Early Access Update v0.4 - Bugfixes/General

UI/UX & TEXT FIXES
  • Lesser Demon exorcisms are now less intense visually and aurally

  • Many tooltips have been updated for clarity

  • Status effects now expire correctly on all entities

  • Many minor updates to tooltip scaling, positioning and behaviour

  • Ward icons should now fade out correctly when Ward expires at the end of a turn

  • Minion spawn positions have been adjusted slightly so there should no longer be able to overlap information like status effect icons

  • Minion tooltips should no longer be able to appear behind other minions, or be cut off by the edge of screen

  • Elements in the candle area on the bottom-right of screen should now be positioned more consistently on 21:9 (Ultrawide) monitors

  • Longer card names are no longer obscured

  • Curios have now been scaled up in exorcisms and are larger on the screen

GAMEPLAY FIXES
  • Baalzebuth's Verse will now correctly be added by Baalzebuth's Curse cards

  • Arm minions should behave correctly

  • Demons will no longer take actions that would reduce their Will to 0 and end the exorcism

  • Minions should no longer take an action after the demon has been defeated

  • The Arm and Puppet minions will correctly play VFX again when they perform an action

  • Fixed a possible crash when fighting Iaison the Devourer (it shouldn't devour the game)

  • Puppet Fury no longer continues to work after the exorcism it is used in

  • Duplicated cards should now properly include changes and Upgrade status

QUALITY OF LIFE IMPROVEMENTS
  • The demon intent tooltip now provides specific information about what the demon will do, and to whom, on it's next turn. Noah still cannot divine what an unexposed demon will do, but will have more information in Endure and Expel

  • An indicator has been added that will appear over Noah or Allies when they are the target (or a potential target) of an attack or debuff in the next demon action

  • The way damage and Ward numbers are shown in the demon intent area of the UI has been reworked to be clearer and more easily readable

  • Timing has been updated to play out faster for several Minion actions. In particular, when a demon summons multiple minions in a turn, this should take around half the time as it did previously. Less waiting around!

  • Status effects and curios now have activation VFX where relevant

  • Accessibility option: Disable Exorcism Motion. This setting allows the user to turn off repeating/looping movement seen during exorcisms, such as the moving smoke during the Expose phase, the panning sky in the background during Endure and Expel, and several others. Some users have reported these types of continuous motion can cause eye strain or potentially motion sickness

  • Accessibility option: Large Storylet Text. Increases the text size in storylets, useful for users who find the default text size difficult to read

  • Accessibility option: Large Tooltips. This option increases the size of the tooltip boxes and their text on all tooltips in the game!

OTHER CHANGES
  • The Shame demon now summons two minions when it is revealed, and has more intelligent behaviour

  • Card reward numbers have significantly rebalanced - Lesser Demons give you 1 of 2 cards, Greater Demons give you 1 of 3 cards, Region Bosses give you 2 of 4 cards

  • Assorted cards and status effects have been updated to apply to all candles, to support when Noah has more than 3

  • Doubt now only affects damage

  • Pocket has changed to only occur on discard, moving the card it is on to the top of the draw pile

  • Dysthymia will use more intelligent behaviour, like not using an ability that would defeat itself

  • Various demons' behaviour has been tweaked and updated for better fight experiences

  • Updates to and redesigns of many cards and curios

  • Haunting Song has been renamed Haunting Chorus

  • Light the Candles has been renamed to Illumination to prevent confusion about its behaviour (it does not, in fact, light the candles)

Current known issues:
  • It's likely demon intent isn't 100% correct yet - let us know where there are weirdnesses!

  • Some of the new curios don't have their own art yet, as well as some of the new cards

  • The Center Must Hold card is broken and its effects are persistent

  • If you abandon a run inside an exorcism mid-run (rather than waiting to finish the exorcism), return to the main menu and start a new run, occasionally the loading screen will remain forever - just restart the game if this occurs and it will work fine

  • Some cards have the wrong art in Gideon's shop

  • Storylet skip doesn't work consistently the same way, and the Continue button is too far away from the final line for comfort

  • Damage rounding being inconsistent is causing minor variances in some damage numbers

  • If you spam-click in shops, you can gain extra healing etc.

THE PATHWAY TO v1

We said during Malys' Kickstarter campaign that we intended to hit v1 before the end of the year, and we are on track for that.

More on that in our update next week, but the long and the short of it is we are planning one more big update after this before v1. V1 will itself will come with a lot of new content - region 3, more demons, lots of story content, end-game, post-end-game and more.

Hitting v1 just means we've done the base of our planned content -- we'll continue to support and update the game afterwards! The scope of those updates will depend on how the game does at v1 launch, but we're pretty committed to this project (as you might have noticed by making sure we found a way to reach this point even without a successful Kickstarter), so no matter what you'll continue to see updates from our side, though they will be slower.

What We Need From You

Please continue submitting feedback, and if you haven't already - please consider leaving a review!

You can submit all your feedback on exorcisms (and the new content we've added, and bugs we've hopefully fixed) via bit (dot) ly / malysfeedback. If you run into a new bug, you can submit it at bit (dot) ly / malysbugreport

This week, we'd love to hear feedback on builds and progression changes.

Stay Up To Date

We’ll be in touch next week with a new devlog to talk about the pathway to v1 and what that looks like, as well as responding to feedback on the v0.4 update and a little about what v0.5, our last big update before we hit v1 will look lke.

We'll also be posting on our socials when the devlog goes live, so stay in touch via Bluesky or sign up to our mailing list.

Speak soon, exorcists!

Supre-Immune - 피고파

Hello, Doctors!

The technical issue with the Steam store page has been resolved, and the 10% launch discount for <Supre-Immune> is finally live! Thank you so much for your patience.

The discount will run for one week. The exact period is as follows:

  • Discount Period: September 4th, 6:00 PM - September 11th, 10:00 AM (PDT)

Thank you again to everyone who waited. We hope you have a great time playing!

Circular Fallacy - 海盐芝士 Salt

Hello everyone,

Recently, we’ve made some optimizations based on the feedback received and reported bugs.

Bug Fixes:

  • Alert value disappearing issue when continuing the game in Chapter 4

Thanks again for all your feedback! If you encounter any more problems, please continue to let me know—I’ll fix them as soon as possible, tabbycat!!ːzombieheadː

Call of the Golden Valley - osaurus.studios

We're stoked to be part of The Indie Brew's ANZ Indiefest! Say G'Day and give our demo a go while you watch behind the scenes content of the making of the game.

Book of Yog:Season Edition - 许多金

This is Dee from the Book of Yog: Season Edition~

This past August was quite an extraordinary one for us—after two months of refining the Talent System, it was completely scrapped at the end of the month (to be precise, on August 20th).

The overhaul was thorough, and our progress bar was rolled back to a full 0%.

↑Combat Designer Daily Log (a.k.a. The Grudge Ledger)

We started out with the classic talent tree: level up, get a skill point, branch out as far as you like. It looked lush and full of choices, but the truth? Ninety percent of players ended up funneled into the same “best build.”

↑ Original Version

It looked like there were plenty of options, but in truth, hardly any real choice at all.

And so, we kept having meetings… discussing (or, let’s be honest, struggling).

The good news is: we've finally locked down a solid plan, and things are actually rolling along smoothly (yes, really!).

So stay tuned for the next updates—expect plenty more juicy spoilers~

Wrapping Up

This is just the start! We'll continue sharing development updates and behind-the-scenes stories in this series.

And if you like what you see, we humbly ask: please hit that Wishlist button. 💖 For a small team like ours, every wishlist matters—it tells us we're not walking this road alone.

Thank you so much for being here.

Steel Division 2 - [EUG] Gal Marcel Bigeard
Get ready to deploy for combat, commanders.

Steel Division 2: Battle of Dukla Pass will officially launch this coming Monday, 8th of September, just in time to celebrate the Battle of Dukla Pass’ 81st anniversary.

https://store.steampowered.com/app/3761870/Steel_Division_2__Battle_of_Dukla_Pass/

Battle of Dukla Pass Development

Steel Division 2: Battle of Dukla Pass has been in the works for quite some time. As the Eugen team is just a small, indie dev studio, with numerous projects happening at the same time (such as WARNO or fixing big bugs), some gigs might take a little bit longer than forecast.

The Steel Division 2: Battle of Dukla Pass was always envisioned as the expansion that would not only contain an Army General campaign - always popular - and new divisions, but also visit a particularly intriguing and oft-overlooked battleground on the Eastern Front: the Battle of Dukla Pass in what-was-then Axis-aligned Slovakia in late 1944.

The wait is almost over: be sure to get back this Monday, 8th of September, to get Steel Division 2: Battle of Dukla Pass while it is still piping hot!



Battle of Dukla Pass Expansion

If you want to do some background reading, check out the Steel Division 2: Battle of Dukla Pass expansion previews.




See you on the battlefield

Deploy to the battlefield, commander. Do tell us your experiences of Steel Division 2: Battle of Dukla Pass!

Make sure to join the Steel Division 2 community on our Steam forums. The latest Steel Division 2 news can also be encountered on our Instagram.

Looking for an online game? Visit the Discord server or Reddit page and get involved with the lively Steel Division 2 community!

See you on the battlefield, commanders.
Story in the Dream World 1 -Volcano And Possession- Remake - Nuriverse

The design of the main character's everyday clothes is not a design that appears in the main story, so it has a strong service nature at this point, but in fact, this design is also a design that is planned to be used in the development of a side story in the future.

11:37pm
Oasis Driver for Windows Mixed Reality - mbucchia
Features

- Add "IPD Adjustment" setting (for headsets without a mechanical slider, but can also be used to override mechanical slider). This functionality can be used to better adjust the world scale perception.
- Add "Chromatic Aberration Correction" settings. See past article (still applicable with this setting).
- Connect the "Windows" key to headset pointer click (to navigate the dashboard when no controller is connected). You can press the Windows key to bring up the SteamVR dashboard and use the Windows key to navigate through it. You can look away from the dashboard and quickly press the Windows key twice to close the dashboard.


Bug Fixes

- Add a "Distortion Correction" slider in the settings. This allows to manually resolve the cross-eye/eye height distortion issues. If you do not have this issue, using the slider is not recommended. The recommended approach is to slowly change the value (typically raise it) until the cross-eye effect or imbalance is no longer noticeable.
- Fix unlocking of audio devices on non-G2 headsets. If your headset has no audio, please re-run the unlock procedure. If you have already resolved this issue, no further action is needed.
- Fix incorrect latency when changing refresh rate. This issue likely had no significantly noticeable effect.
- Disable proximity sensor by default. This resolves issues with OpenXR games when the headset has a broken sensor. Can be re-enabled in the settings.


Improvements

- Make play time count! The Oasis Driver for Windows Mixed Reality application will now show as "Running" and count play time.
- Adjust distortion accordingly when using IPD slider (whether mechanical or software). The effect of this is likely not very noticeable.
- Improve the default Chromatic Aberration profile for HP Reverb G1 and Samsung Odyssey+.
- Add some retry logic in a few places to try to deal with USB/DP issues.
- Add checks for USB 3.0 speed and display a warning message if not running 3.0 speed.
- Clarify some error messages, especially in the unlock tool.
- Add 3rd party licenses.



In order to revert to the previous version, you may choose the "previous" branch in the Betas settings of the app in Steam.
...

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