Beyond the Map - BTM

General

  • New movement system should completely prevent clipping with both mouse and keyboard movement.
    As a side effect, you can now drop off ledges. Climbing up will be added in a future update.

  • All worlds now include 2 additional snowy islands with high-level skeletons, making it easier to farm high-level items.
    These islands will remain until Q4 2025, when dungeons arrive and become the main source of high-level gear.

Skills

  • Roll cooldown reduced to 6 seconds, with Agility now having a smaller effect on reducing it further.

  • Void Orb now correctly deals 100% SP damage per second (was 20%).

  • New melee-focused skill: Charge, dropped by 1+ star Drowned Warriors.

Items

  • Newly crafted and looted boots will always roll with movement speed.

  • Reduced stat scaling for higher-level items.

  • Rare affixes "+8–12% Strength/Agility/Intellect" replaced with bonus damage to specific skills (Charge, Rapid Fire, Void Orb).

  • All weapons now properly receive their intended legendary affixes instead of random ones.

Misc

  • Improved performance when loading a world and moving through areas with many trees or built objects.

  • Fixed a bug that could cause crashes when approaching certain locations or when loading a world.

  • Wooden arrows removed; other arrows are now crafted in stacks of 50 and require fewer resources.

  • Turtle's Wisdom now stacks to 50, increasing damage by 1% per stack. The chance to gain a stack of Tension increased to 150%.

  • Scholar's Portal no longer disappears randomly.

The Gallery - A Riley Magras Exhibit - Wandering Waddler Studios

Down on your luck? Sad your game isn't working on your Macintosh device? Fret no longer, bugs have been squashed and the game should be fully functional on Mac!

Fractured Realms - Season 1 - Virt Studio

​Hey everyone!

I apologize for the extended delay on this release, unfortunately I got extremely ill and had a significant amount of family issues which slowed me significantly. Things appear to be on an upturn so I'm hopeful they will remain that way.

Progress has begun on part two of Episode 7 and I'm going to do a rebuild of the android version up to Episode 7 part 1 where we are now in the next week provided I can get gradle to function properly. If you want further details or additional details on the development of the game the Patreon page is the best place to look for the most up to date info.

I appreciate you all and hope you enjoy the new content!

~Eskomo

Hoop Land - Koality Game

Hey everyone!

Thank you all for your feedback on the first Hoop Land Steam Edition Demo! The response has been fantastic, and this past week I’ve been hard at work improving the game. Check out the patch notes below for everything new in Demo Version 1.01!

Gameplay

- Added ability to position lock for single and multiplayer games

- Added individual teammate grades for multiplayer games

- Added end of game multiplayer stats screen

- Added ability to toggle off Defensive Auto-Switch

- Added re-bindable Teammate Shoot action to off-ball controls

- Added shot percentage text to shot bar when playing on Player %

- Added emote when calling for the ball in multiplayer game

- Fixed inability to call timeout before the ball is inbounded

- Fixed inability to call timeout for other players in multiplayer game

- Fixed 30fps setting not locking to 30fps

UI

- Added preset and custom screen resolution settings

- Added input icons for left stick and right stick directions

- Updated tutorial controls screen for keyboard and gamepads

- Call Play button now shows controller specific icon

- Play Calling Menu now shows controller specific icons

- Player control text now displays correct CPU or Player labels

- Changed ’Simulate’ text to ’Sim/Quit’ in Pause Menu

- Extended dialog screen background to support ultra wide monitors

- Fixed inability to use gamepad back button in in-game menus

Controls

- Fixed rebinds not applying when loading into a game

- Fixed rebinds not applying after resetting to default controls

- Fixed player control not persisting into the next game if simulating to end

- Fixed ability to assign same input for multiple actions

- Fixed inability to combine mouse with keyboard controls

- Fixed Steam Deck controller icons not appearing

- Fixed Xbox controller icons not appearing

Thanks so much for playing the demo and sending your feedback. More improvements are planned and a release date announcement is coming soon, so stay tuned!

Rise Of Transport - Lonewolf_14
Some fixes and optimization. Also enabled Treasure hunting event!

- Fixed bug when riding horse
- optimized memory
- Enabled Treasure event
3:05pm
AChat - rbskft

New costumes

Noble Legacy - lordbasathunder
Gameplay & AI Improvements
  • Added new mines, several new lakes and ponds throughout the map.
  • NPCs hosting conversations will no longer idle while waiting for partner

Navigation updates:
  • Navigation improvements to reduce NPCs taking unnecessary detours
  • Adjusted navigation within Mineshaft tunnels for better AI pathing.

Fixes

Resource and crafting fixes:
  • Fixed ability to swap between foundry and tavern recipes.
  • Fixed issues with berries being placed into woodpiles.
  • Fixed workers not mining Iron.
  • Fixed Crafting Jobs “Crafted Item” storage messaging.

Recruitment & events:
  • Fixed out-of-sync recruitment pool timer.

Building & placement fixes:
  • Fixed collisions with windowed walls.
  • Fixed window with shutter misalignment when upgrading T2 to T3.
  • Fixed stone trim gaps when snapping to roof.
  • Fixed blocking volumes interfering with some NPC spawns.
  • Adjusted furniture and bookshelf collision boxes for easier decoration placement, including 3-shelf items.
  • Fixed decoration placement difficulty.

Art & visual fixes:
  • Fixed road weather masking so snow collects naturally and foot particles are smoother.

Art & Visual Improvements
  • Optimized materials, lighting, and post-processing for performance and visuals.
  • Optimized draw distances for resources, buildings, and mineshafts.
  • Optimized LOD distances for trees, shrubs, and other environmental assets.
  • Optimized all build part icons and UI assets to reduce overhead memory usage.
  • Optimized landscape and texture compression for better performance with minimal quality loss.
  • Updated T3 window walls to allow proper shutters placement.

UI & Quality of Life
  • Added character name length limit in the character creation screen.
3:02pm
Project X: Light Years - Project X
- increased light ship speed using guns,plasma and magma
- decreased small worms hp on worm boss fight on level 8
- asjusted armoury letter chance on level 6
Escape Academy 2: Back 2 School - wyatt

 

Hey Escapists!

We hope you enjoyed our first longform devlog on YouTube; expect another one soon! 👀

One of our favourite staples of Escape Academy 1 was the multiplayer interactions that led to silly moments, or gave way to fun conversations with players. Bringing people together is fun! I mean, it’s even in our motto.

 

So far, we’ve had a few questions on the topic of multiplayer interactions:

  • Will there be online multiplayer?

  • Splitscreen couch co-op? 🥺

  • Toggleable splitscreen?

 

To put the answers shortly:

YES! and…

There’s also a couple of things we’re adding to change up the way duos will explore the Academy - both to help with interacting in an open world, and to make the multiplayer experience that much more interesting.

 

Let’s take a look 🧐

What’s Different?

It’s a bird! It’s a plane! It’s a….ping?

When it comes to an escape room, things are a lot more localized. You can say “Hey, come check this out!” and walk a few feet over to your partner. Maybe your duo will point out something “over there, by that desk.” But when you’re exploring a giant sprawling campus, “over there” becomes a bit….confusing. Pings have quickly become a staple in many multiplayer experiences, and we think that bringing them into the world of Escape Academy will help make solving puzzles together less frustrating, while also leading to some silly interactions.

What if I get lost?

That’s a fair argument. If you’ve been keeping up with our devlogs and short-form content, it’s a very real concern. Escape Academy is the leading academy in the art of Escape, after all!

 

While many multiplayer games might opt to leash you within a certain range of the first player, we don’t want players to be limited to any single area - that can take away from the open world experience. So instead, cutting-edge Academy technology will allow you to see where your partner is on campus at any given point!

Still struggling to find eachother? That’s okay. The gazebo in the middle of campus is an excellent place to relax and meet up before planning your next escape.

Emotes🥳💃

Every good Escapist needs a way to express themselves. We’re bringing emotes to Escape Academy as a way to help players communicate, for the better or for the worse. Solved that difficult puzzle? That deserves a thumbs up! Struggling with a spinner lock? Seems like the perfect opportunity for a sarcastic clap.

What else?

One of the complaints from playtesters we’ve gotten is that splitscreen modes in online gameplay can be a little disorienting. So, just like in Escape Academy 1, you’ll have the option to switch between the splitscreen and widescreen views if motion sickness is something that affects you.

Partner taking a little too long to unpause in couch co-op? Time to take things into your own hands.

Lastly, to keep things from being a little too janky (or asking for a little too much out of your computer), players will have to enter escape rooms together. Always remember that two minds are better than one! Usually.

See you in the next one!

We’re hoping multiplayer features will give just the right amount of sass to multiplayer interactions, and help to immerse you in the world of Escape Academy a little bit. If you have anything on your wishlist for Escape Academy 2 features, just let us know in the comments!

That’s all from us - for now. Stay tuned for another longform devlog coming soon, and don’t forget to…

With Love,

Coin Crew Games💛💜

Escape Academy - wyatt

 

Hey Escapists!

We hope you enjoyed our first longform devlog on YouTube; expect another one soon! 👀

One of our favourite staples of Escape Academy 1 was the multiplayer interactions that led to silly moments, or gave way to fun conversations with players. Bringing people together is fun! I mean, it’s even in our motto.

 

So far, we’ve had a few questions on the topic of multiplayer interactions:

  • Will there be online multiplayer?

  • Splitscreen couch co-op? 🥺

  • Toggleable splitscreen?

 

To put the answers shortly:

YES! and…

There’s also a couple of things we’re adding to change up the way duos will explore the Academy - both to help with interacting in an open world, and to make the multiplayer experience that much more interesting.

 

Let’s take a look 🧐

What’s Different?

It’s a bird! It’s a plane! It’s a….ping?

When it comes to an escape room, things are a lot more localized. You can say “Hey, come check this out!” and walk a few feet over to your partner. Maybe your duo will point out something “over there, by that desk.” But when you’re exploring a giant sprawling campus, “over there” becomes a bit….confusing. Pings have quickly become a staple in many multiplayer experiences, and we think that bringing them into the world of Escape Academy will help make solving puzzles together less frustrating, while also leading to some silly interactions.

What if I get lost?

That’s a fair argument. If you’ve been keeping up with our devlogs and short-form content, it’s a very real concern. Escape Academy is the leading academy in the art of Escape, after all!

 

While many multiplayer games might opt to leash you within a certain range of the first player, we don’t want players to be limited to any single area - that can take away from the open world experience. So instead, cutting-edge Academy technology will allow you to see where your partner is on campus at any given point!

Still struggling to find eachother? That’s okay. The gazebo in the middle of campus is an excellent place to relax and meet up before planning your next escape.

Emotes🥳💃

Every good Escapist needs a way to express themselves. We’re bringing emotes to Escape Academy as a way to help players communicate, for the better or for the worse. Solved that difficult puzzle? That deserves a thumbs up! Struggling with a spinner lock? Seems like the perfect opportunity for a sarcastic clap.

What else?

One of the complaints from playtesters we’ve gotten is that splitscreen modes in online gameplay can be a little disorienting. So, just like in Escape Academy 1, you’ll have the option to switch between the splitscreen and widescreen views if motion sickness is something that affects you.

Partner taking a little too long to unpause in couch co-op? Time to take things into your own hands.

Lastly, to keep things from being a little too janky (or asking for a little too much out of your computer), players will have to enter escape rooms together. Always remember that two minds are better than one! Usually.

See you in the next one!

We’re hoping multiplayer features will give just the right amount of sass to multiplayer interactions, and help to immerse you in the world of Escape Academy a little bit. If you have anything on your wishlist for Escape Academy 2 features, just let us know in the comments!

That’s all from us - for now. Stay tuned for another longform devlog coming soon, and don’t forget to…

With Love,

Coin Crew Games💛💜

...

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