Click here to try out the Steam News Hub for Nobunaga's Ambition: Taishi - シナリオ「越後の義将」/Scenario "The Dutiful Lord of Echigo" A Steam Labs Experiment
Monster Portal - njaureg

Controller support has been requested and is now delivered!! Please let me know if you have any feedback! I am super excited to bring this to the players and expand the playing experience for you all!!!

I still have ideas to expand out the game in certain ways and would love to hear any ideas you all may have as well!

Red Crucible Assault Playtest - MHG_Dev
Fixed broken materials and missing textures on foliage
Added UFO Easter egg to the Airstrip Day arena.
Improved optimization for game performance.
MegaQuest Playtest - brandon
Hey! It's been awhile....
the demo is out and is public.

the playtest is going to ramp back up as we make new levels. and will be invite only and if you're already a playtester youll still have access, and thanks for helping us out!

this is still a super early build, the map and quest systems are not working anymore and need to be re-built.... so that's going to get fixed up soon. some of it is work in progress... hopefully you like the layout and enemies... it will tighten up overtime as feedback comes in etc...

also as new art and music comes online, you'll be the first to see and hear it. its really great stuff!

share the demo with your friends, tell them to wishlist the game!
hope to be back with another update soon!
NOISZ - ktern

We've just released an update for PROJEKT GODHAND that contains a new song pack which is free for players of NOISZ on Steam! You'll find some fan favorite tracks and new remixes over there, so check out our more recent key smashing game if you haven't yet.

5:26pm
Orbitous - Oddmin
-Might have fixed screen-squishing glitch
-Doubled the effects of Power
-Buffed Field by making it only slow your projectiles by 1 instead of 5
Mindaro - Burning Boats

Hello everyone,

We're excited to announce that we'll be sharing monthly updates on the progress of our game and what's happening here at Burning Boats Studios.

We hope you find these updates interesting and enjoy following along with our journey.


Get your first look at MINDARO! The official announcement trailer is here.

We've hit a major milestone! We're putting the final touches on a playable demo for internal testing, but we want you to have a chance to play it too. Join our Discord server for an opportunity to be added to a closed beta test!

Community Discord

We've been working hard to create a new IP, and we're excited to share our progress with you! Our team has been working daily on everything from art and programming to sound, and we appreciate your patience as we bring our vision to life.

Here's a look at what we've accomplished so far on the game-play front:

Core Mechanics

  • Playable Character: Our pioneer is now fully functional in-game.

  • Physics: We've implemented a magnet mechanic that allows players to swing around the environment.

  • Progression: The Pods are now in the game, serving as our system for progress and upgrades.

  • Interface: We've created an interactive tablet and a full Player HUD to help visualize all of the game's mechanics.

Environments & World

  • Multiple Biomes: We've created several distinct environments, including a Surface, a Cave, and a Lush area, all with unique atmospheres.

Items

  • Tools: The game includes the sonARC, Glowstick, Blast Plants, and Glowshroom.

  • Consumables: We also have Quack Tape to help you on your journey.

Creatures

  • Be prepared to encounter the Denator Hunter, Bunguns Hopper, Hiru-stagua, Vorkula Glider, and Gorlog Crawler in the world. Many more are still to come!

We can't wait to show you what else we've been working on. Remember to join our Discord to be part of the testing!


We have some exciting news to share from the studio! Burning Boats has been selected as a finalist for the Supernova games competition. We're honored to have our work recognized and are looking forward to attending the event in Mexico City on October 4th. We hope to see you there!

The good news just keeps coming! We're also thrilled to announce that we'll be participating in the Devgamm Awards in Portugal as an upcoming game. We can't wait to share our work on an international stage!

By joining these events, we're hoping to get more eyes on the game and on our work. Winning an award would provide us with the resources we need to accelerate development, allowing us to bring the final game to you even sooner!

As a new studio, we're building this game and our company in our free time, and we truly appreciate all of your support. Our goal is to create a world that is not only fun to explore but also full of adventure. Just a heads-up: remember to be careful as you descend, because our world is home to some very dangerous creatures!

Lost my Collection of 600 Stars - cartersongames
The game has now an Achievement!
Pawker - pas
Pawker Demo is available Meow!

Play as the Cat in Arms (or should we call it Cat in Paws?) on normal meowde. Would love your feedback and ideas!

OUTBRK - MOARNial (David)

Hello, Chasers! This month we’re excited to share our progress on UI improvements, visual effects, vegetation updates, and more!

UI IMPROVEMENTS

We’re working on improving our user interface elements to improve readability at a glance when driving. The different systems we’re currently tackling are the player icons on the map and the car module when sitting in the car.

MAP PLAYER ICONS

We’re making the in-game map easier to read. Right now, when several players are close together, names and icons tend to overlap and make things messy. Our goal with this update is to keep the map clear and simple while still giving you all the information you need at a glance and without getting in the way of weather products.

The new design combines each player’s info directly into their icon. You’ll be able to spot friends quickly by the first letter of their Steam name and the color of their car, with an option to display passenger counts if needed. Here’s a rough programmer-art preview of the concept, but keep in mind it’s still early and our UI artist hasn’t worked his magic yet.

UNIFIED CAR MODULE

We’re also refining how information is displayed while driving, aiming for a cleaner and more unified look across the interface. At the same time, we’re beginning to integrate our new design for the probe receiver data module. The screenshot below is a Photoshop mockup that represents our current vision for how these modules could come together. Keep in mind that this is still a work in progress, and the final in-game version will look different once fully implemented.

VISUAL EFFECTS PROGRESS
Rain on Window FX + Tornadoes

The rain effect on vehicle windows is nearing completion. The system now calculates the trajectory and accumulation of raindrops based on a combination of environmental wind vectors and the velocity of the vehicle. This means the orientation of each window surface relative to the wind field and vehicle direction directly determines how obstructed it becomes. A practical example: at 30 mph with a 60 mph tailwind, the windshield registers almost no rain while the rear window accumulates heavily.

We also integrated spatialized audio tied to these effects. Heavy rain bands have their own 3D-positioned audio sources that move with the storm environment, while dust impacts produce a “sandblasting” effect that shifts around the vehicle body. Both are linked to the same environmental data that drives the visuals, so the player hears exactly what they see.

On the tornado side, the Catalyst team is continuing work on the foundations of the new system. Their focus right now is on core architecture changes that will allow more detail and more accurate behavior once the system is fully implemented.

VEGETATION UPDATE PROGRESS

Last month we outlined the next steps for the vegetation update across OUTBRK’s world. As a quick reminder, these included major tool improvements (Trello link.), reducing overall tree density by about 30%, and replacing all ground foliage assets.

We’ve made significant progress on all fronts, and David is now repopulating the map for a fresh round of visual and performance testing. This is still an iterative process, with more work ahead on both the level design tools and the vegetation itself. In the meantime, here are two updated screenshots taken directly from the editor (please note these are not final gameplay visuals):

NEW 3D MODEL
CHAIN LINK HAIL CAGE (work in progress)

NEW DISCORD SUPPORT SECTION

Our lead tester, WalkOverYou, has set up a brand-new support section on our Discord server to make bug reporting smoother and more efficient. This will help us track community-reported issues faster and respond to your concerns more easily.

Discord remains the quickest way to reach us directly, but don’t forget that we also keep a close eye on the Steam forums for bug reports and general feedback.

If you haven’t joined yet, hop into our Discord here:http://discord.gg/outbrk?utm_source=chatgpt.comhttp://discord.gg/outbrk

Here is what the new support section look like:

That's all for this development update ! Thanks for all your support, consider leaving a review on the steam store to reach more potential future chasers !

https://store.steampowered.com/app/1107320/OUTBRK/

Till next time,

-The OUTBRK Team

Chaos Chain - Corrosive Studios [Dev]
Chaos Chain

Attention, freelancers!


A work in progress shot of the new district area

Here is the next update for the game. Check out the full change log below!

*Please note that these changes are not in any particular order.*

BETA Update 1.80.0 Change Log:

Bug Fixes:
  • FIXED the display name for Piker Cemetery showing the "SD" (Subdistrict) in the name
Changes & Additions:
  • Added new district - Central Canal Crossing (This area is not 100% done, but you can check it out so far if you want to - there's nothing specific to do in there yet)
  • Updated world map image
  • Slightly modified some existing exterior areas
  • Color tints based on time of day are now slightly randomized each game day (In basic terms, the color tint for the environment is now slightly different every single day in the game, and the tints are now independent for each time of day --- so, morning on day one might be slightly red, morning on day two might be slightly green, noon on day one might be slightly grey, noon on day two might be slightly yellow, and so on...)
  • Updated the time of day thresholds so that the color throughout the day shifts a bit more gradually)
  • Added some new visual effects to some of the smaller areas
  • Added warning signs/restricted area signs to some of the emergency chain link (barbed) fences
  • Crowbar now has 5% chance to cause bleed but only 15% chance to cause stunned instead of 20% (Also updated enemies who use this to reflect this change)
  • Renamed duster to overcoat (Fits better)
  • Added police JLTV (Joint Light Tactical Vehicle) environment sprites
  • Rolled out some JLTVs to the existing police blockades
  • Updated the North side of Piker Cemetery to allow for a direct connection to the new city area (Central Canal Crossing)
  • Added some new generic NPC sprites
  • Improved clarity of some tileset entities
  • Various other minor tweaks and changes

Please let me know of any bugs or issues you may encounter so I can fix them. This update will be available for download shortly.

A friendly reminder: if you're enjoying the game so far or have ideas you'd like to share, please consider leaving a review for the game. This not only helps with much needed visibility, but also gives me important feedback for the game to help it become a better final product. Also, if you have questions, concerns, or requests, please visit the official Chaos Chain Steam Forums or join the official Discord Channel!

Official Links:

That's all for now, enjoy!

Stay Alert. Stay Armed. Stay Alive. Don't lose your humanity.

-Cryptic ːCStudiosː
...

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