1:18pm
PropFight - Georges Moulin

Autumn Update is here, introducing seasons, lots of fixes and a new prop!

I had a few problems with this update that are hopefully solved. If the game crashes or has issues, don't hesitate to report them on Discord

- New prop: Umbrella

- Add 2 more colors to the game

- Add autumn to the game, it only affects the lobbby's appearance

- Events and powerups are now unlocked after a few levels, instead of being available for new players directly

- "Tsunami" now has a real collision shape (it was a square before)

- Rain background now interacts a bit with the world

- Rename "Chromatics" to "Trip" and change its behaviour

- Change "Deform" effect processing

- Add a few emotes

- Update to Godot 4.5 (the game should now launch faster)

- Add some missing translations

- Juice Pogostick, Cross and Football a bit

- Enhance the explosion fx and the outlines with a bit of IGN dithering (thanks acerola)

- Fix a lot of small (or less small) bugs all around the game

If you want to add translations, contact me on Discord, I can send you the locale file.

Echoes of the Living - MoonGlint Games
Hello there!

I'm working non stop trying to fix all the issues that had been reported by the community while Laura is trying to answer everyone in the forum. Once again thank you so much for the support and let us know all the bugs you find. We will keep the game at 20% discount until all the issues are fixed and all the features are restored.

In today's patch we are addressing the following issues:


- Fixed weapons upgrades removing your current weapon.
- Fixed the issue that makes the player fall into oblivion when loading the City Hall entrance.
- Fixed wrong rotation on certain examinable items in City Hall (metal suitcase, weapon case..).
- Added a notification each time you reach a checkpoint.
- Added a text box to the PCs to tell the player that they can't use the PC to save since the checkpoint system has been activated.
- Fixed a collision issue with red container in the Warehouse.
- Fixed several items pickups.
- Fixed a grenade pickup showing an incorrect weapon in Mayor's Secretary Office.
- Fixed the collision issue with the sewers slope.
- Fixed the Piano not allowing you to interact when you use the blood gem and save.
- Added some missing text in Pile of Letters.
- Fixed various typos
- Fixed a freeze issue when opening your Archives or examining an item in Blade's Crypt
- Fixed an issue with "Game Over" when dying from the traps in Blade's Crypt.
- Fixed an issue with the Seeker door scarejump, player could get trapped inside the door, now it teleports you back to avoid failling in to oblivion.
- Fixed an issue with the Deagle not upgrading while using the correct weapon parts.
- Fixed Pendantel street encounters teleporting him to his default location.

Thank you so much everyone for the support, we are and we will working non stop until everything is fixed, don't worry we are listening all the time and we won't let you down.
EA SPORTS™ Madden NFL 26 - Electronic Arts


Register now to compete for the $150k prize pool and to receive a M26 RedZone MUT pack!

https://store.steampowered.com/app/3230400/EA_SPORTS_Madden_NFL_26/
Tides of The Endless - zhengjindou
\[Major Update Notes]

0. Map Magic Sound Management Fix
 Fixed an issue where map-based magic effects were not controlled by the sound management system. These effects are now properly handled by the global audio manager.

1. Dodge Direction Save Optimization
 Resolved an issue where the dodge direction had to be reset every time the game was restarted. Settings are now saved correctly.

2. Fusion State Pause Logic Fix
 Fixed a problem where the game could not properly pause or cancel during Fusion State. The transition is now smoother and more stable.

3. Mech Switch Movement Bug Fix
 Fixed a bug where players could still move while switching between mechs.

4. Old Tutorial Removal
 Removed the outdated tutorial system to make way for the new guidance experience.

5. Battlefield Double Drop Timing Adjustment
 Adjusted and clarified the timing rules for double drop events in battlefields for more consistent loot tracking.

6. Controller Map Opening Fix
 Fixed an issue where opening the large map with a controller caused errors or unresponsiveness.

7. Battlefield 4 Size Reduction
 Reduced the overall size of Battlefield Map 4 to improve pacing and gameplay flow.

8. Ranged Mech Visual Update
 Reworked the appearance of ranged-type mechs with new visual designs.

9. Ranged Mech Attack Enhancement
 Ranged mechs can now perform continuous or extended attacks, improving combat feel.

10. Default Skills Added for All Mechs
 Each mech now starts with two default skills, allowing for more tactical variety right from the beginning.

11. Added 5 New Regions
 Introduced five new maps or regions, expanding exploration and gameplay content.

12. Early-Game Random Mode
 Added a new Random Mode option early in the game for increased replayability and unpredictability.

13. Added Three New Crystal Types
 Introduced three new crystal categories: Star Map Crystals, Fate Crystals, and Miracle Crystals, each unlocking or enhancing different systems.

14. Battlefield 4 Stair Size Adjustment
 Adjusted stair size in Battlefield Map 4 to improve movement and combat flow.

15. Sanctuary Stair Expansion
 All stairs in the Sanctuary area have been enlarged for better visibility and smoother navigation.

16. Map Ground Layout Adjustments
 Optimized several ground collision and layout issues across multiple maps for better stability and gameplay.

17. Split Miracle Attribute Fix
 Fixed incorrect or missing attribute values on Split-type Miracle items.

18. Split Star Map Count Fix
 Resolved an issue where the number of Star Map splits was calculated incorrectly.

19. Energy Crystal Map UI Update
 Updated and improved the Energy Crystal map user interface for clearer display and usability.

20. New Reverse Dodge Skill Added
 Added a Reverse Dodge skill, allowing players to dodge in the opposite direction of input — adding new layers of tactical play.

Other Improvements
 Various minor bugs and stability issues have been fixed, improving overall performance and gameplay smoothness.

Ka: Keepers & Assassins Playtest - drasticore
- Modified lobby disconnection/reconnection logic for Steamworks
- Fixed lobby ready state server side bug
- Fixed arena close match clients, search or create new quickmatch lobby
Chess With Idiots - Soupman

\[AUDIO]

  • Reworked audio for Cry, Blaze, Bite, Scream, TakeOf and Winggust actions

1:09pm
1492 - Colonization of the new world Playtest - OliverJ
Misc fixes
  • Treasure can now be sold to smugglers during the revolution
  • Fixed an issue where veteran soldiers would not promote during the revolution
  • Reduced major victory chance (now requires min 6+5+5 / max 1+2+2)
  • Combat messages now better explain that major victories eliminate enemy units rather than demoting them
  • Fixed Monarch support when declaring war (previously granted too many soldiers)
  • Updated Sons of Liberty flag
  • Adjusted mouse zoom speed for improved control
  • Fixed an issue where fortifying a non-offensive unit adjacent to a foreign colony could cause war
  • No longer possible to build a colony directly adjacent to another (previously allowed in recent versions)
  • The goods icon in the colony screen now displays a red border if the warehouse is overloaded or food supplies are low
  • Closing a colony screen with an overloaded warehouse now triggers a news item alerting the player
  • Most invalid actions now play an error sound (sound effects remain a work in progress)
  • Arrow keys now move units (including diagonally). Ctrl + arrow keys will pan the map. This can be reversed in Preferences.
  • Added a warning the first turn a colony produces goods at reduced efficiency (e.g. when running out of Cotton but still producing Cloth)
  • The name entered during game setup now correctly becomes the player’s in-game name
  • Dialogs referencing goods now display their current European market prices
  • Added experimental unit outlines to make moving units easier to identify (still being refined)
  • The blinking highlight on the current unit can now be replaced with a pulsing outline via Preferences
  • Ships have been given a different visual appearance
  • Numerous minor fixes and adjustments

Map generator
  • Distance from sea lanes to land is now more consistent
  • Land distribution made slightly less random to ensure ample land both north and south
  • Tweaked resource placement (less randomization to reduce excessive clustering)

Text rework
  • Revised dialogs that previously borrowed text verbatim from Sid Meier’s Colonization
  • Added several new error dialogs to clarify game mechanics and feedback
  • Began adding in-game hint dialogs (can be enabled from Preferences)
  • Updated combat messages to better match the tone of the game

News and dialogs
  • Made news and dialogs more consistent — all news items are now clickable to open a related dialog
  • Most dialogs now also appear as news entries (viewable in the News window)
  • Dialogs can now be re-opened from the News window
  • Preferences now allow suppressing more dialogs (feature still in progress)
  • The game will no longer automatically end the turn while unread news remain
  • The end-turn notification now indicates when unread news are present

Natives
  • Replaced the original 8 nations with 14 native nations, each referred to by their authentic names. A random set of 9 will appear in each game.
  • Each nation now differs in peacefulness, provocation tolerance, and trade willingness
  • Native settlements now vary more visually and display their nation colors more prominently
  • Settlements are now more autonomous, and relationships with European nations depend more on each village’s alarm level (rather than a shared tribal strain)
  • Removed terrain bonuses from native villages
  • Nations now communicate more clearly when they become irritated or hostile
  • Braves can now approach colonies to initiate trade
  • Natives attempt to avoid friendly roads to reduce interference with trade wagons
  • Roaming natives now maintain more distance between each other to reduce congestion and ease player movement
  • Prices for a good may temporarily worsen for a few turns after that good has been traded
  • Supply and demand are now more dynamic — differing between settlements and fluctuating slightly over time
  • When selling more of a good than a settlement desires, the village may now offer to buy only part of the load at a better per-unit price
  • Settlements will rarely permit the player to buy a full load of goods
  • Some settlements now refine luxury goods (Cigars, Rum, Coats, Cloth) and occasionally offer them for sale
  • Increased native gifting early in the game and following the founding of new colonies
  • Alarm levels have been renamed and are now displayed in each settlement’s tooltip
Beneath the Mountain Playtest - Failosipher
Small number of bug fixes
Elysium - Artifika Games
The Wait Is Over!

We’re thrilled to announce that the Elysium demo is now available on Steam! ✨Explore the beginning of an exciting open-world survival crafting adventure set in a world full of ancient mysteries and advanced technology. Whether you're crafting, exploring, or uncovering secrets, your journey in Elysium begins here.

As a small indie team, your feedback means everything to us. If you enjoy the demo, consider adding Elysium to your wishlist and let us know what you think in the comments! Your support helps us bring the full version to life.

Thank you for being a part of the adventure! 💚


Demo Launch Trailer:

Negotiations Have Failed! - goofysocksgames

It's been 1,390 days since I first wrote a note in my Obsidian vault on a sleepless night in January of 2022, when I saw, in that almost-dream state, the layout of a playing card game and rapidly came up with rules that determine how units attack each other, how their armor works, and how turn order can be determined. And that game is now available for you to play, with a whole lot more features and a grooving soundtrack.

If you beat the demo...

I have a secret to share if you beat the demo and don't wish to replay the tutorials, allowing you to get right to grinding shards to invade the Aetheryx Lair! But if you wish to find out, either join our Discord to ask, message @goofysocksgames on X, or make a post in the Steam Discussion board to ask us how to do the tutorial skip.

Other fun things:

  • To celebrate the launch of the game, I did a quick stream of three games that influenced NHF!: Final Fantasy I, DUNGEON ENCOUNTERS, and Magic the Gathering. You can watch it here if you want to hear some interesting tidbits on how these games influenced NHF

  • I have been and will be streaming NHF! on my Twitch channel in the coming weeks, including hunting down all of the game's achievements! My current plan is to stream by myself on Tuesday evenings and then on Thursdays with @home from the NHF! Discord.

  • In the Discord, I shared some of my musings on possible development directions of the game post launch, depending on the levels of interest I see. There may be extra, multiplayer-only battle rules that I may add, or if I'm really ambitious, additional bonus campaign modes!

Thank you for reading, have fun with the game, keep in touch!

--"Moody"

...

Search news
Archive
2025
Nov   Oct   Sep   Aug   Jul   Jun  
May   Apr   Mar   Feb   Jan  
Archives By Year
2025   2024   2023   2022   2021  
2020   2019   2018   2017   2016  
2015   2014   2013   2012   2011  
2010   2009   2008   2007   2006  
2005   2004   2003   2002