Project Absentia - SanyaWaffles

Project Absentia is still being worked on despite some delays.

Here's a sneak peak of some of the areas and some flavor text.

Heaven is in shambles after Hell finally got to Heaven and wrecked Olympus.

To get to the Hell Territories, you must hijack a naval battleship - one of the last the Orkans have - and get to the mainland. You sure aren't gliding all the way there.

Hell is more of an edgy paradise in this universe. The Orkans loved to play it up as a place of suffering, but they seem to be doing fine since pushing the Orkans back to their island.

One of the places occupied by Hell's forces is a soda manufacturing plant previously owned by the Grungus Mfg. Concern out in the western territories of Hell.

Inside you'll find rivers of soda... and the origin of what makes all that delicious green soda. ;)

The last of the Orkan places you get to browse is their last remaining airship. Here you can see a bomb compartment.

Finally you arrive at Hell's Paw Hotel and Casino. It is where Baphomet resides... and where everything's going to hit the fan.

It contains a pool, a steakhouse, gambling facilities (of course) and various hotel rooms.

Later on, you'll discover a place full of despair that isn't quite Heaven or Hell - a realm that is much worse.

Enter the Eldritch Realms.

What are these realms? You'll soon find out. Hell is paradise (literally) compared to this place.

Stay tuned, more is on the way.

Arkheron - Bex

Before our first Alpha Playtest Weekend starts tomorrow, we want to share some extra info on some things we’re working on in the Arkheron Alpha. Specifically- performance, matchmaking, servers and bots! 

PERFORMANCE

Arkheron plays best when it's running at 60fps or higher, and optimizing the game to run smoothly on more machines is a top priority for us. However, the build is in its alpha state and we still have a ways to go to land some big changes that will help a lot. You may experience some crashes or even hangs as we work through stabilizing it on more machines.

As a temporary measure, we have raised the minimum specs to play Arkheron, but we do plan on lowering them after we land some of the larger optimizations in future builds.

Recommended

Windows 10 or later

Intel i5-9600K

Nvidia RTX 2070 8GB VRAM

16GB RAM

SSD 25Gb

Minimum

Windows 10 or later

Intel i5-7600K

Nvidia GTX 1060 6Gb VRAM

16GB RAM

SSD 25Gb

We invite you to share your experiences with us on Discord or Steam where our team will gather and review them. In the meantime our team will keep working hard to make improvements in this area.

BOTSEarlier this year, we were looking for more ways to help players learn Arkheron. One way to do this was by introducing player-bots! These came together quickly and we’ve been experimenting with them in our pre-alpha playtests. Currently - they aren’t very polished and they are prone to acting up. 

When our playtest weekend starts, in addition to playing the core Ascension Mode with human teams, you can also opt to join ‘Bot Ascension’ in our practice mode. This option lets you play Arkheron’s full game without any of the pressure of live matches. 

It’s a good tool for getting used to the controls, experimenting with items and understanding the Tower and how to ascend it. However, the bots are still a work in progress and these matches are not the ideal way to experience Arkheron. It’s much more fun with other players, when you’re ready!

Since we introduced bots for training purposes - it also presented an opportunity for us to use bots to help fill queues when we’re playtesting with smaller groups. You may occasionally see bots in Ascension games with other players - but you’ll be able to tell them apart by their nameplate.

MATCHMAKING

As we mentioned earlier, we’ve been hosting pre-alpha playtests for some time. As such, there’s a small number of players which means we haven’t been able to utilize matchmaking so far and that these players have quite a bit more experience with Arkheron than new players. 

This is our first playtest with this version of our matchmaking system which means it won’t have much match data and will have some imperfections. It also has a lot of moving parts behind the scenes but what it essentially does is put new players up against other new players and keep the more experienced players away from them. When you first jump in, your matches may feel a bit uneven as the system works to figure out your skill level. The more you play, the more likely you are to have competitive matches. 

New players will only match with other new players (of varying skill levels) until the system determines that they’re ready to advance. As new players get more experience throughout the playtest weekend, they’ll start being matched up with more experienced or competitive players. 

Because the primary purpose of bots is for helping players learn Arkheron, you are more likely to see bots in a new player match if the queues are slow than you are if you’re playing in the upper skill groups. 

REGION AND SERVER SUPPORT

As you may have seen in our Welcome to the Arkheron Alpha post yesterday, we have split this playtest weekend into three regions across the globe. In the longer term, we plan to have much more precise regional selections. While we work on getting there, we are using this region lock as a stopgap to help put some parameters on what sort of ping levels players may experience. 

Based on your IP, we’ve chosen which region you fall into and you’ll only be able to play during that region’s playtest times and your ping may vary based on your location’s distance to one of the data centers. It is technically possible to play in another region’s playtest block if you are invited to join by a party leader from that region. 

Over time, we will be able to get more specific with regional support as more players join from that region. For example, South America is currently in the same region as North America - if we get a lot of players logging in from South America we would likely separate it out as a distinct region with servers that are closer. 

CONCLUSION

It’s an Alpha! Arkheron’s core game loop is fun but there are definitely a few moving pieces that are still being fleshed out. We want you to know that these issues matter to us and we are actively working on their continued development. Some of these improvements can only come after testing with a wider audience and we greatly appreciate you coming along to help us!

The Fellowship of Infinity - Mathematician Nick
  • 175 books added for a total of 900
  • Improved light volumetric compatibility
  • Fixed floor illumination for Alephian Monastery on newer hardware
  • Increased lustre for the Library
  • Removed a lurking bug that could have turned certain levels pitch black
  • Improved performance for Alien's Tailbone and retextured architecture
My Witch Wants Elixirs! - dddteamcontact

Hello everyone! We’re excited to announce the release of our very first game, My Witch Wants Elixirs!

This project originally began as a small test experiment, but as we kept working on it, we realized it had more charm than we expected. That’s why we decided to polish it up and officially share it with you.

My Witch Wants Elixirs! marks the beginning of our journey as a team. It may not be perfect, but it represents our passion and our first step into the world of game development.

We hope you’ll enjoy it, and we truly appreciate your support as we continue to grow and create more experiences together.

Thank you!

Pixel Starships - toma

The Oktoberfest in Orbit Event is now LIVE!

Lively celebration and Brawl with ruckus Captains to earn Root Beer for rare bonuses, including access to once-per-year culinary content!

Wishing all Captains a joyful, festive Oktoberfest.

-SavySoda Team

Doomspire - CraterMan

Doomspire is here! Step into the cursed tower in this roguelike deckbuilder where strategy, risk, and chaos collide.

Every descent into the Doomspire offers new paths, bosses, treasures, and dangers. Build your deck, experiment with powerful synergies, and see how far you can go before the abyss claims you.

Key Features:
• Procedurally generated runs – no two descents are ever the same

• Strategic deckbuilding with evolving synergies
• Sacrifice mechanics – risk HP and resources for greater power
• Epic boss fights with unique abilities and challenges
• Endless replayability and high-stakes runs

Join the community and be part of the launch momentum! Doomspire is built by a tiny indie team with a love for roguelikes and card games, and your support means the world.

Get the game now with a 20% launch discount and begin your descent into the Doomspire today.

Out of the Park Baseball 26 - Portal2Player

Just in time for the pennant races this Eighties Week in Perfect Team leagues, an incredible array of brand new cards are in packs today! Dominant pitching, lockdown defense, game-changing speed, and superb offense are all on the menu. From Hall of Famers to franchise favorites, these cards will bring pop to your rosters and joy to your hearts.

Get them in packs today!

One way to help get these cards is the all-new Spotlight Pack 21 - which is available now for just 48 hours. These packs guarantee a Gold or better card from the four latest content sets - with all of the details right here.

Thanks for playing Out of the Park Baseball 26!

Helhigan - HelhiganM

anyways ill still be replacing the page because i screwed that up but moving on

Added the hotskill system like f1 f2 f3 f4 ill deal with it more later just glad payloads are easy in unreal

fixed up the menu when you begin the game to support multiple characters
Also changed the UI up to match the rest and it leaves room for something else?!
Finally i wanted to try this...Sounds lazy but to model everything in a cutscene especially in Helhigan would be alot of work, i was thinking of chat bubbles

Primeval - Exhibyte

Good news everyone,

Patch 2025.9.9.0.29 is now available.

  • Fixed gastrolith eating sounds not playing when they should be.

  • Aerial dinosaurs have new sounds for eating bones.

  • Wild dinosaurs are no longer pulling flesh off bones.

  • Fish are no longer sticking far out of the water while at the surface if the water is deep enough.

  • Health ranking now determines your trait effectiveness, instead of diet ranking. This is long-term progress.

  • Diet ranking now determines your growth rate, instead of health ranking. This is short-term progress.

  • Your growth rate can now go up to 5x with a superior diet, instead of 2x.

  • The "Bones" diet has been added to the game for some carnivores. Only these species can eat bone. Included species are the Megalodon, Spinosaurus, Tylosaurus, Deinosuchus, Tyrannosaurus Rex, Tarbosaurus, Sarcosuchus, Allosaurus, Gorgosaurus, Albertosaurus, Dunkleosteus, Ceratosaurus, Scorpiovenator, Dimetrodon, and Velociraptor.

  • The size of the fish carcass has been reduced.

  • Dinosaurs that can jump can now continue moving while starting their jump.

  • The "Damage" trait bonus has been reduced from a base 10% bonus down to a base 2.5% bonus, increased up to 12.5% with superior health.

  • The "Health" trait bonus has been reduced from a base 10% bonus down to a base 2.5% bonus, increased up to 12.5% with superior health.

  • The "Land Speed" and "Water Speed" trait bonus has been reduced from a base 5% bonus down to a base 4% bonus, increased up to 20% with superior health.

  • A new trait for jumping dinosaurs has been added. "Jump Control", allows for slight movement adjustments while jumping. Tail slot.

  • A new trait has been added for all dinosaurs that can grab prey, "Overpower", which gives you an additional chance to successfully grab your prey. Head slot.

  • A new trait has been added for all dinosaurs, "Overpower Resist", which gives you an addition chance to resist being grabbed. Body slot.

  • A new trait has been added for all dinosaurs, "Overpower Damage", which gives you a damage bonus while attacking the dinosaur you have grabbed or while you are being grabbed. Integumentary slot.

  • A new trait has been added for all dinosaurs, "Aggressive Roar", which gives your dinosaur a damage dealt bonus for 10 seconds after using your aggressive roar (4-key). Stacks up to 5 times. Head slot.

  • A new trait has been added for all dinosaurs, "Defensive Roar", which gives your dinosaur a damage reduction bonus for 10 seconds after using your aggressive roar (4-key). Stacks up to 5 times. Head slot.

  • A new trait has been added for all dinosaurs, "Quickening Roar", which gives your dinosaur a speed bonus for 10 seconds after using your call for help (3-key). Stacks up to 5 times. Head slot.

  • A new trait has been added for all dinosaurs, "Aggressive Attack", which gives your dinosaur a damage dealt bonus for 10 seconds after you deal damage. Stacks up to 5 times. Tail slot.

  • A new trait has been added for all dinosaurs, "Defensive Attack", which gives your dinosaur a damage reduction bonus for 10 seconds after you deal damage. Stacks up to 5 times. Tail slot.

  • A new trait has been added for all dinosaurs, "Quickening Attack", which gives your dinosaur a speed bonus for 10 seconds after you deal damage. Stacks up to 5 times. Tail slot.

  • A new trait has been added for all dinosaurs, "Aggressive Defense", which gives your dinosaur a damage dealt bonus for 10 seconds after you take damage. Stacks up to 5 times. Body Slot.

  • A new trait has been added for all dinosaurs, "Defensive Defense", which gives your dinosaur a damage reduction bonus for 10 seconds after you take damage. Stacks up to 5 times. Body Slot.

  • A new trait has been added for all dinosaurs, "Quickening Defense", which gives your dinosaur a speed bonus for 10 seconds after you take damage. Stacks up to 5 times. Body Slot.

Nirvana Noir - Fellow Traveller Ben K

Hello, it's the Feral Cat Den team here!

It’s been a little while since we first announced Nirvana Noir, and we want to share with you an update on how the game is progressing.

For those of you who are new here, Nirvana Noir is a detective adventure split across two parallel realities - the noir Black Rapture and psychedelic Constant Testament. You’ll need to play across realities in an effort to save them both.

What Have We Been Up To?

Building a living city wrapped in a psychedelic, non-linear conspiracy has proven even more ambitious than we expected, both in complexity and cost.

Focusing on Building and Refactoring the Core Systems

Mostly in the last six months of development, we’ve been focusing on building and refactoring the core systems of the game, as we learned about their limitations and how we want to use them. It’s taken much longer than expected, and to this day, we continue to tweak them. 

Two Timelines, Double the Trouble.
Our goal with Nirvana Noir is to create an unfurling conspiracy. That means, anytime we improve a scene, it ends up touching every part of the rest of the game. As each scene develops, we’ve depended on the imagination of our playtesters to fill in placeholder art. But, as each scene is at a slightly different state of development (narrative, gameplay, and art), any small bump or inconsistency can overload mental focus when playing through an already delicate scene of mystery, intrigue, and psychedelic weirdness!

This clip from Malcolm in the Middle really captures the process of fixing even a small detail!

Creating an experience with systems and stories that build on top of each other is really so difficult! Often the flashier animations or interactions are the easiest thing to create. The small details and mundane systems, with all their quirks, have required more attention than we anticipated. 

Following the Clues

Our Creative Lead has been focusing on removing all our placeholder cards and text descriptions, replacing them with a rough draft for each cutscene. By sequencing the concepts of each scene, giving them a visual and some time for pacing, we’re feeling much more confident in the narrative hierarchy. Less cognitive load is spent on imagination, and we can focus more on the storytelling which is delivered in small digestible bites. 

Here’s an example of a cutscene that could use some extra polish, but where a first pass on staging/pacing is feeling good.

Yup, it’s an Akira slide (which has become the Wilhelm scream of animation)! This is the first time creating a version of this iconic shot, and it feels like a big milestone.

Our Technical Lead has been fleshing out lots of Nirvana Noir’s interactions. One of his favorites features No Man gathering a big crowd around the city. The challenge with this interaction was to build it in a way where thousands of crowd members could follow the player while avoiding obstacles, without destroying the game’s performance.

We’ve also been building out environments, adding lots of beautiful detail, now that we have cutscenes and narrative coming together.

Here’s a look at an epic entrance to city hall: 

and No Man’s completed clocktower:

Thank you for your support and patience. We look forward to sharing more with you about Nirvana Noir in the coming months. Don't forget to Wishlist Nirvana Noir below so that we can keep you up to date on what's happening:

https://store.steampowered.com/app/1287610/Nirvana_Noir/

And if you haven't already, pick up No Man's first adventure:

https://store.steampowered.com/app/735290/Genesis_Noir/Feral Cat Den and Fellow Traveller

...

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