Pudding: Lyre Knight - tetsu

We’re happy to announce that Pudding: Lyre Knight, the English version of Katatema’s latest work, will be released on November 11, 2025.

It invites you into a strange and beautiful new story filled with unforgettable music and emotion!

艾尔蒂的晚宴 ALTY'S DINNER - Zem泽明

We sincerely apologize to all our dear players.

When creating the game's store page, I mistakenly selected the "Free to Play" tag, as I thought it was a demo page. Today is November 2nd, 2025, and I will be requesting the revocation of the "Free to Play" option and changing the game itself to a paid version.

This will not affect any players at this time, as the full game has not yet been officially released.

Again, we sincerely apologize for the misunderstanding, our dear players.

6:51pm
The Classrooms - Xefier
  • All levels should generate faster and never fail (With fast generation on)

  • Fixed locked doors appearing on the main path, preventing you from continuing

  • Added more items to locked loot rooms

  • Story Mode Janitor/Elevator keys have separate icons now

  • Fixed footsteps in ArcLab

  • Fixed Cyan Key/Door symbol

  • Sped up Rewind level load

  • Fixed getting stuck in Library Pool Slide

  • Fixed slides sticking through other parts of the level

  • Added Kidrooms Loot Room

  • Fixed Poolrooms Vending Machine room

PROPHUNT - yoyo 요요

First, we want to thank you all for your incredible patience. We were pushing hard to get this update out for the game's anniversary, but unfortunately, our day jobs (yes, it's sad 😢) got in the way and we couldn't make that deadline.

But the wait is almost over! We are incredibly excited to announce that we are officially targeting a November release for the massive v0.6 PROPHUNT update.

We're calling this a "whole new era" for the game, and for good reason. We've been reworking the game's core, and we can't wait for you to play it. Here’s a sneak peek at what’s coming:


A Complete Overhaul of Movement and Combat

We've completely reworked the systems for both the Hunter and the Prop from the ground up, including movement, animations, and weapons.

  • For the Hunter: Get ready for a new first-person view! This comes with an all-new tactical arsenal: an AK-47-type weapon, a shotgun, a semi-automatic handgun, a frag grenade, and a claymore. Melee combat is also in!

  • For the Prop: You can now transform and detransform (return to your robot form) at will! In your robotic form, you can attack in close combat, which can be very effective against a low-health Hunter.

  • For Everyone: We've added a "walk" function for both sides, allowing you to move more slowly but completely silently.

New Visuals & Hunter Customization
  • New Hunter Agents: Once a valiant robot soldier, Kovatek Corporation now employs new human agents for its Hunters.

  • Skill System: Going hand-in-hand with the new visuals is the introduction of Skills. You can select these to customize your Hunter's play style.

  • First Skill Available: “Resilience,” which allows you to take less damage for a short period of time. (Other skills will be coming soon, allowing you to create customizable classes!)

AI Props & Singleplayer Mode

This is one of the pillars of this new update. The host of a game can now fill in the empty Props player slots with AIs. This is perfect for filling up a lobby or even playing solo as a Hunter. (Hunter AIs will be available later.)

New Map "Rooftop" & "Warehouse" Rework
  • New Map: Rooftop: A brand new map set on the rooftops of an abandoned American city. It is also the first map to introduce the concept of the void, where both Props and Hunters can fall to their deaths.

  • Map Rework: Warehouse: The game’s very first map, Warehouse, has also been significantly modified and improved, notably with the addition of new interiors and vegetation.

New Tech & Features
  • NVIDIA Technology: We're excited to introduce support for NVIDIA DLSS, DLAA, and Multi Frame Generation to boost your performance and visual quality.

  • PC Crossplay: That's right! Steam and Epic Games players can now play together!

  • New Main Menu: It was high time to put an end to the old, austere menus. The new main menu is finally here and looks beautiful.


We're in the final stages of polishing and bug-squashing. We are so excited to get this update into your hands.

Thank you again for your support. Get ready, and we’ll see you in November!

Venalith

Backrooms: Wit's End - Svartskogen
Demo Patch v0.4.4.1

Thanks to everyone that played the demo so far! I'm really happy with the results and got a lot of good feedback so far.

I want to bring up something while the demo is still available and keep an eye on how it evolves: level length consistency.

I’ve seen different playthroughs; some where players took quite a while to find all the keys and the exit, and others where they completed both main levels in under 10 minutes.

This amount of variation between playthrough lengths was not nice so I improved a bit the algorithm placing keys and the door in Level 0 (and its sublevels) to take spacing better into account.

There are more things I want to do, also I would like to improve Level 0 puzzle further (instead of just finding 3 keys) to something more engaging, but for now this improvement should help.

There were many changes to difficulty and how it changes gameplay to list them, but there is a new difficulty selector when you start a new game so you can read all the details there.

Added:
  • Improved consistency of Level 0 (and sublevels) keys and exit spacing.

  • Difficulty rework

  • Added Difficulty selector to starting new game flows

Fixes and tweaks:
  • Revive hints, lowered revive time, improved player kill seen post processing effect

  • Phone ring now attracts entitiies

  • Added subtle sound cue to hidden Level 0 exit.

  • Various small bug fixes and stability improvements

Remember that the demo will be available until November 25th, a day before the game releases in Early Access.

If you got feedback or want to share a bug report, you can do so and get more info on how to help with log files in the following thread:
https://steamcommunity.com/app/2419010/discussions/0/597413522044021445/

There are some issues with Multiplayer on China, I added a text on the multiplayer lobby regarding this that links to this discussion thread: https://steamcommunity.com/app/2419010/discussions/0/597413522044018193/

Casual Desktop Game - DanielDev

Hey guys,

wow, it's been a while since the last game update.

Fortunately, I've got great news for you: A new update is in the making!

The next update will contain a feature which will enable a new level of enjoyable gameplay sessions:

The Blueprint feature

With blueprints you can save all current spawned entities as well as the current selected background. This way you can create cool scenes that you can save and load whenever you want. There will be a special menu section "Blueprints" that allows you to load or remove blueprints. If you want to save a current blueprint state, you can just press S on your keyboard. Also blueprints consist of simple INI files, so you can share them easily.

Another thing that I'm adding is the "entity pause" button. Just press P on your keyboard and all spawned entities stop processing until you press P again. This allows to create better screenshots or simply enjoy a frozen view of your destructive desktop madness.

I've also planned to add two more fireworks tools, given we're heading closer and closer to new years eve.

The update is planned for release somewhere around december, 2025!

Stay tuned!

90 Minute Fever - Online Football (Soccer) Manager - Isokron

Hi everyone

You can now customise the appearance of your players in the Barbershop!  Give stylish haircuts, bold tattoos, classic headbands and signature boots so your club’s players look the part. 

This is a purely cosmetic feature with no impact on gameplay.  Open one of your player's Profiles and select the “Customisation” tab to start customising.  You will see the new looks both on player pages, and of course in the match experience.

Don’t forget that you get free Fever Tokens as Supporter Club gifts each month - an ideal way to give the new feature a go!  Try it today and make your squad unmistakably yours.

Enjoy!

6:14pm
Dementium: The Ward - Atooi

* Version to 1.1.5

* Fix issue where pausing and unpausing rapidly would lock the player in a black screen.
* Fix Item/weapon hotkeys activating during the credits and causing a softlock
* Fix issue where skipping a cutscene too fast would disable interactions and the ability to pause the game

* Fix Chapter 11 intro FMV replay

* Add diagnostics for graphics bootup crashes

* Reduce DXGI swapchain version requirement to support older Windows 10 versions

* Fix seam on nightstick in some configurations

Remain - BO_BOSS

The game is currently in Early Access. We will continue to optimize and update it. Players who discover any issues can join our QQ group or report them on Discord. We will address the problems promptly to ensure a smooth gaming experience for everyone.

Ship's Cat - caddycomputing
+As a result of insufficient testing I broke the final cutscene of the game. In order to fix a camera problem when the cat is in the liferaft I changed the trace channel for the cat's walking and jumping from ECC_Visibility to ECC_Camera, which is the right thing to do - I had it set wrong initially. However that introduced some rather obvious problems with blocking volumes which I didn't think about when I did the change. I apologise for my stupidity.

+A flame in the funnel area was not turning off reliably.

+You can hear the pool deck music while in the elevator going down to the upper cabins.
...

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