Boars in Rome Playtest - Bug Space

Ciao, we are uploading a new build to Steam and Itch!

Would be very curious to hear what you think, especially for the game feel, new landings and the dash.

Send us feedback in the comments here or on our discord server!

Biggest Changes

Red Guy (Character Model)

  •   Red Guy, who was turned into Grey Guy, is now Red again.

  •   Red Guy has clothes now. (1st iteration of the new model)

  •   Red Guy got new animations.

Landing States

  •     (Press SHIFT or CTRL/C just before you hit the ground).

  •     You can now roll or slap the ground to maintain momentum.

  •     You can stumble or become stunned if you fall too far.

  •     Hold CTRL/C to go into a slide instead. Doesn't work if you fall too far (you will roll instead).

Gamefeel

  •     New 'Gamefeel Intensity' slider in options menu.

  •     New speedlines and blurring that happens when you move fast. (Very Mirrors Edge inspired).

Dashing

  •     Press SHIFT + A or D to dash.

  •     Very Mirrors Edge inspired.

  •     Puts you to max speed immediately.

Air Coiling / Crouch Jumping

  •     Press CTRL/C while in the air to crouch jump.

  •     Makes your collider smaller.

  •     Gives you a tiny upwards boost.

  •     Not that much use right now. But it feels cool?.

Movement Changes

  •     When wall climbing, you now pause for a moment at the top before you start sliding down.

  •     When wall climbing, when you start sliding down you can reach a higher max speed.

Other fixes

  •     Catacombs level: Fixed the lighting breaking on low and medium settings.

  •     Catacombs level: Lighting should be more performant.

  •     Minor material and texture changes for flooded and catacombs level.

Known Issues
  • Camera clips into the model when you roll.,

  • Slapping the ground twice in a row makes you very short.,

  • Tapping CTRL just before landing can play the slide animation for a brief moment.

All Other Changes!
UI Improvements
  • Drop down settings are now opaque instead of translucent.,

Animations
  • Landing animations added.

    • Rolling.

      • Ground slap.,

      • Rough landing (stumble).,

      • Hard landing.

  • Dash animations added.

  • Running animation improvements.

    • Hips should sway more, should feel smoother overall.

      • Each run direction has a unique look.

      • Arms should look more natural when you look up or down.

  • Wall climb animation improvements.

    • Hands are more visible, should help with understanding what is happening.

  • Added crouch jumping animation.

  • Small improvements to crouching animation transitions.

Camera Shakes
  • Re-introduced some camera shakes. More to come.

  • Don't want people to get motion sick so adding them slowly and keeping them weak.

Graphics
  • Added first iteration of character.

  • Added post processing (gamefeel).

  • Fixed catacombs lighting breaking on medium and low settings.

  • Patched up some holes in catacombs.

Optimisations,
  • Optimised textures. - they should take 30-50% less memory and result in ~10% better FPS.

  • Fixed inverted normals on brick textures.

  • Improved Master Materials. - about 3% less complex should give better FPS and load faster.

  • Added support for parallax mapping - this is disabled if materials are set lower than "high".

  • Reworked catacombs lighting to be more performant.

Environments
  • Improved lighting in flooded level.

  • Added parallax mapping to bricks - depends on graphics settings.

  • Decreased brick normal map intensity by ~50% - thought it looked more hand-painted.

  • Reworked catacombs texturing - brighter colors make the lighting less dark.

Bug fixes
  • Fixed some situations where your camera could get stuck tilted.

Boars in Rome - Bug Space

Ciao, we are uploading a new build to Steam and Itch!

Would be very curious to hear what you think, especially for the game feel, new landings and the dash.

Send us feedback in the comments here or on our discord server!

Biggest Changes

Red Guy (Character Model)

  •   Red Guy, who was turned into Grey Guy, is now Red again.

  •   Red Guy has clothes now. (1st iteration of the new model)

  •   Red Guy got new animations.

Landing States

  •     (Press SHIFT or CTRL/C just before you hit the ground).

  •     You can now roll or slap the ground to maintain momentum.

  •     You can stumble or become stunned if you fall too far.

  •     Hold CTRL/C to go into a slide instead. Doesn't work if you fall too far (you will roll instead).

Gamefeel

  •     New 'Gamefeel Intensity' slider in options menu.

  •     New speedlines and blurring that happens when you move fast. (Very Mirrors Edge inspired).

Dashing

  •     Press SHIFT + A or D to dash.

  •     Very Mirrors Edge inspired.

  •     Puts you to max speed immediately.

Air Coiling / Crouch Jumping

  •     Press CTRL/C while in the air to crouch jump.

  •     Makes your collider smaller.

  •     Gives you a tiny upwards boost.

  •     Not that much use right now. But it feels cool?.

Movement Changes

  •     When wall climbing, you now pause for a moment at the top before you start sliding down.

  •     When wall climbing, when you start sliding down you can reach a higher max speed.

Other fixes

  •     Catacombs level: Fixed the lighting breaking on low and medium settings.

  •     Catacombs level: Lighting should be more performant.

  •     Minor material and texture changes for flooded and catacombs level.

Known Issues
  • Camera clips into the model when you roll.,

  • Slapping the ground twice in a row makes you very short.,

  • Tapping CTRL just before landing can play the slide animation for a brief moment.

All Other Changes!
UI Improvements
  • Drop down settings are now opaque instead of translucent.,

Animations
  • Landing animations added.

    • Rolling.

      • Ground slap.,

      • Rough landing (stumble).,

      • Hard landing.

  • Dash animations added.

  • Running animation improvements.

    • Hips should sway more, should feel smoother overall.

      • Each run direction has a unique look.

      • Arms should look more natural when you look up or down.

  • Wall climb animation improvements.

    • Hands are more visible, should help with understanding what is happening.

  • Added crouch jumping animation.

  • Small improvements to crouching animation transitions.

Camera Shakes
  • Re-introduced some camera shakes. More to come.

  • Don't want people to get motion sick so adding them slowly and keeping them weak.

Graphics
  • Added first iteration of character.

  • Added post processing (gamefeel).

  • Fixed catacombs lighting breaking on medium and low settings.

  • Patched up some holes in catacombs.

Optimisations,
  • Optimised textures. - they should take 30-50% less memory and result in ~10% better FPS.

  • Fixed inverted normals on brick textures.

  • Improved Master Materials. - about 3% less complex should give better FPS and load faster.

  • Added support for parallax mapping - this is disabled if materials are set lower than "high".

  • Reworked catacombs lighting to be more performant.

Environments
  • Improved lighting in flooded level.

  • Added parallax mapping to bricks - depends on graphics settings.

  • Decreased brick normal map intensity by ~50% - thought it looked more hand-painted.

  • Reworked catacombs texturing - brighter colors make the lighting less dark.

Bug fixes
  • Fixed some situations where your camera could get stuck tilted.

Genkai: Primal Awakening - Mega Game Studios


It’s been over a year since we launched the first version of the demo, and thanks to all the feedback we got from the community, we’ve made some big improvements to the game.

We gave each Genkai its own personality—now every Genkai has a unique set of abilities that will make you play in different ways. Combined with different decks, every run feels fresh and different. We also revamped the tactical system and completely reworked how turns work.

It took us a while to make all these changes, but we truly believe it was worth itːsteamhappyː. We’re really excited to hear what you think of this new version of Genkai: Primal Awakening.

Anode Heart: Layer Null - stove
Hello everyone, major patch v0.9 is now up and running. It brings the last remaining pre-postgame zone, the Snow Zone, new DNAs and a bunch of new cards, fixes and tweaks.

Full changelog:

Content:
* Snow Zone, last of the 12 (planned) Zones
* New pack (42 cards) and extra cards (new fusions)
* 2 new DNAs

QoL:
* Tutorial tweaks, KBM/Joystick controls poster added in the Analog Town card shop
* Card description tweaks for better clarity
* Album screen now displays which locked ??? cards are fusions (and which base form is needed, if you have it unlocked)
* Cards referenced in card descriptions can now be viewed on separate pages (in battle, album and deck editor) by pressing C/V or L1/R1 (page left/right keys)
* Running is now set on by default

Card changes:
* Drilling Molun mills 2 on summon now too (and trigger is the same)
* CD Fish -> no bonus
* Hinoko -> now works only if a lv.1 fire Tama is deleted
* Altalir -> cannot be summoned directly from deck
* Volteryon -> removed "attacks last" clause
* Emerge -> cost 2 any instead of water
* Anti-patch -> now draws 1 on delete

Next major patch will be v1.0, meaning it will wrap up all pre-postgame content, and a portion of the postgame. After that, I'll focus on remaining tweaks, QoL and any loose ends and the game should be ready to exit early access. Since this will be a larger content patch, it may take a bit longer to produce, but I'm aiming for a late September release.

If you encounter any breaking issues, please let me know in the comments below!

Gl hf!
Sto
BeetleBall Playtest - BeetleBallin
- Buffed earthboring beetle stats
- Buffed goliath stats
- Buffed rhino stats
- Fixed slippery flutter speed bug
- Fixed different game versions able to play with one another
- Fix goal detection while ball owner is laggy
- Fixed grabbing while aiming
- Fixed leaderboard UI
- Bunny now spawns on losing side
- Add more glide pitch
- Removed dev console
LCF1 - Red-Mug-Coffee

The wait is over – LCF1 is now officially LAUNCHED and available for download on Steam!

11:28am
Gamma Zero - syncr0
Some players have been asking for a couple features:
  • Ability to use mouse for fire/bomb (mouse position is not accounted for)
  • When using autofire, pressing fire should override autofire
These have been addressed in this update.
Thank you for providing feedback and thank you for playing!

Due to Gamma Zero lacking online leaderboards, feel free to use the community pages to post videos and high scores.

Also I would like to thank The Hidden Fortress for the shoutout!
Retro Rail GO! - General Menezes

Hi everyone!

I would like to start this very first DevLog by thanking the 150 wishlists across the globe! The reception of Retro Rail GO! was way bigger and more positive than I could ever hope for! I'm really glad that you have liked this small passion project of mine and hope to make it as fun, nostalgic and good looking as you deserve it so!

Now, to proper "devlogging": The current focus has been to polish and finalize the core section of our first line: Shin-Keisei, located in Chiba Prefecture. With the help of satellite images and user's videos, I'm able to reproduce a retro version of the railway's surroundings, placing houses, buildings, roads and trees along the route. It is indeed a bit time consuming, but the visual component of the game deserves as much attention as possible, so the final experience feels authentic. Below is an image example of the ongoing process:

In parallel, work has also been done to improve the station stopping evaluation, which felt a bit too raw and harsh. In the next DevLog, I will bring the first gameplay footage, showing the replay and evaluation mechanic.

See you soon!

Bomb Vehicle Idle Clicker - rimmindgame

Dear Valued Players,

We offer our deepest apologies to all affected players for the severe save data rollback issue caused by the recently launched "Combat Train" DLC for Bomb Vehicle Idle Clicker.

This technical malfunction resulted in some players who purchased the DLC experiencing lost game progress after updating. This situation completely contradicts our original goal of providing players with a high-quality and stable gaming experience, and we deeply regret and take full responsibility for this incident.

We fully understand that game progress represents the time and passion players have invested, and any form of loss is unacceptable. Our technical team has urgently identified the root cause and released a fix patch (version 19456738). All affected players are strongly advised to update immediately.

To compensate for the inconvenience and losses caused by this incident, we will distribute a compensation package containing rare resources to all players who logged into the game during the affected period (from the DLC launch until the release of the fix patch). To claim your rewards, please enter the game and input the redemption code "combat-train-dlc". Please note: This code is only valid for players who have purchased the Combat Train DLC.

Once again, we sincerely apologize for this error. We will conduct a thorough review, strengthen our version testing and quality control processes, and take all necessary steps to prevent such issues from happening again. Thank you for your understanding, patience, and continued support. Your trust is our greatest motivation to move forward.

Fire of Life: New Day - danacraig78
This bug crept into D3 Minigame module due to .lower() being applied to a list rather than a string. This has been corrected.
...

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