Lighthouse Of The Souls (LOTS) - albafica

To offer a complete Challenges and Statistics system, we’re moving all player stats to our own server!

This change will allow us to:
✅ Track your progress more accurately
✅ Create dynamic events and challenges
✅ Improve data stability and future updates

⚠️ Please note: all current statistics will be reset during this migration.
🏆 However, leaderboards will remain intact — your ranking is safe!


✨ New Content
  • Introduced new enemy: “Javelich.”

  • Added “Bone Ranger”, a new foe lurking near Dark Seals.

  • Added track easter egg 🎵 for explorers to find.

🛠 Fixes and minor changes
  • Dark Seals now fracture when purged.

  • Footstep system updated with improved sounds and variety.

  • Boss Update: reduced boss HP and increased the cooldown of its healing ability.

  • Reduced enemy respawn time around Dark Seals.

  • Increased detection radius for nearby Dark Seals.

  • All heroes are now immune during the buy phase.

  • Widget UI now correctly disables during the shop phase.

  • You can now block projectiles using the environment.

  • Adjusted HUD layout for better clarity.

  • Improved character and difficulty selection screen.

  • Reduced EXP required to level up.

  • Fixed pathfinding — roads and paths now function correctly.

  • Fixed Dark Seal area of effect not matching its visuals.

  • Fixed a bug that allowed activating Dark Seals before the match started.

Fellowship - Arc_Rad
UPCOMING PATCH AND MAINTENANCE - PLANNED FOR OCTOBER 18, 2025

Fellows! Thank you all so much for your support since we launched in Early Access yesterday! We wanted to give you all a heads up that Fellowship will be going into maintenance tomorrow morning (Sweden time) so we can release our first patch for Fellowship in Early Access. We will share an update on the exact time maintenance will be and when the patch will be live once we've determined timing.

In advance of tomorrow's patch, we'd like to share the Patch Notes with you all (see below!)

Thank you again for your support! 🙌

PATCH NOTES

--- GENERAL ---

Inventory "Dupe Bug" fixed

  • The game was reading inventory data from different sources with slightly different information and during medium/high latency situations this lead to the game client getting confused about what items should be in which inventory / gear slot position.

    • Consequently, this could fill the inventory with "duped items" visually, or cause items to disappear from the inventory. No items were actually duped, nor deleted due to this desynchronized state - unless the item was scrapped by the player while the bug was active.

    • We wanted to address this issue as quickly as possible, and landed on an initial quick fix to prevent user interaction with items that are currently being processed by the game server / backend. In most cases this should not be noticed. In high latency situations, you might see a loading overload covering the inventory, while items are being synchronized.

    • With the above quick fix in for now, we will continue working to improve this incrementally in the coming weeks.

User Interface

  • Fixed an issue with the Leave Dungeon button in the top left corner after completing a dungeon. The button in the Top Left should activate when the game has found a Stronghold with enough slots to accommodate the entire group, to try to keep players together when leaving a dungeon. There was a bug causing the button to not activate properly upon finding a Stronghold for the group.

    • Note: Players can still use the "Escape Menu" button "Leave Dungeon" to leave a dungeon whenever they choose. When using the "Escape Menu" button the game will not attempt to find a Stronghold for the entire group - but rather send each player individually to the first open Stronghold slot it finds.

  • Changed the color of the "Gems" & "Currency" buttons on the Hero Sheet UI to gold, to make them easier to find.

--- HEROES ---

Elarion

  • Fixed a rare client crash that sometimes would occur when using Elarion's "Heartseeker Barrage" ability.

Vigour

  • Discovered and fixed an issue with Vigour's "Shimmering Brand" talent, causing it to only apply healing to Vigour. Should now correctly apply healing to the lowest health player in range.

Helena

  • Added a 1.1 second “iFrame” to her toughness upon using her “Shields Up”-ability, causing her Toughness to not get reduced in that time window.

    • Adding this note to this patch note although the feature was already in the initial Early Access build that you have been playing. It is a mechanic that is a bit hidden from players at the moment - and we wanted to call it out.

    • This change was made to make sure Helena is kept on par with Meiko who also has a 1.1 second iFrame window on her Stone Shield health upon using her “Stone Shield”-ability.

--- DUNGEONS ---

Sailor’s Abyss

  • Fixed an issue with Sinthara (boss) that sometimes caused her to become invisible half-way through the encounter.

Sealed In - monsterpfp
Good day people!

Thanks to all of you, the wishlist count just hit a new milestone, we are growing fast!
Can't wait to get more people playing Sealed In!

Play the demo and MAYBE wishlist!
11:55am
Mana Quest - Scott
Welcome to the sneak peek series!
I'll be dishing out bite-sized nuggets of work-in-progress goodness for the game!
Mave doesn't just give off her mommy energy through looks alone — she enjoys cooking up many different "delicious treats" for you and the other girls! On a typical morning, she can be found working her dubious culinary magic in the kitchen.



Would you eat this zombie's cooking? (She would be very sad if you say no)

Links:
You can join the closed beta now!
Root - Dire Wolf CS

The Woodland is an old and storied place, and many secrets lay hidden within the thick underbrush of the woods… until now! A Lost City, an Elder Treetop, a Legendary Forge, and even a buzzing Black Market have all come to light. Learn more about these new wonders of the forest in our newest preview article for Hirelings & Landmarks!

Hirelings & Landmarks is coming to Steam on October 20th, with mobile platforms and Nintendo Switch to follow thereafter! The forest roars to life in this new expansion for Root Digital, bringing mischievous mercenaries and new wonders to the Woodland!

Fishing Shop Simulator - Sinqnew

Just wanted to give a really special thank-you to everybody who checked out the game during this weeks next fest! It's still going, but I've already gotten a lot of valuable feedback.

It's been a really special moment for me I was not expecting and I appreciate every single person that took time to check out the page, wishlist or play the demo. This has really been special for me and a experience I never really felt working in the 'proper' games industry for 10 years.

Even the people that had a negative impression or didn't like it at all, I think that's just a part of game development!

Some things I'm learning over this week that came up from multiple people -

  • Discord Community - Getting lots of people joining the discord which is SUPER valuable for me, I think its important to build a community way before release, even if the community is super tiny. Thank you to anybody that's been joining!

  • Its not as buggy as I thought - And so far nothing game-breaking from what I'm seeing, which is a big relief. There's definitely some bugs still but nothing that's breaking the game which is critical. The game is in alpha so new bugs will be happening as I add in new mechanics/designs (Thats what having a beta branch is useful for though).

  • Start Game - Find more things to do at the very start. This should be doable especially for a simulator; Simulators are all about the grind, so I think we can definitely experiment with this in the future. One idea that has been floated for a long time is finding scrap/junk or maybe a way to gather bait for the starting area.

  • Biomes need more stuff to do - I fully agree with this, and never was the intention to just release as they are now. Definitely will look into this when I move into alpha 5 and do another pass on biomes. For now I'll organize all the ideas for a attack plan!

  • Fishing Mechanic - This is going to be the most difficult thing, some people enjoy its simplicity, others don't. I fully expect this will a endless battle and I'm also not a game-designer or coder by profession, so it'll be a delicate struggle. I'll keep carefully adding more layers to this, without trying to make it frustrating because you repeat this action so much, its essentially the resource mining of the game. Absolutely will keep adding and tweaking this over every major alpha segment.

  • QOL - Got some nice little bits of feedback that doesn't require major amounts of work to tweak, but can help make things feel better like fast-travel waypoints being more convenient and getting rid of invisible walls with actual physical walls (Destroyed ruins).

  • Options - Already had some great suggestions to make the difficulty and QOL better, and implemented some to release in a hotfix soon - Such as letting you choose how long each hour of the day is (Default is 30 seconds). Also warning messages about when the end of day is close.

  • Tutorial - I was avoiding a robust tutorial until the game was close to completion, but I might want to rethink this. I need to do another pass on the tutorial and make sure things are covered I didn't show or didn't show well. My end goal for tutorials is having actual videos play, we'll wait until closer to launch for that.

  • Ideas/Suggestions - TONS of new ideas from the community and people joining - I always welcome ideas - But also caution it doesn't mean every idea is going to actually get added. But I add all of them to the idea board. As I develop the game more, these ideas suddenly can stand out or work.

  • Dog - Surprised quite a few comments asking about feeding/housing dog - I held off on Dog because I wasn't sure about enthusiasm for this, but seems like I can definitely schedule some deeper work soon! (Also giving the ability to choose different companions in the future, like a goose).

  • Voting - In the future, I want the community to help me see where the most interest is for future content, you can't put polls on steam however. So I'll try to find a way to link a poll page through the games main menu - Otherwise join our discord and you can participate in the future! I'm very inspired by the dev on Schedule 1 doing votes/choices to the community for what he should be focusing on.

Again big thanks to everybody, I appreciate this so much. I can't promise rapid changes or content immediately especially when I'm juggling my full time job, but I'll definitely be trucking along. I'm super super inspired and looking forward to working on the game any chance I get.

METAL EDEN - Deep Silver

We're aware of the issues you experienced with NG+ and the loss of your save files.

We've reverted to the previous version of the game on Steam and are investigating the issue on all platforms.

We'll let you know once the issue is solved. We apologize for any convenience.

Thank you for your patience!

-METAL EDEN Team

The Jackbox Party Pack 11 - Abby Russell

Jackbox Devs Play Party Pack 11!

Project Freefall - Schell Games

Ready to take the plunge?

Join us for a high-flying stream as content creator TigressX jumps into Project Freefall!

The competition is fierce and the stakes are high as Divers duke it out to claim the one and only parachute in this competitive, multiplayer skydiving game. Get a bird’s-eye view of the chaos as Divers deploy tools and tactics to secure the chute while avoiding giant sharks and pirate ships mid-fall. 

Who will secure the win and who will fall flat? Only one way to find out! See you in the skies!

Horizon Journey - KaRgA

Hello everyone!

Big news from Mission Control: our development crew just got bigger, and we’re kicking off a full-scale revamp of Horizon Journey with our sibling studio: REIN! Systems, UI, and the overall gameplay experience. It’s not easy to reach Mars and while it’s not as difficult, making great games isn’t easy either. We’ve heard you loud and clear, and we’re acting on it. Let’s dive in:

Team Expansion
We’ve brought in fresh talent across engineering, UI/UX, art, and QA. More hands on deck means faster iteration, deeper polish, and better coverage on the features you care about most.

Total Systems Revamp
We’re reworking core systems under the hood to improve stability, performance, and flexibility for future content. Expect cleaner code paths, fewer edge-case bugs, and a foundation that scales with the roadmap.

UI & UX, Reimagined
Menus, panels, and in-game prompts are being rebuilt for clarity and speed. Navigation will be snappier, readability improved, and key actions easier to find. So you can spend more time playing and less time digging through menus.

All-Around Gameplay Improvements
From controls and feedback to pacing and progression, we’re evaluating every touchpoint. The goal: tighter feel, clearer onboarding, and more satisfying moment-to-moment play.

Player Feedback: Heard & Actioned
Your comments have shaped this push. Thank you for the detailed reports, suggestions, and tough love. You’re steering this mission as much as we are.

What’s Next
Regular devlog updates will chart our progress, highlight design decisions, and show work-in-progress changes. Stand by for regular devlog updates.

As always, share your thoughts and keep the feedback coming..

Onward, and see you on Mars! 🚀

...

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