11:34pm
GT Manager - nathan
‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ Drivers Lineup



















https://store.steampowered.com/app/2457030/GT_Manager/
Pizza Kidd - kidd.games.llc

與貓同行 Always With You - Snowyowl

🎮 The Steam Next Fest limited demo is now live!
Always With You returns with an upgraded experience — available only from June 9 to 16!

This version has been refined based on player feedback, delivering a smoother and more immersive experience.
🐱 A mysterious new cat companion also appears at the end!
You can’t interact with them yet, but we’re already looking forward to officially meeting them in the full release.

🛒 Don’t forget to add the game to your wishlist to support us!
🎁 And yes — we’re holding a limited-time campaign where wishlisting the game gives you a chance to win digital gift cards! Go check it out!

Official live stream is now on! :

SpeedCoins - Benaiez

Reaper Hunt: Survivor - dev .
Update v0.3.0

Added
  • Added boss encounters to levels,

  • Added enemy spawn dissolve animation,

  • Added "Stay Alive - 1 Minute Left" modal message,

  • Added image color change on hover in settings,

  • Changed weapon bullet colors,

Fixes
  • Fixed save system breaking when switching accounts,

  • Fixed Discord RPC SDK issues,

  • Fixed leaderboard not updating when returning to main menu,

  • Balanced upgrade items,

  • Balanced XP requirement values,

  • Balanced legendary item drop rates

Bubbles in the Air - Yu

Bubbles in the Air will be streaming at various times during the Next Fest — and the demo is available now. Check it out!

Super Drift Blade - liujiajun
Hi, everyone:

Steam Next Fest is almost here! Super Drift Blade will be showcased during the event.
After countless failed applications to online game expos,
Super Drift Blade is finally getting a chance to step into the spotlight!
Yeah~!

Super Drift Blade welcomes more drift warriors at this Steam Next Fest!
The game includes moments that require intuition and "vibing" with the mechanics,
which might pose challenges or confusion for new players.
Veteran Playtest and Demo players, let’s help each other, answer questions and become a beacon to further distance.
A friendly community relies on all of us
thanks for your helps!

Here are a few reminders about the game:

Cross-Version Save Compatibility
The game includes cloud saving.
Saves from Playtest, Demo, and the full release are interoperable,
so you can continue your progress seamlessly.
However, Steam’s cloud service might occasionally conflict with local saves due to server issues.
Feel free to choose whichever works best for you.

Want to Restart the Game?
If you’ve played the Demo or Playtest and wish to restart a new game:
#Discussions_QuoteBlock_Author
  1. Delete the "savedata.ini" file located in: C:\Users\YourUsername\AppData\Local\Super_Drift_Blade
  2. Restart the game.
Feedback or Bug Reports
Whether you have suggestions, praise, or bug reports, I’m all ears!
A developer (hyped and glued to their PC) awaits your messages.
Reach me via the social media platforms below!

(I used Google Translate, if you have any questions, please contact me.)



Liujiajun
June 7, 2025



Welcome to follow my Steam developer homepage and social media:

ːluvː Steam Dev Page ːluvː Discord YouTube X TikTok RedNote
CodeStrike - Python Practice Adventure Game - Codemasters Edtech LLP

Hello everyone!

Thank you for jumping into our Early Access launch. We’ve been closely listening to your feedback and reports, and this first patch brings key fixes and polish across core game play, UI, and performance.

🔧 Fixes & Improvements

  • Fixed input lag and stutter issues on high-end PCs
    Mouse movement and animation timing now behave smoothly across a wider range of hardware.

  • Gun play improvements
    Adjusted firing responsiveness and bullet behaviour to make shooting feel tighter and more satisfying.

  • Improved player movement
    Movement has been smoothed out to feel more responsive and fluid during exploration and combat.

  • Code editor fix
    Fixed an issue where pressing Shift + Enter in the in-game code editor caused input problems.

  • Minor UI tweaks
    Cleaned up some inconsistent visuals and improved UI transitions for better readability.

  • Splash screen polish
    Enhanced visuals and loading behaviour during the initial game launch.

  • Better camera switching
    Camera transitions between modes while hacking cameras are now more seamless and visually consistent.

  • Audio improvements
    Adjusted volume levels, spatial audio positioning, and reduced overlapping sounds in certain scenes.

  • Single-instance enforcement
    Prevented multiple instances of the game from running simultaneously to avoid accidental overlaps or crashes.

  • Save System Overhaul

    Reworked the save system to avoid false Trojan detections from some antivirus software (e.g., Kaspersky). The new system reduces file write frequency, preventing false positives while improving save performance.


This is just the beginning — we’re working hard on bigger content and features for future updates.
Keep sharing your thoughts and bug reports on the community hub or our Discord!

Discord

Thank you for being part of this journey!
Team CodingKraft

Classic Solitaire - hagan

This is the Classic Solitaire gameplay stream for Steam Next Fest June 2025

11:18pm
Rogues of Europa - greyhound

It's been a while... I haven't been working as diligently as I should have been.

Over the past few weeks I've mainly been working on creating the dynamic NPC system. The broad stroke of the idea is to have towns feel alive with activity; people working on farms, children running around playing, etc., and avoid the common problem of NPCs having "no life" and just working all the time.

There are a couple drawbacks to this. The main one is resource consumption. I can't have 30 NPCs all using A* at the same instant, otherwise when delay actions happen (such as waiting, reloading, eating) things slow to a crawl. The second one is that things have to make sense. People can't just be walking randomly all over the place.

I was bouncing between these two extremes for a few weeks. But I managed to settle on a relatively resource non-intensive way to make things make sense. My solution is to use A* for short bursts and interspersed, while using a heuristic for other pathing.

I was forced to add the heuristic, pathing, and scheduling all at once, and this led to a whole bunch of bugs for which the source couldn't easily be found. I think I got them all nailed down, though. The end state is that people are able to travel from building to building, regardless of the distance between buildings, and will use the footpaths. I'll probably tweak a few things, but I'm pretty happy with how things are with this functionality.

[carousel autoadvance="true"][/carousel]

The inkeeper and shopkeeper walking to work

This functionality will allow for all townspeople to do what they need to all day: head to work, head to the inn for a drink and a game of whist, go shopping, visit neighbors, and go home at the end of the day.

I should be able to push out an update soon with this. Things may be a bit unbalanced for some time as I adjust the NPC behavior (particularly the times when shops are open and closed) but I can always modify things later. And of course quests should be coming soon. Remember to email any questions, comments, and prayer requests you have to https://roguesofeuropa@protonmail.com, or just leave them in the comments below.

...

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