Turning The Tide - monkey.harris

Annnnndddd - we're live! The game has just been released and has a lovely 25% discount for the first 7 days.

We really hope you enjoy the game, a lot of effort has gone in to it!

See you in the skies Pilots!

Star Trek Timelines - NancySTT

🖖 New Objective Event is starting tomorrow, Captains!

📅 November 4 – December 2

👥 Giveaway Crew: Corporal D. Chang

Complete the objectives, earn rewards, and recruit this exclusive crew member! Don’t miss out! ✨

LLAP!

Big Helmet Heroes - frms820.steam.xk79n6

Hello everyone,

We’ve heard your feedback about the unavailability of co-op mode when using both a controller and a keyboard. Today, we’re rolling out a hotfix to address this issue.

Patch note:

  • Fixed an issue that prevented co-op play with a keyboard and a controller simultaneously.

Enjoy the improvements, and keep your adventures going!

https://store.steampowered.com/app/2397250/Big_Helmet_Heroes/

Glory On Pluto - LittleBigEars

A run towards Glory!

7:06am
Seasons of Solitude Playtest - ninjarithm
Gameplay Changes

  • Introduced separate Action Point pools for the Exile and Echo, allowing independent movement and actions per pawn.
  • Action costs are now shown with clear percentage indicators, making it easier to understand how hunger and thirst affect efficiency.
  • Tile yields that have dropped due to depletion are now visibly marked on the tile, giving clearer feedback on overused areas.

UI & Clarity

  • Added an on-startup tip explaining that lower Hunger and Thirst values are better, helping new players understand survival dynamics.
  • Updated in-game UI to better highlight which pawn is active and how their Action Points are consumed.
No More Room in Hell 2 - kenneth.bourgon

Hello Responders,

Hospital launched one week ago, and player feedback highlighted a few glaring issues that we wanted to address with a hot fix (0.7.0.1). These fixes focus on combat, the legibility of an objective in Beaulieu (in all languages) and an uncommon crash issue.

Bug Fixes

Combat

  • Fixed an issue where hits against zombies would register inconsistently

Gameplay

  • Reduced the number of bodies required to complete the Beaulieu Hospital wards.

  • Fixed an issue where players who entered deep water would continue to experience water effects, including getting killed if they go too low in the map which could block players in Power Plant and Hospital.

Localization

  • Updated some objective strings to ensure that the English names of objective are shown in the compass and match the in-world English signage for the ward (for example, “Emergency Room” will be present in the compass and lobby signage regardless of language set).

UI & UX

  • Increased the range where objective markers would appear for bodies in Beaulieu Hospital.

  • Added objective markers to guide players to the wards in Beaulieu Hospital.

Server & Client Stability

  • Fixed an uncommon crash during extraction in Beaulieu Hospital.

No More Room in Hell 2 is still in Early Access, and your feedback is shaping every step forward. Report bugs in-game, on Discord, or at https://nmrih2.com/support.

Stay safe out there,

The NMRIH2 Dev Team

Hammer of Pain - Cypher
⚒️ Hammer of Pain Joins the Metroidvania Fusion Festival! 🎉

🗓️ November 3–10

We’re thrilled to announce that Hammer of Pain is taking part in the Metroidvania Fusion Festival on Steam!
It’s an amazing celebration of exploration, combat, and discovery - a perfect fit for our brutal, atmospheric world.



Follow the Festival Page → https://store.steampowered.com/developer/humanqube/sale/MetroidvaniaFusionFestival



Thank you for supporting Hammer of Pain !
-----------
Also subscribe to our social networks!

Prosperous Universe - molp
October was a busy and exciting month for Prosperous Universe! Between a new release, a few tricky bugs, and some long-overdue maintenance tasks, the team made good progress on both the technical and game design fronts.

The month kicked off with a short but productive in-person meeting at simulogics HQ. With a public holiday making for a short week, the team focused on marketing and organizational topics. In parallel, Michi took on a side quest to clean up and modernize parts of the client's build system. This meant diving into some old dependencies, including a decade-old orbital mechanics library used for ship trajectories. After a bit of digital archaeology, he ended up forking the project, modernizing its build process, and even publishing it as a new npm package — a fresh start for some of the oldest parts of the codebase.

Meanwhile, preparations ramped up for one of the year's most significant updates: the Colonization release. This update introduced colony ships, a major step toward expanding the universe and player options. Michi spent a lot of time testing migrations, running automated checks, preparing the world data, and coordinating communications — including release notes, newsletters, Steam announcements, and translation updates. A stubborn bug in the faction contract system also got squashed just in time for release.



When release day arrived, it came with its fair share of drama. During final testing, Michi discovered a navigation bug preventing colony ships from reaching certain detached sectors — a result of a subtle migration issue. Thankfully, the fix came quickly, and the release went ahead as planned. But the excitement wasn't over yet: a database hiccup during deployment caused a bit of extra stress while the servers were offline. After some quick troubleshooting and switching providers, everything came back online smoothly. On the bright side, the new inventory system, rebuilt months earlier, went live without anyone noticing — always a good sign!

Following the release, the inevitable wave of bug reports came in, but thankfully, nothing too dramatic. Michi spent the following week patching graphical glitches on the universe map caused by recent rendering changes in three.js. Some colors and filters needed adjusting, and there were a few precision-related gremlins in inventory transfers that required careful fixing. Floating point math made another appearance, but the issues seem to be resolved for good this time.



With the Colonization update now stable, focus shifted back to the upcoming Gateways feature. Michi's main goal is to get a test version ready for player feedback soon. This new feature will continue to expand the possibilities for interstellar logistics and cooperation.

On the community and business side, Martin shared some bittersweet news: after nearly ten years, simulogics is phasing out physical perks from supporter packs by the end of 2025. Between the logistics effort and the low demand for items like shirts and art prints, it made sense to focus on digital content instead. Players who still want to grab a pack with physical goodies can do so before December 31st.


Click the image for the full report

You can find the individual devlogs here:

Side Quest - Development Log #501
Launch Colony Ships! - Development Log #502
No Path Found - Development Log #503
Precision Problems - Development Log #504
We are phasing out physical perks

As always, we'd love to hear what you think: join us on Discord or the forums!

Happy trading!
Sunfinity - Scarfel
Hey kids! Grandpa George finally fixed that mess: now when you buy a cactus or a wind turbine, your money is correctly deducted. No more crashes, no more free purchases… unless you dream it! 🌵💨
Enjoy your new machines and keep farming like pros.
...

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