GrandChase - sharon

We are excited to announce our November community events. Join the GMs for their next monthly livestream and head to the official Discord for a chance to earn prizes.

1. GM Livestream with Twitch Drops

The GMs return this November for another livestream with Twitch Drops! Tune in for PvP matches, giveaways, and more.

Livestream Dates:

Start:

·         11/21/2025 (Fri) 22:45 (UTC +0)
·         11/21/2025 (Fri) 15:45 (PST)

End:

·         11/22/2025 (Sat) 01:30 (UTC +0)

·         11/21/2025 (Fri) 18:30 (PST)

Livestream Links:

·         Twitch: https://www.twitch.tv/gcclassic

Twitch Drops:

The official GrandChase Classic Twitch will livestream for two hours for players to receive Twitch Drops. Players are encouraged to begin viewing at the start time to ensure they are able to view for the full two hours to receive all rewards.

30 Minutes

·         Abyss Card Box x1

·         GP Item Property Scroll x1

·         Premium GC Club (1 Day)

1 Hour

·         Abyss Bullions x10

·         GP Item Property Scroll x2

·         Premium GC Club (1 Day)

2 Hours

·         Hero Dungeon Sweep Ticket x3

·         GP Item Property Scroll x3

·         Premium GC Club (1 Day)

How to Participate:

·         Link your GrandChase Classic account through the account linking page on Twitch or head to this link.

·         Watch the official GrandChase Classic livestream on Twitch during the hours shown above.

·         Viewers must have the livestream actively open and playing in order for it to count towards viewing! You can regularly check your progress from the Twitch Drops inventory menu or by clicking the profile dropdown menu.

·         Claim rewards through the Twitch Drops inventory menu after viewing for the required time.

·         Login to the game to receive your rewards via mail. There may be a delay between claiming and receiving rewards.

Giveaways:

·         This livestream will have five giveaways of 20x Seal Breaker Scrolls

2. Crossword Puzzle Event

Test your GrandChase knowledge during the Crossword Puzzle Event! Head to the official Discord and navigate to the ‘Crossword Puzzle’ channel starting November 3rd.

Event Period:

Start:

·         11/3/2025 (Mon) 19:00 (UTC +0)
·         11/3/2025 (Mon) 11:00 AM (PST

End:

·         11/24/2025 (Mon) 23:59 (UTC +0)

·         11/24/2025 (Mon) 3:59 PM (PST)

How to Participate:

·         For three weeks in November a new crossword puzzle will be posted in the events section in Discord.

·         Enter all words correctly through the submission form to be entered into a raffle for Seal Breaker Scrolls.

Rewards:

·         10 players who correctly guess all of the characters will receive 20x Seal Breaker Scrolls each week

For further event information, head to https://Discord.gg/GrandChaseClassic

Doodle WHAT?! - binxtv
It's been a long time coming, and Doodle WHAT?! is able to connect to Twitch chat once again.

Some other connections have been removed from the game, including Twitter and Binx integration.
Samurai Standoff - DarthBlechman

We're BearStick, a team that came out of making game jams together, hoping to start a self-funded indie studio.

This game is a love letter to the flash-era mini-games we grew up with; fast-paced, reflex-driven duels where timing is everything. You’ll fight as one of six unique warriors, each with their own story, style, and reason for stepping into the fray.

Some characters didn't make it into the demo. Here's a sneak peek at Nezumi, The Twilight Thief-

We're also working on a supporter pack that will include some exclusive characters. If you've supported us on UNDERNEATH, you might recognize this easter egg-

https://store.steampowered.com/app/3404400/UNDERNEATH/

SCHROTT - DacePlays

We didn’t get nominated this time, but we’re thrilled to be part of the DevGAMM Awards celebration! It’s an honor to stand among so many creative teams and amazing games that joined in.

👉 Check out the festival, discover fresh talent, and celebrate the spirit of game development with us!

Eternity Egg Playtest - GOBLIN

Early access is in 37 days, and I want to get some feedback via this playtest before then.

I haven't made any updates in a while because I've been working on fixing a bunch of long standing bugs and basically working out a lot of design problems that have been pissing me off.

Which has more or less meant that quite a lot of the game has been unplayable for the past month or so.

Hopefully that period is over now, and I'm focusing on mostly content this month leading up to early access.

Anyways this build is basically broken but I just needed to test some stuff.

There is however quite a lot of new "stuff" but not all of it will be obvious. But a brief outline off the top of my head of the important stuff:

  • Gamepad support (still some untested cases, though, but I fixed the big ones like total moveset responsiveness + basic pause menu navigation)

  • Player Inventory UI fixes/improvements

  • Location info UI fixes/improvements

  • overworld overhaul

  • swimming fx

  • player combat overhaul

    • added poise

    • added guard break

    • added player/entity mass contributing to ungrounding/knockback

    • added player attributes contributing to damage/knockback

    • can spend energy to level up now (can't remember if this was in previous update)

  • player movement improvements

    • wallrun is more reliable,

    • sliding mechanics deeper (active and passive) and more satisfying

    • actions tied to equipped item

    • fixed charged attacks (hold to charge up)

    • remapped wallrun controls

  • new checkpoint system (energy shrines are checkpoints, kind of like Dark Souls bonfires)

  • loading screen on game load from main menu

  • reworked player loader that is less prone to breaking

  • quicker respawn

  • more reliable overworld position save/load (i hope)

  • reworked scene loader/transitions (less prone to breaking/bugging out position + player can now enter the same location from multiple entry points (sounds simple but couldn't do it before)

  • probably some other stuff i can't remember

Like I said though the build is a bit busted but I need to test some stuff so I'll probably patch this later in the week. It's also my birthday today.

Witch Hunter Izana - pandemonium
This version fixes a memory leak that occurs when using certain mods. Phew!
Sanatorium – A Mental Asylum Simulator Playtest - Se-B-O
Fixes
  • Fixed a bug that could block progression after treating extra patients in Ward 2.

  • Fixed a bug that prevented NPC dialogue from triggering correctly in key story moments.

  • Fixed a bug that caused the gramophone to start/stop when closing the Diagnostics Catalogue.

  • Fixed a bug where pressing (B) on Steam Deck could close both the catalogue and patient file.

  • Fixed a bug that prevented closing patient files in certain save states.

  • Fixed a bug where prestige values did not update correctly after release.

  • Fixed a progression issue in Ward 1 where prestige stayed maxed with no way forward.

  • Fixed a bug with the typewriter sound setting not saving properly.

  • Fixed a bug where undiagnosed patients appeared late and blocked treatment.

  • Fixed incorrect log entries in end-of-day summaries.

  • Fixed a bug that allowed shop cards to be clicked before they were visible.

  • Fixed a bug where the gramophone would not appear after purchase.

  • Fixed a bug that caused evidence items to appear in random briefcase locations.

  • Fixed a bug that prevented cards from being removed after use.

  • Fixed a bug that blocked release after completing the murder mystery.

  • Fixed a bug that prevented picking up files after dropping them twice.

  • Fixed incorrect boiler room variables.

  • Fixed a bug where card removal didn't trigger correctly in some wards.

  • Fixed a bug with lingering effects from certain card interactions.

  • Fixed memory leaks when changing rooms.

  • Fixed inconsistent UI feedback after long sessions.

Improvements
  • Increased delay for interaction lockouts during card effects to avoid premature input.

  • Improved shop drag-and-drop behavior to prevent accidental purchases.

  • Adjusted treatment card hand position for better visibility.

  • Lights now retain their correct state across room transitions.

  • Added internal safeguards for logs, effects, and room transitions.

  • Moved card removal to ward start for better consistency.

Localization

Updated localizations for:

  • Simplified Chinese

  • French

  • Russian

  • Italian

  • Japanese

  • Korean

  • Brazilian Portuguese

  • Spanish (EU)

    *Some translations may still contain missing text or layout issues.

Known Issues
  • Diagnostics catalogue can be unwieldy with Steam Deck controls.

  • Some UI elements may appear blurry on very high-resolution displays.

Thank You

Thanks for all your reports and log files — we're continuing to monitor feedback and fix the last blockers before release. If you spot something odd, let us know on the Steam forums or Discord.

Sanatorium - A Mental Asylum Simulator - Se-B-O
Fixes
  • Fixed a bug that could block progression after treating extra patients in Ward 2.

  • Fixed a bug that prevented NPC dialogue from triggering correctly in key story moments.

  • Fixed a bug that caused the gramophone to start/stop when closing the Diagnostics Catalogue.

  • Fixed a bug where pressing (B) on Steam Deck could close both the catalogue and patient file.

  • Fixed a bug that prevented closing patient files in certain save states.

  • Fixed a bug where prestige values did not update correctly after release.

  • Fixed a progression issue in Ward 1 where prestige stayed maxed with no way forward.

  • Fixed a bug with the typewriter sound setting not saving properly.

  • Fixed a bug where undiagnosed patients appeared late and blocked treatment.

  • Fixed incorrect log entries in end-of-day summaries.

  • Fixed a bug that allowed shop cards to be clicked before they were visible.

  • Fixed a bug where the gramophone would not appear after purchase.

  • Fixed a bug that caused evidence items to appear in random briefcase locations.

  • Fixed a bug that prevented cards from being removed after use.

  • Fixed a bug that blocked release after completing the murder mystery.

  • Fixed a bug that prevented picking up files after dropping them twice.

  • Fixed incorrect boiler room variables.

  • Fixed a bug where card removal didn't trigger correctly in some wards.

  • Fixed a bug with lingering effects from certain card interactions.

  • Fixed memory leaks when changing rooms.

  • Fixed inconsistent UI feedback after long sessions.

Improvements
  • Increased delay for interaction lockouts during card effects to avoid premature input.

  • Improved shop drag-and-drop behavior to prevent accidental purchases.

  • Adjusted treatment card hand position for better visibility.

  • Lights now retain their correct state across room transitions.

  • Added internal safeguards for logs, effects, and room transitions.

  • Moved card removal to ward start for better consistency.

Localization

Updated localizations for:

  • Simplified Chinese

  • French

  • Russian

  • Italian

  • Japanese

  • Korean

  • Brazilian Portuguese

  • Spanish (EU)

    *Some translations may still contain missing text or layout issues.

Known Issues
  • Diagnostics catalogue can be unwieldy with Steam Deck controls.

  • Some UI elements may appear blurry on very high-resolution displays.

Thank You

Thanks for all your reports and log files — we're continuing to monitor feedback and fix the last blockers before release. If you spot something odd, let us know on the Steam forums or Discord.

2:20pm
The House of Hamelin - LoneWolf155

Hello everyone!

This post marks our first development update where we will be discussing various things related to The House of Hamelin to try and keep the community updated on what is going on inside Wither Studios. We will be shooting for doing a new post semi-regularly depending on how we busy we are.

So, let's get into it!

Wither Studios

We wanted to include a small introduction to our team in this post to provide more insight into the company. We are a small independant studio based out of Pittsburgh, PA in the United States. As of right now, we have 4 team members working on The House of Hamelin. Each of us do this on the side as we have since the inception of our studio meaning we are driven purely out of our passion to make (hopefully great) games.

The inner workings of our company is perhaps a bit more fluid than most. Each time we start a new project we do internal pitches and select amongst those to start as a next project. We then decide who is going to serve as the "director" of that project (typically whoever pitched it) which we have found is needed in order to maintain a consistency in what the project is. However, we all work in a more relaxed environment and are able to freely collaborate on the various aspects of the game.

So who are we? Well, our main team consists of...
Steve Gabry - Director, Writer, Game Design, Card Art
Michael Thomas (that's me!) - Programmer, Game Design, Enemy AI
John Cobb - Character Artist, VFX, Animation, Technical Art
DD - Level Designer, Environment Construction

Our Journey So Far

The House of Hamelin started its life known as Project Unending Death. This early version was a smaller scoped version than what we have now which saw players going through dark caverns battling monsters using cards along the way. It was meant to be infused with survival horror elements in order to try to bring something new and interesting to the deckbuilding genre.

Early on, we actually did a physical prototype to test out our ideas and develop the fundamentals of combat. In fact, we have a picture of just this!

After that, we started work on the game itself. During this phase, we played around with the different mechanics as well as presentation. It didn't take long for us to learn just how important UI is when it comes to deckbuilders! Here is a screenshot of the early prototype which was initially designed to be 2D:

Since that early prototype, we have went through many different ideas and iterations of the core mechanics established in those early prototypes. Additionally, we implemented what we refer to as "exploration" which is the part of the game where you wander the house between combat segments. At one time, this actually worked in more of a free roam style where you would move in a more typical first-person style (using WASD or an analog stick).

This brings us to now which has been (checks notes and gasps) almost 3 years since we initially started what is now The House of Hamelin!

Looking Forward

With the recent release of the demo through Steam Next Fest, the public got a taste of what we have been cooking up. We were able to collect some valuable feedback and now we are looking to re-work some aspects of the game alongside continued development of new content.

Some of you may be wondering when we plan to actually release into Early Access. Well, we are not ready to share any release date quite yet. I can say that it will not be coming anytime soon as there is still much to be done! When we do share a date, it will most likely be multiple months out from the announcement.

So that ends this first post! If anybody has any questions feel free to respond to this post or in our steam discussions. You can also follow us on social media (Instagram, TikTok, X), sign up for our newsletter, or join our discord where you can talk with us directly.

Thanks for being interested in our weird little project!

- Michael Thomas

Slow Roads - Anslo

Hey all,

I've spent the past few months rewriting the vehicle architecture from scratch, both to massively improve the physics (especially for the bike) but also in preparation for the Steam-exclusive features like customisation and manual transmissions. While there aren't any new vehicles yet, and the interiors are still lacking detail, this rewrite has been a huge and important hurdle to clear. It should be the last big refactor needed before release.

This update is now live on the web version at https://slowroads.io - give it a try and let me know how it feels.

Version 2.1 also adds a handful of quality-of-life upgrades, including improvements to controller support, autosteer/autospeed modes, one-pedal driving, and a mouse-draggable camera.

Next up, I'll finally be getting back to work on some of the highly-requested visual features - in particular:

  • Improved weather effects and rain

  • Improved time-of-day effects, including a day/night cycle feature

  • Improved vehicle art, including interiors

...after which I plan to focus on some Steam-exclusive features, put out a demo, and then follow through with the full release.

I'm afraid I'm not able to estimate dates for any of these milestones, but I'm regularly posting day-to-day development updates in the Slow Roads discord server - check in there for the latest!

Much appreciated,

Anslo

...

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