Wild West : The Last Cowboy - dmong.v

Howdy, gunmen!

"The Wild West" development team 😁

Here's the news of the new update!

📢 Add spectator mode and finish trimming

"Now I enjoy my friend's play, too!" 👀

👓 Add viewer mode

Custom Mode Exclusive Spectator Feature Added!

You can watch your friend's game without having to participate in the battle yourself.

👨‍👩‍👧‍👦 Up to 4 people can enter 1:1 mode

It has been changed so that up to four people, including spectators, can enjoy it together.

🧼 UI & Effect Improvement

Improvement of death production

Now, when the player dies, it turns into a ghost hand, and you can see at a glance whether it survives or not.

🎯 Feel free to share what you felt while playing.

If you can share your own wonderful moments, our development team will be a great help, too!

Math Party Fezgugel - Kobe Bryant

Sorry About this error we working hard in solved today. thank you for your purchase

Path of Exile - CommunityTeam_GGG
Next Thursday, July 24th at 1 PM PDT, we’ll be hosting an additional Boss Kill Event in Path of Exile where players can compete to kill the new Pinnacle Bosses from the Secrets of the Atlas expansion. The prize pool includes Godslayer’s Pride microtransactions and the opportunity to collaborate with our devs to create new Unique Items and Divination Cards.

How to Join

The Boss Kill event will be held as an HC SSF Event League (SSF for Consoles) that is available to all players during the event by clicking "Join" in the bottom right corner of the character select screen. Registration opens 30 minutes before the event begins and everyone is welcome to participate!

Start time: July 24th at 1PM PDT. The event will last until all the prizes have been claimed.

Prizepool

Prizes will be awarded to the first ten players who kill all three of the new pinnacle bosses, called "The Incarnations" in their non-quest variations (Area level 84).

Prizes for Top Placings - PC
  • 1st: Design a Unique for new Pinnacle Boss: Incarnation of Dread or the future-released Uber variant of this Boss Fight & Collaborate on the design of a Divination Card + Godslayer's Pride Microtransaction.

    The first place winner will also get some additional design space with their item if they want to do something a little different. For example, if you would like to design a Unique Map or if you would like to design a Unique Item that requires a unique-piece from each of the three Bosses, then needs to be combined to create something more epic, this is something we will allow, so feel free to stray from the norm! This is something our team will help provide more details on during collaboration.
  • 2nd: Design a Unique for new Pinnacle Boss: Incarnation of Neglect or the future-released Uber variant of this Boss Fight & Collaborate on the design of a Divination Card + Godslayer's Pride Microtransaction.
  • 3rd: Design a Unique for new Pinnacle Boss: Incarnation of Fear or the future-released Uber variant of this Boss Fight & Collaborate on the design of a Divination Card + Godslayer's Pride Microtransaction.
  • 4th-10th place: Collaborate on the design of a Divination Card + Godslayer's Pride Microtransaction.
There is also a set of prizes for defeating bosses that were historically significant to Zana, who has returned in this expansion. Bonus prizes will be awarded to the first players to defeat Uber Sirus, Uber Uber Elder, Uber Shaper or Uber Cortex. There is also a bonus prize for defeating Catarina.

Bonus Prizes - PC
  • First Catarina Kill: Collaborate on the design of a Unique Item that will drop from Catarina, you can even input on the custom Veiled Modifiers that will be able to be unveiled on this Unique.
  • First Uber Uber Elder Kill: Collaborate on the design of a Unique Item that will drop from the Uber Elder or Uber Uber Elder.
  • First Uber Shaper Kill: Collaborate on the design of a Unique Item that will drop from the Shaper or Uber Shaper.
  • First Uber Sirus Kill: Collaborate on the design of a Unique Item that will drop from Sirus or Uber Sirus, The Awakener.
  • First Uber Cortex Kill: Collaborate on the design of a Unique Item that will drop from Cortex or Uber Cortex.
Consoles

The event will also be available on Consoles with separate prize pools from PC.

Prizes for Top Placings - (both Xbox and Playstation have separate prize pools)
  • 1st-3rd place: Collaborate on the design of a Divination Card + Godslayer's Pride Microtransaction.
  • 4th-10th place: A Godslayer's Pride Microtransaction.
Additional Rules
  • A player can win both a Placing prize and one or more Bonus Prizes.
  • Winners of the first Boss Kill event can participate in the second one.
  • Players who migrate from a private league to Mercenaries HC SSF during the event are ineligible for prizes.
  • Placings and prize eligibility are entirely at the discretion of Grinding Gear Games.
  • The prizes that consist of collaborating on the design of a Divination Card or Unique Item do not guarantee that the item will turn out exactly how you want. The design team will try to accommodate your suggestions as best as they can, but the final design is at their discretion. Because these Unique Items are likely to become chase content, it's critical that they fit the overall design vision of Path of Exile. The balance and drop chances of these items after their release is entirely at the discretion of Grinding Gear Games.
  • While the event being SSF reduces a lot of scope for outside help, any form of account sharing (or other breaches of the Terms of Use) will disqualify a player from receiving prizes.
    Grinding Gear Games Employees (past or present) are not eligible for prizes.
  • Dying or migrating your character out of the league doesn't remove prize eligibility as long as the kill occurred while in the league.
  • Prizes cannot be transferred. Only the person who completed the achievements in the event can collaborate on the Unique Item and Divination Card designs. It's fine for these people to seek advice and help from other community members with their design.
  • Upon winning, if you take too long to engage in the collaborative design such that the content may have changed context or been removed from the game then you will lose your design opportunity or it will be moved to another Pinnacle Boss or equivalent at Grinding Gear Games' discretion. We will notify you in advance where possible of course!
Good luck in the event!
Bodybuilder Simulator CO-OP - KLAPSON

Hey, Ironfreaks!💪 💪 💪

Welcome to the first devlog for this project. I'm developing this game solo, and from now on I’ll be sharing regular updates on what’s going on behind the scenes. Here's a quick look at the features I’ve been working on recently:


🧪 Sweat Simulation

I’ve started developing a more advanced sweat system. Instead of just using textures, sweat will now appear as particles that respond to workout intensity. It will also show up on clothing, gradually soaking through as training progresses.


🏋️‍♂️ New Exercises in Progress

I’ve begun implementing four new exercises:

  • Barbell Squats

  • Deadlifts

  • Lateral Raises

  • Decline Bench Press

Each exercise will come with its own animations and influence on muscle movement and tension.


🔬 Muscle and Tendon System

I'm continuing work on the muscle and soft tissue system for both male and female characters. The focus is on how muscles, tendons, and tissues behave under strain. This will take time, but it's an important part of the game’s foundation and will continue to evolve in the coming months.


🏆 Gym Respect Mechanic (Prototype Stage)

I’ve also started prototyping a gym respect mechanic. The idea is to let players build a reputation at the gym through performance, consistency, and interaction. It’s still in early stages, but it should help create a more social and dynamic atmosphere.


That’s it for now. Thanks for checking out the first devlog – more updates coming soon!

KlapsON

Tiny Tots - BiGClipS

🛠️ Tiny Tots Update – Smarter Retries & Better Guidance!

Hey everyone! We’ve pushed a small but important update based on early feedback. These fixes improve the gameplay flow and make your adventure in Tiny Tots smoother and more intuitive:

🔧 Patch Notes:

  • Checkpoint & Retry Logic Fixed – Players now correctly restart from checkpoints or the beginning of the level instead of returning to the main menu.

  • Lives System Adjusted – Retrying a level now properly handles lives, so you're not unfairly punished for giving it another go.

  • Improved Cage Interaction – A helpful “Press E” prompt has been added to the cage, guiding players on how to interact and unlock it.

Thanks again for playing and sharing your thoughts — it really helps shape the future of Tiny Tots! More updates coming soon. 🚀

Magical Animal Farm - MittenGameStudio

Thank you to everyone for your feedback while our team worked on fixing some aspects of MAF! We have a small update to discuss, so let's go over it. ːsteamhappyː

Changes
  • Steam achievements are re-enabled and should trigger correctly

    • Does not apply to current saves, so thresholds will have to be triggered again.

  • Modified the animations for some crops to be less jarring

  • Enemies now spawn after many rounds

  • The ranged stat items now properly change attack range of weapons

    • Previously, this just modified the lifetime of player projectiles. Now this also applies to target acquisition range.

    • This is mainly applicable to the carrot item.

  • Fade In/Out between loading zones

  • Added green particle effects when the player regens health through the health regen stat

  • Added SFX to encyclopedia

As always, please continue to post any improvement, recommendations, or bugs to Steam. We'll keep an eye out and fix things as they come up!

MAF

Kaizen: A Factory Story - krispykrem
In the spirit of kaizen, today's update includes the following improvements:

  • Moved the text-to-speech key from Alt to F1.
  • Adjusted the pachi-sol shuffle algorithm so that the first card is always usable and subsequent cards are less likely to be exactly the same twice in a row.
  • Fixed a bug where GPU utilization would jump to 100% when the game was minimized.
  • Fixed a graphical bug in the "athletic shirt" puzzle where the hem would stay on the bottom when the product was flipped vertically.
  • Fixed some issues in the "spring dress" puzzle where valid-looking solutions were not accepted.
  • Fixed a bug where the completion screen was always stamped by Ishibashi-san, regardless of chapter.
Killing Floor 3 Playtest - Yoshiro

If you attempt to launch the game, you will be informed the test is not currently running and the game will close.

Thank you all for participating and giving us your feedback and reports! Please continue to provide your constructive feedback and bugs reports here and in the official forums as we head towards launch! We'll be sharing more details soon about the changes and fixes headed your way for the launch window, as well as what lies ahead for Killing Floor 3's post launch future.

Once again, thank you!

Oceaneers - Barrel Smash Studios

Oceaneers gives you full control over character commands.

Starting with only a few characters, you generally want to micro-manage all of their tasks as you build up. Once your colony grows and has more production, you will want some characters to do their tasks automatically.

We continue to expand and improve features in this area, and already have a bunch of quality of life aspects to help with full control, plus automation features!

Full Control QoL

Click on a character, right click on a tree, and tell them to harvest it. Full control is as simple as that - but you also have access to group commands, and command queueing.

Queue commands with shift, manage the queue, and even cancel queued commands.

Do a task in the area (or on the island). E.g. "Pickup All" will pickup all the loose objects on the island, and "Harvest All" will harvest all of the same type of bush on the island.

Need Automation

Eating, drinking, sleeping and other "need" tasks can be performed manually like any other with full control. This is great at the start of the game or at critical moments when resources are low and you want to have fine control over which character eats your last ration!

You can also setup automated behavior for needs, choosing which needs they will manage by themselves. There are also two modes you can use for this behavior, Idle-Only and Full.

Job Automation

Once you have establish a larger colony with crafting stations, farm plots and research stations, you will want to make use of Work Posts.

Each island can have a work post, it allows you to define which jobs can be performed automatically on that island and in the surrounding water. You can change the radius of this work area as well.

Characters also have behavior settings for jobs, and will only automatically do jobs you have assigned.

Once you have a large colony made up of multiple islands connected by bridges, you might decided to specialize each island (farming island, crafting island, etc). Then you can setup a group of survivors to manage each island.


That wraps up this dev diary, we would love to hear your thoughts!

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⚡ Be sure to Wishlist Oceaneers, and stay tuned for the next dev diary and more announcements. ❤️

Join Us!

Join our discord to discuss the game and share your ideas!
Join discord here


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Some recent Dev Diaries in case you missed them:
https://store.steampowered.com/news/app/3052510/view/497196316182446083?l=english
https://store.steampowered.com/news/app/3052510/view/538843836072330199?l=englishhttps://store.steampowered.com/news/app/3052510/view/538843836072330197?l=englishhttps://store.steampowered.com/news/app/3052510/view/538843836072330187?l=englishhttps://store.steampowered.com/news/app/3052510/view/538843836072330185

Star of Providence - Team D-13
- Aim Assist for controllers.
- Looped Malice Engines will now correctly get angry if the only other remaining 'enemy' in the room is an Aegis.
- Fixed Swarmhosts not firing bullets on certain loops.
- Fixed some music/sound effects in a certain boss' intro not being tied to the correct volume sliders.
- Fixed Holy Water light incorrectly being drawn across the entire body of water in a certain shortcut.
- Afterimages now scroll with the background properly when that one boss pulls out a gun.
- Fixed the blending of certain afterimages.
- Ace is now correctly a mage, interceptor is now correctly a mech.
- More nerfs to Warden's sword phase on loops
- Headhunter now properly damages microcore
- Giant gatling razors are now normal sized instead of giant sized
- Fixed a weird crash involving swarmhosts dying over portals... hopefully
- Fixed an issue with wallbound objects on re-entering rooms.
- Crystallized light now properly goes through walls
- Fixed the non-properly functioning attacks on leviathan and omniscient in the database fight
- Armsmaster can no longer switch away from a runic that chaosgod is in the middle of eating
- Necromancer souls vanish after a moment if no necromancers exist
- More or less entirely new Japanese Localization
- Fixed some localization issues in other languages as well
- Fixed a couple crashes in the Ace of Storms fight
- Certain carts have been removed from the gauntlet reward pool if they are not useful (such as being in Sudden Death)
- Kleines draws your amount of money in hub again
- Warden can no longer repeat his last two attacks, instead of only his most recent one
- And probably some other bug fixes we forgot
...

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