Object Factory - Solo
🏭 Object Factory is now Steam Deck Verified

Excited to announce that Object Factory is now fully compatible with the Steam Deck.
The entire factory-building experience has been optimized for handheld play — offering smooth performance, precise controls, and an immersive on-the-go experience.

⚙️ Built for Performance and Precision

Object Factory runs reliably on the Steam Deck in both handheld and docked modes.
All menus, interactions, and gameplay systems have been carefully adjusted to ensure a seamless controller experience.

🧠 About Object Factory

Object Factory is a minimalist factory-building and automation game focused on efficiency and design clarity.
Create complex production systems, refine your layouts, and watch your factory grow — now wherever you choose to play.

BURNED HORIZONS - [POE // DVG-98]
Breaking from the Monday D-Log catch-ups. Here's a live, eyes on view of current progress.



//----

⬤ D-LOG ENTRY [0017]

[//]
[2025-10-14-0118]
[POE // DV-98]
[NAFOSEC // RDC-RIGA]
[RE: YOUR KIT AND YOU // INVENTORY MANAGEMENT]

Inventory. How many games have I played where it felt like inventory management was tacked on as an afterthought? Too many to count.

So—how do you build something immersive and modular without turning it into a nightmare or inventory Tetris? Take what worked from the old days—tactics, RPGs >>> mix in a little Arma and Tarkov >>> make it familiar but new again.


// LAYERS

Too much gear, not enough space to show it.
That’s where the old RPG habits come back. Layers.

Chest, Legs, Hands, Feet.
Each one stacks wearables—A | B | C, sometimes D.
And it’s not just looks or a few extra slots.
Once the environment starts biting—weather, terrain, all that—those layers start to matter.
Sometimes they keep you alive.


// MOLLE AND ALICE

[Different hardware, same idea. Straps, clips, webbing—built around modular logic.]

A full carrier’s webbing might give you twenty, thirty possible attachment points if you count every row and column.
But no one runs that many.
Mount a tall utility or med pouch and you’ve already blocked half your real estate.
Stack double-mags and you lose more.
Sling sweep, prone clearance, buttstock pocket—those carve out the rest.
What’s left is a handful of usable spots.

That’s where the abstraction kicks in—keep it sane.
You start collapsing all those theoretical points down into zones that actually make sense.
Overlap, blocked rows, dead webbing—it’s all merged into how the gear really sits on you.
Not about counting lines. Just showing what you can actually reach, what you can actually run.

Placement defines access.
Front’s quick—that’s reloads, tools.
Sides take longer.
Belt’s fast until you overload it.
Back’s mostly staged, or someone else’s problem.
Every zone has its own rhythm baked in.

Out in the field, kits always settle into patterns—rifleman, assault, long-stay, med.
Start there. Presets first.
Once the base logic holds, open it up for custom runs.

Each pouch has a job and a size. Mag pouches hold mags. Meds hold meds.
General pouches play by their own rules—one type at a time.
Large or small, they’re limited by mass and volume.
No mixing.
Want to swap what it holds? Dump it and re-stow.
Simple. Weight and stack still count.

Weight wears you down. Bulk slows you.
Build a brick wall on your chest—you’ll feel it every time you move.


// WEAPONS AND ATTACHMENTS / MODS

Same deal here—two main states: primary and secondary.
Swap between them and everything tied to that weapon moves with it.
Each has its own slot map—sling, mag, optic, muzzle device, suppressor—all visible.
Attachments and mods shift through A/B states like clothing.

No hidden tricks. What you see is what’s mounted.


// RUCKSACKS

Rucksacks follow the same logic as rigs.
Some have fixed outer compartments with their own limits.
Others carry MOLLE rigging just like a plate carrier.

The main compartment’s different—it’s the catch-all.
Anything goes—gear, ammo, supplies—whatever fits inside the weight cap.
No role rules here. Just space. Raw, heavy space.


// ENCUMBRANCE

Encumbrance’s not complicated. It’s just weight.
Total carried weight and how it grinds you down.
The more you stack, the slower you get, the quicker you burn out.


// RENDERS

Pushing more in-game renders now—straight out of the current build.
Stylized stuff’s mostly phased out. This is the real thing showing up on screen.


// CLOSED EARLY ALPHA PROGRESS

Alpha’s tightening up. December’s coming fast.
Core systems are in; still a few rough edges, but it’s moving as one now.
If it holds steady, first in-game clips should roll out within the next week or two.


/// ===============================================

SUPPORT THE OP
👉 WISHLIST + FOLLOW — every mark adds weight to the push ahead.

OPN-FULCRUM // PHASE 2 – KICKSTARTER [JAN 2026]
Mission-critical funding op to carry Burned Horizons forward.
Stay locked in — followers get the deployment


1:16am
Micro Manager - 90 Days Probation - Zayniac Games LLC
  • Rebuilt on a secure version of Unity due to security update

  • Fixed Necklace loading error that made game not playable if certain necklace was chosen it was trying to reference glasses so had a typo fix.

1:16am
Counter Clash - Korpz

A quick note to say the game has gone into a sale this week with a 50% saving on the list price. Counter Clash is now Super Cheap, and still gives you the same Crazy Fun as before. Further updates to the game are coming but for now, 15 campaign missions, 3 races, battle and training modes.

BIRDCAGE - Giannis

Hey, everyone!

As you may have noticed, BIRDCAGE is taking part in the October '25 edition of the Steam Next Fest event!

We're excited to find interesting new games to look forward to, and hope you enjoy the BIRDCAGE Demo!

If you play and enjoy the demo, remember to add BIRDCAGE to your wishlist to be notified when the game launches on November 18th!

Have a great Next Fest!

-PB Team

Juice Galaxy - Fishlicka

Hi everyone! In light of the recently discovered Unity vulnerability, this is a quick rebuild of the game using the latest 2021 LTS version of Unity, which has been patched to fix the vulnerability. The demo and Itch.io version has also been rebuilt.

Thanks to those of you who reached out and brought this to my attention ^^ glad we could get on top of it quickly.

Read more about it here: Unity Security Vulnerability: Developer Remediation Guide

刀蛐蛐 - GG
I. New Features:

1. Skill Management System: Manage and adjust skill positions to maximize skill synergy.

① Skill Management Backpack: Holds up to 4 x 3 skill slots. Additional skills are stored in a spare backpack.

② Skill Synergy: Some skills can be repositioned for improved effects (e.g., "Guardian Wings": Triggering the left or right skill 5 times will triggers the effect on the other side).

③ Skill Acquisition: Obtain more skills through cards and relics.

2. Encounter System: Choose one of two encounters at levels 3/8/13/18/23/28 to obtain additional resources.

① Event Encounter: Trigger a special event with three options. Select one to obtain resources.

② Shop Encounter: Encounter a special shop (e.g., one that only sells weapons).

③ Treasure Chest Encounter: Receive treasure chest rewards and relics.

II. Functional Optimizations:

1. Optimized character appearance, victory, and defeat dialogues.

2. Tips are now displayed on some function buttons when hovering the mouse.

3. Health regeneration is now deducted when health is negative.

4. Right-click to close the window.

5. Added economic relics.

6. Added tips to cards.

7. Added attack effects.

8. Increased character animation.

III. Bug Fixes

1. Fixed a bug where saving in settings would close the game.

2. Fixed an issue where bullets were reset when pausing during combat.

3. Fixed an issue where the game sometimes failed to save.

4. Fixed an issue where damage reflection did not take effect.

5. Fixed numerous skill bugs.

This update was rushed, so there may be many serious bugs. We apologize for this and appreciate your understanding!

For bug reports and discussions, please join our Discord. We will promptly address any issues!

MIMESIS - ReLu_Rabbit

Hey Survivor!

 

The Translation Challenge for MIMESIS has officially ended.

Huge thanks to everyone who joined and helped us make the game even better for players around the world!

 

As a token of our appreciation, everyone who participated will receive a special Discord ROLE.

Go check out your new role on Discord right now!

 

  • Please note that we couldn’t assign roles to those who didn’t enter their Discord ID correctly during participation.

 

We can’t wait to see you on October 27 in Early Access!

https://store.steampowered.com/app/2827200/MIMESIS/

Power Network Tycoon - contact.davidmadethis

This update features the following changes:

- Rain performance on low graphics setting improved

- A 3D visual of the load (building) to be connected is shown on the 'Connection Application' UI

- New mission involving infrared camera use. Minor missions generation performance optimization.

Alchemia Story - Alchemia Story Team

This is Alchemia Story Team.

We will perform a maintenace with the details below.

Scheduled date (JST)

2025/10/15 (Wed) 14:00 - 17:00

Maintenance Details
Update

◆Added quest series

◆Adjusted the Gacha lineup order

◆Updated the product line-ups for Liz's Mystical Shop.

*Trading Open

 ┗ Sacred Elves

 ┗ Lovely Wonderland

 ┗ Berserk Invasion

*Trading Closed

 ┗ Wedding Kimono

 ┗ Flashing Hyperion

 ┗ Heretic Demon

◆Added items below to Exchange

 ┗ Wandering Rescue Doctor Gacha Tix(Alchemy Stones×6000)

 ┗ Em: Lazy(Alchemy Stones×1500)

*Closed

 ┗ Secret Agent Tix(Alchemy Stones×6000)

◆Event Update

\[Start]

┗Released a limited campaign map

 ┗ No Tickets Needed Area Boss Campaign

Fixed issues

◆Some small adjustments and corrections

We apologize for the incovenience caused, and appreciate for your cooperation.

*Please note that items and EXP gained right before the maintenance starts may disappear.

*Please make sure to log out before the maintenance starts.

...

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