Ikeda : The Scrap Hunter E.P. - TKO!
It's been a long while since I've updated this game, as I've been busy making the Twilight Monk game over the past few years. But I finally got back to updating Ikeda! Thanks to all of the players that left feedback. I intend to continue to make improvements when I find time. -Trent

-Added Fullscreen mode toggle in start menu (Gold Edition only)
-Added Full SOUNDTRACK to menu with 2 remixes (Gold Edition Only)
-Increased resolution and pixel blending.
-Fixed a bug that crashed the game if you exited to world map during stage 1.
-Fixed a bug that had enemies getting stuck on one of the last stages.
-Updated some outdated text in intro.
12:31pm
Ember's verge - FerallessGames
Greetings, bushcrafters!

Behind the curtains I have been focused on the development of seasonal transitions, environmental textures, and underlying game mechanics. Bog holes have been introduced in swamp regions. These areas reduce movement speed and pose a deadly risk if ventured into too far, resulting in the player sinking and dying.

For the demo an optional minigame system has also been added, offering an alternative to RNG-based actions by allowing player input to influence success.

Got feedback? Join the Discord and share it! https://discord.gg/8EH6vW94

New Features:
  • Minigame option
    - At the start of a new game, players can choose whether to enable a minigame for specific actions like crafting and fire starting. This adds an interactive element in place of purely chance-based outcomes.


Minor Updates & Fixes:
  • Bait can now be attached to the fishing rod
  • UI now scales correctly across different screen resolutions
  • New ground foliage visuals introduced for added variety
  • Minor UI improvements
  • Minor bug fixes

Thank you for your support, and happy surviving!

- Feralless games

Doors & Loot - Arpatron

It's hot, it's a fact and maybe you have no choice but to stay at home. So, to fight boredom, we're giving you this huge discount. Take advantage, and spend a few hours at a good price with our game.

Also, we've lowered the experience requirements so that leveling up is slightly easier.

RogueStone - hyperbit.interactive

Just a heads up, I'm removing Everything from Steam, including RogueStone, RogueStone Soundtrack,

RogueStone 2, and RogueStone 2 Soundtrack.

No info on why. I have my reasons.

Slashboy - punchgamecompany

Hello!

A small update:

- Some Seals have been changed to the "Defense" type. Yes, now the game has a fourth type of seals that are triggered by the required number of successful parries

- Added the "Deflect" seal, which pushes away opponents in a small radius when successfully reflecting attacks

- Fixed some bugs

Those Who Rule - eturulja

Hey everyone!

For those of you who remember the roadmap I posted a while back, I'm excited to announce the delivery of the final entry: Mod Support.

[carousel][/carousel]

Here is what is currently being exposed to mod with this patch:

  • Player Unit Base Stats.

  • Player Unit Growth Rates.

  • Player Unit Base, Advanced, and Exalted classes.

  • Player unit equipment.

  • Player unit starting chapter.

  • Storage and Denari.

For those of you familiar with playing with the game's save file, this will use the exact same system, but with a few more things exposed.

Modding Guide

I've also put together a modding guide for people who are completely new to something like this. I tried to be as thorough as possible, but this is also my first time trying to implement modding in a game, so please let me know any pain points you may have! I tried to include step by step examples on how to make any changes, as well as resulting screenshots. There is also an example file you can use to start at the end of the guide.

https://steamcommunity.com/sharedfiles/filedetails/?id=3529804502

Hope this helps bring some more replayability to the game for those of you who love to tinker! For those of you who aren't into modding, the modding code is separated from, so you shouldn't see any changes.

Also made a few small changes as things are reported.

Changelog
  • Fix: Shiva's passive now correctly gives 3 ATK instead of 3 HIT when she is Hidden.

  • Fix: Small cooldown added on loading a chapter to being able to skip all cutscenes. This solves an issue in chapter 1 where spamming ENTER could leave you in a weird state.

  • Fix: Fixed issue where losing all units in the prologue, chapter 1, or 2 doesn't bring up the defeat screen. No longer will you need to ALT+F4 to retry those maps if all your units die!

  • QoL: The game will now pause when it loses focus (tabbing/clicking out).

As always, thank you all for the amazing support. This is something I really wanted to do since modding is what sparked my interest in programming, and ultimately my career path and life. Hope you're all doing well, and I'd love to see what you all create in the game's official Discord!

Best,

Eldin T.

12:19pm
Spaceship Commander - TechLevel

What could be better than freshly digged iron ore?

For extract ore from surface vein you need a Mining Drone. After he has filled his hold with ore he will go to your ship for unloading (if ship have space in cargo hold).

You can get acquainted in detail with the mining drone in the article: https://store.steampowered.com/news/app/833180/view/3684555534412684410

Neon Colony - abcastudios

In this patch, we aimed to redress the balance between generic damage modifiers like MONEY SHOT and tower upgrades. In practice, ALL TOWER UPGRADES have been made MUCH CHEAPER, while generic damage boosts have been made more expensive (certainly the highest perk ranks). Other changes include:

  • UTILITY FOG grant much more scrap

  • CORROSIVE CRYSTALS now grants +5 SHIELD MULTIPLIER

  • CORROSIVE CRYSTALS now correctly applied to new tower

  • PYROMANIAC text now states correct FIRESTARTER damage

  • SHIELD MULTIPLIER from WAVE REWARDS is now actually given to towers

  • Fixed CHARACTER SCREEN crash when having screen open when finishing wave

  • Fixed BOSS HEALTHBAR being insanely big in IH 20

  • FLAME TOWER bullets emerge more slowly. This does not affect damage but helps with performance.

  • IH 20 made easier:

    • ELITES spawn first at WAVE 15 instead of 10

    • BOSSES get stronger from WAVE 20 instead of 15

    • ENEMY SPEED increase from WAVE 25 instead of 20

  • GENERICO PRIME enemies above WAVE 30 do not scale so rapidly anymore

  • RESOURCE TOOLTIPS made more informative, putting flavor text below the information

12:17pm
Factory Magnate - feydk
  • Changing key binds will now work without having to relaunch the game.

  • When pausing the game, you are now allowed to move around on the map and zoom. I have a slight suspicion this may interfere with some scrollable UI elements, so let me know if you encounter anything.

  • A bug was reported that if you're right in the middle of placing a block, and the objective complete dialog appears, that block will be placed "all over" (according to mouse movement) when you close the dialog. I haven't been able to reproduce it, but I've made an attempt to fix it anyway. I can't confirm if it works, so let me know either way.

  • Deleting and copying blocks in a selection will now hide the selection box automatically (saving you a click).

  • By popular demand, copying a selection of blocks will now display a ghost image of the selection, making it easier to place. You can press ESC or right click to clear the clipboard again. The "Making selections" tip in the Codex has been updated accordingly.

The Pale Deep - caseyfromspace

Hey guys! I just wanted to let y'all know that an experimental version of the content update I've been working on is now available if you'd like to help me iron out the bugs! You can opt into this version by right clicking on the game in your library > going to properties > betas > and then setting "beta participation" to "experimental". WARNING: This version has not yet been extensively tested and is almost certain to contain bugs. I cannot guarantee the safety of your save file if you choose to opt into this version.

The default branch of the game is staying the same (and most importantly, stable). So, if you don't want to risk losing your save file or running into major bugs, stay on the default branch! However, if you are willing to risk your save file to access the new features, it would really help me out if you could report to me how your experience has been and if you've run into any issues! The best place to reach me is the Discord server, which you can find a link to at the top of the community hub for the game, or in the options menu on the experimental branch!

Anyway, here's what the experimental update brings with it!

  • New Challenge Mode where you have a limited number of cadets to complete the game with and spawn rates are higher

  • New Endless Mode where the game's ending is absent and instead keeps going and gets harder

  • Improvements and bug fixes

    • A few button prompts that have been requested for clarity

    • Discord link has been added to the options menu

    • You no longer spin around indefinitely if you pause the game while holding a direction

    • If you disable the 3D effect, it no longer gets automatically reenabled after closing the game

    • Some slight visual improvements

I hope y'all are still enjoying the nice, safe, stable version of The Pale Deep, and I hope those who opt into the new experimental version enjoy the SCARY, UNPREDICTABLE, DANGEROUS version of The Pale Deep as well!

...

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