Leenie Boog - AB Developer
Hey!!! Hope you're doing great!

Been busy crafting a mini-game where you won't be alone for long... Something's lurking. >->

And by the way, here’s the link to the game:

https://store.steampowered.com/app/3051030/LEENIES_TALE

Synth Laser - Luny

Synth Laser is now open for alpha playtesting. Request access on the game page and I will be accepting access.

Also to provide feedback and communicate with the developer, please join Synth Laser discord server (available in "more ways to connect" below)

Enjoy!

Armored Warfare - 2000Valand

Commanders!

Starting on September 19, you’ll be able to earn a major bonus to your next Gold purchase (even a truly massive one, like 80 percent) by participating in the Scavenger Run event.

In other words, in case you win such a bonus and buy 1.000 Gold, you’ll receive 1.800 Gold instead. And that can make one hell of a difference (please note, however, that the maximum amount of bonus Gold obtainable this way is 10.000 Gold).

Scavenger Run is, in its core, a very simple event. There are many ruined and abandoned objects across the world of Armored Warfare and your friendly neighborhood arms dealer ran across one of them.

You are now being hired to scout it out. On a small map, you choose one of three bases and then scout its three warehouses by clicking on them. Depending on your finds (determined randomly), you will receive a sizeable bonus to your next Gold purchase.

This event will be active for several days (the counter in Garage will always tell you how much time is left), so if you’re planning to stock on Gold for the next Battle Path or simply want to boost your progress right now, it’s the perfect opportunity to do so.

We hope that you’ll enjoy this new mechanic and, as always:

See you on the battlefield!

HUMANITY - SuperPac

In case you missed our HUMANITY Hub Community Stream for September, you can watch the replay! We checked out stages from the monthly Stage Jam (Teamwork!) as well as stages from Stages We Love and some from our Discord community. Because of technical difficulties, the stream is divided into two parts on YouTube.

Part 1:

https://youtube.com/live/9QdZ0YgsFmU

Part 2:

https://youtube.com/live/h1BHBA4fdfg

Mellings Playtest - axelis
/!\ It's recommanded to reset your save fil to continue with this version! /!\
- rebuild of the HUB in progress
- add an animation for the excavator
- add the spy lodge
- add the night missions
- mellings have now a custom shape size, to provide more different styles
- change the way ennemy stats and quantity was calculated
- add a neutral faction you can encounter in missions: phyto
- add prospector, in exploration lodge
- add supply missions
- some stats, like gardians posts number, cannot be upgraded with mellings workers
- add a mellings role: repair technicians, you can obtain while building the expert lodge
- the expert lodge, bringing this new repair technician, no longer bring study bonus directly
- Aim reticule can now have custom color and opacity
Deck of Haunts - philippe

Had trouble spotting where your creatures were when you had a lot of humans and rooms? Now you can more easily see them with a little icon above them, that becomes more visible the farther you zoom out!

Restarting a run will now also use your last used deck, rather than defaulting to... default.

If you found a bug or a crash that we haven't caught yet, let us know in the Steam Discussions, we'll have a look.

As always thanks for all your feedback.
If you like the game feel free to leave a review, as this helps us -a lot-!👻

Changes

  • New icon for humans (above their head) going straight to the heart to differentiate it more from the fleeing human icon.

  • Added a creature icon when you zoom out so you can easily spot your creatures.

  • Added a highlight to the Well room.

  • Added Entangled webs to the stone masons.

  • Added reaction animations to the Stone Masons.

  • Added the ability to view the active Totems with a controller.

Fixed Bugs

  • Fixed restarting from Death screen always using the default deck instead of the deck form the lost run.

  • Fixed Mechanical Room also applying its base cost when moved.

  • Fixed the Endless tolling SFX from tolling endlessly.

  • Fixed some creatures not registering in the room they enter causing them to not apply their effect.

  • Fixed the bell of the belltower being invisible when starting the game.

  • Fixed humans being stuck in the entangled web when a card is played on them where they should move to another room.

In case you missed them, here are all the other changes and fixes we've pushed since the big update this week:

Changes

  • VFX Changes

    • New Unhallowed Ground activate effect + idle effect so you see in which room it’s active.

  • Updated colliders in the Cave so Bloodletter doesn’t get stuck.

  • Improve Creatures prioritization of sane Humans over insane ones.

  • Make Creatures act when they enter the room they need to be in, instead of at the very end of their walking animation.

  • Updated Smudge Stick description (As it also works on creatures, not only the witch).

  • Unhallowed Grounds no longer stacks with itself or other traps.

  • Occultists no longer damage the heart when turned insane.

  • Reworked the animation system to try prevent humans being stuck in their animation.

  • Get an upgraded card back when a Creature spawned from an upgraded card is removed.

Fixed Bugs

  • Fixed an error in the Creature slots UI that was potentially causing crashes at various points in the game (End building, Upgrade during rest night, …)

  • Fixed Chaos Deck starting with the Creature Deck start cards.

  • Fixed creatures spawning inside props and being stuck.

  • Fixed Bathroom, Crematorium and Mask Room cards not appearing in card rewards.

  • Fixed controller left joystick not working on the rest night screen.

  • Fixed animations being stuck after playing a card that creates earthquakes.

  • Fixed Echoes of Command not properly doubling values with multiple stacks.

  • Fixed Creature card frames being used for non-creature cards and vice versa on the upgrade screen.

  • Fixed the Lunar Perigee stack applying twice when a new Creature is spawned.

  • Fixed a crash when ending building after restarting a Nightmare level from the death screen.

  • Fixed the trigger for ”The calm before the storm” achievement.

  • Fixed the cost of Deferred Violence not updating when drawing more cards.

  • Audio fixes:

    • Fixed the ambient audio looping of the Cave

    • Adjusted the ambient audio volume:

      • Bathroom

      • Well

      • Cave

Fellowship Playtest - maverick.bautista

Hello Fellows!

We have identified a potential improvement for our servers and will be taking the game into maintenance mode at 12:30pm PT.

We'll let you all know when we're Live again!

We will keep queues a bit slower once we're up and running again so we don't slam the servers. Our team will be back in the office tomorrow to continue working on things!

Thank you all again for your ongoing support and patience as we sort things out

Fellowship - maverick.bautista

Hello Fellows!

We have identified a potential improvement for our servers and will be taking the game into maintenance mode at 12:30pm PT.

We'll let you all know when we're Live again!

We will keep queues a bit slower once we're up and running again so we don't slam the servers. Our team will be back in the office tomorrow to continue working on things!

Thank you all again for your ongoing support and patience as we sort things out

First Dwarf - Damian
Good Day, Tips Fedora
Our goal for Ragna, Tru, and their Mech is to make them as exciting to use for exploring the world of Driftland as our small team can manage. This time, Ragna received the upgrades!

Instead of endlessly holding Shift to sprint, tapping it now makes Ragna flap her wings with powerful force, launching her forward in a temporary speed boost. Time it right and you can pull off two quick boosts – BUT with Dragon Boost Plus, you can chain three in a row!



Additionally, Ragna can gain a boost by diving. The longer she dives, the longer the speed boost lasts. Combine this with a regular boost to create long, high-speed bursts!

We hope these changes will enhance Ragna’s scouting abilities and make traveling more fun and cool! ːsteamhappyː

We've also added some long-awaited user experience updates! And there will be plenty more of those coming soon!

Changelog for Update #29 (ver. 0.8.59):

🌟 Overhaul for Ragna’s Flying 🌟
🔷 Ragna can now boost her speed for a couple of seconds
🔷 Changed skill “Dragon Dash” to “Dragon Boost Plus” – enables chaining up to three flying boosts in a row if timed correctly
🔷 Ragna now charges kinetic energy while diving, and upon exiting the dive, she gains a high-speed temporary boost
🔷 Added and tweaked visual & audio effects while flying

😎 User Experience & Fixes 😎
🔷 Added option to skip cutscenes
🔷 Added master volume slider in audio settings
🔷 Added camera auto-center on/off switch in controller settings
🔷 Characters’ flashlights now turn on in caves
🔷 Improved visual cues for enemy waves and color grading, similar to Seer encounters
🔷 Ragna now sees icons of discovered places from afar in Scout mode
🔷 Technology and skills icons are now bigger
🔷 Fixed environment at the edge of the island where players could fly inside and get stuck
🔷 Polished environment for Archseeker camp
🔷 Polished environment near the river on the second island
🔷 Polished environment for airship crash trail on the first island
🔷 Smaller environmental fixes for other islands
🔷 Added some missing icons
🔷 Various smaller fixes

We want to thank you for your patience and for playing our game! If you haven't joined our Discord
What are you waiting for? 😮

See ya soon,
Damian
12:15pm
ScootX - Mash Games

-Map fixes

-Lots of Bug fixees

-Tons of physics works done

-UI changes

-Smooving to trick blending system

-More replay editor features (including keyframble FOV and more)

-MULTIPLAYER RETURNS

...

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