Crimson Furnace - DarkCocooning

Last day of the Shop Keeper Event hosted by Rogue Duck Interactive and Gamersky Games! The line-up of games has been truly amazing.

Check out the showcase here:
👉Shop keeper Event

Go have a look, you won’t regret it — and we’re proud to have been part of it.

This was the first time our game was publicly visible on Steam, and that means a lot to us. On top of that, Crimson Furnace was featured in Steam’s “Halloween Vibes” selection during the event, which is huge for a tiny indie tavern sim like ours.

Huge thanks to the organizers for selecting our offbeat tavern sim, mixing dark humor, cozy fireplace vibes, and small horrific touches.💛


It motivates us even more to cook up little nuggets of gameplay and make a game you’ll be proud to say: “I was there from the beginning.”

As Gus Butcher, our tavern keeper, likes to say:
Get your ass back to the tavern while the wyvern stew is still hot!

So keep wishlisting the game and following us so you don’t miss our next updates.
It helps us a lot to make the best game we can and bring this madhouse of a tavern to life. 🍲🩸

Gundroid - Pizza 50

Hello everyone,

Gundroid version 1.2 is now available! I looked at a lot of playthroughs and feedback from the forum, It took longer than expected but the update has a lot of minor and some major changes.

  • Intro sequences can now be skipped, most of the longer in game sequences too (press and hold Jump or Shoot button to skip)

  • Bosses have additional indicators, some also have new or altered moves.

  • Weapons now have impact effects.

  • Some changes with Checkpoints and a new Checkpoint in Stage 6

  • Some new hidden extra lifes

  • Lots of balancing (Normal and Hard mode) and bug fixing

Thank you for all your feedback, i hope you like the new changes! Please stay tuned for more.

Have agreat day,

Kitogoru Games

7:34am
MineDeeper - Jace

Changelog

  • Fixes a bug that causes the music to not turn off

  • Renames Light/Dark themes to Pastel/Neon

  • Adds a Continue button to the menu

AREAZ - areazgame

New Update 0.57 is here!

This one moves the game over to Unreal Engine 5.6.

It’s a pretty important step for future development, because the next stop is the freshly released Unreal Engine 5.7. That version finally gives us access to the new Nanite Foliage and improved procedural tools — and we really hope these will boost performance in our foliage-heavy open world.

Gameplay Improvements

I’ve also been working on the core mechanics. To pave the way for possible (not confirmed!) gamepad support, I’m adding proper item dragging between your character inventory and external containers — something along the lines of SoT.

This also let me introduce a long-requested feature:

Storage Boxes!

You can now craft a simple, placeable Palm Leaf Storage Box.
To pick it up, it needs to be completely empty.

Look at the box to highlight it, and you’ll get a new tab in your inventory UI where you can drag items in and out.

Heads up: highlighting a storage box currently affects crafting recipes — they may not show up correctly while the box is selected. Just take a few steps away to clear the highlight. I’ll update this so the system ignores it properly.

Map Update & New Map Work

As mentioned earlier, UE 5.7 finally might give us the toolset we needed to fix the foliage performance issues that were blocking map production. Versions 5.0–5.6 couldn’t handle our dense vegetation without performance drops.

You can see the new features in action in this video:

https://www.youtube.com/watch?v=KlCeEbBf1F4

I still need to test everything and learn the new workflow.
If it proves to be a real improvement, we’ll adapt the existing map and resume work on upcoming ones. If not, we’ll stick to the current setup and continue as planned.

Thanks for your patience and support!

One more thing

Starting November 17th, we’re joining Czech & Slovak Games Week — celebrating alongside our fellow CZ/SK developers and their games.

Stay tuned!



To get more news on new map, provide reports and feedback please join our discord: https://discord.gg/XW3jaebbwH

Thank you for your long lasting support.

Juraj Bachar
Game Creator

Void Raider - Xerexes

New Content:

- Added a Void Raider poster!

Fixes:

- Fixed the incorrect handling of the medkit.

- Fixed an animation that could be spammed.

Thank you for your support!

Spirit Island - MigrantP

This update has several improvements and bug fixes, including:

  • Incarna now work correctly with various Events and Powers, including: Absorb Essence, Flowing and Silent Forms Dart By, Flow Like Water, Reach Like Air, Serpent Wakes in Power, Settle Into Hunting-Grounds, Blessings of Bounty and Health, and Years of Little Rain.

  • The threshold of Transformative Sacrifice now triggers Elements or other Presence Track abilities properly.

  • Fixed an issue where using Rumbling Earthquakes when Invaders have increased Health would not allow all damage to be assigned.

  • Spreading and Dreadful Mire now correctly interacts with conjoined lands.

  • Fixed a multiplayer issue where a thresholded Plague Ships Sail to Distant Ports could get stuck.

  • Incarna will no longer be counted as a presence for other Spirits for effects that happen in other Spirits' lands.

  • Fixed an issue where undoing Gift of Power while resolving the effects of Slip the Flow of Time could not correctly return the Time used for Slip the Flow of Time.

  • Solidify Echoes of Majesty Past now respects Spirit Special Rules that restrict presence placement.

  • Discord (III) now applies damage correctly in all cases.

  • When replacing an Invader with Strife on the 2D map, the Strife on the new Invader is now much clearer to see.

  • Isolate from Fear Cards now interacts properly with Ocean's Hungry Grasp.

  • Far-Flung Herds (The Habsburg Monarchy 6) now correctly interacts with Invaders who have Strife.

  • The game no longer gets stuck in A Diversity of Spirits (solo) when a Power Card repeats itself.

  • Fixed a problem with Unearth a Beast of Wrathful Stone where the threshold ability could not be used in some cases.

  • When cascading Blight from one board to another, Scotland no longer incorrectly allows you to choose which board adds extra Blight to the Ocean.

  • Fixed a problem where Incarna could be treated as presence after choosing for it not to be.

SHRIMP GAME - The GAS God
The shrimptad discord will be hosting a SHRIMP GAME demo co-op and PvP play-session TONIGHT (Nov 15th) 5PM EST! CLICK HERE TO JOIN THE DISCORD!
We will also be playing other in-development multiplayer games like Gnome Chat, Gods of the Arena Dungeon, and Busted Metal!

Dragon Inn - Nordexa
Improvements & New Features

Rolling Systems

Added a roll-from-stats system.

Added a roll-from-equipment system.

Created a Roll History system to view previous rolls more clearly and keep better track during gameplay.

Campaign System

Fixed the Save/Load Campaign system to correctly save and load the battlemap’s position, rotation, and size.

Room System

Added functionality to copy room code by clicking on it.
Loadstar - gareththegeek

Annoucing the official Loadstar Discord server - https://discord.gg/bGPab7CXxp

The focus for [c]alpha 3[/c] was crew

Rooms

Before I could add crew, I wanted the interior of the ship to be made up of individual rooms with doors rather than a grid of individual parts. This means the game has to be smart enough to group similar parts together into a single room and surround it with walls. It also ensures that there are enough doors so that the crew can reach every point on the ship, and adds a console to each room that needs one so that the crew can operate it.

Automatically adjusting the layout as parts are added

Helm

The existing ship layouts gave me a problem because some classes of ship had several separate islands of part slots - no good for the crew to walk between unless they want to do a space walk! I also realised that there wasn't a bridge, a room where the captain can boldly go. I solved both at once by adding a new ship part, the helm. Each ship class comes with a single helm part preinstalled and which cannot be removed. I added this where the canopy was on all the ship art and this "bridges" the gap between the different islands at the same time!

The new helm part unites separate parts of the ship

Crew

Of course, the main event, I added crew manipulation to Loadstar and along the way I had to figure out path finding and animation. Rooms which contain a console can be worked on by a crew member in order to give a boost to that room's performance.

  • Helm and Thrusters -> improves evasion

  • Shields, Weapons and Point Defence -> improves recharge speed.

Early prototyping of crew pathfinding and room editing

Alternatively, crew members can repair damaged systems. This also meant it no longer made sense to make the player pay for systems to be repaired in space dock so now parts auto repair after combat. Crew members gain skills as they work, levelling up and gaining better bonuses as they progress so you can have an elite pilot or a weapons expert on board.

Piloting the ship and fixing some damage

Recruitment

I want to recreate the feel you have in games like Elite or Sid Meier's Pirates! that you are the captain of the ship rather than a disembodied observer controlling the crew like pawns. To achieve this I decided that at the start of the game you will have a crew of one, yourself. You can choose your character's name and appearance and off you go into the black. If your character dies, the game ends.

But as you progress, you can take on extra crew by adding Crew Quarters parts to your ship. You can then recruit new crew from a local Tavern while in spacedock. Recruits have randomly generated names and apprearances along with a set of skills and an expected wage.

As the career aspects of Loadstar develop I'm planning to find new ways to incorporate the crew into the setting, like rumours, backstories, homeworlds, vendettas to bring the world to life.

Coming up next

With crew manipulation in the game, combat is really starting to feel interesting with plenty of decision points and strategies to discover. I think it's time to turn my focus away from combat and crew and look at the context in which combat happens. So next up I'm going to get hyperspace working and look at adding traffic to the solar system to replace the current, Final Fantasy like random encounters.

Thanks for reading and see you in the next devlog!

大宋英雄传(SongHeros) - LazyManGames

1、修复了一个部分情况下可能导致城镇悬赏送信任务无法正常完成的Bug。

2、增加了一首新的战斗BGM,现在两首BGM会随机播放。

3、修复了小地图中驿站类地点无法正常显示索引和图标的Bug。

4、略微增大了悬赏的取消按钮,更易点击。

...

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