1:24pm
Street Dog Legend - bugmode
Happy Friday! Thank God It's Hot Dog! God, Freakin' Mondays - Don't you hate them? Good thing it's not Monday - it's Friday! Which is awesome, by the way.

Here's a big patch of fixes for STREET DOG LEGEND to round out launch week! Huge thanks again to everyone who has played so far <3 Your feedback means so much, and it makes us happy that people care enough to let us know when there are issues.

Before I get into the patch notes, I'd also like to mention that there's bigger content updates on the way - more cart upgrades, more minigames, more characters, and even newer content we don't want to spoil. So keep an eye out, version 1.1 will be HUGE!!!

Now, here's the patch notes for version 1.0.1

MAJOR FIXES
– Fixed a major economy bug where customers paid twice for each order. At the expense of the citizens of New Frankfurt and their wallets, all of your playthroughs have been making BANK! No more! Now, customers only pay once. Sorry to the crapitalists, but this is only fair.

– Adjusted the pricing of Hot Dogs, and the bonus cash received with further upgrades. Upgrade progression should feel more natural and challenging. Those looking to relax more can still earn double money by enabling "Chill Mode" in the accessibility settings.

– Fixed steam overlay issues on MacOS - Achievements should now properly trigger for those users! The issue involved application codesigning.

MINOR FIXES
– Fixed a bug where players could cheat their previous health inspection by quitting / continuing
– Fixed a minor dialogue issue on day 18
– Fixed bug where infini-burger grill upgrade didn't upgrade the grill (sorry)
– Adjusted inifini-burger economy so that it gets crazier much faster and is less boring
– Added additional hints towards some secrets in the game... I'll say no more!
Breeders of the Nephelym - DerelictHelmsman
  • Added Breeder's Log -- a record of relevant messages, accessed in the menu

  • Added more graphics options

  • Optimized the Lovense system, Mobile (Automatic) was removed

  • Fixed many bugs and issues, including multiple body traits on wild Nephelym

1:18pm
Unfound Footage - Glowingiiiiiiiida9ueo37892

Hey! This small update was made just for you — to improve the experience and add more atmosphere.

Hope you enjoy it!

  • Slight changes to the ending

  • New decoration models added

  • Various bug fixes

  • Pause menu implemented

If you’re enjoying the demo, consider writing a review — it really helps a lot!

Thanks for playing! :)

Sea of Brave: Beast Island - seaofbrave32

Hey everyone!

Today I’ll be streaming a short (about 1 hour) gameplay session of Sea of Brave Beast Island, showing not only the demo content but also a sneak peek at Chapter 2, going beyond what’s currently available in the Steam Next Fest 🗺️

Sea of Brave Beast Island is a tactical deckbuilding roguelike, and the demo is part of the ongoing Steam Next Fest. If you’ve already tried it or are curious to see what lies ahead, this is your chance to hop on board.

📅 When:
🕖 Today, June 13 at 7:00 PM (Chile Time)
🇺🇸 6:00 PM ET (Eastern Time, US)

📺 Where to watch:
🔗

[dynamiclink href="https://store.steampowered.com/app/3006480/Sea_of_Brave_Beast_Island/"][/dynamiclink]

🎮 What you’ll see:

  • Full demo gameplay (Chapter 1)

  • Exclusive content from Chapter 2

  • Turn-based tactical combat with cards, allies, accessories, and dice

  • Deep roguelike mechanics and emergent strategies

⏱️ The stream is planned to last around an hour, but we might sail a bit further if the winds—and the adventure—demand it ⛵

Thanks for being part of this journey! Hope to see you on the island 🏴‍☠️

Mina the Hollower - YCG

Happy Friday the 13th! Come join us for a very special LIVE STREAM EVENT! The Yacht Club Games crew will be playing through the full Mina the Hollower demo with each weapon! Stop by and say hi! We’ll be answering questions and sharing tons of tips & tricks on how to play!

It’ll stream live in two locations:

Demo Page Link: Click Here to Visit Demo Page

Twitch Channel Link: CLICK HERE TO VISIT OUR TWITCH CHANNEL

If you can’t make it, don’t fret! The VOD will be saved and uploaded to our YouTube channel. We hope you join us for a fun time!

LASTLY BEFORE YOU GO

With that said, friendly reminder that the Mina demo is participating in Steam Next Fest! It’s a limited time demo so please make sure to check it out before the event ends on June 16th.

If you enjoyed the game, please consider wishlisting the game and leaving the demo a review! We’re almost to “overwhelmingly positive” and it would be cool to hit it before the event ends!!

Band of Crusaders Playtest - hepakles

Hello! A small update while going into the weekend:

Campaign / Camp

  • Fixed a rare crash that occurred during interactions with friendly Figurines.

  • Fixed Figurine spawning logic, now allowing stronger enemies to appear in high-Chaos provinces.

Section Gamma - Default Company
Hello, Commander,

Today we’ve released version 0.23.5, fixing a bug that could occasionally display incorrect buttons when starting the tutorial, preventing the game from continuing properly.

Huge thanks to everyone who reported this issue!

And we’ve got some great news for you:

🎮 Meet us at Indie Game Fest in Cologne!
On July 11–12, 2025, we’ll be at the Indie Game Fest in Cologne with Section Gamma! Stop by to play the latest version, chat with the developers, and get a sneak peek at what’s coming next.

We’d love to meet you in person, hear your thoughts, and talk about strategy games and development stories.

Major Graphics Update in the Works
We’re currently working on a massive graphical update for Section Gamma.
If everything goes as planned, you might even get a first hands-on with the new look at Indie Game Fest. So if you’re around, don’t miss the chance to check it out and share your feedback with us!

See you soon on the battlefield, Commander!
Armored of Doom - tankworks2024

I. Maintenance Schedule

Time: June 14, 03:00 – 07:00 (UTC+0) | Duration: ~4 hours

II. Update Details

  1. New season missions & Strv 122 tank now available

  2. Improved skill visual effects

  3. Added gameplay level progression

  4. Optimized destroyed building collisions & grass textures

  5. Enhanced UI display

  6. Smoother new player tutorial

  7. Upgraded combat hit feedback

Future Updates:Follow our development:

1. Discord: https://discord.gg/pnshNRtKbK

2. Telegram: https://t.me/+WpGEz8KI07o3Yjg1

3. Twitter: @ARMORED_OF_DOOM

4. VK: 872928465

Thank you for your support! We value all commanders' feedback.

Generation Exile - Nelsormensch

We come to the weekend of this fine Next Fest on the most sinister of all Fridays. Hopefully none of you have been visited by... entities overnight.

We just pushed another update to the demo of Generation Exile! This patch was primarily focused on improving clarity and system feedback around a key component of a game like ours- placing structures on the map! After some excellent feedback from players, we realized that one aspect of building placement was not as self-presenting as we intended. Or at least one system was contributing to this friction more than the rest.

The design intent is that most key "people-oriented" structures initially need to be built near the central Hub structure and then the by expanding the "power grid" with certain structures, (heh, to be a touch reductionist, it's pylons from Starcraft, basically) And then separately from the radius of the power grid, there is an actual enumerated amount of power available, with certain structures drawing more power than others, etc.

While there are other city-builder/management that have a notion of power grid increasing its area of effect as well as separately modelling the actual power production vs. draw on the grid, given our theming and presentation we realized that conflating those two separate systems ("what is the area of power grid" vs. "what is my power generation vs. consumption") was not actually providing much. That specific intertwining of mechanics was something of a hold-over from previous iteration and exploration around this aspect of the game's design. So to make things clearer, we have adjusting the presentation of the "power grid radius" system to be "Signal" instead. We have updated the iconography and explanatory text.

It's fully possible we'll continue to iterate on the theming of that system as we move toward Early Access, but this feels like a marked improvement to the game's intelligibility without losing anything, so we wanted to prioritize getting this update into our demo before Next Fest concludes. We also continue to get as many low risk, high reward optimization improvements into the demo as well.

\And if you got a enjoyed the Generation Exile demo but haven't had a chance to leave a review yet, taking a moment to do so really helps us out and helps surface the demo to other players who might not have seen it in Next Fest yet!\

As always, thanks to everyone who have provided great feedback on the demo that helps us make informed, ideally high impact changes like this. We hope you can find some other great demos to check out during Next Fest and if there's anything especially catching your eye, let us know in the discussion under this post.

Full patch notes follow:

Patch notes (demo version 0.3.6)
  • Revised existing "power grid" system to be called "Signal" instead to better convey its intended purpose and behaviour

    • Updated UI and icons to support Signal presentation

    • Revised name/description of a few structures to support Signal presentation

    • Revised onboarding text to support revised terminology

  • Updated build mode ("ghost" structure attached to cursor) feedback to better convey reasons why a structure cannot be build on a given tile

  • Fixed bug with a few structures where there minimum or maximum capacity was not set correctly

  • Fixed bug with some narrative events where memories on some characters in the event were not being set correctly

  • Adjusted sizing and presentation of some UI panels

  • Ongoing performance optimizations

  • Other various small fixes (text colour highlighting, typo fixes, etc)

Grumpy Jack - info

Hey everyone!

Thanks so much for all the feedback for the demo—it’s been super helpful! Based on your input, I’ve made some exciting updates to shake up the combat and bring a bit more flair and challenge to the game.

🔥 What’s New:

  • Ranged Sword Attack: The sword now gains a ranged attack after collecting a new powerup!

  • Bullet Hell Combat: Combat has been reworked to feel more like a bullet hell

  • New Cursor Support: A cursor has been added to the main menu and options menu

  • New Puzzle: A small gate puzzle has been added to mix things up a bit.


Fire up the demo to check it out, and feel free to offer your thoughts!

...

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