Identifile: Desktop Dungeon - Calipao
Dark Lessons - Tall Tide Games

Hi,

This is just a reminder that on 2nd October, two weeks from today (depending on your time zone), the free Beta playtest for my horror adventure Dark Lessons will start.

If you'd like to participate, please sign up to my newsletter below.

Sign up for the Beta

skate. - Braddock512

hey skate. fam,

With update 0.27.7 release on Sept 16, 2025, we’ve been hard at work gathering newly reported bugs, issues, and are triaging them to work on solutions/fixes. This is not an exhaustive list of all issues being tracked and worked on, these are the top ones we’ve seen reported and the team is investigating. 

we've pushed out a back-end fix for most of those affected by being softlocked/progression stuck. we'd like you to restart the game, and log back in. if you're STILL having issues, please post here with the details. if you're not, go skate.

thanks for your patience!

 

  • Long queues to log into the game/server issues

    • Fix: Thank you, you’ve exceeded our expectations! So many of you have joined us in San Vansterdam that our team needs to make more room for everyone. You may experience queues in the meantime, and we’re hoping to fix that soon.

  • Unable to place the Session Marker during the tutorial

    • Fix: Issue fixed in update on Sept. 17 

  • Unable to take the ferry to San Van after completing the tutorial

    • Fix: Our team is looking into this for a solution and will keep you posted with our progress. 

  • Crossplay Issues - Some users unable to join Crossplay with friends

    • Fix: Our team is looking into this for a solution and will keep you posted with our progress.

  • Founder’s Upgrade is missing if Founder’s Pack is purchased on a different platform.

    • Workaround: Use the https://store.ea.com/skate/en. Make sure you’re logged in with the EA account that is linked to your platforms accounts.

    • Fix:  Our team is looking into this for a solution and will keep you posted with our progress.

  • Achievements on EA App and Epic are not granted to the user 

    • Fix:  Our team is looking into this for a solution and will keep you posted with our progress.

  • Game crashes when scrolling through users in Spectate

    • Fix: Will be fixed with Update 0.28.

  • Users experience an infinite loading screen when trying to join San Van on Xbox platforms 

    • Fix: Our team is looking into this for a solution and will keep you posted with our progress.

 

And as a reminder for all you new players (thanks for joining us in San Vansterdam!), here is a list of the known issues from the 0.27.5 release (that playtest insiders got access to on Aug 26th) that we’re also actively working on:

  • The replay editor often captures stuttering during export.

    • Fix: Our team is looking into this for a solution and will keep you posted with our progress.

  • Players can be trapped by drop items in shop spawn locations.

    • Workaround: Change “Quick Drop Visibility” in your social settings to “Only Me”.

    • Fix: Will be fixed with Update 0.28.

  • Unable to play Skate. due to a "connection to EA Servers" error. "ERROR 852146987"

    • Troubleshooting: Make sure to disable VPN; check that the EA App is not in offline mode. For more troubleshooting help, check this Connectivity FAQ.

  • The RIP Card customization will flicker between the old and new assets for a while after the selected user updates their customization.

    • Fix: Fixed in 0.28

  • During the last step of "Spots and How to Own Them" when the user will start the challenge, they will be stuck for ~3 minutes with the message "Waiting for players".

    • Workaround: Wait for the timer to run out, challenge will then be able to be completed

    • Fix: Fixed in 0.28

  • Quick Drops are invisible when chosen and cannot be placed

    • Fix: Fixed in 0.28

  • Sometimes viewing the preview of players in the San Van List causes a black screen, and exiting out to game from this state will lead to a soft lock

    • Fix: Fixed in 0.28

  • When entering a grind and leaning to exit, skater disappears (rare)

    • Fix: Fixed in 0.28

  • Criteria for unlocking the Financial neighborhood is not showing up, causing the "Manual Extension" mission to not appear

    • Workaround: You can get to the Financial Neighborhood (Market Mile) by doing more Challenges. Get that XP!

    • Fix: Our team is looking into this for a solution.

  • Criteria for unlocking the Historic neighborhood (Gullcrest Village) is not showing up, causing the mission to not appear

    • Workaround: You can get to the Historic neighborhood (Gullcrest Village) by doing more Challenges. Get that XP!

    • Fix: Our team is looking into this for a solution.

  • Disabled the “Pad Hopper” Challenge due to a world prop making the Challenge harder than intended.

    • Fix: Fixed in 0.28.

 

Keep the feedback coming! As we’ve said, skate will continue to evolve as we just launched in Early Access and we’ll continue to improve the gameplay experience and add new content to the game. 

 

Thanks for being with us on this journey, see you on the streets…or the rooftops! 

The skate. Team

Woodle Tree Adventures - Giulia Airoldi

Hello my friends!

Our latest game Mai: Child of Ages has just been released, check out the game page!

https://store.steampowered.com/app/3499550/Mai_Child_of_Ages/

Venture through past and future, exploring Zelda-like dungeons, and uncover the bond that ties Mai to the enigmatic figure who will guide her throughout the adventure, teaching her the mastery of the arcane Uroboro Stone.

Also new updates for Woodle Tree 3 are coming, so stay tuned!

1:22pm
Project SkyShard - itsben321

This patch is probably the biggest one yet, but likely the least noticeable (+33.669 / -31.133 lines of code/changes). I rewrote the whole combat system and created new "handler" scripts that check stuff like unit collision. I also improved the general Unit blueprint and rewrote ALL 111 units, one by one. There is only so much testing I could do by myself, so expect some random bugs I couldn't track down (but also a relatively fast follow-up patch to get rid of them).
The next step is more general reworks to the UI, menu screens, the server handling, stat logging.. basically boring stuff. But I can do this in smaller chunks while I work on other features and balance changes. These will also get rid of a bunch of persistent bugs we've struggled with. I tried to get a few balance changes in as well, but I have a lot more cool unit reworks in store :)

Features:
  • Stuns now only work on cooldown units (and always try to target cooldown units)

  • Units that summon other units now have a proper collision system (no more units overlapping)

  • Highlights are now more accurate, responsive and work in combat

  • Any damage buffs can no longer target weapons that can't be buffed

  • FPS is now capped. Will be a setting later.

  • New song during gameplay!

Units:
  • Azurite Crystal's: speed buff is now a % instead of a flat number

  • Eternal Bonfire: now needs 3 adjacent cooldown units to work, speed buff decreased from 5% to 2%

  • Materia Contrarium: is now a passive, Health buff from 100% to 80%

  • Assembolator: cooldown from 0.9s to 1.1s

  • Geronimo's Warehouse: now gives Utility units from tier 2 and below (instead of tier 3)

  • Spellbound Rocket: from 350 Damage to 300

  • Voodoo totem: now only reflects 50% of the Damage back, and has 300 Health instead of 350 (but no longer takes double damage)

  • Casino: now speeds up by 4% instead of 2%

  • Cthulu's Disciple: now gains +2 Damage when ANY units is destroyed

  • Watch Tower: now speeds up units by 10% instead of 0.05s

  • Super Charger: now has a cooldown of 4 seconds instead of 1

  • Soul Slinger: now has +20 Damage and +40 Health for every Ancient unit instead of +10 and +25

  • Mini Black Hole: now has 100 Health instead of 1000

  • NEW UNIT: Scarecrow!

Bugs:
  • Lots of random small bugs and interactions, including a bunch with Enchantments.

Other:
  • System reworks:

    • Combat & Projectile handling is now more modular

    • Unit blueprint more stable and uniform

    • Everything follows the same general rules

    • Storing and Handling of Enchantments

    • Unit resources are stored in a buffer in memory (should fix lag spikes when summoning lots of units and keeps memory stable)

  • Fatigue now scales slower again, but starts with more base Damage

  • You might notice a slight boost in performance already

  • Only cooldown units now count as "Triggers"

Quick note on what's next: A whole bunch of small features that have been requested! On top of some more necessary code and file changes.

Suicide Guy - Giulia Airoldi

Hello my friends!

Our latest game Mai: Child of Ages has just been released, check out the game page!

https://store.steampowered.com/app/3499550/Mai_Child_of_Ages

Venture through past and future, exploring Zelda-like dungeons, and uncover the bond that ties Mai to the enigmatic figure who will guide her throughout the adventure, teaching her the mastery of the arcane Uroboro Stone.

Also new updates for Suicide Guy 2 are coming, so stay tuned!

Corrupted World - ChakiKyogre
- Added a real final boss music
- Removed the debug hotkeys (now you can't cheat mwahahaha)
- Added a "Controller Mode" option in the options menu where, if turned off, the game will stay in keyboard mode whether or not a controller is plugged or not.

(A manual shall come shortly)
No Vacancy Tonight - momijigamesstudio

The motel doors are open! 👁️
Join us for this special launch broadcast of No Vacancy Tonight, a 3D mystery horror adventure where nothing is what it seems.

Explore the abandoned motel, solve puzzles, and uncover the truth before it’s too late.

👻 Available on Steam September, 19

Jury Trial - Loge Games
Greetings Counselor,

Since our last update, a lot has been happening behind the scenes. While most of our work has focused on mechanics, systems, and the game's campaign that go beyond this test build, we would also like to give more players a chance to experience the game early. Therefore starting today, the test build is now available on https://loge-games.itch.io/jury-trial as well.

Players can now choose to download the test build directly from Itch.io or continue playing through Steam by requesting a key via our Discord. In our previous post, we mentioned that the test build would be coming to an end, but given the steady flow of new players interested in trying it out, we’ve decided to keep it available for now.

With the Itch.io release, we’ve also updated the test build with some quality-of-life changes and a few new select mechanics. As mentioned before, most of our recent work has been under the hood and is therefore not visible in the test build. But one example worth noting, even though it isn’t available yet, is our work on the Case Editor. Since the campaign is being built in the same editor that players will have access to at launch, we’ve taken every opportunity to smooth out hurdles and improve workflow during the campaign’s case creation. Because of this, the Case Editor has really grown over the past few weeks and is looking better and better.

This means the number of changes is smaller compared to past updates where we overhauled or expanded systems, but you’ll still find some meaningful additions. The most notable change for returning players will be that players can now use Jury Actions to uncover hidden juror traits before jury selection, alongside a few other refinements aimed at smoother gameplay. And while the case’s story remains unchanged, these additions give both new and returning players fresh ways to approach the process of selecting the right jurors for the case.

So without further ado, here’s what’s new in version 0.0.6 - alpha:


Change Log
(Note: this list covers player-facing features and excludes under-the-hood changes made in recent weeks.)

  • Added new music tracks for the dossier and courtroom scenes.

  • Added facial expressions to dialog creation. Case Creators can now assign character expressions to their lines.

  • Enabled Jury Actions (document search, relationship search, internet search, court psychiatrist). These allow players to reveal hidden juror traits before selection. Each action targets specific trait groups with higher discovery chances based on its field. Case Creators can set the number of uses and how many attributes are revealed per action.

  • Added a search filter to the evidence page for quicker text-based filtering.

  • Enabled the plaintiff polaroid in the dossier’s person tab. It now displays information about the plaintiff (the state in this case), configurable by Case Creators.

  • Revamped Judge Strike, Juror/Witness Strike, and Breakdown mechanics so they now function independently.

  • Renamed Opening Arguments to Opening Statements for proper terminology.

  • Transcripts are no longer split when using the recess option. They now remain as a single continuous log.

  • Characters capable of striking out the player or breaking down now have unique dialogue lines defined by Case Creators.

  • Added tooltips to witnesses in court to show their traits.

  • Fixed various inconsistencies and issues, added new sprites, and improved overall polish.


That’s everything for this round. As always, thank you for testing, providing feedback, and helping us shape the game!

Cheers,

Hellbrella - gogogamesInteractive

Hello everyone!! We're back with some great news, and we couldn't be more excited to finally share the latest Icy Mountain game with you!

BE ONE WITH YOUR UMBRELLA!

Hellbrella is a frenetic aerial hack-and-slash roguelite where insane combos and pure aggression are all that stand between you and death. Step into the paws of a Raincoat Cat and embark on a hellish journey, with nothing but your umbrella as your weapon!

Add Hellbrella to your wishlist

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