Terminal One - Terminal Reality
  • Gameplay: Revised the handling of short exits on runways. Previously, if a short exit were available, only small aircraft would be allowed at the runway to ensure that all aircraft could use the short exit. In the updated version of the game, when multiple exits are available, runways will allow aircraft of different sizes. Typically, smaller aircraft will use the shortest exit available.

    However, it should be noted that when multiple exits are available, the distances that aircraft have to travel to their stands can be different depending on which exit they take (depending on the layout of taxiways chosen by the player). Small aircraft will still favour short exits even if they correspond to longer taxiway lengths to their stands, but if the distance is much longer than using the long exit then they will prefer the long exit. If the distance of a long exit to the stand is significantly longer than the distance of the short exit, then the game will revert to the previous behaviour and prevent large aircraft from landing.
Operation Octo - bboz

Thank you all for playing Operation Octo during the Next Fest! I have watched many playthrough videos, and have cooked up some major reworks to the early economy as well as turrets - Hope these will help improve a new player's experience!

If you encounter any bugs while playing, please report them to me on Discord!

Demo Changes
Turret Rework - Blobfish
  • Blobfish cost increased from 40 to 60 pearls

  • Blobfish now gives a Large Pearl (worth 15 pearls) for every enemy it kills

  • Blobfish's explosion has been splitted into two less damaging explosions w/ a slight pause in between (total damage unchanged)

  • Blobfish is now immune to all status effects

  • Added a flavor text onto the explosion VFX when Blobfish managed to earn back its cost

Blobfish has always been the least viable (yet most destructive) turret, which renders him a major noob trap (He is the second unlock!) I'd allowed Blobfish to remain in its broken state thus far, because most playtesters quickly figured out that Blobfish are to be used sparingly. With the massive influx of new players from the Next Festival, however, I've seen too many new players spam Blobfish (and rarely build persistent turrets) - The levels become unplayable for them as a result. Having an early turret which players need to actively be taught to NOT use is far from ideal - Besides, "actively engaging the enemies by throwing bombs that them" is a desirable player behaviour in my books. It is time for a major Blobby revamp.

What's the simplest way to make people "build more Shrimps & less Blobs"? George Fan taught PvZ players to build Sunflowers via a simple human tendency: Whichever button lights up more often is the one people will constantly want to click on (This fact has never been more clearly demonstrated to me than during the Festival). Because OO does not have build cooldowns on turrets, Blobfish's cost will have to be increased above Pistol Shrimp's (in order to have Shrimp's build option light up more frequently).

To prevent Blobby from becoming ultra-F-tier (and ruin the run for anyone who still dareth deploy him), some compensations are in order. Years ago, my mentor had suggested that Blobfish should produce pearls on enemy kills. I was reluctant about introducing too much complexity early on, and disliked the fact that unlike all pearl producers in OO, Blobfish does not look mollusk-like. However, watching (a small percentage of) players' painstaking struggles has finally convinced me to take the leap. In the past, Blobfish had acted as a means of comeback "at a permanent cost". Now, players with weak lines of defense will be making serious bucks out of the enemies overrunning their base, while skilled players can also spot "profit opportunities" for timely Blobfish drops. Blobfish is now an interesting economy option that can more reliably act as a secondary source-of-damage.

And hopefully, all this will incentivize new players to save Blobfish for large enemy swarms (instead of dropping him on a single already-dying enemy like sooo many people do).

Turret Rework - Bumper Fish
  • Bumper Fish no longer blocks Odin from moving through it

  • Bumper Fish now bumps Odin out of itself if Odin either stopped inside of it, or spent longer than 0.4 seconds moving through it

  • Bumper Fish shakes as to indicate how close it is to bumping Odin

  • Slightly increased Bumper Fish's hurtbox size (which is also used for blocking & deflecting)

  • Slightly lowered Bumper Fish's hurtbox

One of the most common complaints from the Next Fest players was the fact that Bumper Fish "had collision", while other turrets didn't (Many players thought some turrets were "randomly" blocking their movement). The reasoning behind Bumper Fish's collider was to prevent the player from hiding inside a Bumper indefinitely (else he'd be completely immune to all projectiles). I never liked the inconsistency with movement blocking either. During OO's conception, I had intended for Bumper Fish to bump the player away upon contact, as to communicate the fact that you cannot hide inside this specific turret type. I thought accidental bumpings would feel too obnoxious, and gave Bumper a static collider instead. I am now bringing back the original "bumping" concept, but tuning it way down. The player will now be able to pass through Bumper Fish like it was any other turret. But, if the player made an attempt to stay inside a Bumper, he would be bumped out quickly, by no more distance than is necessary. I hope the new bumping behavior will accomplish the intended purpose in a natural & well-communicated way, without feeling obtrusive to those playing the game normally. This change may take away some of the satisfaction of ducking around then behind a Bumper to deflect a pursuing missile, but I think the trade-offs are worthwhile.

Other Balance Changes
  • When Crâne Exalté slams down to launch orbs, it now deals damage to turrets placed immediately next to it

Early Economy Rework
  • Shop now unlocks after level 1-6 (Originally unlocked after 1-10)

  • Added a Metal Detector shop item - Upon purchase, unlocks random coin-drops from defeated skeletons

  • Bubble Parrot & Pleco-llector shop buying price increased from 30 to 50 coins

  • Treat Bucket now enters the shop after level 1-7

  • Treat Bucket quests priority re-arranged, fish requirements adjusted

  • Sandy Shallows levels coin reward & drop-rates adjusted

This is the beginning of a larger round of adjustments to the game's early economy. A glaring current issue with the economy is that players have nothing to spend coins on for a significant stretch of the game (while a reliable economy sink isn't introduced until Twilight Zone). Players can now start earning coins and interact with the Shop much earlier on. After the number adjustments, people should be able to buy off Bubble Parrot & Pleco at roughly the same time as before (while anticipating the purchase far in advance).

Moreover, the "Treat Bucket" will give players more things to do inbetween early levels. More early purchasing options will be added in the future! (starting with extra optional turret slots, "gemium" turrets, and unlockable Odin abilities - Probably after the full release though)

Misc Changes
  • Added Dr. Finn animations & sound effects

  • Reworked enemy terrain preference logic during pathfinding

  • Reworked how a random-drop item determines the position where it lands

  • Star VFX displayed above knocked-out turrets are now placed lower

  • Added feedback texts for when attempting to drop turrets onto already-occupied tiles / terrain tiles

  • Added light beams behind end-of-level rewards

    • Suggestion by Creeps20 to make rewards easier to spot

  • Demo info window will only pop-up when exiting back to main menu

    • Idea by Renegade Cactus - I've gotten enough wishlists now, I'll stop bugging demo players inbetween levels XD

  • Reworked pop-up tutorial messages for "Use Blobfish sparingly" and "Place ranged turrets far from skeletons"

  • Adjusted Clam spawn timings for Level 1-6

  • Changed victory screen text fonts & positions

Bug Fixes
  • Fixed a glitch where by rapidly skipping dialogue texts, newer texts can gradually grow larger

  • Fixed a glitch where tutorial messages can still display after the player has won / failed a level

  • Fixed a glitch where Frosty Clam does not accurately lob large pearls onto its surrounding ground tiles

  • Fixed a glitch where Pleco does not cause Turret Clam to close up as soon as its card has been collected

  • Fixed a shader issue where decor object sprites get cut off at mesh borders

-------------------------------------------------------------------

Changes to Later Biomes

Spoilers ahead! The sections below are meant for people who have early access to contents beyond the demo.

Balance Changes
  • Zappy Jelly cost reduced from 20 to 15

    • Now that Blobfish serves its own unique role, I can finally balance Zappy in a vacuum!

  • Hollow Clam changes:

    • is no longer stealthed by default

    • now becomes stealthed for 5 seconds after taking any damage that could be shared with Odin

    • is now immune to most adverse status effects

    • A few players who got early access to Twilight Zone have convinced me that Hollow Clam is game-breaking. Giving stealth to "outlier" Clams allows you to circumvent the map design, and neglect entire chokepoints consequence-free. This enables players to concentrate all their turrets at one chosen spot, creating an unbreakable "death ball". Upgrading to Hollow Clam already comes at a huge cost to your "offensive momentum" (to borrow Creeps' terminology) - "Fixing" Hollow Clam by making it unaffordably expensive would not be ideal.

    • I liked the "temporary stealth" idea suggested by the PvZ YouTuber Creeps20, which is aimed towards reducing the benefit of stealthing a Clam instead. Now, if you "give up" on defending a Clam by turning it Hollow, said Clam is not truly invincible, and could interrupt your regen at inopportune times. Certain enemies (especially ranged ones) can even repeatedly poke at the same Clam every time it de-stealthes, unless there are turrets nearby for them to lock onto.

  • Hollow Bumper Fish changes:

    • is no longer stealthed by default

    • now becomes stealthed for 3 seconds after taking any damage

    • now regens for 20 HP per second (out of its max HP of 230)

    • is now immune to most adverse status effects

    • does not bump away Odin if Odin hid inside it

    • With the introduction of temporary stealth, Hollow Bumper can break free from feeling like a downgrade from regular Bumpers. Hollow Bumper will essentially remain a (mostly) invulnerable deflector, while retaining his ability to attract cannon fire as long as he is not threatened by non-deflectable attacks.

  • Hollow Death Ray now receives 4 seconds worth of charge (instead of a full charge) for each knocked-out turret

    • Hollow Death Ray had unstoppable synergy with the already-strong cycle decks. I wish to tune down Hollow Ray's special trait to a manageable, but still powerful level.

  • When using Hammer Shark to demolish a Clam, said Clam's remaining HP will now deal a significant amount of shared damage to Odin (Shared damage cannot kill Odin)

    • While it is undesirable to demolish Clams early on (which leads to a major economic deficit), demolishing Clams right before the final wave felt like too broken of a move - Doing so would remove significant late-game threats to Odin (i.e. the shared damage from inadequately-defended Clams). I am adding a risk to the trade-off - Removing Clams during late-game now causes you to start the final wave with less HP.

  • Diver Skeleton now has a strong preference towards lake tiles during pathfinding

  • Leaky Dropship now creates acid tiles under neighboring turrets while it is not moving

    • A Dropship whose path has been blocked by turrets will no longer be completely harmless, and will eventually break down the turrets in its way.

  • Tangler Skeleton's total tangled turret cost calculation now caps each individual turret's price at 100

    • There is an upper limit to what total cost of turrets a Tangler can paralyze at once. Death Ray will pose less of a limit to Tangler's tangling capacity now.

Economy Changes
  • Battery shop buying price decreased from 15 to 10 coins

  • Charge Station Pod shop buying price now starts at 2 rubies, then increases with each purchase (would eventually increase by 10s)

    • A sink for your late-game rubies ;)

Bug Fixes
  • Fixed a glitch where Diver Skeleton could not jump out of / into lakes via a diagonal movement between tiles

  • Fixed a glitch where Captain Phantom's first attack could fail to land on a turret right underneath the hammer, if Captain Phantom himself was on top of a different turret

  • Fixed a glitch where if Captain Phantom was stunned during his spawn animation, he'd immediately turn ghostly at the end of the spawn animation, without appearing translucent

  • Fixed a glitch in Level 3-4, where a Dropship could be force spawned onto an unsuitable tile where it'd become stuck from the beginning

  • Fixed a glitch where Graveyard timer texts display missing characters for some localizations

Arcade Management Simulator - Tortelious

Hey Arcade Owners!

We’re thrilled to bring you Patch v0.1.5, a significant quality-of-life update that smooths out gameplay, fixes bugs, and improves core systems — all based on your awesome feedback.

Thank you for continuing to support us and helping shape the future of Arcade Management Simulator. We’re just warming up, and the next update will be our first major feature drop, but more on that at the end!


🛠️ Major Fixes & Changes
  • Redemption Queue Timeout
    Customers waiting more than 1 hour at the redemption counter will now leave the queue, and you’ll earn reduced XP for delayed service.

  • 📦 Sell Machines / Box Up Feature Added
    You can now box up or sell machines directly from your arcade — time to declutter and earn back some cash!

  • 🎓 Gacha Tutorial Moved to Day 1
    The Gacha tutorial now triggers after the ticket and coin collection tutorial — for a smoother learning flow.

  • ⚙️ Settings Menu Bug Fixed
    Changing settings now properly applies changes across all game systems. Your preferences will stick as expected!


🧰 Minor Fixes & Tweaks
  • 🕹️ Updated tutorial to instruct players to go to the machine with the exclamation mark (Ninja Fighter).

  • 🚶‍♂️ Increased walking speed to 6 for faster arcade navigation.

  • 🪟 Fixed issue where Gacha machines appeared transparent when viewed from outside the arcade.

  • 📱 Tablet apps enabled with proper overlays now active.

  • 🏷️ Increased sticker size on refill boxes. Changed quantity display format to: 8/15. Switched color to black for better readability.

  • 🥷 Ninja Fighter machine now starts at 70% full on Day 1.

  • ❌ Replaced “Collect them all” prompt in Gacha with a new prompt: "Press ESC to leave the Gacha Machine."

  • 🖱️ Added tooltip: "Click and hold left click inside the green highlight to collect coins from the Gacha Machine."

  • 🖱️ Fixed bug where the mouse pointer disappeared if you were at the redemption counter and the day ended. It now stays visible.

  • 💚 Adjusted green coin highlight to avoid overlapping with Gacha characters (based on your video feedback).

  • 🚪 Fixed issue where customers walked through closed doors after redeeming tickets post-day-end.

  • 🗑️ Trash bin can no longer be placed or moved while in the redemption screen.

  • 🗑️ Fixed bug where selecting Q on the trash bin duplicated it in multiple places.


🔮 Coming Soon: First Feature Update

Get ready — our next major update will introduce new gameplay systems and deeper arcade management tools. Here's what to expect in Patch v0.2.0:

  • 🏪 Retail System Revamp – Overhauled backend for smoother store operations.

  • 🏦 Bank Loan App – Take loans to expand your arcade empire.

  • 🌟 Customer Reviews System – Hear what players love (and hate) about your arcade.

  • 🛠️ Machine Repair System – Fix up broken machines to avoid downtime.

  • 🎨 Store Customization – Personalize your arcade with flooring and wall options!


Thank you again for being part of this journey. Your feedback continues to shape the game and push it forward. We’re just getting started — and the best is yet to come!

👉 Join our official Discord community to share your ideas, report bugs, and hang out with fellow arcade enthusiasts:
🔗

https://discord.gg/t96r3WKvhx

Until next time — keep managing and keep playing! 🕹️


Zombies and Strangers - jieasobi dev
Minor patch update now live! please see below updates and fixes:

* general fixes:
- Fixed game icon not showing properly on task bar and other places.

* game updates:
- added "tomato" obtainable item as a "health up" consumable food
- balancing updates on some item spawn probability
Omega Crafter - Omega Crafter

Thank you as always for supporting Omega Crafter! 🌷

We’re excited to announce the winners of the Omega Crafter Official Release Commemorative Awards, held from May 14 to May 27, 2025! 🎉 We received so many amazing creations—videos, screenshots, and more—thank you all for your submissions!

The result of the strict judging, 6 works were selected as AWARD winners!

And now… it's time to reveal the results!

🏆 AWARD Winners🏆
1. Handy Code for Boosting Crafting Efficiency

Created by Chevit.

A smart piece of code that identifies the selected item at the workstation and continuously crafts it! You can even set the quantity, making it super convenient.

[carousel][/carousel]

🔗 View the post on X

2. "THIS is my answer!!!"

Created by おしゃべりデイジー (Oshaberi Daisy)

An unexpected way to use the cannon…! You've gotta watch the video on X!

🔗 Watch on X

3. "Dad wasn't lying... It really existed! He used the Word of Destruction!"

Created by わさび (Wasabi)

That legendary scene recreated in Omega Crafter!

🔗 Check it out on Discord

4. Digital Display Device

Created by piko

An upgraded version of a creation first made during early access—now even more refined!

🔗 View on Discord

5. Beautifully Built Base

Created by RKisaki

The overhead screenshot is gorgeous—awesome sense of scale and composition!

[carousel][/carousel]

🔗 View on Discord

6. Music

Created by m

A beautiful performance using the “Handbells” feature added in the official release. You can even adjust the tempo!

🔗 Watch the video on Discord

We’ll be sharing each of these works on X (Twitter) and Discord soon!

As a token of recognition, winners will also receive a special role in our Discord server💎.

Thank you again for your continued support of Omega Crafter!

https://store.steampowered.com/app/2262080/Omega_Crafter/?l=english

Some titles were given by the dev team. For downloadable entries, we've downloaded and featured them directly.

The thumbnail for this announcement features a screenshot by RKisaki—thank you!

----------

Omega Crafter

----------

War Thunder - Blitzkrieg Wulf


Welcome to the 179th War Thunder Steam Screenshot Competition!

Thank you once again for your incredible submissions! This week, whether it’s a bomb falling, a shell mid-flight, or a torpedo closing in, we want to see those split-second shots where everything is about to change. The three most popular and three selected by us will get 300 GE. See the winners down below!

Let’s begin the 179th edition of our competition!

Create a stunning screenshot and submit it on the War Thunder Steam Community Hub with the tag #WTscreen179. You have time until the 11th of July to submit your screenshot.

After that date, 6 winners will be selected (3 of which will be the highest rated by the community and 3 selected by our judges), each of which receive a reward of 300GE.


Terms:
  • Your screenshot must include a player vehicle.
  • You must add the #WTscreen179 tag (title cannot have any other text in it).
  • Artists may only win by popular vote once per four screenshot competitions.
[/b]
  • Screenshots need to be compliant with the War Thunder rules.
  • You need to be the author of the screenshot.
  • Screenshot needs to be new. You cannot use those which have previously been published or used in other competitions.
  • We will only accept raw screenshots from the game. You cannot use any editing software nor any other visual enhancements (like Nvidia Ansel filters).
  • You can use filters and settings built into War Thunder.
  • You can use the replay functionality built into War Thunder.
  • Rewards will be delivered to the author's account within 14 working days.
  • [/list]

    And now, time for the winners of the competition’s 178th edition – Leviathans!

    Winners selected via community votes:
    https://steamcommunity.com/sharedfiles/filedetails/?id=3510683172
    https://steamcommunity.com/sharedfiles/filedetails/?id=3513876226
    https://steamcommunity.com/sharedfiles/filedetails/?id=3512804533

    Winners selected by our judges:
    https://steamcommunity.com/sharedfiles/filedetails/?id=3513502817
    https://steamcommunity.com/sharedfiles/filedetails/?id=3514389937
    https://steamcommunity.com/sharedfiles/filedetails/?id=3511936873

    Each winner will get 300GE! Congratulations and see you next week!
    Caves of Qud - AlphaBeard
    210.21 - 'beta' branch
    • Fixed a bug in zone building due to placing quest items on villagers or lair owners that lack inventories.
    • Isahind and Warden Yrame now always have the appropriate freezing ray variant for their descriptions.
    • The n-pointed asterisk can no longer be disassembled.
    • Multi-turn charge abilities like Decarbonize, Run Over, and Wrecking charge now render each turn spent charging.
    • Fixed a crash when a burgeoning cooking effect triggered on gaining new followers.
    • Fixed a bug that caused several effects like flying, sprinting, or wading to sometimes alter your tile in the UI.
    • Fixed a bug that caused golems that were overkilled by several times their base hitpoints to be reshaped with 0 hitpoints.
    • Fixed a bug that caused mutations to be displayed with their class name when selecting an atzmus.
    • Fixed a bug that caused the gear from the Great Machine to disarm natural weapons.
    • Fixed a bug that caused secrets in multi-tile world terrain such as rivers Svy and Opal to not match the interests of any factions, such as fish.
    • Fixed a bug that caused incorrect or null values to be displayed instead of a creature's immature person term.
    • Fixed a bug that caused 'Her' and 'Their' pronouns to sometimes be displayed instead of the substantive 'Hers' and 'Theirs'.
    • Fixed a bug that caused the quest 'Reclamation' to soft-lock by pouring warm static on warleaders.
    • Fixed a bug that caused you to permanently be rendered below other objects after being enclosed.
    • [modding] Added a TierScaling flag to XP events which when disabled will skip scaling awarded XP by tier differences to killed creatures.
    7:52pm
    ScootX - Mash Games
    -Softening adjustments to vert magnets
    -normal push off increased by 0.25 meters
    -Pushing is now playing Single Push if let go of "A" Button
    -Pushing uses physics timing to the foot. No more E-Scooter
    24 Killers - todd

    Hello new and old players!

    Wanted to take a second to thank everyone who has picked up 24K during the Steam Summer Sale! We're trying to hit the 500 review / 98% positive milestone, so I kindly ask that you leave a review.

    A 24K performance update was in the works because long sessions can lead to built up memory and possibly crashes on some computers. I've had mixed results in optimization, and Flash development is slow and taxing compared to modern engines. I hope you can forgive me for pausing the development on that. I have a full time job outside of gamedev and I've chosen to allocate my limited free time to working on a new game. If this is plaguing you, a workaround in the meantime is restarting the game if your session is exceeding 4+ hours.

    The new game we're working on is a variety puzzle game. Rafael (Lead of 24K's QA and Brazilian localization) is more involved this time, helping with level design and much more. I can't reveal anything about it yet, but we're in full swing and you can expect the same amount of 24K love and eccentricity.

    Take care and have a great Summer,

    Todd & Team

    Happy Shabby Games

    Steel Skirmish Reloaded: Online Multiplayer Tank Shooter Playtest - Josh_007

    Hello everyone,

    Just a quick patch today to fix some critical issues discovered during testing.

    List of Changes
    • Fixed an error where a match would occasionally fail to load.

    • Added an additional display option: "Windowed (borderless)."

    • Made other small changes and improvements.

    ...

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