6:26am
Fairytale Fables - Leralasss

New patch 0.1.56 is out on Steam :)
Mobile coming the next days.
Huge thanks to @IHSB15 @synesthesia for brainstorming new ideas and balance changes :heart:

New:
  • New animations:
    - New "explosion" visuals for attacks
    - New Spell visuals: Big Wave, Dragon's Fury, Dragon's Lessons, Fertilizer, Fireball, Snow Queen's Splinter, Star Powder, Titan's Flowers, Transform Spells
    - New visual for Aura characters (disabled in Settings -> Game -> Low Animation Mode)
    - Added more animations to the Shield visual: distortion, shield break
    - New Succubus visual
  • iOS: can choose to use lower resolution images for lower RAM usage

    Balance:
  • Bearskin: 0x2 -> 1x2
  • Leprechaun/Broonie added: Every 5 goods/evils you buy, gain 1 gold.
  • Cheshire Cat & Dionysus added: Greetings: gain 1 free roll
  • Odin: doesn't waste spell discount on free spells

  • Bored Farmboy: Extra food to Farmers 2/2 -> 2/1

  • Playful Oslo changed to: Walk 2: Entrance: Give me and the Animal or Farmer on my left +2/2 Food. [space] My buff increases by +1/1 for two every Animals on your board.

  • Tinkerbell: Level 4 -> 3. Quest Goal 60 -> 70, Odyssey 50 -> 70
  • Tick Tock Clock: added Odyssey (can repeat quest)

  • Herding Dog added: Also give your characters without Food half of my buff for the fight.

  • Good Boy: Buffs by 100% -> 75% and buffing 3 -> 4 characters
  • Yggdrasil: Mana cost 1 -> 0. Aura is now based on current -> max hp

  • Treasure Factory: reduced gold cost to level + 0. Additionally gives another treasure slot permanently.

  • Future Vision: 6 -> 5 gold.
  • Fertilizer: If they are a Plant, give their slot Sunlight 2 -> Increase my buff by +0/2 for every Plant you have.

    New art:
  • Sir Galahad by Poneti

    Fixes:
  • Fixed: Shadowlord transform now correctly removes the Aura stats
  • Fixed Alice tags + Atlantis not working
  • Fixed Alice Good/Evil tags on Mermatey didn't work
  • Fixed: Tournament timer on the title screen was not accounting for timezones
  • Improved performance: Some objects are spawned when needed instead of being always spawned on the character object (particles, icons, images)
  • Added small delay for opening the item box so it doesn't open unintentionally
  • Fixed Angel Feather visual
  • Optimized requests with unchanged data
Log Away - The-Mark Entertainment

We have some big news to share today! Log Away is getting some new features, multilingual support, and, as a result, a slight release delay from July to August, with the exact date to be revealed soon.

We've decided to move the release to have enough time to implement new features and improve and polish the entire experience. As always, we want to deliver the best possible game!

The Coziness System and Voice Overs

We're hard at work to implement a new feature: the Coziness System! It deepens the game’s immersive charm by acting as a "thermometer" that measures how cozy your retreat is by considering how many objects you're placing and, more importantly, where you're placing them. For example, you'd agree that placing dozens of chairs or planting a tree indoors doesn't make a cabin cozy, right? The system makes sure you're on the right path to achieving higher coziness, and it rewards you when you succeed. It's there, but it's subtle, and it acts as a dear friend that wants you the best.

Some surprise items, so the really special ones, are getting a backstory. This is a new feature, which adds voice overs recounted from a narrator standpoint. We felt the game was missing something, something more personal and perhaps unique to the genre, and so we implemented this. One might say it's nothing groundbreaking, and that is true, but it adds more charm to the game.

Localization into 15 Languages

The store page is now localized into multiple languages, making it accessible to a global audience. This localization will extend to the full game, with the interface and subtitles available in these 15 languages:

  • English

  • French

  • Italian

  • German

  • Spanish - Spain

  • Japanese

  • Korean

  • Polish

  • Portuguese - Brazil

  • Russian

  • Simplified Chinese

  • Traditional Chinese

  • Turkish

  • Spanish - Latin America

  • Croatian (only in-game, store page localization not supported by Steam)

While voice overs will be only in English, these translations will ensure players worldwide can fully immerse themselves into the coziness of Log Away!

Demo Temporarily Delisted

The current version of the demo no longer aligns with the full game’s evolving scope and experience due to the extensive updates and new features we’re implementing, and so we’ve temporarily removed it from the Steam store. We plan to relist an updated demo closer to the release date, which will then offer an accurate glimpse of the cozy adventure awaiting you in the full game.

To be notified when Log Away launches, make sure you add the game to your wishlist:

https://store.steampowered.com/app/3468400/Log_Away/Thank you for joining us on this journey!

6:23am
The Neverland of the Mountain and Sea - zedraxlo

Some players have reported issues such as crashes and the game failing to run on newer computers. To address this, we have updated the game engine to Ren'Py 8.4.

Please note the following changes in this update:

  • Save files are not compatible between version 1.2 and version 1.1. To accommodate this, we have created a separate branch on Steam. If you wish to keep your existing save files, you can revert to version 1.1.

  • Minimum system requirements for version 1.2 are as follows:

    • Windows 10 or higher

    • macOS 10.15 or higher

    • Ubuntu 20.04 or higher

  • The image compression method has been changed in this update to further reduce the client size while maintaining image quality.

If you encounter any issues during gameplay, please feel free to contact us.
Enjoy the game!

TOKYO DRIVE - AiTHER
It has been about three months since our last update.
Development is still ongoing, with the main goal of improving the visuals.
This time, we would like to announce our current efforts.

(Items currently being worked on)
(All of these are in the experimental stage, and the contents may be subject to change in the future.
The release of the features and the timing of their release are also undecided.)

・Visual improvement of rivers and oceans
(For rivers, only large rivers such as the Arakawa and Sumida Rivers are supported)
・ Display of passing vehicles (cars)
・ Display of white lines and sidewalks on roads
・ Review of layout around roads

<Reference image>






Improving the visuals of the game may put a greater load on the game, and we are currently making adjustments to the game to accommodate this.
Therefore, we cannot guarantee the release of the features described here.
Plague Doctor VS The Profane Playtest - INQUISITOR

Hello, Plague Doctors!

Thank you so much for your incredible support and feedback. We're thrilled to present our latest and most significant update yet, one that fundamentally changes the core aspect of the game—the combat!

Our main goal was to make every single strike feel more impactful, weighty, and satisfying. From now on, you'll feel the power behind every action you take on the battlefield. We hope you love it!

Here’s a detailed breakdown of what’s changed:

What's New?

Combat Enhancements (The "Game Feel" Overhaul):

  • Impactful Hits: We've added Hitstop, Hitflash, and Knockback effects! Every successful hit is now visually and dynamically much more satisfying.

  • Camera Effects: Melee attacks now trigger a slight but effective camera shake, adding even more weight to your strikes.

Visual & UI Improvements:

  • Polished Visuals: We've updated the occlusion mask (how you see your character behind objects). The old clean circle has been replaced with a more stylized and visually appealing design.

  • Interaction Icon: The interaction icon for the (E) key has been changed for better clarity and visibility.

New Player Experience:

  • Tutorial/Controls Display: We've added a brief description of the controls and core mechanics to the top-left corner of the screen to help new players get started more easily.

🐞 Bug Fixes

  • Rat Form: As intended, you can no longer use attacks while in rat form.

  • Ranged Mobs: Fixed an issue where the death rattle of ranged mobs would cause them to shoot one last projectile.

  • Transformations: Resolved a bug that occurred when rapidly switching between forms, which previously caused transformations to glitch out.

  • Orc Transformation: You can no longer transform into the orc before actually defeating him.


We can't wait to hear what you think about this update! Your feedback is crucial as we continue to improve the game.

Thank you for being with us on this journey!

- The Plague Doctor Team

Cut The Birch - Malastin
Beta 2.1.0
New:
  • Dummy in town now show damage per second

  • Now you can have up to 7 sets of items

  • Added all bonus drop stats to stat list (Bonus xp, bossdrop, birch, iron, crystals)

  • Now you will see information when you will have skill points to spend

  • Now you will see information when you will have aura points to spend

  • Forest tier 30+ now will spawn "Fire Fox"

  • Forest tier 40+ now will spawn "Toxic Spider"

  • Forest tier 50+ now will spawn "Skeleton Melee"

  • Forest tier 55+ now will spawn "Skeleton Mage"

  • Forest tier 60+ now will spawn "Slime Rush"

  • Forest tier 65+ now will spawn "Slime Scream"

  • All spells costs now scales with cooldown reduction

  • In pause menu you can turn off/on damage numbers to improve fps in late game

  • In potions window now you have button "Use all potions"

Changes:
  • In night mode you have 50% chance to spawn flowers or iron ore instead of tree (at day mode it is only 10% chace)

  • Health Gem increased base value from 15 to 25 and scaling from 1.05^ to 1.06^

  • Health Regen Gem increased base value from 5 to 10 and scaling from 1.02^ to 1.025^

  • Mana Gem increased base value from 10 to 15 and scaling from 1.04^ to 1.05^

  • Mana Regen Gem increased base value from 4 to 8 and scaling from 1.015^ to 1.02^

  • Absorption Gem increased base value from 10 to 30 and scaling from 1.04^ to 1.07^

  • Absorption Regen Gem increased base value from 4 to 15 and scaling from 1.015^ to 1.03^

  • Physical Armor Gem increased base value from 5 to 10 and Scaling from 1.03^ to 1.04^

  • Fire Armor Gem increased base value from 4 to 8 and Scaling from 1.02^ to 1.03^

  • Ice Armor Gem increased base value from 4 to 8 and Scaling from 1.02^ to 1.03^

  • Poison Armor Gem increased base value from 4 to 8 and Scaling from 1.02^ to 1.03^

  • Lightning Armor Gem increased base value from 4 to 8 and Scaling from 1.02^ to 1.03^

  • Blood Armor Gem increased base value from 4 to 8 and Scaling from 1.02^ to 1.03^

  • Corruption Armor Gem increased base value from 4 to 8 and Scaling from 1.02^ to 1.03^

  • Holy Armor Gem increased base value from 3 to 6 and Scaling from 1.02^ to 1.025^

  • Shadow Armor Gem increased base value from 3 to 6 and Scaling from 1.02^ to 1.025^

  • Physical Damage Gem increased base value from 5 to 10 and Scaling from 1.03^ to 1.04^

  • Fire Damage Gem increased base value from 4 to 8 and Scaling from 1.02^ to 1.03^

  • Ice Damage Gem increased base value from 4 to 8 and Scaling from 1.02^ to 1.03^

  • Poison Damage Gem increased base value from 4 to 8 and Scaling from 1.02^ to 1.03^

  • Lightning Damage Gem increased base value from 4 to 8 and Scaling from 1.02^ to 1.03^

  • Blood Damage Gem increased base value from 4 to 8 and Scaling from 1.02^ to 1.03^

  • Corruption Damage Gem increased base value from 4 to 8 and Scaling from 1.02^ to 1.03^

  • Holy Damage Gem increased base value from 3 to 6 and Scaling from 1.02^ to 1.025^

  • Shadow Damage Gem increased base value from 3 to 6 and Scaling from 1.02^ to 1.025^

  • Reduced required armor amount per tier from 100 to 50

  • Max aura points changed from 8 (Max at level 80) to point per 10 levels (No max level)

  • All auras damage now scales with spell/attack damage

  • Physical damage scaling on items changed from (5 - 15) to (15 - 20)

  • Fire damage scaling on items changed from (5 - 10) to (10 - 15)

  • Ice damage scaling on items changed from (5 - 10) to (10 - 15)

  • Poison damage scaling on items changed from (5 - 10) to (10 - 15)

  • Lightning damage scaling on items changed from (5 - 10) to (10 - 15)

  • Blood damage scaling on items changed from (5 - 10) to (10 - 15)

  • Corruption damage scaling on items changed from (5 - 10) to (10 - 15)

  • Holy damage scaling on items changed from (2 - 5) to (5 - 10)

  • Shadow damage scaling on items changed from (2 - 5) to (5 - 10)

  • Physical damage scaling from player points changed from 5 to 15 per point

  • Fire damage scaling from player points changed from 1 to 10 per point

  • Ice damage scaling from player points changed from 1 to 10 per point

  • Poison damage scaling from player points changed from 1 to 10 per point

  • Lightning damage scaling from player points changed from 1 to 10 per point

  • Blood damage scaling from player points changed from 1 to 10 per point

  • Corruption damage scaling from player points changed from 1 to 10 per point

  • Holy damage scaling from player points changed from 1 to 5 per point

  • Shadow damage scaling from player points changed from 1 to 5 per point

  • Health flat scaling from player points changed from 10 to 25 per point

  • Health regeneration scaling from player points changed from 1 to 5 per point

  • Absorption flat scaling from player points changed from 15 to 35 per point

  • Absorption regeneration scaling from player points changed from 1.5 to 7.5 per point

  • Spell: Fire Ball, Cooldown 6 -> 5, Mana cost 25 -> 50

  • Spell: Fire Breath, Cooldown 8 -> 10, Damage scaling 200% -> 300%, Mana cost 50 -> 125

  • Spell: Ice Shard, Cooldown 6 -> 5, Mana cost 25 -> 50

  • Spell: Frost field, Damage scaling 5% -> 10%, Mana cost 2 -> 25

  • Spell: Poisonous Kunai, Cooldown 10 -> 5, Damage scaling 50% -> 150%, Mana cost 35 -> 50

  • Spell: Toxic Cloud, Cooldown 1 -> 5, Mana cost 15 -> 50

  • Spell: Lightning Spin, Cooldown 20 -> 10, Mana cost 100 -> 150

  • Spell: Spark, Damage scaling 50% -> 100%

  • Spell: Blood ring, Cooldown 10 -> 15, Damage scaling 50% -> 125%, Health cost 50 -> 125

  • Spell: Blood spikes, Cooldown 30 -> 20, Damage scaling 150% -> 200%

  • Spell: Corrupted smash, Cooldown 25 -> 30, Damage scaling 500% -> 1500%, Mana cost 125 -> 500

  • Spell: Holy smash, Damage scaling 300% -> 500%, Mana cost 40 -> 125

  • Spell: Healing field, Damage scaling 50% -> 100%, Mana cost 750 -> 1250

  • Spell: Shadow Dash, Mana cost 500 -> 250

  • Spell: Shadow stab, Cooldown 60 -> 2, Damage scaling 2500% -> 1000%, Mana cost 2000 -> 750

Fix:
  • Death on Hardcore was bugged

  • UI info for "Tier info" was not updating after buying portal upgrades

  • Cosmetic window was showing behind stats window

  • Fixed typos

  • Crystal bonus on items was flat additive instead of multiplier

  • Holy Armor Gem had wrong scaling

  • Holy Damage Gem had wrong scaling

  • Iron upgrade "Enchanting power" was showing flat number instead of %

  • It was possible to buy upgrades one level higher than their level cap

Other:
  • Multithreding for physic got enabled

  • Changed detection method to less accurate but more efficient

  • Spell armor corruption got turn off right now (need a rework)

  • Some optimizations for better fps

Return: Unknown - Ares-X
Hello community and survivors!

Today something other than technical updates. I want to share a personal moment with you. The cover of “Return: Unknown” now hangs framed in front of me, a small symbol for a big project.

I'm developing this game completely on my own. And even though the project is still in its infancy, a lot of work, time and passion has already gone into it. There is still a long way to go, but every step counts. The cover reminds me how much has already been achieved and how much still lies ahead of me.

Of course, the game still needs time. Later, there will also be test accesses so that we can discover and improve the final details together. Because you learn from your mistakes and I am determined to make “Return: Unknown” as good as possible.

I am endeavoring to develop the project step by step in a clean and well thought-out way. The path is not always easy, but looking at this picture motivates me to keep going. For you, for the game and also a little bit for myself.

Thank you for your support and for following the journey.

If you want to support me, tell your friends and family about “Return: Unknown”. Every recommendation helps me to continue to grow and make the game visible. Thank you for your support!

In Discord you have the opportunity to follow the development and ask questions. https://discord.gg/8zyKXj9SDr

Follow me on social media!

- Twitch
- Discord
- Steam
- Steam Franchise
- YouTube
- Twitter
- Facebook

Mira - The End of the Sun
The End of the Sun: Prologue is Available NOW!

Hey everyone,

We're thrilled to share the news about The End of the Sun: Prologue, a story-driven adventure game steeped in Slavic mythology, developed by our friends it's available and completely FREE to play!

https://store.steampowered.com/app/3820900/The_End_of_the_Sun_Prologue/


What to Expect in the Prologue

The prologue will feature the first mission of the game and one mission to showcase the time-travelling mechanics.

The prologue is created to give you a taste of the full game and help you decide if The End of the Sun is for you!

Step into a world inspired by Slavic myths and legends.

As an ashter, a Slavic sorcerer blessed with an incredible gift, you arrive at a mysterious, abandoned village. You find an unusual map there and begin to explore the area. Initially, you encounter no one, seeing only dimly flickering bonfires. Your power, however, allows you to connect with the fire, to see visions, and to shape the seemingly ordinary fates of the villagers. Each rekindled bonfire presents a unique challenge steeped in Slavic legends.

Dive in and experience the beginning of this unique adventure. We can't wait for you to explore the secrets within!


Wishlist, PLAY, and Write a REVIEW!

The End of the Sun Team would be incredibly grateful if you could add it to your wishlist! It might seem like just one click, but it significantly boosts our visibility on Steam and helps us out a lot!

https://store.steampowered.com/app/3820900/The_End_of_the_Sun_Prologue/

If you like the game, don't forget to write a REVIEW on the The End of the Sun: Prologue page!

Visit the prologue store page and write even a few words, your thoughts, and your feedback mean a lot! :)


DO YOU LIKE THE PROLOGUE?
CHECK OUT THE FULL VERSION OF THE END OF THE SUN HERE!

https://store.steampowered.com/app/912840/The_End_of_the_Sun/

The full version of The End of the Sun, in addition to its extensive and immersive gameplay and story, also includes:

  • Photo Mode - Get ready to capture your favorite in-game moments like never before!

    (Available on this Sunday (July 20th)

  • Community Items - Trading cards, Badges, Profile Backgrounds, Emoticons!

    (Available now!)

  • 40 achievements - Get them all!


TRUE INDIE GAME!

As you know, The End of the Sun is a true indie game. Created for over 8 years with passion, mainly by a two-person team.

Would be amazing if you could spread the word about The End of the Sun on your social media, gaming forums you frequent, Discord groups, or even your own gaming channels. Whether it's a post, a share, or even just telling a friend, every bit of support means a lot!

I have the full version of the game. Can I help?

Yes!

  • Even if you have already played the full version, please wishlist Prologue and write a review, it will help the team a lot to stay in indie development and make next games.

  • Share this news, whatever you want!

Thank You!


We can't wait to hear your thoughts and feedback about The End of the Sun Prologue!

东方天海瀑 ~ Destroyer in Miraculous Storm. - 炎灵故事

Sorry for the long wait!

After 6 years, Destroyer in Miraculous Storm. is finally ready to say hello to all of you!

This is our first Touhou Project bullet hell STG fan game. We've worked hard to deliver a smooth and satisfying bullet pattern experience, while keeping the system as simple as possible.

We also hope you'll enjoying the story that Reimu and her friends encounter this time.

And more exciting...you can now add it to your wish list!

But that's not all -- We are delighted to announce:

The Demo Version of Destroyer in Miraculous Storm. will officially launch at July 25 14:00 (UTC+0)!

Are you ready to embark on a wonderful adventure in the rain?

Look forward to seeing you again!

幻缘制作组 Presents

Rootin' Tootin' Lootin' & Shootin' - Raspberry Jam
  • Added fog effect to walls, which can be adjusted in the settings
  • Bouncing bullets now gain 50% damage each bounce, instead of 1 damage
  • Removed Upgrade - Split Shot
  • Added Upgrades
    • Rechargeable Battery
      When full, your battery can store 2 more charges for later
    • Safety Goggles
      Fire and explosions can't hurt you
    • Popcorn
      Your bullets split in 2 after hitting an enemy
    • Whiteboard
      Your bullets deal 50% less damage, but deal 35% more damage for each tile faster they move
  • Changed Upgrades
    • Magnet
      Combined with Cheese Wedge
    • Loyalty Card
      Items and Upgrades cost 80% as much -> 75% as much
    • Micro Mushroom
      Removed 15% damage penalty
    • Lightning in a Bottle
      deal 25% less damage -> gain charge 25% slower
    • Charge Plus
      You gain charge 25% faster -> 33% faster
    • Energy Drink
      You gain charge 50% faster -> 66% faster
    • Mech Fist
      Knockback affects all your attacks instead of just melee
    • Gold Sword
      You deal 15% less damage, but 3% more damage for each $100 you have -> You deal 100% more damage, but it costs $15 for each point of damage added
  • Changed Enemies
    • Raptor
      It can now walk around when it doesn't have line of sight, and shoots bullets out to the sides, instead of at you
    • Mushroom
      Now only starts shooting when it can see you
    • Spitter Plant
      Reduced firing timer by 1 turn
    • Fire Frog
      Reduced fireball size
    • Giant T-Rex
      All moves are a bit faster and it can walk around more often
  • Added animation to Chainsaw
  • Added sound effects to Chainsaw
  • Redesigned Replays Menu - Now lists level, money and upgrades
  • Enemy flames now render beneath other graphics
  • Added screen transition when you beat the game
  • Added visual effects for dying
  • Attacks which deal less than 1 damage now deal 1 damage every time
  • Bullets now have a range limit of 1000 tiles, improving performance
  • Charge upgrades now effect the rate at which the battery starts charging after using an item
  • Fixed Duck firing more shots than intended
  • Removed dynamic lights from fire attacks to improve performance
  • Fixed a crash when dying
  • Fixed a crash when using shockwave and lightning in combination
  • Fixed crash when using Bobby Pin
...

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