Firepower Forge - MagnusMakesGames
The ReForge Update

Version 2.0.0 is finally here, adding and reworking tons of features!

Round Modifiers:

Round modifiers will now be applied to some rounds to add a little extra challenge to fights. Round modifiers can be increased or disabled by the server host.

  • Meteor shower: Explosive meteors rain from the sky

  • Thunderstorm: Extreme winds push players around and lightning strikes from above

  • Shardfall: Enormous shards fall from the sky, remaining permanent obstacles for the rest of the match

Class creation:

The class creation system has gotten a major update. Not only are there 5 new items to choose from, but the way you build your class will also change.

All players now get a unique selection of items every 3 rounds (configurable). The server host can pick from many different inventory pools such as Large Selection or No Weapons.

Full Changelog:
  • Class creation system has been completely reworked, now giving players a randomized but somewhat configurable assortment of items every 3 rounds

  • Battle Royale zone has a new and improved look

  • Flesh Fuel takes away less health when using an ability

  • You can now change your keybinds in the settings

  • Reworked almost all UI in the game

  • Redesigned the game's logo

  • Explosive Rounds specialty, worsens weapon stats, but attacks cause an explosion

  • Parasite specialty, steal health from players in a small area around you

  • Death from Below specialty - Deal more damage when your target is above you

  • Orbital Cannon specialty - All your projectiles have a larger explosion the further they travel downwards

  • Weapon balancing changes

  • Burst Rifle weapon, shoots 3 bursts in quick succession

  • Added some visual effects and audio for bullets shot with the Supercharge ability

  • Reworked Mansion map

  • Reworked Volcano map

  • Fractal map replaced with new Streets map

  • Improved Rooftops map

  • Improved Medieval map

  • Improved Ocean map

  • Many bug fixes

  • Added Mac support

  • Added a transition when swapping between maps

  • Added a “Join Friend” button in the main menu

  • Added an option to turn off VSync

  • Added more graphics settings

  • Added round modifiers that spice up some of your rounds with events such as meteor showers or thunderstorms

  • Headhunter now works with projectile weapons

  • Added gamemode descriptions at the start of each round

The game will be on a 60% discount during the Steam Autumn Sale. Enjoy the update!

Shut Up and Dance: Special Edition - MrBoringGames

Hey guys!
Another Monday, another sneak peek for you!

Sooo... Last week I wrapped up everything from the backyard scene with Sarah and a small part where Megan returns there on one of the routes. I also started posing and rendering Megan's kitchen scene, which will be the last one in the morning sequence at MC's home.

Megan's scene is meant to be more emotional and passionate compared to her previous ones, and I think I managed to hit the right balance. It is not going to be a super long scene, but it will still be very eventful. If I had to describe it in a few words, I would call it "a very emotional, tender, yet passionate quickie with Megan." Hehe.
I really enjoy working on it, and I hope you will like it too.

There are four animations planned for this scene, but I am thinking about adding one more as a nice final touch. If time allows, that extra one will definitely not hurt. ;-p

I expect to finish the scene this week. Fifty renders and one animation are already done, so only the juiciest moments are left. After that I will move on to Faith's first scene in this update. She is going to have a huge sequence this time, with her scenes spread throughout the entire episode. But I will tell you more about that next time, when I actually start working on it.

That is it for now, guys. Stay tuned, I will talk to you soon!

MycoRelic - sandydingograham
Improved Rift Network
  • There is now a rift that connects the central village to crab island.
  • The crab island and bunker rifts now connect to the central island in different locations.

Fixes:
  • Fixed issue where enemies using clubs dealt a minimum of 32 poise damage.
  • Reduced time to early exit heavy attacks, 2h push attacks, and shield bash.
  • Fix for dungeon drop table not dropping chain robe bottom (leg slot).

Balance
  • Buffed enemy and boss damage and hp values in the bunker.
  • Made boss projectiles a bit more dangerous at range.
  • Further nerfed disk launcher enemies.
  • Improved availability of Dusk Resistance on gear.
Mythscroll - seedborne
New Features
  • Bold Text OptionYou can now enable bold text in the settings menu for improved readability on small screens.

  • Inventory Sorting
    Added new options to automatically sort your inventory:

    • Alphabetically

    • By item value

  • Storage Chests
    Storage chests are now available for purchase at every inn. Use them to safely store items from your inventory and access them whenever you return.

  • Additional Save Slots
    Increased from 4 to 8 character slots, giving you more room for new adventures.

New Content
  • New Encounters
    11 new encounters have been added to expand your journey.

  • New Quests
    2 new quests are available to take on.

  • New Consumable
    A new consumable item has been introduced, attainable via one of the new encounters.

  • New Accessory - Ring of Meander

    • Drastically slows your character’s travel speed so you can move at a relaxed pace. Designed for exploring smaller locations, this accessory reduces the need to constantly re-set your destination and go back and forth repeatedly.

    • Available for purchase from the Capital City jeweler or traveling accessory merchants.

Gameplay Improvements
  • "Ask For Directions" System Overhaul
    Asking creatures for directions has been refined:

    • If you have active quests, the creature will give you directions to one of your quest locations.

    • If you don’t have any active quests (or already know all related quest locations), they’ll give you the location of the nearest city.

    • If you have already discovered that city as well, you will be told that they didn’t know directions to anywhere you wanted to go.

What's Next

The next major update will be a Halloween update, coming towards the end of October. This event will be a partnership with Jarrett Dean Art, and their upcoming comic book, "Pumpkin of Ruminaria". There will be multiple new "Pumpkin of Ruminaria" related creatures, items, and quests added to the game for the event.

If you've been enjoying your adventure please consider leaving a review, it would really help!

Half-Life: Cross Product Multiplayer - hiphopparappa

During its phases and seasons in early access, Half-Life: Cross Product Multiplayer received many themes and motifs which were implemented here and there during the game's updates leading to Season 9, the current phase of the game.

Now, with the Steam Autumn Sale, you can get Volume 1 of the soundtrack at a 70% discount. It's not going to be cheaper anywhere else.

On Steam, you'll get the soundtrack in MP3 & WAV formats, and you're free to do with it as you please - remix, convert, put it on your phone... it's up to you within bounds.

https://store.steampowered.com/app/3835370/Cross_Product_Multiplayer_Vol_1_Original_Game_Soundtrack/

Dimensional Gates - doller554

I am trying to get the last bits of Dimensional Gates wrapped up now, but there is still polishing of the battle system and I want to add extras as well. But one of the reasons I am making this game is because I am disabled and have lived in isolation for the last 7 1/2 years. This game is my way of doing something for others when I can't in other ways stuck where I am. For the last year and a half I have been actually doing better and making this game wasn't too hard. About a week ago though I started getting sick again. Don't worry, I will be fine, but the pain makes it extremely hard for me to work on anything. The lack of sleep as well makes it next to impossible to concentrate on anything. This has forced me to just stop any production of the game for the last week. I should still be able to get things done in time for the February launch, but it might have to be an early access or just a beta of some kind while I expand the game later on. I wanted to release this as an alpha, but things have changed and I hope everyone understands. Thank you all for your understanding.

NO MORE WORK FOR ITO - poeticasoftware
NO MORE WORK FOR ITO DEMO IS OUT!!!





As The Writer... This is a huge milestone in my life. This is the very first game I’ve ever made. I’ve always played games and had fun with them, and basically only fantasized about making one myself… but I never had the courage or self-confidence to actually do it.

Until now!

“ITO was born out of a lot of anxiety and frustration.”

I think you can feel that in the demo and in the first chapter overall… Not that the game is literally my life or anything like that... But being honest here for my devlog bros... maybe I’m still a little bitter about my last job!!! Hehehe.

So yeah, I wrote this concept to express a simple but heavy feeling: being stuck in a place and living a life that doesn’t make sense. At the same time, you can’t ignore the signs that you don’t belong there, that something about it all is wrong, and that people deserve better. Even if it feels childish or a bit petty at times, it’s sincere.

OK! Apart from this semi-autobiographical nonsense, development on this project was great. I think it was fantastic considering that I was learning the engine and writing my first ever game at the same time. I thought about the concept, started writing, The Artist started drawing and making her magic, and three months later the demo was out. We crunched this thing out in a wild sprint, man. But I think the effort paid off.

To be honest, at first the idea wasn’t to go full-on horror. But once we playtested the game, it became clear people wanted to be… scared. So we turned that dial way up. Especially in Chapter 1 — which you, reading this, will hopefully play and support.

Now let’s talk about the ART of this project. (A LOT OF SACRIFICES WERE MADE HERE):

“My wrist hurts, if you are a wrist doctor please help.”

Hello everyone, I am The Artist of No More Work for Ito!

I love this game, and to be honest I love the characters, especially Mia. She was the first character I drew from the beginning, and I think also the first ever sprite of the game that I rendered. I hope you guys like her too!.... Even though April is all cool and powerful, so I understand her appeal too hehehe.

Since I already had some bad tendinitis from art school, most of my art here was drawn ON A TRACKPAD, using my LEFT HAND….

Three months later and now it’s left hand tendinitis hehehe. TºT

I thought it would be impossible to draw with my left hand on a trackpad, but it’s actually not that hard. Also, it helps that pixels are not “gestural” at all. Plus I also used to draw on a trackpad when having a Wacom was just a distant expensive dream (like it is for every third worlder unfortunately).

Still, I am going strong and resting a lot to get better! And the effort was worth it!! 

I am really proud of the game, I feel that I really gave my best and I really like the visuals. I am so happy that people are complimenting the art too, thanks everyone!

Would you guys like it if I made an “artbook” of the game eventually?

I mean first the game has to come out and be somewhat successful, but still, most concepts were drawn on paper and the drawings are not that fancy, but I think they are cute. I will share here a little sketch of Mia!

I think that’s it, thanks to everyone that played the demo and wishlisted the game. It really means everything to us since it’s our dream to be developing this game.

Also, we are working very hard to make the translations of the demo, so those should come out soon.

SO YEAH… This project was both painful and fun to make.

We hope you enjoy our little brand of horror, and that you’ll look forward to the many surprises ahead.

Transmission complete,

Poética Software HQ

BitHero Survivors - Guu

Survivors, the wait is almost over!

The free demo for BitHero Survivors is launching in just 3 days!

📅 Demo Release:
October 2nd, 8:00 PM EDT (UTC-4)

The demo will let you:

  • Play as two unique heroes with their own heroic weapons and evolution paths.

  • Experiment with shared weapons and build your own strategy.

  • Collect powerful relics to boost your runs.

  • Explore a large map full of secrets and face cute (but dangerous!) enemies and a challenging boss.

This is just the beginning — we’re also planning major updates for both the full game and the demo itself, with more heroes, weapons, and maps coming soon!

💬 Your Feedback Matters

We’d love to hear what you think once you’ve played. Join the Steam discussions or SNS down here, tell us your favorite builds, and help us make BitHero Survivors even better.

🔔 Wishlist Now
So you don’t miss the launch or any future updates!

The Wind and the Wisp - penguincoco

The Wind and the Wisp has a new patch in town, with a whole bunch of bug fixes and exciting announcements! 

Once again, thank you all for the wonderful support since launch almost two months ago! We especially appreciate players who have hopped into our Discord, reported bugs, and helped us in resolving them! 

With this new (major) patch, we are introducing the Mac build, a whole bunch of bug fixes, and brand new achievements! Good luck to all of the achievement hunters out there!

Announcing: Mac Build!

The Wind and the Wisp is now available on Mac! Thank you all for your patience as we’ve been working through Mac support, and we’re so excited to announce that it’s finally here! 

Fixes

We’ve had a number of players report issues with input. Many of these issues have been patched with this release, but for best practices, please plug in your microphone and make sure your microphone is not muted on your computer system before launching the build

  • Clicking “new game” leads to a black screen, leading to a soft lock. This has been fixed.

    • The cause of this bug is related to Windows' privacy setting; If microphone access was turned off completely across a computer, there was an error in getting that access, which caused the game to not progress. This patch’s fix implements a check for whether microphone access is turned off, and if it is, making sure the game is still able to be played without the microphone. 

  • A flower could be replanted outside of the flower bed and the cutscene would not trigger, leading to a soft lock. This has been fixed. 

  • Double bar in recalibration is fixed.

  • Global wind could not be triggered after breaking an object with the petunia. This has been fixed. 

  • The game could accidentally enter a permanent Global Wind state (wind is always being blown, causing the Wisp to get pushed perpetually). This has been fixed. 

  • A flower could be replanted by pressing E while the pause menu was open. This has been fixed. 

  • The bird in the Forget-me-not level can sometimes trap the Wisp in a corner, leading to a soft lock. This has been fixed. 

Known Issues
  • The fog causes performance issues in the first level for Macs. We are looking into a fix!

  • Sometimes “space bar” does not work on the calibration screen. This is a known issue impacting a small percentage of players, and we are working on a fix!

What’s Next

Along with fixing the known issue in calibration, we’ll be working on full controller support for the game! The game is currently playable with a controller, replacing "Click to continue" and "E" with the A Button on Xbox/X Button on Dualshock, and "Space" with the Right Trigger, but we want to make sure the UI accurately reflects this to prevent any confusion. 

With controller support comes another fun feature: Steam Deck Verification! Along with these features, we'll also be keeping an eye out for any bugs that are reported through our Discord as well as through the Steam Community forum.

Thank you again for the continued support on The Wind and the Wisp, and we hope to see you in our Discord!

Synth Race - chonker.dev
  • added 4 new levels for aphotic level set
  • added text chat
  • added jump input buffer to make air to ground jumping more forgiving
  • consolidated single and prix into one game mode
  • added 1 hat and 1 skin for aphotic
  • added wall running
  • added super jump, super sprint, frenzy blast powerups
  • improved level selection ui
  • general fixes and improvements
...

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