Kellan Graves: Fallen - Erak
🛠 Update
  • Added options (still under construction – more improvements coming soon).

  • Improved item interaction range – easier to pick up and use objects.

  • Next step: fixes for spider movement and some minor bugs.

KovaaK's - DrUninstall
KovaaK's Autumn 20% Sale!

Cozy up this autumn 🍂, save 20% on KovaaK’s during the Steam Autumn Sale. Train smarter, climb faster, or gift to a friend!

Join the community: DiscordX/TwitterWebsite

Help translate: Crowdin

Every Day We Fight - jeanp

Welcome Thorns, to the second major milestone update for our Early Access period! Manual saves, in-combat saves, revisited click-to-move, are the cornerstones of 0.8.0.0 major update. The best way to support us on this journey is to review the game. We can’t stress how impactful it is when you share your comments with the community. Together we can continue to develop Every Day We Fight into a unique and satisfying game. Thank you for your continued support!

Every Day We Experiment!

To the real ones out here testing our upcoming changes, thank you! For anyone interested, all you've got to do is go into the game's settings under Betas and switch to the test branch.

Hall of Fame Updated

As of our latest community update, we added a way to commemorate the outstanding Thorns who've put in some serious effort in helping us eliminate bugs. In our previous statement, we let you guys know we'd be adding to the list, so keep an eye out when you're inspecting the Thorns' hideout!

0.8.0.0 Changelog

Features

\[NEW!] Difficulty Settings

This update is the start of our efforts to give players more control over their experience. The new difficulty presets allow players to set the degree of challenge.

\[NEW!] Manual Saves

In case you missed it, there's a manual save option in the game's settings, available at any point whilst out of combat!

One More Thing...

The test beta branch has a preview of our next big feature: mid-combat saving. We’ll be conducting an extended beta for this feature to ensure the highest level of stability. Player feedback is greatly appreciated and we rely on you to guide us in adapting our plans for Early Access, to meet your expectations.

Coming Soon ...

We're working on updates for the rendering of our first person view, and preparing new highly detailed 3D models and textures for all weapons. We're working hard making sure everything looks great as we prepare to introduce new weapons.

Quality of Life

Exposed options for those wanting more control over the game settings. We’ll be expanding on options in upcoming updates, as we’re working hard on providing ones to configure the aiming/action features. Stay tuned.

Performance Improvements
  • Improve performance of map manager.

Minor Improvements
  • Update wall of fame.

  • Added an extra camera setting that optionally pitches camera when in click to move mode.

  • Added a confirmation message when going to the prison.

Bug Fixes
  • Fixed an issue where dying would make you phase through the ground if you were in cover.

  • Fixed purple mod pick-up issue on bed.

  • Fixed Harvester teleport MPC update applies to lighthouse instances. Resolves severe blowout once the harvester missions are complete.

  • Fixed monument not having a navigable base.

  • Fix Bridge navigation in the Bus Depot and Alleyway Combat Zones.

  • Fix Missing Geometry.

  • Holding breath was using reaction dilation value instead of aim dilation value.

  • broken locked door.

  • Skip UI now works as intended.

  • Dead enemies no longer block cross combat zone throws.

  • Been there, done that achievement bug fix.

  • Fix for controller navigation in the audio menu.

  • Fix for Rifter AI is not able to attack Vivian's Hologram if it's placed in a blocked out area.

  • Fix for a minor material bug in prologue. Vertex paint was not updated on one mesh in the bridge.

  • Fix for throwable items blocking AI followers, clipping into the active Thorn.

  • Reduced restrictions and tightened remaining restrictions for proximity punch reaction activation.

  • Explosive fear radius now scaled up to ensure overlap.

  • Sprint tutorial prompt no longer cancels sprint.

  • Fix for materials vertex paint issue in prologue. Replaced with simpler material stack. Uses DF instead of Vertex Paint.

  • Fix missing geometry on the side of stairs in various parts of the city. Fixed placement issue in hub where decor asset covered spawned weapon.

  • Fix Thorn Stash Ladder Position End Point.

  • Fix material bug where water would not spawn on cobblestones. Minor visual polish to stairs and ground materials.

  • Units now stop moving when selected

  • Added 2 new test strings to warn the player about going back to Faber Labs Generic for Acts 1 and 2, and a finale version for Act 3.

  • Fix Rifters directing Overwatch upwards.

  • We no longer accept input when the loading screen is active.

  • Weapon lift and stow montages now scale off unique time dilation value.

  • Dead pawns now defog themselves.

  • Many Crash Fixes

System Stability

As always, should you encounter any new crashes, be sure to send in a crash report or reach out to us via Discord. Thank you to all who’ve done us this service so far!

Join the Thorns' Community!

You can find us on Discord, Reddit, and Twitter for discussions, updates, bug reports, and to share your feedback. We also have a community wiki that can help answer questions you have about the game.

(BURIED TAPES) The Parking - Tester00001

Hi,

I want to announce that (BURIED TAPES) The Parking will launch on October 10, 2025.

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.

...

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