Edge of the Wild - AvalonStudios

Hello!

Progress continues with updates to NPC animals, mission locations, and UI tweaks. Loading screens are now also being implemented when transitioning from one level to another (which I have found is much harder to do than I originally thought!). Not mentioned in the video, were necessary changes to the aiming/bullet system. Bullets now go where they are supposed to go when aiming :)

[dynamiclink href="https://youtu.be/e354CRd3qVY"][/dynamiclink]

Thank you again for joining me on this journey and I look forward to sharing more content as it becomes available.

-Ron Mc.

Summa Expeditionis - megalevel.studio

Salve, Centurion,

Update 0.3 is now live ⚔️ Roma Aeterna!

This update marks a major step forward in the evolution of the game, with substantial improvements across the board: gameplay, atmosphere, narrative, and immersion.

Here’s what you’ll find:

🔥 New Narrative Tutorial: The Camp Before the Ambush
We’ve introduced a brand-new tutorial that places you in a fully functioning Roman camp, just before the ambush. This new beginning adds a narrative twist, allowing you to better understand the world, its characters, and the core mechanics in a more vibrant and dramatic context.

🌿 Visual Improvements: Nature Reimagined
We’ve redesigned vegetation, trees, and harvestable resources to create a denser, more vibrant, and more detailed world. Every expedition now feels more alive, more beautiful, and more dangerous.

🧠 Smarter NPCs, More Dynamic Interactions
NPC behavior and AI have been completely overhauled. They now follow more realistic routines, react more consistently, and show greater environmental awareness — making every interaction feel more natural and immersive.

🧭 Next Phase of Interface Improvements
We’re continuing to refine the interface based on your feedback. This new phase enhances both functionality and aesthetics, delivering a smoother experience without sacrificing immersion.

💬 Thank You for Your Patience
We sincerely thank the entire community for your support and patience while we worked on this update. Your feedback and trust have been key in taking Summa Expeditionis to the next level.

Update 0.3.0 is now available, ready for you to dive into a new chapter in the story of Rome.
Pack your gear — what lies ahead is not just an expedition, but the beginning of something much greater.

The Summa Expeditionis Team


Full Update 0.3 Patch Notes

NEW CONTENT

  • A training camp has been added, acting as a completely new tutorial.

  • Continued visual overhaul of various items and buildings.

  • Two new armors have been added.

  • Canes have been added to better set the atmosphere around the lakes.

  • Added a fixed guard post at the entrance of the Tier 1 commander’s tent.

  • Added a new Tier 1 production building: “Esparto Stripper” for mass esparto production.

  • Added a new Tier 2 production building: “Rope Maker” for mass rope production.

  • Redesigned the start game menu, campaign creation, options, and load game interface.

  • Overhauled the in-game main menu and help system.

  • All environmental decoration elements have been revamped. Forests are now denser and more proportionate, with new models for rocks, clay, salt, and decorative patches of vegetation.

  • Optimized performance on systems that were suffering from bottlenecks and FPS drops even with powerful hardware.

CHANGES

  • NPCs now run during work time if their destination is more than 10 meters away and they’re outside the camp’s main area.

  • NPCs now chain their tasks more efficiently, prioritizing tools they’re already holding or collecting production when no other tools are needed.

  • NPCs assigned to Faber duties now also craft items at the carpentry table.

  • Faber NPCs will now craft any items needed in production lines—for example, if a bonfire has clay vanga canteens in the queue or set to infinite, they will craft them and deliver them to the final step.

  • Some armors and helmets have been modified to be more historically accurate.

  • The idle animation has been changed

  • Faber NPCs will now also produce all required storage items for the camp—for example, if a sack storage is built and only 5 sacks exist, they’ll craft the missing ones if resources are available.

  • The HUD has been updated based on player feedback: texts, icons, and colors have been improved. Additional HUD components like radar, contubernium management, notifications, and alerts have also been completed.

BUG FIXING

  • Fixed a bug that rendered some object storage units unusable after placing the first item—for example, sack or stone storage.

  • A bug that slowed down the game in the starting chunk has been fixed.

  • Fixed several bugs that caused the AI to freeze, such as when dropping or crafting new items.

  • Fixed multiple errors related to guard AI and guard post behavior at gates and walkways—they now execute patrol routines more reliably.

  • Fixed a bug related to item transfers between storages, which sometimes caused NPCs to store items at production output points.

  • Various general performance improvements have been added.

Meowstery of a Growing Aurora - Sbeve Entertainment
BALANCE ADJUSTMENTS
  • Added logic for maximum number of powerups a Player can have in a new game to 10 (this is for the Health, Melee and Ranged powerups; Bag of Holding and Throwing speed are still one-off powerups)

LEVEL UPDATES
  • Lowered Aurora damage over time values in certain levels
  • Added more Aurora health pickups in certain levels
  • Added a Throwing Speed powerup in the "Road to Pip 1" level (NOTE: if you already picked this powerup up in "Infested Dungeon", you will not be able to pick it up again)
RANDOBOUNCE - VirtualEagle
🎉🎊🥳 Exciting News! 🥳🎊🎉

The time has come. After a long wait of ~10 months, I can finally release the full game I imagined RANDOBOUNCE to be.


RANDOBOUNCE
is a minimalistic, fast-paced, arcade, score-attack roguelike where chaos is your best weapon.

You have no control over movement, just bouncing!

But you do have control over the firepower.

Build the ultimate weapon by combining multiple Barrels, each firing different types of Bullets, from homing missiles to explosive rounds. Every upgrade shapes your weapon into a unique, enemy-shredding machine. Tweak individual stats, from the Fire Rate, to the Rotation of each Barrel.

Survive for 20 minutes while racking up the highest score possible. Along the way, collect Power-Ups that provide game-changing offensive and defensive perks.

Bounce, power-up and climb up the leaderboard ranks!

New Features since the Demo:

  • Steam Integration: Cloud Saves, Stats, Achievements and a LEADERBOARD!

  • New Bullets and Power-Ups: New set of Bullets for even more powerfull combinations, as well as unique Power-Ups.

  • Accessibility Settings

  • Balancing Chages: After reading all the feedback suggestions, I tweaked some difficulty settings and implemented new features for an easier gameplay, while mantaining the desired base difficulty.

Don't forget to share RANDOBOUNCE with family and friends if you enjoy it!

Remember, you are at the mercy of BOUNCING!
Conqueror's Blade - Max_CM1

Dear Warlords:

The [Dynasty Awakening] season officially launched on June 19. With the increasing number of online players, we deeply feel the enthusiasm of the warlords. Due to some servers being overcrowded, the gaming experience for warlords has been affected. We sincerely apologize for this.

Hereby offering maintenance compensation:

  • Players affected by server downtime maintenance: Rank Boost Card*2, Rank Protection Card*2, Treatise*10 (Dragonrise Island and Aetherium Gate servers)

  • All players on other servers: Rank Boost Card*1, Rank Protection Card*1, Treatise*5

Thank you once again for your understanding and support. Our anniversary season benefits will be launched soon, so stay tuned.

Wishing you victory on the battlefield!

Chronicles of the Wolf - Sinista4Real

Hi everyone, 

Due to a last-minute bug, we have temporarily removed support for mouse and keyboard controls.

The issue prevents players from using a mouse and keyboard after reloading a game save. However, you can continue playing with a controller while we work on a fix. Your save data will still function correctly with a controller.

This bug only affects mouse and keyboard users. Players using a controller are not affected.

We will update you as soon as this is fixed.

Thank you for your patience.

Sea Sniffers - Blastmode

Hello everyone! This is the first in a series of development updates for our fishing RPG game, Sea Sniffers. In these posts, we'll share the project’s current status and provide insight into our game development process. This could cover various aspects: from graphics and programming to perhaps something unexpected, like a tour of our workspace! We aren’t completely sure ourselves yet, so let’s see what happens!

Introduction to Sea Sniffers

For those unfamiliar with our game, here's a brief introduction. Sea Sniffers is a fishing RPG with a heavy emphasis on exploration and discovery. You sail around the world as Kiwi and explore the underwater world with your pet Seal Momi.

As you progress through the game, Momi will learn various new abilities that help him catch fish but also overcome obstacles and hazards. In this sense, the underwater world is somewhat like a Metroidvania, while the above-water world is where the story unfolds and gear is upgraded.

Our main story doesn’t actually revolve purely around fishing; rather, it centers on mysterious creatures known as Blimi. I won't spoil too much, but be certain that there will be supernatural elements that set this game apart from other fishing games.

Where Are We Now?

Currently, we’re pushing towards our first major internal milestone: a vertical slice build. What does that mean? Basically, it’s a version of the game that has all core gameplay represented in a polished way: a polished segment or level, definitely not a full game. However, this is an ideal representation of what the full game will look and feel like.

We'll use this build to evaluate the game and its core qualities. If all goes well, this build will serve as the foundation for the rest of the game’s development.

The vertical slice development is proceeding as planned. While numerous game elements currently exist as placeholder assets or simple checkered boxes, we have several polished areas complemented by appealing visuals, outstanding music, and sound effects where you'd expect them. These refined sections are ideally suited for our vertical slice.

We’ve been working on the game for quite some time. I’d say about two years, on and off! Time flies! Development speed picked up significantly at the start of 2025 because I quit my job! Since founding Blastmode, I've tried to combine a job with game development, which isn’t an ideal situation. I’m happy to finally be free to work on games. Our previous game, Mighty Goose, played a significant role in that (thanks Mighty Goose!).

After the Vertical Slice

Following the vertical slice, development will focus on the alpha milestone. The alpha build aims to implement the full gameplay loop, including story and everything you'd expect. However, we’ll use placeholder graphics extensively. Basically, our alpha represents a fully playable skeleton version of the game.

Current Focus
  • Work towards our first major milestone: the internal vertical slice build.

  • Redo the Steam page; the game has changed significantly since we made it, and it could be clearer in describing what the game is about.

  • Finish a new key art piece. We’re working on more dynamic and exciting artwork. Our main character, Kiwi, went through approximately five different designs over time, and we think we're finalizing her iteration. Of course, she’s wearing her updated outfit in this new artwork.

  • Ongoing: Continue to spread awareness about the game’s existence through social media, videos, etc.

This is just the beginning of our development updates for Sea Sniffers. We're happy to share our journey with you and appreciate your support!

We'll be back with more news on the game’s progress. Stay tuned, and feel free to share your thoughts and questions in the comments. Your feedback helps us make Sea Sniffers the best game it can be!

Thanks for joining us on this adventure!

Baseless - Arthur | First Break Labs

We are now accepting applications to be a Closed Beta Tester for our upcoming game Baseless! Have a voice in helping make Baseless the best game possible!

Watch the trailer:

[dynamiclink href="https://youtu.be/w0UM48oOPFw"][/dynamiclink]

Please apply using the {LINK REMOVED}. Submissions close on Sunday, June 22nd at 11:59 PM PST. If accepted, the Closed Beta Test will begin on June 23rd at 10AM PST, and conclude in exactly one week on June 30th at 10AM PST.

Closed Beta Testers will have the opportunity to get their names in the credits!

{LINK REMOVED}

The Untitled Tower - _/-^

Although it is machine translated, we have finally released the English version. Galactic thanks to everyone who cooperated.

三国仁义传 The Righteousness: SanGuo - ccg0211steam

Hello everyone, I'm Huangjin Alucard, the developer of The Righteousness: SanGuo.

I’m thrilled to share some great news: our game has been selected for the “Eastern Martial Artists Game Week” hosted by Spiral Up Games!
Many thanks to the mentors and industry veterans for your recognition. To celebrate, The Righteousness: SanGuo is now available on Steam with its first-ever limited-time 20% discount!

If you're into passionate combat, story-driven gameplay, and that nostalgic vibe reminiscent of old Famicom games, come give this heartfelt, indie martial arts action game a try!

🗡️ About the Game:

Now let’s talk about the actual game.
The Righteousness: SanGuo is a Metroidvania-style action game that blends traditional Chinese art with side-scrolling combat.

Think classic styles like “Nine-Colored Deer” or vintage Romance of the Three Kingdoms illustrations—that’s the look we’re going for. You’ll play as Yang Xiu, navigating a chaotic world where war and monsters coexist, carving a path of righteousness alongside legendary allies.

Key Features:

  • 🎨 Art inspired by Chinese lianhuanhua (picture storybooks) and 90s schoolbook illustrations—deeply nostalgic.

  • 🎭 Over a dozen historical and original characters, each with distinct personalities.

  • 👹 60+ monsters inspired by the Classic of Mountains and Seas (Shan Hai Jing), each with bizarre forms and unique mechanics. We've carefully crafted detailed dismemberment animations—guaranteed to satisfy action game fans.

  • 🤝 Dual-protagonist storyline full of emotional twists, loyalty, and fateful decisions.

🎮 Diverse Gameplay — Recapturing the Spirit of Retro Multi-Game Cartridges

Beyond the visuals and story, let’s talk gameplay.
I’m a huge fan of classic games where each level felt fresh and surprising.
Remember how Devil May Cry 1 had a flying shooter finale? Or how Chōjin Sentai Jetman on the Famicom ended with a giant robot brawl?

I wanted The Righteousness: SanGuo to give you that same feeling of “every stage feels different.” So I’ve integrated a variety of gameplay styles directly into the main campaign, including:

  • ⚔️ Side-scrolling action stages, now updated with a 2.0 combat system for faster, smoother battles.

  • 🐎 Horseback chases and aerial shooting segments to switch things up.

  • 🗺️ Overworld map exploration, random martial arts encounters, and outdoor caves (still in development) waiting to be discovered.

  • 💎 Treasure System – Collect and strengthen items to unlock new areas and deepen your Metroidvania-style progression.

  • 🧍 Morality-based encounters – Help Liu Bei build a world of righteousness. Some enemies you meet aren't hostile—free them to receive rewards and add a light moral choice element.

  • 👹 Epic boss fights – Challenges abound in various forms… including a mech battle against the Black Tortoise in image 2!

⚒️ Development Status & What’s Next

The Early Access version currently includes about 70% of the main story content and is stable and fully playable.

It’s true that the last update was over a month ago—but don’t worry, I haven’t abandoned the game!
I’m still actively working on it behind the scenes. I haven’t pushed new builds recently mainly because there hasn’t been much new feedback or visibility, but I promise: if issues are reported, I respond and fix them quickly!

Right now, Chapter 8 of 10 is in development, and I’ve been fixing various bugs along the way. These bugs shouldn't significantly impact your experience in the current version.

Here’s what’s planned for future updates:

  • ✅ Full main storyline completion

  • 👾 More enemy types and new map areas

  • 📜 Additional side quests and exploration content

  • 🕹️ Continued refinement of combat rhythm and gameplay feel


🏮 First-Ever 20% Discount — Join This Tale of Blood, Brotherhood, and Blades

After all that, the main thing I want to say is this:
This is a game my father and I spent five years building in our spare time.
Maybe The Righteousness: SanGuo didn’t catch your attention before—but I can honestly say that today’s version is much more fun and polished than what we had back in March.

⚔️ Amid the chaos of the Three Kingdoms, we await your blade!

And finally, here’s a photo of my father and me, working day and night across thousands of miles, pouring our hearts into this game. We’ll keep improving it, and we hope to deliver something that makes both you—and us—proud.

Thank you all for your support!

— Developer, Golden Alucard

...

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