7 Days to Die - The Fun Pimp

What’s cooking in the TFP point release oven?

·       Empty Jars are back, now balanced with less clutter.

·       A new Smell System, watch what you carry or eat!

·       A Bee-autiful honey of an Apiary workstation.

·       Better storms with unique debuffs, mitigation & temp.

FireAlpaca SE - FireAlpacaSE Official

⚙️FireAlpaca SE limited brush⚙️

Added ‘Seeping Pen’!

An analog style line pen that creates a seeping tip of a pen🖌️✨

This brush available to download only with FireAlpaca SE.

BitHero Survivors - Guu

Hey survivors!

The wait is almost over!
Tomorrow at October 2, 8:00 PM EDT (UTC-4), the free demo for BitHero Survivors will go live!

Get ready to:

  • Play as two unique heroes with evolving weapons.

  • Collect relics to power up your runs.

  • Explore a large map filled with secrets and enemies.

This is just the beginning — we’re planning major updates for both the demo and the full game!

🔔 Add to Wishlist so you don’t miss the release.
🎮 See you tomorrow in the demo!

Pompeii: The Legacy - zeljkosiscia
Hello everyone,

Time for a new update! This patch focuses mostly on improving core systems and making trading safer and more reliable. Thank you all for the feedback and saves you’ve been sending, they really help me track down tricky issues. Special thanks to Sparzy for the save that made today’s fix possible!

Patch notes v0.501.0
  • Fixed and optimized resource delivery to and from warehouses. Resources that were often missing in the later stages of the game due to production issues should now work correctly.
  • Added Trade Target Quantity in the stock menu. This allows you to set a threshold, no buying above it, no selling below it. This should make trading far more useful and prevent accidents like selling all your wheat and upsetting the citizens.
  • Balance adjustments for several buildings.

If late-game feels a bit too easy now, don’t worry, another balance pass is on the way, together with events that will introduce new hazards into the game.

What’s next
On Friday, expect visual ships on the empire map, along with several other additions. Over the weekend, an increased camera tilt will be added to give you better cityscape views. And further down the line, more performance improvements are planned to make large cities run smoother.

Thank you again for all the support and feedback!
Coal LLC - Bye Bye Ocean
Save data should be a bit more robust, with added backups and a change of technical system. In theory it should now prevent data loss if the game crashes unexpectedly.


If you have recently suffered lost save data prior to this update, please reach out to me via Discord or Email, and I can help to try and recover your progress.
Delta Poly: Block Ops Playtest - VanCity Nikolai
Vehicles are now working! Also, there is now the option to connect to either p2p sessions or dedicated servers...
Star Tower - jangrabowskidev

Star Tower Demo v1.0.5 - Patch Notes:

  • fixed displacing menu buttons,

  • added flashlight's behavior tutorial,

  • fixed interior-sound-surroundings spawning outside the house,

  • updated demo-end-message,

  • added links to Discord server and Steam page

DinoGORE - suitsnnukes
This update contains minor changes across different areas of the game, most notably the JUNGLE ZONE! This area got a massive re-work, and graphical issues like jagged lines at the boarder of treetops and BG sky no longer appear. Should be more stable overall. The upcoming focus will be updating the STORY and BOSS FIGHTS so keep checking back to see that unfold!
SurvivalWorld - Robert de León

Hello! This is a small panel where I'll show something I'm working on.

World Expansion First Look: ( It will probably change )

It's not a pretty sight, but it's more to show off what's new. It's a somewhat large world expansion, adding a new mountainous section alongside the snowy areas, with a valley in between.

On the other hand, there will be a new biome, the Savanna. The plan is to add a new vegetation type, trees, and so on. With new creatures, surely, elephants, giraffes, zebras, possibly giant lions. And so on.

The Desert, the Swamp, and so on will also be expanded.

I may recode the storage system, like chests, for greater optimization.

And well, that's all for now. As I progress, I'll share more progress with you.

Luminous Nights Playtest - YahyaDan

Hey there everyone!

A new update is here!

This one brings a ton of bug fixes along with new features like the shortcut system, input buffering, and the companion Sahar, who follows you and transforms into a sword!

I hope everyone enjoys the new update and I look forward to hearing everyone's feedback!

New Features
  • Added Sahar Companion and Sword,

  • Shortcut System for Magic & Potions,

  • Added Input Buffering (prevents dropped inputs, smoother combat flow),

  • Added brightness video settings,

  • Added new UI art for the HUD and Quick Menu,

  • Improved reward notifications,

  • Improved lock-on targeting,

  • Ledge grabbing improved,

  • Magic finishers can now break barrels and crates,

  • Reduced knockback distance for Reflect to feel tighter,

  • And a bunch of other new additions and improvements

Bug Fixes
  • Fixed attacking nearest target instead of lock-on target,

  • Fixed lock-on system not always choosing the correct nearest enemy,

  • Fixed bug where you could get stuck unable to move after casting magic,

  • Fixed negative EXP on level up,

  • Fixed player being flung far away during air combat,

  • Fixed player hitting enemies after they’re defeated (ghost hit bug),

  • Fixed enemies jumping on flat terrain with no obstacles,

  • Fixed footsteps disappearing when enemies spawn,

  • Fixed music system bug where re-entering an area could cause the wrong track to play,

  • Fixed Arabic localization font issue (text not displaying correctly),

  • Fixed UI near-black flickering issue on some displays,

  • Fixed occasional lock-on errors and inconsistencies

  • And a bunch of other fixes

...

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