IRONHIVE - kyōfu wo oshiete yarō
In the beginning, there was war.

The greatest one of them all, caused by greed and ambition of men – The Mother of All Wars. Men squabbled with each other for power and wealth, bringing ruin to the world around them in the process. A story told countless times before.

But this time, the world didn’t stand in stoic silence.

The unimaginable horrors of nature spilled forth. The boiled seas drowned the land. Unbearable heat flayed the earth, and lethal freeze gnawed at its remains. Crumbled mountains spat out liquid flames, while the ground squirmed in agony. 

And then, attempting to prevent all of those horrors, he came. The promised savior, the troubled prophet. “Doctor Ox” they called him. In his failure to deliver salvation to our world, he decided to flee it. To look elsewhere for a way out, to let humankind escape the dying world. Countless times he asked for favors from the men of power to provision his experiments. And countless times he was refused. Until, one day, there was no alternative. 

With all the resources at hand, his prophets and lackeys started to work. And when this work was about to bear its first fruits, but was met with a wall, Doctor Ox received an otherworldly guidance. In attempts to open a path to a new world, someone reached from the other side. They helped Ox overcome struggles he faced, guided his hand in the right ways, promising salvation.

When the time came to open the gate, they failed. Years of their work, undone in an accident. Yet the Doctor stood firm and began anew.

In the second attempt made, years after the first, they failed again. The flames of their engine didn’t burn strong enough to undo the veil. And so they built anew.

The third attempt was met by Doctor Ox with his hair in silver and too few years of life to count. Ending as yet another failure, it put his entire life’s work into question. But his pride and zealotry obstructed the faulty scaffolding of this project. With both himself and mankind left no time to spare, they renewed his project once more. Now with whispers from the other side drowning his conscience and clarity of mind.

On the fourth time, they succeeded. The light itself was eaten by the machinery of men, gobbled by the maw of the Dark Fracture. Yet, Ox’s hopes of salvation were undone not long after. The Fracture was not a way for humanity to flee its doom, but welcome it onto themselves with Others. 

The whispers that guided men in opening this passage came. They were those who came to be known by some as The Fallen. Twisted, dark things, driven by hunger and ambition. Sharing this hubris with the same of men, but knowing no bounds to it. They took those willing to serve as slaves, and killed the others. They corrupted the minds and enslaved the body with sweet whispers of greatness. And so, the age of The Fallen began.

They have cast their insatiable gaze upon humanity since time immemorial, shaping the course of our history from behind the curtain of shadows. These ancient beings whispered lies to rulers, sowed chaos among empires, and reveled in the suffering they wrought. But when The Dark Fracture tore through the fabric of reality, their hidden influence erupted into dominion. No longer content to manipulate from afar, these eldritch entities descended upon Earth, erecting grotesque kingdoms amidst the ruins of human civilization.

With each step they took, they twisted the world further into a nightmare. Men and beasts were subjected to horrifying rituals – souls torn apart, bodies warped into monstrous aberrations known as Echoes. These wretched creations serve as both tools and weapons for their dark masters, embodying the corruption of all they once were. To encounter an Echo is to face a perversion of life itself – a living void that mocks the natural order.

Yet not all succumbed entirely to their will. A rare few resisted the full weight of The Fallen’s influence, becoming something… other. Known as The Touched, they bear traces of the same unearthly power that twists the Echoes but wield it with terrifying precision. Though they retain the semblance of humanity, their essence has been irrevocably tainted. Bound by invisible chains to the dark forces they resist — or unknowingly serve—they walk a razor’s edge between defiance and damnation.

In this fractured age, there are no true innocents—only those who serve the abyss more directly or less willingly.

Let us live to see another day, together.

https://store.steampowered.com/app/2679070/IRONHIVE


NONEWORLD - Millie

Hello everyone! We've neglected to actually use this thing so it's time for a change. And what better month than July? The seasons change is soon upon us also, so let's chat a bit, OK?! Really, we haven't used this because of our Tumblr blog! Yes, we have one of those. It serves a good purpose for semi-consistent output of news and updates, but obviously, it's not enough.

THE BIG NEWS
Regarding the release date..

So here's the big news: to any and all anticipating NONEWORLD, we're officially launching on May 22, 2026! ...At least, that's the plan right now. We were actually planning to launch later this year, but it soon became clear we wouldn't be able to ship NONEWORLD in the form we wanted within that timeframe.

Before we dive into things, here's the new gameplay reveal trailer for those who missed it! (which, considering the abysmal view count, is most of you..) It's funny how game dev works, because one of the locations in that trailer is now considered cut content! Of course, expect things to change as we approach launch. We keep the good stuff and chuck the rest..

I mean.. indie game aren't strangers to delays because we're not beholden to anything other than the voices inside our head. So, just know our release window is just, a release window. Look, okay, stop questioning us! I'm SICK of it! It's coming out next year..!

DEVELOPMENT UPDATES
How's NONEWORLD doin'?

If you're curious about NONEWORLD's ongoing development, we've just hit an important internal milestone! We had a bunch of playtesters go through 2/3rd of the game, and we've since gotten tons of important feedback and notes to sort through. Of course, we've had people play the game at every stage or production, but this is closer than it's ever been.

The good news: our game is great, hurray! I mean, we already knew that, generally you don't pursue something if it sucks. Still, It was really sweet to see all the supportive feedback, which includes some funny memes and jokes. I wish we could show you all but alas, our eyes only.

Also, lots and lots of BUGS. At least 100 of them. Technical bugs, tileset issues, layering glitches, stuff just not working as intended. You know, it's a little humiliating to see that but it's also an integral part of any production. During the development of any media, you can get stuck within your own increasingly narrow lense. Bugs just seem to appear like crumbs dropping from a sausage roll. And if you're not there to clear them up, they *will* stack up and sneak up on you. Still, I'm glad we've caught the major ones now instead of in the final hours.

WRAPPING UP...
Goodnight.

So that's the main news! We're launching on May 22, 2026 and things are going well. I'm kind of running out of menial stuff to fill this post out with. Did you know on this day, July 22nd 1812, the Duke of Wellington defeated 40 thousand Frenchmen in 40 minutes? ..is that even true? I don't know, you can do your own research.

Please be sure to wishlist NONEWORLD and follow us on all our socials. We appreciate your support as always. Also, consider checking out our website, I've worked really hard on it. For now, that is all.

See you soon! -M

Ancient Archer - primitiverealms
The game is already out... you can check it out by playing the free demo.
JDM: Japanese Drift Master - Neptuned_GF
Ossu!

The next major patch is coming next week, so we wanted to give you a little sneak peek into what will be changing. Without further ado, let’s dive in:

AI Improvements

The AI improvements will touch on two different aspects of the game: open world traffic and opponent behaviour during events. 

Let’s start with events, as it is a more pressing issue for most of our drivers. We’ve improved AI inputs for the opponents - they are now more fluent, ensuring that every action they take is based on the same principles a player’s car would. The result is a more natural and realistic behavior of the AI. The opponents will also be smarter on the track, looking for the best possible route for them based on a variety of factors and will take into account other cars to calculate their reaction. Because of this the AI should be a little more predictable and definitely less destructive to your races.

In terms of traffic, we’ve completely redone our detection system and updated the traffic behaviour, ensuring that life on the road feels more realistic. Our efforts were primarily focused on highways, where the traffic would always turn to the left road lane, to avoid the incoming player. Now the cars will behave more naturally and will react to the players’ speed and the road maneuvers they make as they get close by. This will ensure a more life-like experience. 

We’ve also looked into occasional traffic jams on the narrow mountain passes and the rural tight roads - the traffic will now be more scattered and less congested, allowing players to manoeuvre between cars when moving through the open world. 

Livery additions to the Challenge mode

To make the Challenge Mode even more fun, we are adding custom created cars to the fray. They will come pre-tuned (and well set-up for either grip or drift races), including one of a kind, eye-pleasing custom liveries.

This is the first, minor step we are taking in our mission of creating a fully customizable decals system in the game. It will take us some additional time to cook, but expect it to come to the game in Autumn. 

A new Underground Side Mission race

Inspired by Tokyo Drift’s scene, the new Underground Side Mission will take you to a multi-level garage, in which you climb to the top floor and then down again to street level, all within a certain amount of time, of course, and with a drift score goal in mind.

You will also be able to visit the garage in the open world. You will find it in the Guntama Port area. 



We’ve got more big news lined-up for the upcoming patch and the above is but a pre-taste, a Part 01 if you will. Other, truly major, changes are being tested as we publish this devlog. As previously promised, one of them is all about the driving experience dedicated to our steering wheel drifters. Be on the lookout for a new announcement on this topic closer to the week’s end.

As always, we’re more than happy to discuss with you not only the upcoming changes to the game but anything JDM related. Join our Discord server to never miss a beat.

Let’s Drift!

The Gaming Factory Team



GAMING FACTORY - UPCOMING RELEASES

We're not only a developer but also a publisher. If you like JDM, take a look at what other titles we have gearing up for launch. Who knows, maybe you'll come to love them, as much as we do!
Thanks!

https://store.steampowered.com/app/1385290/Pizza_Slice/
https://store.steampowered.com/app/2708880/Ghost_Keeper/

Directive 8020 - DaveSMG

Shuffle Tactics - Social Team

Greetings, Legends of Asteria!

You asked, we listened. Here’s a new patch full of fixes based on your feedback : 

PERFORMANCES : 

  • Performance optimizations for loading times.

CARDS

  • The Corruption card (Professor) now has the Glimmer tag

  • The Targeted Strike (Catalina) can now target tiles without enemies

CAMERA

  • The camera won't auto-move anymore when activating a card

RELICS

  • Glimmer Core relic no longer causes infinite softlocks

  • Sticky Oil relic no longer makes the oil tiles cost way too much MP. They also only cost more MP for the enemies.

  • Fix the Brawns over Brains Professor upgrade doing the opposite of what it said

  • Killing an enemy with a tile effect now properly credits the unit that did the kill, which should fix numerous relics and achievements that rely on who killed whom.

  • Fixed the Glimmer Stitching relic

  • Fixed the Local Spices relic

  • Fixed the Swamp Parasite relic

  • Fixed the Blast Shield relic

  • Fixed the Stunning Trap relic

  • Fixed Blizzard relic

  • Fixed Elemental Bracelet relic

  • Fixed Elemental Resonance relic

  • Fixed Empowering Transmission relic

  • Fixed Fire Pendant relic

  • Improved the odds of Small Diamond relic triggering from 15% to 33%

  • Beast Claw can now only trigger 3 times per turn

  • Fixed Known Weakness relic

  • Survival Training relic no longer triggers when cancelling a move

  • Fixed Fire Shield upgrade for Emberwhiskers

  • Fixed most of the Ranger's upgrades not having an associated buff

MISC FIXES

  • Fixed a softlock that could happen when a Fletch defense was spawned (related to the Fletch Trap debuff)

  • Fixed numerous softlocks that would result from enemies that were just killed still being counted as living enemies for 1 second.

  • Fixed stuck tooltips on the screen when grabbing charms in the Charms Collector reward with a controller

  • The Tutorial panels can no longer appear outside of the screen

  • The Penetrate tag now properly works on Sword Throws

  • Fixed Spectral tagged attacks to properly go through walls and units

  • Fixed multi-target AOE cards not charging Mana Pylons

  • Fixed the Excaliburn achievement

  • Fixed the Hog Wild achievement

  • Fixed the Blade and Switch achievement

  • Fixed the Chain Reaction achievement

  • Fixed the Control Group achievement

  • Fixed the Hot Streak achievement

  • Fixed the King's Landing achievement

  • Fixed the Last Stand achievement

  • Fixed the Nailed to the Sword achievement

  • Fixed the Mercy Kill achievement

LOCALIZATION/TEXT

  • The Toolbox tooltip no longer states that it costs 1 MP to activate.

Please don't hesitate to give us your feedback on our Official Discord or right here on Steam, and let us know if you encounter any technical difficulties!

https://store.steampowered.com/app/2186580/Shuffle_Tactics/

Follow us on social media to keep up with the latest news:

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And join us on Facebook, Threads, Instagram, Bluesky, and TikTok!

Fief Lord - 姚子豪
Change:
· Adjusted the generation logic code of the initial resources to adapt to the newly added events.



I plan to expand the existing events so that they can play different roles at different stages.
Pathfinder: Kingmaker — Enhanced Plus Edition - S.Chaika

Take your Pathfinder experience beyond the screen by visiting Gen Con 2025 in Indianapolis, IN, the biggest annual tabletop gaming event in North America, from July 31 until August 3!

Paizo will be bringing Pathfinder Second Edition, hosting exciting Pathfinder events, and launching Year 7: Year of Battle’s Spark, featuring two new scenarios. 

Whether you’re looking for a high-level adventure or a shorter Pathfinder Quest, there’s something here to love for all Pathfinder fans. You can even bring along your fledgling adventurers aged 5–18 to learn how to play with custom, pre-generated characters through Pathfinder Academy events!

Tickets and event sign-ups are open now, with walk-ins available for certain events. Check out the Paizo Blog for more details!

Horny Villa - support

🖤 SEXY GOTHIC 🖤

Lenore might be a difficult to understand girl, with what some may call delusions of grandeur and others the eight-grader syndrome, but she doesn't need to be understood. Accepting her for her creepy, but almost harmless quirks and hobbies is quite enough, and she's super hot! So why don't you try getting closer?

Pass rewards:
💀 Lenore, your personal guide to pleasure in death
🤩 Gothically Zoey
👻 Veronica juice sucker

Pass will be active from July 22 to August 18

Jurassic World Evolution 3 - OfficialJWETeam

Meet the Utahraptor — one of the largest and most formidable dromaeosaurs available for your parks in Jurassic World Evolution 3. This agile predator is known for its powerful legs, sickle-shaped claws, and hunting intelligence – perfect for creating high-impact exhibits! 

Notable characteristics: 

  • Unsuited to living with other species, Utahraptor are best housed alone or with scavengers. 

  • Very protective of their offspring and even willing to care for other juveniles of the same species. 

  • Favours a mix of cover and pasture terrain offering space to roam and stalk. 

Hailing from the Utah region in the western United States, Utahraptor packs were a danger for small (and possibly large) dinosaurs living in the Early Cretaceous period. As one of the slowest of the dromaeosauridae, Utahraptor relied on their ferocious claws, strong jaw and aptitude for ambush to hunt their prey. 

Despite their fearsome appearance, parental care is vital for Utahraptors. Adults and juveniles will become unsettled when separated from each other, and adults will exhibit protective behaviour if they think their juveniles are in danger.  

Utahraptor thrive best in small groups and in secure, enriched enclosures with plenty of room to roam. These are high-maintenance predators that offer a return on your investment with high guest appeal. 

Powerful. Distinct. Unmissable. The Utahraptor brings energy, spectacle, and drama to any successful park.  https://store.steampowered.com/app/2958130/Jurassic_World_Evolution_3/

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