DeadPoly - DeadPoly

Survivors, Raiders, and Factions are on the way!


Raiders
are non-zombie AI that attack, well, basically everything. They will spawn randomly, and also have some specific areas where they frequently spawn. Raider driven events are in the works where a raiding party can spawn and hunt down the player and raid their base.

Survivors are neutral AI that can spawn around the world who are just trying to get by. Players can rescue Survivors and recruit them to help in your own base, or send them to help a faction of your choice. Survivors will be able to help players with many tasks like harvesting wood, collecting crops, defense, crafting items, and more. Survivors will get a set of randomized stats that make them more efficient at specific tasks.

Factions each have their own motives, goals, and will be heavily integrated in to the task / questing system. Increasing reputation with a faction will open new items on vendors, additional tasks, and also build out their base if the player decides to help them.

The upcoming Vendor Rework will also go live with the faction system. The vendor UI is going to change quite a bit, as will how the vendors restock and offer items.

Zombie Hordes have been in development for quite some time. It's a tricky situation to try and balance playability with high numbers of AI, but I'm working on some specific things that I hope will really push the limit on how many zombies are around the world, especially in the city center areas. Once these changes are finished up, players will also have some more options on changing how many zombies spawn.

A fairly large Loot Spawning Overhaul is nearing completion. The main goal behind overhauling the loot spawning system is to begin giving different areas more specific purpose. DeadPoly will always kind of favor the randomness of anything being able to spawn anywhere, but having a lot of specific areas / zones on the map which are higher in specific categories is a much needed and overdue change.

Map Markers and visible area names after discovering areas for the world map are on the way.

After the above features are live, I will begin heavily working on making Garden City not feel so empty. Finishing up every remaining empty building, along with adding more fill to the world outside of buildings, sound scaping different areas to have more unique atmospheres to the game overall, and just really trying to polish up the entire map to feel more vivid and alive rather than empty and boring.

Please note that these features are in progress and not all set to release with the next update, but should begin rolling out over the next few months.

I'd like to send out a very heartfelt thank you to everyone who continues to support DeadPoly. I know the updates have been a little sparse as of late, which can be super frustrating as a player. I almost always tend to spend the time working on the game directly rather than trying to come up with things to share and post. I'm really excited about how the development of these new features is going and how they will affect the game as a whole. I'll try to keep you posted as these features get closer to being ready to go, and with new features that aren't quite ready to show off just yet.

Town of Sins - yugo
VOTE FOR ME, BABE! ✅

Your fave fuck-fest Town of Sins is grinding hard for Adult Games Week! That means oceans of porn for you, and I’m begging for your rock-hard vote in the two big categories:

(Click the link and drop your load… er, vote, pretty please!)

Here’s what’s waiting if you play nice:

1. JUICY DLC SALE – “Adult Talk” & “Lust Unleashed” 🎰

Snag Steam-exclusive avatars! The Fairy’s so scorching she’ll melt your dick with one flap of her tit… wings! 🧚‍♂️ Chocolate Rimmi’s so bendy she’ll lick your ass through the screen. FUCK ‘EM BEFORE SOMEONE ELSE NUTS FIRST! 💦💦💦

2. MASSIVE DISCOUNT on Energy Extender 🔋 (and cock extender)

Boost your stamina FOREVER – jerk through Adventures non-stop! Two brand-new districts, more fresh sluts dying for you to balls-deep ‘em. Hurry before they cream without you! 🔥🥵

3. EXCLUSIVE BUNDLE – only during Adult Games Week!

Grab the LEGENDARY Thief card 🥷 stuffed with Jewels 💎 (she keeps ‘em in her soaking slits). Miss it and she’ll steal your orgasm too! Beat your sperm to the finish line! ❤️‍🔥👆

Make me moan with more than just your tongue – drop your VOICE here:

I’ll peel off my cum-soaked panties and mail ‘em with a pussy-graph. 👅💦

P.S. Secret code: ADULTFEST2025! Punch it in-game and I’ll squirt a bonus straight into your inventory. 🎁🔞

Your dripping Dayana. 💋

Blade & Soul Heroes - dbarton
GONE Fishing - Rockstone Golem

Lil price drop for the game. New content coming soon

3D Raid River - mlbmiagui

I bought a better video card and made a new build in Unity3D. Let's see if it fixes anything.

I really wanted to know what's happening with the errors so I know what to do. If you could post something about the bugs and errors.

Thank you, MLB-Miagui

Manhattan - nash.audio

This update brings a number of improvements, notably for Windows 11 support - hopefully putting an elusive startup issue to bed for some users - but also includes several other additions, small UI tweaks, and quality-of-life improvements - plus some experimental new features.

Stay tuned for further updates, including new études and generative examples - as well as official Unity and Unreal integration support!

Improved Windows 11 support

This update should address issues where certain audio interfaces and drivers would prevent Manhattan starting (notably Intel HD, RealTek, and Bluetooth headsets). Some users may still have to tinker with the Audio Settings, but should now be able to at least get to them!

Basic sample import

While the full instrument/sample editor is under development, this version adds the ability to import audio files as sample-based instruments - simply add the audio files to the .zm file (which is a .zip file) and Manhattan will create instruments for them ($1, $2, etc.). If you'd like to specify their label, begin the filename with $x (replacing x with your chosen character).

More external MIDI channels

The full range of 16 MIDI channels is now available - M1 to M0 for channels 1 to 10, then MA to MF for channels 11-16 (Note: The Music Box is now Mb instead of MB).

Experimental Klang support

Klang (https://nash.audio/klang) is an extension of C++ designed for audio programming - the development of synthesisers and effects. It makes developing your own plugins faster and easier than ever before, notably when used with Klang Studio, a C++ code editor that runs inside any AU/VST DAW and allows you to live edit the source code of the running effect or synthesiser inside the plugin itself. This version of Manhattan allows you to use any Klang synth plugin installed on your system as instruments in your music, giving you unlimited control of your sound. Simply select the plugin from the instrument menu and then use "plugin.controls\[0] = x" to control its parameters from code.

Minor additions, fixes, and improvements

Lots of little tweaks should make working in Manhattan better (and prettier), including improved waveform previews (now capturing all playback layers), more robust crowd-driven music video integration, scriptable channel instruments, fixes for some high DPI quirks, instability around higher channels (near 64).

Backend development

Don't let the lack of updates (sorry!) fool you - there's plenty afoot behind the scenes, laying the foundation for multiple patterns, pattern browsing, instrument and sample editing, as well as VST/AU plugin support in the standalone version.

--- oOo ---

Please keep the feedback coming and support the project by reviewing Manhattan, liking the videos on YouTube, etc. If this release is well-received, the next will be Release Candidate 1 (RC1).

v2.0 Beta 14 Changelog: (14/11/25)
\[ADD] Basic sample import support (add files to the .zm archive).
\[ADD] Initial Klang synth support (requires Klang Studio).
\[ADD] Channel instruments can now be set via code (channel.instrument).
\[MOD] Extended MIDI out channels to 16 (was 10).
\[MOD] Waveform preview now captures all playback layers.
\[MOD] Improved widget control interaction.
\[MOD] New help video embedding (fixes crowd-driven music examples).
\[FIX] Some audio interfaces preventing startup on Windows 11.
\[FIX] Instability when editing channels near 64.
\[FIX] High DPI mismatches on some Windows systems.

v2.0 Beta 13 Changelog: (07/04/24)
\[ADD] Global level meter and fader in Channels UI (fades smoothly to new setting).
\[ADD] New dice() function for weighted probabilities.
\[ADD] Code-based interpolation using "to" operator.
\[ADD] Initial Steam API support (for future upgrades, DLC, achievements, etc.)
\[ADD] Initial Impulse Tracker import support (patterns, samples, instruments).
\[ADD] Initial support for the MuSE IO input controller.
\[ADD] Open files from Windows, with .zm file association support.
\[MOD] Streamlined splash screen on Windows.
\[MOD] Improved Webview2 support for help on Windows.
\[MOD] Metering improvements.
\[MOD] Score preview now omits bass clef if not required.
\[FIX] Project loading sometimes not mapping instruments correctly.
\[FIX] Pattern text colour anomalies.
\[FIX] IT samples sometimes imported too loud.
\[FIX] Hanging notes in synthesiser eventually using up all polyphony.
\[FIX] Minor graphics anomalies in horizontal mode.
\[FIX] Info bar formula tooltips overflowing.
\[FIX] Score rendering sometimes black.
\[FIX] Unexpected behaviour when editing formulas in polyphonic channels.

4:21pm
EOPN – Test RS - cockpitseeker

This update corrects two minor bugs in the settings page of the codex... and pushes further the ground work for the implementation of 3rd view interaction from the outside of the ship's perspective !

New functionality

\[Hidden by console for now] Modification of the camera in exterior view :

  • Camera now follows cursor movement when right click is held.

  • Adjustment of zoom and dezoom sensitivity

  • Modification of the initial position of the camera, right behing the ship at max dezoom.

  • Added secondary zoom system, when zooming-in closer and closer, zooming-in switches to FOV change to keep zooming without entering the ship model

  • Adjusted speed and collision camera parameters

  • Added specific area of zoom (ship hatch) on the back of the ship to switch from exterior to interior view

  • Modified transistion system from interior to exterior on max dezoom, with a ± scrolling ticks to validate the choice of switching from interior to exterior camera

BugFix
  • Settings sound labels "ambient" and "effects" were switched. They now both design their proper sound channels

  • Corrected bug that didn't close the options upon pressing "Save"

Dev
  • Console command "toggle_iconosphere" now activates/deactivates every scenery element except the ship

INTO EVIL - mindseyegames

Hello brave souls!

The game has been out for a week, and it seems most people are having a good (albeit difficult) time!

Amongst the reactions, I have definitely been hearing a number of common pain points and bugs (and requests for more content from those who have been able to beat the current final boss). Fret not, I'm already hard at work... which brings me to the point:

INTO EVIL is going to have monthly content updates!

The first one, coming early December will be The Deadly Dance Update. It will add:

  • Fixes for the most common and critical issues plaguing players! (Better lock-on! Toggle detailed item overviews, preventing them from obscuring combat! Resurrect allies in multiplayer with a Vitae Ampoule! Color-blind and other accessibility options! And more!)

  • Unleash your warrior skill with Dual Wielding! (When you have similar weapons in each hand, the left hand's attack combo will become a dual flurry! Each category of weapon has a different dual moveset, allowing for many new strategies - though this playstyle is not without its risks...)

  • A new character, the Rogue! (A nimble, agile character who is particularly skilled with parries! However, getting hit is particularly painful...)

  • And many more small tweaks and improvements!

I've been hard at work on these new features, but have compiled some previews of this upcoming content! First, take a quick look at Dual Wielding:

And if you're curious about the Rogue, here's some raw footage of a run through Level 1 of the dungeon with her!

Anyway, I gotta get back to work on the update! If you have any issues or feedback, please post about it on the forums here, or in the game's Discord!

Hotel 188 - Leónn

Hello everyone!

First of all, I want to express my heartfelt gratitude for the amazing reception Hotel 188 has received. Reading your comments, seeing your reactions, and knowing that you're enjoying the game fills me with motivation to keep improving it. As an independent developer, every message of support means the world to me.

Now, about this update: I've identified and fixed a critical bug that was affecting several players. The issue caused the entire screen to appear completely black when starting the game, making it impossible to play. This error occurred specifically on graphics cards that are not compatible with Unreal Engine 5's Lumen technology.

With this fix, Hotel 188 should now work correctly on a much wider range of hardware. If you previously couldn't play due to this issue, I invite you to try it again.

Thank you for your patience and for joining me on this project!

4:16pm
Generation Exile - Nelsormensch
Patch v0.5.2a

The next update for Generation Exile has is live! It's a somewhat smaller fellah this week, since it was a statutory holiday here in Canada earlier this week, but mainly because we've been pretty heads down laying the groundwork for our first big content update. That will be coming later in December, but of course we'll still be doing updates weekly along the way. That update will be the The First True Big 'Un™ though, with more details on that in the days to come!

As a small preview though, one (but by no means the only) area of focus right now is improving legibility on production chains and structure needs. This is very much WIP and the visuals at not at all final, but the aim is to have responsive ways for players to be able to answer a) "If I build this structure here, what will it affect?" and b) "This structure has an issue that means it isn't functioning- why?"

We're going to keep refining this over the week to come and we are aiming for the full first version of this to be included in the December content update. Full patches notes for v0.5.2a are below.

In the near future, we are going to be do more some invite-only playtesting and feature previews through our Discord, so join here if you would like to have a chance to participate in one those! https://discord.gg/dKaCuJm3M6

Supporter Collaborations

While we are very aware of the (quite reasonable) trepidation some folks have about games that launch via Early Access, there is one thing in particular that always excited us about Early Access and Generation Exile. As a highly procedural and modular game, Generation Exile's design offers is opportunity to tema up with supporters to so they can put their own personalised stamp on the game in a way that is additive and fun, and that can also live comfortably alongside the vision we have for the game. It's, well, a collaboration.

And Monday will see the first round of these collaborations! Anyone who has purchased the Supporter Sustainability Pack (or the Sustainability Edition that includes both that and the game's soundtrack - composed by none other than Ben Prunty, who also composed the scores for Into the Breach, FTL and Subnautica: Below Zero) and has let us know via Discord will be eligible to be selected for one of these collaborations. We'd like the specifics to be a surprise, but we'll share all about it next week.

This is something we plan to keep doing periodically throughout Early Access, and is by no means the only opportunity for such. If you do have the Supporter Sustainability Pack, please let us know via Discord so we can make sure you're on the list! And if you would like to be included but don't have that pack yet, well it's just a click away:

https://store.steampowered.com/app/4092580/Generation_Exile__Supporter_Sustainability_Pack/

The last 10 days since EA launch feel like they have been far more than that, but it's continued to truly be wonderful talking to so many people- folks curious about GenExile but haven't gotten aboard yet, other small developers offering their insights and above all, folks already playing GenExile. Our project lead (ed: and the author of this post) shared some of his thoughts about the time since launch on Bluesky.

Our eyes are looking upward and we're excited to keep showing everyone where GenExile is headed, so truly, thank you for being here with us.

See you among the stars,

Everyone at Sonderlust Studios

Full Patch Notes

  • Rearranged build bar categories to be intuitive and compact.

  • Added structure names under build bar images.

  • Revised build tooltip to include more information about build requirements.

  • Refactored tile info panel to cache most elements and only update what's needed when selecting a tile.

  • Fixed related issues with character action panel.

  • Various text fixes/updates, e.g. structure having an old description text string.

  • Various crash fixes in a handful of narrative events.

...

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