Subnautic Raider - vandhall

Hello Captains! ⚓

The world of Subnautic Raider just got deeper — I’ve added three new ocean floor variants, each appearing in specific missions. Every one of them has its own shape, depth, and character.

Sandy Floor

The first new ocean floor, featured in the Mined Gibraltar mission. Gentle, bright sands, some stones and smooth terrain contrast beautifully with the dark, dangerous waters above.

Dune Floor

The second floor appears in the Yucatán mission. It’s wide, soft, and shaped by natural underwater dunes — no rocks here, but large depth variations from 100 to 500 meters, making it feel alive and dynamic.

Basalt Floor

The newest ocean floor has a basalt, volcanic character, with long, irregular rock formations and depths ranging from 150 to 500 meters. It appears in the Ascension Islands mission, giving it a darker, more dramatic look.

All of these environments were created in Blender using procedural methods, allowing me to generate vast, non-repetitive underwater landscapes without endless manual sculpting. The result is a more diverse and immersive world.

This update marks another step toward making Subnautic Raider richer and more alive beneath the waves.
Thank you for your ongoing support — it allows me to keep refining every detail of the game! 💙

See you beneath the surface!

Folk Emerging - Curious Dynamics

This is a longer update on some of the latest progress in the development of Folk Emerging.

It addresses a lot of the player feedback from the latest playtest (thanks again!), and adds new features and content, moving along the roadmap towards a polished demo.

Headline Changes
  • Specialists & Production now more impactful

  • Territorial tile claims removed (structure claims remain)

  • Split-off bands have automated foraging, reducing micromanagement

  • Big content update for foodwebs & domestication

  • Big UI update with fullscreen/window settings, UI scaling, and QoL improvements

Design
  • 💼 Specialists

    • Specialist effects made more impactful overall

    • Each of the 4 main personality attributes now matter for Specialist effects

    • Character traits added as states (e.g. Wise, Herder, Ranger)

    • Specialists now upgrade based on character traits, each giving a unique bonus (instead of XP just giving an incremental increase of the specialist’s base effects)

    • Specialist roles can now be unassigned from their current Person

    • Each Person can accumulate XP for multiple Specialist roles over their lifetime

    • Lorekeeper and Master Crafter merged into 1 specialist role: Maker

    • Balanced Warmaster’s effect on risk of injury from battle so it’s more difficult to completely bring it to zero

  • 🔨 Production

    • Production Focuses reworked to scale with Production and local/adjacent features, making Production much more significant throughout the game

    • Scavenging yields scale with adjacent Predator Threats

    • Wood and Stone are now gathered via Production Focuses, so these resources no longer accumulate passively

    • Farming and Herding are now Production Focuses, so Food yields from Farms and Pastures no longer accumulate passively (but other Farm/Pasture effects remain passive)

  • 🚩 Territorial claims over tiles are removed (claiming structures remains)

  • 🍏 Resources & Stockpiles

    • Stockpiled Food now goes to waste at a % rate each turn.

    • Resource stockpile limits are removed, instead there are now resource carrying capacities. Bands can stockpile any amount of a resource but when they move, any excess beyond the carrying capacity is left behind, cached on the tile.

    • Cached resources get added to the stockpile of the first Band to step on that tile. Cached Food goes to waste at a high % rate each turn.

    • Cooking tech now directly gives +50% Food yield, boosting Food from any source, not just foraging

  • ♻ Foodwebs

    • Big content update: Added entirely new dedicated foodwebs for Steppe, Desert, Savannah, and Rainforest climates.

    • Added more megafauna (including Mammoths in the Steppe)

  • 🌱🐄 Domestication

    • Big content update: Domestication outputs now vary based on species being domesticated (e.g. Sheep, Camels, Wheat, Agave), and each has unique & powerful effects

    • Domestication sped up to require less domestication points overall

    • The Maker role is now the only source of Domestication points, so Domestication can only happen in their assigned Band.

    • Effects of Farms and Pastures now vary with the type of Domesticated Item equipped in them

    • Farms and Pastures now decrease Food Forageable and Foraging Impact in adjacent tiles

  • ⚔ Combat & AI

    • AI bands now retreat away from bands that recently defeated them in combat

    • Bands can now be conquered if defeated in combat and sufficiently outnumbered

  • ⚙ Reducing micromanagement

    • Band foraging actions can be automated (toggled setting)

    • Split-off bands are now semi-autonomous offshoot bands whose foraging actions are automated by default.

    • Domestication being limited to the Band with the Maker specialist reduces micro as well.

  • 🧭 Movement

    • Each band’s movement action has a “reminder” toggle, which can be turned off so a band can stay on its tile without needing to re-confirm every turn

    • Not showing movement reminder on the very first turn (movement can still be initiated via the Band Actions buttons)

  • ⚖ Balance

    • 1-turn boosts from opportunity events are now more powerful than related items that have similar effects

    • Hunting migratory herds now gives higher Food yields (5 → 10 default, 10 → 20 if adopted norm Ferocity)

  • 🌙 Factions theme switched from animal worship to natural elements worship (e.g. Sun, Moon)

UI
  • Added fullscreen settings with a borderless window option and windowed option for switching screens

  • Added resolution settings

  • Added UI scaling settings (1x-1.2x)

  • Made expected resource yields more noticeable and added color (e.g. negative Food yield is yellow by default, red when it will result in a food deficit; positive is green)

  • Resource carrying capacities are yellow when exceeded by the stockpile (meaning resources will be left behind when moving)

  • Structure banners on map now show equipped Item

  • Changed structure background to clay tablet

  • Adjusted position of map tooltip in bottom-right of screen so it's always right next to the minimap (independent from resolution/AR)

  • Changed tooltip background to be stone slab like other UI panels

  • Added a small question mark in the corner of the status button to prompt players to hover on it for the action tooltip

  • Enabled pressing Enter/Return key to press status button

  • Band map banners now show more info (e.g. specialists assigned, what is being produced, founder/offshoot type

  • When clicking on an unassigned Role in the pinned characters banners, the Band>Members sub-page now automatically opens, and if Person view is open it switches to the Person>Roles sub-page

  • Foodweb page now has background texture corresponding to that foodweb’s climate.

  • Made button highlights more noticeable, e.g. when cultural norms are available

  • Make victory points a hyperlinked phrase in more places so it’s clearer how they are earned

  • Unstaged any staged structure-placement action when another band is selected or another producible is selected

  • Enabled game restart via main menu without needing to exit and re-open app

  • Changed default light text color from white to ivory like interactable buttons

  • Updated arrows in foodweb, clan, and tech tree pages, with subtle animation shader where appropriate.

  • Made modifier text in tooltip breakdowns more descriptive

  • Enable hyperlinks on just icons without any text, for more compact tooltips

Bugs Fixed
  • Fixed wonders not becoming available after researching Stoneworking

  • Fixed battle timeline buttons remaining clickable after fight is over, now player can't click "next step" multiple times to get multiple raid events

  • Fixed little green/red arrows for expected change in foodweb species population size not showing up on certain resolution screens

  • Fixed baseline audio volume, no longer quiet compared to other apps

  • Fixed adopted Council norm not being recognized in clan dispute event, outcome requiring it is now selectable

  • Fixed food forageable from foodweb species species sometimes being negative, now clamped to minimum 0

  • Fixed military view not updating to show newly selected band's units when switching selected band while military view is open

  • Fixed tooltip persisting and following mouse when it should disappear (e.g. when opening/closing panels)

  • Fixed wrong Happiness values after Band splitting

  • Text and event fixes

Programming
  • Minimized duplicate UI update calls

  • Optimized how inter-cell feature effects get applied to map entities

  • Added new modifier type: *additive* reference multiplier, e.g. get the Shaman's Charisma (e.g. 2), multiply that by 3 (= 6), and *add* that to an attribute's value

  • Upgraded project to Unity 2020.3.49f1

I'll soon post about next steps and plans going forward.

Sign up to the newsletter for more updates and access to future private playtests:

👉 Newsletter 👈

Cheers :)

Cursed Soul - PsychoFlux Entertainment
'이미 본 스토리를 스킵한다' 설정이 활성화되어 있을 때 플레이어가 아직 확인하지 않은 특정 구간의 스토리도 스킵되던 문제를 수정했습니다.
7:38am
Crisis in the Kremlin: The Cold War - Nostalgames

Update 1.8.0 includes:

- Introduction of a transit state for decisions;

- Ability to collapse decisions;

- VAT mechanics;

- New religions;

- New events;

- New political characters and new conditions for changing their traits;

- New backgrounds;

- Ability to go from the science queue icon to the science description;

- Changes to some of the doctrines desired by factions;

- Increase in US points from the type of capitalism flourishing in Europe;

- Changes to the effects of investments in the economy;

- New transitions in trade union and migration doctrines;

- Changes to the effects of technological embargoes;

- Changes to the conditions for referendums;

- Changes to the conditions for entering and leaving the Politburo;

- Rebalancing of the course of wars;

- New button in wars;

- New flag for the country;

- “Communism” now requires planned price reductions

- Changes to the effects of planned price reductions and unregulated prices;

- New achievements;

Enjoy the game! Thank you for being with us! More exciting things are coming soon!

Solitude - jerboa.interactive

Thank you for your continued support!

Today we're releasing Patch 1.2 to address a Unity security vulnerability and ensure game stability and security.

Changes

Thanks again for supporting Solitude!

Haven’t played yet? Add Solitude to your Steam library and join the community!

– The Jerboa Interactive Team

DayZ - lynn.zaw

Survivors, 🧸

We’re excited to announce that the official DayZ x Youtooz collectible is now live and available to order!

Bring a piece of DayZ home with this exclusive Brian Bear!

Don’t miss your chance to grab yours!

https://youtooz.com/products/teddy-bear-plush-9-inch

Soul Astray: Outjump the Rapture - mrleejr.games

Switch Mechanic

The game revolves around 2 main actions, jumping and dashing.

Each time the player jumps, the input for your jump and dash actions swap!

Discover the satisfaction of mastering this unique skill!

Other Updates
  • VFX and SFX updates: More immersion and clearer visual cues.

  • QoL updates: Removed artificial difficulty. Jump right into the fun stuff for a smoother player experience.

  • More soundtracks!

The Artifact Protocol - Liam
Hey everyone!

It’s been a few months since release, and I want to thank all of you who’ve stuck with the game, shared feedback, recorded playthroughs, and talked about your experiences. Your input has shaped this update directly. This patch focuses on improving clarity, usability, and fairness, especially for new players.

Changes & Improvements

• On-Screen Item Pickup Prompts
When you collect a core item, the game now displays a short, clean prompt confirming it.
This should reduce confusion and help players track critical progress more confidently.

• Improved Guidance in Artifact 1
Artifact 1 has been refined to provide better visual and environmental cues without removing tension or exploration. This should help new players find their footing without changing the intended atmosphere.

• Minor Stability Improvements

General stability and consistency improvements.

Bug Fixes

• Nightmare Mode Soft Lock

Resolved an issue where, after Mr. Husk delivers the Nightmare Mode introduction, the artifact selection crate would sometimes not appear, leaving players stuck in the lobby while the timer continued down until the game is restarted.

Thank You

Your feedback continues to shape the game. If you recorded playthroughs, reported bugs, or shared thoughts, you made this patch possible.

More improvements are in development and I'm open to any and all feedback to provide the best experience. So please feel free to share whatever you got in the Community Hub or Discussions tab, it genuinely helps guide future updates. Thank you.

7:33am
By Grit Alone - Crooks Peak

Patch Notes:
- Fixed major performance issue on Balanced and High visual settings. The game should be running far quicker now, especially for players who use a high render resolution.
- Fixed the Screen Damage and fade in/out FX. For very high resolution headsets or mirror/streaming screens, the FX were getting cut off at the sides. The FX now wrap around the camera in a dome so that they render correctly on the edges for any screen.
- Fixed a bug where players where getting trapped behind an invisible wall in the tutorial and are unable to press the path selection buttons.

Cheers!

7:32am
ZEPHON - Rok
## General
* Changed Ranger icon to be more distinct from Sharpshooter.
* Improved Horde Mandate AI usage.
* Improved Caelum Cete idle visual effect.

## Bug Fixes
* Fixed Perfect Forever not working on own Caitiffs that have Infinite active.
* Fixed In Death, Life giving production based on the headquarters unit instead of the dying unit.
* Fixed duplicate type cost and duplicate type cost limit attributes appearing with the wrong color.
* Fixed Road negating Gravity Field and Black Hole movement penalty.
* Fixed Stormheart Facility being able to be Hijacked causing crashes.

## Modding
* Added `tilesInRange` tile condition.
* Added `inTileAcquisitionRange` tile condition.
* Added `pathToCityInTileAcquisitionRange` tile condition.
* `acquireTile` conditions are now specified in xml.
* Default `rangeMax` for `target` is now -1 instead of 1.
...

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