Slashboy - punchgamecompany

Hello!

A small update:

- Some Seals have been changed to the "Defense" type. Yes, now the game has a fourth type of seals that are triggered by the required number of successful parries

- Added the "Deflect" seal, which pushes away opponents in a small radius when successfully reflecting attacks

- Fixed some bugs

Those Who Rule - eturulja

Hey everyone!

For those of you who remember the roadmap I posted a while back, I'm excited to announce the delivery of the final entry: Mod Support.

[carousel][/carousel]

Here is what is currently being exposed to mod with this patch:

  • Player Unit Base Stats.

  • Player Unit Growth Rates.

  • Player Unit Base, Advanced, and Exalted classes.

  • Player unit equipment.

  • Player unit starting chapter.

  • Storage and Denari.

For those of you familiar with playing with the game's save file, this will use the exact same system, but with a few more things exposed.

Modding Guide

I've also put together a modding guide for people who are completely new to something like this. I tried to be as thorough as possible, but this is also my first time trying to implement modding in a game, so please let me know any pain points you may have! I tried to include step by step examples on how to make any changes, as well as resulting screenshots. There is also an example file you can use to start at the end of the guide.

https://steamcommunity.com/sharedfiles/filedetails/?id=3529804502

Hope this helps bring some more replayability to the game for those of you who love to tinker! For those of you who aren't into modding, the modding code is separated from, so you shouldn't see any changes.

Also made a few small changes as things are reported.

Changelog
  • Fix: Shiva's passive now correctly gives 3 ATK instead of 3 HIT when she is Hidden.

  • Fix: Small cooldown added on loading a chapter to being able to skip all cutscenes. This solves an issue in chapter 1 where spamming ENTER could leave you in a weird state.

  • Fix: Fixed issue where losing all units in the prologue, chapter 1, or 2 doesn't bring up the defeat screen. No longer will you need to ALT+F4 to retry those maps if all your units die!

  • QoL: The game will now pause when it loses focus (tabbing/clicking out).

As always, thank you all for the amazing support. This is something I really wanted to do since modding is what sparked my interest in programming, and ultimately my career path and life. Hope you're all doing well, and I'd love to see what you all create in the game's official Discord!

Best,

Eldin T.

12:19pm
Spaceship Commander - TechLevel

What could be better than freshly digged iron ore?

For extract ore from surface vein you need a Mining Drone. After he has filled his hold with ore he will go to your ship for unloading (if ship have space in cargo hold).

You can get acquainted in detail with the mining drone in the article: https://store.steampowered.com/news/app/833180/view/3684555534412684410

Neon Colony - abcastudios

In this patch, we aimed to redress the balance between generic damage modifiers like MONEY SHOT and tower upgrades. In practice, ALL TOWER UPGRADES have been made MUCH CHEAPER, while generic damage boosts have been made more expensive (certainly the highest perk ranks). Other changes include:

  • UTILITY FOG grant much more scrap

  • CORROSIVE CRYSTALS now grants +5 SHIELD MULTIPLIER

  • CORROSIVE CRYSTALS now correctly applied to new tower

  • PYROMANIAC text now states correct FIRESTARTER damage

  • SHIELD MULTIPLIER from WAVE REWARDS is now actually given to towers

  • Fixed CHARACTER SCREEN crash when having screen open when finishing wave

  • Fixed BOSS HEALTHBAR being insanely big in IH 20

  • FLAME TOWER bullets emerge more slowly. This does not affect damage but helps with performance.

  • IH 20 made easier:

    • ELITES spawn first at WAVE 15 instead of 10

    • BOSSES get stronger from WAVE 20 instead of 15

    • ENEMY SPEED increase from WAVE 25 instead of 20

  • GENERICO PRIME enemies above WAVE 30 do not scale so rapidly anymore

  • RESOURCE TOOLTIPS made more informative, putting flavor text below the information

12:17pm
Factory Magnate - feydk
  • Changing key binds will now work without having to relaunch the game.

  • When pausing the game, you are now allowed to move around on the map and zoom. I have a slight suspicion this may interfere with some scrollable UI elements, so let me know if you encounter anything.

  • A bug was reported that if you're right in the middle of placing a block, and the objective complete dialog appears, that block will be placed "all over" (according to mouse movement) when you close the dialog. I haven't been able to reproduce it, but I've made an attempt to fix it anyway. I can't confirm if it works, so let me know either way.

  • Deleting and copying blocks in a selection will now hide the selection box automatically (saving you a click).

  • By popular demand, copying a selection of blocks will now display a ghost image of the selection, making it easier to place. You can press ESC or right click to clear the clipboard again. The "Making selections" tip in the Codex has been updated accordingly.

The Pale Deep - caseyfromspace

Hey guys! I just wanted to let y'all know that an experimental version of the content update I've been working on is now available if you'd like to help me iron out the bugs! You can opt into this version by right clicking on the game in your library > going to properties > betas > and then setting "beta participation" to "experimental". WARNING: This version has not yet been extensively tested and is almost certain to contain bugs. I cannot guarantee the safety of your save file if you choose to opt into this version.

The default branch of the game is staying the same (and most importantly, stable). So, if you don't want to risk losing your save file or running into major bugs, stay on the default branch! However, if you are willing to risk your save file to access the new features, it would really help me out if you could report to me how your experience has been and if you've run into any issues! The best place to reach me is the Discord server, which you can find a link to at the top of the community hub for the game, or in the options menu on the experimental branch!

Anyway, here's what the experimental update brings with it!

  • New Challenge Mode where you have a limited number of cadets to complete the game with and spawn rates are higher

  • New Endless Mode where the game's ending is absent and instead keeps going and gets harder

  • Improvements and bug fixes

    • A few button prompts that have been requested for clarity

    • Discord link has been added to the options menu

    • You no longer spin around indefinitely if you pause the game while holding a direction

    • If you disable the 3D effect, it no longer gets automatically reenabled after closing the game

I hope y'all are still enjoying the nice, safe, stable version of The Pale Deep, and I hope those who opt into the new experimental version enjoy the SCARY, UNPREDICTABLE, DANGEROUS version of The Pale Deep as well!

Bob's Crystals - RedFlare

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🔮 Bob's Crystals - Beta v1.30 - 22-July-2025 - Release Notes

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📈 General

- Crystal marker game

- Added Viperchain to the scene (after level 5 - every two levels)

- Added health bar to enemies who need more shots to kill.

- Added swarmbot to the scene.

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🔮 Bob's Crystals - Beta v1.28 - 21-July-2025 - Release Notes

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📈 General

- Crystal marker game

- Now always available and has a minimum of 5 level points.

- Maximum level points is now 30 instead of 100.

- Reduced damage of the missiles for better balance

- Reduced spawn change for powerups.

- New ENEMY: BOSS - Core Reaper appears every 5 level.

- New ENEMY: Hyperchain - Swarm Unit – A convoy of chained drone units that streak across the skies like runaway traincarts.

- Changed button layout on main screen.

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🔮 Bob's Crystals - Beta v1.28 - 16-July-2025 - Release Notes

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📈 General

- Dropped splash screen, the asset preload screan already act as one.

- Crystal marker defense system

Added additional movement to the enemies

- Spiralling

- Zigzaggin

- orbiting

- bobbing

- tilting

added microtarget target laser line from the bullet to the enemy

Added microtarget damage.. if target is in half range of the target laser. bullet teleports to target.

Added microtarget to upgrade cards.

Defense game tuning

- Reduced continous motion speed

- Increased enemies per wave for faster mayhem experience

- Decreased wave duration for faster mayhem experience

Added powerup images to the cards bringing the tower defense more to life.

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🔮 Bob's Crystals - Beta v1.27 - 15-July-2025 - Release Notes

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📈 General

- Tested the game on SteamDeck and was running like a charm, or crystal.

The levelbuilder is not controler-enabled, so that is still a mouse/keyboard thing.

# Crystal marker defense game

- Added Micro homing to the normal bullits, making targeting easier.

- Added micro_targeting upgrades to the card deck, making targeting more easier.

🛠️ Fix

# Crystal marker defense game

- Touching the mousepad on steamdeck would overtake the motion, now gamepads have priority.

-Highscores were gone from the mainscreen.. now the're back.

📖 Story

Level 58,59 and 60 (running marker crystal) currently under construction.

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🔮 Bob's Crystals - Beta v1.26a - 10-July-2025 - Release Notes

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Quickfix: Sortorder in main menu.

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🔮 Bob's Crystals - Beta v1.25 - 10-July-2025 - Release Notes

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📈 General

Profile management updates. LEVELBUILDER PARTY!

Levelbuilder is now unlocked by default. Registration is only needed for online sharing and or profile sharing (play with multiple users on the same computer).

So have a look and have fun!.

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🔮 Bob's Crystals - Beta v1.24 - 10-July-2025 - Release Notes

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📈 General

Core: Expected performance improvements - removed debug statements and getting the core code production ready.

Bob motion: Reworked the animation a bit by alternating the steps not starting with the same leg every time.

Added extra tags on the tiles so more keywords to find your asset.

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🔮 Bob's Crystals - Beta v1.23 - 08-07-2025 - Release Notes

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🛠️ HOTFix

- Skipping an online level was crashing the game.

Game core adjustment.

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🔮 Bob's Crystals - Beta v1.22 - 08-07-2025 - Release Notes

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🧰 General

- Added preload screen for Assets, this is giving the gameplay much more smooth play.

- Narratives added for level 56,57,58,59 and 60.

- 2 New tiles: Dark lower ramp-reversed and dark lower block.

- Changed audiobus configuration - OS.set_environment("PULSE_LATENCY_MSEC", "30")

🛠️ Fixes

- Sometimes tiles were not removed in the levelbuilder. due to the garbage collection cycle and frame load.. technical thingy!.

- Selecting an effect in the levelbuilder a wrong path was passed and an error occured. this was not visible on the front-end.

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🔮 Bob's Crystals - Beta v1.21 - 07-07-2025 - Release Notes

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🧰 General

- Added function to skip a level.. but comes with a cost!.

🛠️ Fixes

- Marker progressbar was visible in online levels.

- reset_onlinelevel was broken

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🔮 Bob's Crystals - Beta v1.20 - 04-07-2025 - Release Notes

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🛠️ HOTFixes

- Soundblocks were visible in the online level play.

- Restarting online levels were loading the storymode levels...

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🔮 Bob's Crystals - Beta v1.19 - 03-07-2025 - Release Notes

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🧰 General

- Levelbuilder: Tile caching now saved locally with a checksum, so the cache is build only when tiles are added or changed.

- Levelbuilder: Music caching now saved locally with a checksum

- new asset: movable: bunch of bananas.

- new asset: movable: bunch of bananas.

- new asset: environment: bananaplant

🛠️ Fixes

- Levelbuilder: Music explorer - first time music selection was not responding.

- (camp) fire colors where a bit off

🛠️ # CRITICAL FIX: Adding a level to your levelpack was not selecting it by default.

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🔮 Bob's Crystals - Beta v1.18 - 02-07-2025 - Release Notes

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🧰 General

- 10 brand new vibrand skydomes added to the game - bringing it to a total of 135 skydomes for the game.

- 10 brand new pulse driven soundtracks added to the game - - bringing it to a total of 138 music scores for the game.

- Levelbuilder: *NEW keybinding

P key creates a plane of 9 * 6 at the current cursor position with the cursor selection.

Makes is easyer to create larger areas, rooftops or other surfaces (lava / water / etc.)

- Marker Crystal game: Changed mouse move motion to a continous motion instead of absolute positioning.

- Marker Crystal game: added 2 extra skybox domes.

- Added Cache loading screen on the tile editor, so the first time it takes some time to, but now you see what is happening.

- Added Cache mechanism to the music explorer including loading overlay.

- 🖲️ Level 56: Control Room Alpha

- Created a Python script to optimize images sizes for skydomes and textures recursive troughout the project.

- New Asset - Environment - Big spaceship with slight pulsating lights.

🛠️ Fixes

- skybox3 was broken in the marker game... strange?!.

- Chemical explosion was not affecting Bob... Now Bob explodes happy with it.

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🔮 Bob's Crystals - Beta v1.17 - 01-07-2025 - Release Notes

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🧰 General

- Added extra checks in the levelbuilder. At least 1 crystal is required in order to test the level and-or upload the leven.

- Added extra notification in the levelbuilder stating missing crystals, and or considering adding collectables.

- Balancing: When playing online levels a maximum of 10 collectibles are added to your total collectibles.

- New assets:

Environment: computertable1

Environment: computertable2

Environment: computertable3

Environment: computerpanel1

Environment: computerstep

Environment: computercrane

Environment: spaceship1

🛠️ Fixes

- Had some @tool param at the wrong spot giving some weird behaviour. :)

🧰 Upcoming....

🖲️ Level 56: Control Room Alpha

Mission Prompt: “Buttons, switches, and no user manual.”

🔐 Level 57: Security Override

Mission Prompt: “Hack the system, bypass the drones, don’t explode.”

🚀 Level 58: The Hangar

Mission Prompt: “That's a big spaceship. A really big spaceship.”

🔋 Level 59: Power Core Access

Mission Prompt: “The heart of the facility beats with ancient energy.”

💎 Level 60: The Fourth Marker

Mission Prompt: “Three down, more to go.”

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🔮 Bob's Crystals - Beta v1.16 - 27-06-2025 - Release Notes

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🧰 General

- Library image from steampage upgraded to more higher quality.

- New main logo depicting more the story.. sunrise on earth showing the energy grid.

- New tile objects

* pipe-corner

* pipe-cross

* pipe-straight

* pipe-straight-broken <- breakable tile

* pipe-tshape

- Modified satelite dish with blinking light doing morse code and "volumentric" light.

- Added levelvoices for level 54 and 55.

🛠️ Fixes

- Some lambda errors where occuring (invisible for the player) when hit by a fireball.

🧰 Areas of attention.

Main screen buttons and layout.

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🔮 Bob's Crystals - Beta v1.15 - 25-06-2025 - Release Notes

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🧰 General

- Added 11 new soundtracks totalling it to 128 soundtracks.

  • Check out the pulse* music in the levelbuilders music library.!!!

- Library image from steampage upgraded to more higher quality.

- New main logo depicting more the story.. sunrise on earth showing the energy grid.

- Marker crystal game - the controler left should shows cross and zooms.. right mousebutton also connected to this function.

🛠️ Fixes

- Main tune was playing when going into the levelbuilder - switching off now.

- When switching profile, the marker game crystals are not "switched".

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🔮 Bob's Crystals - Beta v1.14 - 24-06-2025 - Release Notes

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🧰 General

- Performance improvements and fixes on the core gameplay mechanics.

- Upgraded 3D Floater enemy graphics in the Crystal marker defence

- Upgraded 3D Crawler enemy graphics in the Crystal marker defence

- Upgraded 3D Zapper enemy graphics in the Crystal marker defence

- Upgraded 3D Sentinel enemy graphics in the Crystal marker defence

🛠️ Fixes

- When bob explodes sometimes attribes where set while bob was already gone.

- When bob explodes the camera cannot follow him anymore.

- Electric generator was not brighten up when active.

- Updated harbor boulder collision shape.

- Markerparts counter stayed empty when there were no parts in the level. now shows full.

🧰 Known issues and areas of attention.

- Jumping off Transporter tiles while they are rotating is giving an small issue - keep trying ;)

- Need to balance the tower defence part more.

📖 Story

- 🤖 Level 54: Drone Factory

- 🤖 Level 55: Ventilation Chase

Both work in progress

12:13pm
Last Mind Standing - chairmanmcchair
Fixed enemy navigation.
Arcadian Days - CalinHD

Hello everyone, I have been very busy working on Arcadian Days and I wanted to share 6 minutes of gameplay from the opening hour!

Besides an improvement in performance and visuals, I hope the trailer showcases well the generally relaxed atmosphere of Arcadian Days and gameplay-to-gameplay moments. As this is quite early in game, Tola the dog isn't featured as her appearance is tied to a quest!

As always, looking forward to any feedback and comments,

Thank you,

Cal

12:06pm
Mycopunk - Pigeons at Play

Hey everyone! We have a larger update coming very soon… but we wanted to push out a quick modding update as soon as possible. Here’s the change log:

Modding

Mods are pretty cool, but when mods mess up another players’ saves that’s not so cool. There’s only so much we can do without dedicated servers, but we’re adding some preliminary mod support to help keep your progression safe and better inform you when a lobby is modded.

  • Switched our scripting backend to mono to make modding easier

  • Modded lobbies are prefixed with \[MODDED] in the lobby list

    • In a later update we plan to display a list of all loaded mods before joining a modded lobby

  • Modded clients can’t join lobbies that have ‘Allow Modded Joiners’ disabled. This option can be toggled in the lobby list screen.

    • Soon we’ll be supporting tags for mods uploaded through Thunderstore so that players with non-sandbox mods can still join normal lobbies

Upgrades

Carver upgrades now have correct names in English (previously they were showing dev names when translated)

  • Our next update (coming very soon) will add an option to automatically translate these Hashetty upgrades into English. To provide some context, the Carver and Globbler upgrades are in Hashetty because we ran out of time to localize them but we still wanted to include them in our initial release (:

Carver: Blood Bucket

  • Now increases max blood the correct amount. Previously this upgrade increased the max blood stacks waaaaay more than it displayed.

Carver: Blood Coating

  • Damage resistance now only applies when holding the Carver

...

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