ROGUE-FP - Jurax Games
FIXED IN THIS UPDATE:
  • Liches were spawning 99 percent of the time -Reported by REDGENERALANT on Steam

Just a small update to get that fix out. Sometimes when I'm working on the next version for enough time I'll end up making a small fix but I can't remember if I'm fixing something I broke while working on the new version or if I'm fixing something that was broken before. In this case I was testing liches when the last update released and forgot to turn the percent chance back down.

But enough about that. I've been working on version 3.5 for a while and so I'll use this as an opportunity to show off what I've been working on. Here's a small video showing some of it in action.
https://www.youtube.com/watch?v=raRoUi1U5ho
The priority log meant to remedy the problem of the log scrolling too fast when there's too much going on, usually during combat. How it works is if a line is set to have a higher priority in the games code and it scrolls out of the visible area too fast, it will show up below the log and stay there for a few seconds. Now no one should be realizing all of a sudden that their armor has rusted down to nothing or that their strength is down to 3.
The auto-namer I think will be a nice QoL feature for controller players playing on the ROGUE difficulty. It will be on by default in 3.5 so no need to look for it in the settings when it's out.
The room setups I think will add some nice flavor to exploring the dungeons. Some of them simply make the terrain a bit more treacherous but many have a good weapon or item as a reward for surviving some type of large trap: cave ins, or a monster ambush, or explosions/fire, and so on. I have about 12 coded in right now but I'd like to have at least 20 ready to go for the update.

If everything goes well, version 3.5 should be out in about 2 weeks.

If you come across any bugs or crashes please let me know in the bug report thread. Thanks!
Ancestral Harvest Playtest - 1011theory
Hi testers, here is patch 0.3.0!

The most exciting feature of this patch is that plants will now react to your drum sounds. Next time you're next to a plant, try to drum on it and watch it wobble and bloom. Walking over plants makes them bloom too.

I have improved the boss quick-time event. The player character now gets flung around and the whole encounter is slightly more refined.

Thanks to your feedback, I was able to fine-tune the difficulty of the final boss fight to be a little more accessible, and I added two mini puzzles to make the solution of the final city puzzle clearer.

Another nice feature is that if you pause the game during the intro text, you can now skip it.

Thank you so much for your help. Together we are taking this demo to the next level ːsteamthisː
- 1011(Fred)




Stick Figure Combat - Rust Jesus
Multi Language Support: added Italian, French & Spanish languages in settings menu
Weather Added: Added rain & snow weather in level editor and added to some levels
Also added "Level Up Effect" that displays a purple aurora around the player as well as pop-up text when leveled up.
Backroom Beyond - White Vortex
Hey everyone! 👋

I’m Renan, dev of Backroom Beyond, and here’s what’s fresh in the game:

🔸 Carry boxes? Now you can!
Before, you could only push them—now you can lift and carry them. More puzzle-solving freedom!

🔸 The shovel’s gone…
Yep, it’s been removed, but you might find a funny nod to it somewhere. 😉

🔸 New puzzles in early levels!
Challenges with glowing orbs to test your creativity.

🔸 10 extra levels for veterans!
Already beat the game? Find Level 41 in the Stage Select Menu for 10 brand-new levels!

Thanks for your support! Drop feedback in the comments. See you next update! 🎮✨
Banana Loco Playtest - Juswa
Patch notes
-Added Tutorial for first time players
-Added Medal Wall in Main Menu
Pirate Survivors Playtest - night.shift.indie.games
Dear pirates! 🏴‍☠️

We hope you keep enjoying the playtest!

This patch focuses on the top comments we got from you:
* Performance improvements
* Bug fixes
* Balancing enemies difficulty curve
* More arts for upgrades!

We hope these changes will help make the game more enjoyable, please share more of your feedback with us to help improve the game as we go. 🙏
SCP: Foundation Simulator Playtest - kasi
Hello SCP-lovers!
We are working hard to improve the Pre-Alpha experience as we go forward.

Changes & fixes
  • Fixed names (again, should be the last time)
  • Fixed AI navigation not working when expanding your facility
Sacre Bleu - Hildring Studio
1.0.16
-The challenge-levels will now lock in camera if not on Nintendo Switch.
-Kitchen chef bot can now be killed with a grenade from the front as well.

---Older--

1.0.15
-Fixing the double-grading issue
-Portraits are now not videos but texture-flipbooks for better compatibility across platforms
-VP8 Codec for intro on Steamdeck, H.264 Codec on Windows. Hopefully this will fix the blackscreens on Steamdeck and remove the need
for Proton Hotfix. This fix introduces some crackling sound on the intro movie on the steamdeck. But at least it plays.

1.0.14 Fixing Bad Ending trigger on the final boss.

1.0.13
-fixed the Armory2 bug where the enemies on top of the tower become non-responsive after player-death.

1.0.12
-fixed the reset on respawn bug we had on Armory 3 first armory-smith enemy.
-Made a force 16:9 aspect-ratio button in the options-menu

1.0.11
-Fixed the soft-lock issue where the anvil spawned by the Armory-smith would get
locked on walls. Thanks @GundarHStriker
-Addressing an issue where players got stuck under the rising conveyor-belt in K2.
Slowed down the lift from 1000 units per second to 800 units per second.

1.0.10
-Fixed kitchen 3 not resetting a cog in a folding-room causing a progression-stopper.
-Patching the issue where the Big hunter killer robot in Kitchen5 is unable to kill the player when it catches up to player.
-Fixing the issue with the missing collision-volume in Sewers3. Thanks @BRNK
-Fixing the issue with imparting Base Z Velocity on Boat. Thanks @BRNK
-Adjusting some spherical reflections in the hub map.

1.0.9
-Making sure all ingame videos are VP9 on the steam-version. We are trying to solve the
crashing-issues on the steam-deck this way.
edit: Proton-Hotfix is currently the only way to bypass those crashes.

1.0.8
-language is set automatically based on the steam-UI language choice

1.0.7
-All Platforms: fixed that weird flashing frame on beginning of main menu

1.0.6
-All Platforms: Fixed displaying the version-number correctly (dhuh)
-Windows: fixed the strange Twitch-login where it wouldn't handle credentials correctly.

1.0.5
-All Platforms: Fixed a weird camera lag issue during the big robot chase in Kitchen5
-All Platforms: Fixed lighting-issue at start of kitchen-boss-level
-All Platforms: Fixed an issue with a double-wooden-panel on Sewers3
-All Platforms: Fixed the wooden-panels to have a bit bigger hit-box across the game.
Forts - [DEV] Blammo



G’day, Forts fans!

The 5th season of the FPL is coming to an end! With the group stage now (almost) over, the playoffs will determine the ultimate winner!

The top 2 teams from each group will be selected to join the playoffs, which will all battle until there remains only one! Starting next saturday, May 10th 7pm UTC, with the Quarter-Finals.




When is it going to happen?

Saturday 10th May 2025 at
  • 11pm PDT (West Coast USA)
  • 2pm EDT (East Coast USA)
  • 7pm GMT (London)
  • 8pm CEST (France, Germany)
  • 4am April 13th AEST (Brisbane Australia)

What's the program?

We will be livestreaming the quarter-finals, consisting of the first 4 matches of the playoffs.

  • SpritPlantscher (Der Benzinpreisvergleicher & Poolboy) VS Green Leaf (Dranistian & Taretar)
  • The French Fries (Pile Rouillée & Karaba) VS Gichtgeier (Nils & I am myself)
  • Fortified (Finn & Amburulo) VS Beaten (EtaN & butterdog)
  • KaktusKrieger (kriegseule & klaualles) VS Westwind (Malme & Geiger)

During the matches, casters will also recap some of the matches from the group stage and some stats from the commander and map pick&bans.

Where?


Streamers

Project Incursus

Salzwerk

Communauté Forts FR (Gusteagle & Pile Rouillée)

Cheers,
EWG
2:15pm
Store Life Simulator Playtest - ItzDesativado_
Fixes:


  • Fixed loading screen issue;
  • Fixed issue where player could not sell furniture;
  • Fixed issue where player could not move furniture;
  • Fixed issue where player could not interact with checkout;
  • Fixed issue where player could not enter checkout mode even though an employee was working on it;
  • Fixed issue where ESC or BuildingMenu was opened while in checkout;
  • Fixed issue where player character would be visible when entering checkout mode;
  • Fixed issue where checkout character would be active when exiting checkout;
  • Fixed issue where key information in the center left corner of which keys to use when building;

Thanks to everyone who contributed to these massive fixes, keep reporting ːghlolː
Discord
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