Caribbean Legend - Joruba
Ahoy
In just one day, this massive game has transformed. I would never have taken such a bold step if I didn't know how lucky we are with our community: 20% of players immediately jumped into the beta and have already logged thousands of hours. This is a true privilege that very few games can boast.

For our part, we're working overtime every single day. Balancing, squashing bugs, processing your feedback — and we'll keep at it until the beta ends or the feedback dries up.

The latter clearly isn't happening anytime soon.
Thank you all.
What's New
ːjollyrː A modern 3D sound system is now built into the engine. Currently implemented:
  • Ship's bells every four hours.
  • Crew sounds outside of combat.
  • Crew sounds during combat.
  • Crew reactions to critical damage, taking damage, and battle victories.
  • Officer commands.
  • Cannon fire and echoes — varies by distance from player, with realistic sound travel speed.
We're planning to replace all sounds at sea, on land, and on the world map throughout this year. Have a listen!
https://www.youtube.com/watch?v=AR2aZl-erWg
ːjollyrː Added first-person mode on land (toggle with mouse wheel). Works in combat too. Skyrim vibes. Work in progress, so use carefully.
ːjollyrː Reworked PIRATES logic for smoother progression for both player and NPCs. This is crucial for controlling combat difficulty and the new character generator.
ːjollyrː Rebalanced attribute system:
  • Critical hits: depend on Success and Insight.
  • HP: depend on Power and Endurance.
  • Energy: depend on Reaction and Talent, now gradually increase with each level.
Talent is actually useful now. In patch 1.7, we'll make Authority useful too.
Fixed
  • Reduced ship speeds (without affecting combat dynamics).
  • Land combat speed normalized, now slightly less lethal for both sides.
  • Added additional stat bonuses for enemies based on difficulty. Bosses now actually feel like bosses.
  • Fixed non-functional perks and items.
  • World map rebalanced: multiple squadrons chase the player less frequently.
  • New icons refined — closer to final versions.
  • Fixed crashes when attacking characters.
  • Item overload no longer breaks movement animations.
  • Perks interface no longer breaks when viewing officer abilities.
  • Perks bonuses now display correctly in tooltips.
  • Fixed firearms that require specific skills.
  • Amulets no longer conflict with each other.
  • Perks redistribution / PIRATES fixed.
  • Mangarosa potions work as described: all last 50 days, duration shown in interface.
  • Fixed double assignment of boarding crew.
  • Added perk unlocking via double-click.
  • "Captain" perk only required for rank 4 ships and above.
  • Longway now gets "Captain" for Mayfeng delivery.
  • Treasurer perk tree rebuilt (requirements and costs).
  • New location and lighting fixes.
  • New quest fixes.
  • Localization fixes.
  • Item and descriptor description fixes.
  • Increased experience share for officers, companions, and passengers.
  • Increased weapon permit drop rate.
  • Increased number of empty chests at the moneylender.
  • Fixed Tichingitu ransom price according to new doubloon exchange rate.
  • Ship generator refactored and rebalanced — hunting ships at sea is now more profitable than buying at shipyards. Removed huge stat variations (especially speed).
Still To Fix
  • Character generator — proper auto-configuration of stats and perks for officers, bosses, captains, and others.
  • Boatswain perk tree still needs some love.
  • All the bugs we find together over the next three weeks.
Play the beta and leave reviews — blue ones ːsteamthumbsupː, like the Caribbean Sea!
What we do — we do for you.
ːjollyrː
致恶灵的你(To You, the Evil Spirit) - 世界第一的黑兔殿下

Hello everyone, this is Black Rabbit.

I’m honestly about to blow up here.

Before putting the game on sale, I had already braced myself with the thought: “hehe, it’s probably going to flop hard anyway.” But as a stubbornly proud indie dev, I actually still had plenty of confidence in my post-launch plans.

My expectation was: sales would tank at release, but a few players would pick it up and actually play. Then they’d realize: “Whoa! This is an insanely good story-driven game!” They’d leave positive reviews, word of mouth would spread, and sales would slowly climb. Just as I, Black Rabbit, foresaw—a slow but glorious rise, like a hidden masterpiece revealing itself.

But reality was—

The game launched. Sales tanked. A few players bought it… and didn’t even play.

Yes, you heard that right. o(╥﹏╥)o I may believe I created a damn good story, but nobody’s playing it!

And if nobody plays:

— Nobody will discover how good the story is.

— Nobody will write the long reviews and glowing feedback I’ve been dreaming of.

Is it because I priced the game too arrogantly? Probably. Most other visual novels in this region are under 10 yuan, while I went straight to 30+. No wonder there’s no initial sales. But this is a huge, multi-chapter story project. If the price is set too low, it feels cheap (though the production style already looks cheap, I know). A series aiming for 8+ chapters… pricing it at just a few bucks would be like lowering my own value, wouldn’t it?

Is it because I didn’t do any marketing? Also true, I guess. Maybe running ads would help? But that’s tricky too—because I know exactly how much this game pokes fun at certain groups and institutions. It’s basically a dark-humor parody house. If I went out and promoted it, I’d probably just attract a swarm of people ready to roast me alive.

So… sigh… maybe it’s time to change my approach.

At first, I thought as the creator, I should stay aloof and only show up when releasing big story updates. But maybe, instead, I should use the Steam announcements to occasionally share some story background, character introductions, or even random rambling thoughts. Maybe that’ll give the game a bit more life. Hopefully. Fingers crossed. sob…

That’s all! Black Rabbit, crying. I really hope this announcement reaches people, and that some of you will buy and play my game.

—Black Rabbit, praying~~

Note: Steam requires an English version in order to upload announcements. So… it’s your turn to step in, ChatGPT! Translate for me!

PixelBurg - Raay

PixelBurg is finally hitting the steam shelves!

What can you expect?

A fully fletched out campaign: The story-mode gets you into the lore of PixelBurg. Feel betrayal, success and the bliss of ramming your competitors into the ground.

1v1 vs AI: Test your skills in a one on one match against an AI enemy.

Endless Mode: Want a chill city builder or a sweat-marathon? Play the endless mode to throw yourself against constantly growing waves of enemies. The difficulty mode really let's you adapt your playstyle in this one!

Sons Of The Forest - Dishmink

Hey everyone,

Due to a Unity engine security issue outlined here: https://unity.com/security/sept-2025-01/remediation

we’ve updated the UnityPlayer.dll file for the following titles:

  • Sons of the Forest

  • Sons of the Forest Dedicated Server

  • The Forest VR

This update is around 1-2mb. The base version of The Forest and its dedicated server are not affected by this issue.

If you encounter any unexpected issues, please let us know so we can forward them to Unity.

the team at endnight

PIGFACE - Henry Hoare
Hey Everyone!

Thank everyone for your support and patience as Ethan worked hard to sort out some important bug fixes.

We’re excited to share that the game has now reached over 500 reviews and is sitting at an Overwhelmingly Positive Rating! That’s all thanks to you!

If you haven’t left a review yet, it really helps us out a ton.

We’ve heard your feedback loud and clear; you’re loving the game, but you’re also hungry for more! We’ll be sharing our Early Access roadmap soon. What we can promise right now is that the very first content update will be focused on giving you more PIGFACE, specifically, more levels to dive into.

Thanks again for the incredible support. This is just the beginning!

Patch Notes
Additions
  • Added V-Sync Toggle in the options menu

  • Added Target Framerate setting in the options menu

  • Added Invert Mouse X and Invert Mouse Y settings in the options menu

  • Added text specifying 64 bit / 32 bit to the main menu

  • Increased blood effects on headshots

  • Added additional credits

Bug Fixes
  • Fixed an issue where settings wouldn't save when pressing escape on the player menu

  • Fixed scaling of some UI elements on Ultrawide resolutions

  • Fixed an issue where the main menu cursor would become misaligned after changing resolution

  • Fixed a collision issue with a house in the suburbs level

  • Fixed ability to get out of bounds in the train station level

99Managers Futsal Edition - SimonDalvai
Added
  • UI

    • On continue pressed in dashboard, show animation with stop button

    • Add wave background effect

  • Translations

    • Show translations percentage in settings

  • Other

    • Create Email tests

Changed
  • Match UI

    • Show progress bar while simulating match, but visual progress still doesn't work

  • UI

    • On continue pressed in dashboard, go to next day until blocking event found

    • Show team color and logo on top left of dashboard

    • Use gradient backgrounds in dashboard

    • Remove Hacker and Red theme

    • Remove theme selection from initial screen

    • Use flat more buttons

    • Use logo in loading screen

    • Remove player silhouettes

    • Remove useless button from calendar and show match results

    • Loading screen is no longer full screen

  • Input

    • Improved joypad control by reverting to last active button on focus lost

Fixed
  • UI

    • Clear field in team profile before adding new players

    • Translate emails in the selected language, before emails were always in English

      • Note: emails of previous versions are lost

    • Set correct color for hover on selected tree items

    • Player list: use ellipsis to fit texts on filters, even with big font

  • Match UI

    • Field extends to whole screen

  • Other

    • Build script: move export_presets.cfg backup file instead of only copying

Code Contributors
  • Simon Dalvai (dulvui)

Translation Contributors
  • German

    • Ettore Atalan

  • Portuguese

    • Lourenço Martins

  • Ukrainian

    • Максим Горпиніч

Quick Translate Engine - ENSEKE
Support for Persian, Dutch, Polish, and Indonesian languages has been added to the application interface.
SCP: Secret Laboratory - Tamer

Hello, everyone!

This is your final notice from Site-02. The SCP-173 Hoodie campaign is coming to an end, and after October 12th, this anomaly will no longer be available for acquisition. No MTF squads will be dispatched to bring it back, it’ll be gone for good.

We know that sixty dollars plus shipping is no small price for a piece of merch. Hoodies don’t exactly fall under budget anomaly research equipment. But the fact that so many of you chose to support us anyway, to secure and contain this hoodie in your own wardrobes, means more than we can put into words. Your loyalty and enthusiasm keep the Facility running, and we’re endlessly grateful for it.

To everyone who has already picked one up: thank you. Seriously. Whether you’ve been with SCP: Secret Laboratory since its early days or you’re a newer player, your support is what allows us to keep building, expanding, and polishing the game (and occasionally releasing questionable anomalies into the merch store). You’re the reason we get to keep doing this, and we don’t take it for granted.

For those who haven’t acted yet, this is it. Once the clock strikes October 13th 3AM UTC, the SCP-173 Hoodie disappears into its own little pocket dimension of retired merchandise. No overseer vote will bring it back. If you want to claim one, now is the time. Don’t blink, don’t hesitate, and don’t be the one left empty-handed when the chamber door slams shut.

Thank you all for your support, your humor, and your passion for this strange, spooky universe we get to share with you. Here’s to more experiments, more memories, and maybe a little less neck snapping.

See you in the dark.

https://www.makeship.com/products/scp-173-hoodie

Baldi's Basics Classic Remastered - Basically Games
Hello everyone!

Just posting a quick update to let you know that I've patched the Windows and MacOS versions of Baldi's Basics Classic Remastered to fix the recently discovered Unity security vulnerability. Please update the game as soon as you can! The Linux version has not been updated as Unity has not provided a patcher for Linux builds as they have determined that the vulnerability does not add additional risk to Linux users.

For more info, please read this post.
Dyer Expedition - Monkeys With Jobs

Hello

As you may or may not have heard, today Unity announced that they have found a security issue with all versions of the engine all the way back to 2017.1. According to Unity, "there is no evidence of any exploitation".

I updated my version of Unity 2022.3 to include the fix for this CVE and updated both the full game and the demo. Version 1.0.9 and 1.0.9-demo should now not be susceptible to that exploit.

...

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