Nautic XP - info

Ahoy Captains! 🏴‍☠️

we will be streaming the latest Beta build of 🌊 Nautic XP live here on Steam! ⚓

The demo has been available since mid-September, and it got a fresh update in the last days — featuring new improvements, bug fixes, and smoother sailing ahead. 🛠️

During the stream, I’ll be:
🚢 Showcasing the latest gameplay, Beta & demo updates
⚙️ Talking about the development process and upcoming content 💬 Answering your questions live in chat

🕓 When: Monday, October 13th at 8 PM CEST

📦 What: The newest Nautic XP BETA version, freshly updated and ready to sail!

Come aboard, join the conversation, and share your feedback as we navigate through the latest version together! 🌅

👉 Try the demo, add Nautic XP to your wishlist ❤️, and don’t miss what’s coming next on the horizon!

Elara And the Machine - 晦涩弗里曼
  • Added a volume adjustment slider to the settings menu

  • The game has been optimized and the frame rate has been greatly improved. Now the game can be played in full high quality without lagging

  • Fixed some 3D audio playback issues

  • Reduce the difficulty of obtaining clothing

  • Fix loading menu

Oct 11
WARPATH OF THE UNIVERSE - 国服摆子

1.猩红裂缝新难度EX难度开放,可以兑换新的神器和赐福点数物品

The Rise of the Dark Tower - Re:Birth Works Studios
Hello to all of our Discord community! We thank you for your feedback and observations, it really does help! Thanks to you we are pushing out this 1.3 Fix to solve some errors and glitches you have found during your play. Keep up the great work and have fun!

We have solved the issue with back tracking, and have added a particle affect for Idle Goddess Statues.

Your constructive feedback will help us build a better game!
Paper Towel Royale - Coatline
Gun Reload Animation

New Item Spawner Visual

Other Features:

  • Added 2 more tower control stages

  • Improved stage layouts

  • Made grapple hook special return

  • Added aiming arrow for to controller players

  • Made it to where you can change weapons by interacting with shop items

  • Added debug display for changing worlds and stages and weapons and specials (accessible by enabling debug option in gameplay settings and clicking the middle mouse button)

  • Added Hindi language support

  • Players can now go through tubes based on their velocity alone (with the exception of from above)

Polish:

  • Added gun fire particles

  • Added smoke particles on reloading

  • Added spawn death animation in lobby and shop

  • Made it more obvious when special is/isn't ready

  • Puff animation for when you double jump (and sound)

  • Made player disconnect on controller disconnected in connecting screen

  • Added ability to hold down joystick to navigate choices

  • Made where you press submit in rooms on an already equipped choice, it accepts it.

  • Updated player respawn animation

  • Tweaked post processing values

  • You no longer automatically unroll when entering tubes

Fixes:

  • Fixed the air strike bug

  • Improved switching between the mouse and keyboard to select buttons

  • No longer pull up menu when you press escape unless you’re out of menu

  • Fixed where some backgrounds for some stages weren't pulled up enough

  • Added some missing translations

  • Fixed bubble special

Balances:

  • Made pop pistol unique from sniper (give it exploding bullets, less damage, more shots)

  • Instead of dying instantly just deal damage and bounce back up when falling off the map

  • Decreased special charge times for all specials

  • Reduced bat durability

  • Removed control delay for missile special

  • Increased mine arm delay

Improved Sounds:

  • Shield break

  • Player death

  • Explosion

  • Supply drop hurt/breaking

Endless Tactics - the_procrastinator

Back again with another biweekly (or close enough) dev update! Once again very much focused on QOL, accessibility and general polish. The goal behind this one was to make the barrier of entry as low as possible, physically most of all - whether you're on crappy laptop with no mouse, on a Steamdeck, busted your keyboard, are left-handed, one-handed, hate using touchpads, or whatever in between, you should be able to play it just fine now. Oh, and we also just released our Demo Page at last, so be sure to leave your review in there if you want to ;)

CHANGES

  • Keyboard-Only Mode - As the name says, you can now finally fully play the WHOLE game only (and I mean it) using your keyboards. Use the arrow keys and/or WASD to navigate throughout the whole UI, and basically the same logic as the Controller's to navigate through the game's board. Tons and tons of improvements to input-handling, input-switching, UX/UI, controls, and more! The input icons now also dynamically switch whenever you enter keyboard-only mode (aka using the arrow keys to navigate).

  • New Mission/Artifacts - New Codex-discovery Mission-type, along with COMPLETEIONIST 1 Mission, which now unlocks endgame Upgrade "Hacked Enemy Units", fittingly so. New rare Artifact "Fractalis": +1 AoE and -2 Damage for every TANK Unit (loosely based on a previous user-suggestion from our forms).

  • Non Linear Volume Sliders (for all of you who deeply despise unreliable volume sliders).

  • Custom Artifacts Mode Improvements - Dynamic tooltip icons for stacking/unstacking artifacts, better navigation, visual feedback, etc.

  • Seamless Input Switching - No more going back-n-forth to the options menu to switch input-mode. Just hit the hotkey, and/or any controller button to active controller-mode, disconnect/connect it to do the same, etc...

  • Egg-hatch blocking damage (to keep it consistent with Nest-spawn blocking).

  • Major Improvements to the Units' Context Menu.

  • Actual Cloud Save-sharing! (between the Demo, Full Version, and upcoming Prologue)

  • Minor main menu overhaul.

  • Better Mouse and Mouse-only Navigation.

  • Even more controller QOL and tweaks.

  • New "Cycle Target" UI display

  • Upgrades Menu Improvements

At this point I'm just adding imaginary items to the bucket list to keep it going, but I'm soon running out of them once again. Any feedback from now on will be almost instantly taken into account, so don't be shy!

Final enemy Unit, The Corruptor, soon to be implemented (as soon as the assets for it are finished). Functionality-wise, it's already 100% complete.

As always, most of the feedback gathered and addressed from our Reddit.

Feedback Form

Discord Server (Dev Updates)

- the_procrastinator

Deltascention - MRBartz

This is the first and probably only majour update to Deltascention. Any future ones will most likely either be small updates or just a patch or two. But this update provides A LOT of content that was necessary in V1, now finally here in V2

Changelog:
- New Weapon: Claws!
- 13 New Upgrades! (6 Common, 4 Uncommon, 3 Rare)
- Arena cannot choose the same layout twice
- Replaced Bleeding with Rust (Subject to future rework again)
- Reworked Fire into a Debuff
- Map Change Speed: 5 -> 4
- Shielder Drone Applied Shield: 200 -> 150
- Spawner Converts 50% of recieved Max Shield into Max Health
- Reworked Explosions to now have Size and Damage seperate values
- Enemies now scale in health and damage as waves progress (+0.04% per round (Round 50 = 2x))
- All obtained Upgrades can be viewed in the Pause Menu
- Damage Numbers now bounce when appearing
- Added Curses (Togglable settings to make the game A LOT harder)
- Added Virtues (Togglable settings to make the game A LOT easier)
- Stat Sheets are located in the Lobby and show previous stats.
- A COMPLETE Remake of the Apex Core Final Boss

This update also have a few other smaller changes that were not mentioned, but overall this is it.
I wish you all the best.

SWAPMEAT - reset
Gameplay

  • Starter Meat (eg. Rangus Employee Head / Torso) will now be dropped to the ground when swapping with other Meat. This should help with the initial Meat starvation when spawning onto a new planet since a player equipped with Starter Meat won’t “consume” what they interact with. When cosmetics release that also means you’ll be able to wear your friend’s Head, so that’s pretty neat
  • Reduced alien spawner count and health values @ Alien Events

Abilities

  • Renamed Starter Leg Ability “Slide” to “Squishy Slide”
  • Added Head Ability – Squishy Bomb – Throws a grenade that knocks enemies away
    • Assigned to Starter Head
  • Added Torso Ability – Squishy Blast – Pushes nearby enemies away
    • Assigned to Starter Torso

Art

  • Added seat for alien sniper on top of the factory event
  • Added collision to circular alien floor
  • Added One More Game logo to splash screen

Known Issues

  • No significant performance tuning has been done yet. If you are graphics bound, you can try lowering the quality settings in the Esc menu via Options → Video, but systems with more constrained hardware may struggle
  • Not all input buttons and keys have icons in the UI yet. Text descriptions (eg. “J”, or “Button West”) will show up for things that do not yet have an icon in the input glyph map
  • When observing other players, some UI bits such as the reload HUD don’t show accurate information for the observed player
  • All cutscenes and voiceover dialogue are WIP (and most lines aren’t in at all yet)
Biathlon Challenge Playtest - JC_

A long desired update to the leaderboard is now live:

  • Selected character and equipment is now displayed with each leaderboard entry.

  • Steam user avatar can be clicked to view that user's profile

Some other small bug fixes today:

  • Ingame tooltips updated to reflect new controls

  • UI improvements on start menu

Oct 11
Ironseed 2 : Consensus - Bluebeary7

* Adjust difficulty of making a Chest of Trinkets

* Updated some continuity errors in crew log entries

* Engaging to a new sector wasn't using fuel

* Hitting a key a few times will exit the Intro

* Reduce updating the achievement progress unless necessary

* Fix some focus issues with the menu not hiding when the mouse is moved away

* Reduce the number of artifacts found slightly

* Fix population size overflow with high tech planets

* Fix animation of the progress bars and handle negative or NaN progress

* Updates the displays when finishing a scan

...