Masks of the Void: Origins - ROLLDBOX GAMES

Hi 👋, Gamers!

Ready to go beyond the Void? 

 

Join our Steam Live Event: Tuesday Oct 21st, 2025 – 18:00 to 19:00 CEST.

 

Oct 21st, 2025 – 9:00–10:00 AM PST

Oct 21st, 2025 – 23:00–24:00 AM CIT

 

Our Co-Founders are going live to drop exclusive gameplay reveals, insider dev talk, and secrets you won’t hear anywhere else.

 

Watch Iret unleash the Light Mask, discover its potential and decide which minions to create!

 

Don’t just read about it—be there and witness the chaos unfold live!

Discover the story behind, and enjoy Masks of the Void: Origins and all its energy!

 

Where: Steam Live When: Tuesday Oct 21st, 2025 – 18:00 to 19:00 CEST in Spanish language.

Just looking to help identifying the hour around the world, the other timetables are:

  • Oct 21st, 2025 – 9:00–10:00 AM PST (Pacific Standard Time)

  • Oct 21st, 2025 – 23:00–24:00 AM CIT (Central Indonesia Time)

Wishlist Now! and don’t forget to{LINK REMOVED}{LINK REMOVED}. Let us know what you’d like us to talk about next from there!

ROLLDBOX GAMES Development Team

Gamers creating for Gamers!

Such a guy - SUCH ONE STUDIO

Updates
  1. QTE Stage Optimization: overall difficulty has been reduced for smoother story progression.

    • The pace of QTE sequences has been slowed down, giving players more time to prepare.

    • The reaction time for individual QTE inputs has been extended, making them easier to succeed.

    • The number of consecutive QTEs has been reduced to ease player pressure.

    • Removed QTE segments that did not align with the story experience.

  2. Adjusted each chapter’s mobile chat stages: after the first completion, these stages can now be skipped during replays.

  3. Chapter maps will now display unlock percentage information, making progress clearer.

  4. Reworked English, Japanese, and Korean localization subtitles to improve translation quality and readability.

  5. Fixed several known game code bugs.

    • Fixed an issue where using “Claim All Achievements” could result in missing some rewards.

      (A compensation plan is being considered for affected players.)

    • Fixed video playback failures and continued to optimize playback code for better performance.

    • Fixed stuttering that could occur in certain cases when repeatedly pressing the fast-forward button.

    • Fixed potential stuttering issues that might appear after extended play sessions.

Coming Next
  1. Add a system that grants a Wishing Star reward for achieving 100% chapter completion.

  2. Add indicators for untriggered hidden stories and random events to help completionist players.

  3. Revise the random event unlocking mechanism to reduce missed story content.

  4. Continue optimizing video playback code to address stuttering and crash issues.

Feedback Channels
Speed Rivals - cristian080293
🛠️ Circuit Editor Showcase – Build, Modify & Race!

We’ve been working hard on the Circuit Editor, one of the core features of Speed Rivals, and today we’re sharing a first look at how it works.
The editor lets you create, modify, and race on your own tracks — from simple layouts to wild dioramas with loops, ramps, and intersections.




🎥 Part 1 – Building the Circuit
Create a complete track in just a few minutes with the new editor tools.


🎥 Part 2 – Editing Rails & Adding Details
Add crossings, piano curbs, and fine-tune every section of the circuit.


🎥 Part 3 – Driving Through the Circuit
Take a ride from different camera perspectives and feel the flow of your creation.





The editor is still in development, but we’re excited to keep improving it with your feedback.
Stay tuned — soon you’ll be able to build your own legendary tracks and share them with the community!

🏁 Add Speed Rivals to your wishlist to follow all updates and join our upcoming tournaments!
3:18am
Mazestalker: The Veil of Silenos - carmofin

I return for the third time from a public event, this time Gamecity Vienna. Feel free to check out my videolog documenting this adventure!

But to conclude this, I had to implement a lot of fixes for the Demo!
At the same time I am working on adding another dungeon in playable form to the demo, but these reappearing issues bothered me a lot. It's crazy to think there are still bugs left after all this, but keep in mind as Solodev I can only work through problems one at a time, so I can only slowly and gradually wipe out the problems.
Changelog for V0.0.6:

  • Make grass bounce

  • Add info toast when buying items

  • brown font better readability

  • made pucks target bouncy

  • fixed all underground gates having holes to pass through (yikes)

  • pink slimes model fix

  • bags sparkle now

  • special chest has sound again

  • fixed sign sometimes leaving the ! Sign

  • no more skip on the cliff

  • fixed some hidden secrets in pucktown

  • death should be a little more stable

  • Animations timing reworked

  • titlescreen should show fine on different screen sizes now

  • Damage numbers now show on both enemies and the player

  • attack delay was completely removed

  • damage numbers for both player and enemies

  • attack delay was removed

Arena Breakout: Infinite - Mark

We, the B.D.C security team, are committed to maintaining a safe and stable environment for all of our players. From this day forwards, the B.D.C security team is officially launching our list of Ten "Don'ts" in Arena Breakout: Infinite. To ensure a smooth gaming experience, please read the following rules before playing the game.

1. Don't Use Hacks

A hack is any third-party software or hardware which adds features which hurt the fair gaming environment, including automatic aiming, ESP, or speed-ups. Whenever there is high suspicion of cheating, penalties of between 1 and 365 days suspension will be applied. We have a zero-tolerance approach to cheating. As soon as cheating has been verified, a severe penalty of a ten-year account and device ban will be imposed.

Furthermore, we have also created an exclusive compensation plan, including raid losses, an entrance fee, and bonus compensation:

Compensation Mechanism for Cheat Eliminations

2. Don't Use Rule-breaking Scripts or Incompatible Tools

Using in-game scripts to automate the "Knifer" item farming strategy, stealing supplies, or using any other illegitimate measures to take part in the game; as well as obtaining in-game rewards by any other unfair means, including using software or hardware which the game has banned or does not recommend using, will all result in penalties. Penalties include, but are not limited to, claiming back earnings, partial restrictions on in-game features, and account bans. (Account bans differ depending on the situation, up to 10 years.)

List of Banned/Unrecommended Software and Hardware

Announcement: Stopping Illicit Item Farming and Account Boosting

 

3. Don't Create, Sell, or Distribute Hacks

Creating, selling, or distributing hacks or illegal scripts is an illegal act and may violate the laws and regulations of your current country or region. Ten "Don'ts" in Infinite will continue to support and co-operate with various local authorities to crack down on this behavior. Promoting hacks in-game will also result in a 10-year account ban.

4. Don't Deliberately Form Teams with Cheating Players

We will crack down hard on anyone deliberately forming teams with cheating players (matching with a cheating player by turning on auto-match during matchmaking will not be penalized). This behavior has a serious impact on in-game fairness and prevents a large number of players from enjoying the game normally. We will take the following penalty measures against these kinds of violations, including but not limited to: Reclaiming raid earnings, increasing the proportion of illegitimate earnings reclaimed, restricting certain functions, deducting Merit Score, and implementing a tiered account ban up to ten years for serious offenders.

Announcement: Crack Down Harder on Teaming up with Cheating Players

Announcement: Reclaiming Raid Earnings when Teaming up with Cheating Players

Playing with Hackers Q&A

 

5. Don't Team up Illegally

We will closely monitor and review illegitimate behavior, such as deliberately matchmaking and entering the same game multiple times during the same period, and "malicious cooperation" between two or more teams (such as jointly attacking other players, notifying others of in-game information offline, etc.). Once verified, penalties such as Merit Score deductions and short-term bans will be imposed depending on the circumstances.

6. Don't Abuse In-Game Bugs

Some players have been abusing in-game bugs in the Kamona region. This behavior seriously impacts in-game fairness and the ordinary gameplay experience of a wide range of players. In order to uphold the in-game environment and keep the game fair, we will be issuing penalties based on the severity of the offense, including but not limited to: Merit Score deductions, reclaiming illegitimate earnings, tiered account bans, and more. Serious offenders may have their accounts banned for up to ten years.

 

7. Don't Engage in Real-World Trading

A small number of players have been conducting real-world trades that break the rules, including targeted transfers of supplies within raids. These actions seriously harm the economic balance of the game and encourage the growth of script sellers and hacks on the black market. To ensure a fair gaming experience for a wide range of players, we will issue penalties to both parties engaged in real-world trading: These include, but are not limited to, trade bans, reclaiming supplies (or their value in Koen), and short-term account bans. Serious offenders may have their accounts banned for up to ten years.

Announcement: Cracking down on Real-World Trading

Escalating Penalties for Real-World Trading

8. Don't Engage in Negative In-Game Behavior

In game, some players have been deliberately hurting their teammates, stealing supplies, going AFK or engaging in other negative in-game behaviors in special modes like Team Deathmatch. This has seriously impacted other players' gaming experience. In an effort to maintain a fair and healthy in-game environment, we will strictly deal with such behaviors:

● Once verified, those who deliberately hurt their teammates will receive account bans up to 30 days.

● Players who deliberately steal resources multiple times will have their Merit Score deducted according to the severity of the situation, and short-term bans will be implemented accordingly. Serious offenders will have their accounts banned for up to 30 days.

● For players who go AFK in other game modes, apart from deducting Merit Score, warnings will be sent out via mail. Those who repeatedly fail to correct their behavior will be restricted from participating in some game modes.

Announcement: Stronger System to Combat Bad Behavior

"Forgiveness" Mechanics for Accidentally Hurting Teammates

Special Optimizations for Loot Priority

9. Don't Post Inappropriate Messages or Harass Other Players

Those who disseminate illegal, sensitive, or rude content or advertisements in the game, as well as use nicknames, chats, voice, or other functions to insult, mock, harass or make discriminatory remarks towards other players will be punished. Minor offenders will be muted or be forced to change their nicknames, etc. Serious offenders will receive account bans up to 10 years.

10. Don't Share Accounts

It is forbidden to share or rent out accounts to other players, or have others play on your account on your behalf, and it is not recommended to lend out your main gaming device to other players to take part in Arena Breakout: Infinite. Due to the nature of lending out game accounts or devices, any violation of the above regulations will be regarded as the act of the account or device owner themselves. Therefore, lifting bans on accounts or devices will not be possible.

In addition, in response to the potential risk of theft for players, we have also introduced a Class II Password security mechanism for in-game accounts. We suggest that all players enable the Class II Password function to safeguard their accounts.

Class II Password Account Security

30 Birds - laurent

Rollback - version number: 25.6.0

Some bugs were reported on the last versions and I found out that the patched editor was breaking some stuff in the game (e.g. the floor was not displayed anymore on some of the Park Lantern sides).
Unity released a tool that allows to patch the build directly so I did that with the last stable version and pushed it back on Steam.
The version number hasn't changed with the patching so 2025.6.0 is displayed in the game.

Thanks to Neva and Snakesicle who preported the bugs.

Peace everyone!

The Riftbreaker - voidreaver
Hello Riftbreakers!

We have just released a new update for The Riftbreaker. If features numerous improvements for the flow and balancing of the Campaign Mode, especially in the context of Co-Op Multiplayer. We have also introduced a wide range of other fixes and improvements based on your feedback. They are all listed in the changelog below.

The Riftbreaker Experimental Maintenance Update, October 21st, 2025. Changelog:

Changes:
  • We have introduced numerous changes to improve the Campaign in both single- and multiplayer:
  • Improved the timing of objective display in the Stregaros Nest mission.
  • Improved the objective display during the ending sequence for the Heart of the Swamp campaign.
  • Acidic Plains Reconnaissance mission samples requirement will now scale depending on the number of players (1 - 10, 2 - 15, 3 - 20, 4 - 25).
  • Gather Palladium Samples mission requirement will now scale depending on the number of players (1 - 500, 2 - 650, 3 - 800, 4 - 1000).
  • Rhodonite Concentration mission requirement will now scale depending on the number of players (1 - 500, 2 - 650, 3 - 800, 4 - 1000).
  • Gather Uranium Samples mission requirement will now scale depending on the number of players (1 - 500, 2 - 650, 3 - 800, 4 - 1000).
  • Gather Titanium Samples mission requirement will now scale depending on the number of players (1 - 500, 2 - 650, 3 - 800, 4 - 1000).
  • Ferdonite Concentration mission requirement will now scale depending on the number of players (1 - 500, 2 - 650, 3 - 800, 4 - 1000).
  • Volcanic Area Reconnaisance mission samples requirement will now scale depending on the number of players (1 - 10, 2 - 15, 3 - 20, 4 - 25).
  • Increased the challenge for the Metallic Valley Investigation Outpost Stage 2 mission in the Multiplayer mode. It will include a higher number of Octabit nests depending on the number of players in that mission.
  • Reworked the Crystal Caverns outpost mission objectives to scale according to the multiplayer player count.
  • The Fungal Plateau mission will now be marked as completed exactly after the dialogue sequence, previously it was marked as finished 300s after the dialogue sequence.
  • The Metallic Valley Outpost will now be marked as finished after finishing the Metal Terror storyline and will be possible to be removed.
  • Caverns Exploration mission - Crawlog attacks will not start within the first 90 seconds of the mission.
  • Into the Dark campaign start - the Anoryx Blast warning will interrupt most other dialogues.
  • The Crystal Caverns Outpost will now be marked as finished after finishing the Into the Dark storyline and will be possible to be removed.
  • Fungal Swamp Outpost - adjusted initial Fungor attack strength per player count.
  • Fungal Swamp Outpost - adjusted initial Canceroth attack strength per player count.
  • Inner Swamp - adjusted objective requirements per player count.
  • Swamp Meadow - adjusted initial canceroth encounter strength per player count.
  • Swamp Forest - modified spline attacks to be species based.
  • Fixed a possible game logic lock in the Radioactive Desert Reconnaisance mission if a player started the Find Unusual Creature objective, jumped to a different mission containing the Stregaros species, and obtained its familiarity in that mission.
  • Added a 'Game Over' condition if Canceroth reached the resin intake point of the Great Mushroom Tree in the Fungal Swamp Outpost mission in the Heart of the Swamp campaign.
  • Heart of the Swamp - Fungal Forest - reduced the final Phirian attack strength on Easy difficulty.
  • Disabled the ambient crystal growth event in the Into the Dark Campaign Crystal Caverns Outpost (it shouldn't be there).
  • Fixed the Fungal Swamp Outpost Shield Generator zone marker position when it reappears.
  • Crystal Caverns Entrance mission - the boss music will no longer be interrupted by generic music if the player rushed to the boss fight before the first song played through.
  • Mission Generator - bioanomalies, biocaches, and power wells will no longer spawn if the bioanomaly parameter rolls a 0.
  • Added Canceroth Omega to the boss spawn pool in survival mode and in campaign mode after the first Canceroth encounter.
  • Metallic Valley Outpost - increased the strength of the first Flurian encounter.
  • Improved the Hazenite Concentration mission by improving objective markers, increasing the radiuses for objective completion, adding building highlights, and reworking the attack patterns.

Other changes:
  • Meteors spawned during the Meteor Shower weather event will now spawn a small amount of resources on impact.
  • Players joining a Multiplayer session in progress will be able to view the previous chat history from the entire session.
  • The ping menu actions can now be bound to any key in the "Customize Controls" menu screen.
  • Reworked the Power Jump movement skill. It works more reliably now, feels a lot snappier and easier to use, and doesn't destroy everything in its path anymore. However, the mech is now much better at jumping over obstacles and actually reaches the spot you are aiming for! More information on this rework available in our article here.
  • Improved the reliability and usability of the Teleport Movement Skill. It now comes in four item levels and deals increasing energy damage with every level. This energy Blast can also stun enemies. Improved the Camera Behavior and visual effects during Teleport. More information in the article here.
  • Improved the behavior of the Shotgun projectiles. Shotguns will now be able to reliably kill large groups of small enemies.
  • Improved the behavior of the High-Caliber Rifle. It will now be more effective thanks to improved piercing behavior.
  • Mr. Riggs will no longer become staggered after indirectly hitting an area-damage resistant creature with an area damage melee weapon (Krocoon vs Hammer scenario).

Fixes:
  • Fixed an issue that prevented the spewer weapons from dealing damage over time.
  • Fixed an issue that prevented area damage over time effects.
  • Fixed an issue that caused other outposts to produce resources indefinitely, even if the storage was full. This had the potenetial to drain all the resource deposits much sooner than expected.
  • Fixed an issue that prevented the message about 'Familiarity Increased" in Multiplayer.
  • Solar Power indicator will now correctly show 0% at night in Multiplayer.
  • The building level number addon orientation will now be rotated correctly after loading the game in Multiplayer.
  • Fixed the missing 'Scan' button SFX on the Orbital Scanner menu screen.
  • Fixed an error that caused the minimap to display wrong after changing the graphics settings.
  • Optimized the performance of the inventory screen in scenarios with many items stored by the player.
  • Fixed an issue that caused some buildings, like Gas Power Plants, to work at 100% capacity, even when supplied with only a fraction of the upkeep cost.
  • Fixed some GUI animations on the Inventory screen lists.
  • Fixed statistics order in item description tabs on the inventory screen.
  • Fixed the green/red arrow order for the Ammo Cost Reduction stat for weapons. Lower costs are now displayed in green, higher in red.
  • Fixed an issue that caused the mission time to be displayed wrong on the Statistics screen in singleplayer.
  • Fixed an issue that caused duplicates of items to appear in the [0,0,0] coordinates if a player loaded the save file with an item lying on the ground.
  • Fixed some issues with aspect ratio on ultrawide screens in game menus.
  • Fixed a crash in PauseSystem.
  • Fixed an issue that caused incorrect translations to appear during player votes in some circumstances.
  • Fixed an issue that caused the building tooltip of a previously selected building not to disappear after leaving build mode.
  • Missions Generated with the Orbital Scanner will now display proper names in rich presence fields on Discord, Steam, and other places.
  • Depleted traps will no longer send out a 'building destroyed' announcement.
  • New special announcement (with placeholder audio for now) will play if your base is being damaged by an earthquake.
  • The 'Compare' action button is now disabled during item disassembly.
  • Fixed an error that caused Custom Mode maps to not always fit the desired size parameters.
  • Fixed issues with pipe arrows blinking or staying behind forever after loading the game with build mode active.
  • Fixed the 'Dynamic Camera' functionality in the Multiplayer mode.
  • Fixed an issue that caused a black line to appear on the planet surface in the Orbital Scanner screen.
  • Fixed a crash in BuildingClientSystem in Multiplayer mode.
  • Fixed a crash in the HudQuest system.
  • Modding: added support for fragment injection for `data/scripts/hud/minimap.dat` so mods can inject only own changes with `{mod}_minimap.dat` files.
  • Fixed a disassembly cost exploit in multiplayer. In some circumstances, the disassembly value was bigger than the crafting cost.
  • Fixed an edge case where the player pawn on the client PC may end up missing the TransformComponent, rendering their mech useless.
  • Fixed an issue that allowed players to click 'interact' on the Rift Station building even if the building couldn't be activated.
  • Fixed the Stregaros Nest mission logic bug that could lock it in an always unfinished state (if the crystal was activated and destroyed shortly afterwards).
  • Fixed the rotation of the Liquid Decompressor mesh not aligning with the pipe input.
  • Fixed the pivot point of the Headquarters Level 1 ruin mesh that caused it to be displayed off-center.
  • Improved the palladium resource special tile and added a new Omega creature volume spawner.
  • Fixed the camera behavior during the Anoryx Wurm fight after a downed player was reactivated.
  • Added Omega creature attacks to caverns exploration mission in multiplayer mode.
  • The Mortar Sentry is now disabled in the Crystal Caverns biome.
  • Updated tile spawn rules and map layouts for all Survival Mode missions.
  • Fixed attack_boss_nurglax.logic - energy variant spawned a nerilian instead of a nurglax - thanks to ponomaryow.dmitry.
  • A small amount of liquid storage was added to the Quantum Cortex Lab and the Gravitational Hyper Lens to fix pipe systems with 4 pipes.
  • Fixed lightning effects display in Multiplayer for the Energy Pylon, Multiplayer Boost, Defensive Drones, Healing Aura, and the Anoryx Wurm.
  • Reduced the amount of camera shake for some skills.
  • Elemental variants of the dash skill have new visual effects.
  • Added four rarity levels to the recently reworked Dodge Roll skill, each with increased damage and explosion radius.
  • Introduced some fixes ofr the Decompressor UI on gamepad.
  • Fixed some typos and text errors in English localization - thank you, Chris!
  • Multiple crash bug fixes and networking improvements.
3:13am
Qullusrent3 - ちゃちゃお嬢
bug fix
Star Trek Timelines - NancySTT

Greetings, Captains,

Just a moment is the theme of our next campaign. 

It will feature: Space Stranded Torres (New) 5*, Away Team Batel (existing) 5*, and Zarabeth (existing) 4*.

The last reward of the Ultimate track will be the \Just a moment \ avatar.

This campaign will start on Tuesday, 10/28 at 12am ET (17:00 UTC), and end on Monday, 11/25 at 11:59pm ET (Tuesday, 11/26 at 04:59 UTC).

You have one week left to complete the “Black Cats and Broomsticks” campaign!

Lastly, we hope you’ll enjoy this week’s event.

Thank you for playing,

The STAR TREK TIMELINES Team

Heróis de Noname - Acesso Antecipado - RPG MAKER MZ
Heróis de Noname - Beta Aberto/Acesso Antecipado Versão 1.9

Atualização 1.9

Resumo da Atualização

  • (Novo) Modo Roguelike - Fortaleza das Ilusões

  • Atualização do "Retorno"

  • Personagem Nova - Vivi (Fortaleza das Ilusões)

  • Atualização das recompensas do Jogo do Bicho

  • Atualização das recompensas dos Pacotes de Apoio ao Desenvolvedor

Devlog :

Vamos lá para mais um Devlog.

Esse mês passou que nem reparei, essa atualização estava prevista para o começo de Setembro, mas o modo Roguelike deu mais trabalho do que imaginava, como só testei 3 vezes, ainda podem haver bugs ou coisas do tipo por isso conto com vocês para destrincharem essa "jornada". Erros gramaticais e afins são de lei e para eu retconnar a história são dois palitos pois queria só fazer um "modo infinito" acabou que fiz uma linha de história inteira para o modo. (E por fim o modo infinito) Agora que encerrei essa parada, posso retornar ao desenvolvimento do jogo normal. Podem reparar pelos diálogos e afins que no começo da produção estava super animado, no meio dei uma arrefecida e o final é só pedrada. Eventualmente TALVEZ eu tente dar mais tempero para o meio da história (Que é curta), mas agora meu foco será continuar a história principal e adicionar mais NPCs/Sidequests nas cidades já existentes. Para a continuação de atualizações da 1.9 agora o rework do protagonista vem, mais histórias de personagens com suas respectivas supremas e por fim continuação do evento Crônicas dos Aventureiros.

Como citei lançaria antes essa atualização e como planejado era para ter a história relativa a "mecânica" nova no evento atual. O episódio 4 do evento virá em breve, eu só queria lançar logo isso para poder trazer conteúdo novo para vocês. Algumas modificações muito requisitadas e outras foram listadas anteriormente no resumo e é praticamente isso. Por hoje é só, obrigado por estar acompanhando o processo de desenvolvimento do jogo. Você é 10!

  • Modo Roguelike - Fortaleza das Ilusões O modo Roguelike retorna com uma jogabilidade nova. Para liberar o modo "Infinito" complete o modo história primeiro.

  • Atualização do "Retorno" Como muito foi requisitado e assistindo vídeos e lives percebi o quão frustrante era o retorno te lançar para o outro lado do mapa. Sendo assim o retorno funciona de 2 maneiras agora 1- Local e 2-Registro No modo "Local" você será teleportado para o último local visitado (Retorno por Nocaute de monstros usa esse por padrão) Ao usar o Retorno lhe será dado 2 opções o (Local) e o (Registro).

  • Atualização da Recompensa do Jogo do Bicho e Atualização das recompensas dos Pacotes de Apoio ao Desenvolvedor Anteriormente você acumulava moedas do bicho para comprar itens na loja do Bicho. A loja foi encerrada e foi adicionado um Gacha do Bicho onde com as moedas você pode (e vai) tentar a sorte de pegar vários equipamentos e itens. A atualização dos pacotes de Apoio ao Dev trazem Moedas do Bicho diariamente em paralelo aos contratos de recrutamento. (Dobra o gacha, dobra a diversão)

...