Oct 30
Nova Empire - draz.oum

Commanders!

Use this promo code in-game:

🌟 BIOSHIELD

Note: Code available to first 50 000 players claiming!

House - isaac nite

Hey everyone.

The demo for House is live! If you haven't yet, check out the demo and wishlist House 2!

In other news...Today marks the 5th anniversary of HOUSE (and the 9th anniversary of the original flash version!). House is also on sale as part of the Steam Scream Fest. Thank you all for going on this journey with us and we are so grateful to be able to continue making games in this universe!

Thank you all for your continued support. Looking forward to sharing more about House 2 soon!

Much love

Bark Bark Games

Super Movie Tycoon - Greensuperman

The long-awaited movie-themed simulation management game, Super Movie Tycoon, is now available!

🎯 Launch Offer: 10% discount during the first week!


Super Movie Tycoon
released a demo in May this year. Despite its initial shortcomings, it was warmly received by many movie fans and simulation enthusiasts, giving us tremendous confidence. From the demo to the full release, we've spent over five months in intensive development, focusing all our efforts on expanding game content and fixing bugs. The suggestions and feedback from our players have been instrumental in this process. Living up to your expectations, we've finally polished the product to release standard, and we can't wait to share it with you!

đź“® BUGs & Feedback
If you encounter any bugs or issues while playing, please don't hesitate to tell us via our community channels or discussion boards. We will carefully review every piece of feedback to continuously optimize the game experience and content.
You are also welcome to join our Discord server or QQ Group: 862311740 to communicate with us directly!

Finally, we'd like to extend our sincere thanks to every player who has followed and supported us. This launch is not the end, but rather the beginning. We plan to add new systems in the future, such as "Superstar" and "Award Ceremonies", to continually enrich the game!đź’š

Bits & Bops - Tempo Lab Games

Welcome back for more patch notes!

We're already one month into Q4, and we're still working hard to bring you the full version of Bits & Bops by the end of the year! This release of the demo is mostly small updates and bug fixes that we've been patching along the way. We've also reverted the One Button setting to be off by default, as this is the way we expect most players will want to play Bits & Bops at release. If you run into any issues, please report them to us in our Discord server!

You can now also play the Bits & Bops demo in:

  • Ukranian - thanks to erulairy!

We've also had substantial updates to many of our fan translations:

  • Chinese - thanks to Kirbysfan!

  • Polish - thanks to Maksymilian KrĂłl!

  • Portuguese - thanks to Ghostabo and teu!

Special thanks to all the translators!

Updates
  • One Button mode is now disabled by default (but you can re-enable it via Settings > Other > One Button)

  • The game now prioritises showing mouse buttons when the player is using a mouse

Bugs fixed
  • We've updated our version of Unity to address the recent Unity security advisory

  • Looped music now loops in the correct spot again

  • The accessibility shortcut can no longer be broken by changing key bindings

  • Enabling scheduled hits no longer causes all Flipper Snapper photos to have popped balls

  • Scheduled hit sounds can no longer carry over between tutorial phases

  • The game no longer crashes if a loaded custom mixtape is renamed or deleted

  • Meet & Tweet can now make use of more bouncing bop heads in custom mixtapes

  • Custom mixtapes using B-Bot now correctly mute the bop sound when it is not the first minigame

  • Custom mixtapes can now control the B-Bot stage backlight alpha independently of the stage grid

  • Less common types of MP3 files are now handled correctly in custom mixtapes

As always, you can discuss the latest changes in our Discord server. See you there!

Tyrannis: Co-Prosperity - cGh ONE
I made this update entirely because I refuse to have any AI-generated content in my games.

-Chris Providence
Legend Battles - legendbattlesgame

Greetings, Legends,

 

The wait is over! The Legend Battles Playtest opens this Saturday, November 1st (EMEA and APAC date) – Friday, October 31st (America date) for 2 days. You’re invited to be among the first to step into our next-generation Battle Royale.

 

During the Legend Battles Playtest, all cosmetics are unlocked, from MetaHumans to outfits, weapons and vehicles, free for everyone! Step into the battlefield fully equipped and fight with style, no grind, no limits!

Dates and times of the 1st Playtest session depending on your geography:

 

In Americas, the first Playtest session will begin on Friday, October 31, for a duration of 48 hours, at 9:00 p.m. in New York and at 6:00 p.m. in San Francisco.

 

In the rest of the World, the first Playtest session will begin on Saturday, November 1, for a duration of 48 hours, at 9:00 a.m. in Beijing, at 4:00 a.m. in Moscow and Istanbul, at 02:00 a.m. in Paris and at 1:00 a.m. in London.

 

Jump in whenever you can, every match matters!

Explore Massive Worlds

You’ll begin your journey on the island of Aurora with fully explorable terrain. From detailed interiors and rooftops to towering landscapes, every corner is built with combat in mind.

Powered by Unreal Engine 5.6

Legend Battles harnesses the latest shooter technologies with Unreal Engine 5.6, bringing MetaHumans, hyper-realistic visuals, Lumen, Nanite, Chaos, MetaSounds and next-gen gameplay to life like never before.

Multiplayer Across Borders

We’re building something ambitious: smooth, global multiplayer battles powered by AWS GameLift. This ensures the best cloud services for performance and scalability, but with such advanced systems, we kindly ask for your patience—your feedback will be crucial to help us refine stability and gameplay balance across different regions.

Hardware and software requirements for the app:

Play, Test, Win… and Trade

By joining the Playtest, you won’t just be testing the future of Legend Battles, you’ll also unlock exclusive rewards like outfits, weapon skins, and vehicles. Even better: these can be listed on the Steam Community Marketplace, meaning your victories in Legend Battles could also bring you real-world value. Who knows—your favorite skin might even pay for your next Battle Pass (or a coffee and cake)!

Why Legend Battles Is a True AAA Game

We know you might be wondering who we are and how such a massive project was achieved. The answer: a huge investment, a global network of talent, and years of relentless work.

  • Massive Budget

We’ve invested tens of millions of dollars into Legend Battles, funded in part by the success of earlier projects like Boobuz (50M downloads). And this is only the beginning—our reserves ensure the future of the project is secure.

  • Large Development Team

No single studio could create a world of this scale alone. We brought together thousands of developers, artists, and creative studios under one vision, orchestrated as a single effort. The result: the largest game ever built on Unreal Engine 5.6, with a 400 km² map, hundreds of cities, thousands of buildings—all fully furnished and handcrafted by humans, not AI.

  • High Production Value & Scope

Built with the most advanced UE5.6 systems—MetaHumans with Chaos Hair, Nanite, Lumen, World Partition, Chaos Physics, and the MetaSounds 5.6 audio engine—Legend Battles pushes the limits of visual fidelity, scale, and immersion.

Legend Battles is the result of eight years of development—and every day is still an adventure as we refine and expand this universe with you.

The Future of Battle Royale Is Here

We truly believe that Legend Battles is the future of Battle Royale—today. Many giants of the gaming world are still dreaming of what we’re already building, but the difference is clear: you can play it now. Yes, there will be bugs, crashes, and moments where testing feels rough—but that’s exactly why your support matters. We promise never to step away from our keyboards and will keep refining every system until it shines. Creating such advanced technologies is never without challenges, but with your help and patience, success is only a few steps away. Together, we can make Legend Battles a reality unlike anything seen before.

Rewards for this first Playtest session:

Rewards for the second Playtest session:

Rewards for the third Playtest session:

If you participate in the Playtest sessions, these cosmetic rewards will be added to your inventory in the app when it is released in Early Access.

The battlefield awaits. Are you ready to rise?

See you very soon, Legends.

Playtest Now!

Dear Legends, Join us in the battle. Add Legend Battles to your Steam Wishlist and follow us to stay tuned for the official Playtest updates and patch notes!

 

Enter the Command Room! Connect with fellow Legends, share your thoughts on the app, join exclusive Discord events, and get behind-the-scenes updates straight from the developers. Join us here

https://discord.gg/NJZFyFxjUm

The LEGEND BATTLES Team

https://store.steampowered.com/app/3649730/Legend_Battles/

Player contact: https://support@legendbattles.com

Media contact: https://media@legendbattles.com

Partner contact: https://partner@legendbattles.com

Official website: https://legendbattles.com/

Who's Next? - HellAssociation
Bug Fixes
  • Fixed an issue where Drowner’s animation was not displaying properly.

  • Fixed a bug where player nicknames were rendered above roof objects on the map.

  • Fixed an issue in [Who’s With You?] mode where [Knowledge is Power] scoring logic was applied incorrectly.

  • The [Knowledge is Power] score display UI is now center-aligned.

  • Adjusted the Twilight nameplate position for the [Frankenstein] costume slightly upward.


Adjustments
  • Drowner’s movement speed bonus while revived has been slightly adjusted.

    • Drowner movement speed while revived: +35% → +30%

Spectral Scream - lmj21011

Hello, this is Spectral Scream.

The following issues in the game have been identified and fixed.

Please check the items below for more details.

\[Fixes]

- Fixed a bug where the Gloomy Creature could not be suppressed

- Fixed an issue where sound did not play when the Wraith Creature died

- Fixed a bug where creatures did not die when using the crossbow

- Fixed an issue where game completion occasionally did not proceed normally

We apologize for the inconvenience, but please make sure to update after closing the game.

If the update button does not appear, please proceed with the update manually through file integrity verification.

Visit the official Spectral Scream Discord!

https://discord.gg/5S2udpMM3u

Thank you.

Cepheus Protocol - Dark the Great

W.I.P New Standard Infected meshes preview!

Patch Notes:
  • Various model improvements to Alcatraz island

  • Pandemic Treasure Island Operation last Light Added (Beta) Angel and North San Francisco will be added in the coming months as we continue to add the ability for Infected to island hop!

  • Fixed bogus fence collision on TI

  • Gate structure delegate issue that causes a performance hitch

  • Fixed the Player camera getting locked to weird rotations when you exit the Operator while shooting from the skids of the Sparrow

  • Fixed Helicopters not being able to land on the LHA6 after the recent landing tool improvement

  • Formation System =Units in 'Run Mode' will leave run mode if given a move order with enough other units who are not in run mode. Units will not stay at 'jogging speed' when exiting a formation move (due to final move order), when not running

  • Adjusted collision box for SOC Tent to not have as much 'invisible collision' over its top

  • Adjusted SOC upgrades to not have collision on for the 'additions'

  • When constructing the build tool will now remember the last orientations of placed structures to make mass building placement quicker. it will reset after 10 seconds after leaving the building tool.

  • Improved the Building tooltip to reflect the new building options

  • Added safety to a delegate that was being called improperly due to a race condition

  • Fixed hit reactions for blow up and co when shot from an Operator acting weird when shot in a critical point

  • Increased the min update rate of helicopters to decrease jitter on clients

  • Fixed Flare crash, RadioMusic Crash & Client side radio widget crash

  • Fixed skycrane cables not spawning on clients

  • Improved sky crane net update rate to make its movement smoother for clients

  • Replaced Standard Infection models with 2 new ones. More to come!

  • Added all CERC classes as selectable Operator "skins" under the Generic tab

  • Speculative fix for buildings disappearing if you late join for CERC stuff

  • Fixed some weapon range logic issues for helicopters where the would fail to shoot sometimes if another weapon slot was empty( Sparrow)

  • Fixed a safety on weapons incorrectly blocking the proper VFX spawn locations' only for helicopters

  • Made a helicopter 'move up check' trace more reliable

  • Fixed infected melee code sometimes improperly setting capsules outside of valid ranges making them miss attacks.

  • Vision Grid crash resolved

  • Fixed the 'Hold Fire' icon not appearing on player unit overhead UI

  • Set up the 'weapon range indicator' to no longer appear for units without an inventory component (so a selected LHA6 no longer shows range indicator if you have that ROE turned on)

  • Updated hovertip (at bottom right) to support displaying power requirement/power supply for structures

  • Set up the LHA6 to use a proper unit icon (ported and darkened the one from Legacy) -Fixed up redirectors

  • Set up the Wallbuilder Cost Widget (price display when constructing wall segments)

  • Unified the 'building construction' call into a single function call, even when multiple buildings are in the same order (i.e. bunch of wall segments) =Should be more net-friendly and it unifies the 'activity log' entry down to one thing per bulk-buy, rather than one entry for every wall segment

  • Fixed up 'building refund' logic to detect if the owning player of the building/wall is disconnected, and if so, to give the money to the Faction Owner instead (host usually)

  • Set up some Unit Ownership improvement to building/wall construction, so if you refund a building when economy is in 'split' mode, the player who constructed it gets the refund

  • Set up the 'Garrison' mouse cursor when mousing over a garrisonable-actor with units that can enter it (with appropriate updates in selection or garrison array changes)

  • Removed all restrictions on gibbing. Implemented a new "live" system that is far more efficient and cheaper.

  • Fixed bleed out so it now occurs whenever a limb is destroyed instead of only when legs were

  • Added support for infected to support deterministic spawning for mesh variants for all the new standard infected types.

  • Fixed Operator Damage not applying properly for limbs

  • Fix hangar collision and restored old Treasure island static meshes for roads

  • Speculative fix for OnLoseSightOfUnit on unit death crash

  • Fixed collision issues on TI landscape

  • Fixed bad water shader failing to compile

  • Made helicopter landing more reliable ('ground height' trace started too low, so helicopters sometimes would end up getting low to the ground then 'missing' said ground from being too close, but no more)

  • Fixed a decay rate issue on Infection for CERC

  • Infection healing that allowed you to turn way faster then intended at higher levels of exposure. Making it impossible to "heal" them

  • Bug fix for crash

    https://discord.com/channels/469412014427602944/1432150898246815784/1432150898246815784

  • Bug fix for crash

    https://discord.com/channels/469412014427602944/1431738741721927833/1431738741721927833

  • Damage balance pass on cerc weapons for better range falloff

  • Fixed a bug where CERC would fail to turn when infected

  • Fixed attenuation for reloads

  • Fixed some remaining spine thrower issues

  • Added Ammo tent resupply actor component override for new radius values

  • Updated fog of war to use the "Max" or highest sight range of the 2. So units can always get the job done. I.E Spine throwers always having a longer Air range

  • Expanded Weapon Range for all weapons in game to have a Air range + ground range. So Spine throwers and other weapons can have more nuance

  • doubled the resupply range of barrack/ medical and ammo tent . Added Treasure Island to map Rotation under the code name Operation Last Night

  • Fixed up Structures not properly deregistering from FOW on death (including on clients)

  • Shooting enemy structures and Spine Turrets is now far more reliable

  • Phased out a legacy approach to how infected target structures in melee, to make them more effective at range calc.

  • Sound settings changes for consistency set targeting speed to be faster on turrets

  • INCREASED all targeting speed of ground units. fixed some sound issues with evolys and tweaked attenuation

  • Decreased build time for garrison tents, turrets and generators.

  • Increased smaw reload time to 3s.

  • Increased reserve ammo counts for all ground units.

  • Reduced spec ops entry fee.

  • Increased sparrow health to 380 from 280

  • Speculative freeze fix for radio music bug

  • OPtimized some Construction system to be more efficient and performant at large scales

  • Fixed Kicking not working after a recent UI revamp to player lists

  • Added some safeties to Weapon to fix Niagara queries

  • Moved Writing to the activity log to a background thread and added some async locking code to better safeguard read/writes

  • Fixed ADS remaining client side desyncs

  • Fixed barbed wire having a collision setting that blocks FOW, Fixed ADS not rotating on clients

  • Fixed a math issue where the newer smaller helipad would malfunction

  • Fixed juggernauts pausing randomly in the middle of combat again!

Current State of the Rebuild

A few times each week, our developers host public multiplayer sessions where we jump into the chaos ourselves—testing, refining, and showcasing the true state of the game. These sessions are open for everyone to join, chat, and experience the evolving sandbox that Cepheus Protocol Multiplayer and Singleplayer has become.

The Battle of Half Moon Bay

This particular session started with twelve players splitting into multiple fireteams, each setting up forward operating bases (FOBs) across the city. One team established their base in the center, another fortified the soccer field, while a third entrenched themselves near the construction site. Once Chelseys location was discovered, the teams coordinated to divide the map—back-capping the right side and containing her forces to the left.

[carousel autoadvance="true"][/carousel]

The first major engagement came at the soccer field, where Chelseys infected army launched repeated assaults. Waves of brutes and juggernauts clashed against entrenched defenses while operators and RTS-controlled infantry fought street-to-street. When Chelsey shifted her focus toward the Bayfront Administration Center, the central fireteam held firm, repelling the push and stabilizing the front lines.

Meanwhile, Moro’s team conducted daring hit-and-run strikes deep in infected territory—keeping Chelsey off balance and forcing her to defend on multiple fronts. A few close calls nearly broke our lines, but through coordinated air support and precision strikes, we turned the tide. Soon after, our combined forces launched a decisive counteroffensive that pushed her back to the import-export district.

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The Final Push

At the climax of the battle, Chelsey unleashed everything she had—massive infected hordes, explosive variants, and juggernauts charging the southern front. The push almost succeeded, but a quick call for reinforcements from Ford’s squad brought helicopters and operators roaring across the skyline. The ground units regrouped for a final unified assault, sweeping across the neighborhoods toward the lighthouse and satellite communications sectors.

In a storm of gunfire, missiles, and chaos, we finally pushed Chelseys forces back into the sea—securing a hard-fought victory. The battle ended with every surviving player lined up across the pacified coastline for a well-earned group screenshot.

[carousel autoadvance="true"][/carousel]
A Milestone Moment

This match marked one of our most successful multiplayer playtests yet—no crashes, minimal bugs, and over 90 minutes of pure, unscripted RTS/TPS mayhem. You can watch the full 1 hour and 28 minute playthrough below. Every week, sessions like this bring us closer to the vision of what Cepheus Protocol is meant to be: an RTS unlike anything else in the genre—alive, unpredictable, and built on the stories that emerge when real players face impossible odds together.

Thank you for your continued support as we rebuild Cepheus Protocol from the ground up. Every match, every bug fix, and every chaotic moment helps shape the future of the game.

https://youtu.be/WyXZH2zAgYo

How to Opt In

Here’s how to opt into the Cepheus Protocol public playtest on Steam:

  1. Open Steam and go to your Library.

  2. Right-click Cepheus Protocol and select Properties.

  3. In the left panel, click on Betas.

  4. From the dropdown menu, choose public-playtest.

  5. Close the window. Steam will automatically begin downloading the playtest branch.

Once the download is finished, you’ll be running the public playtest version.

Recap for those late to the party

https://store.steampowered.com/news/app/979640/view/537736957039477252https://store.steampowered.com/news/app/979640/view/537735054151909377

What’s Coming Next

Immediate priorities are:

  • Balancing the new Builder Drone and Juggernaut AI

  • Wrapping helicopter polish (directed landings, pads, operator features, desync fixes)

  • Fixing AI issues with enemy prioritization and tactical decisions

  • Frequent bug fixes as we get reports

  • Chelsey’s AI

  • Juggernauts are undergoing testing at the moment

  • Population Meter re-implemented at the bottom-left of the UI for tracking infection strength

Once helicopters and AI stability are locked in, focus will shift to Custom Game Options so players can tune pacing and difficulty. Vehicle driving AI and pathfinding are next in line, but we may hold off depending on the volume and severity of bug reports.


October Goals

We are aiming to flip the rebuild into the default experience by the Halloween Sale, with older versions still available as an opt-in. The exact timing will be based on stability, bug reports, and community feedback — our goal is to get as many people as possible playing on the rebuild once it’s ready.

October priorities include:

  • Implement the AJAX(HUMVEE) as a test bed for vehicle driving. Work with the community to establish a good "core" vehicle driving. After its "done" we start porting over all the wheeled vehicles and follow up with the Abrams and co.

  • Extensive Bug hunts / Performance tweaks

  • A save/load system for Pandemic

  • Bay Area map updates: Treasure Island and Angel Island are under renovation, with rollout expected around Halloween. Stay tuned! We will aim to release this map in segments going into XMAS. Starting in stages

    1. Treasure Island->

    2. Angel & Alcatraz Island ->

    3. San Francisco North

      [carousel autoadvance="true"][/carousel]

    [carousel autoadvance="true"][/carousel]

On top of these big-ticket items, there are many smaller details and fine-tuning tasks underway — some not listed here but discussed in recent CERC HQ broadcasts. October will be a mix of large features and constant iteration as we refine the fundamentals.


🎧 Last Time on CERC HQ…

Cepheus Protocol | CERC HQ | #69

This week’s update is a no-holds-barred breakdown of Pandemic mode’s evolution, centered around the rebuild of Treasure Island and a total systems overhaul. Robert walks through the new layered rollout strategy for map expansion, beginning with a playable slice of Treasure Island set to launch around Halloween. With Unreal Engine 5’s precision fixes, the team can finally realize their original vision for a scalable, destructible, and immersive RTS battlefield.

Level design gets serious upgrades, including foliage placement, bridge logic, and terrain verticality—while the devs debate whether to support multi-tiered underpasses for gameplay. On the AI side, huge strides are made in how infected evaluate targets, spread, and adapt to player fortifications. Pathfinding gets tighter, blowup enemies are rebalanced, and new debug systems give devs visibility into AI logic mid-match.

Operators get more integration with RTS elements—riding helicopters, building structures, and coordinating in full co-op squads. Helicopter physics and weapon balance receive a full pass, alongside early work on ground vehicle deployment starting with the Ajax. Meanwhile, discussions begin on evolving infected variants and bringing dynamic civilian factions back with better AI direction systems.

Chelsea’s overhaul is still coming. Juggernaut and Builder units continue to be tested. And yes, feedback from Discord and Steam is actively shaping next steps.


🔥 Highlights
  • Treasure Island rebuild set for Halloween rollout with layered map expansion

  • Fully revamped AI threat logic, pathfinding, and zone targeting

  • Debate over under-bridge traversal and visibility in RTS gameplay

  • Helicopter balancing complete: physics, flight feel, and weapon tuning

  • Operators now ride, build, and interact deeply with RTS mechanics

  • Juggernaut and Builder infected updated with smarter behaviors

  • Upcoming work on vehicle AI, bridge destruction, and custom doctrines

  • New debug tools help devs analyze AI decisions during play

  • Feedback-driven dev cycle with live balance adjustments

  • Community Q&A covers everything from faction AI to turtling tactics


🛠️ Patch Preview

Expect nerfs to blowup units, tweaks to helicopter refueling, and tighter threat evaluation logic. The Ajax vehicle rollout begins soon, and feedback is requested for bridge logic, underpass use, and unit camera control. It’s shaping up fast—get ready to test hard and break things.


https://youtu.be/_vPNXsx32RQ

🎙️ Next CERC HQ – Livestream Details

🕔 When: Weekly Saturdays – 3 PM EST (New Time!)

📺 Where to Watch:

đź’¬ Topics We'll Cover:
  • Co-op Progress

  • Total Revamp based on Community Feedback

  • Level Design Updates

🎤 Don’t miss our Live Q&A! We’ll be answering questions from the community during the stream.


📺 Missed a Stream? No Worries!
Nilawanti: A Cursed Story - tanishk.0369

Hello everyone!

We’re excited to share some big news — our game is almost ready for release! After months of hard work, testing, and polishing, we’re preparing to bring you the experience we’ve been crafting with passion and dedication.

Stay tuned for the official release date, trailers, and more sneak peeks coming your way soon.
Make sure to wishlist the game if you haven’t already — it really helps us a lot!

Thank you for all your support and enthusiasm. We can’t wait for you to play it!

– The Creepyneststudios Team

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