Shards of Her - sn00p
Draped in a flowing black dress that seemed to drink the light, she held the scythe—Death’s eternal instrument, its edge glinting faintly, as if eager to fulfill its purpose. Chains dangled from its handle, whispering secrets of those who came before, her fingers adorned with a ring that pulsed with an eerie glow.

This was no ordinary relic. It was both a tether and a beacon, and the longer you stared at it, the more it felt alive, watching... waiting.

For those who sought salvation, there would be none. For those who thought themselves untouchable, their reckoning would be swift. She was neither merciful nor cruel. The scars of humanity's sins etched on the edge of the scythe. The shards, the broken alliances, the whispered betrayals—everything had led to this. There was no salvation, no bargaining. Only the promise of her scythe's arc, and the silent, unyielding judgment that followed.

Death herself had come, not to warn, but to fulfill a destiny written in shadow. The end was not near. It was here, held in her grasp, ready to fall.

"The scythe rises, and the final harvest of souls begins soon…"

Dec 31, 2024
Ale Abbey - Monastery Brewery Tycoon - Shiro_Steven
Hello brewers and Happy holidays!

We hope you had a good christmas and that you are ready for 2025!
On our side between the festivities, we are still working on the release of the game for Q1 2025!
Here are some news from this december


Let it snow


Since we are in winter already; why not share with you some snow from around the Abbey!
The seasonal cycle will be available in game for the Early Access ☃️





Ale Abbey in the Top-10 Best Upcoming Indies!!


This december we participated in the IndieDB Indie of the year 2024, following a month long campaign in two phases of votes, we have reached the top 8 in their upcoming games category!
If you voted for us, thank you for your support and we're onward to compete in another category next year 🍻





That's it for today!
This news was lightet than the usual one but we wanted to celebrate the top 8 of most upcoming games with you as well! We also hope you liked the preview of the seasonal changes, there are more coming in January!

Happy new year everyone, thank you for following us in this journey and we'll see you in 2025!

https://store.steampowered.com/app/2789460/Ale_Abbey/

SOCIALS - DISCORD | REDDIT | X/TWITTER | FACEBOOK
Asteroids ++ - Infiland
I wanna thank everyone for trying out Asteroids ++! It was very humble to see so many players play the game, and I hope you enjoyed the heck out of it! Now with the recent changes.

  • Updated engine to 2024.11
  • Updated Steam SDK to 1.61, improving timeline sdk
  • Now you can see weekly/daily planet leaderboards without having to beat it, so it won't say 'error loading leaderboards' anymore (default timer set to 24h per user)
  • Fixed bug where ability levels would increase over level 12 because of space gifts
  • Fixed abilities almost always activating the dash ability
  • Balanced space gifts so that they are not as overpowered, but level 12 makes them good once more:
Rockets spawns reduced by 5X
Minipods spawns reduced by 10X
Money gain decreased from 1-10 * utility level to 1-3 * utility level
Golden asteroid chance on level 12 reduced from 100% to 10%
Ability power reduced from 100-200 * utility level to 100-150 * utility level
Health boost reduced from 10 * utility level to 5 * utility level
Nuke can now destroy gifts
Recruitment spawns reduced from 4 to 2, however they will have according levels (ONLY IF RECRUITMENTS ARE UPGRADED IN THE SHOP, NOT BASED ON UTILITY LEVEL)
Bouncy orb reduced from 2 to 1, however they will have according levels (ONLY IF BOUNCY ORBS ARE UPGRADED IN THE SHOP, NOT BASED ON UTILITY LEVEL)
More gifts appearing reduced from 3 to 2


  • Update scribble engine to fix memory leak
  • Using 'remove unused assets' option in engine to reduce file size (roughly 7mb, -2.42% decrease)

I know that 'nerfing' is not a great look for gifts but gifts were literally too overpowered, even right now they still are, but I think I'll leave them as is :)

Happy New Year everyone!
Granny Remake - Lijingys
🎉 Granny Remake Update 3.6 is Live! 🎉

🎆 Happy New Year, everyone! 🎆
The team at Granny Remake wishes you a fantastic new year filled with creepy escapes, fun moments, and plenty of challenges. To kick things off, we’ve prepared a fresh update for you!

What’s New in 3.6?

  • 🚀 Performance Boost — the game now runs smoother and faster than ever.
  • 🛸 New Escape: UFO — find a way to escape by hitching a ride to space!
  • 🎮 Steam Deck Support — fully optimized for handheld gaming.
  • ❄️ Winter is Back — switch between winter and autumn modes (winter’s here, just like you asked!).
  • 🖼️ Visual Improvements — better lighting, textures, and overall game atmosphere.
  • 🔦 Darkness Mode — turn off all the lights and see how brave you really are.
  • 🎁 Loads of New Items — discover and use new stuff to help you escape.

We’ve worked hard to make the game look and feel even better. Everything’s sharper, creepier, and more fun to explore!




🎮 What’s Next?

In update 3.7, we’re bringing AMD FSR support and another brand-new escape route. 🤫 No spoilers yet, but trust us, it’s going to be epic!




Thank you for being an amazing community. Enjoy the update, and let us know what you think! 🎉
Dec 31, 2024
TDP4: Team Battle - Thalwind
We have very exciting news to share! TDP4: Team Battle is now available on Steam and you can play it RIGHT NOW!!

Remember to use the promocode TDP4_XMAS24 to kickstart your Steam account with 7,500 coins and 20 cash, and progress through it to unlock more promocodes! Our special promocodes will expire on 08.01.2025 and you can find them in ⁠the #promocodes channel in our Discord! Remember to share the game with your friends to join the fun!

See you in the battlefield!
Dec 31, 2024
Dwarves: Glory, Death and Loot Playtest - ichbinhamma
- Fixed an issue with the 'Sky Set'
ファンタジーワールド ~魔王の想いと真実と~ - ダイスクリエーション
当ゲームをプレイして頂き誠に有難うございます。

下記につきまして修正を行いました。
①仲間の神殿から一部ダンジョンへの移動先の修正を行いました。
②アイテム、スキルの説明などのルビ振りを行いました。

尚、サーバー情報の関係で当方のアップデート後に即反映はされませんのでご注意下さい。

今後とも当ゲームをどうぞよろしくお願いいたします。
Dec 31, 2024
UNDERDOGS - DRFuzzyFace
Yo!

Just before 2025 is here, we wanted to quickly fix and patch a couple things:

  1. Yeah, we amped difficulty a bit too much when you completed the game.

    We like the added challenge, but the extra difficulty is now opt-in.
    After you complete a run, you'll see a new knob in the hangar that lets you tune the difficulty up or down.

  2. Locomotion on PC VR had slight inconsistencies. It should feel & play better now.

  3. Flip controls setting (VIVE, Index) stopped flipping the controls on PC.
    Now they flip just like the good ol' days!

  4. Some language packs got updates, especially русский which had an annoying visual issue.
Thank you for your amazing love & support.
Have a great year, brattas.

Full Notes
AColony - ZeroTris
Hi everyone,

Since the earth has orbited the sun one more time again, I wish you all a Happy New Year!

In connection with this event, I have written this short news post to keep you updated on the progress of the new features in the upcoming update.

While the mechanics and network functions are already implemented, I have decided to delay the release of the new version by a few days. The reason for this is, that there is only 1 community event existing at the moment and I think it would be better and also more fun for you, if the next version will include far more and diverse events.

Updated Bar
Since the bar has served in the past only as a community room furniture with no special mechanic, I have finally upgraded it with the functionality to store alcoholic items in it. To avoid that these items get consumed too quickly (a few colonists can relax at the same time at the bar) I have split them up into drinks which only remove 1 item unit at the bar when 3 drinks are consumed.

Note:
I have also added the options to define who can drink at the bar in order to prevent colonists to drink the bar dry before you can start a community event.




Community Events

With the next update, the notice board will finally get the functionality to prepare and start community events. These events are meant for every member of your colony and will have some impacts on their behavior, social interactions, mood and more.

Conditions
To start a community event, you must first meet all the conditions to be able to select it. For example, for the victory celebration, you need to defeat at least 1 enemy attack.



Preparation
When a community event is selected and linked to the notice board, you need to prepare everything to start the event. This can be to fill the bar with a certain amount of drinks (depending on your colonists count), to build special constructions which will be used during an event, or some other points.



Running
While the event is running, all colonists will automatically meet in the community room and spend their time there (the normal jobschedule is disabled). In Addition there are also progress goals which define the amount of rewards you will get.



Rewards
When the community event is over, your colonists will get some rewards depending on the event type.
These can be for example:
  • Temporary mood boost
  • Temporary increased skill points for certain work
  • Temporary attributes impact for specific jobs
  • Some other impacts



Additional Stuff
I have also already made some smaller fixes, like making the easier mode more easy, added 2 more tutorial pages, fixed some reported bugs and more. I will post a more detailed description with all patch notes & changes with the next (and release of the community events) update!

If you have some suggestions or ideas for community events, conditions & rewards - please let me know! One of my ideas for a new community event is some kind of a lumberjack event which will take place outdoors and gives your colonists a +50 or +75% more resources from cutting trees as reward (for like 5 days or so).

I hope you all have a great day and happy new year again,
Cheers!


Capital Command - Hellride Games
It’s been a while (sorry!), so here’s a quick update concerning the state of Capital Command, last year's progress, and what comes next.

State of Development

Core gameplay is still the major focus. I've gone through a couple of iterations and settled into what I believe will be the final version. I'll write a separate post with more details about the gameplay iterations and the current, and hopefully final, model, but briefly:


Firing Runs!

Space battles are now based on firing passes: ships flying at high speed toward each other, firing their weapons while the enemy is in range, then turning around to do it again, and again, until someone either gives up or blows up. The implementation is mostly done:
  • Game Engine: Fortunately, I didn’t need to change the flight model - ships move realistically, missiles track their targets, projectiles hit or miss, same as before.
  • Stats Adjusments: What I did need was some heavy stats tuning — like making artillery short-range but more effective against missiles, and tweaking the ships' engines to work better for firing pass dynamics.
  • AI: This took some doing. The ship's autopilot got a significant rewrite, and the enemy AI is still work in progress as I'm typing this. Fun times.
  • UI/UX: I'm not doing a full redesign, but some work is definitely needed here. Mostly, just cleaning up old elements that no longer provide useful information for the firing pass model. It's always a balancing act between having too little info, which is frustrating, and showing too much, which creates clutter that obscures the important stuff.

2025 Roadmap:

The plan for 2025 is basically to lock down the flight simulation and then focus on the campaign.
  • Core Gameplay Completion: I aim to bring the flight and combat models close to their final state, and freeze them until release.
  • Updated Demo: There may be a playable demo of the final state of the flight and combat sim, but I'm not sure yet—it’ll depend on how much work it might require and the state of the project at that time.
  • The Campaign: The single-player campaign is NOT done. I have a reasonably accurate idea of what it will be like, and that's pretty much all I have now. I expect to start serious work on the campaign sometime next spring.
  • More Ships! I'm really looking forward to adding more ship classes to the game. I'm planning to add destroyers, light and heavy cruisers, and battleships, in addition to significant reworks of the corvette and the battlecruiser.


That's it, now you know what's up :)

Thanks for reading!
The dev
...