Far Far West - Damian | Fireshine Games

Howdy, bounty hunters! 🤠

We just dropped a brand new trailer at the Galaxies Showcase, and we're excited to announce that the Far Far West Open Playtest is NOW LIVE!

Joining the playtest couldn’t be easier! Just head to the Far Far West Steam page and click “Play Now” to saddle up and jump straight in. No keys, no codes, no fuss. 😉👉

https://store.steampowered.com/app/3124540/Far_Far_West/

Far Far West is a 1–4 player co-op shooter, so grab a few friends and form your bounty hunting posse.

Or you can just hit "join random session" and see what happens

You can even dive in solo if you prefer to ride alone. Either way, Far Far West is full of monsters to blast, bounties to claim, and plenty of trouble to stir up.

We’d love to hear your thoughts as you play!

Join our Discord community to share your feedback, report any bugs, and chat with other cowpokes.

(Please note: we’re not using Steam Discussions for bug reports, keep ‘em in Discord or use the in-game link please!)

Your feedback helps us shape the game into the best dusty, spell-slingin’, robot-horse-ridin’ adventure it can be ❤️

The playtest will run until November 6th

So get out there, earn those bounties, and show us what you’ve got!

See y’all out in the Far Far West!

Denshattack! - Damian | Fireshine Games

Check out the brand new Gameplay Reveal Trailer for Denshattack!

Mashinomat - Demi

Hello everyone,

It’s been some time since the game first entered Early Access. During that time, I took a step back to reflect on what I truly wanted this project to become. This update marks the first step into a new vision — one built on stronger foundations, clearer direction, and a renewed sense of purpose.

I’ve spent the past months rebuilding the core of the game so it can grow into something more meaningful and sustainable. This update may seem quiet on the surface, but it represents a complete shift in how the game will evolve moving forward.

What’s New

Rebuilt Foundations
The game’s entire codebase has been restructured. It’s cleaner, more flexible, and ready to support the larger ideas I have planned. This groundwork will make future updates faster, smoother, and more stable.

Save System Overhaul
The save system has been completely rewritten to be more reliable and future-proof. It’s a small but essential improvement that ensures your progress remains safe as the world of the game continues to grow.

The Shop System The new shop system is now live. At the moment, it includes a single product, a simple starting point that will expand over time as new types of stock and gameplay mechanics are introduced. This feature marks the beginning of a deeper, more interactive economy within the game’s world.

Looking Ahead

This update focuses on the foundation, but it sets the stage for everything that comes next. The game now supports new product types and features that will gradually unfold in upcoming updates.

Every change here is a step toward realizing the new vision I have for this project. It’s about refining what exists, preparing for what’s to come.

Thank you for your patience, your feedback, and your support. I may be building this alone, but this is just the beginning and I can’t wait to show you where this new direction leads.

DG

EA SPORTS FC™ 26 - FC | Jaws

FC 26 v1.1.0 is releasing soon with a number of improvements based on your feedback, and in this article we’re digging deeper into what you can expect from this update and in the near future.

From empowering manual defending, to adding in your much-requested Objectives tracking, and even fine-tuning your Football Ultimate Team experience based on your feedback, let’s jump right into it.

Table Of Contents

  • Faster Jockeying For More Effective Manual Defending

  • More Aggressive Marking During Competitive Gameplay Kick-Offs

  • Additional Gameplay Improvements Based On Your Feedback

  • New Objective Tracking In Football Ultimate Team

  • New Evolution Consumable Preview In Football Ultimate Team

  • New SBC Sorting Filters In Football Ultimate Team

  • Football Ultimate Team Feedback Update

  • Division Rivals Rewards

  • Evolutions

  • Live Events, Tournaments, And Gauntlet

  • Limited Checkpoints

  • Manager, Clubs, And PC Updates

Faster Jockeying For More Effective Manual Defending

As we mentioned in our October Feedback Update, FC 26 v1.1.0 aims to empower manual defending. Here’s the change we’re making:

  • Slightly increased Sprint Jockey speed for user controlled players.

  • Moderately increased Jockey and Sprint Jockey responsiveness for user controlled players.

With this change we’re looking to have more of a balance between attacking and defending, but without compromising the attacking responsiveness you enjoy. 

We’ve heard your feedback about skilled dribblers being too strong when attacking, and we want you to have an improved defensive option when dealing with them.

Here’s a quick comparison of a defender Jockeying before and after FC 26 1.1.0:
Jockey_B&A_Final_2.mp4

As usual, we’ll continue to closely watch your feedback in this space. You can expect to see a poll about this change in our Discord soon, and you can give us more detailed feedback in the FC Feedback Portal.

More Aggressive Marking During Competitive Gameplay Kick-Offs

FC 26 v1.1.0 introduces an additional change to kick-off defending aimed at making kick-offs significantly harder to score from.

  • \[Competitive Gameplay] Increased aggressiveness of player marking that only applies to the defensive side’s AI players around kick-off.

We heard your feedback that kick-offs previously led to too many goals being scored, and now you can expect to see the defensive side’s AI players work harder and more urgently to prevent that.

Keep in mind that this change only applies to kick-offs, AI player marking has not changed for other scenarios, and this update does not affect Authentic Gameplay at all.

Additional Gameplay Improvements Based On Your Feedback

While the main gameplay focus of FC 26 v1.1.0 is to empower manual defending and reduce kick-off goals, we’re adding in a number of improvements based on your feedback. For example, we’re:

  • Making Through Passes more consistent, less assisted, and respectful of your aim input.

  • Lowering Controlled Sprint Dribbling speed.

  • Improving goalkeeper in specific cases, such as during corner kicks.

  • Plus we’re addressing a number of issues you’ve told us about.

To see the full list of gameplay updates in FC 26 v1.1.0, be sure to check out our update notes on the EASFC Tracker.

New Objective Tracking In Football Ultimate Team

We’re delighted to be able to bring you a much-requested Football Ultimate Team feature, Objective Tracking.

Following a Server Release shortly after FC 26 v1.1.0, you’ll be able to favorite Objectives and Objective Groups in Football Ultimate Team. Favorited Objectives and Objective Groups will show up in the pause menu when you’re playing, including Evolutions and Rivals Bounties, and you can track your progress as it happens.

Your favorited Objectives and Objective Groups will also have their own dedicated UI tab in the FUT menus.

You can also get gameplay notifications for completed Objectives, which can be controlled through Game Settings.

New Evolution Consumable Preview In Football Ultimate Team

Following a Server Release shortly after FC 26 v1.1.0, you’ll be able to see Evolution challenge requirements and player eligibility criteria before even owning the corresponding EVO.

Here’s how you can access these previews:

1. View an Evo consumable.

2. Follow the on-screen button prompt for previewing (it’s the same as previewing Player Items).

3. Enter a filtered version of the Evo hub showing your specific Evo being previewed.

4. View entry requirements, challenges, and rewards/upgrades.

5. You can browse through your Club for eligible Items and preview how they would look like in the Evo if you were to obtain it.

We know that you have to make a lot of choices as you build and upgrade your Squad in Football Ultimate Team, and we want to make the process easier and more informed in the Evolution space. 

With the new preview functionality, you can see key details before using an Evolution Consumable reward, whether it comes from Squad Building Challenges, Objectives, or other rewards sources. This gives us more flexibility to include a wider range of Evolution Consumable rewards across the mode.

New SBC Sorting Filters In Football Ultimate Team

We’re adding 2 new SBC sorting filters for you following a Server Release shortly after FC 26 v1.1.0:

  • Sort By Newest

  • Sort By Expiry

We hope these new filters make it easier and faster to navigate the SBC menu, helping you quickly find the challenges that interest you most. We’ll continue listening for your feedback and exploring more quality-of-life improvements in the future.

Football Ultimate Team Feedback Update

As the FC 26 Ultimate Team experience continues to evolve, we’ve been listening closely to your feedback. Heading into Season 2, we’re introducing a series of updates aimed at making your experience more rewarding, balanced, and engaging across the mode.

From balance adjustments to updates in Live Events and Rivals, to Evolutions design changes, our goal remains the same, to ensure FC 26 delivers a fun and fulfilling experience for every type of player.

Let’s dive into what’s changing and why.

Division Rivals Rewards

We’ve heard that weekly rewards in Division Rivals haven’t felt as reflective of your effort and engagement as they should.

To address this, Season 2 will introduce increased Rivals rewards, with a particular emphasis on tradeable content and FUT Coin rewards. These changes are designed to make participation in Rivals feel more meaningful and rewarding each week.

Evolutions

In FC 26 we shifted the focus of EVOs to provide smaller, repeatable Attribute boosts with open requirements in order to provide maximum flexibility. 

However, we heard your feedback that we focused too much on these types of boosts at the start of Season 1 and that it was taking too long to upgrade your favourite lower-rated items.

In the past couple of weeks, we’ve made changes to focus more on EVOs that provide bigger, more comprehensive upgrades, with differing maximum OVR requirements. This allows us to tailor upgrades that are meaningful for Player Items across various OVRs.

This focus will continue throughout Ultimate Scream to help you upgrade more of your favourite players through EVOs.

Live Events, Tournaments, & Gauntlet

Live Events, Tournaments, and Gauntlet have created some of the most exciting moments in FC 26, giving you new ways to compete, experiment with diverse squads, and earn exclusive rewards.

However, we’ve heard your feedback that many rewards have felt too difficult to achieve. We’re always evaluating the competitive balance across FUT, and we agree that some rewards have required more effort than intended.

In Season 2, we’ll be adjusting how value is delivered in these modes by placing greater emphasis on play-to-earn objectives rather than win-to-earn ones. This means you’ll start seeing objectives that reward both consistent play and skill.

For example, a Tournament objective group might let you earn rewards by winning 3 matches or playing 6 matches.

That said, we still want to celebrate players who rise to the top. In Season 2, expect a stronger focus on exclusive cosmetic rewards for those who demonstrate competitive excellence across in these limited time modes.

Limited Checkpoints

In FC 26, we introduced limited checkpoints to help support your progression in Rivals.

Overall, we’ve seen positive feedback in this space. However, we’ve also heard from some players that it can feel frustrating to get stuck in Divisions above your true skill level.

To address this, we’ll be removing the permanent checkpoint at the start of Division 6, allowing players to relegate into Division 7. This change is intended to make progression smoother and better aligned with each player’s current skill.

Manager, Clubs, And PC Updates

Career Mode Manager Market ImprovementsWe’re making improvements to the Manager Market logic for a more authentic and refined experience. 

We’re addressing a number of issues that resulted in managers switching too early, or moving to teams that weren’t an intended fit for them. 

We are also tuning the AI Manager job security logic to allow for a more refined behaviour, decreasing the incidence of unrealistic board expectations set for managers hired during the season leading to unintended manager movements. 

Additionally, we’ve made improvements to the Manager Market mail notifications system, addressing issues where updates were triggered in unintended scenarios or too often.

We’re also addressing stability issues manifesting in both Manager and Player Career Modes and restoring the Trainer functionality’s availability in Manager Career Pause Menu.

And last but not least, we’re addressing a series of visual issues related to some Social Media posts’ composition, the number of roles presented in scout reports, and Deeper Simulation stats permanency across seasons for players transferring across leagues.  

Clubs Archetype Max Level Increase

Alongside Season 2, we’ll be increasing the Clubs Archetype Max Level from 50 to 60. The Consumable max level remains the same. You can also expect to see one new customizable PlayStyle slot unlocked at level 60. You’ll now have a maximum of 300 Attribute Points you can use.

Look out for the next step up in Max Level in December!

PC Optimization

As our PC optimization efforts continue, we’ll be reaching out to players more directly to better understand the issues you’re facing, since our game runs on a wide variety of hardware. In FC 26 v1.1.0, we’re addressing the following PC specific issues:

  • Graphics settings could have reset when exiting Game Settings.

  • Improved shader caching to address some cases of performance drops when matches start.

  • Some textures could have appeared incorrectly on some Intel GPUs.

  • Addressed instances of vibrations and haptics being too low when using a PS5 controller.

    • This issue could have also occurred on PS5.

  • Simplified Aspect Ration setting list.

- - -

Thank you everyone for checking out the FC 26 v1.1.0 Pitch Notes. We’re excited to see your feedback on this update and we’ll keep updating you on what we’re working on throughout the season.

Tower Lords - Final Arcade

Hello Tower Lords!

We wanted to share an update about the release date of Tower Lords.

The launch has been moved to November 4, just 11 days later than originally planned.

The reason is a personal emergency within our small team. Nothing tragic or unresolvable, but it does require immediate attention and would make it difficult for us to fully focus on launch week.

We're very excited to release the game, but rather than risk a rushed release, we felt it was better to take a short pause, handle things properly, and make sure the launch goes as smoothly as possible.

In the meantime, we’ll use the extra days to polish more of the game, add additional localizations, and implement some of the great feedback you’ve shared with us so far.

The demo will remain available, and we plan to keep updating it during this time. We’re also exploring a limited Steam Playtest that would let you experience more of the gameplay before release. Following or wishlisting the game is the best way to get notified when that happens.

Thank you all for your patience and support. We can’t wait to share the full experience with you very soon!

- Final Arcade Team

Cloudheim - noodlecat.ashe

Get ready to soar the skies on Odin Shell, because Cloudheim is coming into Early Access in just a few months!

📺 Watch the new trailer below:

To all the Runari who helped improve the game thanks to your feedback, thank you. We can't wait to continue the journey with Early Access.

We'll be sharing more info, and if you haven't already, make sure to wishlist and follow the game to be notified as soon as it becomes available!

Here's to even more adventures soon!

— Noodle Cat Games

Starbrew Station - Lost Rabbit Digital

Greetings, Station Commanders!

We're thrilled to announce Update 0.8.5 for Starbrew Station, bringing a massive localization effort and a host of quality-of-life improvements based directly on your feedback!

Now Fluent in 30 Languages!

That's right! Starbrew Station is now fully translated into all 30 languages supported by Steam. From English to Español, Française to 简体中文, and everything in between, you can now manage your cosmic coffee empire in your preferred language. A huge thank you to our localization partners for helping us reach players across the globe!

Patch Notes Highlights (v0.8.5):

Based on extensive playtesting and your valuable feedback, this update polishes many aspects of the game:

  • Full Translations: Completed initial translations for all 30 Steam languages, fixing numerous text gaps across the UI, tooltips, tutorials, and descriptions.

  • Tooltip Rework: Tooltips now reliably stay visible while hovering, giving you ample time to read unit details and descriptions. Redundant tooltips on buy buttons and labels were removed for clarity. Social media icons now have tooltips.

  • Accessibility: Added Colorblind Mode options via screen shaders. Morale boost progress bar and particle effects are now larger and have a higher Z-index for better visibility.

  • UI & UX Fixes:

    • Resolved text overlapping issues in unit description panels.

    • Corrected label themes in Video Settings.

    • Fixed untranslated text in numerous areas including headers, buttons, stats, prestige shop, achievements, decorations, offline notifications, and tutorials.

    • Updated tutorial text to use the correct unit name "Blue Spacer" instead of "Coffee Enthusiast".

    • Simplified the second deck tutorial for better focus.

  • Gameplay & Balance:

    • Rebalanced "Starting Credits" prestige upgrade, setting a max level of 25 and reducing scaling. Max levels and benefit descriptions added for clarity on prestige perks.

    • Set default sound effects volume lower.

    • Added visual feedback for player damage vs. unit damage during the Inspector fight.

  • Bug Squashing:

    • Fixed Perk Up Pup walking backward and occasionally rendering behind machines.

    • Resolved issues with DLC assets loading incorrectly.

  • Steam Integration:

    • Added Steam Stats handlers for Prestige Count and Deck Count.

    • Unchecked Steam Cloud save syncing restriction for "Developers Only" (SORRY!). Your saves will now sync as expected.

    • Version number on main menu no longer displays "Alpha".

    • Expired and resent curator connections.

Jump back into Starbrew Station today to experience these improvements and enjoy the game in your language! As always, keep the feedback coming, it helps us make your stations the best they can be.

Happy Brewing!

- David & The Starbrew Station Team

War Thunder - magazine2

Introducing the next major update trailer for War Thunder: Spearhead!

A.I.L.A - Meg
Hey everyone,

As part of the Galaxies Showcase just now, we showed a brand new trailer with one very important piece of information... A.I.L.A is launching 25th November! You can watch our new trailer below:



We're so excited to launch A.I.L.A. It feels like just yesterday we were working on our very first horror game, Fobia - St. Dinfna Hotel back in 2022, and now fast forward a few years and here we are again! We love making horror games so much and we really hope you'll enjoy A.I.L.A.

Can't wait? Try the demo!


It's just over a month until you can get your hands on A.I.L.A, but if you can't wait, you can give the Impossible House a go! Our demo shows one of the first scenarios in the game, and it's full of puzzles, tense moments, and something that might be stalking you...

Play the demo here

Thanks for all your continued support!

Talk soon
Crosswind - Bambino
Crosswind x Galaxies Showcase

Ahoy, mateys!

If you’re new here: welcome aboard! Crosswind is a pirate-themed PvE co-op survival game in active development. Some of you may have seen footage from our summer Steam Playtest and the following Gamescom Demo; if not, this new trailer charts what we’ve been working on and where we’re headed.


What’s in the trailer?

Old-World estate building set & interiors. Inspired by Spanish and British mansions of the era, it’s been reimagined to fit Crosswind’s tone. It’s not a strict reenactment, but it’s close in spirit. And yes, the mansion you see was built entirely with in-game systems and tools.

Looking ahead, we plan for each building set to reflect its biome, so your outposts across the Archipelago feel naturally rooted in their surroundings. Once unlocked, however, you’ll be free to use any building set wherever you like.

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

Who says living at the edge of discovery can’t also mean living in comfort? Have both.


New ships are in the works, with the Brig leading the line. Alongside the rest of the game, all ships (both those available during the Playtest and brand-new ones) are moving forward, getting updates and small reworks along the way.

As for the Brig, we’ve begun shaping its gameplay formula to make it stand out from the rest, so everything is still very much a work in progress.

Whenever you change something, you’ve got to make sure everything else fits together, so it’s a never-ending voyage. Take a peek at what it looks like now:

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

The Brig under construction — a glimpse at early shaping and design work.


Smarter, livelier deck crew. Deckhands now head below decks, sleep in hammocks, and follow improved day-night routines and behaviours. Those who live by the sea learn to respect its ways. We’re iterating on animations and interactions to make your ship feel properly alive.

Sometimes, to go up in the world, you have to go down first.


Corrupted enemies and new threats. Expect fresh variants across the archipelago, from up-close bruisers to ranged attackers, meant to pressure different builds and party compositions as you push deeper. We’ve got more enemies in the works, too. Corrupted crabs? You got it. Dark, slimy, pungent magic? Right on the tab.

So yeah, sometimes, to uncover the Archipelago’s secrets, you’ve got to get your hands dirty. And in those moments, new armor sets (and a trusty “don’t-get-too-close” halberd) will come in handy.

Long gone are the days when crabs were harmless creatures…


This is only a small part of what’s cooking, but we wanted to share a slice of the journey so far. We’ve been doing our best to bring our vision to life, trying to address concerns found during the summer playtest. There’s still plenty ahead, and we’ll keep showing you more as things take shape.

Fair winds and following seas, and keep your nose to the wind!

— Crosswind Crew

...