Truck City - MKL

Truck City v0.49 has just been released. This is the change log:

  • Improvement: tutorial 1 made clearer by adding marks on the map

  • Improvement: Close button added in tutorial window

  • Improvement: new factory icons added for Alt mode

  • Improvement: minor performance and memory usage optimizations

  • Improvement: scroll speed for middle mouse button drag adjusted (reduced)

  • Improvement: when building factories on mines, now the tooltip text for factory construction is shown instead of the resource information one

Epic Hero Game Playtest - scuffed gamedev
* change: animation sampling changes to make the game feel more anime
* change: hitstop now slows gametime
* change: new particles
* change: elemental magic now also changes beam effects
* change: general performance improvements
* change: dash is now gained from an upgrade instead of given automatically
* change: attack slash can be shot as a particle
* change:
* change: quality settings are now available in pause menu
* change: pause menu has a button for "performance mode", that turns off bunch of stuff to make the game run as fast as possible
* change: upgrade that spawns a nuke when you hit something
* change: strength formula change to make knockbacks scale more naturally
* bugfix: animation transitions are smoother
* bugfix: addressing various issues with all enemies
* bugfix: issues with monsters spazzing out when pushing them with 10000 strength
* bugfix: enemy projectile explosion hitbox is more consistant
* bugfix: issue with jump impulse sometimes not working
Diceville - PointOfView
Welcome to version 1.1.9 - huge balance rework!

Changes in demo version 1.1.9:

  • Map size reduced to 12x12 tiles to encourage more player's interactions

  • Changed faction's effects:

    • Goldkeepers:

      • Before: You can sell 1 “Mountain” type building card for 2 coins during your turn.

      • After: You can sell 1 “Mountain” type building card for 1 coin during your turn. Purchasing innovation floor for your city hall allows you to sell 2 “Mountain” type building cards during your turn.

    • Frogmen:

      • Before: You can replace your “Field” and "Forest" tiles with “Water” tiles for 2 coins without spending action points.

      • After: You can replace your “Field” and "Forest" tiles with “Water” tiles for coins without spending action points. Replacement price increases with each replaced tile.

  • Changed city hall floors:

    • Scientific floor:

      • Price: 4 coins -> 2 coins

    • Trading floor:

      • Price: 2 coins -> 4 coins

      • Floor effect:

        • Before: You can add 2 to the result of your dice roll if the dice roll a value of 10 or more.

        • After: You can add 2 to the result of your dice roll if the dice roll a value of 8 or more. You will get 1 coin for each your "Mountain" type buildings on your turn.

  • Changed building cards:

    • Mines:

      • Price: 3 coins -> 4 coins

    • Casino:

      • Dice values: 11-13 -> 2-6

      • Building effect:

        • Before: On your turn: roll a die that determines which of the tile types you buy will become 3 coins cheaper and 3 coins more expensive for your opponents: 1 - field, 2 - forest, 3 - water, 4 - mountain, 5 - everything, 6 - nothing. The effect lasts until your next turn.

        • After: On your turn: if 2 dice were rolled, purchasing one of the tile types will cost 2 coins less for you and 2 coins more for your opponents. The tile type is determined by the dice roll: 6 – field, 5 – forest, 4 – water, 3 – mountain, 2 – all. The effect lasts until your next turn.

And one more thing... Native Linux version is available now! (Also confirmed Steam Deck compatability)

11:20am
CATACLYSM: Even Angels Sin Playtest - Team Myster
  • Added Floors 201-250 of the Aeon

Crop and Claw - Dinoleaf
Crop and Claw v1.3

After some time, a few tricks were backported from Crop and Claw 2 to its prequel. There's a number of tweaks that makes overall game more forgiving, but a few big overhauls that should help with long term stability.

Since there's a lot to go through, Crop and Claw will be discounted for a week, for fun.

MacOS and ARM64 Linux Support

Although not notarized due to Apple being expensive and not worth that much effort, MacOS builds are now available and provided. The runtime itself supports both Intel and Apple Silicon, and is tested to have booted on both an Intel iMac and M4 Macbook Air.

Linux was already the primary target, being what we develop on and what powers SteamOS and the Steam Deck. With the upcoming Steam Machine being a primary target for DInoleaf projects, first class Linux support will remain.

Linux on ARM64, such as the Raspberry Pi or retro gaming handhelds such as Anbernic through Portmaster, also have first class support. The .pck file provided with the game files can be used without Steam on such devices, using a Godot ARM64 Linux runtime for v4.2.2. Knowing Valve's announcement of the Steam Frame running on ARM64 SteamOS, a separate release will be made to supply a runtime out of the box.

Even in Windows 10, Crop and Claw is unstable despite prior attempts to debug it. With Windows becoming increasingly difficult to work with, updates are still provided, but it's unfortunately not really possible to fix due to not being able to diagnose the issues that only occur on Windows but not on any of the Unix-based platforms.

Steam Decoupling

Prior to this update, the toolkit for Steam had annoying issues that made it complicated to export to both Steam and itch + ARM64 Linux. Thanks to some devious trickery found during Crop and Claw 2's development, a workaround was made so that the .pck game data should now be identical with versions between Steam and non-Steam builds. Only the executable runtime will differ.

This also means that no matter where you buy Crop and Claw, your game data ought to work with any Godot v4.2.2 runtime, provided the platform works.

Save File Refactor

The original save mechanisms for Crop and Claw were shaky. They used to save to two loose files. It was possible for some nasty bugs to slip through with the autosave, which would cause your save file to become autosave (despite a million checks and safeguards written in to prevent this.)

As of this update, save files will be imported into a new system, resembling Crop and Claw 2's save system. All files will be stored in their own subdirectories, with their own autosave file. This appears to work fully with normal save files, but randomizer files may, depending on certain factors, fail. Upon continuing a save file, you'll always be asked whether to load the autosave or manual save.

Crop and Claw 2

As a reminder, you can wishlist Crop and Claw 2 on Steam. A grand update will be made to the Steam page as the current layout is from a fairly old iteration. If you're impatient, you can also follow the beta reading of a novella taking place a decade after Crop and Claw 1. Two acts are available as of writing, with a third coming soon. Find them here.

Patch Notes

As of 2025-11-16, v1.13 patch applies the following:

  • Attempts to add joystick support, primarily for movement on the field.

  • Increase movement on the field slightly for speed.

  • Decrease random encounter frequency overall.

  • Increase inventory size from 10 to 20.

  • Increase bank storage from 30 to 50.

  • Minor stat tweaks across a handful of enemies and formulas.

  • Camouflage reduces encounter rate further.

  • Increase speed of intro scrolling.

  • Fix bank menu not being escaped with the cancel button.

  • Fix English dialogue in one of the few important textboxes in the game simply not remarking a very notable name.

  • Trainer Brace increases xp gain by x2 instead of x1.5, and penalize stats less aggressively.

  • Fix player being able to open the status screen in the credits reel.

  • Fix a potential softlock in Lapis by adding a new item bag to be found.

  • Rework save file mechanism for better save file integrity.

  • Add legacy save converter on game boot to attempt migrating old save files to the new system.

  • Split randomizer data from save file as its own file.

  • Allow for every save file to have its own autosave.

  • Add macOS as an officially supported platform, including Intel and Apple Silicon (not notarized)

  • Give up any hope for Windows as a supportable platform.

For Updates and Reports

As usual, you can report any strange occurrences where ever you see fit or on the Discord at

https://discord.gg/D3ttpCkmyk, or just join to follow fun creatures and Crop and Claw 2 updates.

11:12am
THUGGING - Captain Space
We fixed and implemented the following things with this new update:

- implemented controller support
- implemented a level selector / arcade mode

- fixed graphicsetting bug
- optimized mission 3 casino floor 1 (lighting&layout)
- fixed mission 2 aptblock replay/ money glitch bug
- fixed main menu in pause screen accessible
- fixed indicator arrow size
- fixed car handling
- main menu music

We hope you have fun with this new update :)
Dungeons & Kingdoms - Camlann Games

Dungeons & Kingdoms is almost here!

Global Release Times

Release times are set globally for Monday November 17 at 16:00 UTC, which translates to: 

  • Los Angeles (PST): 08:00 AM

  • New York (EST): 11:00 AM

  • London (GMT): 04:00 PM

  • Berlin (CET): 05:00 PM

  • Moscow (MSK): 07:00 PM

  • Dubai (GST): 08:00 PM

  • New Delhi (IST): 09:30 PM

  • Beijing (CST): 12:00 AM (Nov 18)

  • Tokyo (JST): 01:00 AM (Nov 18)

  • Sydney (AEDT): 03:00 AM (Nov 18)

Details & Price
  • Steam Workshop: Enabled

  • Game Modes: Single Player Sandbox & Creative Modes

  • Languages: English (additional languages on short term localization roadmap: German, Russian, French, Spanish, Chinese)

  • Steam Deck Compatibility: Unsupported (but playable per community feedback)

  • Price: $19.99 with 10% launch discount (regional pricing based on Steam recommended except in Poland)

11:08am
GRIBOUILLE Playtest - Alanski
- a lot of things
11:03am
Twin Tile - ramonarqu
- There are now 24 initial tiles. The rest (up to 67) can be obtained by beating Classic, Time Trial or Expert games.
- Updated Gallery
- Menu screen improved
- New achievement: "Collector"
- Solved known bugs
Exploding Judo Federation - Andrea Jens

What's up, explding judokas?! A new update is up with a tiny bit of new content and some fixes:

  • Revision Select

  • Small balance changes, ahead of v1.1 release (more later)

Revision Select

Ever mourned the loss of a busted version of a character because of pesky reworks or balance changes? Mourn no more! Exploding Judo Federation has now a built-in Revision Select tool per character. It must be first activated in the Settings and then it will be available in Versus and Training mode.

Revisions keep engine quirks and bugs that were present at that time, such as e.g. untechable back grabs on juggle (v0.14.4) or a dead frame before being able to act between moves (< v1.0).

Tourney Mode can also be customized to default to a specific revision (0.14.4, Evo 2025, v1.0, Latest).

(*Not all characters have access to previous revisions)

You can mix and match characters from different revisions too and let them fight against each other! Both will keep their unique quirks from their respective versions!

Bug fixes
  • Fixed a bug that caused one dead frame between states and caused knockdown infinites against certain characters

  • Fixed a bug that caused wrong behavior in record&replay in Training Mode

Character changes
  • Bea: new move (6K, Gattonero Roundhouse Smash)

  • Yume-Yume: increased startup on 5K, made 5K more consistent from long range fixed missing 8RK startup

  • Callowman: fixed a bug that prevented his grab from dealing damage to the Chaingear in the corner in some specific scenarios

  • Chaingear: improved tracking on Rotary Plasma Beam. Added new long range jumping 6K move

More balance changes are expected down the line, leading to v1.1 later this year!

...