Ratatan - tokuyama-r

https://store.steampowered.com/app/2949320/Ratatan/

Updates

Highlights

Super Fever Tech

Ratatan units can now unleash the Super Fever Tech.

  • Unlock it from the Quest Board.

  • When the Tension Gauge is full, input the specified Rhythm Command to consume all Tension and activate.

Per-unit Super Fever Techs

  • Harigittan — “Hoglet Hold”

  • Builds a tower that blocks enemy movement and attacks. You can also stand on it as a platform.

  • Nyandola — “Mew Mew Mania”

  • For a set time, increases Move Speed and Attack Power of Ratatan and Cobun within range.

  • Mimizukyun — “Frosty Feathers”

  • Fires multiple ice arrows forward, dealing damage and applying Freeze.

  • Keroronpa — “Bop & Drop”

  • Drops multiple bombs from above, damaging a wide area.

  • Pyokorappa — “Sassy Symphony”

  • Fires multiple musical notes in an arc that explode on hit.

  • Kamonelo — “Cuddle Canopy”

  • Places a barrier that nullifies projectiles and grants a damage-taken reduction buff to allies in range.

  • Mashuma — “Fungal Fallout”

  • Spawns a giant mushroom that scatters spores, creating a damage-over-time area.

  • Buttonda — “Piggy Palisade”

  • Expands a self-centered barrier that nullifies projectiles and grants a Critical Rate up buff to allies in range.

World Event: Treasure Chance

Powerful foes can trigger treasure chests to appear, yielding more rewards.

Accessories for Cobun

  • You can now equip Accessories on Cobun from the Squad/Formation screen.

  • Accessories change a Cobun appearance and grant stat-up effects.

  • Obtainable as enemy drops, etc.

Random Match: Room List

A room list is now displayed in Random Match. In a future update, you’ll be able to join a specified room.

Save-Data Backup

If the primary save becomes corrupted, the game will automatically load from a backup.

Battle
Balance Adjustments
  • Adjusted the damage formula.

  • Fixed an issue where guarding under specific conditions could reduce damage to 1.

  • Updated the formula in line with the Super Fever Tech introduction.

  • Adjusted the size of telegraph markers shown before enemy attacks to better match actual hitboxes, making dodges easier to read.

  • In high-difficulty battle phases, increased spacing between enemies to reduce dense clustering.

  • Adjusted projectile hitboxes on ranged enemies to make them easier to avoid.

Enemy/Boss tweaks

  • World 1 — Bonbobon

  • World 3 — Lord Rosham Bo

  • World 4 — Chillwarden

  • Subspecies Boss — Tornado-Wagoon

  • World 1 — The Jolly Hermit: Adjusted rear-side hurtbox so Cobun attacks don’t whiff.

  • World 3 — Rock’n Golem / Full-Meta Golem: Attacks now align with the beat.

  • World 4 — Rock'n'yeti: Attacks now align with the beat.

  • World 5 — Portageist: Lowered HP, reduced projectile speed, and adjusted move/attack intervals.

  • World 5 — Boneless Bear: Lowered HP.

Multiplayer

  • Welcome Mode is now disabled in Multiplayer.

  • After deploying, it can no longer be toggled ON from Options.

  • Mixing players with different Welcome Mode settings caused unintended balance, so it is disabled during Multiplayer.

Economy

  • Divine Draw no longer dispenses Tokens.

  • Token payout vs. draw cost allowed more pulls than intended.

  • It also led to more shop upgrades than intended. To restore balance, Tokens will not be dispensed from Divine Draw.

Ratakaruta
  • You can now Reroll Ratakaruta.

  • Pay Tokens to change the obtainable Ratakaruta card.

  • Token cost increases with successive rerolls.

Element: Fire

  • Adjusted the conditions/effects of low-HP trigger cards to better fit current balance.

  • Increased card effects that boost Normal Attack and Hustle Tech.

  • Big Booms: Increased explosion damage.

  • Burning Bravery (multiplier up): 25% / 50% / 75% / 100% → 30% / 60% / 90% / 120%.

  • Burning Boost (condition relaxed): HP ≤30% → HP ≤50%.

  • Burning Blast+ / Hustle Blast+ (power up):

  • Before: 15%+3% / 25%+6% / 35%+9% / 45%+12%

  • After: 20%+4% / 30%+8% / 40%+12% / 50%+16%

Element: Poison

  • To make damage from Poison feel more impactful, increased card effects that boost Normal Attack and Hustle Tech.

  • Status Ailment: Poison — Duration increased; damage increased (fixed-value damage).

  • Duration: 6s → 18s

  • DPS: 16/20/24/32 → 20/24/32/40

  • Total: 96/120/144/192 → 360/432/576/720

  • Toxic Boost — When attacking a poisoned enemy, 20% chance to deal additional damage. 75%/100% → 150%/200%.

  • Poison Pinch — Poison tick frequency becomes faster. 20%/25%/33%/50% → 25%/33%/50%/75%.

Out-of-Game
  • Ratatan Dock: Added new upgrades related to Just Input.

  • Increased Tension Gauge gain on Just Input.

  • Increased MP recovery on Just Input.

  • RataPort: Extended demo line display times.

  • Oath Level now increases rewards:

  • • Lv1–3: In addition to normal drops, extra drops are rolled.

  • • Lv4+: Plus boss-exclusive drops are rolled.

UI/UX
  • Boss HP Bar now displays localized names.

  • When resuming from a Suspend Save, you can choose to resume or discard and return to base.

Bug Fixes
  • Weapon “Stonewall Spear” now drops at the correct rarity.

  • Fixed a crash when deploying a squad with 18 specific Cobun.

  • Fixed an issue where if the owner was forcibly disconnected in Multiplayer, participants couldn’t operate.

  • Fixed barrier value not carrying over after resuming from a Suspend Save.

  • Fixed unintended load caused by rapidly switching screens in Craft.

  • Fixed overlapping control guides in certain screens.

  • Fixed rounding issues causing damage/heal to be truncated.

  • Fixed a tutorial softlock when repeatedly entering commands other than those specified.

  • Fixed Decorune names showing unintentionally when switching Cobun in the Formation screen.

  • Fixed a Craft issue where, if multiple presets existed, pressing Initial Equipment did not reset certain presets.

  • Fixed an issue where Oath items were sometimes not granted after clearing a world.

  • Fixed Ratatan Dock item “clean block” sometimes not functioning correctly.

  • Fixed Poison Elemental Force sometimes not functioning.

  • Fixed “GET” being displayed on Ratakaruta pickup screens after resume, even when a swap occurs.

  • Fixed certain buffs lingering after Cobun death.

  • Fixed barriers exceeding their maximum.

  • Fixed an issue where certain Ratakaruta displayed incorrect effect values in their descriptions.

  • Fixed an issue where rhythm commands could sometimes be performed after clearing a wave.

Known Issues
  • Multiplayer desync may occur between players.

  • After switching selection in Multiplayer, some players’ doors may not open, blocking progress.

  • Barrier values may not carry over after leaving via Suspend Save and resuming.

  • Boss Defeat SFX may play after resuming from a Suspend Save.

  • When obtaining Ratakaruta after resuming from a Suspend Save, “Swap” may be displayed as “Get.”

  • Some pop-up help images still show older in-game art.

  • The control guide at the bottom of the screen can overlap with another screen’s guide.

  • With a barrier active, obtaining Max HP Up may increase remaining barrier.

  • Crashes may occur when accessing Freeze-related buffs during play.

  • In Multiplayer, joining players may start the next phase in front of the door.

  • Repeated use of the Altar may cause rendering issues.

  • An error may occur if the RataPort is left idle for an extended period.

  • “Son Jammer” clones may move through doors.

  • Entering specific Rhythm Commands may occasionally cause input to lock.

  • Opening the Info screen at certain timings may make it unclosable.

  • Effects of specific Fire-element Ratakaruta may fail to trigger.

  • Battles may fail to end after defeating the final enemy with Ratakaruta “Big Booms.”

  • After resuming from a long pause in the tutorial, bosses may remain idle.

  • Cobun may continue guarding unintentionally.

  • Upon Cobun death, another Cobun’s appearance may be applied.

  • Cobun may leave the follow state and stop progressing when using an Altar.

  • Camera position may be offset at the start of a stage.

  • Certain Ratakaruta effects may double when using Suspend Save.

  • Boss Defeat SFX may play after resuming from a Suspend Save.

  • Text in Altar UI may be clipped.

  • RataAbility and Decorune effects may not apply to Shock caused by Chain Lightning.

  • Key Config conflicts may make input unusable.

  • Overlapping screens in RataPort events may prevent closing the affected screen.

  • Dropped items may fall off-screen and disappear.

  • Window size may revert to default after changing and saving Options.

  • Items placed in the Interval may change after resuming from a Suspend Save.

Dungeon Inn - MoonAlienCat

We have updated the build to fix an issue where the game would not progress when certain events were triggered.We sincerely apologise for any inconvenience caused.

ARONDIGHT アロンダイト - COPIKAL

During a pause, enter a secret command to activate a cheat that grants you the strongest equipment in the game—just once!

If you don't know the command, ask your dad or mom!

Wuewue... Shitasita...

Death by Scrolling - LoveBoatGopher

Thank you to everyone who has been sharing feedback and reports since release. Build 139 focuses on improving platform stability, refining sound balance, and addressing several player-reported issues.

Fixes

  • Linux Rendering: Resolved black-screen issue on Linux and Open GL.

  • Challenges: Fixed progress tracking for objectives that require the player to complete a level. These now trigger correctly only while in camp.

  • Fire Traps: Fire traps no longer trigger when the player is in stealth mode.

  • Credit Localization: Corrected translation in the credits.

Changes

  • Streamer Support: Added a hidden preference to disable looping sounds for streamers and video capture use.

  • First-Launch Experience: The help screen no longer appears automatically on first startup to streamline new player onboarding.

  • Audio Balance: Reduced volume of wolf and bear sound effects to improve overall mix.

Additional Notes

The team continues to monitor performance and gameplay data across platforms, including Steam Deck and Linux, to inform future updates.

Maid Cafe on Electric Street - PLAYISM_SS


🎉Happy Birthday!🎉
October 30th is the mysterious goth girl Favna's Birthday!
Known for her “fuwafuwa” charm, dramatic edgy nature, and one-of-a-kind customer service, Favna is ready to welcome her beloved masters in her own unique way. Let’s send her lots of birthday love! 💜

On X (formerly Twitter), post your celebration messages or in-game screenshots with the hashtag #MaidCafeonElectricStreet
Everyone who joins in will receive a ❤️ from the Adventurer’s Tavern account!

Here’s to a warm and special day for all Favna fans! ☕✨

💛 Favna's voice actress: Sayumi Suzushiro 💛
Notable roles: The Elusive Samurai (Ayako) / Bocchi the Rock! (Nijika Ijichi) / Uma Musume: Pretty Derby (Satono Crown) / The Magnificent Kotobuki (Kyrie)




PLAYISM
Visit the PLAYISM Website
PLAYISM Publisher Page
Follow us on X
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Follow us on Facebook
Join our Discord
Luce Spenta - MrFaabry14

Update 1.2 introduces a series of subtle yet meaningful improvements aimed at enhancing the storytelling rhythm and clarity throughout Luce Spenta.

📝 Highlights:

  • Minor spelling and localization adjustments across all languages.

  • Refined pacing for the stories of Silent Child and Amira — a few short scenes and lines have been trimmed to strengthen narrative flow and maintain emotional engagement.

  • These changes slightly reduce total playtime while preserving every key decision and emotional impact.

The goal of this update isn’t to remove content, but to make the overall experience more focused, immersive, and enjoyable — while keeping the essence of each story intact.

Thank you for the continued support and feedback, every detail and review helps make Luce Spenta a stronger experience for everyone. 🖤

Striking Wine - Wrapped
Improvements
  • Updated the visual presentation of the Action Point UI on the map

  • Adjusted how the pause indicator appears on the map

  • Refined the Action Point tutorial to match the updated UI

Fixes
  • Fixed a bug where the "Return to Main Menu" button on the map would not work outside of combat

The Action Point UI has been redesigned. Other UI elements will also be gradually improved in future updates.

Operation Athena - MISSING GAME STUDIO, Ltd.
Operation Athena – Major Update #12

We’re excited to announce Operation Athena 0.6.0, a massive update that refines core systems, adds groundbreaking features, and continues to optimize maps, AI, and weapon systems. This update brings the most immersive and dynamic Homebase, combat, and customization experience yet.

This update represents a huge leap forward from version 0.5.5 to 0.6.0, with numerous performance gains, optimizations, and refinements across every aspect of the game, making combat smoother, maps faster to load, and visuals sharper than ever before.


Gun Customization System V1 (New System)

A completely new, fully dynamic weapon customization system built from the ground up, that is working towards giving players unprecedented control over their arsenal, starting with Optics.

  • Locker Integration: Approach a weapon locker at Homebase to access a tile-based weapon selection interface. Select your primary or secondary weapon from visually intuitive tiles.

  • Real-Time Customization: Once equipped, enter live customization mode during Homebase downtime or active missions. The Player can now modify optics in real time using our New Snap Point Rail System.

  • Dynamic Snap Point Rail Placement: Scopes and optics can now be manually placed anywhere along the rail system, giving you precise alignment and full visual control.

  • Persistent Loadouts: Every weapon modification is dynamically saved, ensuring consistency across sessions and missions.

  • Attachment Logic & Sights: Prioritization for fixed and flippable sights ensures smooth cycling, while dual optics are fully supported.

  • UI & Audio Feedback: Hover/click sounds and tooltips create an immersive tactical interface.

  • Optimized for Performance: Efficient Code design and real-time updates ensure smooth operation during play.

This system is a game-changing addition to Operation Athena, giving players more control over their weapons and allowing for tactical creativity like never before.


NEW LEVEL – Sandridge Isle (Woodlands)

Sandridge Isle (Woodlands) is now live — the first large outdoor map introduced to Operation Athena.

Set in Northern Africa, Sandridge Isle serves as a training and operations base for the Ophid faction, featuring a fortified training compound, encampments, a helipad, and two bridge crossings connecting the compound's key locations.

This new map delivers blending open sightlines with close-quarters encounters across the compound's rugged terrain.

Key Features:

  • Tactical Outdoor Combat: Designed for coordinated movement, flanking, and overwatch positioning.

  • Multiple Combat Zones: From forested areas to fortified compounds, each area offers unique tactical opportunities.

  • Unique Military Setting: Engage within a grounded environment built around the Ophid faction’s fortified training compound — a hostile military island used by the enemy faction to prepare and stage operations.

Sandridge Isle (Woodlands) expands Operation Athena’s tactical sandbox with its most varied and immersive mission space yet — a new proving ground for players and squads alike.


New Weapons Added

This update introduces two new firearms, expanding tactical options for players:

  • M9 Pistol – A reliable sidearm, perfect for close-quarters encounters and stealth engagements.

  • SR25 Marksman Rifle – A precision rifle designed for mid-to-long-range combat, ideal for players who favor controlled, accurate fire.


Core Gameplay & Weapon Updates
  • Gun Reload Fixes: Fixed unreliable reload animations for the new animation system.

  • Projectile Safety: Player-fired projectiles should now fully ignore friendly players in the Homebase.

  • Weapon Spawn & Loading: Solid logic flow ensures weapons spawn correctly on character load and fade in smoothly.

  • Input & Keybind Updates: Cycle Sights and Gun Customization inputs added to the keybinding menu.

  • Weapon Animations: Mock, M9, M4 CQB, MP5, SARL animations fully updated with shooting, reload, and idle animations.


FSR 4 Support & Performance Gains

Operation Athena now fully supports AMD FidelityFX Super Resolution 4 (FSR 4), delivering significant performance improvements and visual fidelity across all maps and settings.

Highlights:

  • Sharper Upscaling: Maintain high-quality visuals at lower render resolutions without sacrificing clarity.

  • Improved Frame Rates: Players will notice smoother gameplay, especially on mid-range and lower-end hardware.

  • Optimized for All Levels: FSR 4 works seamlessly with all existing maps, including the new Sandridge Isle (Woodlands).

  • Customizable Settings: Adjust FSR 4 modes to balance performance and image quality according to your preference.


New Gameplay Features
  • Return to Homebase Button: Added to the in-game options menu.

    • Only appears when not currently at Homebase or in the main menu.

    • Provides a quick and intuitive way to return to Homebase between missions or tests.

  • Spectator Camera Overhaul:

    • Fixed one-click switching to spectate the next player after death.

    • Distance relevancy issue resolved by enabling Always Relevant on each Player's Character. Unreal Engine 5.6 introduced more aggressive relevancy culling. The camera now properly maintains replication and stays attached even across large distances or large world partitions.


Tactical AI & Enemy Systems
  • Improved on the Tactical AI Coordinator System: All enemy NPCs now integrate into a cohesive squad unit.

    • Enemies use cover effectively, maintain spacing, and fall back under heavy fire.

    • Coordinated squad tactics create more realistic and challenging firefights.

  • AI Fire & Targeting: Fixed an issue with AI Accuracy with the move to 5.6

  • Fire & Damage System: AI weapon projectile spread and damage falloff fully reworked; limb-based damage now implemented for all enemy targets.


Map & Environment Updates
  • Federal Building:

    • Further optimized windows, and optimized lighting.

  • Homebase:

    • Halloween pumpkin update and cosmetic adjustments for seasonal flair.

    • Full integration of weapon customization and locker interface.

  • General Map Adjustments and optimizations.


Performance & Systems Optimizations

This 0.6.0 update is one of the biggest performance leaps in Operation Athena history, with FPS gains, LOD improvements, render optimizations, and engine tweaks.

  • Engine & Network:

    • Now running on Unreal Engine 5.6, bringing improved stability, lighting, and overall engine performance.

    • Tick rate reduced from 60 Hz to 30 Hz for peer-to-peer co-op sessions.

      • Saves ~40–50% network bandwidth.

      • Reduces CPU load on the listen host.

      • Makes session performance smoother and more stable for average home internet setups.

  • Graphics & Rendering:

    • DefaultEngine.ini heavy optimization potentially yields ~20 FPS gains on key maps for most lower end hardware.

    • Lumen, Nanite, and render target scopes optimized.

  • Weapons & HUD:

    • Gun icons, tooltips, and category updates added.


Miscellaneous Updates & Fixes
  • Fixed some issues with menu access priority and death logic.

  • Fixed ragdoll desync and death replication across clients.

  • Work on Sound effects, Recoil, and Gun VFX are further refined for Realism.

  • Fixed multiple bugs affecting reflex sights, weapon collisions, and shooting animations.


Impact of Update 0.6.0

This is one of the largest updates in Operation Athena’s history:

  • Gun Customization System: A full player-driven weapon customization system adds more strategic options.

  • Tactical AI Coordinator: Enemy squads act more like trained teams, raising tactical challenge and immersion.

  • Map & Performance Enhancements: Optimized foliage, LOD, lighting, and assets improve FPS and visual fidelity.

  • Weapon & Combat Updates: Improved animations, aiming, limb-based damage, and fire logic make combat feel sharper and more satisfying.

  • Homebase & Locker Systems: Fully interactive real time integration lets players engage with weapons and gear more intuitively.

  • Spectator & Network Optimizations: Camera and tick rate improvements make both solo and co-op experiences smoother and more reliable.

  • Massive Performance Gains: From 0.5.5 → 0.6.0, multiple maps and systems refined to deliver smoother gameplay and higher frame rates across the board.

Operation Athena continues to evolve into a truly tactical, player-focused shooter, with each update delivering more depth, immersion, and replayability.

🔥⚔️🎮 Thank you to our community for all feedback and testing—every fix, tweak, and new system comes directly from your playthroughs and suggestions!

Who Are You!? - Haunting Humans Studio

Hello Humans!

This is our most major update so far. We moved from Unreal 4 to Unreal 5. This is not only a jump in quality for Who Are You!?, but also a better experience for our players. We've been working for months since we made everything from scratch. We hope our efforts show in the demo and you have a good (or scary?) time playing.

Anyway, here's the devlog with all the changes made:

  • New Map Versions: Brand-new versions of the "Intro" and "Cabin" maps are now live in the demo.

  • Complete Map Redesign: Both the "Intro" and "Cabin" maps were completely redesigned — from level layout to gameplay flow.

  • New UI Layout: A brand-new UI layout with smoother interactions and better readability,

  • Extended Locations: Ray's house and the forest have been expanded with more interactions and locations to investigate.

  • Enhanced Audio: Updated ambient audio and subtle environmental storytelling elements.

  • New Object Interactions: Added new ways to interact with the environment.

  • Full Demo Rework: The demo has been completely reworked from the ground up.

  • Engine Update: Upgraded to Unreal 5.

  • Visual Overhaul: Redesigned assets, improved lighting, and overall visual polish.

  • Custom Framework: Built on proprietary framework and development.

  • Simplified Inventory System: Streamlined inventory functionality for easier use.

  • Enhanced Environmental Interactions: More coherent and improved interactions with the environment.

  • Better Pacing: Enhanced gameplay pacing and level design for a more immersive experience.

  • Performance Optimization: Reduced draw calls and stuttering by 90% for much smoother gameplay.

  • Faster Load Times: Cut load times in half thanks to optimized assets.

  • Technical Polish: Major performance and design improvements.

⚠️ Please note: There's a few small unexpected things that still need a small patch, but we are actively working on solving them. The patch would be available very soon.

See you soon, Humans.

血战沙城·王者归来 - yliu06948
【血战沙城:王者归来】185 大极品正式版更新公告

亲爱的城主:

感谢您在抢先体验阶段的热血陪伴与宝贵反馈!经过多轮迭代优化,《血战沙城:王者归来》185 大极品正式版今日11:00震撼上线!

本次正式版在保留 "185 大极品 + 单职业 + 随机元素" 核心特色的基础上,全面升级玩法深度、福利力度与成长体验,让散人追梦之路更顺畅,热血 PK 更尽兴!

一、核心玩法深度升级
1. 单职业战斗体系革新
  • 优化 "刀刀绿毒" 触发机制,新增毒伤叠加效果(最高 5 层),持续伤害提升 40%,配合元神之力可对 BOSS 造成 "虚弱 debuff",单挑效率显著提升。

  • 修复技能释放卡顿问题,优化群攻技能的判定范围,解决多人混战中技能落空的异常。

二、福利与爆率全面加码
1. 打宝收益升级
  • 强化 "小怪爆红包,BOSS 爆充值" 核心特色:普通小怪红包奖励提升 50%,精英怪必爆 "绑定元宝红包";世界 BOSS 新增 "充值卡保底机制",首次击杀必掉 10 元充值卡,重复击杀概率递增。

三、系统与体验修复优化
  1. 修复角色死亡后偶发无法复活的异常,确保复活机制在 PK、打宝等所有场景稳定生效。

  2. 解决 "专属神器活动" 武器掉落重复问题,优化掉落池,确保每次参与获得不同部位神器。

  3. 修复部分机型进入高人数场景(如沙巴克)卡顿的问题,优化地图加载逻辑,提升团战流畅度。

  4. 优化小地图显示:新增 "BOSS 刷新提醒" 与 "红包掉落标记",避免玩家遗漏关键资源点。

  5. 修复行会聊天频道消息丢失问题,新增 "行会公告置顶" 功能,团战指挥更高效。

正式版的开启,是传奇征程的新起点!我们将始终坚守 "时间为王,人人平等" 的核心理念,持续优化游戏体验,让每一位散人玩家都能在玛法大陆实现逆袭梦想!

《血战沙城:王者归来》运营团队

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