Slice Overdrive - ManChickenTurtle

Another big day of fixes and cleanup! Let's get right into it.

Level Timers
  • Level timer now accurately represents when you can actually start moving - instead of starting whenever it felt like losing you precious milliseconds or forcing you to pause/restart to get them back

  • Starting the level doesn't block you from jumping for 0.2 seconds - I don't know when I put that in and I really don't know why - but it's gone now, phew

Leaderboards & Level Version
  • To keep things fair, when a new version of the level is published, previous leaderboard entries aren't displayed, which is good because it's really fun making changes just to be 1st again ;)

  • Future updates will let players know what's happening when they see they don't see a ranking on previous played levels

Calm Down Spiky
  • Some hitboxes were adjusted for the spikes and sawblades to make it a little bit easier to slip past them, especially on the sides - now when you hit them, it's definitely a skill issue

Let's Get Particles
  • Enemies now drop a whole bunch more particles on death making them unexpected pinatas

  • Player deaths are now a lot more visually exciting, possibly too much...waiting for feedback...

There's also been a ton of work under the hood, with smoother animations, tiny edges shaved - all to make it a really tight experience. I can't wait to get it into more people's hands!!

Oct 13
Creator's Fall - BaroxxTech
Changes
  • Different sprites for bosses

  • Adjusted click behavior in menus

  • Minor text improvements

  • Added headers to sandbox views (Attack and Ability)

  • Tweaked enemy movement and cooldowns

  • Adjusted spawn behavior for mobs

  • Increased crowd control range (Crusher)

  • Added end screen for training mode

  • Changed the number of enemies

  • Healing levels will no longer be skipped

  • Added explosion effect

  • Added rarity tiers to upgrades

  • Added extra projectile bounces for certain upgrades

  • Added level descriptions to the level selection

Fixes
  • Fixed issues with class creation and despawning

  • Language settings are now saved correctly

  • Fixed keyboard key bindings

Little Sim World - Stefan

Hey there, everyone.

It's recently been found by Unity that there is a vulnerability that could potentially be exploited in games made with Unity. This patch, while not having any new changes, will bring in Unity's new updates to security.

Please update your game to the new version to have the new security patch made by Unity.

Thank you, everyone.

Be safe out there and take care.

- Little Sim World Team

Touhou Big Big Battle - 念诗之王

C:

铃瑚:费用 6--5

Ringo: Cost reduced from 6 → 5

若鹭姬:射程 8.0--8.5

Wakasagihime: Attack range increased from 8.0 → 8.5

桑尼:一符降攻击 70%--80%

Sunny: \[Solar Glare] attack reduction increased from 70% → 80%

大妖精:绿魂回血每秒 4--5

Daiyousei: Green Soul HP regeneration per second increased from 4 → 5

拉尔瓦:近战射程 1.0--1.5(远程符射程不变)

Larva: Melee attack range increased from 1.0 → 1.5 (ranged spell range unchanged)

B:

美铃:冲拳符绿点 4--5,转圈符绿点 5--4

Meirin: Punch Spell faith 4--5; Spinning Spell faith 5 → 4

响子:弹符能存2次

Kyouko: \[Powerful Repeater] can now store 2 charges

爱丽丝:人偶自爆伤害 7--8

Alice: Doll self-destruct damage increased from 7 → 8

慧音:本体血量 32--36

Keine: Base HP increased from 32 → 36

A:

磷:费用 46--37

Orin: Cost reduced from 46 → 37

村纱:船符绿点 6--5

Murasa: Ship Spell faith 6 → 5

小町:换位符现在会获得20%减伤

Komachi: Swap Spell now grants 20% damage reduction

秦心:烟花符加攻击速度和移动速度 20%--5%

Kokoro: Fireworks Spell attack speed & movement speed bonus reduced from 20% → 5%

铃仙:分身符绿点 6--5,激光符绿点 6--5

Reisen: Clone Spell green points 6 → 5; Laser Spell green points 6 → 5

哆来咪:睡觉人走路速度 3.4--5.1,冲刺速度 4.0--6.0

Doremy: Walking speed while sleeping increased from 3.4 → 5.1; dash speed 4.0 → 6.0

衣玖:电鱼触发距离 5.75--5

Iku: Electric Fish trigger range increased from 5.75 → 5.0

S:

蕾米:神枪弹道速度 45--55

Remilia: \[Spear of Gungnir] bullet speed increased from 45 → 55

四季:镜子改为2连发,CD 8.5--11.0

Shiki: Mirror now fires 2 consecutive shots; cooldown adjusted 8.5 → 11.0

神奈子:天水CD 11--10

Kanako: \[Miracle of Otensui] cooldown reduced from 11 → 10

诹访子:跳水绿点 5--3

Suwako: \[Diving] faith 5 → 3

自机:

Hero:

紫:火车伤害 11/11--12/12

Yukari: R damage increased from 11/11 → 12/12

早苗:

Q 大凶签伤害 5/6/7/9 -- 7/8/9/11

E CD 25/25/25/25 - 21/21/21/21

Sanae:

Q “Great Misfortune” damage increased from 5/6/7/9 → 7/8/9/11

E cooldown reduced from 25/25/25/25 → 21/21/21/21

魔理沙:

Q MP 22/22/22/22 - 21/21/21/21

E MP 13/13/13/13 -- 9/9/9/9

Marisa:

Q MP cost reduced from 22/22/22/22 → 21/21/21/21

E MP cost reduced from 13/13/13/13 → 9/9/9/9

幽幽子:

Q 伤害 8/11/13/15 -- 9/12/14/16

Q MP 18/18/18/18 - 16/16/16/16

Yuyuko:

Q damage increased from 8/11/13/15 → 9/12/14/16

Q MP cost reduced from 18/18/18/18 → 16/16/16/16

其他:

Others:

赛季奖励更新:

赛季专属皮肤:永琳赛季皮肤复刻

Season Reward Update:

Season Exclusive Skin: Season Skin Eirin

Unbound Eternity - Yu

Unbound Eternity is part of Steam Next Fest.
Play the free demo and discover a fantasy roguelite deckbuilder where you become a Demon King trying to escape an endless cycle against the hero.

The demo includes the first area, unique enemies, events, and the Slime King as the first playable character.

Steam Next Fest runs from October 13 to 20, and Unbound Eternity officially launches on October 24.

If you enjoy the demo, don’t forget to add the game to your wishlist and help us spread the word.

The Lost Glitches - honigstudios
UX Refinements for the Next-Gen Glitch
This update is packed with the little things that make a big difference, inspired directly by your feedback.

  • New Card Flash: Opening a booster pack? Any card you don't own yet gets a shiny "New" label. No more cross-referencing your collection!
  • Decompile Shortcut: Got a stack of extra cards messing up your inventory? There’s now a single, satisfying button to Decompile Extra Cards and turn that digital junk into fresh resources.
  • Quest Tracking in the Moment: Weekly and monthly Quest Progress now pops up on your match end screen. Stay focused on the match, but also check off those goals.
  • The Right-Click Revolution: Right-click a card in your deck list for an instant, detailed Card Preview and access to the Compile/Decompile UI. Less clicking, more deck crafting.
  • Turbo-Mode Decompiling: Compiling and Decompiling animations are great, but sometimes you just want to get to the good part. The process now completes instantly without waiting for the animation to run its course.

Balancing: The Meta got a Patch
We dove deep into the data, polished some rough edges, and adjusted a few numbers to open up new lines of play and ensure a healthier competitive environment.

Card Changes
  • Circle of Life: Plug'n'Play → Installation Required
  • Deathbound Guardian: Added Extraction
  • Fire Crackers: 1 damage → 2 damage
  • Friend Bot: 1/3 → 0/3
  • Loyal Shepherd: Cost: 4 → 3
  • Magus Greed: Cost: 3 → 2
  • Magus Strike: Cost: 3 → 2, "Deal X damage to any target..." → "Deal X damage to your opponent..."
  • Memory Extraction: Cost: 3 → 2
  • Panel Beater: 2/3 → 2/4, Cost: 2 → 3
  • Petalborn Guardian: Cost: 4 → 3
  • Sacrificial Lamb: Ability Cost: 2 → 3
  • Sage: 1/1 → 0/4
  • Shrappie Shrapnel: Power: 1 → 0
  • Skull Pilot: 6/10 → 8/10
  • Sky Guardian: Cost: 2 → 1, Removed Encrypted
  • Soul Catcher: 2/3 C:4 → 2/2 C:3; Ability Changed: "Initialise a random 1 cost Glitch from your deck" → "Draw a random Glitch from your deck"
  • Speedy Scrapper: Removed Encrypted

Skill Changes
  • Complete Erasure: Cost: 6 → 5
  • Memory Lapse: Cost 4 → 5
  • Necronomics: 2 Glitches → 1 Glitch
  • NeuroSip: Heal 4 → 6
  • Timegeist: Cost: 8 → 6
  • Zenith Vitality: +2 power → +3 power

Talent Changes
  • Antivirus: Can not be targeted by the opponent. → This Glitch cannot be the target of Software.

Bug Fixes: We patched the Patches
Every system has its glitches, and we’ve squashed a few annoying ones to make your Deep Sky experience seamless.

  • Lobby Session Cleanup: Fixed an edge case where the game could react to events from previous, disconnected sessions. No more ghost lobbies!
  • Animation Blocking: Animations now play correctly even when player interaction is temporarily blocked. Smooooth.
  • Troll + Encrypted Interaction: Trolls with Encrypted can now only target other defenders who also have Encrypted. Strategy restored.
  • The Boss Card: Fixed edge cases where 'The Boss' wasn't updating correctly, and resolved issues when having multiple Boss cards in play at once. Too many cooks in the digital kitchen!
  • Deck Management: Fixed an edge case where sometimes a starter deck could not be deleted. Clear out the old code.

Jump back in, see the improvements, and tell us what you think of the new meta!
Echoes in the Storm - MoloSolo

We’re thrilled to announce that Echoes in the Storm is part of the Steam Next Fest, starting today! Play the demo and experience the chilling psychological horror set in the frozen town of Port Havenwood.

We can now confirm that Echoes in the Storm will launch on October 23, 2025, priced at $4.99, with a 10% discount during launch week.

And that’s not all — the game will also take part in the Steam Scream Fest, from October 27 to November 3, just in time for Halloween.

Prepare to uncover the truth buried in the storm. 🌨️ Wishlist it now and don’t miss the release!

Neko Loop - Chris

News!
  • Fixed bug in vampire castle and church card descriptions showing incorrect data

  • Fixed problems with Spanish language

  • Fixed several incorrect Japanese translations

  • Added French, German, and Chinese languages

  • Fixed graphical glitches when starting a new game caused by recent engine updates

  • Minor bugfixes

More content and balance updates—plus extra cards and strategies—coming soon.

Oct 13
Maid of Venia - Starving Lama

The demo is live but it is an early look demo and not what the final product will look like. Maid of Venia is in development and you can join the playtest as I build the game!

Maid of Venia is a solo developed project and I use every tool available to get the work done. This is a no budget project with a limited Kickstarter that was successful for the beta build which is almost ready.

Current state is somewhere between alpha and beta as parts of the game are more complete/tested but a few things need to be redone before I would consider us in full beta testing.

The demo has issues and will be updated this week.

After I update the demo I will add everything to the playtest and then we will do our sword and xp boost quest so don't miss out.

Oct 13
Pineapple - NGoedix

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