Batman: Arkham City - Game of the Year Edition - monique.doubet
WB Games has great savings on its DC comics inspired games! Celebrate the anniversary of the debut of Superman, the world's most recognizable superhero AND the worldwide summer release of “Superman,” DC Studios’ first feature film to hit the big screen from Warner Bros. Pictures!

Jun 2
Dreadway Playtest - zuflucht34
add player increaser artifact
Apocalypse Survivors - vocalcxs830415
In this update, equipment modification has been upgraded. Each modified piece of equipment can now not only be enhanced with stat-boosting chips but can also be embedded with skill-infused chips. These chips enable the equipment to automatically trigger various skills in a loop during battle, without any cost.

New Chips:

1、Minor Health Regeneration – Gradually restores a small amount of health to the character.
2、Minor Energy Regeneration – Gradually restores a small amount of psychic energy.
3、Fireball Launch – Fires three flaming fireballs in different directions. The fireballs orbit and attack zombies in a set pattern.
4、Electric Blade – Throws a ninja blade charged with electricity that pierces through all zombies along its path.
5、Lightning Strike – Calls down a bolt of lightning at a random location near the character.
6、Thunderstorm – Summons three bolts of lightning at random locations near the character.
7、Shocking Zone – Creates an electric zone on the ground. Enemies walking through it will have their movement speed reduced.



Rage Energy:

This is a new mechanic added specifically for the new chips. The character slowly gains Rage Energy over time. Rage is also generated when the character takes damage, lands a critical hit, or triggers a chip-based skill. Once the energy bar is full, the cooldown time of chip-triggered skills is significantly reduced. The character will then unleash these skills rapidly, mowing down hordes of zombies.

Automate It: Factory Puzzle - Isaac
  • Duplicate Stars in Rankings Fixed:
    Fixed an issue where players were receiving duplicate stars in both normal and pro rankings. The system now correctly identifies the best result per player without duplications.

  • Ranking Ties Handled Properly:
    Players with identical performance (time, energy, and space) now share the same rank position. This ensures fairer and more accurate leaderboard placement in the case of ties.
Steam Deck - mikela

We have just shipped an updated Steam Deck Client to the Preview/Beta channel.

Note: This update was re-released with the following additional changes:

  • Fixed a rare case that could result in multiple prompts to install the same update.

  • Fixed a rare case that could result in re-triggering the out of box wizard.

General

  • Added in-game keyboard shortcuts to open the Main Menu and Quick Access Menu.

    • Default Main Menu hotkey: Shift+Tab

    • Default Quick Access Menu hotkey: Ctrl+Shift+Tab

    • Customizable in Settings->In Game

  • Improved steam client update installation speed. In some pathological cases this operation could take minutes to complete, when the expected completion time is seconds.

  • Fixed events showing blurred images in the library for games with adult content.

Beastieball - Greg Lobanov
* = Added or changed in an update on 06/05

We've got a hefty one for you! Following this past weekend's Bigmoon Bash, we've got a slew of new changes coming in.

We're testing these balance changes in anticipation of a major milestone update releasing on June 12! These changes will come into effect in the base game on that day, so we'll be excited to get all the feedback an testing we can from the community before then. I encourage dedicated coaches to join us in our Discord community to discuss the changes live with other players.

As of posting, changes are live on PC in the Experimental branch. Changes should be live on Mac Experimental in 12 hours or so.

🔧 Balance Changes
    🍄 Traits
    • (NEW!) Confident: Gets +1 Body POW and +1 Body DEF boost when TAGGING IN
      • 🔄 Given to Supilero in place of Fearless
    • (NEW!) Forager: Restores 50 STAMINA when TAGGING OUT
      • 🔼 Given to Supilero in place of Scavenger
    • (NEW!) Thrasher: POW x1.3* when any Beastie on the opponent team is WIPED
      • 🔄 Given to Maraptor instead of Echo
        Echo made sense on Maraptor before the introduction of Quake, when instead it spread damage to both opponents. In general, we try to give Beasties a more offense-oriented trait and a more support-oriented trait; however, with splash damage changed to Quake, Echo became more like a support Trait, and one which was notably inferior to Clamor, so Maraptor was lacking in interesting build variety. The intention of Thrasher is to give Maraptor more of an effective aggressive role option again. This Trait is less tested than other changes in this patch and may require more testing and feedback to solidify.
    • Slippery:
      • 🔻 New effect: This Beastie's damage is reduced 25%. Adjacent allies receive attacks in their place.
        This reduces ALL damage dealt, including via Nettle. Gremlur has strong offensive potential which they can invest in heavily since Slippery makes their defense stats irrelevant. Slippery also guarantees the option to double-use high value support plays. This trait adjustment means Gremlur gets less free value from this easy utility, but still can function as an annoying and sustainable field presence as intended.
    • (NEW!) Adaptation: Copies their ally's Trait when they TAG IN
      • 🔼 Given to Gremlur as a recessive Trait
        Since Slippery now reduces Gremlur's damage output, and has basically always obsoleted their defensive stat spread, we wanted to give them an alternative mode which allows them to actually leverage their stats and offensive potential.
    • Rumpus:
      • 🔼 Now triggers after every offense and defense turn, not just after offense.
    • Launcher*:
      • 🔼 "Always targets straight ahead" effect has been adjusted to prioritize over all sources of redirection.*
    [/strike]
  • Agile:
    • 🔻 No longer confers a bonus for play effects with the "if ball is hittable" condition, ie. Juggle and Set.
  • Flee:
    • 🔼 Triggers starting on 50 STAMINA rather than 49
  • Flow*:
    • 🔼 New effect: When on the field with RHYTHM, opponents can't give their allies any bad feelings*
[/strike]
  • Precise:
    • 🔼 Given to Conjarr as a recessive Trait
  • [/list]
    🏃 Plays
    • (NEW!) Exert - Spirit attack, 65 POW. User feels 2* TOUGH + 2 SWEATY.
      • Via level up
        • 🔼 Daredillo, Opposur
      • Via friendship
        • 🔼 Supilero, Grazada, Skiffrig, Squimage, Xiphosaur, Yamyth
        This attack combines well with other spirit options and gives spirit-focused offense teams a unique serving option that fits their unique strengths.
    • (NEW!) Echo Strike - Mind attack, 70 POW. Sets target's Trait to user's Trait.
      • Via level up
        • 🔼 Plumask
      • Via friendship
        • 🔼 Platypulse, Mistic, Trat, Magpike, Bindiva
    • Finisher:
      • 🔄 Updated text to reflect damage bonus starting on 50 STAMINA
    • Demolish
      • 🔼 80 POW (from 70)
      • 🔻 No longer gets a POW bonus when it clears field effects
    • Rocket
      • 🔼 Now always goes where it is targeted
    • Cook
      • 🔻 55 POW (from 60)
    • Grit
      • 🔻 60 POW (from 65)
    • Scream
      • 🔻 90 POW (from 95)
    • Contest
      • 🔻 Can now only be used at the net
    • Thriller
      • 🔼 65 POW (from 60)
    • Relentless
      • 🔼 70 POW (from 50)
      • 🔼 Can now use when WIPED
    • Challenge
      • 🔼 95 POW (from 85)
      • 🔻 No longer makes the target ANGRY
        Our experimental change to Challenge to make the target ANGRY was effective at giving Spirit offense better disruption options, but at too great a cost. Challenge offered too much value and interaction potential and became a very centralizing play that bolstered the effectiveness of Rally teams. In the past, players have voiced that they felt Spirit and Rally offense was lacking in strong disruption options. This experiment has showed us that Spirit probably doesn't need to have the best disruption options in addition to its offensive potential.
    • Doze
      • 🔄 New name*: Exhaust
      • 🔄 New effect: Feel 4* WIPED
    • Torch Pass
      • 🔻 Lowers the user's Max STAMINA by 10
    • Team Chant*
      • 🔄 New name: Chant
      • 🔼 Now only cures negative feelings, not positive ones
      • 🔻 Targets a single allied Beastie (self, ally, or benched ally)
    • Shield*
      • 🔼 Applies 2 TOUGH + 2 ANGRY (from 1)
    👹 Beasties
    • Collarva/Wormask/Plumask
      • 🔻 Plays Removed: Challenge, Supercommit, Sneak Attack, Call Out, Teleport, Doze
        Plumask is a Beastie that has been with us for a very long time, and from very early on in development was given new plays frequently as we added them. They were long overdue for a re-examination for what was actually uniquely relevant to them.
    • Shooga/Supassum/Supilero*
      • 🔼 Plays Added: Demolish*
      • 🔻 Plays Removed: Energized*
    • Platenna/Platypulse/etc
      • 🔻 Plays Removed: Prepared Attack
    • Noizard
      • 🔻 Plays Removed: Forward Pass
        Noizard has continued to dominate usage since we reduced its defensive capabilities. Although this play isn't their flashiest option, it has enabled Noizard to serve a critical function as a support for hyper offensive partners. Removing this passing option pigeon-holes them more into their intended disruption role. We're curious to step back and assess their power level after this change, along with the various nerfs made to spirit offense that tends to pair with them. Further nerfs may be made if this hasn't pushed them far enough.
    • Gastic/Wisper/Mistic
      • 🔻 Plays Removed: Prepared Attack
    • Armantis
      • 🔼 Plays Added: Sneak Attack (As a level-up play)
    • Grazada
      • 🔼 Plays Added: Challenge
      • 🔻 Plays Removed: Supercommit
    • Hydrolm
      • 🔼 85 BPOW (from 75)
      • 🔼 Plays Added: Rocket
    • Heliath
      • 🔼 Plays Added: Thriller
      • 🔻 Plays Removed: Challenge
    • Maraptor
      • 🔼 89 BPOW (from 87)
      • 🔼 87 MPOW (from 85)
      • 🔻 81 BDEF (from 83)
      • 🔻 86 MDEF (from 88)
    [/list]


    🚧Other Fixes and Changes
    • Significantly optimized the map menu, particularly when zoomed out
    • Re-increased the text size for the "MATCH SCHEDULED" UI event
    • Fixed collision on large trees in Mythwood
    • Fixed an issue where editing a saved team would list their equipped plays twice in the list of available plays

    *There might be some other insignificant new things floating around, since this is a stripped-down version of next week's update. Full patch notes on new features will be revealed when the update is ready!
    LANESPLIT - FunkyMouse
    Hey everyone,
    The Early Access Demo for Lanesplit goes live tomorrow!

    This is a single-player-only preview of LANESPLIT. It’s still in development and will be unpolished, with missing features and rough edges — but it should give you a taste of what LANESPLIT is all about.

    Spotted a bug? Got ideas or suggestions?
    Please join the Discord and let me know: DISCORD

    A few important things to keep in mind:
    - This demo does not include multiplayer
    - It’s an early access build, so expect bugs, placeholders, and rough edges
    - Everything is subject to change as development continues

    Thanks for giving LANESPLIT a spin — your feedback means everything and will help shape where it goes from here :)

    – FunkyMouse
    Lucky Bastard - clerikstudio

    Players may feel that the update is not very big, but considering that the story develops across several content options, it is sufficient. The final chapter of the story will be released at the end of the month.
    Epic Auto Towers - e^cha
    This update has been uploaded to the beta branch. If you want to play with the new pack now, right-click on Epic Auto Towers in your Steam library, then select "Properties..." -> "Betas" -> "beta - Beta Branch."


    In the library, the game will now look like this:


    After launching the game, the Tropical Pack (also called "Tropical Paradise") will become available!


    The new pack is a very large update. I don't think it's necessary to list each new tower separately =)

    As for the beta branch, its main purpose is to check the new pack for bugs and obvious issues. After that, the pack will be released in the main early access branch (and I'll refine the tower balance there if needed).



    Jun 2
    Become the Moon Playtest - Benal
    UI Changes
    - Added a new loading screen to the start of the game.
    - Removed Render Mode graphics setting.
    - All graphics settings except UI Anchor Width now require a restart for changes to apply.
    - Added a skip button to the credits.
    - Improved the Lyceum win ending sequence.
    - Fixed Bill Decker, Hyphen, and Sonoya not using the correct map pawn.

    Bug Fixes
    - Fixed crash on the daily challenge.
    - Fixed the destroy pile sometimes being unselectable.
    - Fixed destroyed battle spells not entering the destroy pile.
    - Fixed card piles displaying incorrect counts on save/continue.
    - Fixed red giant's buff remaining indefinitely if you save/continue a run while it was in your position (this fix only applies to runs started on Patch 0.9.3).
    - Potentially fixed an issue where music stems could get out of sync with one another.
    - Potentially fixed bad loop points in the soundtrack.
    - Fixed the mana numbers sometimes disappearing or changing colors.
    ...