There Is mORE - ByteBeyond

I’m excited to announce the release of the official early access development roadmap for my game, outlining plans from late 2025 through early 2027.

The roadmap highlights upcoming content updates, new gameplay features, and long-term improvements that will shape the next phase of the project.

Your feedback and support is essential - and while this roadmap outlines the current plan, it will continue to evolve based on the community’s wishes.

Your thoughts and ideas truly shape the game’s direction, so feedback is always welcome - whether on Steam or in our Discord!

Enjoy mining!

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Melody's Escape 2 - Epsi
Patch v0.8.1: Speed improvements, intensity rework and polish
This patch introduces a change to significantly speed up the "Running" (yellow) intensity, plus a complete rework of the algorithms for intensity detection, as well as slow-motion jumps placement.

The feeling of speed of the "Running" mode has been greatly improved to feel like the old "sprint" mode instead, with a new animation and faster speed! It now offers a much better contrast between Jogging and Flying.

I wasn't entirely satisfied with the current detection of music intensity (corresponding to Melody's various movement modes) and this complete algorithm rework should be more faithful to the human perception of the energy of a music track at any given moment.
Of course with only 4 different modes (walking, jogging, running and flying) it won't always be perfect, but I'm much happier with this version!

As for slow-mo jumps, it has always been my favorite feature of the Melody's Escape franchise, and while the first game had way too little of them, I had overcorrected course for the second instalment, and it would sometimes generate them in instances where it felt out place.
Long volume fade-outs at the end of a song could also sometimes be misrepresented with a slow-mo jump instead of a smooth animation transition.
Slow-mo jumps placement has been reworked, and now feel more appropriate while still keeping their epic feeling! It also fixes some cases of jumps that were not correctly detected.

Changes
  • Speed up the Running sections, and changed the Running animation to a sprinting-type one, to greatly enhance the feeling of speed
  • Track intensity detection rework
  • Slow-mo jumps detection rework
  • Improved multiple existing animations to be smoother (especially the looping "held" ones)
  • Modified the "Held Note" ground indicator
  • Improved the size of ground indicators to match the new speeds (and visibility)
  • Slightly speed up Jogging and Flying speed (by about 5%)
Bug Fixes
  • Updated the internal Unity engine to version 2019.4.41f1 for security purposes
  • The "Heart Filling Up" sound effect at the end of a track now correctly uses the UI volume slider

Please join our Discord or the Discussions Forum to share your feedback about this new patch!
Spellmasons - Spellmasons

The Oct 24th update was rather wide and a few important bugs shipped along with it. Fortunately all of the critical bugs have been resolved in a few hotfixes since then!

This build should be the final hotfix. I am still aware of a few other, non critical bugs, which I will get to, but I wanted to make sure that no one's experience is ruined by the more important ones :)

Full changelog here:

- fix: Issue where players turn would be fully skipped.

- fix: rift from spawning portals on top of players

- fix: pistol scales damage with quantity

- fix: Pistol granting mana for passing through dead bodies

    Thanks Scry

- fix: Crash on upgrade "Statue"

- fix: Can only skip upgrades when no rerolls have occured

- fix: Add max upgrade count to Rift

    Thanks Orthoros

- balance: Curse Eater increases damage instead of health

- balance: Shotgun only works within cast range now

- balance: Lower SP reward for skipping cards

- balance: Change Dash and Nuk to go to last target

Farthest Frontier - Zantai

Our priority is always in ensuring everybody has a smooth experiencing with our games. As such, the team was diligently addressing critical bugs reported by you since release. We have now released two hotfixes and will be keeping an eye out for more issues. We will likely have at least one more hotfix patch before we focus our attention on larger updates and eventual DLC content.

Thank you to everyone that reported bugs and provided feedback!

v1.0.2 Hotfix 2

\[Tech]

  • Fixed an issue where building windows were capped at a smaller height than intended.

  • Fixed an issue where villagers with tools would be miscounted, resulting in incorrect low tools warnings.

  • Fixed an issue where settings windows in the main menu would improperly resize, which also caused them to not fit on ultrawide resolutions.

  • Fixed an issue where opening the crop field window could cause a brief performance hitch.

  • Fixed an issue where raider banners could fail to display on the minimap if the banner holder would spawn inside of battering rams.

  • Fixed an issue where a critical laborers warning would appear excessively.

\[Game]

  • Increased Health of Palisade and Stone Walls and the Health and Armor of Palisade and Stone Gates.

v1.0.1 Hotfix 1

\[Tech]

  • Fixed an issue that could cause the game to crash on load. If you are still experiencing crashes during loading, please reach out to https://support@crateentertainment.com with details of your issue.

  • Fixed an issue where the game could crash when engaging in combat with raiders. Like above, if you are still experiencing this issue, please reach out to us so we can help debug it further with you.

  • Fixed an issue where the Early Access data migration message would display for new players starting up the game for the first time. This was a result of Steam Cloud erroneously generating the old directory at startup, which has now been pwned.

  • Fixed an issue with the Custom Game options window not fitting on screen at ultrawide resolutions.

  • Fixed an issue with tooltips not scaling in the Tech Tree when changing resolutions and/or UI Scale in the game options.

  • Fixed an issue with minimap icons sometimes not displaying correctly when toggling their visibility.

  • Fixed an issue where villagers would sometimes seek water on opposite sides of lakes.

  • Fixed an issue where Compost Yards could become stuck with the Vermicast tech active, particulaly if there is 1 point invested in it out of 2.

\[Game]

  • Reduced % chance of fire spread and made fires easier to put out without the Civic Inspections tech.

  • Reverted change that increased Hay season duration, which prevented putting Field Maintenance in the same rotation.

  • Increased chance of Traveling Merchants selling Tomes of Knowledge and reduced their base price.

Super Fantasy Kingdom - SuperFantasyKingdom

Hey everyone 👑

here is the sixth update for Super Fantasy Kingdom!

The armory chances were reworked to reduce the chance for duplicate items, which did not work properly before. The game also does not revert your zoom level anymore, and the outposts that spawn items do so directly on the battlefield now.

Then we have a lot of changes aimed at making the experience better in the undead kingdom. Assigning workers and carriers should be clearer now, and their reliance on stone has been reduced.

The shard outpost is unlocked earlier now, giving you a bit more agency early to gain more shards. But that will not be enough. It seems like the ritual in the church is not clear and rewarding enough. So I would like to rework or replace the function. If you have any ideas for improving the shard balance, please share them below or in the forums.

Of course, the balance was also further improved, and a lot of bugs were fixed as well.

And thank you very much for the kind words under the last post. Waking up to so many supportive comments was a very pleasent surprise. Your support means the world to me.

Feryaz

New features/QoL:
  • Armory reduced chances for duplicates greatly

  • The game does not reset your zoom level daily

  • The tooltip when assigning workers differentiates between worker and carrier jobs

  • Outposts that spawn items do so directly onto the battlefield

  • The shard outpost gets unlocked much earlier

  • Added multiple checks before saving kingdom data to prevent data losses due to crashes in that moment

  • Geologist and Graverobber doubled the radius they work in

Balancing:
  • Undead Quarry upgrade costs ooze instead of blocks

  • Undead Blood Bank costs 7 coins to build instead of stone

  • Undead Blood Bank costs 5 faith to upgrade instead of stone

  • Undead Library has more storage capacity for books

  • Abomination increased base damage by 2

  • Boss Phoenix reduced health

  • Boss Phoenix reduced damage but it scales with time

  • Villain Vagabond reduced damage

  • Monsters reduced damage overall

  • Monster Leech stops more often

  • Monster Banshee is a bit slower

  • Monster Colossus reduced health

  • Monster Colossus removed armor 20 -> 0

  • Monster Minotaur reduced health

Fixes:
  • Fixed monster Crossbowman never appearing

  • Fixed keyword dictionary being visible in settings and unlocks

  • Fixed world upgrades tooltip showing too early

  • Fixed retry button in pause menu visual bug

  • Fixed witch tooltip error

  • Fixed hungry status color

  • Fixed pinned status color

  • Fixed Alarics trade quest requirement being too high

  • Fixed Undead dialogue with Gevald wrong order

  • Fixed Undead dialogue with Amaya missing actor

  • Fixed Bloat Book bleed keyword

  • Fixed Dark Pylon poison keyword

  • Fixed Druid radiance keyword

  • Fixed Cole displayed damage

  • Fixed Mort displayed damage

  • Fixed Qhe'la displayed damage

  • Fixed Thea displayed damage

  • Tried to improve behavior on application exit for some players

Join the Super Fantasy Kingdom Community

Come be part of the Super Fantasy Kingdom community. Join us on Discord to talk with other players, share your kingdoms, and see what others are building. You can also find updates and discussions on Reddit, follow news and posts on Bluesky and Twitter, and YouTube.

If you'd like to get a leg up on ruling your kingdom, we do have a beginner's guide for you to check out and a free community wiki updated by members like you.

https://steamcommunity.com/sharedfiles/filedetails/?id=3595551008

Tap Ninja - Idle game - Shamahan
● Away Income re-balanced & boosted
● Bags of Gold in the Amber store have been re-enabled
● Default hotkey for switching to/from Seasonal game changed from F12 to F10
● Some bug fixes
Oct 29
Spellfarers - DL_David
Gameplay Updates
  • Actions like chatting, emotes, and camera movement/zoom are now possible while seated
  • Added Safety Controls to the Settings menu. These options can be used to control various social features per account and optionally protected by a 4-digit PIN. For example, parents or guardians may set chat functions to Quick Messages or Friends Only for a younger player's account.

Visual Updates
  • Updated the starter hut to make it more appropriately in disrepair
  • Updates to Homestead lighting
  • New animations for initial character creation

Bug Fixes
  • Fixed issue with hovering with mouse on recipes in the Spellbook while at the hearth that caused the Cast Spell prompt to not properly function
  • Fixed the pickaxe mining animation
  • Fixed duplicate Sulo and Aya models when asking for detailed directions in Meet the Neighbors
  • Ingredients are now maintained from last spellcast when selecting a spell
  • Fixed townsfolk standing up from their seats when certain dialogue options are selected
  • Fixed an issue with mining sound effects not playing for other avatars
  • Invalid actions will not display a HUD prompt
High School Hills: Dreams & Nightmares Playtest - LeonIveyGames
Dog Pet Bug Fix
Old World - Fluffster
Main Branch 1.0.80396 release 2025-10-29

Headline changes

  • Leader archetype balancing for Heroes, Builders, Zealots and Diplomats

  • Added Road Improvement Ping (Map pin)

  • Rebel chance icon added to Cities Screen and City tooltip

  • MP setup and observer mode improvements

Design

  • Hero leaders can now Launch Offensive after attacking. This still puts the Hero unit on cooldown, so they cannot act after Launch Offensive

  • Add Urban (Builder Leader ability) stone costs doubled (20 on flat and 40 on hill)

  • Spending Civics to Enlist (Zealot Leader ability) no longer expires after 3 turns, but the effect is removed when the leader is removed from the unit

  • AI now requires a Diplomat leader to start a National Alliance. Increased probability of an alliance offer

  • Duplicate nations are now allowed even with preset leaders, as long as dynasties are not duplicated

  • Mounted units no longer get attack bonus into Marsh. Renamed Flat to Open for Mounted Attack bonus

  • Harbors give 100% bonus to adjacent nets, up from 60%

  • AI now aims to have have a minimum of about a tenth of its units be its Unique Unit

  • Eliminating the last unit of a tribe outside of a camp now also counts as eliminating the tribe and triggers elimination events

  • Specialist builds are allowed to continue after their improvement has been pillaged

  • Map options limiting the number of city sites now concentrate sites around player starts

  • Consorts can now be Regents without needing to be Royal. Ill characters will not be picked to be Regents

  • Added repair cost to Town and Village improvements

  • Free-for-all player starts no longer try to separate human players

  • Ambitions that require Wonders now consider Wonders owned by teammates to be impossible to acquire

  • When a preset character joins a preferred family their children now join the same family

  • Reduced the amount of Forest on the Desert map script. Removed option to specify starting inland or on the coast

  • Tribe units can now heal after moving

  • In No Events / No Characters, truce offers cost nothing if you're winning the war

  • Unit position swaps clears temporarily hidden state of the swap initiating unit

  • Characters with an active mission on them (like marriage) cannot be auto-married in the meantime

  • Great Lighthouse now applies faster upgrade bonus to existing hamlet class improvements, not only newly constructed ones

  • Added initial turn timer time stockpile. Slow adds 3 minutes, Medium 2 and Fast 1

Programming

  • Fixed several memory leaks (more improvements here coming next update)

  • Memory allocation optimization

  • Minor MP performance optimization

  • Improved AI for Zealot leader enlisting

  • AI no longer attacks civilians if doing so puts their units in danger of being killed

  • Unhardcoded some AI diplomacy parameters, made warState.xml more mod-friendly

  • Updated AWS SDK to 3.7

  • Modio version upgrade

  • Unity package updates

  • Added option for CRC tracing when loading mods

UI

  • Added Road improvement ping

  • Cities with effects that give Rebel chance are marked with a Rebels icon in the city list screen and city tooltip

  • Population in the city list screen is now a link to city specialists

  • Worker build action button yields no longer subtract unimproved tile yields

  • Map Overlay Customizer now has seperate options for Urban and Rural Improvements

  • Renamed the City Number options and City Site Density to City Site Spacing

  • Default player name in MP and network server name are now taken from the online platform nickname

  • MP Setup screen newly added players duplicate the parameters of the previous player

  • Cloud game hosts can now rename the game using the host control popup

  • In sequential turn network games, observer view automatically switches to the next player when the observed player's turn ends. This is disabled after manually switching to a different player

  • Observers now use their set language rather than the language of the observed player

  • Chat hotkey no longer works for non-host observers

  • Show Foreign Family Colors option now also applies to city widget crests

  • Clicking a General portrait on a selected unit now selects the character

  • Law tooltips now show family opinion changes instead of family class opinion

  • New Place Bonus decisions get sorted to the front of the event queue

  • Improvement pings no longer removed after a terrain change if the improvement is still valid or after a resource is added if the improvement matches the resource

  • Added foreign opinion helptext to specify the portion of the Ruthless AI opinion that is due to a player alliance

  • Added character archetype crest to mission targets

  • When a unit cannot complete a move, camera pans back to unit location and fatigued sound is played

  • Right-clicks on UI widgets now work with a tooltip locked

  • Moved some help text to the advanced help text option

  • Temporarily hidden units show a timer

  • Temporary hidden status is ignored for damage preview if unit has to move for previewed attack

  • Last choices for customized leaders are remembered

  • Succession list helptext (tooltip for the Inheritance button) shows archetype icons

  • Removed Follower list when selecting families

  • Remove the separate popups for dead/retiring governor, agent and general

  • Improved goal instructions in Learn to Play scenarios

  • City religious improvement tooltip now includes unfinished and pillaged improvements

  • Added tribe elimination notification

Bugs Fixed

  • Fixed AI development claiming more than the nation's share of city sites when using limited City Site Number options

  • Fixed agent tab not properly updating after assigning agent character

  • Fixed setup screen bug with number of players

  • Fixed modified trade values not being calculated in trade bonus helptext

  • Fixed city culture tooltip flicker

  • Fixed overlay customizer not updating toggles when re-opening after making unsaved changes

  • Fixed locked overlay highlight switching off of Custom when toggling customizer

  • Fixed improvement filter issues, include unfinished improvements

  • Fixed pillaging, burn and launch offensive not clearing hidden status

  • Fixed some issues with temporarily hidden units

  • Fixed retry cloud upload directing to succession UI

  • Fixed map selection with character assignment UI active

  • Fixed double state religion reference in happiness help text

  • Fixed AI leaving Wonders unfinished if interrupted

  • Fixed not being able to change language when it's not your turn

  • Fixed popup and decision processing when not the active player's turn

  • Fixed foreign characters showing on 1st turn of Hotseat game

  • Fixed custom nickname bugs

  • Fixed improvement net yield help text to include income from adjacent tiles that belong to a different city

  • Fixed game reload inconsistent state

  • Fixed pathfinder not being reset when a new tile is revealed

  • Fixed implicit conversion with maiMinStats/maiMaxStats

  • Fixed Recruit button not appearing with no orders

  • Fixed assassinating heir mission not giving achievement when heir exploring

  • Fixed AI not building most projects

  • Fixed map scripts sometimes generating marsh on hills

  • Fixed Regicide achievement not always triggering

  • Fixed characters incorrectly showing under Court filter

  • Fixed tile widgets not always updating after place bonus decision resolved

  • Fixed not being able to retire when there are no opponents in SP

  • Fixed possible null reference when a city is razed

  • Fixed Mounted unit attack bonus incorrectly being listed in tooltips as a negative defensive modifier

  • Fixed tribal unit movement bug

  • Fixed extra divider in improvement tooltip for improvements with no yields

  • Fixed event trigger text not always showing correctly

  • Fixed camera hotkeys not working in map editor

  • Fixed MP setup when playing scenarios where player order doesn't match scenario save

  • Fixed new tribe leaders not following their tribe's religion in Wrath of Gods scenario

  • Fixed mod infos initialization, source effects were not being properly set on new game. Fixes Rebel text in the Wrath of Gods scenario

  • Text and event fixes

Join the Old World Community

That’s it for now! You can follow along and join the discussion here:

Discord | Twitter | YouTube | Twitch | Facebook | Instagram | Reddit | Old World Wiki

https://store.steampowered.com/app/597180/Old_World/

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