Reentry - A Space Flight Simulator - LyraCreative

I have been talking about the journey to 1.0 for many years and, and finally, as you might be aware of, this space flight simulator is about to reach its biggest milestone yet.

The past few months has been focused on improving the game, fixing issues, and rolling out the final few of the 1.0 features. And on November 7 2025, the 1.0 release will roll out and launch.

I recently made a ~10 minute long video about the November launch window, where I talk about expectation settings, the 1.0 scope, and the future of the game. If you have not yet watched this, I recommend you to take a look at it here:
https://www.youtube.com/watch?v=RpRp_0BxNOk

The Netcode Conflict - tnc_official
Game Modifiers

We’re constantly working on performance optimization to ensure smooth and stable gameplay. In the past, we’ve already made significant improvements. Our focus has been on delivering the best quality experience while allowing you to explore the world smoothly and without interruptions. Additionally, you now have the option to toggle various performance settings yourself. Customize the experience to match your hardware and play the way that suits you best—whether you prioritize high-quality visuals or maximum performance. In the Game Mode Settings, you can customize your gameplay experience to suit your style. Adjust key settings to shape how you explore, fight, and survive in the world of TNC. Following Game Mode features you can toggle:

Game Filter

Enabling the Game Filter delivers the best visual experience TNC has to offer—and it’s worth every bit of your powerful graphics card. The world becomes more vibrant, with intensified lighting and a more immersive atmosphere. Keep in mind, though, it requires more performance power.

Disabling the Game Filter creates a darker, more atmospheric world with reduced lighting. It requires less performance from your graphics card, offering a smoother experience on lower-end systems. The lighting setup feels more grounded and realistic, adding to the gritty tone of the environment.

It’s up to you (and the power of your PC 😉) to decide which atmosphere you prefer. Whether you go for the vibrant, high-intensity look with the Game Filter on, or the darker, more realistic vibe with it off—choose the experience that suits your style and hardware.

Dynamic Wasteland

You can also choose to enable or disable the desert effects at any time, giving you more control over the visual experience and performance.

Voice of AI-Sy

If AI-Sy’s voice ever gets on your nerves (we hope not! 😊), you can turn it off to avoid constant interruptions. But remember… even AIs have feelings.

Scansphere

In TNC, AI-Sy assists you by generating a scan sphere around you, highlighting nearby loot and enemies. When enabled, the scan sphere activates automatically at regular intervals. If you find this distracting, you can disable the automatic activation and trigger the scan sphere manually using the E key.

Once upon a Dungeon II - tomkot

Version 0.9.10.4 brings following features:

- new eq. stat kind: Durability

- new recipe kind: Restore Durability

- small durability panel added to have a good overview

- new dungeon kind: flooded dungeon

- unique items have enhanced properties on further descent levels (dungeon crawling mode)

Cycle Idle RPG - Leafcutter
Balance
  • Boon cycle speed increase from infinite veils decreased from 25 to 15% per kill
  • Veil strength now grows more rapidly
  • Strike, Guard, and Spirit HP Boons will now grow more slowly after reaching 1000/1000/50,000%

Fixes
  • The Arena combat log will now use your inputted name to describe your actions

QoL
  • Increased number of purchases possible for arena crest and material purchases
  • Veil 13 now skips its regeneration message when it is at full health
トリと木の実 - takahiro.meme
- Some English text has been corrected.
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!

SuperImage Pro - admin
✨ Background Removal Mode
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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.

...