RetroSpace - Bánk B. Varga
Let's start with the most important fact: RetroSpace is alive and well!

What's more, the project is actually mutating at an unprecedented pace!

Sorry for the hiatus on the dev diary front, we are a small team and are working on the game with all our might. So, here's a little status update:

The game is not finished yet - obviously - but it is already in a playable state, with real levels, enemies, progression, NPCs, abilities, weapons, and a miriad of complex, interconnected systems. But of course, we still have a lot to do, a good game takes time, and a good immersive sim game takes even more time. (...and testing, and balancing, and, of course, care. Lots and lots of care!)

You know, in a game like this, every new feature we add affects all the other already existing features, which then need to be retested, rebalanced, and sometimes reworked. Is it hard work? Of course! Do we love it? Absolutely!

Not gonna lie, it's becoming increasingly difficult to show you new things without spoiling the game or giving away too much about its best moments or systems. So, even though it almost phisically hurts, we have to hold back certain—otherwise mind-blowing—information about the gameplay, the story, the cast, enemies, bosses, etc. (You'll thank us later!)

Regardless, of all that - the "mutation" of the game is extremely rapid and spectacular, and we hope you will soon be able to experience it for yourselves. (with a public demo perhaps?) :o

Since we always like to be as transparent as humanly possible, here is the current status of the project:

  • All the 10+1 weapons are working and implemented into the game (some of them still needs sounds or animations)

  • Approx ó0-70% of the levels (areas) of the game are done - the rest are WIP

  • Almost all the enemies are finished, or in a late stage of development

  • Same with NPC's, we need to tweak some of them, but almost all are done (and they are beautiful!)

  • All the mutations - aka Mutamods™ - and gadgets are implemented (some of them needs more fine-tuning and lots of balancing obviously)

  • Some bosses needs more work - we want them to be really memorable and scary (and also totally optional :) )

  • We need more sounds and music (MORE!!!)

  • We need to finish and then test the full progression route/story of the game (that's pretty important, you know...)

  • We need to finish all the endings (scenarios/cutscenes) - there will be a bunch of those

  • We need to record a ton of voice-acting and do localization (the procedure has already started)

  • We need to do a lot of: testing, testing, testing, balancing, balancing, balancing... It's hard work, but that's what we live for!

Hope this gives you a clearer picture on where we are at the moment. :)

And here are some more cool pictures:

Many of you have asked us about a demo or open beta, and yes, we will definitely be releasing a public demo a few months before the full game is released. We will provide more information about this soon, and we will also be releasing a brand new trailer in the near future, featuring lots of awesome new gameplay footage.

So all in all: stay tuned, follow us on social media (especially, but not exclusively on X) and join our Discord server if you would like weekly, often daily, updates on the progress of development. (and exclusive behind-the-scenes insights as well)

In return, we will try to post updates more frequently here on our Steam page so that those who are not so active on social media can also see the progress.

Thank you once again for being with us, following us, and encouraging us.
We are doing our utmost to repay you with the most perfect final product possible!

Have a wonderful day!
Stay groovy, and stay awesome!

The Wild Gentlemen - Team RetroSpace

10:54am
As We Descend - Box Dragon Kev

[v.452825]

Just another hotfix.

Also, this update will NOT clear your in-progress runs from Update 4 (Patch 0.9.0) and forward.

  • Fixed bug where Exsanguinate did not work
  • Fixed bug where Twisted Light+ did not use the right card art

Mindustry - AnukenDev
The highlight of this release is a new system for patching stats of content on servers and maps. This system will allow players to customize health, requirements, recipes, weapons, bullets, etc. individually. This is not a replacement for modding, as it does not allow adding new assets or content, but it does allow making major changes to the way the game is played and balanced.

Read more about it here: https://mindustrygame.github.io/wiki/contentpatches/

  • Fixed certain campaign maps always resetting after sector loss
  • Fixed unit assembler clogging in certain conditions
  • Fixed overlay floors under liquids not being removed when placed over in the editor
  • Fixed Sublimate not firing correctly at low liquid flow rates
  • Fixed planet normals displaying incorrectly on OpenGL 2 devices
  • Fixed default planet mesh displaying as a mess in mods
  • Updated many different campaign submissions for Serpulo
  • Added a sector attempt counter
  • Added a button to insert instructions between lines in the logic editor
  • Added the core database button to the pause menu on mobile
  • Made rotation of certain buildings stay constant when dragged as a line
  • Buffed Quasar and Pulsar units
  • The Thorium Reactor block now outputs heat (for mixtech)
Robbing Time - Tobivv

The time to rob is coming! We are proud to announce the release date for our early access is in just 2 weeks!

The early access will feature 15 gadgets, 8 maps and 4 heroes. The maps are:

  • Introduction: A introductory robbery on a small bank

  • Superhero Study Lab: Face the trickster Card Man and steal some valuable tech

  • McScrooge Mansion: Steal the family riches by planting some bombs, but beware the Night Stalker

  • Crime City Central Bank: The classic bank robbery against the iconic Superdog

  • Richman's Mansion: The grand mansion holds great riches, but the Night Stalker will get you if you get lost in its corridors

  • Ultrasecure Bank: The bank has upped it's security. Get in using our helicopter.

  • Superfunded Super Lab: A massive laboratory, with multiple threats to watch our for.

  • Crime City Police Station: An accomplice has been caught. Free him, and look out for the Disappearing Man!

We have decided to price the game at an approachable $5.99 with a launch discount for the early access.

Wishlist Robbing Time now!

Rooted Playtest - Mat

Hey Survivors,

This small update focuses on fixing some annoying bugs and improving controls. We’ve also added a few handy debug tools to help with testing and customization!

Additions
  • Added debug input to randomize your character’s appearance

Fixes
  • Fixed issue where players could prone everywhere

  • Fixed Bug Report tool not working properly after the first report (screenshot & stuck issue)

  • Fixed stuck issue when using the campfire

  • Gamepad controls now work correctly (some actions are still unavailable for now)

Thank you!

Mythfall - Vatt Labs
Halloween is upon us! Go and visit Vesper's Carnival, near the bank to earn carnival tickets that you can spend on cosmetics at the ticket counter. This minigame is dangerous, if you die inside your account also dies!

  • Mobs and bosses gain more HP every wave
  • Every 5 waves there is a boss wave, which drops a loot chest
  • After every boss wave the monster damage multiplier increases, or the number of bosses in the next boss wave increases
    Features
  • Halloween Event will last until the next patch (~2 weeks). This is a dangerous minigame, so be careful!
  • Oasis Sands biome has been reworked into 3 new desert biomes: New mobs, a few new special biome items, and a few other small reworks and changes
  • Some may know I'm working on a new dungeon: Silted Lair (For Dustburrow Dunes Biome) - This dungeon is not yet completed yet. So it wont be available in this patch. It will more than likely be in the next patch
Fixes
  • Minor fixes
Dynasty Protocol - Ellipses Studios
Commanders,

I'm excited to share a major update that introduces deeper strategic elements to Dynasty Protocol, including the new crew system, along with several quality-of-life improvements based on your feedback.

New Features

The highlight of this update is the comprehensive crew system. Each warship now has its own crew with individual morale and experience levels that directly affect combat performance. Experienced crews provide better weapon accuracy, faster repairs during docking, and reduced hydrogen consumption. Crew morale also plays a crucial role; higher morale means lower oxygen consumption and better overall performance.

The morale system is dynamic and reactive to battlefield events. When you lose ships in battle, the morale of other crews on the same planet decreases, while destroying enemy ships boosts the attacking crew's morale. This creates an interesting strategic layer where protecting your veterans becomes even more important.

I've also added the FTL Jump Menu, allowing you to select formations and spacing between ships before jumping, giving you more tactical control over fleet deployment.

The Auto Assign feature for cargo ships has been significantly improved - now you only need to set it up once from your station or outpost, and all newly constructed cargo ships will automatically be assigned to miners.

Additionally, a new contextual tips system has been implemented to help guide you through certain situations, like what to do when fuel or oxygen runs out.

Improvements

I've made numerous improvements based on community feedback. The weapon accuracy system now requires proper maneuvering and experienced crews for maximum effectiveness. Ship construction times and station module build times have been reduced for faster setup. Camera zoom has been improved with better smoothing and increased max zoom for tactical overview. Cargo ships are now larger and more visible, and repair times during docking have been decreased.

Bug Fixes

This update also addresses several important issues, including AI ship planet assignment problems, save file image sizing, tutorial restart issues, and various UI-related bugs.

Thank you for your continued support and feedback. Your input has been invaluable in shaping these improvements. I'm constantly working to make Dynasty Protocol better, and I look forward to hearing your thoughts on this update!

Fly safe, Commanders!

Patch Notes v0.2.0

New Features
  • Implemented crew system

  • Implemented crew morale system

    • Losing ships in battle decreases the morale of other ships' crews on the same planet

    • Destroying enemy ships in battle increases the crew morale of the attacking ship

  • Implemented crew experience system

    • Higher experience and morale result in better weapon accuracy

    • Higher experience enables faster repair time

    • Ships with higher-experience crew consume less hydrogen

    • A crew with higher morale consumes less oxygen

  • New UI for crew system

    • New Crew Display UI menu

    • New Crew Change UI menu

  • Implemented FTL Jump Menu

    • Formations and spacing between ships can be selected from the FTL Confirmation UI

  • Implemented the Auto Assign feature for Idle Cargo Ships (Now all ships can be assigned to asteroids automatically)

  • Implemented a new tips feature describing what to do in certain situations

    • When fuel or oxygen runs out, a tooltip will appear to explain what to do

Improvements
  • Weapon accuracy system (Not all shots hit the target, requires correct maneuvering and higher crew experience)

  • The size of the ships' badges decreased for better visibility

  • The duration of ship construction decreased for a better and faster fleet setup

  • The duration of space station module construction decreased for faster station setup

  • UI Improvements for station menu

    • Related information added about Upgrades and Station management tools

  • UI Improvements for Spaceship features

    • Spacecraft Lab feature is now more visible and understandable

  • Auto Assign Cargo ship feature improved, now you just need to assign cargo ships once from the station or outpost, after that, all newly built cargo ships will be automatically assigned to miners

  • Default max camera zoom increased for better view

  • Increased missile damage

  • Implemented smoother camera zoom transitions

  • The cargo ship's size increased for better visibility

  • Repair time decreased for ships while docking

Bug Fixes
  • Fixed the AI ship planet assignment problem

  • Fixed the Save File image sizing problem

  • Fixed tutorial restart issue when saved without completing

  • Fixed translation problem for directives

  • Fixed the Spacecraft Lab spaceship selection problem

  • Fixed the tactical camera to normal camera zoom speed transition problem

  • Fixed the incorrect display of the total fleet member count

  • Fixed the Multi-Ships Menu auto-combat button status problem

  • Fixed docking bay saving and loading issues

The Book of Bondmaids - Юрий Петухов
Motion Soccer PRO - ivanovich

Major Update 1.3

🎉 The wait is over: Major Update 1.3 is here!
This update introduces a brand-new way to experience football in VR, along with major improvements to realism, mixed reality gameplay, and online performance.

👔 New Coach View:
Take the role of the coach and experience the match from the sidelines!
Give real-time orders, adjust formations, make substitutions, and command passes and shots like a true manager.

🥽 Mixed Reality for Goalkeepers:
When inside the goal area, your real surroundings now blend with the virtual pitch.
Dive, block, and move in your own space while facing virtual players — a crazy and fun new way to play!

🌐 Online Improvements:
Online matches are now smoother and more responsive.
Menus have been redesigned for greater clarity, and a new customizable online avatar lets you show off your ball and personal look.

🚀 Moving Forward:
We’re already working on new features and improvements inspired by your feedback.
What would you like to see next? Join our community and share your ideas!

Fakeway - mingjilongyuan

Alpha Net 9.5.6

1 Adjusted the unlocking mechanism of the Exploration Log

2 Adjusted the order of the Exploration Log entries

3 Adjusted the translation of the Exploration Log entries

4 Adjusted the icon of the Exploration Log entries

5 Fixed a bug that prevented some achievements from being unlocked

...