Jun 6
Become the Moon Playtest - Benal
The version number skipped 0.9.6 and 0.9.7 because there were a few demo-only updates which weren't published to the playtest immediately.

Bug Fixes
- Entropy Ash no longer crashes the game when the relic is chosen.
- Fixes a crash when escape is pressed quickly after pressing the Quick Restart button.
- If settings.json becomes corrupted, it will no longer crash the game on load.
- Fixed Infestation calling Bee's "Parasites" in English.
- A lot of random controller and localization fixes.
MARVEL Cosmic Invasion - mat

Greetings, Super Heroes!

We know you were eager to learn more about who will be joining Captain America, Wolverine, Spider-Man, Storm, Phyla-Vell, Venom, and Nova in the fight against Annihilus.

Well, today, we’re thrilled to announce that it’s time for She-Hulk and Rocket Raccoon to SMASH their way into battle!

Watch the explosive superhero duo team up against some of the cosmos’ most fearsome fiends in today’s trailer:

With this brand-new trailer, you get a first look at the iconic enemies you’ll be encountering on your star-spanning brawling adventure, including the infamous Sentinels, longstanding nemesis of the X-Men, the high-flying, human-pteranodon hybrid Sauron, as well as the Mad Titan, Thanos.

To face this threat, She-Hulk forgoes litigation and takes matters into her own hands; get ready to grapple and toss enemies around with her gamma-powered might!

And if you’re more into firepower, blast your way through a barrage of bugs with Rocket Raccoon and his hard-hitting futuristic arsenal! With his penchant for sporadically lobbing grenades, you’re looking at MARVEL Cosmic Invasion’s most chaotic fighter yet.

Now, with MARVEL Cosmic Invasion featuring 15 playable characters total, who do you think will be revealed next?

From Marvel’s New York to the depths of the Negative Zone, the fate of the universe will be fought for across the stars when MARVEL Cosmic Invasion releases later this year!

Wishlist MARVEL Cosmic Invasion NOW!

https://store.steampowered.com/app/2753970/MARVEL_Cosmic_Invasion/

Keep up with the latest news by joining us on social media!
Scriptorium: Master of Manuscripts - Yaza Games

Hey everyone!

It’s finally June - and with it comes a wave of good news from the Scriptorium. Summer is almost here (at least up here in the northern hemisphere), and we’re kicking it off with something we’ve been looking forward to for a long time...:

You’ll be able to playtest Scriptorium: Master of Manuscripts for the first time on June 26th!

That’s right - our first public Playtest is happening this very month, and we’re beyond excited to see what you’ll create. Whether you’re aiming for faithful medieval-style manuscripts, weird and wonderful designs of your own, or even custom posters for your next DnD session - the Scriptorium Playtest build will let you do just that. This is your chance to start your career as medieval scribe, but just remember: there’s no wrong way to create. So even if you think you’re not the best at creating stuff – give yourself a chance and you might be pleasantly surprised what’s possible in our game!

You probably have some questions - so here’s a quick breakdown of the most important things related to Playtest:

  • The Playtest will run from June 26th to July 10th for PC players,

  • You’ll be able to play in two modes:

    • Sandbox Mode - a pure creative mode with no story, just you, a blank parchment, and hundreds of decorative and drawable assets straight from real medieval manuscripts.

    • Story Mode - where your in-game scribe will take on creative commissions from quirky clients. Expect light narrative, fun challenges, and a bit of medieval silliness coming from their stories.

  • There’s no “best” way to play. We’d love for you to try both modes, of course - but the most valuable feedback for us is the kind that reflects how you’d play naturally. Just dive in and do your thing!

During the Playtest, we’ll also be running Community Challenges - small creative prompts we’ll share every few days. We’ll ask you to create themed pieces and share them with us (mostly via our Discord but feel free to post them everywhere you like), and we’ll highlight some of our favorite designs across social media. We’re still thinking about how to reward the most creative among you (besides social media glory!) - who knows, maybe we will even throw in a few prizes!

To join the fun, hop onto our Discord if you haven’t already - most of the challenges will happen there:

One more important thing - there will also be an in-game feedback survey in the main menu - if you could spare a few minutes after playing, it would mean a lot to us. This Playtest is a big step in development, and your feedback will help guide what we work on next. You can literally shape the future of Scriptorium, as we’re aiming to read all feedback surveys, so make sure you fill out one!

A lot of you have been asking about this feature so yes, you’ll be able to export your creations as .png files. Feel free to post them online, share them with friends and if you make TikToks, reels, videos – it would make our day. We love seeing what you come up with!

And one last very imporant thing: there’s no limit on how many players will get access. In other words, if you hit the green “Request Access” button on our Steam page, you’ll be invited to play. Everyone’s welcome! And if you have any other questions about upcoming playtests – drop them down below in the comments or on Discord, and you can be sure we will answer all of them!

Alright, playtests topic is done. So… what have we been working on lately besides playtests?

Honestly - almost all of our energy has gone into making the Playtest build the best it can be. In a way, we’ve shifted our entire focus from the full game to this one specific build, treating it almost like a standalone demo. We’ve been polishing things, fixing bugs, improving in-game systems, and trying to make sure that your first impression of the game is all about its creativity - not technical issues (but you’re more than welcome to let us know about any remaining bugs too!). It’s still a limited slice of the game, but we want it to feel good and complete in its own right.

Just to be clear though - this isn’t the full game, and we still have a lot of work ahead. Once the Playtest ends and we review your feedback, we’ll take a closer look at what’s left to do. We’ll announce the full release date when we’re confident. Good things take time, and thank you in advance for understanding that!

Some other new stuff we’ve added lately:

  • New parchments and visual post-processing effects to make finished works really pop

  • Animated avatars and more decorative items for your scriptorium

  • Tons of new drawable assets - so many, in fact, that we had to do a round of optimization to keep things running smooth (which we did!)

So what’s next after the Playtest?

We’ll be starting work on one of our most-requested features: being able to type text directly into your manuscript. Right now, the only way to “write” is by dragging letters onto the parchment. While it’s fun in its own way, we know it’s not ideal. Adding proper text input is a bit tricky (surprisingly!), but we’re on it. Don’t worry - in the final version, you’ll be able to write exactly how you want.

To wrap it all up - here are some of our own creations made while testing the Playtest build. We hope they inspire you. Let us know in the comments what you want to make first!

Thanks again for your patience and support - it means the world to us. We can’t wait to see you in your own scriptorium with your trusty quill in hand!

See you on June 26th! 

Your Yaza Games and Mythwright teams

 

Nova Hearts - Vulpecula

https://store.steampowered.com/app/2506290/Nova_Hearts/ Hey folks!

If you haven’t caught the news yet, Nova Hearts is launching this June 19th, on all platforms (except NS2)! 

We’re so excited to have reached this point and couldn’t have done it without the support of all our fans so please do leave us feedback and reviews!!!

Here’s the Launch Announcement Trailer!

If you need a refresher of what Nova Hearts is all about, it’s all right here (Also you can play the demo to get back into the swing of things 😉)

✨ What is Nova Hearts?

A turn-based combat dating adventure where romance, rivalry, and heroism collide. Text, talk, and team up with allies (or enemies), master your powers, and unleash your emotions in battle.

💖 Flirt, fight, and forge your fate

⚔️ Turn-based combat meets deep storytelling

📱 Text, date, and shape your relationships

Thank you and we look forward to having you all try out Nova Hearts on launch!

~Team Lightbulb Crew & Team Shoreline Games

Connect With Nova Hearts

🔹 Instagram: https://www.instagram.com/novahearts_game/

🔹 Facebook: https://www.facebook.com/novahearts.game/

🔹 X/Twitter: https://x.com/LightbulbCrew

🔹 Discord: https://discord.gg/XVHCND2w

Connect With Shoreline Games
🌊 Discord: Shoreline Games

🌊 Instagram: https://www.instagram.com/shorelinegames/

🌊 X/Twitter: @ShorelineGames

🌊 Facebook: https://www.facebook.com/PlayShorelineGames/

🌊 Website: https://shorelinegames.com/

Rine: The Trail of Fireflies - FableBookGames

Heeeeeello everybody! This is Mike, from Fire News from Fire Flies!
I come to you with the most FIRE update regarding Rine: the Trail of Fireflies!

A whole new update has just dropped...and is FIRE!

Check it out for yourselves!

With this new update, the shop system has been created, having our fellow firefly Herbert as the star of the event!

Herbert loves to haggle, so be prepared for some irresistible offers throughout your travels!

If there is a shop, it means that money is involved. So, without further ado, here comes the currency of all the Seven Forests, the Lux tokens! Gather as many of this shining tokens, because they will have a great value in your travels!

From now on, every item will have rarity, helping Rine understand the value of the items he will find! Of course, most of the items available in the Demo will be common, but we will keep you in touch with the new items and their rarity, building up Hype for the upcoming updates!

Also, a buch of new items have been added on the map for Rine to find... We shall let you explore them and find their quirks!

This being said, this is just the tip of the iceberg! The crafting system will be comming soon, asswell as cooking, fishing, skills and much more!

Make special fireflies come with Rine in order to help him in crafty ways...because you know, he is a Fox, he cant do much...but the fireflies are there for him...and for you!

We hope that this update will make you, Vox, more hyped for the game and for the upcoming new releases!

Until next time,

This has been Mike, from Fire News from Fire Flies!

The Amazing Crackpots Club! - Khao Mortadios

A couple of weeks ago, we revealed some footage of a new minigame. Why don't we take a closer look?

This is Brick Breaker (WIP name). There's actually multiple ways to play it. The first way is through Arcade Mode, you'll go through a single round in each playthrough, and play to increase your overall score. The second way is right from the menu!

When playing from the menu you can play two different modes. You can play a single round with any character. This works exactly the same as in Arcade Mode, but completely self-contained. Your score gets saved as a highscore, separated for each character.

The most important factor in your score is your completion time. The faster you are, the higher your score! But if you fail to break all bricks, you'll only be scored on the amount of bricks you managed to break, which is a massive hit to the final score.

The second mode is the Endless Run! As you might think from the name, you play an unlimited amount of rounds, and keep increasing your score until your potion explodes! Damage to your potion carries over from round to round, so even though damage won't impact your score, you have to make sure to finish each round with the least amount of damage taken as you can, or you'll be eliminated!

Damage is not the only factor as you get further in. The more rounds you have completed, the faster the bullets will get! This is a double-edged sword, as it means that bullets will be harder to hit. However, rounds will pass by much faster once bullets gain enough speed, making it even easier to gain more points once you get further into the run!

There's several different brick layouts. No matter where or how you're playing Brick Breaker, the layout will be randomly selected. They all have the same amount of bricks, but you'll have to slightly adapt your strategy on each round to clear each pattern as fast as possible!

If there's anything you'd like to see added to Brick Breaker, let us know in the comments, or in our Discord server down below!

Brick Breaker is just the tip of the iceberg in terms of new additions. Come back next week to learn more more info on other new minigames, game modes, collectables, and QoL changes!

Minuto - Galactic Deliveries - chelosimone
- Added Croatian localization
- Added Options menu in the title screen
- Added Resolution and Fullscreen/Windowed options
- Added hint on level 5, if you get blocked
- Bugfixes
MOUSE: P.I. For Hire - Jonny PlaySide

We are excited to announce that globally renowned actor Troy Baker (known for his performances in The Last of Us, Indiana Jones and the Great Circle, BioShock Infinite, and more) has been cast as the leading character in MOUSE: P.I. For Hire.

As revealed during Summer Game Fest, Baker will play Private Investigator Jack Pepper - the game’s lead protagonist - a former war hero, now a detective in a world where danger lurks in the smallest mouse hole. His journey starts with a seemingly cliché damsel in distress, but as P.I. Pepper begins to scratch the surface of Mouseburg’s seedy underbelly, it quickly spirals into a complex web of intrigue, involving murder, corruption and the unlikeliest of enemies.

MOUSE: P.I. For Hire is planned for release this year. Wishlist now and follow to stay up to date on all future developments!

Pantheon: Rise of the Fallen - Savanja-VR
Adventurers Again
by Chris ‘Joppa’ Perkins

I’ve always been intrigued by story-telling in video games, especially in MMOs. The MMO genre, with its perpetual nature, has amazing potential to create unique and open-ended narrative experiences. But with all the evolutions and improvements the MMORPG genre has enjoyed over the last few decades, when we sit down to play, do we feel more like adventurers, or less?

How do we get back to those roots? Is it possible to design a world, quests and characters that create the opportunity for players to make genuine discoveries? Where those discoveries have social impact, and you find yourself returning to this world because you long to explore? I truly believe this is possible, and we hope to achieve it through the Perception system.

The common trend in MMOs is to deliver story and quest content to players in a highly linear and directive way. This familiar format generally goes something like: travel to a new area, find the NPC hub where quests are dispensed and gather them all, follow your minimap to various quest objectives and do as many as possible in one run before returning back for the grand turn-in. Continue until you are directed to the next hub, rinse and repeat. This rhythm is often the best way to progress and gear up on your way to max level.

But this approach has changed us. Over the years, the grand worlds we inhabit as players have become less things to be explored and more of a curated conveyor belt of content. The world, narrative, and characters serve only as a quiet backdrop while our minimap hurries us along the progression line. And if the points of progression are already determined and revealed to us, what are we actually discovering? This is exactly what we’re endeavoring to change.

Go Forth and Explore
In Pantheon, your actions, conversations and curiosity matter. We won’t be handholding you. In fact, we are quite comfortable with players missing out on something because they didn’t bother to look hard enough. Didn’t consider talking to the cook’s assistant humbly working away near a stove in Demith? Maybe that’s one of the decisions that led to your friend being offered a quest to hunt the traitorous wind nomad in Silent Plains! Every chest you open, enemy you slay, conversation you have, dialogue you choose and location you visit may play a role in shaping your unique adventure through Terminus.

The upcoming Smoldering Trenches and Ashbreather Enclave will be an opportunity to experience the powerful Perception system at work.

So now, go forth and explore, Adventurers!

Implementing Perception in Pantheon
by Nephele

Have you ever had a moment in a game where you discovered something that you weren’t expecting? Maybe it was a secret area, or a tidbit of lore, or potentially even a hidden encounter, but if you’re like me, it probably caused you to spend hours and hours looking for more of those things, just to try and find what you might have been missing up until that point.

Over the years we have talked a lot about the Perception system in our game – and for good reason. There is a lot to it. Under the hood, Perception is a system of character flags, checks, and triggers that let us make things happen in response to what you’ve done or discovered in the game, or even what you have not done or discovered. However, what it lets us do is much more interesting.

  • With perception, we can give you discoveries to find in the world – some easy, some hard. Hidden treasure, obscure quests, even secret encounters with powerful foes.
  • With perception, we can allow things to happen in response to your presence and your actions. Perhaps you’re investigating a theft for the local merchant’s guild, and someone ambushes you to try and stop your efforts. Or maybe you’ve found an item in the world, and NPCs interact with you differently because you’ve found that item.
  • Perception also allows us to bring the lore and secrets of the world to life so that you can explore them organically. What starts off as simply fighting the local bandits might cause you to stumble into clues about an ancient mystery or an insidious plot.



The best thing about the perception system is that it gives us room to help make each character’s journey through the game more unique to them. One of the problems that has plagued MMOs since their inception is the challenge of how you scale your content to thousands of players who are experiencing the world side-by-side. As gamers, we talk a lot about “firsts”, because once something is known, it often ends up fully described in a video walkthrough somewhere or on a website somewhere, and that sense of discovery can rapidly be lost as a result. Perception helps us swing that pendulum back to a place where one character’s journey might be significantly different from another’s, and that sense of discovery still exists for players who come into the game later.

Implementing Perception
As mentioned above, Perception in our game is ultimately powered by a system of character flags and triggers that allow us to set up decision flows within the game. Did you find that quest and did you finish it, or is it still running? Did you kill that NPC? Do you have that item? Did you loot the treasure box in the ruins, or did you miss it? Have you visited that area of the world? The system allows us to make decisions based on any of these parameters, either alone or in combination. It’s very powerful, but it also makes using it quite a bit more involved than setting up a simple quest.



For our upcoming Ashbreathers content release, much of the work we have been doing with Perception is expanding that system of flags and triggers to cover the different scenarios that we need to support. For example, we’ve added functionality that allows us to check the status of individual quest objectives, rather than just the overall quest itself. We’ve also added functionality that lets us detect whether specific NPCs are spawned in an area or not. These are just two examples – there are many more. Most of our Perception development time has gone into these types of things, so that we can use the system to start making the game more dynamic and responsive to our players.

Perception in our Upcoming Content
What might be more interesting is how we’re using it.

The Ashbreathers Enclave and the Smoldering Trenches have some significant lore and backstory associated with them. These areas were directly impacted by the events of the past and are connected to things happening elsewhere in Terminus as well. Lore like this is much more fun when you discover it though, rather than having it told to you. To achieve that, many of our quests in the area, as well as some other things, use the Perception system.

Before anyone panics, I am not going to spoil these quests in this blog post. But suffice to say that as you adventure through the area, you may stumble across various discoveries that lead to something greater. Answers that lead to more questions, and places that you visited before that now have greater meaning, or that you may want to revisit.



For the process of creating these quests and events, most of the credit must go to Roenick and Istuulamae, who created the NPC dialogue and outlined the lore, secrets, and plots that are in motion in the area. With help from several others on the team, I then worked to place these into the game in a way that allows you to experience them, rather than simply follow them. That is not only reflected in quests that you might discover and unlock, but also in the names of things and places, in the visual models that they use, in the flavor text you see on items, and of course in the events that may occur as you adventure through the area.

When the area first arrives on June 11, you will be able to experience this content for yourself. I personally can’t wait to see you all talking about the discoveries you make in the area. While there will be a fair amount of content available for you on the 11th, more is coming, and we plan to do an update in a few weeks that brings you the final, epic conclusion of one of the main storylines, as well as additional quests and events in the area.

Ultimately, we want this place to feel like a very rich experience where it might take you many trips to fully uncover all its mysteries. And as we move forward into other areas of content big or small, we’ll be taking these new tools and leveraging them there as well.
Dimensional Gates - doller554


Dimensional Beast – Only Dr. Nicolas Masio knows what the beast really is, but also knows there is only one real way to stop it as well. Destroying any dimension completely to nothing more than just the vacuum of space itself, the Dimensional Beast is a threat to unraveling the very fabric of the Universe and everything that holds it all together. Being misused as a tool of sorts, the beast is consuming more than it was ever supposed to. Can the Dimensional Travelers stop the Dimensional Beast before it’s too late?




Demons of Cerabum – Coming from a dimension that was created from the concept of Hell itself, the demons are actively trying to help the destruction of the Universe just so they can claim they were a part of it all. The Grand Demon, Moria, is hiding a secret however from all of the demons in Cerabum that unlocks a hidden path the travelers never knew was there. Can Moria stop her own child from discovering the very secret of her origins?




The Mystics – A group of fanatical lunatics that think the Dimensional Beast is their God coming back to take their souls. From the dimension of Kanlin, the Mystics work with the demons from Cerabum to open up magical dimensional gates to unlock the path to more destruction. Learning magic from the creatures being sent to their sci-fi world, the Mystics are a powerful group causing mass destruction everywhere they go. How deep have these fanatics actually buried themselves into the other dimensions as well as everything that’s going on?




Shetman Corporation – A greedy Earth corporation that once discovering the dimensions, they immediately turn to slavery and genocide claiming it’s all for the better of mankind. Rising from a small company to Earth’s largest and most powerful corporation in just a few months, the CEO of the Shetman Corporation is willing to cut any corner it takes for profit margins. Not knowing the destruction they’re actually causing around them, will the Shetman Corporation end up destroying everything that is and ever was?

...