Greetings fellow wizardfolk, The Doors Update (v0.05.00) is out and with that:
Another core feature of deckbuilders has now made it into the game! This time, we've added path selection. But instead of the classic map with routes that you've come to expect from roguelike deckbuilders, we opt for something a little simpler...
In most deckbuilders you have a route-based map (e.g. in Slay the Spire), where you can see all available routes well in advance. But why is that the common way to do it?
First off, you can balance risk and reward when everything is visible at a glance. From the get-go, you can decide to take a path with a lot of events, shops and rest sites to mitigate your health attrition. Conversely, you can pick a path with a bunch of elite encounters to maximize your rewards.
So why DON'T we use it then? One reason is mental load. Combat in Bibidi Bibidi is quite cerebral. Each card has multiple effects, and there's a tradeoff for picking each one. Then, there are multiple cards you need for a single spell, as well as picking the right monster to target.
It's quite puzzly and at the end of an encounter, your brain can get a bit overloaded. We think jumping into a map with so many macro choices right away won't give you the rest that you need to prepare for the next encounter.
Another reason is immersion. We want to give you the feeling that you're exploring a dungeon in which you can get lost. Having a whole map of the dungeon and seeing where you're at feels antithetical to that dungeon-crawling theme.
So instead, we opt for a handful of options in the form of doors. Each door has an ominous name and a scary design, to try to evoke a sense of mystery about what's behind them.
đŞ Path selection system with doors; pick between shops, rest sites and standard or elite encounters. đď¸ Rest Sites, where you can restore your health between encounters. đ New cards with the Upgradeable boon effects. đ¨âđ Basic tutorial at the start of the game. đš Quality of life improvements and polish: ⢠Animate cards as they move between piles and from your hand. ⢠Improve card highlighting when in a spell slot, to make it clearer which effect will be used. ⢠Screenshake when you deal or take damage. âď¸ Notable balance changes: ⢠Restore health after Boss encounters. ⢠Gain gold instead of healing when you skip a reward. đ˛ Evergreen improvements like rebalancing & bug fixes.
For now, the background art on the door selection screen is the same for each area of the game. In future updates, we will make that art distinct for each floor. Also, with this update, the pacing and economy of the game have changed drastically. We'd love to hear how these changes have changed your experience, and any feedback in general is welcome. Please join us on Discord where we can speak directly and understand your critique better!
Happy casting! Jonas & Daan
Since the beginning of September, I've been working pretty much exclusively on SCP:Daybreak and a new Daybreak-styled game named DDA. -- almost no members of the dev team have been recently active other then SketchyBot (will explain later) and Monolith Worshipper (resident military tech enthusiast, he helps with the pre-daybreak lore, yes, there's pre-daybreak lore.).
Anyway, I've gotten a lot of ideas for Daybreak following my several month vacation to Canada earlier this year, and so: i've been inspired to entirely remake the existing game, just for you guys.
(and I am a bit surprised to see that Daybreak has been "released" for roughly 4 years now, that's crazy.)
Here's the current situation:
[c]- entirely new Unreal Engine 4 project, the old one had too many assets and could barely be transferred to GitHub.[/c]
[c] - We have a GitHub.[/c]
[c]
- the entire character code has been replaced, it's functional, and has zero bugs now.[/c]
[c]
- I'm working on re-doing/replacing all the old puzzles and systems, but I have not gotten to that yet.[/c]
[c]
- Lore.[/c]
Extra notes:
We (Me and like 3 other people) have been speculating what the Site-52 interiors should be, and I've chosen to include some 70's/80's/early 90's architecture along with some Vaporwave and Neon styled lighting, wall LED's, and a whole indoor mall section planned.
(the Site would be huge, probably the biggest and most unique/varied SCP site to ever exist.)
((There's 7 Sectors each, right now Sector A / Sector 1 is the only existing sector, the area in which you visit in the current game.))
Another thing, the resident modeller and assistant programmer, SketchyBot Is basically unavailable for now, due to life-related reasons, so props and environment remasters would have to wait. but I hope to have some new teasers by November 11th!
Embrace the Dark, Fear The Light!
- Squiffy, Resident SCP Enthusiast and Lead Developer.
More dangerous enemies, thick dirty air constantly damaging your vehicle, unfriendly look of the environment â the essence of Factories, new biome which was added in one of the recent playtests.
Today marks the exciting start of a brand-new week of Daily Events in Drift Legends 2! Each day, players will unlock fresh new challenges that they can tackle bit by bit throughout the week. Alternatively, if you prefer, you can wait until Friday when all stages become available at once and race through them all in one go.
This week's grand prize is the stunning drift car, the Enoshima Samurai C110 â a perfect addition to any drifter's garage! We highly recommend using drift cars from the Beginners, Amateurs, and Pro leagues to maximize your chances of success and fully enjoy the events.
All results will be tallied and finalized on Sunday. Every player who completes all the Daily Events this week will receive the prize, so be sure to complete every challenge to claim your reward.
Get ready to show off your drifting skills and have a fantastic week on the drift track!
Keep drifting and have a great time!
â Black Fox Entertainment Team
Hey everyone!
I wanted to give a quick update on our Steam Deck progress and where things are headed leading up to the demo release planned for Q1 2026.
Iâve been testing the game on my own Steam Deck and have base combat already working, which has been super exciting to see in action. Thereâs still some work ahead to get the menus, inventory, and other systems fully functional, but itâs coming together nicely.
Weâre also planning to have full controller support in before the demo and the next playtest. Thatâs been a big focus for us lately, and it fits perfectly with the Steam Deck work since both need the same kind of input improvements.
I just want to say a big thank you to everyone who joined our first public playtest. Your feedback and enthusiasm really helped shape where weâre going next. Iâm looking forward to the next round - especially for those of you playing on Steam Decks or controllers, since this next version should feel a lot smoother and more natural.
Appreciate all the support â more updates coming soon!
- Joseph @ Mudtek
Today marks a truly special moment for Liftoff: Micro Drones, a worldwide first! We're unveils a brand-new drone by CADDXFPV to the world, debuting in the simulator and reality at the same time. A rare moment where virtual flight and real innovation lift off together.
Added the CADDXFPV PROTOS drone setup
Updated Unity game engine to mitigate a code execution vulnerability
Fixed issue in the track and race editor menu, where both menu's could be active at the same time
Fixed third person camera issue in the tutorial, and third-person spectating of replays and other pilots in multiplayer
Fixed some lighting issues in several environments
Fixed menus reacting to controller input when it wasn't expected
Fixed camera part on Fractal Design drone setups
"PROTOS is a digital HD FPV drone independently developed by CADDXFPV. It weighs just over 100 grams and has powerful performance. It also features a highly, integrated true HD digital Ascent system, which is rare on the market. Whether flying indoors or outdoors, it offers a smooth and immersive flight experience." - Leo Liu-CaddxÂ
Hotfix #80 (1.9.4) is currently rolling out across our platforms. In the meantime, you can read the notes below.Â
Overall weâre very happy with the outcome of the previous patch. Build variety has increased and win rates are more even between those builds. There are, however, a few points and outliers that we want to tackle.
Arbites
Arbites Vigilant
Duration 10s -> 12s
Retaliatory Force
Attack Speed 10% -> 15%
Castigatorâs Stance While weâre happy with the defensive power of the Ability, itâs currently being used a bit too frequently so weâre adjusting the Cooldown of it.
Cooldown 45s -> 50s
Walk it OffThe uptime and effectiveness of Walk it Off was simply too strong in comparison to similar nodes.
15% over 3s -> 10% over 3s
Veteran
Covering Fire
Duration 3s -> 6s
Lock and Load
Clip Size 15% -> 25%
Redirect Fire
2% -> 2.5%
Fire Team
5% Damage -> 7.5%
Duty and HonourThe long duration paired with the Low cooldown of Voice of Command gave the effect too high uptime.
Bonus Toughness Duration 15s -> 10s
Zealot
Punishment
Impact 5% -> 8%
Duration 5s -> 8s
Pious Cut-Throat
Weâre lowering the Cooldown Regeneration due to how easy it is to keep uptime on it.
100% for 2s -> 75% for 2s
Riposte
Melee Damage 4% -> 3%
Psyker
Inner Tranquility
Peril Reduction 6% -> 8%
Kinetic Presence
Damage 7.5% -> 10%
Psykineticâs AuraPsykineticâs Aura came out of the previous patch too strong, resulting in very low Ability Cooldowns.
Cooldown Regeneration 100% for 3s -> 60% for 5s
Ogryn
The Ogryn can still be extremely tanky without investing that many points into the defensive nodes. Weâre increasing the power of a few nodes in the defensive parts of the tree with the intent that we will see more successful builds that prioritize defense.
Stay Close!
Toughness Increase 15% -> 20%
For the LilâUns
Cooldown 30s -> 20
Feel No Pain (Keystone)
Stack Replenish Rate 3s -> 2s
Get Stuck In
Duration 4s -> 6s
Delight in Destruction
Stacks 4 -> 6
DR per stack 8% -> 5% (32% -> 30%)
Scab Captain health has been changed:
Uprising from 24000 to 20000
Malice from 32000 to 24000
Dreg Captain health has been changed:
Uprising from 21000 to 17500
Malice from 28000 to 21000
Dev Note: Fix for unintended health increases; this change will bring the Captain's health back to where itâs intended.
Lowered spawn chance for the Scab Plasma Gunner during events.
Crash fixes
Fixed a crash that could occur when rendering in-game icons and portraits.Â
Dev Note: Commonly encountered when switching loadout in your operative screen or browsing various options in the barber.
Fixed a crash which could occur if two players managed to start the Auspex minigame at the exact same time.
Fixed a rare crash which would occur when trying to equip items to an operative.Â
Dev Note: This was affecting players with old loadout preset data and as a result of the fix, operative loadouts will be deleted for some players.
Fixed a rare crash which could occur when voting for a mission started while a player was Sacrificing weapons.
Fixed a crash which could occur when loading icons in the modify appearance options and when switching to a loadout with a previously equipped item that has been deleted.
Cosmetic Fixes
Corrected the colors in the naming of the Veteran âScavenged Kantrael MK XF Flak Helmâ headgear cosmetics for the previously labeled 'Green' and 'Red' items.
Fixed an issue where facial hair would clip with the Psyker âKrieg Witch Maskâ type headgear cosmetics.
Fixed issues with some backpack accessories clipping with the Zealot âPilgrimâs Jerkinâ upper body cosmetic.
Lawbringer Mk IIb Power Falchion
Tweaked attack ranges for Light attacks to be more aligned with each other (particularly, slightly increased the reach of the Light 1 attack).
Dev Note: Thanks to player âaroth68â for bringing this to our attention!
Smoothened out the windup of the Heavy 2 attack animation.
Catachan âDevil's clawâ Sword
Fixed an issue where an incorrect third person animation would be played when performing the windup of specific Heavy attacks on mk IV and mk VII.
Fixed an issue where 'Time to Kill' would proc on non-damaging backstabs like 'Fury of the Faithful' impact hit.
Fixed an issue where 'True Grit' applied the wrong amount of Health damage.
Fixed an issue where Psyker's 'Charged Strike' talent electrocution damage would scale with the 'Empowered Psionics' Keystone damage boost.
Fixed an issue where 'Remote Detonation' would not get extra charges from buffs or mission modifiers (e.g. âEnhanced Blitzâ Maelstrom modifier).
Fixed an issue where 'Crystalline Will' would still deal corruption even when canceling the Perils of the Warp explosion (e.g. by quelling Peril through 'Venting Shriek').
Fixed an issue where 'Steady Grip' could fail to trigger after using a weapon Special action with certain weapons.
Fixed an issue where Penance unlock popups during missions could sometimes show wrong information.
Weâll see you on the Mourningstar.Â
â The Darktide Team
About a month ago my game about Drunk Batman got selected for a PAX Rising Showcase, which not only made my game much more visible on Steam, but also got me my own stand at PAX WEST 25, where I had a chance to talk with you guys, amazing gamers, and journalists and literally everyone who dropped by. We even got a chance to visit Valveâs headquarters and it was an awesome experience.
You might say⌠meh, and you got what from that, 10 wishlists? That might be a really big surprise for you, but that one weekend made my game go from 3-4 wishlists a day to⌠skyrocketing into hundreds and even thousands of wishlist additions A DAY. Of course after the event it all stabilized, but just think how big of a deal that is! Just by attending a show like that with my own table and talking with real people I managed to cross the 10,000 wishlists milestone for my indie game, which is MIND BLOWING.
And yeah. It was hard getting there. It definitely wasnât easy. But it was worth it. And thatâs another thing I want you to do later. Look for some ways to show off your game in public. Even if it would be an after-class meeting at your school with only 5 people attending, doesn't matter. You have to build courage to actually⌠stand out. And show your game to real people. Posting stuff on bluesky, or tumblr, or twitter is not as efficient as it was back then, so you gotta find some other ways. And live events are my proposition for that. Check my video on YouTube, to find out what else we realised!
https://store.steampowered.com/app/1937880/Hank_Drowning_On_Dry_Land
Hey guys, lately we've been attentively watching our top players interact with the game and we decided that we could help them, this is the goal of this update. Without further ado, here are the changes:
Added best time ghosts on each level: players runs will now be recorded locally and their best time will be replayed as a ghost. It can be enabled or disabled in the pause menu.
Made the grappling hook great again: we removed all cooldowns or hindrance when latching to a hook point or slinging.
Improved the leaderboards: they will now only show top 15 + player's best score
Added checkpoints on level 3 and 4 because new players were hating us
Level 1 intro will always play at the same speed no matter the difficulty settings
World record achievement was unfair because it was less accessible the more players speedrunned the game, so we reworked it
Worm will now have smoother rotations and will not curl up weirdly anymore
Fixed Gosu achievement not being able to obtain anymore
Fixed a bug where rope length would sometimes vary after spending too long in the same level
Fixed a bug where bursting would be impossible when clicking on a hook point
Fixed a bug where players would glitch through the ground in endless mode
Fixed a bug where bursting would not trigger if cursor was too far away from player