Professional Fishing 2 - MasterCode
  • Improved and balanced fishing line durability

  • Further adjustments to fish bite behavior

  • Fixed an issue where catching the Zombie Catfish granted excessive experience and money rewards
Carbon - Harwired Studios LTD

We’ve decrypted some of your questions and uploaded the answers to the main feed.
If your curiosity still burns or you’ve got new intel to share - drop a comment below and we’ll plug in with more data soon.

Q:When Carbon will be released ?

A:We are currently planning a Closed Alpha in Q3 2026, a pre-Early Access phase in Q2 2027, and Early Access in late 2027. The full release date is not finalized yet, but our goal is to offer a feature-rich Early Access version with a lot of content already available.

Q:What platforms will the game be available on ? 

A:At launch, the game will be available on PC (Steam). Later, we plan to bring the game to consoles, such as PlayStation and Xbox. 

Q:Will the game be playable offline, or is it online-only ?

A:Yes, the game will also be playable offline. 
 

Q:Will the game be end-game focused, or more focused on the campaign ? 

A:The game will offer a meaningful, replayable, and fun campaign, but our long-term focus is on strong end-game content. After launch, we plan to expand the experience with seasonal updates featuring new content, features, and improvements to keep the game fresh. 

Q:Will the game support more languages ? 

A:Yes, the game will offer localization in multiple languages, including Czech, French, German, Spanish, Italian, Polish, Portuguese, Japanese, Chinese (Traditional & Simplified), Korean, and Russian. 

Q:Is this a single-player or multiplayer game ?

A:Both. You can play the whole game solo, or team up with up to 4 players. 

Q:Will the game have controller support ?

A:Yes. The game will include full controller support for a smooth and comfortable gameplay experience. 

Q:Will it be possible to shoot while moving ?

A:Yes, absolutely. You will be able to move and shoot at the same time for smoother and more dynamic gameplay. 

Q:Will there be more skill slots on the bar in the game ? 

A:Yes. Because the game offers a lot of skills to choose from, players will get more space for them on the action bar. 

Q:Will the game have a loot filter ? 

A:Yes. The game has a strong focus on loot, so a loot filter is important to prevent the screen from being cluttered with item text on the ground.

Stay connected, Augs.

Continuum Keeper - Seperoph

Launch day was a very surreal moment for me. I'm a solo developer and I just wanted to thank everyone who has checked out the game, Wishlisted it or sent feedback.

I will be rolling out a patch soon fixing a couple of bugs that I have been informed of.

Every single piece of feedback, review or criticism genuinely helps and is much appreciated.

Thanks for being part of this first step into the Continuum!

Primula - ザクロスケ
I have implemented fixes for bugs, including security vulnerability countermeasures for the game engine “Unity” used in this title.

The patch update addressing the Unity vulnerability has also been completed for other games developed by Zakurosuke.
SCP: Secret Laboratory - xEnded
Hello everyone. We hope you are enjoying the update.

We have just released a patch that will make some changes and fix a few issues that community members have reported in recent days.

SCP-3114 Changes
  • Maximum HP increased to 2300 (from 2000).
  • Maximum stamina increased to 11s (from 8s).
  • Killing a player now grants 175 Hume Shield (from 125).
  • SCP-3114 can no longer grab SCP items, experimental weaponry, or O5 and facility manager keycards.
  • Fixed keycards held by SCP-3114 not being recognized by keycard readers.
  • Fixed various possible non-vanilla exploits that could be used maliciously.

SCP-330 Candy Changes
  • Re-added view model visuals to orange and gray candy effects.
  • Extended the reach of the Marshmallow Man attack by 30%.
  • Updated orange candy visuals; the area around a glowing player is now darker.
  • Orange candy now blinds players approximately 10% farther.
  • Orange candy’s duration has been reduced to 20s (from 30s).
  • Gray candy now deals a minimum of 80 damage on every stomp, increased by how much fall damage the user would have taken.
  • Gray candy chance slightly decreased.
  • Red candy now deals 60 damage per second (from 30).
  • Flamethrower effect range increased to 5 meters (from 3.5m).
  • Red candy duration increased to 10 seconds (from 7s).
  • Evil candy is now 5x more common (from 0.1%).
  • Evil candy grants 100 AHP per kill.

Fixes and Technical Changes
  • e̷̳̔͜r̵̬̩̒̀r̵̛̻͊ȯ̸̢r̷͚̎:̸̼̀ ̴̲̺̏t̵̟̖̓̅ẖ̵̻̈́e̷̳̋m̶̧̛̳o̷̦͔̓͠o̷̠͍͒͘ñ̴̟̿
  • Emergency Door release buttons will now emit a subtle green light when able to be activated.
  • Updated SCP-1509 sound effects.
  • SCP-1509’s Hume Shield generation now interacts with AHP in the same manner as SCP-127.
  • Fixed SCP-1509 being able to hit players through specific colliders.
  • Fixed elevators rarely glitching players or items outside of them.
  • Fixed “NightVision” status effect not working.
  • Fixed “SoundtrackMute” status effect not working. Note: Though re-added to the Remote Admin, we still do not guarantee correct functionality with all roles.
  • Fixed `WaveSpawner.GetAvailablePlayers` failing in rare scenarios due to a sorting-related exception. This solves a potential disconnect caused by wave spawning.
  • Fixed zone ambience still playing after warhead detonation.
  • Fixed Micro-HID pickup not unlocking under certain circumstances.
  • Fixed SCP-096 and SCP-079 item spawn points lacking certain item exploit preventions.
  • Fixed throwable items rarely duplicating upon escape.
  • Fixed `WaveManager` referencing the wrong wave instance inside the trigger logic.
  • Fixed ragdolls having a default serial value of 0 instead of null.

Thank you all. See you in the dark.

- Northwood Studios
Theft Runner - Cahit Kemal
  • Increased the Coin sound level

  • Changed the Main Menu and In-Game music to match the action

Tales of Aradia: Idle RPG - Hexae

This update expands the realism and depth of the world of Aradia. Farming systems have been refined, new automated events have been added to gathering skills, and cities — starting with Eloria, the capital of Virelen — now feature functional districts, scheduled vendors, and the foundation for early civic quests.
Numerous bugs and quality-of-life issues have also been addressed to improve consistency across gameplay systems.


Farming
  • Introduced new and distinct herb seed icons for all herb varieties.

  • Adjusted the planting system: crops now require three seeds to plant.

  • Fixed fertilizer and compost bonuses to ensure proper growth speed and yield effects.


Woodcutting, Mining, and Fishing
  • Implemented automated events that can trigger during normal gathering sessions.

  • These events may yield rare rewards such as Strange Seeds, Crystals, and Pearls.


Hunter
  • Added a new hunting activity: Falconry.

  • Players can train and command a falcon to hunt small animals and collect diverse feathers.

  • Falconry requires no arrows—only a trained falcon companion.

  • Falcons and rats (for training and feeding) can be purchased from Kellan in Thalara.


Smithing
  • Added a new smeltable material: Gold Bar.

  • Gold Bars are now integrated into crafting recipes for upcoming jewelry, accessories, and decorative trade goods.


City Additions – Thalara: Eloria

The capital city of Virelen, Eloria, now features multiple functional districts and realistic vendor behavior. This marks the first step toward a fully dynamic city simulation in Tales of Aradia.

King’s Court

The royal palace where the King of Thalara holds court and issues royal decrees.
It serves as the political and ceremonial heart of Eloria, managing matters of law, diplomacy, and royal governance. Future updates will expand this area with royal contracts and decree systems tied to Diplomacy progression.

City Hall

The administrative center of Eloria.
Handles city affairs such as trade licenses, taxation, and civic management. Acts as the coordination hub for regional quests and permits related to city expansion and governance.

Market

A lively marketplace filled with vendors from across the realm.
Now operates with defined open and closed hours, reflecting the in-game day cycle. Inventories rotate daily and may shift depending on weather or city events. Players can trade, discover rare imports, and interact with traveling merchants.

Apothecary

A specialized shop offering potions, herbs, and remedies. Provides ingredients and consumables essential for the Alchemy skills. Future expansions will include recipe crafting, brewing quests, and potion commissions.

More cities upate to come!


Fixes and Improvements
  • Fixed an issue where Sylvia (Thalara) did not display a Buy option for players.

  • Resolved a bug where the Aradian Arts mini-game displayed an empty interface.

  • Restored the missing Aradia Essence icon in the Aradian Arts skill panel.

  • Construction now correctly recognizes coins stored in the player’s inventory.

  • Fertilizer and compost bonuses now apply properly.

  • Farming sound effects no longer persist when SFX are turned off.

  • Fay the Farmer in Virelen now correctly accepts crop deliveries.

  • Fixed missing icons for Aradian Shards, Cloth, Shadowfern Seeds, and Nightbloom Seeds in Exploration.

  • Corrected a region synchronization issue where changing regions in the Market affected Woodcutting.

  • Updated all new herb seed icons to display properly across inventories, tooltips, and vendor menus.

The Warrens - hw_dev

Hello! The Warrens has received a number of updates and changes since the demo has been out, but I haven't made a post listing everything in one place. So here's all the major changes up through v2.5.1 of the game:

  • Fixed an issue causing the game to randomly crash on some Windows systems when loading a new area.

  • More difficulty options!:

    • By default you can take one hit before dying when you use the shield item, but now you can get up to 5 shields total.

    • Normally you will gain one shield each time you use the shield item, but you can also make it give you the maximum each time.

    • You can also make the game give you max shields when using a save point.

  • Steam cloud saves are compatible between the demo and full game, so you won't lose your progress if you start the game in the demo and then purchase the full game!

  • Now that you won't lose your progress when purchasing the full game, more of the Mansion Grounds are available to explore in the demo.

  • The game gives you just a little more guidance as to your long term goals during the introduction of the game.

  • Many small balance tweaks to items and enemy behavior.

This Is No Cave - Moss
  • New features

    • Wavebursts are now more accessible and can be executed with a controller: when running on a platform, aim your burst under the platform forward to waveburst. Do it multiple times to gain more speed.

    • Steam cloud support: your progress can now be shared across multiple devices

    • More keyboards options for the lazy: turn around on platforms using arrows, commit suicide to return at nearest checkpoint using F and press V to restart at level 1

  • Improvements

    • Improved shrink worm visuals in endless mode

    • Greatly improved leaderboard load times

    • Worm in endless mode will now follow its path and stop unfairly lunge at player

    • Endless mode bonus will no longer feature shield restoration when all players have 4 shields

    • Fireballs cooldown now starts at 4 seconds (before at 2 seconds)

    • Display level name even when toolbar is disabled

    • Added a restart button on endless mode

    • Level buttons in level list are now colored depending on the difficulty level you finished them in

  • Bug fixes

    • Fixed a bug where game speed would change after a tutorial or when exploding a gas cloud

    • Fixed a bug where gaining infinite bursts in endless mode would not refresh bursts

    • Fixed a bug where ghost ropes would still appear when ghost was disabled in settings

    • Fixed a bug where losing a shield during the restore shield animation would trigger a permanent shield artifact on UI

    • Fixed a bug where entering a gas cloud when invincible would add a bubble on the preview ghost

    • Fixed a bug where invincible achievement would not trigger when restarting level 30

Begraved - Jade - CM

Greetings, Gravebound!

First off, thank you for the incredible reception to the Begraved Steam page launch! Honestly, we weren’t sure how things would go with Halloween and so many amazing indie games out there, but the hype has been amazing.

We still need those wish lists though! If you’ve already added us, thank you! If not, please consider hitting that Wishlist button. It’s the easiest way to support us and helps more players discover Begraved.


Playtest Info

A big part of Begraved’s development is your feedback ahead of our Early Access launch. But we want to set some expectations.

  • Early Access won’t be in 2025, but it’s not too far off.

  • This gives us plenty of time to polish the game and squash bugs with your help.

  • We will have small playtest in waves so we can take time to really listen to the feedback.

You may have noticed the Playtest button on the page, click it to be considered for future playtests! However, that option may be removed soon as we focus on smaller groups via our Discord.

👉 Join our Discord:

https://discord.gg/begraved


Stay Connected

We’ve seen great traction on Twitter/X and other socials, so if you want to keep up with updates, dev blogs, and sneak peeks:

  • Follow us on social media

  • Join the conversation on Discord

  • Wishlist on Steam

Regular dev blogs are coming soon with more info about the game, features, and behind-the-scenes content.

Thank you again for all the support, you’re helping us make something truly special. Stay spooky, stay cozy, and we’ll see you in the hideout!

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