Nine-Ball Roulette - r
This update includes:
  1. Fixed a bug that caused the player's customized colors to not be synchronized to the game.
  2. Fixed a bug that caused clicking the A button on the controller to sometimes jump to the player's homepage.
Feed us bug reports via wavebox66@gmail.com!
TIRELESS: Prepare For The Adrenaline - nxaxrxo
- DLSS option added in the pause menu! I personally got it to boost me by 40+ FPS.
- Slight adjustments to the tutorial level.
- Bug fixes.
Lunar Eclipse - Sydney
Hello everyone!

After almost a year of hard work, I’m happy to announce that the Lunar Eclipse demo is finally out, and now everyone can try it!

In this demo, you'll experience puzzle mechanics, story elements, exploration, and combat. While it’s not perfect, I believe it’s shaping up really well! The demo lasts around 40 minutes, though actual playtime may vary from player to player - so take your time and enjoy!

Currently, the demo is only available in English. I apologize for that, but I plan to add more languages in the future so more players can enjoy it without language barriers!

I’m continuously improving the demo, fixing bugs, and addressing issues. If you encounter any problems, feel free to let me know!

Also, don’t hesitate to share your thoughts on the community page - it really helps me understand how players experience Lunar Eclipse and what challenges they face.

For now, thank you, and enjoy the Lunar Eclipse demo!
Resonite - Frooxius
Another hotfix for an issue. This might not fix the issue, but it'll likely get rid of some logspam.

Compatible with previous also!

Fixes:
- Fixed drive errors when setting up ProtoFlux wires (based on report by @zangooseoo, @modernballoonie, @scraner, @m7_emmy, @joshtiger, issue #3758)
Feb 17
One Box One Goal - themax
- Fixed hole into the tracteur
- Made the "Jump" before the winter zone much easier.
- Fixed tree collisions.
- Edited a little bit the start path.
- Removed invisible collision below the winter zone.
Path of Exile - CommunityTeam_GGG
Last week we revealed all the details for the upcoming Legacy of Phrecia event in Path of Exile 1, but there are still a number of improvements we're making to the event. Check them out in this news post

Faustus has discovered a supplier of Idols and is now selling them in his Black Market. You’ll be able to gamble for Idols with Gold during the event.





You’ll be able to sell your excess Idols to a vendor in exchange for new ones. For example if you sell three magic idols of the same base, you’ll receive one random magic idol of the same base type.



Isla has developed a new attachment for her Prototype Recombinator. It can now recombinate Idols together!



There are also some new Unique Idols that can alter the content you decide to run. For example the Twisted Wish Unique Idol will make Ultimatum Modifiers start a tier higher if possible while reducing the chance of certain rewards allowing you to target the rewards you want.



The Legacy of Phrecia event begins Thursday 12PM February 20th PST. See you there!
Katanaut - voidmaw


First off, a huge thank you to everyone who has played the Katanaut demo, shared feedback, and helped shape the game. Over the past month, I’ve been working nonstop to patch bugs, improve accessibility, tweak visuals, and slowly introduce more content. If you haven’t tried the demo yet, now’s a great time to check it out!

Now for the big news – Katanaut is officially part of Steam Next Fest, starting February 24! Leading up to the event, I’ll be rolling out new content for the demo, so even if you’ve already played, there will be fresh updates to dive into.

Press Coverage & Content Creators

I never expected the amount of coverage the demo has received, and it’s been incredible seeing so many people enjoying the game. Here are a few places Katanaut has been featured:

📰 IGN: Official Demo Trailer
📰 PCGamesN: Katanaut Demo Out Now
📰 4Gamer.net: Japanese Coverage


IGN also hosted the trailer on their YouTube channel:
▶️ IGN YouTube – Katanaut Trailer


Beyond that, I’m incredibly grateful to all the content creators who have showcased Katanaut. It's been an absolute trip seeing people play the game, which I've been obsessing over as a hermit for the past few years. If you want to see a pretty cool example of a showcase, checkout:
🎮 Splattercatgaming: Katanaut First Impressions



More Updates Coming Soon

With Steam Next Fest right around the corner, I’ll be dropping even more content into the demo over the next week. Whether you’re playing for the first time or jumping back in, I hope you’ll check it out and let me know what you think.

Thank you all for the amazing support! See you at Next Fest!



Rogue Battalion - Zappy
Patch #2 for the Rogue Battalion Demo is out now with some balance changes.

TLDR: After looking through the metrics, we noticed that over 75% of losses happened within the first 4 waves which seemed a little extreme. We adjusted some things to make the difficulty start a little more fair to the player but then ramp back up to where it was by the end of the demo. Hard difficulty has not been touched.

Balance Changes:
  • Assault troops were underperforming. Most of the time, starting with an assault troop card meant losing in the first 2 waves. The assault troop card has been buffed a bit to provide 5 assault troops instead of 1 riflemen and 3 assault troops.
  • Assault troops were not surviving their approach long enough to actually matter. Their health has been increased by 10%. This doesn't seem like much but actually makes them hit a significant breakpoint so that enemy snipers can't 1-shot them anymore.
  • Regular infantry are no longer completely useless against tanks (just mostly useless). Larger caliber infantry weapons (riflemen, fire support troops, snipers) can now do at least a small amount of damage to armored units. They're still not effective against them but it's not a guaranteed loss anymore if an enemy tank shows up and the RNG has denied you anti tank weapons up to that point. It's still in your best interest to get the card and escalation upgrades to make sure you have a way to deal with enemy armor.
  • Tank-based machine guns are a little more accurate now to keep the balance between them and swarms of riflemen.
  • The final wave is now guaranteed to have at least some enemy tanks so be ready.

Visual Changes:
  • The ability bar on the HUD has a slightly new appearance.

Known Issues:
  • Mountains in the first level block aircraft shots. This is actually intentional but it's not exactly clear players need to use the directional control function of the air strike abilities to work around obstacles so we may end up changing this for the first level and making it a challenge for a later level in the full game instead.
  • Optimization is still a work in progress. The next update will likely be an optimization one.
Spooky Dungeon Playtest - Neil Breen
Happy Spookruary everyone!
We've been cooking through the cold, dark winter months and, boy, do we have something special for you! This huge update comes chock-full with lots of changes, tweaks, improvements, and content. Here’s a more in-depth look at what’s changed:

Combat & Spells
  • You now have a Mana Shield spell that can absorb incoming damage while active
  • Countless balancing tweaks to spells and attacks
  • Freeze spell can freeze up to 3 targets
  • Balanced Fireball damage and knockback
  • Enemies push each other in combat and can be pushed by the player, making close-quarters fights more dynamic
Quests & Characters
  • Say hello to the Widow and the Merchant!
  • New quest: Help the Priest find his Lost Heirloom!
  • Added more NPC dialog during some quests
Enemies & Bosses
  • Added a new boss: The Rotten Lich with some dangerous unique attacks
  • Overhauled damage and health for all enemies
  • Tweaked Skelly load out
  • Updated path finding, movement and behaviors for all enemies
Levels & Environment
  • Added many more types of decorations (chains, archways, pillars, cages), giving each biome a distinct aesthetic
  • New decorative props (banners, shelves, skeleton heads, etc) appear throughout the levels
  • Made numerous improvements to the procedural level generation algorithms
  • Some levels have custom spawn and exit rooms
  • Levels can now have multiple sectors separated by locked doors
  • Town environment updated (grass, leaves, lighting tweaks) for a spookier ambience
Gameplay Tweaks
  • The Merchant now visits town, selling magical Rings and items in exchange for Spirit Oil
  • Orb Shells and Spirit Oil form a new currency system - you can convert shells into oil using the Widow's cauldron
  • Guiding spirits will help you find the exit portal in the dungeon
  • Doors can be locked and require you to find a lever or a key
  • Status effects are now clearly visualized
  • The book UI has been overhauled
  • Tweaked Spell Book model, plus new animations and improved audio sync for flipping pages
  • HUD updates automatically on level load, ensuring correct health, mana, and stamina bars.
  • Many behind-the-scenes improvements for stability and performance
  • Too many other bug fixes and small improvements to count
Technical Updates
  • Added more settings: max FPS, dialog volume, camera shake, etc
  • Made numerous performance enhancements
  • Better handling of multi-monitor setups
As always, thank you for your continued support. We’re thrilled to see how you like the new characters, quests, items, and other changes!

For the best experience please delete any old save files you have.
Save files are located here:
Windows: %APPDATA%\Godot\app_userdata\Spooky Dungeon\saves\ macOS: ~/Library/Application Support/Godot/app_userdata/Spooky Dungeon/saves
Happy dungeon crawling!
myPOPGOES - Kane Carter
Hey everyone!

We've published version 1.22 of myPOPGOES!

New and Improved had a fantastic reception and to this day we've received no reports of major bugs. Since the release of the major update, we've been focusing on improving controller support and preparing the game for ports. This process mostly revolved around implementing on-screen prompts for controllers, and optimising some controls to be more intuitive.

We've been told by testers that using a controller is now much easier, and simpler to understand. If this update goes well, we'll also send the game to Steam to see if it can be verified for Steam Deck. That would be cool.



Thank you everyone for playing the game and for giving updated feedback on the New and Improved update. I'm excited to get things wrapped up so we can hopefully get the game on consoles and mobile this year.

Kane
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