Ember the Werefox - Aviox

Ah, launch week — that magical time when players find things we thought we fixed already. 😅

This first post-launch patch (about 25 hours after release!) focuses on crash and freeze fixes, a few balance updates, and some small visual and audio improvements.

Patch v 1.0.1.17
🧩 Fixes
  • Fixed a freeze that could occur when starting a dream using the Shroomwarden outfit

  • Fixed a crash that could occur when the game attempted to auto-pause during dialogue

  • Cleaned up some false-positive log errors that weren’t actually causing problems

  • Improved map generation stability

  • Updated minor portrait art issues

☀️ Balance Updates
  • Adjusted Quick Charge (Sun Power) for smoother energy scaling

  • Tuned Inferno Storm ability for better late-game balance

🕛 New Additions
  • Added a new “noon” chime and accompanying clock notification art


This update was guided by analytics and crash reports gathered after launch — thanks to everyone who jumped in early!

We’re also aware of a rare softlock that can occur during the final boss fight, and are investigating a fix for an upcoming patch.

More updates and refinements are already in the works. 🦊🔥

Pale Coins - lukes

Improvements:

  • Option to disable post-processing effects for better performance

Some players experienced performance drops, particularly in the tutorial. To help with that, I've added a new Graphics setting: Post Processing FX

By default, these effects are enabled. Disabling them will turn off visual effects such as "Glow", "Blur" or "Color Tint", which may improve performance on some systems.

I really hope this helps with any performance issues and have fun playing Pale Coins!

Oct 24
Fortiori - ColdatNight

Fixed crashes that occur when facing off certain bosses under certain affects, mostly with Midas's Touch

SCP: Secret Laboratory - xEnded
Attention Site-02,

Happy Halloween!

We’ve released an update containing a few features to get us into the seasonal spirit. We’ve built this update on top of version 14.2, so you can expect some large game changes as a whole.

We’ll be releasing the 14.2 changelog in the coming days, so you get a chance to experience the update blind.

Here’s what you can expect within the Halloween update:
- Special candies from SCP-330, imbued with the spirit of Halloween.
- Seasonal skin changes for roles across all teams.
- The temporary return of SCP-3114.
- Some items have special skins — such as the Demon Core Jailbird or Jackie for SCP-018.
- Decorations all across the zones, including the new HCZ, and a special skybox.
- Lighting changes, chase themes, and other changes from 14.2.
- A new permanent SCP item.
- And more!

Thank you for your continued support, and here’s to another Halloween.

See you in the dark.

- Northwood Studios
PrepPipe Compiler - Visual Novel Development Tool - 远行的泥土

We recently discovered that the built-in background asset "StreetView" contains a Stop sign in an inappropriate location that does not comply with real-world traffic rules. This update replaces the images with the versions that uses "no stopping" sign instead of the stop sign:

The original version is still in our asset repository, but will no longer be packaged. Please contact us if you still need the original version for any reason.

Drunken Wrestlers 2 - Oleg Skutte
Recently, there have been issues with accessing the game's servers from within the Russian Federation.

I am not restricting access for anyone myself. Unfortunately, Roskomnadzor (the Russian state media regulator) blocks many services indiscriminately, for example, Cloudflare and OVH.

Drunken Wrestlers 2 uses Cloudflare and OVH servers, so if you are in the Russian Federation and are considering purchasing the game, please be aware that additional measures may be required to be able to play online.

- Oleg
Zombies & Bullets - Joel Gomes

Hello, everyone, this is Joel, the programmer at Muriki Studio! This time it's a small update in the series of more frequent updates we will be making to the game builds.

Update List
  • New user interface theme (credits to https://kenney.nl/assets/ui-pack-rpg-expansion)

  • Simplify laser sight and crosshair cursor color options menu

  • Move control mapping to a separate menu

  • Redo animations for the Frantic enemy

  • Fix checkpoint in the second level causing the player to restart at the wrong checkpoint

  • Other minor fixes and improvements

Conclusion

In the next update, we will bring the completely redone enemy spawn system, preventing cases where only one remaining spawner keeps spawning a single enemy at a time. We will need to rebalance all the game's arenas for this, but the new system will make everything easier for us to balance the levels and at the same time will make the game more fluid, preventing the problem already mentioned.

If you haven't seen the last game update report yet, check it out here, where we detailed all the major updates we've made since the demo launch in March!

See you in the next report, and until next time! ːsteamhappyː

Project Freefall - Schell Games

Jump into Project Freefall! Enjoy this chaotic, skydiving tag game with other online.

Entertainment, elevated!

Battle Tokens - ArchDawn

Major changes:

  • Damage is now randomized per target, so AOE attacks now hit each enemy for different amount of damage

  • Crit chance is now applied per target, same as damage

  • Made adjustments to the token characters to all face the other side of the board

  • Made changes to the lobby screen to allow kicking of other players if you are the host

Small changes:

  • Changed single player alert message to only appear the first time you attempt to play single player

  • Adjusted how the quest XP is distributed so that completing a wave gives a larger portion of the Quest XP

  • Added a maximum level 20 to the crit chance as noting happens when upgrading past that level

  • Cultists now spawn in the middle rather than the front

  • Added a failsafe to prevent multiple players from targeting the same enemy if that enemy had died from the first attack

Major bug fixes:

  • Fixed localization issues with Japanese

  • Fixed multiplayer bug that would kick players out from having too low of latency

  • Fixed a new bug that made it to where you would have to end turn if your character was dead.

  • Fixed a new bug that would enter a loop of damage reptation if certain criteria were met.

  • Fixed a bug where you would get kicked from lobby by processing too many change requests as once.

  • Fixed bug that would not reset the cultist's special summon between rounds.

  • Fixed the bug that caused the enemy vampire to not heal from dealing damage.

  • Fixed bug that the AI attacks would trigger the player targets to reset.

Minor bug fixes:

  • Fixed spelling issues in the tutorial messages

  • Fixed issue where the screen would stay red/green after round ended

  • Fixed bug that spawned AI helpers after you have disabled them

  • Reduced the small delay that happens between choosing an action and choosing an action target

  • Fixed bug that kept the shop's item screen up after rerolling

  • Adjusted the temporary defense text from white to black

  • Fixed bug that temporary defense regeneration would exceed the maximum limit

  • Fixed bug that the webbed effect display was showing wrong numbers

  • Fixed bug that would end AOE attacks if a character had died during the attack

  • Fixed turn timer to have only 1 time value instead of being related to the host's game speed setting

  • Added a failsafe to prevent AI from taking two turns at once

Super Safe Spelunking - supersafespelunking
Hey employees!

We hope you've been enjoying the launch of Super Safe Spelunking so far. Thank you to all those who have submitted support tickets, they help us heaps with identifying and fixing bugs as well as provide us with valuable feedback. Below is a changelog of bugs we have fixed, along with some balancing changes:

Balancing:
- Enemy stats now scale significantly higher with each stage in the never-ending shift. To maintain competitive fairness, the leaderboards for this level have been reset.
- Enemy speed no longer scales in the never-ending shift.

Bug fixes:
- Fixed the player health bar not updating in certain situations
- Fixed the pillars in Kieth's room not breaking
- Fixed pause screen displaying upgrade stacks incorrectly when switching between tabs
- Fixed upgrade shop costs not resetting between runs
- Fixed player resources not resetting between runs
- Fixed crowd control traps not affecting the player
- Fixed some inaccuracies in the player stat view in the pause screen

Known Bugs:
- We are still investigating and looking for ways to solve an issue where enemies go out of bounds and leave the player stuck in a room, particularly in the never-ending shift. We hope that by removing movement speed scaling this is less likely to happen while we find a proper fix.
...