Wow, what a road we’ve been down to get here. As someone who’s mostly enjoyed making smaller games, I never knew when the right time would be to publish something on Steam. But with all the pressure NSFW games have been getting lately I knew I needed to make that push. And this game has been our biggest to date, so knew it would be the best fit that we could get out the quickest. Speaking of quick, we made this game very quick! The original project was only meant to be made in like 1.5 months, but we ended up spending like 5 months on it. With this update you can add 2 months to that time, so the whole thing has been worked on for only a little over 7 months! It’s pretty incredible that we were able to pull that off with so many artists helping contribute to it. So I hope you can excuse any rough edges you find along the way, and enjoy the different styles all the artists have brought to this project. And that being said, once you get some time in the game please leave a review! It deff helps us out, and I will be looking forward to everyone’s thoughts and comments.
With everything going on in the world I hope you can enjoy the game and have a happy halloween soon too!
HP
Hello everyone!
Hope you’re all enjoying the Steam Scream 4 Fest. To celebrate, we’ve released an update that adds quite a few new features to the game, mostly focusing on enhancing the weapon systems to give players more variety when taking down zombies.
Weapon Categories
We’ve introduced more weapon categories:
Melee Weapons
Equipment
Shotguns
Rifles
Sniper Rifles
Heavy Weapons
Ground Combat Systems
Air Support
You can currently switch between these weapon types using the number keys 1-8. We also plan to allow full keymapping in the future.
New Weapons
The Ground Combat Systems and Air Support categories introduce new weapons. The other categories mainly reorganize existing guns for easier access, especially as we plan to add more weapons in the future.
Ground Combat Systems include:
Machine Gun Turret
Rocket Turret
Laser Turret
Pulse Generator Turret
Artillery Turret
Air Support includes:
Air Strikes
Coin Collection Drone
Strafe Run
Attack Helicopter
Laser Strafe
Carpet Bomb
Laser Strike
Grenades & Reload Stations
The number of grenades has been reduced.
You can now purchase grenades at Equipment Reload Stations using points.
Air Support and Ground Combat System weapons also have their own reload stations.
Limits
Turrets: Max 7 per map
Coin Collection Drone: Max 1 per map
Buying beyond these limits will prevent placement of additional units.
Other Notes
Turrets currently have unlimited ammo, though we may introduce reloads using points.
Turrets may also be upgradable using points in future updates.
Zombie animations have been slightly improved.
Additional volume settings are now available.
Before Early Access, there may be a few more updates. Once Early Access begins, the story mode will gradually be integrated. We also plan to explore:
New maps
Character selection
New game modes
Multiplayer support
If you encounter any issues or have suggestions, please share them on the Discussion Board. We truly value your input and would love to hear your thoughts.
Thanks for reading this announcement — enjoy Steam’s Scream 4 Fest!.

Hey everyone 👻
Bside has officially entered Early Access!
Bside has always been a community-driven project. In the Demo stage, we laid the foundation for Biibits including their looks, personalities, memories, and a few companion features. Starting from the Early Access version, we’ll keep expanding co-experiences between Biibits and introduce even more ways & platforms to play! Early Access might last for quite a while, as the world of Biibits will keep evolving, and we hope to make it richer together with all of you in the community.
With this update, we’re introducing a new in-game currency Diamonds, used to unlock premium outfits and items. Coins remain your go-to currency for standard customization options.
Other updates include:
🎃 A large batch of new Halloween outfits (including three premium outfit sets)
💬 Chat and social experience improvements: smoother messaging, fixed bugs, and better interactions
Thank you for being part of our journey so far. If you'd like, come join our Discord to share your thoughts, report bugs, and show off your best Halloween looks!
Bside Dev Team
Antioma joins Steam Scream Fest! This Halloween, grab Antioma with a spooky-good discount. To celebrate, we've dropped a new patch that rebalances the endings and squashes some bugs.
Our work on fixes isn't over, so keep those bug reports coming and shout about the game anywhere you like — we're still listening to your feedback! Watch a new trailer with reviews and dive into Antioma!
Patch Notes:
Gameplay:
Rebalanced the requirements for achieving the endings. The best ending is now harder to get.
Added an additional hint for the refrigerator mini-game.
Fixes:
Fixed missing text in some localized versions.
Fixed the logic of interactive objects that could cause a rare crash.
Fixed several rare softlocks.
Corrected some dialogue lines.
Adjusted lighting in several scenes.
Commanders, get ready! 🔥
Events timetable from October 29
Server: All Elite Servers, 584 – 593
1. Void Reflection (10/29-10/31)
2. Celestial Blessing (10/29-11/3)
3. Galaxy Barter (10/29-11/5)
4. Flagship Institute (10/29-11/3)
5. Void Materials Ranking Event (10/30-11/1)
6. Tech Piece Exchange Event (10/30-11/6)
7. Anping Event (10/31-11/3)
8. Starry Bingo (11/1-11/3)
9. Star Missions \[Alliance] (11/3-11/5)
10. Cosmos Prism (11/3-11/5)
11. Exploration Detachment (11/3-11/8)
12. Warp Core Exchange Event \[Elite Server] (11/3-11/10)
13. Cosmomancer (10/31-11/3)
14. Cosmomancer Ranking (10/31-11/3)
15. Neural Roaming (11/3-11/8)
The Wrath of Einherjar - Pirate Intrusion - Nightmare Mode Available
Groups:
10/30-10-31:
585|586|588|590|591|1033|1048|1053|1055|1060|1061|1063|1065|1066|1068
10/31-11-1
584|587|589|592|593|A03|1039|1042|1049|1052|1054|1059|1062|1064|1067
Hey! I’m Craig—solo dev, long-time coder turned charcuterie nerd. Charcuterie Clash is my labor-of-love roguelike deckbuilder where you balance salt/pH/aW gauges while trying to run a wildly questionable cured-meat empire. It’s strategic, a bit silly, and yes: you can absolutely lose a run to salt.
Charcuterie Clash is at its heart a Balatro style game about racking up big numbers, injecting a sense of humor and meat related puns, all wrapped in the delicious casing of creating salami. It's what I've done the past four years of my life, and I thought I'd bring it into an amusing game format.
It's been a labor of love over the past few months, and I'm not to the point where the core game play loop is solid. There is still much UI polishing, SFX additions, and general tweaking of all of the cards, seals and bosses you can expect to see.
My plan for Charcuterie Clash isn't a path of early access. While I can appreciate it for many styles of games, for me? I'd rather have a polished product that is ready to eat. Demo's are currently being run, and the next few months will see additional polish. I'll be sharing game play loops as they come together in look and functionality, offering shows of some of the amusing cards you can expect, and detailing just how one can build their deck to get that big payoff in the end.
But even with release, I don't want to end Charcuterie Clash there. My goal is to create a roadmap of quarterly content drops that will expand the deck potential, seals, combos, bosses and more. There might even be the introduction of new mechanics based on feedback. And of course, small adjustments to the balance are going to be crucial. Even with all the testing and help of friends and family, some elements are going to slip by as either way too easy, or just not satisfying.
Stay tuned for more, and in the meantime, a wishlist would mean the world!
Build 0.7.0 is now live on Steam! This update introduces major gameplay polish, visual improvements, and new challenge layers for those chasing high scores.
Advanced Quantint Boss Patterns (Score Gated at 100M)
A new challenge awaits in the Quantint area. Once your score reaches 100 million, additional guns and cannons activate, significantly increasing the difficulty. This update rewards skilled players who push their score higher while adding more intensity to the encounter.
Updated “Press the Buttons” Tutorial
The control tutorial has been revamped to be more interactive. Players must now press each button to proceed through the tutorial, making for a more engaging introduction to the game’s mechanics.
Domestic Terror City Defense (DTCD) Boss Fight Polish
The DTCD boss fight received several visual improvements. The broken buildings have been reworked for better visibility, and effects like star gem bursts and destruction visuals are clearer, allowing players to better anticipate upcoming hazards.
DTCD Boss Heart Explosion Enhancement. The DTCD boss’s heart explosion has been upgraded with stronger visual and audio effects for a more dramatic finish to the encounter.
Visual Noise Reduction on Laser Towers with Warning Signs
Warning signs have been removed from laser towers, giving them a cleaner look and improving visual clarity. This change enhances readability during gameplay and allows the tower design to stand out more.
Rank Screen Logic Fix Popping the Chain Combo Multiplier
Resolved an issue where the rank screen would incorrectly trigger the chain combo multiplier. Transitions now display accurately after each run.
Fixed Chain Combo Maintainer Entering Heart Chamber
Your chain combo now persists properly when entering the heart chamber, preventing combo drops and ensuring smoother scoring continuity.
Super Gauge Adjustments
The maximum super gauge is now larger and drains faster, with a higher starting threshold. Players will need to gather more monster soul bits to fill it, making the super activation feel more impactful and rewarding.
Dynamic Materializer Tank Spawns
Materializer Tanks on the highway now feature dynamic spawning behavior. Destroy them quickly and you’ll trigger additional enemy spawns, adding a risk-versus-reward layer to combat.
PAL Tech World Level 1 City Parallax Speed Adjustment
Parallax scrolling speeds for the city stage have been fine-tuned for smoother, more cinematic motion, enhancing the overall atmosphere. People should stop scratching their heads as much at near-field motion.
Bullet Speed Consistency on Lower-End PCs
Addressed an issue where bullet speeds were inconsistent on systems unable to maintain 60 FPS. Bullet behavior is now deterministic across all setups, ensuring fair and stable gameplay performance.
Thank you for playing! Each update helps refine the Interstellar Sentinel 2 experience. Thank you to all playtesters and community members whose feedback continues to shape the game. See you in the next run!
Note: Check the bottom left screen version number in the tutorial level to confirm you have the latest version. If you do not have the latest version:
Right-click on IS2 in your Steam library
Select Properties > Installed Files
Click on Verify integrity of game files to force the update

This is a cat that adopted my family xD Now he's my art model for one of the Kickstarter rewards (>v < )
I'd appreciate it a lot if you could help the Kickstarter, especially on the first 2 days. Lots of traffic and backing (even $1) could help the Kickstarter's visibility.
There are also secret rewards for the newsletter subscribers. Lots more discount than the normal early bird!
Here is the Kickstarter link
Thank you thank you!!!!!!! 𐔌՞ ܸ.ˬ.ܸ՞𐦯
I hope you stay safe, happy and healthy!
Made some UI changes to the lightning machine,
Lots of visual tweaks (bloom, sprite glow, screen shake, tool tip color tuning, button visual feedback)
New CRT filter
Slight balance tweaks
Interesting project