Fargone - ROGUEAGENT

Hey everyone, patch 0.4.0.0 Busy Work is finally here! This update represents a huge jump forward for Fargone in terms of gameplay depth, world design, and overall replayability. I’ve already made several posts about what to expect, so if you haven’t read them yet, you can check out the announcement post below along with the new trailer. There is also some important information below regarding legacy save compatibility.

Full patch notes can be found at the bottom of this post. Looking ahead, before the end of November there will be two updates that will act as mission packs, extending the number of dynamic missions added in the Busy Work update. These packs will be faction-themed: the Hollowed Mission Pack and the Military Mission Pack. So if you like working with either of these factions, there will soon be more opportunities to do so.

This has been the biggest change to Fargone since its release, and I’m very excited for you all to jump in and try it out! As always, thank you very much for all the support you’ve given Fargone, and I hope you enjoy the new content.

—Jordan

Legacy Saves Notice

As always, I do my best to ensure save wipes are not required. Legacy saves will migrate as with prior updates; however, since the scope of this update is so large, I highly recommend a fresh start to experience everything as intended.

If you do use a legacy save, you will lose any attachments you had on weapons. This is because I reworked the entire attachment system with this update to fix several phantom weight bugs, and it was simply not possible to migrate legacy attachments.

Click here to view the announcement features post: https://store.steampowered.com/news/app/2242100/view/527609566141090316?l=english Trailer: https://www.youtube.com/watch?v=6ZQQ_OpciT8&feature=youtu.bePatch notes

Added

Features

  • New dynamic camera bob system (configurable in settings)

  • New hostage rescue mission type

  • New VIP assassination mission type

  • New dynamic/daily missions at Days End Bar

  • New dynamic/daily missions at Sal’s bus

  • Experienced Hollowed spawns

  • Experienced Military spawns

  • Experienced Runners spawns

  • New lock picking system

  • New randomised weapon mod system

  • New randomised armour mod system

  • New AI companion system

  • New rain sound effects

  • New contextual tutorial system

Missions

  • Added new Hostage mission for Catcher (Dynamic)

  • Added new VIP mission for Catcher (Dynamic)

  • Added new VIP military mission for Catcher (Dynamic)

  • Added new document retrieval mission for Sal (Dynamic)

  • Added new retrieval mission for Sal (Dynamic)

  • Added new hostage mission for Sal (Dynamic)

  • Added new Boss Hunting bounty board mission

  • Added new Mutant Hunting bounty board mission

  • Added new VIP bounty board mission

  • Added new Military VIP bounty board mission

Audio

  • Added several new rain sounds

  • Added several new wind sounds

  • Improved explosion sound of mines

Items

Weapons

  • XMC-MR Marksman Rifle

Unique Weapons

  • Hunter’s Revenge

  • Marksman’s Sidekick

General Items

  • Lockpicks

  • Hawkeon MKII Scope

  • Gen 2 Pants, Gear, Gloves, Boots, Helmet, Spec Ops Helmet, Gas Mask

  • Survivors Gear, Pants, Gloves, Boots

  • Bear Fur Resource

Attachment Changes

  • PM1 now supports the Advanced Suppressor

  • Glock now supports Makeshift and Normal Suppressors

Achievements

  • Cleanser

  • The Bigger They Are

  • Tacticool

  • Eye for Gold

  • The Dark Below

  • Enlisted

  • Friendly Neighbourhood Survivor

  • Bounty Hunter

  • Homesteader

  • True Survivor

  • Veteran

  • Walk the Path

  • Immovable Object

  • Mutant Hunter

  • Beacon

  • Ultimate Survivor

Locations

  • Reworked Days End Bar, Harvers Farm, Crescent Village

  • New Factory/Warehouse POI in Grasslands Zone

  • Reworked Checkpoint POI in Mountains

  • Several new minor POIs in Mountains

  • New Mini Bunker in Mountains

  • Several new minor POIs in Grasslands

  • Replaced Hazard Zone Tunnel with new POI (The Toxic Road)

  • New Military Base in Mountains

  • New Salvage Yard, Quarry, and Factory POI in Grasslands

  • Reworked Lodge in Grasslands (formerly Happy Stars Campsite)

  • Reworked Airfield in Grasslands

AI Changes

  • Human AI now enter standoff state when detecting a player with low but not fully hated rep

  • Scalper AI now moves better to hiding spots after attacking

  • AI now has smarter wander/idle logic

  • Improved several AI animation syncs with movement

  • Fixed AI getting stuck trying to rotate to face target constantly

  • Improved human target selection logic based on perceived danger/threat

  • AI may tell campfire stories while resting

Graphics

  • Reworked post-processing stack for better visual tone

  • Improved sun, metal reflections, puddles, and blood effects

  • Added radiated blood effect for husks

Improved

  • AI ragdoll performance and max count

  • Max decal count

  • Backend logic for saving/loading items

  • Loot spawns and tables across entire map

  • Dynamic animation frame rate for distant AI

  • AI pathfinding smoother and more stable

  • Brightness of fluorescent lights

  • Liberty Elite Defender Helmet now has integrated NVGs

  • Grass models optimized for performance

  • Ammo cost rebalanced

  • Soft lock fixes

  • Audio system performance

  • Human AI movement improved

  • Smoothed zombie investigate movement

Fixed

  • Draugenov laser off-center

  • AI spawners sometimes not spawning correctly

  • Lightning and volumetric lights causing white flashes

  • Zombies opening doors

  • Shops spawning duplicate slots

  • Interaction issues with Sal, Hank, and other NPCs

  • Binocular issues

  • Inventory highlight effect stuck

  • Zombies cutting corners

  • AI weapon firing and melee bugs

  • Bounty board saving/loading

  • Needs bars display

  • M4 red dot aim

  • Crafted/cooked items not perfect

  • Gaps between arm/hand models

  • Water canteen refill bug

1:42pm
February Playtest - TRR Studios
New Features

None

Changed Features

Streamlined tutorial to make the player's experience more linear and forgiving.

Updated keybinds for the combo to require the player to repress a direction button to trigger the next step in the combo.

Increased size of detector for coins, so that the player doesn't need to directly touch them any more.

\[Bugfix] Fixed a bug where the player would respawn over air and infinitely fall.

Known Issues

Visual bug: the new line of text automatically appears, with the remaining appear animation as the previous line when the player rushes through dialogue.

Visual bug: more/less of the world is visible at higher/lower selected resolutions in the settings menu.

Gameplay bug: Character movement stutters when running back and forth near the portal

\[Web version only] Hardware acceleration causes audio issues.

\[Web version only] When displayed on really high screen resolution, the game camera zooms out really far.

\[Web version only] Screen resolution settings are difficult to ​navigate due to embedding on the webpage. The game also doesn't detect exiting full screen mode via the Esc key.

NIMRODS - Havi

Hey NIMRODS!

We wanted to provide an update on what we’ve been up to and what we have planned.

Endless Mode

You've been asking for Endless Mode since launch. We want it too - after all, having an awesome gun isn’t as satisfying if you can’t see just how far you can push it.

But when we started developing Endless Mode, we ran into a snag: late game balance.

Our existing model uses multiplicative scaling across most of our stats. This leads to some amazing synergies & power spikes… but also to some very broken ones. When everything multiplies together - augments, tunings, genes, boss drops - things get spicy. Some combos can reach theoretical fire-rates of 4500+ bullets fired per second. That’s a lot of value getting tossed out due to stat caps - and even more stress on our systems. And that's where power fantasy hits a wall. Creating a meaningful challenge becomes incredibly difficult to balance in our late game.

That's why we're taking a step back to rebalance augments with additive scaling where it matters. You'll still build absolutely absurd guns - but instead of exponential runaway, you'll see more consistent improvements stacking predictably. This allows stats to scale much higher and removes strict clamps like the fire rate limit, replacing them with diminishing returns.

Translation: Your insane builds will work and you'll see every upgrade matter, even 50 waves deep.

We are tuning this carefully. When we're ready, you'll all get to break it in a community beta. We need your weirdest builds to stress-test this before launch. Endless Mode is coming, stay tuned!

Performance

We’re almost done with the final step in our major performance overhaul - this time focusing on the enemy system.

If you’ve followed our past devlogs, you know we’ve been iterating on performance for a while. Read an earlier post here: NIMRODS | Performance Devlog - Every MS counts

We're converting the enemy system to ECS (same tech that saved projectiles). Early tests show massive gains, but we're not rushing this. When it's stable, we'll drop a beta for the community to check out.

New Content

We have a ton of new ideas cooking. Our goal is to lean even harder into what makes NIMRODS unique: wacky power, surprising builds, and ridiculous moments. At the same time, we’re simplifying where it makes sense - making augments easier to understand at a glance while keeping their unique depth.

Everything below is still work-in-progress and subject to change, but here’s a peek:

Bananarang

We loved the idea of turning a banana clip into an actual banana - so of course, it had to be shootable. The more penetrations you stack, the longer your Bananarang spins!

Split Shot

When a projectile’s lifetime ends, it splits into several new ones.

Boxing Glove

Knockback builds need some love and this is our first *swing* at it. The Boxing Glove will be an underbarrel augment that sends enemies flying.

Mouse Only Mode

We’ve received a lot of requests for this one - so we quickly prototyped it! There’s still more work to do (and we’re exploring other accessibility improvements too), but it’s off to a great start.

Violet Forest

We’ve continued work on a new biome. Expect new enemies, new bosses, new visuals, and more environmental variety. We’ll update our early access roadmap soon - and share more details in a future devlog.

Vote on Discord

We have a poll up on Discord to vote on which of these features excites you the most. Head over and cast your vote - the poll is open till November 20! If you love all of them - don’t worry, they’ll make their way into the game eventually. We just want to see what you’re most hyped for.

We’ll be running more community polls regularly going forward, so stay tuned!

Also - if you have your own ideas for augments, chassis, or characters, share them on Steam or Discord. We love hearing from you! 😁

Wrapping Up

We're just five people trying to build a genre-defining game with the most absurd gun crafting. Every update takes time, iteration, and more coffee than is medically advisable.

Thanks for sticking with us. More incoming...

Reviews go a long way in helping more people discover NIMRODS. If you’ve been having fun with the game, we’d really appreciate it if you left a review. It makes a huge difference means a lot! ❤️

Envelope - Envelope.the.Game

We teamed up with the Indie Horror Speedruns community to host the first Envelope speedrunning competition! We're giving out $500 in prizes, and 1st place gets to take home $350!

The event starts November 21st, and ends December 5th.

To participate, upload your run to https://www.speedrun.com/Envelope in the "100% (True ending)" category. The runs will be reviewed by Indie Horror Speedruns.

Prizes:
1st place - $350
2nd place - $100
3rd place - $50

Join the Indie Horror Speedruns Discord to share tips and strategies: https://discord.gg/zc39RhSEFU

Crown of Greed - Ragnar
Hear ye, rulers of the realm! 👑


The scribes have set quill to parchment and the royal seal is warm. A new decree rolls across the realm offering guidance for cunning rulers and fresh hurdles for the bold✨A fresh patch 0.6.0 has arrived, bearing numerous changes to the game! 🎮

0.6.0 - Demo Notes 📝

New & Notable

- Hero Renaming — give your champions proper (or ridiculous) names.
- Habitats & Spawners 2.0 — more frequent, more varied enemy raids emerging from lairs.
- Final Boss Buffed — the last encounter now hits harder and lasts longer.
- Decrees Have Costs — royal signatures now come with a price tag.

UI / UX

- New Dialog & Tutorial Panel — clearer guidance and cleaner presentation.
- New UI elements & tooltips for faster, more transparent decision-making.
- Gold Mine & Trading Post panels polished and clarified.
- Tax sliders in the Castle behave more consistently.
- Panels now close correctly (fixed several cases where they wouldn’t).
- Improved button hitboxes for snappier clicking.
- Missing VFX restored when collecting gold and capturing POIs.

Systems & Performance

- Fog of War - rebuilt & optimized for smoother exploration.
- X-Ray - rebuilt & optimized for better visibility in cluttered scenes.
- Level loading stability significantly improved.

Tutorial & Guidance

- Tutorial flow updated; several hint triggers reworked for better timing and context.

AI & Economy

- Tax Collector now finds buildings more reliably.
- Fixed an issue that could grant infinite gold via the Tax Collector.
- NPC movement & run animations corrected and synced.

Fixes (Gameplay & Logic)

- Coordinated-attack lairs now properly destroyed (preventing cascading errors).
- Gold Mine no longer stuck in a perpetual upgrade state.
- Remove the Upgrade button when a building cannot be upgraded.
- Prevented bridge blockages caused by placing buildings in choke points.

Localization

- Added Simplified Chinese missing strings.

Balance & Misc

- Broad stability, optimization, and rebalance pass across the board.
- Numerous minor bug fixes and quality-of-life improvements.


To all rulers and adventurers: thank you for every report, idea, and kind (or stern!) word. Your feedback shapes the realm, and we’re pushing hard to make Crown of Greed sharper, fairer, and more fun each patch.

If you’d like to chat with us, share clips, or help improve the game, join our Discord - the council chamber is always open. 👑

ZpellCatz - Sima

Hey there, fellow Catz. Everyone enjoying the 'Gift of the Enchantress'? Cool!

Today I want to share with you the information about when the current season ends and the next one begins. You still have a little time to improve your rankings in the seasonal leaderboard.

Season Dates
  • Season 3 end: November 23, 2025

  • Season 4 start: December 1, 2025

Season End Routine

What happens at the end of a season?

  • Seasonal heroes move to the non-seasonal realm. This also removes their seasonal tree and associated bonuses.

  • Each season has its own shared stash. At the end of a season, the content of the seasonal shared stash will be moved to the regular shared stash.

  • If the regular shared stash doesn't have enough space, excess seasonal items will expire. You may want to clean up your shared stashes before the end of a season (if you care about non-seasonal items).

Stay up to Date

Never miss an update? Follow SimaGames here on Steam:

https://store.steampowered.com/developer/simagames

1:34pm
Perpetuo - Nightwolf



1.3k:

-----

- Updated default values for optimized graphic settings.

- Added Performance slider on Video settings. It will use several pre-sets of visual quality configuration.

- Added a bunch of new events here and there.

- Added new music to the radio.

Drones of War: FPV Drone Simulator - Loren
Drones of War v4.0.4 Notes
-----------------------------------------------------------------------------------------------------

  • Battery information was adjusted by changing the voltage to properly tune the gas reaction.
  • Thermal and trigger will reset when leaving the map.
  • [Fade-out added to objects when approaching them in train maps.
  • Fixed the issue where selecting ammunition for push impact in the main menu required double-clicking.
  • Personnel explosives can now destroy armored units in 4 hits (this info was added to the kill feedback card as HP).
  • Hitboxes of trees in the Rural map were adjusted.
  • Fixed the issue where the “overall” option in Settings behaved differently from other settings.
  • Left shelf in the menu was changed to include drone, battery, and munitions; GCU added to the middle area and booster antenna to the right.
  • Drone propellers in the calibration preview now rotate at the correct angle.
  • The Skydagger dagger was added to the main menu.
  • Helicopter size in the Rural map was reduced and its speed increased.
  • Gameplay duration and kill count were added to the screen on the desk.
  • Player completion data for maps was added to the cloud.
  • Analog effect was completely revised to match the reference game.
  • Ambient lighting in the main menu was increased.
  • Batteries were added to the sections near the screen.
  • The GCU will be placed on the vise and the actively played version will be displayed.
  • A soldier was added to the menu and the menu buttons were repositioned to the center.
  • When selecting thermal or lock kit for components in the menu, the add-on now appears on the drone.
  • When hovering over thermal or lock kit in the component selection menu, a video showing its purpose is displayed.
  • Automatic calibration was added to the controller menu, allowing users to follow prompts with animated drone + controller calibration.
  • Two-stage interference effect added to the analog screen depending on distance.
  • Old wooden drone ramp replaced with the new one.
  • A “retry” button was added when a map is successfully completed.
  • Warning card moved to the upper middle and fiber break warnings were added.
  • OSD screen added and all values matched with real data.
  • All fonts changed to Press Start 2P.
  • All values except item 7 were adjusted according to active gas control.
  • [Value 1 stays between -10/-30 at the drone takeoff point and decreases further (towards -130) as the drone moves away.
  • Value 2 starts at 2:100 / 100 and drops as distance increases; below 80 triggers RX Loss, displayed at location 8.
  • Altitude value increases as the drone climbs.
  • Flight time displayed in mm:ss starting from 00:00 on the ground.
  • Battery status fluctuates sharply based on throttle during flight; initial value 4.20V, with below values shown as 25.2V.
  • Hover current 8–15A, mid-throttle 20–40A, full throttle 50A; values are linked to controller throttle.
  • ANGL (Angle) and AIR (Acro) labels added.
  • Status section updated with ARM/DISARM, LQ 2:100 (RX LOSS below 80), and Trigger Ready/Not Ready indicators.

  • Keyboard inputs added; users can now control the drone with keyboard and mouse without a controller.

  • Fiber Optic (Peak) map added.
  • [Dedicated rear camera angle added for the Peak map.
  • [5KM and 10KM fiber optic selection options added to the menu, exclusive to the Peak map.
  • Distance monitoring added to the OSD screen.
  • Sudden fiber-cable breaks and warning card added during abrupt movements.
  • In the fiber map, the cable will snap instantly when going too far (users can monitor this via the distance value).
  • Fiber components added to the preview drone in the menu.

  • Main menu music added.
Fetish Locator: S&M Studio - gladiuswriting
Hello everyone!

It's been a long week. The whole FL team has been hard at work, polishing, testing, and preparing Fetish Locator S&M Studio - Season 1.

Today, we are happy to report that, in addition to working hard to get everything ready for November 21, we have also passed the final Steam Approval check.

So this is a nice little post to say that in 7 days, the game will grace your computer screens, and we are super excited over here.

Get ready to clear your schedules to dive into the newest chapter of the FL universe. Season 1 is full of incredible characters, a new story to enjoy, a city to explore, and, as always, plenty of exquisite scenes full of intoxicating writing and stirring animations!

Fetish Locator Team

1:19pm
Back 2 Basic - Tyler Strickland

Thank you for playing!

Bug Fixes:

  • fix for keyboard trigger

  • fix for the last number in a Number Shuffle question not turning orange

  • corrected spelling of "speling." How emberusingg.

...