Bellumentum - robert

Sunsetting Bellumentum

Hi everyone - Bellumentum was a hobby project and it achieved its goal of proving to ourselves that we could effectively work together.

We have now fully funded our studio and are beginning work on our first real game - stay tuned!

11:32am
Escape from the Marble Monster - eliorubenmc

Version 1.0.8 fixed unity vulnerability - Oct 2025

Moonstone Island - the.sand
Armbot was able to grab some hairstyles from the top shelf, and we figured, since we already paid for them, we should add them to the game!

  • Added Hime Hair, Odango Hair, Blunt Bob Hair, and Baseball Cap
  • Updated charm descriptions to say "when equipped"
  • Updated “One step ahead“ skill - it can now draw any cards, not just attack cards.
  • Bug fixed: Hairclip seems to be dropping from chests, so it then doesn’t drop from Waldo’s letter.
  • REDACTED is no longer required to complete the "Spirit Research: Extra Credit" quest.
  • Updated a bunch of NPC dialogue lines that weren't being triggered due to impossible trigger criteria
  • Fixed a typo in Black Pearl description.
  • Fixed a bug with scrolling in the Spirit Storage screen - when selecting the "Let go" option, the list was scrolled to the beginning, and another spirit became highlighted, and it wasn’t clear which spirit was being let go.
  • After confirming the "Let go" dialogue, the list now stays in the same position, doesn’t scroll to the beginning.
Finger Party - jounitus

Hello!

This version (v1008) contains a big change on the dialogue and changes on how the looping works.

  • new upgrade: automatically restart a run

  • new upgrade: "collect all the gems automatically when the run ends"

  • fixed the issue of not being able to loop the last biome (it would just go to end-credits)

  • added volume control for the settings dialog

  • "dps chart" is now shown as a transparent overlay on level view instead of a dialog on top of everything

  • added postprocessing effect to the game, this should also make it a bit easier on the eyes

  • moved "loop biome" button to the level view

  • tweaked how biome looping works, now all the blobs' and bosses' damages are correctly scaled for each loop (before it was a bit wonky)

  • the blobs give the correct amount (more) currency for each loop

  • grave positions are also saved for each loop

  • fixed so that "scientific numbers" don't show up accidentally

  • big tweak on the dialogue

  • fixed so that the dialogue can be correctly skipped by pressing the mouse

  • tweaked the "boss" dialogue scene a bit

  • added "click to continue" text to each dialogue scene

  • improved upgrade descriptions

  • lowered second and third biome damage targets

NOTE: if you have already played the game and want to see the new dialogue, you can delete your profile (and your progress) from the settings

Thanks again everyone for giving feedback on the game, much of these updates are based on your feedback!

- jounitus

11:23am
Project Werewulf - Kerangor
  • Updated the demo

SimpleTD - haiyanhudi

The Random Special Scene Only In Random Challenge Now You Can Do This By Use Chaos Dice

Main
  • New Item: Dice, Use To Give Number 1 To 6

  • New Item: Chaos Dice, Use To Restart With The Random Special Scene, Use On Team Unit Or Building Rebuild Random Unit And Random Building

Other
  • Now Tour Have Low Change To Get Some Gift

11:22am
Project SkyShard - itsben321
Features:
  • New Hitpoint system. You start with 200 Hitpoints and take damage based on the size of the surviving enemy units, with a maximum of 50. There's a little animation to help visualize the damage

    • The goal of this change is to tackle 2 existing problems: 5 damage was almost always the default after the first few rounds, and losing to a couple surviving trees or crystals won't feel as bad anymore.

  • Heroes! You start every game with a Hero that you select, they all have unique quests. You will get offered 2 random quests that you can choose from.

  • New Rating system! Instead of being purely win-based, it now also takes into account the rounds you survived and gives a little bonus for surviving all 16 rounds. Wins are still more important than the rounds for the rating calculation. This also has a ripple effect for the current rank titles and matchmaking (which will be adjusted over time)

    • We are hoping that this encourages new playstyles and still rewards players who had many close losses but make it to the end-game. This new system also goes hand in hand with the updated hitpoint system

  • New improved tutorial

  • New Battle soundtrack

  • Small animations to text

  • Voodoo Totem now displays its Damage in the combat log

  • Myrria now displays more clearly in the combat log

Units:
  • New art:

    • Pain Inverter (name changed from Inverter)

    • Super Charger

    • Buffer Bot

    • The Pillar

    • Magic Missile Mine (name changed from Homing Landmine)

  • Casino: from 4% speed buff to 2%

  • Power Plant can now only speed up non-Tinker town units

    • This is probably the most nerfed unit so far. This change hopefully stops the self-buffing chain of speeding up the Mechanic and triggering itself faster and faster (and other Tinker units)

Bugs:
  • Common crash with fast Tinker builds should be fixed

  • Second Chance Enchantment now properly works

  • Town Hall could buff Weather Machine

  • Synthetic Leecher could get its Damage buffed

  • Thanathos' Altar resummoning units at full health

  • Materia Contrarium eating units outside of battle

  • Shadows could sometimes overlap

  • Scarecrow could be damage buffed

Other:
  • Quests no longer show up as encounters

  • Fatigue now scales exponentially rather than linearly

  • Health is capped to 1.000.000

    • Crazy highrolls are fun and should exist in the game, but when 2 boards face eachother that both can get nearly infinite health, the fatigue matchup can also last infinitely long. The exponential fatigue scaling and capped Health should both keep that in line, while still allowing for crazy and insane setups!

GONE Fishing - Bigsexy

Thank you for all the bug reports over the last two days! Expect another patch tomorrow addressing even more issues that some of yall are facing.

Additions

  • Added an option in the esc menu to enable/disable TNT damage. By default, TNT damage is enabled; however, if you are joining/hosting a public lobby I recommend disabling (for obvious reasons). Note, this option will not work if the lobby is a private lobby in order to prevent people from exploiting

  • Added a loading world screen when loading into a map

  • Updated the Gone Fishing demo to the most recent version of the game

Fixes

  • Fixed water visual bug on canyon map

  • Fixed bug where you could not fish in the cave lake on peaceful mode

  • Fixed bug where to many bat creatures would spawn at a time

  • Fixed janky physics with the TNT item

  • Fixed bug where the save file would not always be deleted upon death

  • Fixed a bug where Struggle UI would stay on screen indefinitely.

Polish and Changes

  • Polished Change Cosmetics button press

  • Buffed sticky hook, now allows players to be in the red for 2.5 seconds before snapping.

  • The cosmetics widget will now open by default on entering the lobby

  • Updated the font of text in the difficulty selection screen

  • Moved some of the tips to the top center of the screen to make sure new players read them

  • Made so the trader comes straight down rather then hovering across the landscape. This should prevent the trader from selling fish you had not intended on selling

  • Tall Man will now scream when he spawns to alert players

  • Adjusted the gambling pool on the Lake map to prevent fish from getting stuck in the ceiling or colliding with the stalactites and getting launched in a random direction

  • Adjusted the max voip volume possible

  • Added bait crates, beer, and tnt around the map for both the Lake and the Swamp maps

Thanks!!

YOUR ADULT STORE - HeyItsMe

We will soon announce a free Halloween add-on, which should be available by the end of the month.

We will also fix some bugs.

Thank you for your attention.

RAIDBORN - Markus

Adventure Update Beta Patch 2025.10.06 now live. Here is what changed:

Improvements:

  • Added option to auto transfer crafting materials to outpost storage

Fixes:

  • Fixed various issues related to prompt upon leaving location

  • Fixed forge to take items from outpost storage into account

  • Fixed rune forge to take souls from outpost storage into account

  • Fixed missing item description for artifact fragments

  • Fixed bug preventing cycling through arrow types

  • Fixed Mentalist legendary trait ignoring player distance

...