7:49am
Hollowbrook - Apartments - Rixium
  • Extend hallway downstairs to indicate the connection to the back

  • Added a new object that can appear depending on certain actions the player takes in the game

  • Add additional dialog when a player has knowledge of certain events

  • Several other minor dialog improvements throughout the game

Sprocket - Mushy
Hi all,

Here are some more fixes for you, focusing on freeform this time.

Fixes
  • Plate structure moving, rotation and scaling can now be done in global space.
  • Fixed the freeform slope tool creating extreme results on almost flat surfaces.
  • Fixed issues with invalid custom paint and decal paths.
  • Parts with the "faceNormalUpright" placement mode (e.g. machine gun ports) will no longer be reoriented during part repositioning, as this wouldn't keep them upright.
  • Fixed part repositioning not functioning correctly during extrudes.
  • Stability improvements.

Changes
  • Holding shift while pressing a place tool axis constraint (x, y, z) will now constrain to the axis' plane.
  • Freeform minimum grid size reduced from 1mm to 0mm.
  • Plate structure coordinate edits are now always in local space instead of global space.

- Hamish
7:49am
GrimKeep - david.filipe

There will be several playable characters in GrimKeep, each with their own abilities and playstyle.

They’re loosely based on characters from the old Grimm fairytales reimagined through a darker, Lovecraftian lens.

Check out our take on Rapunzel.

Scav - Cannabusy ™
Content Update and Fixes

Experimental vehicles added; available from the Car Salesman in the safezone
• Adjusted audio settings (increased max sound channels from 0 → 64; fix pending testing)
• Performance seems improved; stuttering less frequent, further testing planned
Exit Together - Çınar's Art

Check out my new game "Train Station Simulator: Together in Japan" demo during steam Next Fest 2025 October!
https://store.steampowered.com/app/4059030

Souldiers - Apozh - Dear Villagers (CM)
Your safety while playing our games is our top priority.

We’ve been informed of a recent security vulnerability affecting Unity. Although no malicious activity has been detected in connection with this issue, we’re taking immediate action to keep our players protected.

A new update is now live on Souldiers and includes the necessary security fixes. We strongly encourage all players to update the game as soon as possible to ensure the best and most secure gameplay experience.

You can find additional details on Unity’s official website here:

https://unity.com/security/sept-2025-01

https://store.steampowered.com/app/1419160/Souldiers/
Hydrodynamics of Hope & Optimism - J.R.C

H2O is now available on Steam!

Your favourite, award-winning therapy software reminding you to get hydrated is free to download...



... and now also in French!

Tank Squad - WinteR5

Dear Tankers!
Welcome to our 81th Development Status.

German captured KV-1B 756(r) work in progress


Work has begun on adding the German-captured KV-1 tank to the game. First, we gathered references and familiarised ourselves with documentation on the different versions of the KV-1 tank. First and foremost, we would like to thank the members of our community, including players RideR2 and murkz, for their help in obtaining materials and sharing their knowledge.

German modifications
The Germans based their conversions on captured tanks that were manufactured in 1942. These tanks featured additional reinforcements on the front armour plate. The German changes were minimal. Most captured KV-1s retained the original Soviet radios and equipment. However, German radios and tool sets were occasionally issued.


So, what we are doing
As the KV-1 with the ZiS-5 turret and gun was also accepted into service, it will be labelled as PzKpfw KV-1B 755(r) in the game. For this purpose, we are creating a modified hull with additional accessories and tools, to visually distinguish it from the standard KV-1 version available to the Soviets in the game.

Additionally, we will create a new cast turret. We have not yet made a decision on this. This is because the Germans introduced certain 'cosmetic modifications' to these turrets and also they replaced the main armament with a 7.5 cm KwK 40 gun. This version of the tank will be marked in the game as PzKpfw KV-1B 756(r). We have not yet decided whether the original cast turret will also appear in the game and be available to the Soviets. Time will tell, but if we manage to create it, it will probably be included so in the game we could have:

  • KV-1 (ZiS-5 gun)
  • KV-1 with cast turret (ZiS-5 gun)
  • PzKpfw KV-1B 755(r) (ZiS-5 gun)
  • PzKpfw KV-1B 756(r) (7.5 cm KwK 40 gun)
Currently, additional elements and accessories for the German version of the hull are being refined. The turret is next in line to be created. More info coming soon.


Ballistics improvements, ricochets, performance
We have discovered that PTRD rifleman did not shoot at all and after fixing that issue we have also improved behaviour for his Target seeking procedure. He prefers shooting at vehicle visors (and later we’ll add shooting at tank tracks or wheels or lower side armor if visible). His shot will also degrade the side skirts if hit multiple times - until they detach.


With ballistics we have found more issues, especially with the 0 mm UI information about penetration and ricochets incorrect calculations. All of this led to misunderstandings and incorrect shot results.

We have disabled also the overmatch math which was causing no-ricochets in some situations that should cause it. For example a zis-5 cannon shot on the roof of a PzKpfw VI H turret at 87 angle resulted in penetration instead of ricochet.

Another issue we found was that enemy AI (and especially on map arty) did not lose their zero-in modifier when they lost sight of enemy or the enemy moved to a new position. This caused increasing difficulty during battle that resulted in great losses on missions like C1M2 (Luchki Airfield) or C1M5 (Steppes) where arty, once we were spotted, kept pounding us until we’re dead - no matter if anybody saw us or not.

In new campaign this is going to change, but more on that in future

What awaits with ballistics:
  • HE rework - the 150/152 mm howitzer shots or air bombs need to be more deadly when directly hitting tanks.
  • Moving infantry weapon ballistics to multi-threaded code that we can schedule to later calculations and receive the results later, not in the same frame. This would save lot of performance when big battle starts and the infantry starts to shoot SMGs or MGs
  • Moving explosion collision detection to multi-threaded code, again to schedule and get results later, not in the same frame. When multiple big explosions happen due to artillery this causes lag that can be lowered (or non existent, who knows)
Ponyri campaign progress
We have started to playtest the Ponyri campaign, for now on scenario missions (old style, as previous campaigns) and not yet the procedural mission that we plan to add. At this point, we already have several test missions along with a blockout version of the village of Ponyri.

The biggest change is the distance of engagements. On such distances our TPP camera or Commander camera just doesn't really work versus our current AI. AI spots us immediately and even after our fixes to their dispersion/AI they hit us after 3-4 shots from 1.5-2 km.


Such distances also really make the Command tanks a golden unit. Ability to spawn closer to the enemy (remember, Command tanks allow you to select them as spawner location) just saves lots of time.

Using binoculars becomes essential here, and destroying targets at such long distances also requires some skill. We want to provide a lot of new mechanics so that players don't get bored driving for several kilometers – we plan to increase the number of command tanks, enable battle stations to move, and manage level design infantry in a simple way during the scenario.

We also have an idea to allow players to be able to convert any tank to Command tank in a repair station - for resources.

Another concept is to allow for some teleportation if the current objective is won and we’re very far from it - example is that we’re in a tank 1.5km from some conquer objective, driving towards it after getting killed while our friends had survived and are capturing that point already.


As you can see we already implemented a simplified version of SU-152 (place holder) that will be taking an important role during missions. Ballistics are working correctly on these distances, so the main issue is AI spotting. This just has to be improved for the new campaign.

AI improvements
We have finally started working on AI, at this moment focusing on their pathfinding and behaviour in formations.
  • the tanks, especially allied, should no longer just ram each other while trying to reach an objective - on our old maps this is hard to achieve as the distances and spacing is very small (in new campaign this must be addressed, later on that in future dev status)
  • infantry and tanks moving out of our way
  • AI will do YMCA dance




Terrain quality improvements
We started a big task that required us to break the game apart to replace some of the textures/materials we used for new ones - this is connected to your feedback about blurry graphics and here we are:






Known issues
Critical bug during soviet campaign
There is a critical bug that occurs on soviet repair scenes and may cause many issues during gameplay.

It is recommended to be on the scene as fast as possible and swiftly start the next mission. We're already preparing a patch that will fix it. We're sorry for all the problems that you may encounter because of it.

Thank you and have a good weekend!
DeGenerals


Coloring Game: Girls 3 - L. Stotch


A demo version of Coloring Game Girls 3 will be released on November 6th.

The game will contain 5 images:
  • 100x100 (10,000 px)
  • 80x125 (10,000 px)
  • 90x170 (15,300 px)
  • 100x170 (17,000 px)
  • 120x180 (21,600 px)
Saves will be synced with the main game. You won't need to replay levels after the full game is released.


https://store.steampowered.com/app/3724230/Coloring_Game_Girls_3_Demo
Bright Paw: Definitive Edition - ryan.smith

Hey everyone,

We’ve dropped a new update for Bright Paw Definitive Edition with some exciting new features, critical fixes and Steam Deck support for Proton.

The team have been working away on Southfield (and some other secret projects) and we thought that Theo needed some love too - so have fun with Bright Paw on the go!

Bright Paw Definitive Edition - Old Save Data Conversion

You can now convert your old, Bright Paw save data to be compatible with the Definitive Edition.

We noticed some issues with players purchasing the Definitive Edition content and this causing some issues with using their old saves, meaning they needed to start all over again.

After you download the update, you will now be prompted to convert your save file to be compatible with the Definitive Edition, allowing you to carry over all of your progress to the new version of the game. 

For anyone who has already manually converted there isn’t anything you need to do, just select ‘No’ when you see the prompt.

New Changes:
  • Updated Unity from 2021.3.17f1 to 6000.2.6f2

  • Added launch options for DX11 / DX12 / Vulkan in Steam

  • Steam Deck Support (Proton only)

    • There is now official support for Steam Deck users running the game via Proton. This will fix some major issues with running the game on this platform

  • Added Camera Rotation when viewing Theo outfits

    • Get a good look at Theo’s dapper outfits!

  • Improved transitions between levels

    • The black loading screen between levels has now been removed, so you can get to the next level quicker!

  • Added a link to our new game Southfield to the main menu

    • Please wishlist our game! It is pretty cool :D

Changelog:
  • Multiple fixes and improvements to Theo’s Ultimate Challenge

    • Improved the visibility of the final conveyor belt, making it easier to see

    • Fixed rewinds making the level incompletable

    • Fixed solution tiles not showing correctly

  • Improved performance by removing an unused camera in the scene

  • Fixed the game not launching on macOS devices

  • Fixed DLC achievements not unlocking correctly

  • Fixed  seasonal levels not progressing to the next level correctly

  • Fixed the SteamAPI not initialising correctly, causing a soft lock on level completion and achievements not unlocking

  • Fixed the Rewind effect persisting across levels

  • Fixed unlock notifications spamming - notifications have now been capped to 5

  • Fixed ‘Auto-Quality’ changing quality settings out of the intended ranges

  • Fixed the camera being blocked when leaving the Collectable Viewer

  • Fixed the Collectable Viewer not rendering correctly when HDR is On

  • Fixed keyboard control icons not displaying correctly

  • Fixed tab navigation not working correctly on keyboard

  • Fixed black borders appearing on splash screen when using non-16:9 display

  • Fixed the game being pawsable when the level is updating

  • Fixed control icons not swapping correctly when switching input methods

  • (Steam Deck Only) Fixed a rewind bug when Razer Chroma started on unsupported platforms

  • Changed company logos to match Radical Forge’s new branding

  • Changed end credits to include missing developers

  • Fixed multiple null reference exceptions

...