Late Ming: Reborn in Flames - 阿拉丁巴图

Dear Players,

Hello everyone.

I am the solo developer of "Late Ming: Reborn in Flames" First and foremost, I must extend my sincerest apologies to all players who have purchased and supported this game.

The attention and number of purchases the game has received since launch far exceeded my expectations, which left me both flattered and feeling immense pressure. However, due to my personal lack of experience, some serious bugs have emerged that severely impact the gameplay experience. I am fully aware that this has caused significant inconvenience and disappointment during your playthrough. I take complete responsibility for this and feel profoundly sorry.

Currently, I have paused the development of all new content and am dedicating myself entirely to prioritizing and fixing these known serious issues. As a rookie developer completing a game for the first time, I undoubtedly underestimated the testing and optimization phases, rushing the release. Every review, suggestion, piece of feedback, and bug report from you is an invaluable asset to me right now. I am reading each one, working to replicate the issues, and implementing fixes.

If you encounter any problems, you are welcome to raise them in the community or come directly to my "little broken site" (Bilibili) to supervise me fixing bugs in real-time.

Regardless, I sincerely thank you for your purchase and patience. Your support is the only reason I have come this far. I will do my utmost to fix the game as quickly as possible and live up to every bit of trust you've placed in me.

Once again, I say to you: I'm sorry!

— Respectfully yours, Alading Batu, Developer of "Late Ming: Reborn in Flames"

Aerocorp - skqj

Aerocorp v0.0.6 is live!

This update adds 1 new entity, A-41, and completely overhauls the settings menu. It also removes A-60 from the game.

Unhinged Pet Store Simulator - Sweg
Gameplay Improvements
  • Added shelf indication, so you know which shelf a ware will be placed in when holding a ware container.

  • Added a popup-warning with a reason as to why you cannot place a ware in a stand.

  • Reduced the cash register size and slightly increased the player size.

  • Added a store opening clock timer to the UI, so you won't have to check the dogstatue.

Bugfixes
  • Fixed a bug where the player would become smaller when using the computer.

  • Fixed a bug where the cash register would forget its inversed position upon loading.

  • Fixed a bug where the painted sign above the store would reset. This sadly, will likely reset all old signs. Sorry :(

Craterlands - them_bonez

Hello! Uploaded a new update for the Demo. Not quite as many updates as the last one today but wanted to get this update out there since I've made some big changes to the tile blending. I improved the look of the blend so there aren't noticeable edges and every tile can blend with each other now. Also the grass layers blend seamlessly into neighboring tiles so it looks very smooth. Have some new textures as well, a new stone texture and the waterfalls in the sewer look much cooler!

Other major addition is arrow traps. They can be activated either by stepping on a button or activating a lever. They will also spawn underground so you may have to watch your step more when exploring underground!

A few other fixes include:

  • Fixed helmet animation not syncing when shooting upwards.

  • Item not re-equipping when picked up after being thrown.

  • Enemies no longer take damage from toxic water and tiles.

  • Updated texture for Item boxes in the UI.

  • Update to arm animation when walking to give a better looking stride.

This is all updated in the latest Demo v0.7.1.1. Next up will be working on a some enemy updates for the underground and more updates to the GUI. Thanks again for following Craterlands!

Last Shinobi - LordSukumvit

Help us shape Last Shinobi by joining our first playtest session!

We're looking for players to experience our original tactical roguelike and provide valuable feedback. Test the game's early missions, experiment with the first ninja school, and help us refine the gameplay mechanics.

Your input will directly influence the final game. Whether you're a roguelike veteran or new to the genre, we want to hear your thoughts on balance, difficulty, and overall game feel.

Play through challenging tactical puzzles, build your unique strategy, and let us know what works and what could be improved. Every piece of feedback matters as we work toward making Last Shinobi the best it can be.

Sign up now and become part of the development journey!

Moldwasher - Feanen_AP
We’re excited to share that we'll be attending WePlay Expo 2025! 🎮

WePlay Expo is one of Asia’s largest gaming events, bringing together developers, publishers, and players from around the world. This year, it takes place at the Shanghai World Expo Exhibition & Convention Center on November 22-23, 2025.

If you’re attending, be sure to visit our booth! We’ll be showcasing two upcoming titles, Sigilfarer and Moldwasher. It’s a great opportunity to experience our games firsthand and chat with the team.

We can’t wait to meet you in Shanghai—don’t hesitate to stop by and say hi!

https://store.steampowered.com/app/3688130/Moldwasherhttps://store.steampowered.com/app/2436870/Sigilfarer

/Moldwasher Team 🍣

💦JOIN OUR DISCORD💦

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Add Moldwasher to your Wishlist

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🍣 Previous Update 🍣

https://steamcommunity.com/games/3688130/announcements/detail/637948480724140862 ─────────────────────────────────────────────

Sigilfarer - Feanen_AP
We’re excited to share that we'll be attending WePlay Expo 2025! 🎮

WePlay Expo is one of Asia’s largest gaming events, bringing together developers, publishers, and players from around the world. This year, it takes place at the Shanghai World Expo Exhibition & Convention Center on November 22-23, 2025.

If you’re attending, be sure to visit our booth! We’ll be showcasing two upcoming titles, Sigilfarer and Moldwasher. It’s a great opportunity to experience our games firsthand and chat with the team.

We can’t wait to meet you in Shanghai—don’t hesitate to stop by and say hi!

https://store.steampowered.com/app/2436870/Sigilfarerhttps://store.steampowered.com/app/3688130/Moldwasher

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🎲 Previous Update 🎲

https://steamcommunity.com/games/2436870/announcements/detail/702124777298461502 ─────────────────────────────────────────────

Siegeturtle - YYZ Studio
v1.0.7 is released!

New Resource Panels

I received feedback here and on Discord that you guys want to see your resources more easily, but at the same time keep the UI clean, so a toggle has been added to let you display more resources!

You can now expand to view pearls, dreamsand and shards!

Coral is no longer shown as you only gain it through ascensions and is not possible to get it during a run for now.

Full changelog:
  • Dreamsand, Pearls and Shard counts can now display at the top left

  • Add popup to restart when changing languages

  • Add Stats screen other languages

  • Add goal tooltip to clarify coral gains do not decrease with ascensions

  • Peacock and Alpaca are now 1 star companions

  • Butterflies now unlock at 1000m before 5th ascension, 300m after

  • Fix jetpack not applying speed bonus in Speedy Challenge

  • Fix bug where home island SP was always 10

  • Fix Best SP/s stat not updating on corrupted save

  • Fix language settings not applying when PC is set to a different language than game

  • Fix fastest ascension and fastest 500m leaderboards counting minutes as seconds

I want to give you a preview of the buffs coming in the next update.

\[v1.0.8 Preview] Level Up Rebalancing

There will be some buffs to the level up growth stats in the next v1.0.8 update that is scheduled for tomorrow.

1) Gold% will be increased from 1% -> 3%

2) All Stats +1 will be cheaper (3 GP -> 1 GP)

3) Flourish skill to be buffed at level 1: 1.2x -> 3x

Once again, thank you for playing and to those of you who left me feedback here or on Discord :)

If you want to hang out with other people in the community, discuss strategies, or simply to chat and leave me your ideas and feedback, feel free to hop on over to Discord~

I'm still going through feedback and as always I am continuing to listen and make changes where I can! Have a great weekend! :D

Lastly, if you've enjoyed the game, consider leaving a review. It would really help me and Siegeturtle reach new people. More people also helps improve the game for everyone :)

-YYZ

Ternion - SidusBrist

Soon, don't worry.

The next chunk of story will be released around December. It will contain, for the majority of game time... cutscenes... I apologize for that. There will be some gameplay, I swear! But will be limited to the very last part of the game...

What made this next chunk of story take so much time to develop is the high number of cutscenes, the high number of choices for the player, and the fact that I had to make a very high number of animations. Unfortunately I don't have a motion capture set and I have to make every single animation by hand (modifying the movement curve of every single muscle by hand, not particularly fun, I must say). I wish I had my full day to work on it, but working full time on videogames for me is not sustainable at the moment, but maybe it will be in the future, I really hope so!

Furthermore, something that cost me additional time was the implementation of a 3D inertial movement system for moving in space. This would have made it a lot more realistic, but I ultimately decided to throw it away because it was just too complicated to control. It was almost frustrating. This meant that all the time (fortunately not too much) I spent on it was lost.

In addition to this new chunk of story, there are several other improvements planned for the December update:

  • Improving the attack against the Ternion around Kiza, which is a quite boring at the moment.

  • Improving the HDev effects.

  • Fixing a few fights and re-balancing parts of the whole game.

  • Adding more scientific data while in space.

  • New enemies.

Some of these things are already done, while some may be moved to the next update, or may be released in a future minor update. Currently the focus is on completing this chunk of story.

Unfortunately, being an important part in the story, there's a lot to tell, but don't worry. The part of story that will be released next year will contain a lot of gameplay and a few boss fights, plus a nice insight into some characters, and... hehehe.

This is all I can say without giving spoilers. I really hope you will enjoy the game! Seeya!

MGUB

Star Conflict - Super Glix

Pilots! The latest update introduced some changes to the Bark-2, Hellas and Ace, the unique ships inspired by the real-life airplanes of the 20th century. These changes redefine the gameplay of these ships in many ways and reinforce their identity.

The core of the changes is that all weapons mounted on these ships can now fire at angles only within a specific zone in front of the ship. The size of this zone is 90 degrees along the vertical and horizontal axes in relation to the ship’s center. The image below shows the zone within which the weapons are able to aim.

Please note: the rotation angle of an individual turret is irrelevant; the weapon’s operational capability is affected only by the angle of the aim’s deviation from the ship’s longitudinal axis. This can be clearly seen when firing at a very close target: the angle of the turrets on one side can differ significantly from that of the turrets on the other side when the aiming point moves beyond the effective aiming zone.

As mentioned above, these ships were inspired by the 20th century planes that had guns mounted on them in such a way that they could fire only in the same direction the plane was flying. The unique weapons of the Bark-2, Hellas, and Ace partially replicate this feature with their limited aiming angles, while the ships’ speed and maneuverability further reinforce the “airplane” gameplay: the ships have slow strafe speeds, but this is compensated for by relatively high turning and flight speeds.

We’ve been considering implementing this mechanic for other weapons since the introduction of the first ship in this branch, the Bark-2. This feature would have been activated exclusively when weapons were mounted on this ship, as well as other ships in this branch, but we decided to first observe how pilots used these ships in the game.

While the most popular weapons for the Bark-2 and Hellas are their own unique ones, some builds achieved very good results using other commonly available weapons. However, our statistics show that the intended gameplay with the unique weapons is still more preferred.

We value the creative approach the players have to the Bark-2, Hellas and Ace, and we hope that their more authentic gameplay featured in the latest update will give these ships some new ways to shine!

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