Tabletop Tavern - Freljordsice

We've got a bunch of changes, additions, and fixes that have been added to Tabletop Tavern, but before we get to that we've got something to celebrate. We've surpassed 20,000 wishlists! 🥳

As promised it's time to vote for the next faction added to Tabletop Tavern! Head over to our Discord to vote before the poll closes on October 29th.

Changes

Slightly decreased the speed at which morale decreases

Increased the size of the map by about 50%

Buffed cavalry unit's health to 150%

Cleaned up the UI in the hero select page

Reworked damage on charges to apply on hit instead of after units get up from the ground, feels a lot better

Reset default guard mode to on for all users

TEMPORARILY disabled Jomsvikings and Eldar Drakes

New Additions

Monsters now throw units in combat (needs to be cleaned up but it looks stupid and I like it)

New Attributes:

  • Blood Frenzy (Deal 2x damage when above half health) and,

  • Rage (Deal 2x damage when below half health) to Fanatics and Bezerkers respectively

Ammo displayed for units

Outriders: Can be deployed outside of the normal deployment zone

New Emblazing trait for Sunspire Bladelords and Black Wardens

  • Sunders armor (removing all armor from the unit while in combat ) need to communicate this better

Added text tips in game for frequently asked questions (suggest more tips pls)

Monsters now throw units in combat (needs to be cleaned up but it looks stupid and I like it)

Fixes

Issues with clicking on flag to select units

Monsters (Skinwalkers, Giants, Trolls) not playing animation or attacking in combat

Broken save files causing infinite loading screens.

Withdrawn units causing crashes on battle end

Units in collections and on cards having multiple bows

Units not being able to withdraw fully due to large battlefields

Deleting units in custom battle causing issues

Encountering large units in garrisons with bear spray

Dev tools being enabled (whoops)

Certain seeds causing infinite loading

Bunch of memory leaks in ECS code

Env volume not being controlled by master - might have broke stuff

Skip button not appearing after buying first card pack

Interest not collecting after fighting battles late in campaign

For an exploit that allowed you to conscript unlimited amounts of survivors

Rewrote the end battle logic to hopefully greatly reduce the amount of crashes occurring right when the battle ends

Properly pause simulation so units do not float up to the moon if you paused during a charge impact

Thrall levies have shields on the model but not having the shielded trait

Memory leak in the Terror Application System

Cheers, Jordan & TJ

(ง •̀_•́)ง

ALL WILL FALL: Physics-Based Survival City Builder - Misao Kamiya
RELEASE WINDOW UPDATE

Hello, Stranded Survivor! ⚓

We have some news regarding our release date window. Our game is fully on track, and we'll be announcing the specific date very soon.

Thanks to our playtesters and community, we've gathered over 400 different pieces of suggestions and feedback. 100s of bug reports and 1000s of messages from you across all our socials and Discord server! The team has reviewed all of our timelines, so we're confident that the rough release window we have set for ourselves is Q1, 2026.

We'll also have a demo update coming for you all to experience soon, just in time to get you all prepared for release!

For now, here are some of our favorite screenshots of your creations 👇

Built by Versus on Discord

Built by Korosis on Discord

Built by eknalive on Discord

Outro


Wishlist & Play the Demo now!

https://store.steampowered.com/app/2706020/ALL_WILL_FALL_PhysicsBased_Survival_City_Builder/


Thanks for reading Survivor! Follow ALL WILL FALL: Physics-Based Survival City Builder to stay updated.

Have any feedback for us? Visit our discussion page here or join our Discord server to let us know.

Keep building, just don't crumble!


SOCIAL: DISCORD | TWITTER | INSTAGRAM | REDDIT | FACEBOOK | YOUTUBE | TIKTOK | BLUESKY

Smash Simulator - bleuzzpiroo

Hello everyone!

Update V8.2.3 is now available! It brings a complete redesign of the user interface (UI) for a more intuitive and clearer navigation.

We’ve also fixed many bugs, including issues with interfaces not opening and saves not loading properly.

Transparency about AI usage:

For this update, AI tools were used for:

  1. The temporary intro.

Thanks for your feedback and have fun!

Lucas

Discord

For What - Бот God

Added new horror elements, interactive details, a aiming reticle for precision, and reduced match flicker to enhance the atmosphere.

The Serpent and the Crow - snoots
We've got our second Demo update here to check out! This update adds a new starting Origin called the Astrologer, the Astral Sorcery Combat Art line, new Equipment and visual improvements to the Demon Carnival environment. Thank you to everyone for all the valuable feedback so far!

New Origin: The Astrologer

This Origin starts with a ranged Knowledge scaling Combat Art called Arcane Missile which rapid fires multiple projectiles dealing Astral type damage.

Along with the new Origin, we also added 2 new sets of Equipment with a focus on Knowledge scaling.

You can unlock this Origin by completing the Quest "A Nebula's Collapse" (Find your Quest Log at the Codex in the Tavern).



Astrologer Ascension: The Astromancer

The Astromancer increases Astral Damage dealt and gains the Celestial Aura which summons a rotating star that deals Astral Damage to all enemies who touch it.



5 New Astral Sorcery Combat Arts
  • Astral Blade: Swing an Astral blade that cuts through enemies and fires an arc of energy.
  • Meteor: Call down a starlit meteor that explodes on impact.
  • Guiding Stars: Release spinning stars that rotate around you, shredding enemies.
  • Celestial Event: Send forth a star that tears a hole in space-time pulling in enemies.
  • Energy Beam: Release a beam of Astral energy that melts enemies.




We also included a new Accessory called "The Starry Eyed Charm" that grants you an Astral affinity when rolling for Combat Arts, and Mods.

Conduit System Adjustments
We changed the way the Conduit system works in this update - Conduits are no longer tied to Modifications and instead are based on specific Combat Arts and Combat Art Lines only. This should make discovering new Conduits more straight forward. The current list of in-game Conduits has temporarily changed as a result.

Visual Improvements
The Demon Carnival environment got another visual pass with improved assets, some new banners and flags waving in the wind, and additional prop variety. We also took a stab at the Post-Process effects and adjusted the glow, bloom, contrast and general mood.



User Experience Improvements and Bug Fixes
  • Void Well Key overhead text typo fixed
  • Tiered Equipment Chest System: There are now 4 different tiers of Equipment Chests - Tier 1 drops in Difficulty 1, Tier 2 in Difficulty 2 and so on. With each tier there are increased chances to find more powerful and rare Equipment.
  • Upgrade button in the Destiny Wheel now has a fixed position.
  • New loading screen text to explain when class Ascension will occur.
  • Destructibles can now drop Gold bags.
  • Funeral Pyre Conduit had it's art updated.
  • General improvements to Enemy spawning and positioning logic.
  • There is now overhead text for "Health already full".
  • The Quest "Forbidden Knowledge" is now based on Life Tap count.
  • Environment art collision has been adjusted for improved enemy movement.
  • Putrid Crawler boss had some attack timing tweaks.
  • Added a new Trait called Bounty Hunter that increases the amount of Gold dropped by enemies.
  • There is now an option to lock the FPS limit.
  • Difficulty 4 is now locked in the Demo - we plan to make this more rewarding to complete in the release version.
  • Incendiary Sorcery had Knowledge Scaling % adjustments.
  • Iron Claw no longer has a duration stat.
  • Quests to unlock an Ascension class now require you to play as its corresponding Origin.



Firestone - Online Idle RPG - Holyday Studios
⭐️ Ready for an adrenaline-fueled rush? Join "Team Effort" now! 🚀

⚡️🤝 In this event, watch as "Expedition Tokens" and "Guild Coins" multiply at lightning speed!
Team up with friends, accelerate your gains, and break together more Arcane Crystals! ⏩💎🏅

🏆🎁 Epic rewards await! Don't miss out – join "Team Effort" today! 👋😄🎉

Unhinged - TiziKesh

Hello!

This is Seyed, the developer of Unhinged. This is my second game (kind of… I killed the first one. It wasn't great) which I have been working on for close to three years. I just announced the game and I'm going to share more details.

What is Unhinged?

In a nutshell, it’s a first-person open world survival craft game where you are trapped in an open world corporate game. Think of it as a solo Hunger Games experience. Your objective is to survive and complete the trials. Both are equally challenging.

What is survival like in Unhinged?

Survival is sanity-first, meaning every action affects your brain chemicals which you need to keep in a good balance. Failing to do so will make you go UNHINGED. It’s the fancy word for going coo-coo. Failing to recover from it quickly is... ugly!

What are trials like?

They are a series of mini-games and challenges spread across the island. Think of the shrines in Zelda: Breath of the Wild and Tears of the Kingdom. Completing each trial awards you with perks to upgrade your gear and access better tech. 

What are the most similar games to Unhinged?

If you enjoy any of these games, you will certainly enjoy Unhinged too:

  • Subnautica 

  • Green Hell 

  • The Forest

  • The Long Dark

  • Icarus

  • Stranded Deep

  • Raft

  • Grounded

When will Unhinged be released?

Definitely not in 2026. Perhaps in 2027. Hopefully no later than 2028.

Will there be multiplayer?

The early access version will be single-player only. If the game is well received and the community demands it, I will add multiplayer for 1.0 release.

Can I play the game NOW?

The playtest build is almost ready after which I will be running a private playtest. Sign up NOW to save your spot!

Join Private Playtest NOW!

How can I learn more about Unhinged?
I will be posting regularly about my progress. Please give us a Wishlist AND Follow so you can stay updated with the game's progress.

https://store.steampowered.com/app/3664200/Unhinged

How can I speak to the dev?

Find me in Unhinged's Discord server.

Join Discord

I’ll see you at the playtest soon!

Seyed

Unhinged's developer

It Takes a War - pantaloon.
Mark your calendar! Conflict is calling!

It Takes a War will launch on November 6th, which - at time of writing - is a mere two weeks away. We announced the release date in today's Galaxies Showcase event, with a brand new trailer...

Watch the new Angry Shark trailer!

Just ignore the stuff that happens at the end there. A technical thing we couldn't remove from the edit in time. It's fine. Don't worry.

We're keeping the Demo up, btw

So if you missed your chance to play during Steam Next Fest, fret not. You can still play now! Wonderful!

Two weeks to go, then! Do a wishlist and all will be right with the world.

https://store.steampowered.com/app/3919530/It_Takes_a_War/

Athanasia - Neon Community Manager
Trick, treat, or scream?

The nightmare continues this spooky season! Catch the brand new trailer of Athanasia at the Indie Horror Showcase by DreadXP!



Ancient predators now roam free in this abandoned facility. What they have in strength and number, you counter with cunning and wit.

Scavenge, craft, think your way to survival in Athanasia. Remember, not all fights can be won...

Play the demo and wishlist now:
https://store.steampowered.com/app/1809950/Athanasia_Demo/

Don't forget to join our community, and follow our socials!

Talespinner - Maddie @ Kwalee
Every great tale needs a beginning…

And this one is ours!

We’re thrilled to announce that we’ve released our first public demo for Talespinner 🌸

We’d love for you to try it out and give us your feedback by leaving a review, letting us know in the Steam Forums, or following the link at the bottom of this announcement to join our Discord.

If you want to get a sneak peek at what is waiting for you in our demo, you can check out our latest features trailer, which we revealed as part of the Galaxies Autumn Showcase 👇



Talespinner is a deck-building roguelike adventure set in a captivating realm steeped in the exotic and bizarre tapestry of Japanese mythology. As the storyteller, you will guide your chosen hero through an ever-changing narrative shaped by your decisions and deck construction.

Each character has its own distinct gameplay mechanics and a powerful set of cards that can be upgraded as you play. In the demo, you’ll get to play as Gyokushin, 1 of the 3 unique characters that will feature in the final game. Whenever you start a new run, you’ll need to choose a scenario that will determine the location and the types of enemies your hero will encounter.

From there, you’ll face off against a variety of yokai, each with their own diverse set of skills. How to deal with them is up to you. Crush them in decisive combat or make them your allies through charm and cunning.

We’ll be gathering feedback and bug reports on our demo from reviews, our Steam Forum, and our Discord, so we’d really appreciate it if you could share your thoughts with us!

https://store.steampowered.com/app/1725410/Talespinner/

If you want to stay up to date on our latest news, don’t forget to wishlist Talespinner, join our Discord, and follow us on social media by clicking the buttons below 🌸






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