Dead Exhale - Seth

Get ready!

Terminator: Dark Fate - Defiance - Death

Hi everyone,

To celebrate the 25th Anniversary of Slitherine, we are happy to release a new update that includes free maps for Skirmish and Multiplayer, a new time limit option for these modes, a new event and various fixes and balancing changes for Uprising,

Changelog v1.08.1158:

Slitherine Games 25th Anniversary Update
  • New 25 hour duration Skirmish & Multiplayer duration timer for all Domination missions in Multiplayer and Skirmish games.

Technical changes:

  • Network packets queue system has been reworked. Now network adapter buffer overflow shouldn't affect host's game stability. If network connection is not stable, packets will start to store in queue until they'll be sent to clients via network adapter.

  • Loading missions rework. This change will affect all loading mission screens but mostly multiplayer loading mission screen. After the rework you'll be able to see others players loading progress while loading into multiplayer mission. It should help with low speed connection issues that caused network disconnects while loading the mission.

Skirmish/Multiplayer additions:

  • Added 25 hours durations for all Domination missions in Multiplayer and Skirmishes.

  • Added new multiplayer maps:

    • Space Center 1vs1/2vs2 (Domination)

    • Austin 1vs1/2vs2(Domination)

    • Destroyed Int.Camp 1vs1/2vs2 (Domination)

    • Pentagon Assault 2vs2(Assault)

    • Oklahoma Scavenger 1vs1/2vs2 (Scavenger).

  • Added new skirmish maps:

    • Space Center 1vs1/2vs2 (Domination)

    • Austin 1vs1/2vs2 (Domination)

    • Destroyed Int.Camp 1vs1/2vs2 (Domination)

    • Pentagon Assault 2vs2 (Assault).

Uprising DLC fixes:

  • Added "Marauders incoming" event to all generic sectors (2,3,5,6,7,8,9,10,11,13,14,15,16,17,19,20). Marauders will have chance to come to the sector when you fight your enemy (If enemy is not Marauders or "The One Sun"). You'll need to destroy them or your sector will be plundered and lose supply income for 2 days. If you destroy them, you'll get a supply reward. This event will not be triggered if "The One Sun" appeared on the strategic map.

  • Added "After life" for all missions in Uprising campaign except of Sector 18. It will add some civilians actions after you win. NOTE: It will happen only after 10 minutes after victory button appeared.

  • Lowered "Geiger" sound volume in nuclear bombs craters in Sector 8 and Sector 9.

  • Changed "Time to rest" achievement conditions. Now you'll get this achievement automatically if you completed "Resistance secured" achievement.

  • Added founders pilots to sector rewards(Variations: 11, 14, 16 sectors).

  • Fixed bridge collision on Sector 7.

Stellar Reach - Ethann115


Based on community feedback, there are a few changes to graphics settings.

Options
  • Added settings:

    • Display Mode

    • Window border thickness.

    • Window reflection intensity.

    • Window transparency.

    • Skybox brightness.

  • Anit-Aliasing (toggleable).

  • Added option to customise the keys for:

    • Toggling the pause menu.

    • Switching between Fullscreen and Windowed.

      • Alt+Enter is now also a default combination.

  • Fixed issue with input mappings not always saving correctly


UI
  • Added a Scout Window, so players can edit the names of Scouts.

  • The last touched window is not always in focus so will respond to input. Previously clicking off the window would cause it to lose focus and stop responding to input.

  • Unfocused windows now have slightly darker borders to help indicate where the focus is.

  • Made editable textboxes easier to interact with, including making the pencil symbol initiate editing.

  • Changed the main hotkey for closing windows from ‘Backspace’ to ‘Q’. ‘Backspace’ still works.

Updated localisation for all non-English languages.

New icon added for the ‘Universal Variator’ Project.


Bug Fixes
  • Fixed an issue with planet surface textures being visible before they have been visited

  • Fixed an issue with not being able to go to Faction Window tabs while in the ‘Tech Screen’



As always, use the Steam Discussion page to report any other issues or request features!

https://steamcommunity.com/app/2578670/discussions/

House Fighters: Total Mess - michal.korczynski

Hi everyone!

We're proud to announce that our game is officially out!

Join the mess and become the legend of the living room now!

Share your comments and feedback, we’ll keep supporting and improving the game based on your input.

Thank you for your support!

UFO - supa kara AO

Languages:
Added Spanish, Portuguese, and other languages.

Optimization:
Adjusted the “Cup Door” probability issue to make story progression smoother.

Addition:
The final “Clock Mode” has been changed to a desktop widget.

A discount will accompany this update, effective on the 25th.

Thank you all.
gooodmon

Chunky JUMP! - Pichon Games

IT'S FINALLY TIME!

Chunky JUMP! DEMO is OUT NOW on Steam! Experience the first night of Chunky JUMP! (plus a look at new modes and some secrets).

PLAY IT NOW FOR FREE!

https://store.steampowered.com/app/4016020/Chunky_JUMP__NIGHT_1_DEMO

Cross Blitz - margaux

Ahoy Blitzers!

Some great news washing ashore this morning, and we’re beyond excited to tell you that Cross Blitz is officially sailing out of Early Access and into 1.0 on November 24th 2025! Starting on October 24th, Cross Blitz will cost $22.99 on Steam as we batten down the hatches and prepare for the November voyage to 1.0.

Since we first weighed anchor on the Early Access back in 2023, Cross Blitz has brought on board a hearty crew of characters, and called into various ports to restock on cards and challenges. But there’s more to come yet, so cast your eyes on today’s freshly-caught trailer and dive into the adventures which await with our November 1.0 launch.

In Cross Blitz, heart-felt adventure meets fierce, strategic turn-based battles. Joining a memorable crew of five heroes, Blitzers will guide them through tense conflict and bountiful treasure hunting, weaving highs and lows into your lengthy voyages in the Fables story mode.

Ally with Seto, a small but powerful martial artist, on a journey to find his master. Or join Quill to aid in high-stakes heists and support him as he fights to provide for his impoverished family and bring justice to the common folk. In addition, keep your eyes peeled and set your spyglass to the horizon, as a new crew member - Mereena - will be joining the fray very soon!

Mereena joins fierce pirate Redcroft and the charming popstar Violet in 1.0, adding even more variety to our swelling crew. Players will join Mereena to discover more about this insightful and caring Sprout Elf, and help her to deliver peace and tranquility for all those on Crossdawn Isle. She may be the future ruler of Sproutsvale, but players will need to guide Mereena as she discovers the world outside her sheltered upbringing.

During each hero’s adventure you’ll explore a  variety of unique locations, and meet an array of colourful characters - all while unlocking a boat-load of  new cards, abilities and relics. Blitzers will need to deploy from a treasure trove of strategic tools to craft the perfect deck to suit the way you like to \sail\ play!

Test your strategy in the Tusk Tales roguelite mode, charting your own course through the peculiar regions of the Cross Blitz world. On this journey, no two voyages will ever be the same, requiring Blitzers to adapt to overcome and survive. Purchase powerful trinkets to boost your curated deck, rally a crew of trusty mercenaries and face off against foes that grow fiercer with every battle.

Blitzers who joined our crew previously may already know, but for the as-yet landlubbers among us, here’s what you can find on a Cross Blitz voyage!

  • Deep Deckbuilding Strategy: \Swab\ Build unstoppable decks with more than 500 cards, customising and perfecting strategies to meet different playstyles across five factions.

  • Thrilling Adventure: Sail through 60+ hours of adventures across five different stories as our heroes overcome a variety of trials and tribulations in the Fables story mode.

  • Endlessly Replayable Challenge: Brave constantly-changing seas on the roguelite Tusk Tales mode to unlock 20 new mercenaries. Face off on four randomised maps packed with unique battles and 12 different bosses to test your tactical prowess.

  • An Enthralling World: Packed to the crow’s nest with colourful characters, intriguing locations and delightful secrets, making Cross Blitz an exceptional title for those looking for adventure and exploration.

We’re looking forward to setting sail alongside our incredible community, as we launch into 1.0 on November 24th. Get ready to hornswoggle your enemies and hang ‘em from the yard arm.

Prepare for adventure, Blitzers. The time to cast off is coming soon!

- The Cross Blitz Team

https://store.steampowered.com/app/1619520/Cross_Blitz/

Make sure to follow us to be regularly updated with 100% valuable Cross Blitz content:

Gold Rush Ventures - bertolacci.dev
Patch V0.0.31.5 Summary

This update is aimed at improving the early game progression. Speeding up mining and shifting the focus to energy management. 

Previously the game was too slow and mining felt too tedious. 

Thanks to everyone that submitted feedback and helped with this update.
  

Bug Fixes
  1. Fixed the one tile step up mechanic (now working from climbing as well).

  2. Fixed the invisibility bug.

  3. Fixed auto-mining bug when switching items while attack was pressed.

  4. Fixed boulders spawn rules.

  5. Fixed food item drop size.

  6. Fixed being able to open the quest menu from the main menu. 

  7. Fixed quest indicator inactive when NPC inactive.

  8. Fixed arm position when no item is equipped. 

  9. Fixed sleep particles position. 

  10. Fixed go to sleep NPC routine stuck when NPC already near shop. 

Improvements 
  1. Changed low energy audio SFX.

  2. Added timed effects to the food context inspector window.

  3. Added drop info for all infrastructure items. 

  4. Added scroll selection with mouse wheel. 

  5. Added auto pause on application focus lost. 

  6. Added minimum walks speed modifier on surface. 

  7. Added stunned particles. 

  8. Added the continue button to the main menu right side. 

  9. Improved jump (cooldown, reduced gravity multiplier).

  10. Improved damage overlay.

Additions
  1. Added immediate damage overlay feedback. 

  2. Added passive energy consumption multiplier.

  3. Added magnet effect to nearby item drops. 

Rebalance
  1. Rebalanced all food items.

  2. Rebalanced all equippable items. 

  3. Rebalanced tile mining speed and all pickaxes durabilities. 

  4. Rebalanced depth effects, hunger effects, weight status effects. 

VEIN - disseminate
Hi everyone!

We're happy to announce that VEIN has now arrived to Steam's Early Access.

In addition, we've shipped 0.022 Hotfix 1 with bugfixes and Early Access features to both the demo and the game. The changelog can be found below.

Thank you to everyone that helped us get to this point, as your feedback and comments have been invaluable in getting the game as far as it's come from version 0.001. It's been quite a ride but we think it's just getting started – we have a lot of work to do.

Enjoy!

---

0.021h1 Fixes

  • Max demo level lowered to 50
  • Add ChamplainValley main map to dedicated servers
  • Fix code locks appearing to shock you in multiplayer
  • Fix fluid containers (e.g. beer) not showing you if they smell bad
  • Various item name & description fixes; fixes for some items giving you wrong dismantling results (screws from plastic items especially)
  • Fix being able to view hair in the haircut window if the hair is blocked
  • Fix persistent corpses not always cleaning up their inventories when destroyed
  • Fix motorcycle base raid exploit
  • Fix the school bus garage having weird snow placement
  • Fix stats UI showing available points to spend when there are no more perks left to buy
  • Fix vehicle position desync in multiplayer for some vehicles
  • Simplify how broken glass attaches to doors, might fix issue with glass stuck in midair
  • Fix pompom hat requiring a wrench to dismantle
  • Fix scrap metal fortification destruction effects
  • Fix right click context menu not returning focus to the window it came from
  • Save games can no longer be corrupted if the game exits during a save (they will just fail to save)
  • Fix softlock in the tutorial if you destroy your spiked bat
  • Fix server browser join button not graying out when it should
  • Corrected ID and debit card item placement on walls
  • Fix plants not healing when adequately watered/in warm weather
  • Fix <a> appearing in news
  • Fix being able to 'sprint' while crouched
  • Fix strong melee attacks not doing extra damage
  • Fix flaregun applying impact damage twice
  • Fix quarantine tent looking black from a distance
  • Improve vehicle networking
  • Fix round glasses mesh
  • Fix placing stuff on trees breaking
  • Fix bug with eating canned food very fast after opening it on dedicated servers with a lot of lag
  • Fix items from item spawners still being really cold
  • New ext. soundscape
  • Fix some log spam in dedicated servers
  • Fix snow snapping in at 7pm sometimes
  • Fix people mistakenly being kicked for cheating when looting animals
  • Recipe tooltips now indicate if it's locked due to a schematic
  • Fix zombie navigation being bugged/being unable to enter doors
  • Fix taser sometimes desyncing players
  • Fix vehicles falling through the ground when loading a save sometimes
  • Fix memory issue with items (maybe fixes crafting crashes)
  • 'Take All' button only takes what's visible (e.g. you can Take All for just crafting items if it's selected)
  • Improved frozen glass effect
  • Fix loading in at 100/125 HP with the +25HP perk selected
  • Fix moving sinks sometimes displaying as just a cube
  • Prevent keyboard input producing other menus with prompt is open
  • Zombies can't push cars
  • Crash fixes
  • Map fixes
  • Small bugfixes
  • Performance fixes
Total War: WARHAMMER III - ca_pingu


Hey Folks -

Following the fix for last week’s FLC issue, we promised to keep you updated on our direction of travel towards the next game update. This week we’ve continued our work on building out fixes and improvements that will form the foundation of what we’re internally calling 6.3.4. We start our testing on 6.3.4 later this evening, continuing through the weekend, and right across all of next week.

We’re not currently locked in on the release date for 6.3.4, but we have softly targeted its release on November 6th. We hope that you’ll understand that our testing phases for significant changes is often extensive and can cause us to make changes to release dates, or make further revisions to what we include in the update itself over the course of testing.

I’m happy to shed as much light as possible today on what our top focuses and expected fixes are based on where we stand today, but please expect some changes to the below between now and 6.3.4’s release. What I’m sharing today is pretty raw information, hot from the ovens, but all things that we’re happy to chat about.

What key issues are we looking to address in 6.3.4?

  • Idle Armies on the Campaign Map
  • Chaos Dwarf Recruitment Issues (Higher Tier Units)
  • Golgfag Idle AI Campaign Behaviour

Before I get into breaking down our progress on these three key issues, it’s important that I highlight that we are in the earliest stages of testing. As you’ll read below, we have different levels of confidence on these three key issues, which may see us change up what’s included in 6.3.4. If we make changes, you’ll hear that from me as soon as we make that decision. If we do remove one of these key issues from 6.3.4, please know that it won’t mean that we’ve stopped working to solve the problem, only that we’ll continue to work on the problem and instead look to make it a part of a future update.

As things stand today, Idle Armies is something that we have a positive outlook on. The issue itself is presently believed to be a complication of several different issues, all conflicting with one another, and causing the behaviour that many of you have highlighted across our communities, where you see multiple armies standing around settlements and not taking any direct actions in your campaigns.

We’ve looked to address problems we’ve discovered over the ways in which Campaign AI is prioritizing Defensive Tasks too aggressively (a lovely bit of Friday irony for you there), a specific issue with Vampire Counts that often saw them get tied up in odd recruitment logic (similar to what we’ve recently tackled with Lizardmen and Tomb Kings), and instances of factions who sit idle whilst surrounded by allies (despite having valid enemy targets in more distant provinces). We’re also starting to investigate complaints of cowardly diplomacy AI, where if an AI faction isn’t presently at war with anyone, it languishes around settlements instead of engaging with all the tools in the toolbox. There’s no guarantee we’ll have a solution for this last one in time for 6.3.4, but we are looking at it and will keep you updated on our progress.

In spite of the complicated web of problems that contribute toward some of these remaining Campaign AI Issues, we presently believe that fixing the issues detailed above will significantly reduce (though likely not entirely remove) instances of Idle Armies from occurring in your campaigns. Testing over this weekend and through next week will start to paint us a better picture of how effective our changes are proving. Initial tests are showing a positive sign, but we are in a very early stage of that testing, and we’re not out of those woods just yet.

Chaos Dwarf recruitment is showing a similar early sign of improvement. We’ve observed that they hadn’t been recruiting higher tier units on a consistent basis, and some of the changes that we’ve developed are giving us an early indicator that we’re starting to see some success in changing that. As with other Idle AI issues, there’s lots of testing to do here to give us a better idea of how successful we’ve been in this space, as well as a need for us to be diligent about checking that we haven’t introduced any new unintended behaviors, but from our initial limited testing, we’re progressing in a positive direction here.

Finally, Golgfag has had their Campaign AI reviewed, and has now started to show consistent interaction with campaigns. Of all of the 3 key issues listed here, this is one that we are most confident that we’re currently making a good improvement on, but still something that will require a lot more testing and plenty of careful study on Golgfags impact in a campaign.

As of today, he’s properly attacking and expanding his territory, though we’ve had a few early tests that raise concerns that he’s prone to enter a state of megabonk, and can often be found to act as quite a menace to anyone within reach. Making a change to Golgfag to get him active is a good first step, but we’re going to be doing some further balancing as part of this process to ensure he doesn’t get out of hand.

Before I move onto chat about other fixes and improvements that we’re also looking to make in 6.3.4, I’ll call out that right now our testing is largely focused around new campaigns, and a lot of the confidence we have today is borne from testing in this condition. We do have access to plenty of saves where these types of issues are occurring, but we currently find that the AI struggles to resolve itself away from its bad behaviors on existing campaigns where these types of problems are already present. Building out fixes that would allow for existing saves to convert into healthier states is likely something of a distant stretch goal for us, and we’re currently forecasting that to make the most of the improvements that we’re looking to make in 6.3.4, a new campaign start is likely to provide the best possible experience.

What else are we looking at for 6.3.4?

There are a host of additional changes and fixes that we’ve been tracking in recent weeks, and whilst Campaign AI and related issues are a high priority for us, there are other things that will also enter testing next week and possibly arrive as part of this update.

Here’s just a handful of those fixes, but more are in testing and whilst minor in nature, these are changes we’re keen to make alongside 6.3.4’s Campaign AI focuses.

  • Ironman mode now autosaves when a mission is issued which will protect progress in multistage missions and you may see more autosaving as a result.
  • The 2nd level of the Word of Pain skill for lords now gives an increased cooldown, as does the 3rd level for the hero version.
  • Occupying the Oak of Ages as Warriors of Chaos now provides the correct building. If you currently own the settlement as Warriors of Chaos, it will not automatically be updated so you will need to re occupy after losing it to an enemy.
  • Sequence of the Hardened Scales now correctly applies unit mass to Kroxigors.
  • Blades of the Blood Queen (Har Ganeth Executioners) now have the correct Melee Attack.
  • Hideous Visage trait provides fear as well as terror.
  • Oxyotl's "Inner Sanctum" buildings now give the correct benefits.
  • The Big Name Gnoblarkicker correctly unlocks with Gnoblar Flingers in your army.
  • Cave Painter follower can now be equipped by Golgfag Maneater, Camp Tyrants and Paymasters.

There’ll be further updates and amendments that we’ll be looking to make as we progress through our testing, so do expect further comments from myself and the Community Team as we regroup from the weekend, as well as a return to our usual schedule livestreaming next week over on our Twitch, and Total War Live YouTube next week.

Thanks for reading – see you on the battlefields

Freeman // Head of Community

— The Total War Team

For the latest news and announcements, don't forget to visit our official social channels. Steam X Facebook Instagram Discord [url=https://bsky.app/profile/totalwar.bsky.social style=button]Bluesky[/url]
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