Hotdog: The Videogame - LeoTheFerengi

Hotdog: The Videogame is out now! We want to thank all of you for your support, for playing our demo, and for providing amazing feedback and content.
We hope you enjoy the journey to becoming the most incredible fast-food entrepreneur ever.

Time to cook and sell with maximum efficiency!

See you in the truck,

Tenth Horizon Games team

PACS - Post Apocalypse Courier Service: Co-op Delivery Simulator - Coffee (Playstack)

Welcome apocalyptically interested couriers!

EXCITING NEWS AHEAD! ⚠️🎉

Today during the Galaxies Gaming Showcase, we revealed a new trailer for PACS:

  • Deliver parcels with up to 4 players for exciting online co-op gameplay, and earn your place in the post-apocalypse

  • Drive through extreme weather and treacherous terrain

  • Scavenge on foot or wheels to survive and repair your equipment

  • Customize your vehicles with engines, wheels, batteries, drivetrain, bodywork, and more!

  • Package parcels, manage your inventory, and be strategic with transport space and materials

  • Wear a company issued respirator at all times

UNBOXING A PUBLISHER! 📦

We’re happy to announce our publishing partnership with Playstack, known for previous hit titles such as Balatro, Abiotic Factor, and VOID/BREAKER.

While we’ve already been working together for some time now, securing this partnership means more people are working together to get PACS into your hands. 

You may have already noticed some new key art for the game!

OUR VISION FOR PACS 💡

PACS is an accessible co-op delivery shenanigans simulator at its heart. However we’re also planning a wide array of vehicle types, and driving experiences with the goal of satisfying driving simulator fans, as well as plenty of open world to navigate and explore.

While we think PACS will be more engaging as a cooperative multiplayer experience, we’re ensuring single players won’t feel left behind. Our vision for PACS is to be fun alone or with friends.

PLAYTEST SIGNUPS! 🗒️

We’re inviting you to sign up for our future closed playtest at https://www.pacsgame.com

PACS is made by a small team in West Cornwall. We’re humbled by the support you’ve shown us so far, and can’t wait to involve you in our development journey.

- Studio 316 & Playstack

Antiquitas - bastecklein

Good news Antiquitas fans, the v2.2.0 release is now live and available to download on Steam! This update rolls up and implements all of the engine fixes and improvements to the game's underlying My Colony engine up until this point. It also now includes all base game data into the main app bundle, instead of downloading game data from the server on initial launch. This increases the game file size, but also means that Antiquitas will no longer require access to the server in the future in order to be played.

You can find a (slightly) more detailed rundown on the latest update by checking out the official patch notes here: https://www.ape-apps.com/blog/antiquitas-220-released

And one final note, my next Steam release Realms of Conflict will be live on December 16th! Check out this brand new RPG title and add it to your wishlist today!

https://store.steampowered.com/app/4072610/Realms_of_Conflict/

Thank you all for playing Antiquitas, and stay tuned for more!

Liminal Void Playtest - jeijei

this is for spookfest. sorta. this game deserves a better upgrade.

a weirder and different animation system for enemies.

a possible fix for steam achievements

and i fixed the ui for the chaos and chill modes

maybe mouse sensitivity in options finally work?

i got some more work ahead of me

thank you!

SLEEP AWAKE - AJ Blumhouse

On December 2nd 2025, enter the CRUSH, the last known city on Earth, fallen into crisis as everyone fights to STAY AWAKE.

SLEEP AWAKE has been born from the deep personal experiences of the dev team at EYES OUT. We have a lot more to show you on the road to launch, including behind-the-scenes videos and soundtrack drops. Make sure to follow us on YouTube and the Blumhouse Games Discord to catch all of the upcoming announcements, speak with the devs, and connect with other players.

THE SPIRIT LIFT - prettysmartgames Tracie
You're invited to the Grand Opening of the Vexington Hotel!
THE SPIRIT LIFT is ready to launch! Join us in celebrating the announcement of the release date with our new trailer from today’s Indie Horror Showcase!






As big indie horror fans, we’re so honored to in this year’s show. Check out the rest of the Indie Horror Showcase presented by The MIX and DreadXP.

Thanks for playing the new demo!
We’ve had the most daily players ever this week! And special thanks to those who have given feedback. Many of your notes have been added to our final game fix list!

We are working on a demo update as well, so stay tuned for more news on that. Perhaps sooner than you may think?
GROUND BRANCH - Scopey
Hey, everyone.

Our last contact has been a while ago, in Build Update #060, when we released Patch V1035.1.

Although we usually reserve our Intel Reports for longer periods of quiet between major releases, Patch V1035.2 is taking a lot longer than initially anticipated, and we thought it was important to give everyone a quick heads-up on what’s going on behind the scenes.

🙌 Before we get into more detail, rest assured that GROUND BRANCH continues to be developed normally by the same folks you already know and love/hate, plus a few new faces! We're simply having to do some more refactoring to ensure longevity and consistency in our systems.
With that out of the way, let’s get into it.

A necessary shift: from Lua to C++ and UE4 Blueprint
As we continue development, we’ve made another difficult but crucial decision to refactor the game’s core logic—including all game modes/missions as well as much of the UI, the Mod Kit and more—away from Lua and into native C++ and UE4 Blueprint. This foundational change is the main source behind this delay, but we are confident it’s the right long-term path for GROUND BRANCH.

Our initial Lua-based systems ultimately proved unfit for purpose: over time, more and more critical logic was pushed into C++ and Blueprint to meet performance and complexity demands, which ironically negated Lua’s main benefit: rapid iteration. The system became redundant, and we simply lack the resources to properly develop and maintain two separate scripting environments.

💡 Though mods will also be affected and that is of course unfortunate, we have assessed that the vast majority of Lua-tagged mods are actually maps created in the Mission Editor, with only a tiny fraction being true Lua-based projects.
A proper map editor will ultimately provide more power and flexibility than the current Mission Editor + Lua combo could offer. The possibilities exposed by robust Blueprint support far outweigh what our current Lua systems can achieve, and it aligns with modern development practices. Also, new programmers joining the project are already familiar with UE4’s native C++ and Blueprint workflow, allowing them to become productive much faster.

While this transition means a much longer wait than we’d like, it paves the way for a more stable, performant, and moddable GROUND BRANCH for years to come. We appreciate your patience as we work to get this right!

Other updates and changes
One of the more popular PvP game modes in the game, Hostage Rescue, will finally return in Patch V1035.2 as all game modes are rebuilt with C++/Blueprint logic.

The update will also introduce a new Kit Restrictions system for server-side customization, a complete door rework to (among other things) hopefully resolve long-standing replication issues alongside new VFX and the return of frag and smoke grenade abilities for enemy AI.

On the gear front, you can expect new weapons like a stock (factory) G36K carbine, the AUG A1 and F88SA2 assault rifles, new Galil variants, as well as updated models for the HWS 553 (and a couple of new holo sights!), a remade ASR, revised M110 and M110K1 models to fix proportions, a new MS2000 IR strobe, and a cleanup of the Tan/Coyote Brown platforms and pouches, among other updates.

HWS 551 holo sight

Updated platforms and pouches in Coyote Brown (formerly Tan), as well as the new MS2000 strobe model and the HWS 552 holo sight on the M16A4 rifle

Galil SAR



We hope to have Patch V1035.2 ready in a few weeks.

Stay tuned and thank you for sticking with us!
Silver Pines - Sheldon_Team17
It all led you here, to Silver Pines. Uncover the mysteries of Silver Pines in the upcoming survival horror metroidvania from Wych Elm Games and Team17. Coming to Steam in 2026.

Watch the Announce Trailer:

Find Eddie Velvet.

Private investigator Red Walker finds himself in Silver Pines, a place half-abandoned, half-forgotten, in the middle of nowhere on a job to track down Eddie Velvet. A musician who has vanished. As the case begins to reveal a dark past, Walker soon slips into a strange and nightmarish descent beyond his control.

The Kind of Moment That Lasts Forever

Embark on a journey filled with dread and atmosphere. Haunted by shadows of the past, Silver Pines is waiting to reveal its dark secrets.

Survival Horror Gameplay 

A love letter to classic survival horror. Fight or avoid the horrors of the town as you scavenge for resources and solutions to the puzzles blocking your way.

Metroidvania Navigation 

Filled with locked doors and hidden paths, every turn holds an uncovered clue, a resource, or something waiting in the dark. With better tools and weapons more and more of the town becomes accessible.

Features:

🌲 Discover the mysteries of Silver Pines

💀 Survive against nightmarish horrors

🧰 Manage scarce resources

🔦 Explore a haunting and surreal world

🧩 Solve a variety of engaging puzzles

Keep up to date with Silver Pines:

Follow Silver Pines on X

Follow Silver Pines on TikTok

Wishlist Silver Pines on Steam:

https://store.steampowered.com/app/2333000/Silver_Pines/

GlitchSPANKR - Mahelyk

Patch 7

Hey Spankrs!

This patch has more of the usual small fixes and polish, but with a larger addition!

Introducing... the Abstractulator! This can now be found in your HQ and is a central spot to collect and view all the lore documents you find. Unfortunately you may need to go back to previous locations to collect the lore form the TVs and notes, but these are now counted as secrets and can be found on the map.

Another of the more important updates can be found in the Control Settings. You can turn on a setting to make the stick stiff to avoid too much movement, for those of you who requested a feature like this.

The final notable change is that I made the Old_Friends turret level slightly easier to help with getting the Guardian Angel achievement. You can now auto fire, the fire rate is faster, and the spawn rate is slightly reduced on the final wave.

  • Added fire to hand in fireplaces in HQ,

  • Added water splash to koi pond,

  • Added water splash to water fountain in Greenhouse,

  • Added water splash to Rabbit_Hole,

  • Added water splash to Something_Amiss,

  • Updated the scream in Something_Amiss,

  • Fixed long pause if you skip dialog in Dont_Spank,

  • Fixed typo in game shader compile message,

  • Added new message option in Shader Compile screen,

  • Added new fan art!,

  • Added effect to help players see the surprise in Surprise,

  • Added in special critical spank words,

  • Removed Freecam unlock from demo, as Free_Cammin is now in the demo,

  • Updated things in demo kitchen to be breakable/interactable,

  • Added in whole new song hidden in the game in part of the upcoming ARG,

  • Added setting to make the stick stiffer to avoid motion sickness from too much movement,

  • Added some glitch effects to various locations in the game,

  • Added autofire to the turret in Old_Friends,

  • Increased fire rate by 25% in Old_Friends,

  • Adjusted spawn rate to make things slightly easier in the final wave of Old_Friends,

  • Updated the objectives in Dark_Maze to track reamining power crystals,

  • Added the Abstractulator to the HQ. Now you can collect lore notes and see them all in one place! Unfortunately with the new system you'll need to go back to collect the notes, but they are marked as secrets on the map!,

  • Added the start of a hidden ARG in the HQ

Courier Bay - Damiani

After hearing the community’s feedback, we’re happy to announce that the optimization process of Courier Bay is being rolled out in stages. Our goal is simple: lighter deliveries, smoother frames, and an even more vibrant city.

Courier Bay is a living ecosystem — with NPCs walking around, cars on the streets, and Leo racing against time — and we want everything to run smoothly for everyone.

In this update, we focused on something crucial: 🧠 The NPC system has been completely restructured! It was previously consuming too much memory and impacting performance. With the new optimizations, we’ve achieved a noticeable FPS boost.

This is just the first delivery (pun intended 😅) of many more to come. We’re preparing more improvements and optimizations to make every day in Courier Bay a better experience.

💬 Join us on Discord and share your feedback:

https://discord.gg/HXZFDTYZ

🚚💨 The journey of Courier Bay is just getting started.

...