Core Of Magic - Developer_HellgateGames
Content:

-Added a new area for Act 3

-Added/upgraded items/added new stats type

-Added new non-class item-based skill: Teleport

Improvements:
-improved player storage, items now get sorted by item type

-Belt added, you can see how many potions are left in the inventory

-Added a description skill panel

-Skills now use less mana on player level 80

Bugs/visuals:


-Spelling mistakes fixed/renamed

-Waypoint graphics/ongui changed

-Small bug fixes
Japanese Castle Defense : Zundamon Castle - KC Project
【Specification Changes & Balance Adjustments】
  • Adjusted the display of reasons why jobs are halted in the job list panel to make them more accurate
  • Added a feature to display the number of people currently eating in the job list panel
  • Changed the maximum level of the Kitchen Tower to 1; removed kitchen tower workers
  • Separated the peace standby point and battle point; units now move to the battle point in the evening on days when battles occur
  • Removed artillery units from the list of units that can mount
  • Changed the specification so that cavalry units can no longer be stationed in towers and other buildings (this was done for realism but may be reconsidered later)

【.Bug Fixes】
  • Fixed a bug that prevented starting a new game on maps larger than size 256
  • Fixed a bug where horse couriers would keep their previous transport tasks even after switching the target item, causing them to stop while searching for the wrong item
  • Fixed a bug where idle worker Zundamons could get stuck due to a process change made when fixing the issue of enemy units getting stuck at headquarters
  • Fixed a bug where relocated floors were excluded from the reforestation targets after reconstruction
  • Fixed a bug where felled trees were not placed on the ground when starting on a map larger than size 256
  • Fixed a bug where samurai would appear in a T-pose
  • Fixed a bug where, depending on the building’s angle, the destination cell for stables could extend outside the structure, preventing soldiers from reaching it
  • Fixed a bug where the starting point of formation commands would sometimes be incorrect
  • Fixed a bug where enemy units walking along the x=0 coordinate would move toward point (0,0)
EURGAVA™ - Pathforgers - Baskara Eurgava

Thank you, to all of you who tried EURGAVA - Pathforgers public demo and wishlisted the game during this month's Steam Next Fest! (Please forgive the young fang waving and blocking the thing. She's too happy about this.)

I'll admit I want to highlight this livestream in particular, since this is my first time seeing people enjoying the game this much during this Next Fest, I was thrilled to be there among the chat folks:https://www.youtube.com/watch?v=snSKOkLhhpgI genuinely hope all of you enjoyed the game as much as they do, if not even more. If you got something in mind about it, consider visiting the game's YouTube, X, or Instagram @eurgavaSTORY and leave a comment there.

See you again, in the next event!

-- Baskara

Outsider Playtest - galantrixgames

The entire game is now live! All endings, all text, all sound effects, all music! Also contains many bugfixes and feedback from previous playtests.

This build should be considered a release candidate, but will likely receive further improvements as playtesting feedback comes in.

Caveman Caravan - Teddy

After continued observation of gameplay from players and personal testing, this update seeks to implement some needed changes for the purposes of better game feel.

ADDITIONS:

"Harsh Conditions" Expanded

  • The amount of possible harsh conditions effecting game mechanics directly(previously just heavy fog and quakes) has been expanded.

  • There are now two categories of mechanics-impacting harsh conditions, one normal variety which appears on the second and third season, and then a harder variety for the final. For example, Heavy Fog is now a standard variety, while Quakes is in the harder category.

  • This should help to make the midgame of a run less difficult on average, but keep the endgame consistenly more challenging.

Game Speed

  • The game speed should now be more consistent across devices.

  • The game speed can also now be adjusted up and down with buttons next to the options button. Speeds include 1x,2x,4x, 1/2x, and 1/4x

  • The 1/4 speed is mostly there to be funny, honestly.

Rewards

  • Something on the title screen now changes when you've cleared a run with all six leaders.

  • And maybe if you're extra committed, you can get a second change, too...?

ADJUSTMENTS:

Tools

  • Most tools which add a tag to tiles of a specific tag now also provide extra resource when those tiles are scored.

  • Some tiles which give extra resource to tiles of a specific tag have been made more powerful

BUGFIXES:
  • Hitting the terminal code entry button on a controller now only opens the code UI on the title screen.

Conviction - Helios

Hello Gamers, Thank you all for your patience, this new update adds 2 new level and a few bug fixes so here we go:

- Improved AI on later level not attacking the player at all.
- Improved AI Nav meshes.
- Fixed Level 5's pause menu not working at all.
- Fixed Level 9's Jump pads not working at all

- Added 2 new level, to access them you can either go through the game from the start or go to "Level Select" and start from Level 9 and go from there.

Neko Loop - Chris

Major changes:

Balance:

Thief card now requires 1 generator slot instead of 2.

New:

New card: "Summoning Circle".

A new node has been added to the skill tree at the start of Tier 2 to unlock the new card.

Visual improvements:

Reworked Selina illustrations (for example in the pause menu during a run, icons, etc.).

The following graphics have been redone/remastered:

Structure graphics:

  • Ball of yarn

  • Beehive

  • Church

  • Windmill

  • Stone mine

  • Copper mine

  • Iron mine

  • Sawmill

  • Old castle

  • Vampire castle

  • Tower of cats

Card graphics:

  • Stone mine

  • Copper mine

  • Iron mine

  • Sawmill

  • Old castle

  • Tower of cats

Updated graphics for all equipment items.

Changes:

Equipment names now have more variety and are localized to all languages.

Fixes:

The "Dungeon" card no longer incorrectly activates when water flows past it.

Resolved intermittent issues with the "Dungeon" card when loading a previously saved run mid-run.


Inky's Sleep - timlarik01

Hey everyone! I'm excited to announce that the updated demo version of Inky's Sleep is now available on Steam, featuring a brand new level!

You can download it directly from the store page and share your impressions, feedback, or any questions right here in the comments below.


Ballest of Them All - Low5ive

Ballest releases today in Early Access!

We've made huge improvements since our demo in February, but here's the big ones:

  • It now costs money

  • The Tower is back with a fresh coat of paint and twice the height

  • The Track Editor is now available

We're stoked to see what kind of stuff y'all cook up in the track editor. Check out the hub for the real content.

This is a huge milestone, but this is only the beginning. We have to make this a ball game for the ages.

If you choose to support us in EA, please join the Discord and say hi!

THANK YOU ːsteamhappyː

DWD: Drunk Wizard Dungeoneer - FyreFlight Games
Hey Drunk Wizard Dungeoneers!

We come with potions quality of life and miscellaneous bug fixes that have so far been reported on our discord or via other various channels.

This includes
  • Prompting endless mode when approaching endless mode portals (the big bad evil guy was always meant to goad you)
  • Collision fixes on various biome assets, to prevent players from falling through the map or to prevent enemies spawning in "stuck" positions (this is ongoing so please report with screenshots if you do encounter such!)
  • Hub map lighting adjusted
  • Shop now displays costs of items and upgrades!
  • Text speed moderately tuned up
  • XP and level correctly reset between returning to Hub and starting a new run

We are always on the listen for any other feedback and ideas! We are already busy planning what our future content update will hold and will be keen to hear what you (the epic dungeoneers) want to see! Please let us know through engaging on any of our socials @fyreflightgames or our community Discord.

Stay cool, epic, and drink potions responsibly,
The FyreFlight Dev Team
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