Rakion Chaos Force - 박경수
Hello Rakioners,

There will be special events for the weekend.
Here is detail.

Weekend Events

1. 80% Discount
- 10/24~10/26 00:00~23:59

2. 10/24~10/26

1) 300% EXP&Gold
- 10/24~10/26 16:00~20:00 (4 hours)

2) Connecting Time
- 30 Minute : Effect injection
- 50 Minute : Dragon Core
- 80 Minute : Fallen Amelia's Pyxis

3) Happy Hour event(When you stay at the server at this time, you will get rewards)
- 18:30 : Super Core(Normal)
- 19:30 : Random R.Cash Bag(S)
- 20:30 : 70% Discount Coupon

4) Theme park
- 10/24~10/26 12:00~20:00 (8 hours)

3. Limited shop

The Falconeer - Falcopup

So here's the first small hotfix for the remaster. Changelist as follows:

  • added a deflection indicator to show where your bullets might land relative to the reticule

  • removed reflections from clouds and splashes

  • increased the epxlosion trigger range for the dropable seamines

  • removed the block from aim assist when targeting friendlies

  • removed a floating item at peteh's

The deflection indicator is just a spur of the moment idea, let me know if it's a good addition.

Glasshouse - Mr.Monta

Oi flatmates!

I’m happy to announce the first in a series of Pre-Alpha Playtests taking place over the coming months: the DISCORD PLAYTEST!

Available from October 31st to November 7th, it will be open to ALL members of the Discord Community.

HOW TO ACCESS THE PLAYTEST

To take part in the Pre-Alpha Playtest ahead of time, you’ll need to join our Discord Server, where starting October 31st (1:00 PM UTC+1/CET) a special section will appear where you can download the build.

No Steam, no access requests: we’ll simply provide you with a .zip file to download from our Drive (and no one will ever take it away from you!).

Taking part in the Discord Playtest means joining the collective development of GLASSHOUSE, alongside a community of 500 people who, for over three years, have been watching, criticizing, and proposing ideas to make a better game.

During Playtest week, you’ll be able to join the voice channels and play with us at FLAT28 Collective, share your feedback, and ask us whether Carbonara is an Italian or American dish — in whatever order you find most appropriate.

We’ll be waiting for you in flat 28, beers in hand.

STEAM PLAYTEST?

The next Playtest, more polished and expanded, will be available later on Steam through the usual ‘Request Access’ system. I can understand that, for many, not being able to play GLASSHOUSE on Steam right away might not be ideal and I'm sorry about it; have mercy, this project is being developed entirely in our spare time, and unfortunately, there are only 24 hours in a day.

Lastly, for reasons beyond our control, we can’t reveal the date just yet — but don’t worry, you won’t have to wait long. Really™.

Next week, we’ll reveal the official content of the DISCORD PLAYTEST along with the release of the build, so hang on tight, lads!

Thanks everyone, see you soon!
-Giacomo Montagnoli, Creative Director FLAT28 Collective

GladiMaker - team.cjnm
GladiMaker DEMO is available now on STEAM!

Hello everyone!

The DEMO version of <GladiMaker> is finally available on Steam!

Play it now: https://store.steampowered.com/app/3915400/GladiMaker/

Your feedback means a lot to us. We hope you enjoy the demo and feel free to share your thoughts and impressions!

If you find any bugs or would like to contact us directly, please feel free to send us an email at: team.cjnm@gmail.com

Future Plans

Discord Channel

We’re planning to open an official Discord channel soon! There, we’ll communicate with players, share our development logs, and improve the game based on your feedback. We hope you’ll join and be part of the conversation!

Update News

We’ll also be sharing updates about new content and features that will be added to the full version, so please stay tuned!

Funding Plans

In addition, we’re considering launching a Tumblbug/Kickstarter campaign. The details aren’t finalized yet, so please take this as just an early notice!

Thank you for reading our announcement!

We’ll continue working hard to make <GladiMaker> an even more exciting and enjoyable game.

We are always open to all kinds of feedback!

– Team CJNM –

Through the Lens - piggynosegames

The third chapter of Through the Lens is here, and with it comes a turning point in the story. What once seemed like a glamorous dream now reveals its darker side — secrets buried deep within the Mirage begin to surface.

Ava finally opens up about the truth behind her contract. Claire shows her real face. And the protagonist must decide who to trust as the line between loyalty and corruption grows ever thinner.

Every choice now carries more weight than before. Temptation, danger, and power collide in ways that will shape what’s to come.

This update marks the moment when everything starts to change. The light fades, the masks fall… and the truth finally starts to whisper back.

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.

...