Cosmic Miners - S.Soyalic

https://store.steampowered.com/app/3329630/Cosmic_Miners/

ABOUT COSMIC MINERS
Cosmic Miners is a sci-fi space mining game where you explore asteroid belts, extract valuable ores, and trade your findings to build your fortune among the stars. Face rival factions, upgrade your ship, and carve your name in the galaxy.

WHAT’S NEW

  • Improved mining visuals and asteroid effects

  • New UI and updated faction system

  • Balancing and performance optimizations

DISCOUNT EVENT
Enjoy a limited-time discount and start your journey across the stars! The galaxy awaits. Grab your mining gear and stake your claim.

Escape From Duckov - Willow

We want to address a ​​save file issue​​ that some of you have unfortunately encountered — and we’re truly sorry for the frustration and disruption this has caused.

Due to an ​​issue with cloud save settings​​, some of Mac players have experienced ​​unexpected save file loss. This was the result of an ​​operational error on our end​​, and we ​​deeply apologize​​ for the inconvenience and negative experience.

▶ For Mac Players Who Have NOT Yet Experienced Save Loss:

1.  Open your ​​local save file folder: ~/Library/Application Support/TeamSoda/Duckov/

​​2. Copy save files​​ and ​​back them up​​ to a safe location (e.g., Desktop or Cloud).

3. Start the game on Steam​​ and ​​wait for cloud sync to complete​​.

4. After sync is finished, ​​return your backed-up save files​​ to the original folder

▶ For Mac Players Who HAVE Already Lost Save Data:

We’re truly sorry for the frustration this has caused, and we want to help however we can. You can request a ​​refund directly through the Steam platform​​. When submitting your request, please include the following note“Save file loss due to cloud save issue”​​ and  screenshot of the announcement. 

If Steam denies your refund, please email us with the following:

1. A full-screen screenshot showing your SteamID and playtime on Mac devices (e.g., the Steam profile interface; you may run Steam in windowed mode).

2. Proof of purchase records for the game.

We’ll review and respond to each case individually to provide the best solution for you.

Support Email:​​ https://duckov2025@gmail.com

We’re Here for You

We know how important your progress is, and we’re ​​committed to making this right​​.

Thank you for your patience, your understanding, and for continuing to be part of the Duckov community.

If you have any questions or need further assistance, please reach out via ​​Discord​​ or our ​​support channels.

— The Duckov Team

Rent A Car Simulator 24: Prologue - Raxert
https://store.steampowered.com/app/2099680/Rent_A_Car_Simulator_24/


Hello Car Traders!

Rent A Car Simulator 24 early access Out Now !

Here are some brand new features:

New Auction Hall building and Car Auctions




Airport and Airplane system

We now have an Airport.
Planes that operate continuously, landing and taking off from the airport have been added.
You can see planes in the sky while buying, selling and renting cars in town.
At the same time, you can go to the airport and challenge a plane coming towards you.




Play Co-Op with all game features!




New Drift cars and Drift System




Purchasing a House and Land

You will be able to buy all of the houses in the world of Rent A Car Simulator 24. This means that you can be the sole ruler of the town where the game takes place 🙂
There are 2 options for the houses you purchase;
You can use it as a house and furnish it with your belongings.
If you want, you can demolish your house, turn it into a parking area and park your vehicles there.


Build a multi-storey office building




New Cars





Thank you on behalf of Rent A Car Simulator 24!
The Legend of Khiimori - Adriano_Aesir
Dear Couriers,

Today we’re announcing a delay to the Early Access release of The Legend of Khiimori until March 3rd, 2026.

The wonderful reception during Steam Next Fest has led to us sitting down with our publisher and together we have decided to take more time to create a more feature and content-rich experience! While this does mean that you all have to wait a little longer to get your hands on Khiimori, it also means we’ll be able to make sure you get a better game when we do release into Early Access.



We would like to thank everyone for participating in Steam Next Fest, trying out the demo and leaving us with valuable feedback. While it’s clear a huge number of people are enjoying the demo, we believe that it is the right decision to delay to March. This will give us an even stronger foundation to build from when we enter Early Access and then begin the collaborative development of Khiimori with all of you!

With that being said, we’re pleased to announce that as a result of the delay, the demo will not go offline as originally planned on October 20th, but will stay online until November 30th, 2025.

We will spend the time to work on the following areas as our primary focus and then also try to get in as much as we can until the start of Early Access, everything that does not get addressed until then we will deal with during Early Access. Please have in mind that this is not a complete list and we will adapt to use the time as wisely as possible to create the best possible game experience for you:
  • Player Guidance and World Experience
  • Camera, Controls, and UI
  • Lowering Minimum System Requirements
  • Performance and Optimization
  • A more feature and content-rich experience


We understand that many of you may have hoped for different news today, but rest assured we will continue to pour our hearts and souls into The Legend of Khiimori and harness this opportunity to deliver a satisfying Early Access for everyone!

If you haven't downloaded the Demo, yet, there's no better time than now!

https://store.steampowered.com/app/3669260

Join the Community

Bluesky Facebook Instagram Threads TikTok Twitter

Discord Twitch YouTube Website

Nightmare Journey - Zahir Studio

Get ready for a terrifying ride — Nightmare Journey will be part of Steam Scream Fest starting October 27!
Step aboard the haunted bus and try to stay awake long enough to reach the next station… if you can.

🕸️ Event runs from Oct 27 → Nov 3

Celestial Golf - Jukebox Interactive

I just published a new video devlog about how I make the planets appear to rotate in Godot:

I'm trying a bit of a shorter format (6 minutes) so hopefully it's a bit tighter than the previous ones.

My early experiments with the ball bouncing on spinning planets didn't go so well, so instead, I make the planets stationary and pretend they are rotating, by applying the centrifugal and coriolis forces to the ball. I have a lot of fun playing with the loopy trajectories in this video. Enjoy!

Oct 20
BuBu Puzzle Playtest - aspharr860108
Polish to Demo ver.
Add game settings
Add localization
BURNED HORIZONS - [POE // DVG-98]
// DISPATCH UPDATE

We’re also posting two D-logs today to pull everyone into sync on where Burned Horizons is headed. D-logs post every Monday.

For the latest versions — with edits, notes, and extras — you’ll always find them first on our Discord and the D-logs channel.

PREVIEW OF NEXT WEEK'S D-LOG:





⬤ D-LOG ENTRY [00010]

[//]
[2025-07-28-0815]
[POE // DVG-98]
[NAFOSEC // NCC-RIGA]
[RE: TACTICAL SCREENS]

Pushing forward on the tactical screen interaction set. These are ~95% complete — a few subscreens still need to be built and some polish remains, but the core structure is locked.

Each mock-up represents a different interaction layer:

Mission-Critical Left Rail
Always visible: squad roster, health, ammo count, encumbrance flags. What you need right now.

Bottom Panel / Hotbar
Expands focus on the selected operator. Players can set 10–15 hotbar slots by clicking the “+” in the final box. Each slot supports A/B states, effectively doubling capacity (20–30 actions). Hotbars can also be toggled minimalist — roll-over only if you want a cleaner HUD.

Field Intelligence Kit
A tactile, in-world screen for intel, documents, and recovered items. Keeps some interaction outside the SPARTA notebook to preserve immersion.

Character / Inventory Panel
The maximalist layout. Displays all loadout layers at once — rucksack MOLLE attachments, drop bags, plate carriers, sidearms, and kit slots. Most equipment supports A/B (sometimes C) layering (undershirt / shirt / coat, for example). Gray X marks show unused capacity when a smaller carrier/ruck is equipped.

Top Bar / Status Strip
Shows the operator’s vital stats and role context: codename, role ID, theater, “rank,” scars, traits, attributes, skills, and conditional flags (hunger, cold, wounds, etc.). It’s not the full service jacket, but it’s everything you need at-a-glance.

As with the rest of the interface, visibility here is fully configurable. By default, all layers are shown at once, but players can pare it down — set panels to roll-over or click-only states — so the view feels less like a system readout and more like being physically present in the field. (edited)Tuesday, September 2, 2025 2:38 AM



[ NOT FINAL BUILD ]


[ NOT FINAL BUILD ]


/// ===============================================


⬤ D-LOG ENTRY [00011]

[//]
[2025-08-04-0815]
[POE // DVG-98]
[NAFOSEC // NCC-RIGA]
[RE: TACTICAL SCREENS // INVENTORY TRANSFERS]

Granularity. It would just be much easier to have one big bag of holding and call it a day. If that was the case though, I'd probably be playing someone else's game.
So... here we are. Once again balancing immersion, authenticity, intuitiveness, and aestethic fidelity on one of the last remaining Tactical screen subpanels - the Character-to-Charcter/Team Inventory trasnfers. And this is by far one of the hardest because of all the things you have to accomplish in a tight space.

>> You have to try and give players as much as an overview as you can of all team members/gear on the same screen, and make it easy to move that gear between them. If each character had a limited inventory it would be so much easier. But we have a rather detailed and realsitic one. <<

// FOCUS OPERATOR: The Operator you're focused on gets priority. So, Widow goes on the left. Keep her gear order matching the previous panel for continuity. Reduce icon/slot sizing AMAP. This takes up less than a quarter of the total screen space; any smaller gets tough to read. The focus operator (and team members) have rucksacks that can be expanded/opened upwards (covering the space above them) if there isn’t enough room. Not perfect, but it adds to the immersion of opening the ruck. Immersion +1.

// TEAM(S)
Now for the Teams. You’ll never get everyone on screen with all gear showing if you have more than 3–4 members, unless you shrink things until they’re unreadable. So, the solution is a compromise: everything viewable at once, with vertical scrolling if you exceed 3–4 members. Players can also toggle collapsed inventory as default or expand it per use.

Collapsed view shows operator profile and two rows of gear. The PWS moves to row two so it stays visible if collapsed, with everything else bumped down. On both focus operator and team members, the Bandolier and Drop Bag are stacked vertically to match the main layout. The only difference is A|B states are now two columns — this fills space and makes those gear slots easier to interact with on this screen.


[ NOT FINAL BUILD ]

>> Proximity During Combat (Turn Based) and Non Combat (Real Time): TIC - Team members must be within 2 meters of the character they’re swapping gear with. Operators outside that range still show, but their profile is greyed out and an action message below their callsign indicates they need to move closer. OOC - players must be within X meters (e.g. 100m) to trade gear. These settings can also be toggled in SOPs. <<

// STAGING AREA: This serves two purposes: 1) a "table" for swapping — gear can be pulled from operators and placed here to be reassigned manually; 2) auto-sort — place gear here, select an operator by clicking their profile, and hit transfer. Items move according to sort settings; if something won’t fit, it stays in the SA and the player is notified. A confirmation also shows what moved and into which slot.

All transfers cost (1) AP during combat, no matter how many items move. Closing and reopening the screen during tic charges another AP. OOC transfers are free.

// KIT CHECK: This works like calling an 'ammo check' to see who has extras. You can filter for specific items, and any operator carrying them will have their name highlighted along with the slots those items are in.


/// ===============================================


SUPPORT THE OP
👉 WISHLIST + FOLLOW
// Every mark adds weight to the push ahead.

OPN-FULCRUM // PHASE 2 -KICKSTARTER \[JAN 2026] → JAN 2026. Mission-critical funding op to carry Burned Horizons forward. Stay locked in — followers get the deployment notice first.[/p]
Community Announcements - Tree_of_Savior_JP

日頃より「Tree of Savior」をご愛顧いただきありがとうございます。

「Tree of Savior」運営チームです。

次回実施を予定している定期メンテナンス実施日についてお知らせいたします。

メンテナンス日程

                                              

【実施予定時間】

・2025年10月21日(火) 10:00~15:00まで

※終了時刻は、メンテナンスの状況によって前後する場合があります。

※メンテナンス実施中はゲームをご利用いただけません。

主なアップデート

                                              

※各アップデートの詳細、細かな内容につきましては、メンテナンス終了後に公開するパッチノートをご確認ください。

【イベント関連】

  • 「秋空に映える金光の紅葉」イベント開始

【商店/TP関連】

  • 「女神の祝福:お家でペアルックデート」販売開始

【システム関連】

  • 「ブラックマーケット」のスケジュールアップデート

    ▶街にいる\[ブラックマーケット]オークショニアを通してスケジュールの確認やブラックマーケットをご利用いただけます。

  • \[アウステヤ]上級「洞察のベルト」「勇猛のスポールダー」装備の防御力を調整

    ▶上級装備が一般装備よりも防御力が高くなるよう、上級装備の防御力を調整します。

【不具合修正】

  • 「アーキオロジー」の遺物商店を利用できない現象

  • ハーミットの「\[アーツ]ルナ・エクリプス:皆既月食」が適用されない現象

  • \[ユラテ]上級勇猛のスポールダーアップグレード時、女神の証(アウステヤ)を要求される現象

  • 特定の条件下で\[Lv460]指令書がドロップしない現象

  • 「ボーンマンサー\[A] - 受けるダメージダウン」特性のツールチップを修正

    ▶特性を習得した状態でも未習得と表示される現象を修正します。

                                          

※本内容は実際にアップデートされた際、変更や追加が生じる場合があります。

※一部の内容は、メンテナンス終了後に詳細をご案内する場合があります。

※メンテナンス中はゲームをご利用いただけません。

                                          

啓示者の皆様にご迷惑をおかけいたしますが、ご協力の程よろしくお願い致します。

今後とも「Tree of Savior」をよろしくお願い申し上げます。

「Tree of Savior」運営チーム

The Victor Initiative - Spacepiano
The Victor Initiative is finally out in Early Access!
Watch the trailer:

I'm so so happy to announce that The Victor Initiative is out now in early access. The development of this game so far has been such a wild ride and I can't wait to see you all playing it. If you have any feedback, please leave it in the steam discussion forum, I'll be monitoring it as best as I can and acting accordingly! (Please be nice! I'm more than happy to receive constructive criticism.)

I hope you have fun!
Spacepiano :D

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