Forbidden Fantasy: Temptation - andre.vidal


I’m OppaiMan, director of Forbidden Fantasy.
I want to share some important changes we’ve made to the project.


In the last few months, we lost focus. We spent almost seven months trying to expand the game in ways that didn’t make sense: RPG, minigames, turn-based battles, collectibles, and even a point and click sandbox.


It looked interesting at first, but it only slowed down what really matters. That time could’ve gone into the story and the scenes players were waiting for.


After a while, we realized it was time to stop.
We went back to what we do best: story, strong visuals, and sex animations with real quality.


The game will now include scenes in a classic visual novel style:





And we’ll keep the cinematic scenes you already know:





This also fixes one of the main things players mentioned in Forbidden Fantasy 1 - the lack of more story.


This new phase also brings a major change. The project will no longer be called Forbidden Fantasy: Bloodlines and will now be Forbidden Fantasy: Temptation. You helped us choose that name through a community poll.


In Forbidden Fantasy: Temptation, the focus is clear.
Sex animations stay at the heart of the experience, the cinematic scenes keep the same high visual quality from Forbidden Fantasy 1, and the classic visual novel style adds more rhythm and time for the story to grow.


For the past two months, production has been consistent again. We’ll keep sharing updates every week.


Thanks to everyone who keeps supporting us.


See you soon,
OppaiMan
Terminal Conflict - GFK

DECISIONS

  • Fixed an issue where Dulles and McCarthy were incorrectly referenced causing an error to be shown

  • Updated the Red Scare for the Balance of Power decisions

  • Updated the Chinese Civil War for the Balance of Power decisions

OFF-MAP CHARACTERS

  • Removed a-historical characters that did not provide plausible outcomes

AI

  • Updated the AI to be more robust in it's gameplay

  • Updated the way the AI launches policies

BUGS

  • Fixed an issue that would sometimes incorrectly cause the AI to assist the player during multiplayer games with focus and policy selection

  • Fixed an issue where the AI would not abort certain policies at game end

Forbidden Fantasy - andre.vidal


I’m OppaiMan, director of Forbidden Fantasy.
I want to share some important changes we’ve made to the project.


In the last few months, we lost focus. We spent almost seven months trying to expand the game in ways that didn’t make sense: RPG, minigames, turn-based battles, collectibles, and even a point and click sandbox.


It looked interesting at first, but it only slowed down what really matters. That time could’ve gone into the story and the scenes players were waiting for.


After a while, we realized it was time to stop.
We went back to what we do best: story, strong visuals, and sex animations with real quality.


The game will now include scenes in a classic visual novel style:





And we’ll keep the cinematic scenes you already know:





This also fixes one of the main things players mentioned in Forbidden Fantasy 1 - the lack of more story.


This new phase also brings a major change. The project will no longer be called Forbidden Fantasy: Bloodlines and will now be Forbidden Fantasy: Temptation. You helped us choose that name through a community poll.


In Forbidden Fantasy: Temptation, the focus is clear.
Sex animations stay at the heart of the experience, the cinematic scenes keep the same high visual quality from Forbidden Fantasy 1, and the classic visual novel style adds more rhythm and time for the story to grow.


For the past two months, production has been consistent again. We’ll keep sharing updates every week.


Thanks to everyone who keeps supporting us.


See you soon,
OppaiMan
Gem Miner TD - iFeral

The biggest demo update yet brings new systems, content, and visuals to Gem Miner TD just in time for Steam Next Fest and Finnish Games Week!

🚨 Release date locked in: December 12, 2025!
Mark your calendars (or save yourself the trouble and wishlist now!)

🌟 New Content
  • NEW Miner: Pathmaker
    Places blocks that stop flying enemies but let projectiles pass, opening new maze-building tactics.

  • NEW Meta-currency: Blue Dust
    Earned from bosses, waves, difficulty, and victories, used to unlock Miners and skins!

  • NEW Augments:

    • Venomcap – boosts poison damage.

    • Extra Bite – +1 action per wave.

    • Waterforge – turns water tiles unpassable for the flying mobs.

    • Power Circle – increases AoE size.

    • Egg-celerate – when a Gem gains a permanent buff, it has a 10% chance to gain an additional buff.

  • Procedural Map Generation:

    • Lava Cave and Frozen Trail now feature slightly random layouts for more replayability.

  • New Synergy Visualization: Easily see which augments synergize with each other!

  • New Map Backgrounds: No more black void! All maps now feature proper themed environments.

⚙️ Gameplay & UI Improvements
  • Aura towers and Hematite scale AoE visuals with AoE size.

  • Tutorial improvements.

  • Added logic to prevent drawing augments with no compatible gems.

  • Downgrader buff: downgraded gems gain +25% fire rate.

  • Spelunker’s starting augment is now Transposer (reposition starter gem).

  • Second starting augments unlock earlier (level 2 → was 3).

  • New gem chance level-up visualization.

  • Improved Victory/Defeat screens, tooltips, popups, and loading screen.

  • Enhanced merge animation with smoke effects and animated Start Wave button.

  • Scroll through the 6 upcoming Miners — exclusive to the full version! 👀


💎 Start mining, earn Blue Dust, and unlock the Pathmaker. Your next favorite Miner!

Thank you for all the support and wishlists!

-iFeral

Curse of Pirates - elcoldtown

Ahoy, mateys!

Tiny update for ye:

  • fixed lots of UI text boxes

  • fixed some symbols not displaying in the Asian languages

  • fixed bug preventing players to accept the user agreement in the beginning

Yo-ho, see ye on the high seas!

The Curse of Pirates Crew

Evacuation Zone: Tampere - Tatta4000

Hello everyone! We’ve been hard at work on the upcoming update, and it’s packed with improvements! You can look forward to a bandit rework, map overhaul, new locations, more interactable elements, and enhanced quality and performance thanks to Unity 6.

The best part? The update is completely free for all Game owners!
Release date: October 15th, 2025

Here are some sneak peek images:

Call to Arms: Panzer Elite - DeltaDude
Update V.0.01.07


General fixes / Changes: 
  • Tiger netting textures have been updated 

  • Added Coming Soon Placeholders 
    - "Missions that are being worked on have been placed on the mission board so you can see which ones are currently in progress."


Tank Sights:
 
  • Added Historically Accurate Scopes:   
    - "Every tank, both US and German, now feature their own historical scope in first-person view"   

  • First Person Camera View 
    - "Internal view has been adjusted to its historically accurate position"   

  • Adjusted Magnification Levels 
    - "Tank sight magnification levels have been adjusted to realistic levels" 
    - “Work on scopes doesn't end here; we will continue to improve them to match the feeling of controlling your tank from the inside.”   

 

Balancing:
  • All projectile penetration values have been adjusted to be more realistic.
    - "This should stop long, unrealistic battles and help the player to properly damage components"    - "We will continue to make adjustments to the penetration system after reviewing current changes."   

  • The M8 Scott’s penetration values & amount of HEAT shells have been reduced to its correct values 

  • StuH price and amount of HEAT shells have been adjusted to make it an interesting option for both campaign and Skirmish. 

  • You are no longer able to move while repairs are taking place. 
     
     
     
     
     
     

Game Menus:
  • Game Progress Block Warning: 
    - “The game will now warn you if windows is preventing you from saving your progress due to security restrictions for the save game file”  

  • Main menu buttons adjusted to make it easier to navigate 

  • Co-op Invite button should now be easier to locate & use 

  • Welcome message adjustments  
    - “The welcome message will no longer open 2 web pages” 
    - “Hotkeys have been adjusted”   

  • Copy Coordinates Button  
    - “In the ESC menu in game, you can now click the coordinates in the bottom right of the screen to copy your current coordinates / map to send a bug report to the team.”   


Skirmish: 
 
  • Destroying enemies in skirmishes now awards more points  

  • Enemy AI units should now properly leave their spawn area on Mortain  

  • Bion Spawn has been adjusted so you should no longer spawn in a stuck position on GER side  

  • Lobbies created with a different build version are automatically filtered out in the server browser 

  • Camera should no longer teleport under the tank on match end 

 

Missions: 
  • Replay Mission Button:  
    - "After completing a mission, a button is available to replay the same mission"

Panzer Lehr:  
  • Player will now receive their new unit even if the resupply objective is completed ahead of time  

  • Progress won't come to a halt anymore because of enemy vehicles hiding behind buildings  

  • Trucks now leave the church plaza more easily when evacuating  

  • The resupply objective marker now appears as intended above the resupply station  

  • The hint to use the order menu now appears as intended when the new unit has been added  

Mortain:  
  • Spotted enemies and allied units will now display their outline correctly  

  • The objective name “capture the train station” has been renamed to make the progression clearer 

  • Objective Markers Disappear Properly:  
    - "After completing an objective, markers should now disappear more reliably"  

  • Highlight Remaining Enemies
    - "Towards the later phases of the mission, the highlight for the last standing enemies now kicks in earlier"    

Stützpunkt la Hague:  
  • The German flaks won't be occupied by US soldiers anymore  

 

Höhe 285:  
  •  Friendly tanks will now be destroyed as intended when moving bravely into the dangerous area if they won't return quickly 
     

Tank Collision:  
  • Changed the way collisions between tanks are simulated, they should get stuck in each other less often now 

  • Gun barrels are not able to push other tanks anymore 

  • Barrels of destroyed tanks won't collide anymore 

 

HUD: 
  • Fuel Tank component will now highlight yellow when damaged. 

  • The hurt indicator, with its greyscale texture when your tank is hurt, will now update properly 

  • The list of objectives and crew messages in the tab menu won't overlap anymore in missions with many objectives   

  • Ammo type names: the type names of the different ammunitions have been added to the HUD   

 

Hangar: 
  • Added more variations for crew skins 

  • Each mission now shows a list of “recommended” tanks  

  • Mission selection now shows new missions that are coming soon 
     

AI Platoon Control: 
  • Order Menu: “hold” and “follow” should now work more consistently when managing your platoon   
     

Pathing: 
  • Many individual rocks and small inclines have been smoothed to prevent tanks from getting stuck on them as often.   
     
     

Settings: 
  • Crew barks and all other voice lines have been split and can be controlled with separate toggle buttons 

  • The audio device should now default to the system default unless changed     

  • Added "Ammo Name" and "Ammo Type" options to toggle visibility   

  • Tank Track Traces: have been reenabled and are now toggleable in the settings to increase performance   
     

Sound: 
  • Default master volume level reduced to 50%  

  • Voiceovers: all AI crew barks (“We have been hit!”) that occur during combat have been exchanged for human voiceovers

  • Hangar sound effects won't carry over to the intro cinematics anymore  

  • Spectating players and players in the end-mission screen can now hear all crew messages 
     

Crash Fixes 
  • Fixed a crash that occurred when trying to view the profile of a player   

  • Various small crash fixes 

 

 
 

 

Mage Food Truck - oneadamleft

Major oversight! Steam leaderboard functionality has been a part of MFT since launch, but because I forgot a text box in the admin they were never publicly visible. I filled that box in, so NOW you can see how your scores stack up against the rest of the community over here. (Clicking View Stats at the top of the community page gets you there).

REMATCH - Sloclap_broadcast
The magician is back.
Ronaldinho lights up Rematch once more with a bundle dripping in street flair and pure joy.
From the Champions League to Porto Alegre, his magic still dances on every pitch.

Out now.
Play with joy. Play with a smile.

DFHack - Dwarf Fortress Modding Engine - rome of oxtrot

Please report any issues (or feature requests) on the DFHack GitHub issue tracker. When reporting issues, please upload a zip file of your savegame and a zip file of your mods directory to the cloud and add links to the GitHub issue. Make sure your files are downloadable by "everyone with the link". We need your savegame to reproduce the problem and test the fix, and we need your active mods so we can load your savegame. Issues with savegames and mods attached get fixed first!

Highlights
Archery Practice Bug Mitigation

This prerelease features an new version of the "fix/archery-practice" script, updated to mitigate the way archery practice was changed in Dwarf Fortress 52.05. In 52.04, archery practice would only proceed if the marksdwarf had exactly one stack of training ammo in their inventory, and so our "fix/archery-practice" tool in 52.04 sought to accomplish this as much as possible. In 52.05, Dwarf Fortress's behavior changed so that archery practice would only proceed if the marksdwarf had two or more stacks of training ammo in their inventory. In addition, a requirement that the unit's quiver had to be the last item in their inventory appeared. The new version of "fix/archery-practice" attempts to maintain these conditions as best it can. The mitigation is not perfect, but it's better than no practice at all.

Mod Scripting Path

We recently discovered that DFHack's script manager was not properly adding "scripts_modactive" folders for active mods to DFHack's script path in all situations. We believe this was due to the changes in folder location introduced by Dwarf Fortress's introduction of the "portable mode" toggle and to storing player-specific game data in an "appdata" folder by default. This prerelease includes a fix that should resolve this issue for at least most scenarios, although there are some edge cases (especially when a player has mod content in both locations) that may still not be handled correctly. Feedback is requested.

Announcements
PSAs

As always, remember that, just like the vanilla DF game, DFHack tools can also have bugs. It is a good idea to save often and keep backups of the forts that you care about. Some DFHack tools that worked in previous (pre-Steam) versions of DF have not been updated yet and are marked with the "unavailable" tag in their docs. If you try to run them, they will show a warning and exit immediately. You can run the command again to override the warning (though of course the tools may not work). We make no guarantees of reliability for the tools that are marked as "unavailable". The in-game interface for running DFHack commands (gui/launcher) will not show "unavailable" tools by default. You can still run them if you know their names, or you can turn on dev mode by hitting Ctrl-D while in gui/launcher and they will be added to the autocomplete list. Some tools listed as "unavailable" in the docs do not compile yet and are not accessible at all, even when in dev mode. If you see a tool complaining about the lack of a cursor, know that it's referring to the keyboard cursor (which used to be the only real option in Dwarf Fortress). You can enable the keyboard cursor by entering mining mode or selecting the dump/forbid tool and hitting Alt-K (the DFHack keybinding for toggle-kbd-cursor). We're working on making DFHack tools more mouse-aware and accessible so this step isn't necessary in the future.

Changelog
Fixes
  • "fix/archery-practice": now splits instead of combining ammo items in quivers, and moves quivers to end of unit's inventory list

  • "script-manager": the "scripts_modactive" and "scripts_modinstalled" folders of a script-enabled mod will be properly added to the script path search list

Documentation
  • added a clarification link to DF's Lua API documentation to the DFHack Lua API documentation, as a way to reduce end-user confusion

...