Into The Grid - mainframe
Hi everyone!
We just released a new demo version 2.0.10! 🎉
  • Streamlined the tutorial: shortened it and changed the order of some sections.

  • New difficulty level "BEGINNER RUN": smaller Grid, Core Node revealed from the beginning, tuned-down enemies.

  • Adjusted difficulty of the "EXPERT RUN": big Grid, hidden Core, enemies rebalanced, still hard!

  • Several cards rebalances and fixes.

  • Several localization fixes for Asian languages.

The team is now fully focused on the development of the new features for the Early Access release so stay tuned to learn more in the upcoming weeks!

Once again, thank you from the bottom of our hearts for the support, it means the world to us!

Remember that you can leave a review of the Demo directly on the Demo Page.

https://store.steampowered.com/app/3132890/Into_The_Grid_Demo/

Much love, The Flatline Team.

Go Up - Stoic Gorilla
Go Up July Update is here!

What a time to Go Up!

Free Demo!

First off we wanted to mention the free demo that is available on Steam. We finished it ahead of schedule and decided to quietly release it a little while back, but we wanted to make sure anyone who is following this main Go Up page and didn't see it had a chance to play asap. Who doesn’t like free samples, right?

Balance Changes

Go Up is in a very exciting state for us developers right now, which usually means big changes, new systems, and fun new interactions. We are constantly discovering new ideas we want to add to Go Up and ways to improve on the systems that we have in place.

Ascension

We've decided that to make some of our new systems make more sense moving forward that Gold Dust will need to be reset on Ascension đŸ˜±. Don't worry, we know that the Gold Dust must flow, so we've added some new systems that will help you keep your engine running...so to speak.

Dark Skills

You might notice we've also "rebalanced" the costs of most dark skills. One of the hardest parts to making an incremental game is knowing how things are going to scale as our players make their way through the game. We knew that Dark Particles were going to be more rare than Gold Dust, but we really had no idea how rich in Dark Particles some of our players would become. Safe to say, the amount of dark particles you get was way more than we initially imagined and have upped the cost of most dark skills to fit this scaling. As we continue to test and get a better idea of how some dark skills will affect your ascensions we think some of these cost increases may go back down a bit. Either way there are many more new skills on the horizon, some more affordable than others.

Encroaching Darkness

If you’ve been lucky enough to witness the encroaching darkness effect and reap the rewards, then we’ve got good news.  The encroaching darkness effect now builds up faster, which in turn makes the rewards build up faster as well.  Unfortunately this also means the slowing effect of the encroaching darkness builds up faster as well, but there are some eclectic ways of getting around this debuff.  A word of caution to the wise, delving into occult matters comes with its own consequences
 but for now you’re probably safe.

NEW MECHANICS!

Here comes the good part! There is a lot to go through here and even more mechanics up our sleeve just waiting to be implemented, so sit back, relax, and Go Up!

Painting with Particles

Our favorite new system lets us make use of our extraordinary artistic talents, and in the next update you’ll be able to flex your own creative muscles as well!

But more on that later
 In the meantime you’ll be rewarded with a slew of new chaos events that unlock as you progress through the skill tree.  

Lap Time and Rewards

Your journey is now being timed, and if you’re fast enough you will be rewarded handsomely! If you’re on the slower side you’ll still be rewarded, but I wouldn’t say handsomely per say


GET IT!?

Acceleration Particles

Let’s face it, everyone wants to go fast, it’s just a fact of life.  Lucky for you there is a brand new particle that will let you ascend faster than ever!  These particles act a little differently than the others, but we think you will be pleasantly surprised.

Bug Fixes, More Optimization, and UI tweaks
  • We’ve made some tweaks to the HUD and UI including now showing players ascension count

  • Added some juice to the stars chaos event with SFX and more visual effects

  • Further optimization to particle trails, and possibly fixed a memory leak letting the game run smoother for longer

  • High scores should now update more often, steam friends list integration should show a more accurate highscore, and passing other players ghosts should now be working properly

  • SFX tweaks and bug fixes

Dungeon Guardians - ELEI

Add Challenge Mode

Dead Station Files - Makagon
Welcome to Dead Station Files 0.7!

We’ve prepared a major update featuring brand-new mechanics and numerous gameplay improvements inspired by your feedback.

This update is designed to increase the replayability of the demo and lay the groundwork for future content expansions.


INVESTIGATION FOCUS

The new Focus mechanic lets you approach the catastrophe from a different angle. Use Data Files unlocked by completing Tasks to alter your entry point into the disaster.

Each Data File sets unique starting conditions such as time, level, or station state. Experiment with configurations to unlock new Files and narrative fragments, and to access events and locations unavailable in the default scenario.

All collected Data Files are displayed in the Analysis Screen, where you can also access the Focus Panel.

EQUIPMENT SYSTEM EXPANSION

There is now more Equipment—and it’s more diverse. It is divided into two categories:

  • Tracked — exceptionally powerful items that unlock new ways to interact with the environment. These are stored in compartments with lockers, and their presence can be detected when scanning the station map.

  • Untracked — standard items that affect your character’s stats. These are found in compartments with shelving. When discovered, you can choose one of three options to best match your playstyle.

NEW LEVEL MECHANICS

New mechanics and content have been added. Levels are now more diverse, and threats are more dangerous.

  • Decompression — some levels may be depressurized. Exposure to vacuum is dangerous, but repairing hull breaches will eliminate the threat.

  • Fire — spreading fire now present a serious danger. Smart route planning helps avoid unnecessary contact. You can break through flames, extinguish small fires, or suppress them by triggering decompression in burning compartments.

  • Airlock Rework (DOCK) — the DOCK speccomp now expels the compartment’s contents into space only when its terminal is active. The terminal can be manually disabled or damaged. If damaged while active, the speccomp may become a source of decompression on the level.

  • New airlock types:

    • Blocked — prevents movement but can be manually cleared.

    • Malfunctioning — cannot be controlled and opens/closes on a timer.

    • Secured — blocks Biosignature movement when closed.

EVACOMℱ NECROLOG

You can now review your turn history upon death and analyze both your own mistakes and actions of threats by clicking the appropriate button on the death screen.

This is an early version of the mechanic, introduced in response to your feedback.

Its goal is to help with onboarding and make certain game systems more transparent.

NEW MUSIC AND SOUND DESIGN

We’ve further expanded the game’s audio landscape with numerous major and minor additions:

  • Sound effects — many in-game elements and events now have unique audio cues.

  • Environment — the station’s ambient soundscape has become even richer.

  • New music — completing Tasks and certain game events are now accompanied by musical stingers.

QOL IMPROVEMENTS

Update 0.7 includes multiple quality-of-life improvements, including:

  • Outcome indication — consequences of your actions are now clearly shown in the Events Panel, with color-coded difficulty.

  • Hidden events — events are now categorized by the complexity of Task chains that lead to them.

  • Effects panel — active equipment effects are now displayed in the Analysis Screen.

  • Spawn indicator — your starting compartment is now highlighted with blinking when a level begins.

CHINESE LOCALIZATION

Full support for Simplified Chinese has been added.


That’s just part of what’s new — the rest you’ll discover in-game!

Thanks to everyone who joined us over the past weeks and actively shared observations and suggestions. Your feedback helped us refine existing mechanics and identify exciting directions for the game’s future.

Stay tuned. There's much more ahead!

Femboy Burgers - Asephy
FIxed issue with Rin new game + issue
Aug 1
Familiar Stranger - qdstudent22
We’ve released a new update focusing on overall optimization.
1. Optimized Sound Effects
2. Optimized Safe Mechanism – Interactions with the safe are now smoother and more responsive.
3. Optimized Door Key System – Improved key handling for a more seamless experience.
4. Enhanced Hints – Hints are now clearer and more helpful to guide your progress.

Thank you for playing and supporting our game!
POLYARIS - etozhefedor
TL;DR

Core Focus:

  • Sleep mechanics

  • Clothing wetness system

  • Food temperature system

  • Custom environment

Next steps:

  • Finishing the MVP features

  • Preparing for a closed playtest and a Steam Next Fest

  • Gathering live feedback from test sessions

Over the past two months of the summer, we have been implementing and finalizing core gameplay mechanics of POLYARIS leading up to the closed playtest in August. Here are some of the highlights of our achievements:

Sleeping Mechanics

Sleep is the only reliable way to restore health and fully heal wounds in the gruelling environment of the Arctic. In POYARIS, you can find beds scattered around in abandoned buildings or craft your own bed. Be mindful of the temperature around you when you go to sleep to not freeze to death in your dreams!

Clothing Wetness

Jumping into an Arctic ocean sounds like a stupid idea to begin with, but if this ever happens to you in POLYARIS, we want to make sure your experience is as authentic as possible in a video game. 

Each clothing now has its own ‘dryness’ system and it directly influences how much protection it gives you against the cold and the wind. If you only ‘soak your toes’ in the ocean, your boots will become wet, while your jacket will remain dry.

Got soaked? Too bad, but if you survive and are fast enough to run to the nearest campfire or shelter, you can dry up your clothes to bring the stats back! It does take some time though, depending on the temperature around the clothing, so it is smart to combine sleeping while drying your clothes. Just like in real life, eh?

Food Temperature

In a similar fashion to clothing, food items also have their own states depending on the temperature around them. It can range from frozen to hot, and in some cases even burnt, if you leave your meat for too long in the campfire.

Frozen items can not be consumed outright, so if you find a hearty can of stewed meat in the frozen field, you’d have to first warm it up near a campfire or in some other warmer environment.

Custom-Made Environment

To bring uniqueness to the Arctic world we are building, we made several environment set pieces and buildings to increase immersion of the world in POLYARIS that you’re going to explore. Here are some examples: 

That’s just a small amount of work we’ve done over the past two months, but these are the key details we are ready to share for now. We’ll keep you posted in August!

Aug 1
Dexterous: Time to Steal - halfzachgames

Dexterous: Time to Steal Patch 2.0 Release

·         New character (unlockable in your hideout)

·         2 new alternative bosses

·         New block type: Dark Blocks

·         New relics

·         Steam Achievements (which give you cheese!)

RAM: Random Access Mayhem - Xylem Studios

Hello RAM heads, just a small update today to ease onboarding of new players. There are no bug fixes in this update as we have been working on the 1.0 content which addresses many of the issues that have been reported since the last patch.

  • New beginner encounters: Stage 1 levels before the first shop will have reduced enemy variety until the CPU has been beaten once, to avoid the steep learning curve of dealing with all 4 bot types at once. After the CPU has been defeated, normal encounters will spawn.

  • New swap reminder: A reminder to swap will appear over the current host's head when at low health until the player has met Thorn twice. We often see that new players forget they can swap and we hope this will be a small nudge that will go away once players have a handle on it.

  • Increased warning vignette intensity for when the player cannot swap

On another note, RAM is on sale again for the next two weeks 20% off! As always, please consider leaving us a review.

We plan to have the 1.0 content in open testing in the next week or two, so if you haven't already, check out our discord server for details on when and how to be a part of it!

https://discord.gg/rYZMgespCC

Ghosts of Tabor - CWS-MD

Patch 0.11 hotfix 1 has now been deployed, please consider restarting Steam if you don’t see the update.

🐛Bug fixes & improvements🐛
  • Fixed airdrops not fully landing on IoT

  • Fixed some leaves blocking bullets on IoT

  • Fixed the ATE helmet hand socket

  • Fixed 1shot being invisible when removed from the bag

  • Fixed VoIP switching from muted to squad chat when going back to bunker

  • Improved Island of Tabor Loot (more loot boxes)

  • Improved Fenix presence on Island of Tabor (more Fenix, more patrol routes)

  • Improved stamina drain (it depletes slower now)

  • Improved Walking and Jogging speed (faster)

  • Balanced all Stims

...