Dec 10, 2021
Gremlins, Inc. - Sergei Klimov


Dear friends:

In October this year, Gremlins, Inc. celebrated 6 years since its release on Steam in Early Access. Nearly 500.000 players have joined the game since its launch, and over 10.000 players among them already spent more than 100 hours playing this game.

More importantly, there is a warm community that grew around the project, where players from different countries share advice and come up with ideas on new mechanics. We love the strong data, but we love the sense of community even more. Thank you for being with us!

Looking at 2022, and into the future, we have huge desire to take Gremlins, Inc. to another level. For more than a year now, we have been debating about the evolution of the game. Currently, there are a few features and content that we simply cannot add to the existing project due to the limitations of its architecture. So how do we change that, to continue the evolution of the game?

We are now developing the concept of Gremlins, Inc. 2 – a sequel to the existing game that will be purpose-built to deliver the most requested features:

  • Peer to peer connection for custom multiplayer sessions
  • Team sessions in ranked mode
  • Cards that can be edited for mods
  • Playing field that can be edited for mods
  • Dynamic effects (e.g. play a card and change playing field)
  • Versions for other platforms (e.g. Android, Switch) with cross-play
As a small independent team, we cannot make this project happen on our own. Thus, we just started to look for a publisher with whom we will partner up for Gremlins, Inc. 2, so that we can fully focus on the development of this game.

If you enjoy the current game and would like to see the next chapter in its story, you can help us with 2 things:
  1. Please list in the comments to this announcement the features and the content that you would love to see the most in the new game – as well as limitations that you would like to see removed.

  2. Please leave a thumbs-up on this announcement to let us and our potential partners know that you support this ambition!
We very much look forward to finding a partner and securing the budget to deliver to you the next generation of Gremlins, Inc. – a game that is built to have more features, and a game that is built to be more expandable and fully customizable.

With your help and our hard work, we are sure that we can move the mountains, and that one day in the future you will be able to happily join a team tournament with automatic seeding, and to enjoy a constant stream of updates that are not restricted by the limitations of the current technology.

Thank you for your support over the years and have a great time playing the game!

We hope that very soon, we will have good news about the publishing partner!

/ Team CO /
Dec 10, 2021
Learning Factory - ElJorro


Hey everyone! We've fixed some bugs. Hope the game will run extremely smooth for you now!

Have a great rest of the week!
HALF DEAD 3 - room710games
Hello everyone!

Big update already available!

What has been added to the game:

- New traps
- Bosses
- Biomes
- Rare rooms
- Fatal rooms
- Fixed interface bugs, adding button animations.
- Fixed a rare bug with the inability to close the chat.
- Added icons to the mini-map for the exit to another floor and the final exit.
- Texture streaming optimization.









Please write your wishes and leave comments in the discussions!

Stay tuned for news and updates on the Half dead 3 game page.

Follow us on:

Website: http://www.halfdead2.com/
Twitter: https://twitter.com/HALFDEAD_3
Facebook: https://www.facebook.com/groups/halfdead3
Discord: https://discord.gg/uHT7NBs

Thank you all,
Room710Games team.
Tabletopia - markh110


Fight Sequence is the head-to-head card battler about psychics THINKING about fighting! Players build sequences of attacks and responses that resolve in reverse order, representing the ebb and flow of a theoretical fantasy fight scene. Planning your own moves isn't the only key to victory, however - you'll also use your psychic and magical abilities to manipulate when - or IF - actions resolve!

Players select one of the four characters in a diverse cast of psychic combatants, using their unique skillsets to emerge victorious in this quick-to-learn, highly-strategic card game. Every character deck has its own strengths and weaknesses, with a depth of tactical play that ensures no two fights are the same.



In Fight Sequence, players take turns playing one card at a time as Actions, building a series of Actions until both players pass or the maximum sequence size of 9 Actions is met. Once either happens, the entire sequence then resolves in reverse order, starting with the last Action played. Timing your Actions for maximum effect is crucial, but every character has some ability to manipulate that timing to work more in their favor - even the best-laid plans aren't foolproof!



Use your attacks to damage your opponent, and your responses to defend yourself from opposing attacks or support your strategy. Every card in the game can be played as either an attack or a response, so you're never out of options. Damage is represented by discarding cards from your deck; no paper, pen, dice, or tracker apps required. Just choose your characters, shuffle your decks, and go!



In addition to four varied characters with different styles and movesets, The First Chapter also includes the Academy decks, which use a more streamlined subset of cards to help ease players into the reverse-action-programming nature of the game.




The Dawning Clocks Of Time - Director's Cut - patternjake
We are proud to announce that the SPAREFARERS EXPANSION for The Dawning Clocks of Time is now avaliable to play! We are proud of this release and includes the following-

-Part Three DLC of the Story
-A whole Galaxy to explore, with new planets, exciting movies and new foes to fight!
-An expanded Rune Grid with new abilities that can be used both in battle and in the field
-Many quality of life improvements for the game as a whole
-New battle mechanics
-New open ended game play and a continuously expanding world
-And even more coming Jan 2022!

Full changelist
-Many bug fixes and general improvements
-New Title Screen and Artwork
-New Manual and Instructions
-A huge galaxy update which will recieve weekly updates, new planets and locations that will be added as a continous release alongside the base story updates
-New post-processing effects
-Pallas Base
-Sirius System
-Vega System
-Kuiper Belt System
-Ability to change game graphic and controller system from in-game
-Default to fullscreen mode instead of windowed mode
-New areas in Sanctuary City to expore
-The ability, Missile Launcher for Chariot which can also be used in the field to destroy objects.
-Can now buy missiles from Vita Base weapon master and Davii
-The ability, Deflector Shield for Chariot which gaurds all players
-The ability STORM for Kate, which causes massive wind damage to foes
-Chariot can now dive underwater in water sections of the game
-Improved game controller support- now Nintendo Switch Pro controllers can be used

NOTE- Spacefarer's update is subject to weekly changes and content will be added and changed until the next Expansion.
Dec 10, 2021
Dead Frontier 2 - APwn
Everyone gets +25% EXP and +100% Rifle Damage this weekend =D
The Riftbreaker - voidreaver
Hello Riftbreakers,

Thank you for all the bug reports regarding the last experimental update. We have managed to fix a lot of issues and add a little bit more polish to some elements of the game - the effects department in particular. We have also introduced some changes to the way ammunition is displayed in hope to make it a bit more transparent for you.

This patch also adds support for seasonal events. A couple of times a year, during various holiday seasons around the world we are going to give you the option to replace some of the original in-game models with holiday versions. This is purely cosmetic and optional - you can opt-in or out of these events at any time.

To join the experimental branch:
  1. create a backup copy of your save folder (Documents/The Riftbreaker)
  2. disable Steam Cloud save backup
  3. go to your Steam Library
  4. right-click on The Riftbreaker
  5. select 'Properties,’ then 'Betas,’ and use the following password: IknowWhatImDoing
After that, you will be able to choose 'experimental' from the drop-down menu. Download the update, play the game and let us know if you encounter any issues. We also have a channel on our Discord: #rb-experimental-feedback - we highly encourage you to join in and share your feedback.

EXTREMELY IMPORTANT: Saves that you create on the Experimental Branch WILL NOT be compatible with older versions of the game like the current, default branch of the game. They will be compatible with future versions of the game - save files only migrate forward. Please manually backup your save files if you plan on reverting to the default branch of the game.

The experimental branch might contain severe errors and bugs. If you are not sure if you want to accept that risk, we recommend waiting until the patch is confirmed to be stable and until it arrives on the main branch.

The Riftbreaker Experimental Update - Campaign & Modding Update - Patch 1. Package #97, Binaries #373.

NEW FEATURES
  • Implemented seasonal events. During holiday seasons you will get the option to use modified models for some objects in the game. It is a purely cosmetic change. You will be asked whether you want to enable this setting the first time you launch the game during a holiday season. It can be changed any time in the options menu. We’d like to test this mechanism on the Experimental branch first, but the final content and the final date when this will be enabled is subject to change.
  • All Headquarter building levels now have their own custom models. Level indicators removed from the Headquarters building.
  • Mr. Riggs will no longer take damage during the sunburn event when the mech is hidden in shadows.
  • Added 'Restore to Default' button to the Custom Difficulty settings screen.
  • Added a new error message for the Xbox Save Game API - exceeding 16MB game save size limit. This will work until a proper solution is implemented ( we’re working on it, but it’s complicated and requires extreme amounts of testing to prevent save error problems ).
  • [Modding] Added EnvironmentService:RemoveResistance( Exor::Entity id, Exor::String type, Exor::String name );

CHANGES
  • Changed the cooldown effect on HUD from black to orange to make it more visible.
  • Added upgrade popup to all HQ upgrade levels instead of only the first one.
  • Disabled HQ upgrading using the upgrade tool to prevent upgrading it by mistake.
  • Changed ammunition display - the game will now show you the number of shots left instead of ammo units. For example: if your weapon consumes 10 ammo per shot and your maximum capacity for that ammo is 100, the game will display 10/10 and go down by one after you shoot.
  • Ammo display changed for continuous weapons (ex. the flamer) - the ammo display updates more frequently now.
  • The 'sell outpost' popup will no longer incorrectly display information about AI cores to be transferred to the HQ.
  • Mr. Riggs' model will no longer blink when it resists damage.
  • Building Time Multiplier option in the Custom Difficulty menu does not affect the HQ building time.
  • Changed the display of 'Attacks per wave multiplier', 'Prepare attack time multiplier', and 'Idle time multiplier' options from the Custom Difficulty menu from float to percentage.
  • Improved custom campaign difficulty setting names. 'Prepare attack time multiplier' -> 'Time to prepare for an attack, 'Idle time multiplier' -> ‘Time between enemy attacks’.
  • Changed the default autosave interval to 10 minutes from 5 minutes
  • Added a new explosion effect for the Cryogenic Mine.
  • Randomized loot removed from buildings - changed to an automatic system that drops 10% of the building's cost upon destruction.
  • Range circle added to Short Range Radar ghost while building.
  • Less expensive and less intrusive time damage effects on enemies.
  • Smaller debris explosion force for magmoth - less clutter on screen.
  • Fixed death_att orientation and position in all enemies.
  • Fixed time damage effect scale in enemies - some are bigger, some are smaller.
  • Effect inheritance added to phirian.
  • Building time in floor increased to match the new building mechanic.
  • Rotated the model and increased the polycount on arachnoid_boss_projectile.
  • Added proper magmoth boss projectile textures.
  • Updated magmoth projectile materials to use unique textures.
  • Changed hedroner alpha projectile to fit the creature model.

FIXES
  • Fixed the 'sell outpost' popup background scaling.
  • Fixed the Headquarters upgrade display error that caused the building limit to blink red while upgrading.
  • Fixed a problem with the auto aim feature on the Floating Mines that caused the mines to spawn sideways.
  • Fix categories sorting in the inventory screen - categories are always in the same order
  • Additional fixes for problems that prevented users from activating the portal in the endgame sequence.
  • Fixed a problem that prevented the Fusion Power Plant from producing plasma when the energy storage was full.
  • Fixed incorrect radius display in Attack Drone Tower.
  • Fixed range display in Cultivator and Collector (ghost level 2 and 3).
  • Fixed bioscanner collision problems that sometimes prevented users from scanning objects.

Hunternet Starfighter - Fernando Z
Greetings, pilot o7 From now onward I plan to cross-post all patch notes from our https://discord.gg/hunternet to Steam. These are the changes from our latest weekly play test (held every Sunday). Also included are changes from two minor updates published after the play test. I try to release an update once a week when possible so we have something new to test every Sunday. If you'd like to participate I highly recommend joining the official Discord community.

Good hunting pilot,
Fernando Z

- Improved performance of Black Corridor
- Baked Alt Speed & Ammo Factor
- Carrier SRS turrets now have reload logic, creating openings
- Fix: Scope reticle could become permanently hidden
- Fix: Disconnecting and entering main menu could mess up lighting
- Very long reload times for SRS and LRM
- Cleaner reload logic, will increase reload times further if a problem
- Auto fixed reticle now visible while an LRM is in flight but not tracking
- Fix: Old Blue skybox had a visible seam that was removed by @[CHKUN] IvanGrozniy ❤️
- Fix: Spectator mode was overheating and playing heat SFX
- Fixed all glitches caused by flying far from location center
- Critical for supporting multiple point of interest locations in the future
- Added new planet and moon skybox from @[CHKUN] IvanGrozniy ❤️
- Will be adding a proper sun with flare in the future to our skyboxes
- Significant improvements to HDRP rendering performance
- Will be a big help in hitting higher frame rates in VR
- Added high quality anti-aliasing support
- Greatly reduced jaggies and also important for VR
- Added an optional toggle pip type button @=IDK=Dazegambler
- Added an optional toggle auto targeting button @CMDR SmartAss
- Added an optional mute audio button @SpiritGum
- Added another amazing new skybox by @[CHKUN] IvanGrozniy to main menu ❤️
- Fix: Rendering of the lead ring was broken during optimizations @[SB] Zopto
- Added new track Gunslingers Tango by @Lamarro ❤️🤘
- Switched Primordium to use the new main menu skybox
- how do you like it compared to the old nebula skybox?
- Improved Auto Targeting switching heuristics
- Auto Targeting will no longer switch targets while firing at visible target
- Adjusted Track IR translational sensitivity
- Added audio and message feedback to PIP and Targeting mode buttons
- Added subtle press and release SFX to SDS button @GrandDayOut
- While not necessary was one of few actions that had no audio or
visual feedback. Give yourself some time to get used to it but
do let me know if you like or dislike the SFX @[CHKUN] Boxsoul @SpiritGum
- Added: Ship menu > Cockpit > Theme > Radar Target Color: Allegiance or Border @[CHKUN] Boxsoul @(IDK) aCRAZEDgunman
- Default is now allegiance color (friend or foe color)
- Previous behavior of using border color is also available
- Fix: Lead ring was ignoring HUD off or auto settings
Green Hell - CreepyJarDev_Basia
Hey Adventurers!

Hotfix Patch: V.2.1.7 is live now! We would like to thank you all for your support, bug reports and feedback.



  • Leeches are hard to take off
  • White outline appears around the treeline on lower graphics settings

Dec 10, 2021
Kingdom Two Crowns - fee-ona
Dear monarchs!

Thank you so much for being patient whilst we worked through the bug reports and balance recommendations. As always, if you spot any other bugs, please feel free to contact us via our support form.

Furthermore, we'd appreciate any feedback on the balance changes made. We read all your comments and feedback about some aspects of Norse Lands, and we hope we've addressed those causing the most problems.

Here’s what’s new in patch 1.1.14:

Norse Lands balance changes
  • Norse Lands Bankers now have extended working hours.
  • The tree in the Norse Lands Vagrant Camp has sadly died and been cut down.
  • Monarchs can now pay for Shield Walls during the day, allowing for preparation for the night's attack.
  • Reduced the cost for recruiting Berserkers and Berserker Leaders from 6/8 coins to 3/4 coins.
  • Berserkers run faster, jump attack in combat, and have more hit points.
  • Berserkers heal to full health after combat is over.
  • The day 30 blood moon in Norse Lands is now a smaller attack focused on the introduction of the Crusher Greed.
  • The winters of Norse Lands are proving too harsh for the Greed. Wave strength no longer increases during the first two winters.
  • The Crusher greed will now retreat if there are no other Greed on the map, in order to prevent certain scenarios where the player could get soft-locked.
General balance changes
  • Reduced the cost for recruiting citizens at the citizen house from 7 to 5 coins.
  • Builders now walk back to the nearest Kingdom border when they have no more jobs to do.
  • Large groups of Archers will now do a better job at defending the walls.
  • Pikemen can now carry 2 coins.

  • Plague Island has had a balance pass to adjust it to the fixes and balance changes made in the Conquest update.
  • Improved the Archer retreat mechanic so they are more reliable about taking up positions in towers deep in the Kingdom.
  • Masked trolls are a bit less effective against walls.
  • Builders will leave their catapult to repair walls in the mornings.
  • Breeders now throw catapult stones back less often.
Bugfixes
  • Fixed an issue that caused antivirus software to block the game, in some cases causing a fatal error saying “il2cpp failed to load”. The game now has a signed certificate that should prevent this from happening.
  • Fixed an issue that caused players with the system language set to Thai or Arabic to experience infinite saving or game freeze at campaign start.
  • More towers can now be built on each island, so the “I HAVE THE TOWER!” achievement should be easier to unlock. In order to access the new towers, you must start a new island or game.
  • Adjusted the text for the “A journey is better shared” achievement to accurately reflect the unlock conditions.
  • Fixed an issue that would cause the game to soft-lock when players paid for the Wall Horn in co-op.
  • Fixed an issue that caused some objects and Greed to fall off the map in a bottomless void, sometimes resulting in neverending blood moons.
  • Hermits should no longer jump off your mount at night if the Monarch is heading towards home.
  • Fixed a visual bug that caused the shields of workers to flicker if they entered the Oil & Fire Tower.
  • Fixed a visual bug that caused the wrong tower model to spawn in Dead Lands.
  • Fixed a visual bug that caused the Forge to spawn below ground in Shogun.
  • Fixed a bug where Norse Lands Berserkers would Rage continuously instead of attacking.
  • Fixed the monarch animation when riding the Sleipnir mount.
  • Additional minor bug fixes and tweaks.

Onward and safe travels! 👑
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