RAIDBORN - Markus
Watch 30 minutes of pure unedited RAIDBORN Gameplay.

Enough of wasting precious time by walking eternal distances and engaging in endless dialogue? Want to get to the fun part quickly? Say no more! RAIDBORN should be right up your alley.

RAIDBORN is a straightforward first-person fantasy action RPG featuring procedurally generated dungeons and quests. Plunder a treasure-strewn world, upgrade your gear, level up your skills, and hurl yourself into intense combat.
Atomic Heart - Sweetssa
Patch 1.9.3.0 for Atomic Heart is rolled out and now available on Steam. See the list of changes for this update below:
Annihilation Instinct DLC changes:
  • Fixed crashes caused by use of Technostasis ability;
  • Improvement of Goose character:
[/b]
  • More lines from the Goose;
  • Fixed freezes;
  • Improved Goose navigation;
  • Improved Goose AI;
  • Improved Goose's dodges;
  • Goose also bites on the leg now;
  • End credits are updated and now include DLC info.
  • [/list]
    • HOW TO LAUNCH THE DLC:
      1. Purchase Annihilation Instinct separately or as part of the Atomic Pass*;
      2. Start the game, then select and launch DLC** through the New Game menu of the game’s main screen.
      3. [/b][/h3]
      *The Atomic Pass allows you to expand your Atomic Heart experience and receive four unique DLCs opening up access to new areas and labs, as well as new weapons, new enemies, bosses, an exclusive skin for your glove and more! The Atomic Pass is also included in Atomic Heart’s Gold and Premium Editions.
      **This content requires the base game Atomic Heart on your platform in order to play.
    RECOMMENDATIONS FOR SOLVING SOME ISSUES
    Thank you for sharing your feedback with us. We are monitoring it very closely and will share news in a timely manner!
    Bit The Apple, So What? - stanko.gagrcin
    Subtitles and UI finally available in Routhenian too
    Fae Farm - olatanicki
    A new episode in the Farm to Fable series is here, introducing the Adventurers!

    Adventure beckons, do you hear the call? Explore the realms of Azoria as you traverse the island with your skills and spells. Delve deep into caves to gather resources and battle jumbles that bar your path! Progress at your own pace as you uncover new mysteries and work to restore peace to Azoria.



    Fae Farm arrives on Steam on September 8, 2023. Pre-purchase now to receive the exclusive Cozy Cabin Variety Pack.

    Synth Riders - PG
    UNLEASH YOUR INNER FIGHTER!

    Dear Synth Riders friends, we are beyond excited to reveal the Steam page for our upcoming VR game FINAL FURY!

    It is a groundbreaking arcade-style fighting game reimagined for VR. Set in an expansive sci-fi universe, FINAL FURY will thrust you into an epic fighting tournament where the galaxy’s most formidable warriors vie for total supremacy.

    You can find out more about FINAL FURY by clicking the button below. We hope that you'll find it interesting and decide to wishlist the game and share it with friends.

    A small button click can be a HUGE support for the game.

    https://store.steampowered.com/app/1782760/

    PLENTY OF MORE STILL COMING TO SYNTH RIDERS!

    Rest assured that we are not slowing down with Synth Riders! The game has a dedicated development team that is still focusing on bringing improvements and new updates.

    Stay tuned for exciting news coming soon!
    Planet S - TeamJA
    Hey everyone!

    This update brings some major balancing changes based on community feedback and our own testing.

    Balancing:

    We wanted to make it just a little bit easier to progress through the first tier of the game by increasing the energy produced by wind parks.
    Buildings:
    ~ Wind park now produces more energy: Energy 20 -> 25
    Technologies:
    ~ Efficient turbine blades (Energy bonus for wind parks): Energy bonus 25% -> 20% (Still a bonus of +5 energy per wind park)

    We wanted to reduce the money gap during tier 2 and early tier 3 and make progressing through the end of tier 3 and tier 4 more fluid. Previously you had to build ~2 full production chains for clothing for example because the first one was immediately at its limit. This is no longer the case after these changes.
    Residents:
    ~ Fruit juices and Softdrinks: Income per citizen 2 -> 3
    ~ Cultivated meat and Convenience food: Consumption reduced by ~37%
    ~ Casual wear and Suits: Consumption reduced by ~50%
    ~ Cocktails and Champagne: Consumption reduced by ~20%
    ~ Brain interfaces and Houshold robots: Consumption reduced by ~50%

    We got a suggestion on the community Discord that space fights might feel more interesting and fluid if the attack speed of spaceship would be higher. We liked that idea and these changes increase the rate of fire while decreasing the damage per hit. The overall DPS of all spaceships stays pretty much the same except for the Falcon which got a very slight nerf.
    Spaceships:
    ~ Explorer: Salvo cooldown 3s -> 1s, Damage to spaceships 8 -> 4
    ~ Fighter: Salvo cooldown 3s -> 0.75s, Damage to spaceships 9 -> 4, Damage to buildings 9 -> 4
    ~ Falcon: Salvo cooldown 3s -> 0.75s, Damage to spaceships 10 -> 4, Damage to buildings 7 -> 3
    ~ Interceptor: Salvo cooldown 2s -> 1s, Salvo size 8 -> 4
    ~ Battle cruiser: Salvo cooldown 3s -> 1s, Damage to spaceships 30 -> 13, Damage to buildings 25 -> 11
    Buildings:
    ~ Orbital flak: Salvo cooldown 2s -> 1s, Damage to spaceships 30 -> 20

    Bug fixes:
    * Fixed a bug that caused technologies with impact on consumption rates to not work correctly

    Other:
    + Added Vulkan runtime installation files to the game files to prevent crashes on systems with very old or incompatible drivers

    Please let us know what you think about these balancing chanages and how it felt for you ingame!

    TeamJA
    Aug 4, 2023
    Cursor Engine - hambuggames
    Patch 0.6
    -Added the ability to select Windows Animated Cursor (.ani) files as cursors.
    Trawel - dragon
    Once again, the Stars are Right over homa and unun. Trawel is changing.

    The new major beta version, v0.8.X, (the X is expected to change as the update is iterated on) will be open for public testing during August. If interested, please submit feedback on the steam forums here or in the Github Issue tracker.

    If you are unsure how to opt-into a Steam beta, follow this community guide.

    This Trawel update will focus on modernizing and re-'gutting' the entire game. Trawel was designed to be a lot simpler than it ended up being, and internal growing pains were starting to become apparent.

    Here at realDragon (or rather, dragon and friends), we decided to take this as an opportunity to replace core systems, such as attacks, equipment, skills, and the like.
    Most of these systems have similar outward expressions at first, but the allowed depth has been vastly increased, so you should find that their mechanics have become a lot more meaningful.

    More concisely put, these things will look similar but be more impactful, in both the short and long run.

    Other systems are receiving more total reworks, such as the skill system and the 'Exotic Art' implementation, which are being fleshed out as an 'archetype' system, combining both the multiclass concepts into a more classless-oriented outcome.

    The graphical is also planned to switch engines for a variety of reasons, which should help the ability to update it and the art in the future. The art style is also expected to change.

    Here are some WIPs of a potential style.



    Have you ever really looked at your sword? Like, really looked at your sword.

    Note that this will likely be revised as the 'cuts' for 'paper dolling' (layering the images on top of each other) are settled under the new swapping and layering methods.

    The art/graphical update is not expected to be completed by the time the mechanics of this beta hit stable. Due to the unique data format of Trawel, the old graphical will likely have partial support even after the new one releases.

    The Beta will be able to be found on the standard beta branch, which you can access from the game properties menu in Steam. The current version of Trawel has been added as a 'legacy archive' branch, as it is expected there will be at least some breaking changes in how the Graphical and Text portions of the game interact. Most versions of the game can somewhat handle mismatches between the two, and it is possible that the old Graphical won't be updated, but will still work, in which case that branch might receive gameplay updates.

    HOWEVER, go forward with the expectation that the old graphical will no longer work past late August, as that is the earliest time the new graphical might release.

    Regional prices have also been updated to match platform guidelines shortly prior to this announcement, as stated in the previous news post.
    In some regions, the price increases were substantial.
    These prices were set automatically back when the price of the game was halved, and have been set automatically once more.

    You can view the last committed changed on the source-available github, which has 'nightly' progress, but not stable builds. The github also has an experimental project roadmap.
    The Beta is expected to receive an update 1-2 times per week, or more if major errors occur.

    Patch notes are also here.
    Aug 4, 2023
    RPG Architect - Locke
    • Avalonia 11 nightly stability updates.
    • Usability updates and preparations for annotations.
    Trawel - dragon
    Virtually all major systems in the game have been internally changed.
    The passage of time is a lot more complicated, and you might have to pass the argument 'nothreads' if your pc doesn't agree- but it should be fine.
    Of particular note, Attacks and Exotic Arts had changes but not enough time to refill their content (which is a recurring issue in Trawel, however this time it was for a different reason than normal- kernel upgrade issues nearly prevented this update entirely).

    As per normal, this beta is Windows only, but it probably runs in proton, and if you want you can snag the jar and try to get it working yourself. The biggest barrier to updating linux has been the Graphical, and the new engine will likely have no such issues staying up-to-date, but that's still a ways away. (I was able to somewhat get it working on my own machine, but reliability issues prevent me from being able to push it directly.)

    You can check out the roadmap here.

    Remember to report issues in the steam forums or in the github issue tracker!

    You can find instructions on how to opt-in to Steam betas in the full beta announcement which will be made shortly after this post.

    Priorities besides finding crashing are giving feedback on the state of damage vs armor balance, which is currently unknown, and needs work. We're at the point where we don't know if armor is too strong or too weak.

    Attributes also got somewhat added, and they properly replaced dodge multiplier on armor, however once again their other interactions are limited.

    Expect a focus on finishing the transfer of attack backend, and then a shift to the classless system, over the next week.

    (PS: giant pants bug might be fixed!)
    ...