Kingdom Incremental - royalgoosestudios
Hey everyone! Here is a list of changes for the release build!!!

City's title now changes based on population size
Made all the achievements Steam achievements
Added an Auto-Auto build toggle
Added an upgrade for chest rewards
Added Fast Forward upgrade
Added Prestige Bonus multiplier upgrade
Added more upgrades that decrease worker cost
Moved some tutorial systems to unlocks
Multiple dragons can now appear at once
Extinguish fires now happens on mouse hover, instead of click
Decreased time between tutorial progression checks
Added missing upgrade names
Rebalanced rewards for early achievements
Renamed EPIC tab to UNLOCK tab
Hire worker button is now disabled when it can't be purchased
Optimized the auto-build feature

Fixed spelling mistakes
Fixed tax slider not changing to brrrrrrrrrrrr material when it takes less than 2 seconds to complete
Fixed issue with soldiers causing negative values to appear
Fixed chest's preventing progression when the game is paused
Fixed edge-case where prestige bonus goes negative
Fixed dragons spawning with missing health
Fixed Purchase land button randomly flashing
Fixed issue with time skips not showing up in UI
Fixed feedback dialog displaying too long
The Black Pool - Mike of Smug Marmot
  • New Gloom map added.
  • Increased difficulty of multiplayer spawns (modified by number of players). Playthroughs were still easier with having more players in an attempt, this gets it much closer to being in balance.
  • Heavy game size optimizations - After this patch, the game should take up 1/3 less harddrive space.
  • Updated boss levels to offer 3 possible elements to upgrade.
  • Overhaul of sound and music balance and dynamic range.
  • Added new "getting started" video
  • Fixed issue where player skin could be semi-transparent.
  • Mech AI updates to Scorpion, Javelin, and Colossus - Added agro swap logic to make them more of a threat in multiplayer.
  • Mech Javelin and Colossus - Added chance to swap target after a reload is triggered, mech gets quick reload when changing targets.
  • Updated device option 'dash and damage' (3s → 2.5s, 25% → 20%)
  • Update device option combo (100% → 50%)
  • Many more smaller fixes and tweaks.
Darkest Dungeon® II - RedHookMichaela
We hope you have been enjoying the Collector, new Infernal Flames and all the other additions in the Chirurgeon’s Table release!

Our August update is just the first of many that we already have planned. Now that it’s in your hands, we wanted to take this opportunity to discuss some of the changes coming in our next release. Currently set for September, this update is aimed at addressing a few key points of feedback we have pulled from the Darkest Dungeon community. We are specifically looking to improve player agency and add more variety and replayability to expeditions, while also reducing some areas of RNG.

We have several key changes planned for September to help facilitate these goals:

  1. Introducing Monster Death Door v2! In order to remove the RNG associated with its current implementation, instead of a percentage resistance, monsters with Death Door resistance will now have a finite number of DD tokens. This will be specified per monster, with a minimum of 1 token for any monster that has DD protection. We hope that this change will reduce the RNG elements present in battle, and give players more information up front regarding how the battle will progress.

  2. Get your expedition back on track by choosing party replacements at the Inn. Currently when a hero dies, if your party is able to reach the next inn, a random hero from your roster will be selected. This update will allow players to pick their own replacement hero from their available hero pool to help salvage their current expedition.

  3. Adapt to changing circumstances! Players will soon be able to pay a flat amount of currency to switch their hero’s current path at the Inn. Changing paths will refund any mastery points spent on that character, allowing you to respec your hero. The goal of this change is to allow players to better strategize for the region ahead, and create a more dynamic party state across the entire expedition.

  4. Factions are back in Road Fights! Factions will be reintroduced to road battles to add greater variability to routes, and an additional challenge for those tired of the regular mix of Pillagers and Gaunts.

  5. Finally, more changes will be coming to the Act 3 Boss. Our team has been reading your feedback on this Confession boss since our last Act 3 update in June and are aiming to address community concerns, specifically around Limerence and how heroes can interact with Seen tokens. If you have any specific feedback on this boss and its current state, please be sure to submit your thoughts to our Feedback channel on our official Discord.

These are just the first in a series of improvements we have planned for the game over the next few months. As always, we are incredibly appreciative of all your feedback - we’re always reading your comments and looking for ways to improve your experience.

Thank you for joining us on this journey. There is so much more to come!

Swirl W@tch - sleeper_games
-Resupply crates no longer self-destruct when they are stored in vaults.
-Fixed looting resupply from vaults sometimes spawning pickups in inaccessible positions.
-Fixed yet another problem with sound range.
-Fixed No Alert mastery unlock requiring more no alert score than advertised.
-Fixed player reflex deplete rate not resetting correctly after triggering reflex within simulations.
-Fixed a problem with how adaptive difficulty comms type is determined.
RIPOUT - Pet Project Games
If you missed last year's opportunity to try RIPOUT demo, now is your chance! We released the newest demo of RIPOUT as a part of Gamescom celebration!

Download the demo now! Or if you are on gamescom, stop by Indie Arena booth in 10.2 and try the game while chatting with us!

AK-xolotl: Together - LizPlaystack


Calling all Pond Residents,


The moment you've been waiting for is finally here! We're excited to announce that AK-xolotl is set to launch on September 14 on Steam, PlayStation, Nintendo Switch, and Xbox. 🌟 Get ready to mark your calendars and gear up!

Watch our Release Date Trailer now to see lotl lotl lotl lotl Axoltol! 🎶🎶

[Trailer]


And that's not all – the release date comes with a treat that's sure to thrill.


Experience the Extended Demo Now!
We have published an extended demo on Steam! The extended demo allows you to get a taste of AK-xolotl world. Shoot the enemies down, cook meals for your axolittles and grow them into your next warrior! We have also added some new axolotls in this demo!🎮

In the demo you should love and nurture your axolittles to your heart’s content, but at launch, we have a devious new feature where the Blisstaker can harvest their happiness for permanent powerups! I mean…you don’t HAVE to use it…if you don’t like firepower…it’s totally up to you…obviously.



Play the demo now!




Stay connected with us on our social media channels for the latest updates, behind-the-scenes sneak peeks, and more. The excitement is building, and we can't wait to embark on this journey with you.💚💚


Slaves of Magic - slaveofmagicthegame
Hello everyone!

I'm happy to announce that our new 1.1.0 content patch for the demo is out! It includes new mechanics, enemies, and balance changes, besides the usual bug fixes.

Major changes:

- Added goblins and orks to the enemy roster:



- Added utility items that can be funded from the smithy menu, for example, a stamina potion that restores half of the user's stamina.



- Added a new condition called "distracted" which reduces the unit initiative by 1 till the start of its next activation. Every melee attack (even missed!) applies 1 stack to the target. Every source of damage applies 2 stacks, and a crit applies 3 stacks. Now every action has the potential to change the unit activation order.

- Replaced the survival campaign objective with a more guided experience. The first objective will be to research the magic dust, then the player can choose from 3 random goals for the resistance to reach.

- Rebalanced ranged weapons. Starting hit chance has been lowered to 50. The bow got a bonus to hit chance for its second shot and set both equipment costs to 4.

- Increased HP across the board so that units can survive a bit longer

- Fixed line of sight errors that caused clearly seeable tiles to be useable and unforgettable.

- Fixed missing sound effects if more than 8 effect was active at the same time.

- Updated AI to be more proactive, especially ranged units which sometimes just waited for the player to move into range. Plus they prioritize the VIP on escort missions.

Important information that previously saved games are not compatible with this new version.
Aug 23, 2023
Liberty Belle - caiusnelson
  • Fixed occasional crashing in between level/sene transitions.
Surreal House - lukepagca
-fixed the treasure chest bug
-updated a puzzle on a later level
-fixed more dialogue
Aug 23, 2023
Maid Cafe - Envy
Today we have posted version 1.02 of Maid Cafe in preparation for release of the game this Friday.

This update addresses a bug on Lucy's route that was reported to us as well as another array of grammar issues and mistakes in the script of the game.

We also resolved some errors in the baking variables to ensure all items are saved properly when learnt and visible within your inventory and recipe book on your phone.
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