Settlemoon - Giik
Hello, Catalysts! Here's a little sneak peek into what's next for Settlemoon.

We're working on a really big content update!! So big in fact that it's worth actually naming:
The New Moon update.
This update has two big parts: A big chunk of stuff to do for people who've already beaten the game, and one that makes confusing bits a lot easier to understand.

First: The content update! I don't want to reveal EVERYthing in this update, so for now...

The majority of stuff added in this update will be exclusive to NG+ runs. If it's your first time through, you won't encounter these. And with good reason; there'll be a lot of twists to existing mechanics that would be pretty tough to figure out if you aren't already familiar with them. It's an odd sort of hard mode, I suppose!
Of course, if you want to just ignore all the new weird stuff and replay the game as if it's the first run again, you can do that too.


If this is your first run through the game, there'll be some interesting changes before you beat it, too! This set of changes is mostly to make it easier to understand what's going on behind the scenes. Mostly in regards to what those funny little symbols on some items mean, but we're also going to make the opening hours much easier to get through, so you don't just stall out frame 1.

This isn't a game meant to be binged or anything (go to bed!!), but being immediately hit with a requirement to just close the game for a few hours can definitely be a turn-off. That tends to happen way later in most other idlers, but in Settlemoon it's a part of the core game loop; we'd like to make it feel less jarring and a bit more natural for the player to transition to the stage of the game where you want for the town to do its own thing for a little bit before opening it back up.


Thanks for checking this out! I'd LIKE to get this update out before the end of the year, but I think it's too early to give an actual date. Thanks for your patience regardless! This year has been nuts with other game releases anyway.
Treason Playtest - Max Payne
- HUD clue counter will no longer display when dead
- Removed rank from scoreboard until further notice
- Doctors can no longer make dead bodies glow for Detective and vice versa
- Detective will no longer be called to confirm confirmed bodies
- Avatar image is now scaled correctly in scoreboard
- Made scoreboard smaller
- Added separate use sound when in pre-death state
- Updated radar icons
- HUD use icon will no longer show up when it's for weapon that occupies a slot you already have a weapon in
- Dead bodies in Annihilation will no longer show a use icon
- Minor server optimizations
- Fixed very rare cases of outlines and radars not working for the last player to join a completely full server
- Round end panel will now show elapsed round time correctly if round ended on time
- Round end panel will no longer show lots of [REDACTED] entries in "players killed" list if you break a bunch of props on the map
- Re-designed round end panel
- Added startup intro (WARNING: loud)
- Minor damage, accuracy and range buffs to Colt, Springfield, Sturmgewehr 44 and Thompson
- Updated all maps
Oct 24, 2023
Mechanical Fury Playtest - Cyra
  • Completely revamped Main Menu to include epilepsy warnings, and logos
  • Added Controller UI and option to switch between Xbox and Playstation glyphset
  • Reworked Agni's model, Animations not yet made
  • Updated lighting and Shaders for E1M1
Dev Tip: Play this build with a Dualshock/Xbox controller
Warhammer 40,000: Warpforge - EGPepe

"Only an immortal mind can see infinite possibilities."
– Nemesor Zahndrekh

Did you just start playing Warpforge? Take a look at some useful tips, guides and analysis shared by the community after the first few days of Early Access:

● Beginner tips by Miss Gank:
https://www.youtube.com/watch?v=QPMrKIt8jrk

● Economy guide by TheEgman
https://www.youtube.com/watch?v=w2hOMoapSYs

● Side-by-side balance update analysis by HopeHorizons
https://www.youtube.com/watch?v=tUEdIz5MwrY

● Ofence and Defence cards guide by Raziel
https://www.youtube.com/watch?v=bWgOhlqzz0I

● For aspiring Necron Lords, a Sautekh card tier list by The Ecclesiarch
https://www.youtube.com/watch?v=-Uzjwm004Wo

The journey has just begun and these are just a few of the content creators that have enjoyed Warpforge since the Early Access release! Ready your deck and prepare to command the factions of Warhammer 40,000 to victory! Join the battle:
https://store.steampowered.com/app/1985170
Celestial Force: Magical Mayhem - mediamewmew
Hey folks!

We at Mew Mew Media want to say a big thanks to everyone who's been supporting us since we launched Celestial Force.

We'll be sharing our next steps in this adventure soon, including a sneak peek at upcoming content updates.

We're also aware of some issues that players are facing with regards to using Controllers/Joysticks. We're working on bringing a more solid implementation for Xbox, PS4, PS5, and other controllers in the next small update.

For now here's a list of the first batch of bug fixes, quality of life improvements, and small adjustments we've made:

- We made some behaviour changes to the bosses: Cerberus and Charon.
- The introduction cutscene was optimized to reduce stuttering.
- Fixed a little typo in our thank you message.
- Fixed a bug where you could dash and use skills in the pause menu.
- You can now go back to the previous screen from the saved games selection screen.
- Sped up a few interface animations.
- Added some missing English translations to Violetta's initial cutscene.
- When you press ESC with the pause menu open, it now selects the resume button.
- The Cerberus boss intro cutscene now properly changes based on your current character.
- You can now skip the thank you message by hitting "ESC."
- Fixed a bug where available inputs didn't update correctly in some situations.
- Fixed an unintended interaction in co-op mode where both players could pick the same character.
- The bug where P2's chosen character's name was displayed incorrectly on the confirmation screen is fixed.
- The shadow for Atsuko in Phase 2 is now shown correctly.
- Other small UI adjustments were made.

Wanna give us some feedback or chat about the game?
Join our Discord! https://discord.gg/XPjtqpnnBc
Little Goody Two Shoes - astralshiftpro
Hi, everyone!

We’re excited to announce that Little Goody Two Shoes will be playable at MCM starting October 27th all the way to the 29th — don’t miss out and give it a try at the event!

As a bonus, the developers AstralShift will also be attending the event and will be present at the booth throughout the afternoon of Saturday the 28th, and on the morning of Sunday the 29th of October.

Be sure to come around to give the game a try and meet the devs!



— More Info —

Don’t forget to follow AstralShift on social media to keep up with every update!

Discord: https://discord.com/invite/TsKx5N6jvU

Twitter: https://twitter.com/AstralShiftPro
Grav Factor Playtest - jt
The goal with this build is to check to start working on fixing issues (bugs, performance problems, etc.) with the idea that within a few months I might be able to offer a limited public playtest.

I appreciate any feedback (including that it just didn't work!)

Note that there are a few options under the graphics settings if performance isn't smooth enough.
Posthaste - technician
Hello racers,

It's been two weeks since I shipped the last update, and that is for a reason; I'm working on the upcoming major update. One of the key features of the update is, I'm finally implementing a garage system, as well as a new car (Spear Turbo COMBUSTIONART Edition); you will finally be able to play with other cars more than just one!



I'm also working on a map selection menu, as well as a brand new map/location: Turkey.

With garage system and map selection menu being implemented, I will begin adding new cars and maps frequently. Making the garage system was a barrier behind adding new cars, and now that it's removed, I'll be focusing on increasing the amount of available cars!

...and there is more to come! I'll be busy in the upcoming 2 weeks, but I believe I'll be able to ship the update within 1-1.5 months from now on.

Now, onto the pricing changes:

I want to apologize from everyone who bought the game earlier, but unfortunately, I had to decrease the store price from $3.99 to $1.99. Paying $3.99 for a game with very limited content, is currently not worth it. Posthaste needs to reach more people in order to receive more feedback and review. I've made a mistake, and once again, I apologize from everyone. However, you can think this as a-few-months-long discount; because I'll gradually increase the game's price as I ship more content.

I've also set up a Discord server, which you can join here.

That's all the news for now. Stay tuned for updates and take care!
Fates of Ort - 8BitSkull
In the coming days, we will be making an update that should enable cloud save syncing between PC and Steam Deck. We are making this announcement ahead of time, so that you are aware when the change becomes effective. You may see a prompt about save file conflicts, so be very careful which version you choose. You may wish to back up your files in advance to be safe.

Your save files are located here:
Win: %appdata%\Roaming\fates_of_ort\
Mac: ~/Library/Application Support/fates_of_ort/
Linux: ~/.config/fates_of_ort/
Oct 24, 2023
Deer Crusade - Lucas Gallagher
DCUDV - Minor bug fixes
...