OverKnights - ObitusGames
Join our developers on our first OverNet’s Steam Broadcast!
OverNet is an Online Card battler where players have the freedom to:

  • Craft their own cards and assemble one-of-a-kind decks
  • Customize their OverKnights to match they gamestyle
  • Battle their way to the top and make their mark as an OverNet legend

What’s On The Agenda?

Crafting & Customization: a deep dive into OverNet's crafting and customization options, and the thought process behind effective deck creation.
Strategic Combat: Learn about the battle modes, lobby, card types, and more during the live gameplay.
Interactive Q&A: Your chance to ask questions and provide valuable feedback.


Don’t miss this opportunity to add OverNet to your wishlist and become part of our growing Discord community. Your support and feedback are crucial as we refine and enhance the gaming experience.


Don’t forget to mark your calendars and join us! See you soon

The Obitus Games Team
Hook - Targaciej
I made two games!

"Zerko" - a Sudoku-esque puzzler will be launching on March 27th.
"No.9"- artsy experiment, launching on May 8th.

Priced 1,99$ each :)

More info here:
Zerko - Steam Page
No.9 - Steam Page

Your support means a lot to me! If you could add the games to your wishlist, that would be incredibly helpful. Thank you!

Vestiges: Fallen Tribes - Wanatiff
Here we are guys, the first official closed beta update is here! This update brings forth a few improvements, showcasing our commitment to refining and optimizing Vestiges: Fallen Tribes. We have diligently addressed players feedback to ensure a more seamless and enjoyable experience. Our closed beta testers will have the exclusive opportunity to explore these enhancements providing invaluable insights.



The release of our 0.7.0 update marks the inaugural step in a series of planned regular updates for our closed beta community. We are committed to a bi-weekly schedule, ensuring a consistent flow of enhancements, features, and optimizations to elevate your gaming experience. These updates stand as a testament to our dedication to continual improvement and responsiveness to user feedback.




  • Sand Riders now properly run around enemies as stated on their card
  • Added a Rematch button on the Victory/Defeat screen
  • Sound effects for all units
  • Now possible to copy/paste or type in a private session code
  • VR: Added scaling movement to zoom in/out



  • Fixed Practice Mode side change screen to be properly displayed in the foreground
  • Improved performances (reduced on-screen polygon count)
  • UI colors made clearer: our side is always green, opponent's side is always red
  • Improved visuals for spawn areas and range indicators
  • VR: UX improvements for movement and unit placement



  • VR: Fixed a bug that made possible to move units that had been placed on the previous turn

Don't hesitate to wishlist the game in support:
https://store.steampowered.com/app/2511780/Vestiges_Fallen_Tribes/


We're excited about the progress made thus far and look forward to further collaboration with our dedicated community to shape the future of Vestiges. Your participation and feedback are pivotal as we shape the evolution of our closed beta, here are a few ways to tell us what you think about the game :


Mar 6, 2024
Going Medieval - SeVerin
Greetings, medievalists! The newest patch (0.16.24) is now live on all platforms. Please save your progress and restart your game client to update. You should be able to load normally and continue playing. If you have any problems, please let us know.

Bugs and Fixes
  • Fixed the issue where settlers and animals ended up stuck in water upon their caravan return.
  • Fixed the issue where settlers would suddenly get stuck in high + low water and were drowning as a result.
  • Fixed the issue where settlers were not able to pick up piles that were located on the edge between shallow and deep water.
  • Fixed the issue where the settler would in some cases end up stuck in a constructing goal loop and never completing the task.
  • Fixed the issue where settlers would never go to sleep if it was raining and there was no cover present and beds were unavailable.
  • Fixed the issue where settlers would try to bring resources to production building, but suddenly stopping and dropping resources and repeating the whole process.
  • Fixed the issue where upon loading the game, “hide tree top” function would be active, but in the UI it would appear as disabled and the trees would be fully visible. This would cause an appearance of trees not being selectable.
Quality of life improvements
  • Production circle would remain blue even when it has all of the necessary resources in it. It will turn yellow only when settlers start using a production building.
Present frustrating issues:
  • If settlers end up stuck, ignoring jobs (that are properly set and scheduled), and not behaving as intended, consider saving & reloading the game as there is a big chance that it may fix the issue.
  • It seems that the situation where you try to build a soil voxel and it crumbles upon completed construction still happens. As with the issue above, it’s close to impossible to reproduce this issue on our side. We’re working on a potential memory fix that may, in turn, solve this issue and some other stuff. In the meantime, if you encounter this bug, please provide as much info/context as possible. Quitting the game and starting the save will solve the issue.
Known issues:
  • Snow appears on roofs/stairs/slopes even past winter season. This is not that simple an issue to solve but we are aware of its annoyance.
  • Settlers will not choose the closest production building (if there are more of the same type), but the one that has a production set first in the global list of productions.
NOTE: Also, be sure to check this log for more potential misconceptions and common bug reports.

DISCLAIMER: The experimental and the main branch have the same version of the game. However, on the experimental branch, we decided to keep the Dev version of the game, and that means that a Dev log with red text will appear from time to time. This will help us get more info from your side when crashes and bug reports occur. If you are annoyed by this, please switch to the main branch to experience the game without the red text.

Foxy Voxel
Mar 6, 2024
Mithra - danieledwardgriffin
Hello all,

Wherever you are reading this, I hope you're having a lovely day/night/morning/timeless void.

It is us, the devs, back once again to deliver you an update on our game, Mithra. Just because our comms have gone a bit quiet, doesn't mean that we haven't been working hard! We've been piecing together puzzles, creating an environment for you lot to explore, plugging it all in, writing fresh tunes to go with it all... it's been busy!

We're super excited about this game and the shape it's taking. As with any collaborative creative project, it shifts and turns in it's production period, becoming something bigger & ... bolder? than it's initial conception. The collaborative process has been fun too - while we typically work independently (using a myriad of technologcal platforms to keep each other in the loop), those of us that can will also try to meet once a month to smash out some work in person. Usually, we will also eat nice food on these days. This time it was a sandwich. What's your favourite sandwich? Anyway.

The puzzles themselves (& indeed the gameplay itself) has become more varied as we've been working on it. You've got some retro-style recreations (a cursed creature platformer who is searching for fish food as well as a blocky N64 style recreation of the protagonist wandering through a misty forest), cryptic cipher puzzles, logic puzzles as well some stylistically expositional stuff.

The music, art & gameplay mechanic are also endeavours that we want to be really proud of. As the resident Word Monkey, I can tell you - I've been absolutely blown away by all three. I can't wait to get you all involved!

Speaking of which, get involved. Email us at games@seventhdisorder.com. You never know what might happen ;)

Lot's of love, let's not leave it too long next time eh?

Dan oxoxoxoxox


Campus Life - Marketing FrozenWay
Hey, Students!

That break felt like forever, but hey, every student has to hit the books at some point, right? The bell's rung, and it's time to dive back in!

Since holiday's officially over, let's clue you in on what's new in your class schedule this semester.

NEW PLAYER PERSPECTIVE

At first, the game was all about watching from above with its isometric, bird's-eye view. But to make you feel more like you're part of college life, we've added an option to switch to a third-person view.

Step right into the scene and feel the authentic college atmosphere!


LEARN TO PASS

Hit those lectures to ace your courses - it’s your call on how hard you grind!
Whether you're all-in, trading your social life for academia, or finding that sweet spot, is up to you. You can even catch some Zs in class - just don't think you'll get off scot-free.


HAVE FUN

But it's not just about studying. The campus is buzzing with folks eager to explore and do stuff. If dancing's your jam, join some after-school activities and master those moves. More into deep, cultural chats? The literary club's calling your name! And for the sports buffs, we've got you covered.
Grow and see student life from a fresh angle.


TAKE A BREAK

Hey, we're only human, and everybody needs to hit pause every so often. Think of it this way: muscles rest to get stronger, and your brain's no different – it needs downtime to refresh. Set aside time for some rest, whether it’s a solid nap or just a quick stop on the park bench.
Recharge and get ready for what's coming!


PAY YOUR FEE

Life's a mix of hitting the books, diving into activities, enjoying the fun times, and yep, handling the hustle. Tuition is not gonna cover itself – it's time to get your grind on! Cruise around campus and you'll find all kinds of gigs to pad your wallet, from sprucing up the place to spreading the word with flyers. Let's make it happen!


KEEP UP TO DATE

That wraps up today's lesson. We hope you've gained some insights about Millennials and that your return to our school was a pleasant one!

As always, we invite you to add Millennials to your Wishlist, and to visit our social media for the latest updates.

https://store.steampowered.com/app/2103090/Millennials/

If you want to receive exclusive materials, get closer to the developers, and become part of our community, we also welcome you to join our Discord!



Have great lessons, students!

Fufu~
Hospital 666 - Lokin_YouTube
Solution to black screen when starting the game
This problem occurs due to unknown save corruption.

Please try the following steps
  1. Turn off the game cloud function in the Steam collection library
  2. Eradicate the entire archive folder (C:\Users\YOUR_USER_NAME\AppData\Local\Hospital666)
  3. Restart the game

If that still doesn't work, try
  1. Enable game cloud function in Steam collection library
  2. Eradicate the entire archive folder (C:\Users\YOUR_USER_NAME\AppData\Local\Hospital666)
  3. Restart the game

If you have more questions, please ask on the official discord server
https://discord.gg/v4wHPsRJkB
Dead Frontier 2 - APwn
You can now auto-sort your inventory by clicking the new button on your inventory, vehicle storage and account storage panels.
Mar 6, 2024
Always Surrender - Jonster
Further standardised the behaviour of lasers in slowmo.
Added an indicator to the game screen to show which mode is being played when the borders are turned off.
Added an indicator to the results screen to show which game mode was played.
Mar 6, 2024
Voice of Flowers - KoBeWi
Demo has been updated again. Game customization options were planned as a later feature, but seeing how some people already tried speedruning the demo, I decided to implement it earlier.

List of changes:
- Added game customization options.
- Speedrun Mode: Displays a persistent timer that counts active game time and skips dialogues.
- Disable Minimap: Disables in-game minimap.
- Disable Help Prompts: Disables help tooltips and notifications.
- Disable Quest Prompts: Unused in demo :P
- Removed some too obvious debug option.
- Reworked how time is counted internally to make it more accurate. As a side-effect, time is also counted while in game menu.
- Fixed one spot where the character can get awkwardly stuck.

Remember there's an official Discord sever, where you can discuss the game, give feedback and share your speedrun times. The current best time is 3:19 😅
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