Dungeons of Hinterberg - ClareCurve
We hope you’ve had a chance to play the new Demo and are enjoying exploring Kolmstein! Microbird co-founders Philipp and Regina will be live at 7pm BST on Tuesday 11th June. They will be playing through the demo and answering your questions in chat – make sure you tune in!

Make sure you follow us on X and join the Discord where we’ll be talking all things Demo!

🤫 1411406403
Ex-Zodiac - Pixeljam Games
Hello All,

The latest level update is finally here... it's time to challenge the SS Devastator!



The game has also undergone a major engine update (to Godot 4), which should result in a smoother overall experience, and paves the way for easier future updates (which will come at a faster pace now).

It's also 40% off for the next few weeks, if you have a friend or two that has been waiting to pick it up.

Looking forward to what everyone thinks - leave us feedback in the forums!

Thanks again for the patience and support,

-Miles @ Pixeljam
Parcel Corps - Secret Mode Stream 3
Hello budding entrepreneur!

Are you looking for a game that allows you to escape your mundane life and slip into the spandex of a freelance bicycle courier? Then look no further.

Try Parcel Corps for yourself, free of charge, by playing our NEW DEMO!!! Live now throughout Steam Next Fest until June 19th.

Don't forget to wishlist the game for more updates delivered directly (and definitely on time and in perfect working order) to your virtual doorstep by one of our trusty couriers.

Jun 11, 2024
Supremacy: Call of War 1942 - Grayshine


We've got a new update with some important tweaks and fixes to enhance your gameplay.

Now you can easily see what's being given and received in trades with a single glance, reducing errors and helping you spot scam trades more easily. This brings the desktop experience up to speed with what mobile players have been enjoying already.

We fixed an issue where armies couldn't engage in battles in another player's province if they had Right of Way. Now, the idle army must be defeated first before you can capture the province. No more sneaky bypasses! And we also corrected an annoying bug that prevented attack orders from being issued against neutral armies close to a border.

For a complete overview of this update, please check out the detailed Release Notes and share your feedback with us on the Forums and our Discord Server.

Your Bytro Team
Shadow Empire - Death
A new update for Shadow Empire is out now. This update focuses on the Arachnids and their presence on almost all planets, allocations, balancing, game improvements and bug fixes.

Here are the patch notes:

During the Galactic Republic era domesticated Arachnids were present on many Planets as they were able to produce the raw materials needed to produce Starlace fabric, an ideal material to produce advanced heat shields for the re-entry into the atmosphere of spacecraft.
After the Dissolution War many domesticated Arachnids starved in their pens, but as they are quite clever, on most worlds, at least some of them managed to escape and they went Feral.
In their Feral stage there can be some reproduction, but it is only when the Arachnids reach their Hive stage (or higher) that they’ll get a Queen and get some serious reproduction going.

The Arachnids Minors have multiple levels now: regular, Hive, Swarm and Nexus. On the higher difficulty levels they’ll be able to spawn special castes as: Defendrix, Dominatrix and Exterminatrix, as well as Queens and Champions.



Allocations give reference to 3 minor rule changes:
  • Unit Supply is now prioritizing Food a lot and Oil quite somewhat. This has been done to prevent cases where Ammo uses up all the logistical points and nothing is left for even more vital stuff. Food is vital for obvious reasons (starvation), but oil is also vital because low oil gives actually quite horrible combat penalties.
  • Finetuned Farm-/Dome-steads building and now allowing maximum 2 Farmsteads to be build in a Zone, from there on upgrading those (until they reach Farm Community Level) is going to be the rule. We want to avoid cases where Farmsteads just clutter too much map. (partially *-ed)
  • Finetuned Private Debt rules : Population can now go into debt as well to buy full Private Farm/Dome Communities.*

Balancing, Changes and Improvements
  • It is now possible to create “Makeshift” Zones on Hexes without a Zone (“No Zone”). However this is more expensive than regular Zone creation (35PP, 500 Credits, 500 freeFolk/soldiers), but it can start a new Zone closer to an existing city (needs to be only 3 hexes away instead of 5, or even without condition if it concerns a small island of 16 Hex or smaller). This seemingly minor addition will give you more flexibility in special cases and open up a large number of possible new strategies concerning expansion by airlift. Note this new feature uses the same “new Zone” button when a “No Zone” Hex is selected.
  • Unit Supply is now prioritizing Food a lot and Oil quite somewhat. This has been done to prevent cases where Ammo uses up all the logistical points and nothing is left for even more vital stuff. Food is vital for obvious reasons (starvation), but oil is also vital because low oil gives actually quite horrible combat penalties.
  • Finetuned Farm-/Dome-steads building and now allowing maximum 2 Farmsteads to be build in a Zone, from there on upgrading those (until they reach Farm Community Level) is going to be the rule. We want to avoid cases where Farmsteads just clutter too much map. (partially *-ed)
  • Finetuned Private Debt rules : Population can now go into debt as well to buy full Private Farm/Dome Communities.*
  • The Arachnids Minors have multiple levels now. The higher difficulty level you play the more dangerous they’ll be able to get, spawning special castes as Defendrix, Dominatrix and Exterminatrix, as well as Queens and Champions.*
  • Added some protective code to avoid Majors starting on island that is inside a lake (not ocean zone).

Fixes
  • Various big fixes to Slavers, Arachnids and Mutants actually “decimating” population & free folk and getting growth of them, as well as them changing zone culture once population levels reach zero. (partially*-ed)
  • Fixed exploit where reconquering a Zone (after losing it) gives you a Fate Pack again. (partially*-ed)
  • Fixed buggy behavior with MTH wants more staff Decision.*
  • Fixed some serious production penalties for various stuff including lowlands penalty for Wind Traps, Agri Rain PH modifier, Agri Soil Heavy Metal modifier, Solar Panel rain modifier, Agril Rad modifier. This only kicks in with games started with this latest version, otherwise the rule shock might be to violent to many ongoing games.*
  • Fixed layout bug in Planet Stats Report caused by some rare planet gens.
  • Fixed Energy Rebate rule to be actually applied
  • Fixed some Tech mouseovers*
  • Fixed rare issue with disappearing Free Folk through some Decisions like “Demagogue”
  • Slight nudge to CAS increase indep of tradition level, very slight though…
  • Fixed showing of movement arrow with strategic movement when using roads with more than 9999 logistical points on them
  • Fixed miss-focussing map in some map centering cases on hexes that are close to the “map seam” where the map loops (Asset clicking, probably also history replay)
  • Fixed a crash causing bug because units were transferred between regimes (like with the new option introduced in subversion D for Arachnids to split off from their core regime) (big thx to Carl)
  • Fix Fate Stratagem category in Stratagem Encyclopedia crash
  • Fixed Geyser turbine mouseover text.*
  • Fixed rare issue with Minor Militia popping up between friendly units (after you conquered their “masked” zone center).
CONSCRIPT - sheldon_team17


Listen up soldiers! Join us as we stream gameplay from the new CONSCRIPT Next Fest demo! Join our pre-recorded stream at 5pm BST as we fight to survive the mud and blood of World War One!

⏰ 5PM BST - 11th June

Like the look of CONSCRIPT? Play the Next Fest demo for yourself and don't forget to wishlist:

https://store.steampowered.com/app/1286990/CONSCRIPT/

Learn more about CONSCRIPT at https://www.conscriptgame.com/

To keep up-to-date, follow CONSCRIPT on Twitter/X and join the community on Discord!
Operation: Tango - Clever Plays Studio
Clever Plays Studio is Thrilled to Announce Our New Game: Happy Bastards!

Gear up and get ready for a wild ride through a world where chaos reigns supreme and only the unruliest survive. We are beyond excited to introduce you to Happy Bastards, our newly revealed open-world tactical RPG with turn-based combat. Assemble your squad of mercenaries, each more unpredictable and audacious than the last, to explore, fight, and loot your way to fame and fortune! Who needs XP when you’re famous?



In Happy Bastards, you call the shots. Lead your team of raucous rogues as they get their hands dirty doing the jobs no one else would dare. Who needs XP when you’re famous?


Key Features:

Fame is the Name of the Game
Why risk lifting a sword when your disposable mercs can do all the dirty work? Just rely on your silver tongue and shamelessness to build your claim to fame, one flashy act at a time.

Tend to Your Unruly Bastards
These ruthless warriors are as dumb as a bag of rocks. Be prepared to babysit in and out of combat as your bastards argue, cause mischief, and speak their minds. Who said being the boss would be easy?

Be Hands-On at Arm's Length
Shout commands from a safe distance while your bastards execute each of your combat tactics. Whether ordering a perfectly-timed tag-team ability or sacrificing a human meat shield, you make the call--but never take the fall.

All the Scheming, None of the Guilt
Lead a morally-bankrupt campaign across a parody-filled fantasy world. Every town, hero, and monster faction can be turned ally or foe, so choose wisely because you'll have to live--and your bastards likely die--with the consequences.


We’re truly excited for all that is coming on this Happy Bastards’ journey and hope that you will join this merry band of devs on our quest to make a fantastic game for you!

This doesn't mean we're closing the door completely on additional Operation:Tango content, but the team is excited to explore a new genre and gameplay style with Happy Bastards!

Please Wishlist the Game on Steam.
Follow us on Twitter: https://twitter.com/CleverPlays
Join the Discord: Discord.gg/CleverPlays



Thank you,

LizMac and the Clever Plays Team
Cross Blitz - DigitalHamster22
Ahoy Blitzers!

The Hollows update is now available for all! Today’s update brings the following new additions to Cross Blitz’s Tusk Tales mode (please read our Dev Blog for more detailed explanations!):

New Map: The Hollows

In the Hollows, you spend Husks to attempt Daily and Weekly runs on auto-generated maps. All players will have the same loadout, including mercenary, starting deck, and a mix of positive and negative masks. Depending on several factors, you will be awarded a score at the end of your run which will define your Souls rewards and leaderboard position!

Hollows Scoring Explained
[expand type=details]
Name
Description
Score
Notes
Battles Won
For every battle you won
100 pts per battle
Deadly Battles Won
For every deadly battle you won
500 pts per battle
Mid-Boss Battles Won
For every mid-boss battle you won
300 pts per battle
Boss Battles Won
For every boss battle you won
1000 pts per battle
Cards Acquired
For every card you acquired throughout the run
25 pts per card
Relics Equipped
For every relic you acquired throughout the run
100 pts per relic
Overkill Damage
For every point of overkill
5 pts per overkill
Overkill Damage
For every point of overkill
5 pts per overkill
Rainbow WUBRG
Each time you add a card from a new faction to your deck
200 pts per card
Card Shopper
Visit three or more Card Shop Nodes
300 pts
One-time feat
Relic Shopper
Visit three or more Relic Shop Nodes
300 pts
One-time feat
Trinket Shopper
Visit three or more Trinket Shop Nodes
300 pts
One-time feat
One-Stop Shopper
Purchase 5 or more cards in a single Card Shop
200 pts
One-time feat
Greedy Grabber
Take 5 or more cards from a single Battle Reward
200 pts
One-time feat
Fresh Fortification
For every Trinket added to a card without one
100 pts per card
Traveler
Visit two or more Landmark Nodes
200 pts
One-time feat
Lorewalker
For every Landmark choice made
100 pts per choice
Hollows Multipliers
Name
Description
Increase
Notes
Overkill Multiplier
Overkill an opponent by 10 or more damage.
+1x
Perfect Multiplier
Take no damage during a battle.
+1x
Healing any damage taken will still give you the multiplier.
[/expand]

New Shop: The Bazaar

After you complete a run in the Hollows, you will be awarded Souls which you can exchange for the following rewards:

  • Party Cards: Unlocks a new party card for a specific mercenary, it can be equipped to the player's starting deck in the Mercenary Select screen.
  • Trinkets: Unlock a trinket to be seen in runs.
  • Relics: Unlock a relic to be seen in runs.
  • Card Backs: Unlock a card back to be equipped for certain faction groups. These are bought with Husks, rather than Souls.

New: Compedium

  • Added a compedium to help you keep track of unlocked Relics & Trinkets that will appear during your Tusk Tales Runs.

Changes from the last Beta Branch update (0.9.7)
  • Card Balance: Wingroast Pepper changed: Redeem a Pyro Spell, if you've played a Pyro Spell this turn keep all 3. -> Redeem a Pyro Spell.
  • Tusk Tales: Hard mode Tusk Tales runs now award 500 Husks for the "Boss Defeated" feat. (from 250 Husks)
  • Tusk Tales: Daily Leaderboards now reset at 5PM PST (12AM UTC) for everyone.
  • Tusk Tales: Weekly Leaderboards now reset on Sunday 5PM PST (12AM UTC) for everyone.
  • Tusk Tales: The "Rune of Calling" trinket should now summon minions correctly.
  • Tusk Tales: The Bazaar now rolls previously displayed items if there aren't enough new ones, fixing the issue where the shop wouldn't fill correctly.
  • Tusk Tales: Ember Drake special fight should now display trinkets from broken chests correctly.
  • Tusk Tales: Special fight nodes now display on the map as bloody chest icons to help differentiate them from regular battles.
  • Tusk Tales: A tooltip is now displayed when hovering over the Hollows, while locked, this explains its unlock condition.
  • Localization: Updated localization for various trinkets and other new content that had not previously been localized.
  • Misc: An Early Access "thank you" popup now displays when you enter the title screen for the first time.

If you're enjoying Cross Blitz, please don't hesitate to leave a review! It really helps us indie developer out! As always we are looking forward to your feedback on this new update.

-The Cross Blitz Team
The Cable Guy - DuKe
In this small update, we have fixed the crash on Steamdeck
Wargroove 2 - SocksyBear
Hey Strategy Fans!

Wargroove 1.2.7 is here! Arriving with mod support, balancing updates and bug fixes, this update is a chunky one.

Balancing Updates
We noticed some Commanders were becoming too dominant due to how quickly their Tier 2 Grooves could be charged. To address this, we’re trying out some slower charge times for Emeric and Wulfar. Emeric now has a slow charge time, and Wulfar has been changed to a medium charge time.

We also found Valder’s Tier 2 was a little too powerful for our liking. Instead of double damage, we have now decreased damage to 1.5x to see how he performs in competitive settings.

We’re continuing to work out the sweet spot for Trebuchets, due to how dominant they can can be. In this update we’ve reduced the damage they do to structures by 15%

We’re actively monitoring Discord and Reddit for all feedback, so keep talking about your games and letting us know about your competitive highs and woes!

Bug Fixes
We've been addressing some critical issues, including game crashes that occurred after suspending multiplayer games and bugs that caused soft-locks when using certain gamepad buttons. Performance and functionality issues have been tackled for better stability.

We’ve also put a lot of work into mitigating connection errors and solving filter menu issues to improve Multiplayer. Additionally, we’ve fixed various visual bugs and localisation issues to ensure consistency across different languages. Check out the patch notes at the bottom of this post for the full list of fixes!

Modding Support
Mod Support is now officially live! Previously available in the preview branch, our modding community have been testing Mod Support and making their own! We’re excited to feature some standout mods, including "Wargroove 2: Requiem Thrall," which expands the Guardian faction, and "Wargroove Triple Trouble," reintroducing the outlaw faction. For more details and to join the thriving modding community, visit our Discord server and check out the #modding channel.



Wargroove 1 + 2 Physicals
In other exciting news, May saw the release of a limited edition physical bundle of Wargroove 1 + 2 with Super Rare Games. Thanks to you folks, it sold out within 24 hours! For our fans in Japan, we also released another Wargroove 1 + 2 physical edition in collaboration with Happinet. It's heartening to see such a warm reception for both editions worldwide!




Wargroove 2 Vinyl - Ship to Shore closure.
Unfortunately, Ship to Shore, the manufacturer and distributor of the Wargroove 2 vinyl has closed. Refunds for pre-orders of the vinyl ordered via Ship to Shore should have been processed, but if you haven't received yours, please contact admin@shiptoshoremedia.com with your order number. We are working on fulfilling any orders made through alternative store fronts. Stay tuned for updates – we’re committed to ensuring this isn’t the end of the journey for Wargroove 2 on vinyl!

The Yetee Merchandise
On a brighter note, we’ve partnered with The Yetee to release some awesome new Wargroove 2 merchandise. Be sure to check out their offerings to show off your Wargroove pride!



Release Notes

Gameplay Changes:
- Made Commander + Unit Balance Changes in 1.2.7
Commanders
Emeric:
- Tier 2 now has slow charge time, increased from fast.
Wulfar:
- Tier 2 now has a medium charge time, increased from fast.
Valder:
- Tier 2 skeleton boost is 150% damage instead of 200% damage on all skeletons.
Units
Trebuchet: Damage vs. structures reduce by 15%
Bug Fixes:
- Addressed the game crash that occurred after suspending a multiplayer game
- Resolved connection error that arose when a player exited the game by pressing the home button and then re-entering
- Fixed pressing unused gamepad buttons leading to a soft-lock in multiplayer map selection
- Fixed Cancel button stopped working after showing a validation error for user-generated maps
- Fixed performance issue when walking around on a story map for some extended time
- Fixed the game crash that followed leaving and re-entering the game using the Switch home button
- Rectified multiplayer filter menu issues with biomes erasing themselves and time of day being erased
- Resolved issues with Ancient warning lore being locked but lore title could be observed
- Fixed issue where Airtroopers could land on each other
- Fixed bug when killing an enemy harpy in a group kill with Nadia's groove in the Rising Tide campaign Act 2 Mission 1: King’s Cove spawns a new riverboat on every enemy move
- Addressed Russian localisation issues
- Fixed instances where Conquest unlocks Achievement had a higher counter than number of actual unlocks
- Fixed render error for units with item equipped overlapping the map border area
- Fixed AI sometimes picking unit type it can’t afford with conversion school
- Event Editor showed missing strings - this has been resolved
- Resolved visual bugs with units equipped with items, especially if placed at the top of the map
- Resolved missing symbol in the Ancient warning, codex
- Conquest was taking 1 extra gold when buying units with Koji - this has been addressed
- Fixed malfunction of Elodie tentacles in the turn after taking over the Kraken - Kraken now untangles itself on the player’s turn when they regain control
- Revised the text description for marksman unit critical hit in languages other than English, which was showing as the WG1 description
- Key Artist has been localized in all languages
- Fixed shouts for Faahri and Pirate units, which were using the Floran variants in custom cutscene tools.
- Rectified Pistil's T2 groove spawning glowing orbs
- Groove boost unlock now grants commanders the correct T1 groove
- Custom difficulty tile now stays selected if this was the last chosen difficulty setting
- Unlocking perks in conquest are now being saved properly
- Dark Mercia Codex entries get unlocked after unlocking Dark Mecia with conquest shards
- Elodie now receives the groove boost perk when a player plays a long intro - this issue also affected Vesper and has now been resolved
- Resolved error that occurred when recruiting Air Trooper unit in A1M1 after closing the recruit menu
- Fixed inconsistent UI hint system for 4th puzzle in S2M4
- Bulrush objective is no longer marked as successful when Bulrush is attacked
- Fixed incorrect unit order for a spectator when the last human player resigns from a 4-player match
- Game crash during an interactive level while attempting to go back up the map has been addressed
- Solved Pistil bolt issue when it split into 2 or more
- Groove charges are now correct when using Groove Boost
- Emeric's T2 groove effect no longer persists after the crystal dies
- Fixed issue where the close button in Mods tab was non-functional
- The issue with mod list text being invisible when not highlighted has been fixed



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