PowerWash Simulator - FuturWob
Hello Washers! 💦

We're charmed to announce that you'll be able to explore the enchanted world of Alice's Adventures on July 2nd 2024!



This pack will include:
• Wonderland’s Entrance Hall

• White Rabbit’s House

• Caterpillar’s Mushroom

• Mad Tea Party

• Queen of Heart’s Court


Wishlist our Wonderland here:
https://store.steampowered.com/app/2736310/PowerWash_Simulator__Alices_Adventures_Special_Pack/
Join us on socials!
Discord: https://discord.com/invite/powerwashsimulator
Twitter: https://twitter.com/PowerWashSim
Twitch: https://www.twitch.tv/futurlab
TikTok: https://www.tiktok.com/@powerwashsim?
Instagram: https://www.instagram.com/powerwashsim/
Facebook: https://www.facebook.com/powerwashsim
PWS Wiki: https://powerwash-simulator.fandom.com/wiki/PowerWash_Simulator_Wiki
PWS Reddit: https://www.reddit.com/r/PowerWashSimulator/

VRChat - Flare
Release 2024.2.3 is now live! This is build 1470, network compatible.

Available on all platforms. Check out our video patch notes below or head over to our docs to read the full list of changes.


Video Patch Notes:
Jun 21, 2024
Below Level 地下 - DAI
Patched a few tiny issues after the first major update, including:

- Respawn bug (fixed player stuck in slow speed after respawning)
- Level 2 AI Adjustment (Decreased the difficulty for Level 2 AI)
Jun 21, 2024
Going Medieval - SeVerin
Greetings players! The newest patch (0.19.22) is now live on all platforms. 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 several crash occurrences.
Known issues:
  • Some text keys are missing.
  • Player-triggered events don't have sound effects
  • Settlers will not refuel torches if there is no floor/ground beneath them.
  • 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.
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
Jun 21, 2024
Lazy Chess - Mary Kate at CM Media
Find a new favorite and save now!
  • Lazy Chess
  • Trade Bots
  • Copy Editor
  • The Devil's Calculator
  • Synonymy


Edengrall - luisedgm
Fairies are headpattable right now!


We are now working on cheek pinching as a punishment for bad behavior, it is up to you to punish bad behavior, you can just spoil your fairy with only headpats if you don't mind a bit of misbehaving.


The cheerful fairy personality already has over 70 animations (half is still not implemented) and I am almost done making all planned animations, just a few more and I will start working on the other Fairy personalities (each fairy personality has a different face structure, eye shape as well as animations and behaviors)


I am just missing a few tool use animations and other animations the fairy will play when the colony feature is implemented.


By next week the punishment action should be done and headpatting/punishing the fairy will start affecting the frequency of the last fairy behavior, then we will finish adding all planned behaviors.
Jun 21, 2024
Realms of Madness - CraterHater
Hi everyone,

My name's Robin, I've been working on this game since the start of 2023 and it's really starting to come together.

For this second development update we'll be looking at the progress being made on the units for the game.

Update 2: Units

Squads

In Realms of Madness, units are organized into squads, a feature that distinguishes it from the previous game, Open The Gates!. Each squad can develop veterancy, gaining experience and becoming more effective in battle over time. When soldiers within a squad die during combat, they can be replenished at the barracks. This system emphasizes strategic management and long-term unit development. You do not want to lose all units in a squad as that would cause a loss in veterancy. Veteran units are much more powerful!

Five Layers of Combat

The game world is divided into five distinct layers. The sky layer is home to flying beasts. Here you will fight massive aerial battles. The two ground layers allow for double-layered castle construction, offering tactical advantages such as high ground for archers. The water layer is where ships navigate and engage in naval combat, while the underwater layer hosts enigmatic creatures that can attack from below the surface. Each of these layers can be contested individually, requiring players to adapt their strategies and manage multiple fronts simultaneously.

Animation

There will be a ton of animations in this game and a large amount of interesting interactions. For example, if trolls get hit by rocks, they will be temporarily stunned. This level of detail makes battles more dynamic and engaging, as each unit reacts differently to attacks.

Unit Variety

Realms of Madness will have a vast array of units, greatly expanding on the variety seen in the previous game. You'll be able to command knights, archers, ships, dragons, trolls, wizards, harpies, underwater squids, siege weapons, and many more different unit types. Even regular old citizens can pick up their pitchforks and axes and march to war for you! (They'll likely not make it though!)

Shipwrecks

Sunken ships will form shipwrecks that slowly decay over time. Underwater creatures will be able to use these shipwrecks to fight more effectively. This means losing a ship weakens your fleet but strengthens your underwater beasts.

That's all for this time! I'll try to post updates more frequently, but development comes first. I am fully committed to making this game the best it can possibly be and I am confident it will be awesome come release.

Thank you and have a good day.

Kind regards,
Robin van der Horst
Drug Dealer Simulator 2 - michal.puczynski
Hi Dealers!

The first night is behind us and all that we can say is: WOW. Thank you SO MUCH for your interest in the game, for the time you spend in it, and for all the feedback and reviews that we get. It's simply awesome to have such engaged players, and the amount of positivity that we get motivates us a lot.

Yesterday we promised you that around this time we'd let you know what's the progress with the patch.

However, we ARE motivated - by YOU! So, instead of updating you on the progress, we have something better. The first patch!

It will drop later today and address some frequently reported problems while introducing certain improvements. You'll see the details in the patch notes. :) Obviously, more will be coming after that, but we'll share new info after the weekend. We'll keep you posted!

Once again, thank you for all the positive reviews. They are important to every indie dev, and we hope that we'll earn that Very Positive score from you eventually.

Join our Discord for fun stuff. See ya!

https://store.steampowered.com/bundle/42217/Drug_Dealer_Simulator_1__2/
Horn of Balance - Horn of Balance
Hello gamers,

Time for another small demo update! This one brings a number of tweaks and bombs!

(I will be periodically updating this demo further, as I continue to build out the engine for the main game. So expect about one or two more versions before the end of the year)

------

Changes in demo 2.4 (compared to v2.3):

  • Added bombs (=found in a dungeon chest)
  • Stunned enemies now have a visual indicator
  • Small items from containers will now respawn after enough exploration (=this will require demo rebalancing down the line - feedback is welcome)
  • Tweaked the end credits screen + expanded the list of backer names
  • Fixed keys in chests in the demo dungeon not being displayed in the correct color
  • Replaced placeholder impact sprites with new custom assets
  • Reordered a few item menu items + updated a few descriptions slightly
  • Added proper water visuals while interacting with the water in the demo cave
  • Sword charging sparkles now better alignment with the sword while walking
  • Updated the darkness engine to account for more hero/enemy attacks (and Murray's flame)
  • Some of the elementals now also provide light in the dark
  • Updated the titlepage, splashscreen and file icon
  • Tweaked visuals small keys
  • Tweaked music volume levels
  • Fixed hit reflection sound potentially stacking
  • Fixed small visual oversight when doing a special sword attack in shallow water
  • Music volume is lowered during collection jingles
  • Made the regular shields a little more effective when facing up
  • Faster credits scroll speed has been increased
  • Fixed bug preventing accessing to one of the demo dungeon's secret chests
  • Fixed credits misalignment if displayed in fullscreen without screen stretching on
  • Lowered sound effect volume when using healing sprites while at full health/magic
  • Fixed a sporadically occurring demo subboss bug

Happy gaming and till next time.

Greetings,
Martijn
Dragonheir: Silent Gods - 小愿望吴邪
Tune in with Skratch on June 21 at 13:00 UTC for a comprehensive overview of Season 4. From new features to gameplay tweaks, everything will be covered. Be sure to join the discussion and get the inside scoop!
👉 https://www.youtube.com/@SkratchG

#dragonheir #dragonheirsilentgods #downloadnow
🔥 Download Dragonheir NOW: {LINK REMOVED}

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