Vindictus - vindi*****
Dear Mercenaries,


Please note that there is an issue where certain Battle Departure Counts are being reset earlier than planned.

With the fix of the Departure count reset schedule, the Departure counts for the Battles listed below will be reset during the maintenance on 7/2 (Tue).

Battle List
  • Battle of Rocheste
  • Clan of Darkness
  • Spearhead of Paradise Lost
  • Under the Pale Moon
  • Ladaton Bridge
  • Royal Castle Dungeon
  • Gates of Hell
  • The Dark, Dank Sewers
  • The Giant
  • Into the Abyss
  • Burning Temple
  • The Evil One
  • The One Who Protects the Altar

The Departure counts for Special Battles reset every Saturday and the reset will be at 07:00 UTC on 7/6 (Sat).


Thank you.
Jun 27, 2024
Project CUBE - freroreite12
-Bug fix: the game did not start
Midnight Scenes: A Safe Place - Octavi Navarro
Hi everyone!

We just released a tiny patch with the following changes:

  • Some improvements to the manual save system to make its use clearer
  • Fixed a bug on the puzzle to open the bedroom's door

Thanks for your support! :)
Word x Word - ben
  • There's about 20 new puzzles, plus some tweaks to existing puzzles.
  • There's several new body parts to build your contestant with: a couple new bodies, some more eyes, and a new mouth.
  • The game now detects the size of your display, and offers whatever window sizes it can that will fit. (Users of 4k monitors no longer have to suffer with tiny windows!)
  • There's now a CRT option, for those of us who somehow have fond memories of 50-60 pound monitors :P

Have fun! :)
Heretical Playtest - frenchtoastfella
Greetings Lost Souls!

We want to thank everyone who participated in the playtest and gave their honest opinions on the state of the game. Your feedback was crucial in making this update and we tried to cover as many issues as we could since this last update.

Here's a complete list of changes in version 0.1.2d:

Gameplay and QOL Changes:
  • Expanded EULA to be more detailed. Added Unity and FMOD attribution as required by their TOS.
  • Added Compendium to the Main Menu.
  • Fixed crackling sound issue.
  • Added Graphics Settings which allow you to change Screen Resolution, Display Mode, FPS Cap and VSync, as well as Post Processing Settings.
    Developer comment: a lot of the playtesters requested an option to change display options in the game so we prioritized this over other things. Additionally, the game is capped at 60 FPS by default to avoid high CPU and GPU usage.
  • Fixed Audio Settings not working.
  • Added an option in Gameplay settings to show player's health bar above player (similar to how it's shown for enemies).
  • Rerolls/Banish/Get new offer/Remove Skill in the shop now have appropriate descriptions when hovered.
  • Clicking quickly instead of holding down Attack should perform the same as holding down Attack button.
  • Added a small preview of inventory slots when choosing new items so it's more clear which slot is currently being filled/swapped.
  • Player character in the Character screen of the Pause Menu is properly lit so you can see your equipped Gear better.
  • Cursor's position is now snapped to the bottom left of the screen while using Gamepad to avoid things being hovered while cursor is invisible.
  • Numerous typos and grammar issues fixed.

Skill changes:
  • Execute: Added armor penetration for Brutal Attacks. (20/30/40/50/60). Brutal attacks are properly visualized when using Axes and Maces.
  • Toxic Trap: Now slows affected enemies' movement speed (30/33/36/39/42), and damage is increased from 20/30/40/50/60 to 30/45/60/75/90 decay damage over 4 seconds.
  • Spark: Cooldown increased by 1 second across all levels.
  • Cyclone Strikes: max stacks reduced from 15/20/25/30/35 to 12/14/16/18/20 and attack speed per stack reduced from 1.5/2/2.5/3/3.5% to 1/1.5/2/2.5/3%.
  • Shield Bash: Now has the ability to score a critical strike again.
  • Chilled Effect: While all enemies are immune to Chill and Frozen for 5 seconds after being frozen, Bosses are immune for 15 seconds.

Items & Uniques:
  • new item - Claw Amulet: Amulet which increases damage dealt, but also increases damage taken.
  • new item - Twisted Crow Effigy: Unique Amulet which increases damage taken, but also increases damage dealt by 2% every time you kill an enemy. This effect is reset once you take any Direct damage.
  • Staves: Damage reduced by ~20%.
    Developer comment: Staves having long range and a small AOE in which they deal damage when the hit lands felt too strong on certain builds.
  • Bows: Damage increased by ~30%.
    Developer comment: Most of the community felt bows are underperforming so we decided to make them much stronger to be on pair with other weapons in the pool.
  • Short Bow: Master bonus changed from Critical Strike Chance to Attack Speed.
  • Recurve Bow: Master bonus changed from Movement Speed to Bonus Physical Attack Damage.
  • Shields: Removed movement speed penalty for Non-Master users to encourage all characters to use them.
  • Gloves, Boots, Armor and Helmets: Reduced movement speed penalty for Non-Master users across the board.
  • new item type - Capes: What solid RPG doesn't have capes? We've added a few capes to make your character even more epic, while providing increased All Resistances.

Enemies:
  • Matron Amara:
    - Increased initial range of her Arcane Ring ability, but it shrinks down as her HP is depleted.
    - Uses Arcane Swordstorm more frequently.
    - New Ability: Arcane Crush - An arcane Boulder falls from the sky, dealing Arcane damage where it lands, and continues to move forward, pushing enemies it hits.
    - Improved Telegraphing of her attacks through VFX.
  • Undying Champion:
    - Meteors falling from the skies while he's enraged wouldn't linger on the ground if he died while they were falling.
    - Added a new attack which triggers if you're standing directly behind him.
  • Plague Rats:
    - Added a small delay to their jumps to make them dodgeable.
    - Their Death's Breath is now has a windup time before it fires.
  • Enemies can now find their way through gates once they're opened.
    Developer comment: Previously, if you a gate was closed, enemies would try to pass through it even though there's no path for them to take, or they wouldn't realize that a gate is open and would try to find a way around it.

World changes:
  • Improved scenery for the Sanctora Castle seen in the end screen of the demo.
  • Added scaffolding to make Stray Star in the Forsaken Settlement more accessible.
  • Added some interactions to a few world props.
  • Added water puddles in the Forsaken Settlement.
  • Improved scenery for Matron's Arena.

Besides this, we've done some optimizations, refactoring and many more under the hood changes to make the game even more expandable for future updates!

As always be sure to join our Discord channel to stay up to date with our development and be able to give us feedback, suggest changes or report issues.
Of Blades & Tails - FruIt_B0wI
Hey everyone!

We're happy to let you know that one of the most requested features - FULL GAMEPAD SUPPORT - is now available in Of Blades & Tails!

Over the past few months we have put a lot of effort into making Of Blades & Tails controller friendly and improving Steam Deck compatibility!

We gathered a lot of feedback from players. Everything that you shared with us, we took to our hearts and we're very excited to finally bring the news to you!
We genuinely hope that you like what we achieved.

Most of the aspects of the gamepad support were covered before in our beta preview post (read here).


Additionally, we took some time to work on some bug fixes and other improvements which include:
  • New options in settings to automatically switch between directional mode and cursor mode (helpful between fights).
  • Gamepad icons next to gamepad prompts (previously was text only).
  • Updated translations to support new features (including gamepad prompts).
  • Increased label size that indicates number of items in item stack.
  • Second tutorial variant for gamepad.
  • Fixed long lasting issue causing random crashes when switching between scenes.
  • Virtual keyboard support.

With this we're hoping to get the Steam Deck verified badge very soon!


Skill and quick slot wheel


Sorted inventory

We'd still love to hear about your experience. We can't stress enough how important your feedback is to us!

At the same time we'd like to thank everyone who played Of Blades & Tails on the public beta branch and shared their thoughts in out Discord, helping us polish this update as much as we could!


Felix & Pineapple Works
Ghosts of Tabor - mikael.dufresne89
đŸ”„Patch notes version 0.7.3 Hotfix 1đŸ”„
Patch 0.7.3 Hotfix 1 has now been deployed, please consider restarting Steam if you don't see the update.

🐛BUG FIXES & IMPROVEMENTS🐛
  • - Fixed an issue where the player would not go Online/Offline in a backend service (causing the "you've been playing for 24h" issue)
  • - Fixed a kill volume being too easy to trigger on Matka Underground
Jun 27, 2024
Brothel of Darkness - FTR Game Studio
Fixed and issue when accessories does not shown up at the vendor for certain body presets.
Crush Crush - Sad Panda Studios


Hey Panda Peeps!

All the nekomimi lovers in the chat say “Nyaaaaan”! It’s time for a purrific sale!

From June 27th to July 2nd, we’re doing our best lucky waving cat impression and bestowing you all with a gift of good fortune: 10% bonus Diamonds with every Diamond Bundle purchase! But hmm
 We think this sale needs to be a bit more kitty-centric. How about we throw in Nutaku-chan’s Unique Outfit (the one with the cat ears, of course!) as a bonus with your Diamond Bundle as well?

Need MORE cat girls? What a silly question
 Of course you do! That’s why we’re also offering 50% off that speedy cheetah Catara’s bundle! Oh, and the store Limited Time Event girls are 15% off, too. They may not (all) be cat girls, but if you wanna imagine them with kitty ears and a tail, then go right ahead! Or how about one of those cute lil’ collars with a bell? We know Mio approves!

We love you so hard,

The Pandas
City Transport SimulatorÂź - DTG_Jan
Dear CTS: Tram players,

Thank you for an amazing launch in Early Access! Your enthusiasm and feedback have been, and still are, invaluable to us.

It has been an insanely busy week for us and we’re actively working to address the most significant issues you've reported, and a patch will be released shortly. We are also still actively listening to your feedback and your opinions.

For instance, you've told us that customizing controls and joystick support are important to you. As a result, we have elevated these two features on our list of priorities.

If you have any suggestions, feel free to join the official ViewApp Discord and share your thoughts! The Discord is also the best place to report any issues, so be sure to join us there.

Our current plan is to implement the following fixes for the upcoming patch:
  • Fixing incorrect switch settings at the “Unterer Ring” junction
  • Grounding the floating signal at Engelsbrunnen
  • Correctly integrating the ULF as an AI tram
  • Removing the graphical glitch on the R2.2b model door
  • Correcting the destination displays of AI trams
  • Resolving existing issue with passengers blocking the shunting desk in the R2.2b
  • Addressing crash issues following collisions with trams
  • Eliminating brief loss of driving sound when crossing switches
  • Corrections to the Text-To-Speech announcements
  • Correcting vehicle slots issue in sandbox operation
Please keep in mind that this list might change before the patch releases.

We appreciate your patience and support as we fine-tune the game to provide the best tram simulation experience possible.

Again, we are endlessly grateful for your support and are looking forward to continuing this journey with all of you.

See you soon,
The Viewapp and Dovetail Games teams
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