Spiritfall - Omenforged
  • Fixed an issue that could prevent you from unlocking cosmetics that require “during combat” feats until you start a new run.
  • Fixed some awakened weapon passives stacking when changing from the hub to a run and vice versa.
Alone in the School - 티민이
I have fixed an issue where the ending credits did not appear at a certain probability. I apologize for any inconvenience caused.
The Lewd Deal (Full Version) - Mr.CreepGames
First, a little update on where things are going with the game and its release.

In the past couple of weeks I was busy adding anal scenes to both routes, those two scenes add another 70 renders to the game. Until the end of August, I will add a few more goodies to the sex scenes, polish the writing a bit, and add music to the game.

The first week of September will go for:
- Steam achievements
- Steam Cloud Saves
- Other stuff/tests that needs to be done before the release on October 1st

I will need the rest of September and October to focus on adding music and some final touches to my main game, Agent Horny, which is coming out on November 11th. If you still haven't, you can add it to your wishlist.

https://store.steampowered.com/app/3111240/Agent_Horny__Season_1/

As it’s already explained in the description, The Lewd Deal is split into two routes that play quite different to each other, both in terms of the story and fetishes. The game has two sex scenes (at the end of each route) that are split into sub-scenes (blowjob, vaginal sex, anal, facial, creampie, etc.). You can select which scenes you will watch and which you will avoid.

Each achievement is unlocked once you make the choice to watch a sub-scene. In other words, if you play both routes “to the end” but you don’t see 100% in your achievements, then you have missed some scenes.

Edit on 29 of September: Now I realize that Steam achievements must be SFW, both in name and images. This means that my initial plan to tie them to the sex scenes cannot happen. Therefore, all achievements will be connected to other elements in the story.

If you have any questions about the game, just hop into: Community hub -> Discussions ->
"Should I buy this game?" (Public)

(The Lewd Deal) https://steamcommunity.com/app/3074700/discussions/0/

(Agent Horny) https://steamcommunity.com/app/3111240/discussions/0/


Feel free to ask your questions there. I check the community hub at least a few times a week and can give you more details about my games.
LIV - lagger
We're excited to announce that Project Spatial, previously available as 'LIV Playtest', has graduated to its own dedicated Steam page!



What does this mean for you?
  • The 'LIV Playtest' on this page has ended and is no longer availab.e
  • Project Spatial is now available as a standalone app on Steam.
  • All future updates and new features for Project Spatial will be on the new page.

🎉 Bonus Announcement: Public Recording Now Available! 🎉
With this move, recording capabilities are now publicly available in the new Project Spatial app. You can capture your Gorilla Tag adventures in full 3D and share them with the world!

How to access the new Project Spatial:
  1. Visit the new Project Spatial Steam page
  2. Download and install the app.
  3. Make sure you have the Steam version of Gorilla Tag installed.
  4. Download our Gorilla Tag mod from Github.
  5. Extract all files to: C:\Program Files (x86)\Steam\steamapps\common\Gorilla Tag
  6. Launch Gorilla Tag on Steam.
  7. Launch Project Spatial.
  8. Start recording and creating amazing 3D content!

We want to thank everyone who participated in the 'LIV Playtest' phase. Your feedback has been invaluable in shaping Project Spatial into what it is today.We can't wait to see the amazing 3D content you'll create with Project Spatial!

The LIV Team
Forever World Cup Simulator - laukaichung
When you begin the first UEFA Nations League in the game, the groups and seeding have been updated to reflect the 2024/2025 edition in real life. From League A to D, all teams match the upcoming competition format. This update is particularly useful for those eager to simulate the tournament, which kicks off in September 2024.

Check out the demo site at https://simcups.com[/url] League A: [img]{STEAM_CLAN_IMAGE}/45111527/91f01675b9fa16245ee3404eabe2f2b0d19d20bc.png[/img] League B: [img]{STEAM_CLAN_IMAGE}/45111527/c5bf58be4e113d41465836dba505ca4eea1bf919.png[/img]
League A:


League B:

Knock on the Coffin Lid - marfonium
As we approach the release, we are gathering and double-checking all the materials and developments from the past few years, and we can’t help but reflect on the sheer amount of work we've done. We decided to share these thoughts with you.

Countless artpieces, characters, and animations, thousands of lines of code, endless hours of testing and revisions—all of this has been part of our journey. We can honestly say we’ve given it our all in hopes of creating a game that you will enjoy and that will resonate with you.



For us, as an indie team, these numbers are both daunting and impressive. To be honest, we are still in the process of realizing how much effort and time it took to reach this point.

So, we want to know your opinion—where is the line between indie and big projects? Can the amount of effort and the scale of the tasks influence this definition? Is it about quantity or quality?

We eagerly await your thoughts. Let’s chat!

And we also want to say thank you for your support and interest in our game. We hope it won’t disappoint you.


Aug 7, 2024
Dark Moon - Magnificat
In the desolate and mysterious landscape of the Moon, where the thin line between survival and oblivion sharpens every day, a group of extraordinary individuals carve out their living. Welcome to the somber world of Dark Moon, where every step on the lunar surface is fraught with danger, secrets, and stories untold. Meet the key figures who will accompany you on this harrowing journey, each bringing their unique talents, histories, and burdens with them.

In Dark Moon, the narrative layer plays a pivotal role in immersing players into a rich, atmospheric experience. Our development team has gone to a great length to craft each character's backstory, motivations, unique needs and skills—all to ensure that they feel like real, complex individuals. Every character is there not only to enhance the game's atmosphere but also influence the unfolding of the plot. Players will find that each of these lunar inhabitants can offer special quests, uniquely impactful to the primary narrative arc. These missions allow for a deeper exploration of the characters' psyches within the overarching story, offering different perspectives and outcomes based on the player's choices. As you engage with these people, their personal journeys will intertwine with your own, ultimately shaping the destiny of the Moon colony and humanity's future among the stars.





Lou. The AI assistant, Eternal Companion Lou, has been serving faithfully since 2072 and the early days of the Moon Shell Corporation. Though outdated by modern standards, Lou's relationship with the player has grown into a deep bond, rendering the very idea of decommissioning him unthinkable. This AI, inherited from one of the very first astropilots, offers a complex array of functions, from scouting the lunar plains for resources to providing vital information about Mechaplex systems. Lou's existence raises poignant questions about robots' emotional capabilities and loyalty, as the player grapples with the notion that this machine may indeed harbor feelings of its own. Lou's role in this lunar saga is indispensable—a bridge between humanity's ambition and the cold, merciless vacuum of space.





Liu Weijun. The Grim Optimizer—or simply "Grim"—Liu Weijun is a 39-year-old Chinese genius, a master of pushing the ceiling of what food production systems can do under the harsh conditions of lunar life. His calm and often detached demeanor masks a mind of unparalleled sharpness, capable of turning barren lunar soil into a bountiful garden. Despite his brilliance, Liu's withdrawn nature and uncompromising standards often alienate the man from his peers. Found amidst the wreckage of a malfunctioning Mechaplex, Liu's encounter with the player reveals a man tormented by his own perceived failures and the short-sightedness of Earth's leaders. His journey on the Moon is not just about survival but redemption, as he seeks to rectify past mistakes and, perhaps, even reunite with his estranged daughter, Hina—a symbol of hope and continuity in Liu's fragmented personal world.





Aiko Saito. The Timid Flower Known as "Hana," Aiko Saito is a 42-year-old ecologist with a gentle soul, whose additional IT skills made her an unlikely candidate for the harsh realities of lunar colonization. Despite initial doubts regarding her suitability for the Moon Rush Project, Aiko's empathy and quick thinking have proven invaluable to the mission. Her idealism is both a strength and a weakness, as she constantly strives to find common ground and protect those around her, even when pragmatism would dictate otherwise. Aiko's journey is one of resilience and hope, driven by her belief in the inherent goodness of people and a deep connection to the lunar landscape she now calls home.





Hina Tsuki. The First Lunarian Hina Tsuki, at just 17, is already a figure of legend—a human born on the Moon, the first of her kind. The girl's very existence is a new milestone for humanity, yet it is shrouded in controversy and intrigue. Born to parents belonging to feuding nations, Hina's life has been a battleground of conflicting ambitions and ideologies. Her father, Liu Weijun, opposed her being born on the Moon, fearing for her well-being, while her mother, Aiko Saito, saw this as a beacon of possibility. Hina's exceptional intelligence and rumored supernatural influence make her a pivotal character in this lunar drama. As the player navigates the treacherous terrain of Dark Moon, Hina becomes both a symbol of humanity's potential and a reminder of its disunion.





Moritz Jung. The Iron Wolf Moritz Jung, or "Hund," is a 44-year-old German entrepreneur with a reputation as cold and relentless as the lunar night. A survivor of a failed assassination attempt, which left him dependent on robotic prosthetics, Jung is a man driven by an insatiable need to conquer new frontiers, both in the realms of commerce and space exploration. His enigmatic past, suspected ties to illegal activities during the Resource Wars, and ruthless business acumen make him a controversial figure. And yet beneath a steely exterior lies a father desperately searching for his daughter, lost amidst the chaos following a powerful solar flare. Jung's story is one of pushing forward against all odds—a man willing to risk everything to protect his legacy and those he holds dear.



In Dark Moon, these characters are more than your colleagues—they are the lifeblood of a narrative steeped in the unknown and the extraordinary. As you, the player, step into this lunar odyssey, remember that every choice shapes not only the fate of these pioneers but also the future of humanity's presence on the Moon. Will you uncover the secrets hidden below the lunar soil and bridge the divides that separate these souls? Or will the endless darkness of space consume them all?




Join our Discord server today!
S2ENGINE HD - Bugbuster77
Hi guys,
This is a truly big update with many cool improvements.

POST-FX RESOURCE
In this version I have finally introdiced a new resource type: the PostFX.
It contains all post processing data and it can be used by triggers, switches and cameras to fast and easly cross
from a post processing configuration to another.
I've also added a new cutscene track that is capable to cross fade between 2 post FX.
Finally I've added also new gameMachine actions to easly set a post FX on screen or to blend between 2 post FX given a float value.
For more info about post FX resource you can find a lot of FREE articles on Patreon:
https://www.patreon.com/s2engine

PREFAB SYSTEM
The most important improvement in this update is certainly the new prefab system.
The concepts of prefab instance and parameter override have been introduced.
Now every change is done to a prefab is immediately transmitted to all prefab instances in the scene, but you can override every single instance parameter value keeping the instance always connected with the source prefab.
With the introduction of the "Prefab Repository", all changes made to a source prefab are automatically transmitted to all instances in all scenes of the entire project because the repository keeps trace of all modifications to the prefab and to all scene prefab instances.
For more info about the new Prefab system you can find a lot of FREE articles on Patreon:
https://www.patreon.com/s2engine

Some new short tutorials about postFX and prefabs are available now on youtube and in the engine Launcher:
https://www.youtube.com/playlist?list=PLe8a3KyRZGZQE4dmAb6-4BkL1GX9UI7wn

CRASH HANDLING SYSTEM
Another cool feature introduced in this version is a "Crash Handling" system.
In other words the editor is now capable to intercept a crash and apply all counter-measures (saving all relevant data) to restore the work session.
A FREE video demonstration can be found on Patreon:
https://www.patreon.com/posts/crash-handling-1-108929219

RELEASE NOTES
  • NEW: Added PostFX resource type
  • NEW: Added fxTrigger object class that uses the PostFX resources to change screen post processing effects
  • NEW: Added fxSwitch object class that uses the PostFX resources to change screen post processing effects
  • IMPROVEMENT: Added parameter FX in camera class object. Using this parameter you can assing a PostFX resource to a camera, so every camera can have its own post processing.
  • IMPROVEMENT: Added a Warning message when using too dense polygonal meshes for collisions
  • NEW: Added new "SetPostProcessingFX" gameMachine action to change screen post processing effects via GameMachine.
  • IMPROVEMENT: Support for Embedded textures when importing a model from external formats
  • NEW: Added new "BlendPostProcessingFX" gameMachine action to blend between 2 postFX using a float value between 0 and 1
  • NEW: Added new "CrossFadePostFX" track in cutscene tool for creating cross fade transitions between 2 postFX
  • BUGFIX: sometimes Terrain layers mask and color mask are clean while painting.
  • IMPROVEMENT: Improved prefabs tool
  • IMPROVEMENT: Improved prefabs creation
  • IMPROVEMENT: Improved hierarchy selection
  • NEW: Added "NavigationMesh" parameter in NavigationArea for choosing what NavigationMesh that area must affect
  • IMPROVEMENT: Shadows in Shadowmap cache are now affected by the MaxShadowsDistance parameter in Light and StaticLight classes
  • BUGFIX: Sometimes editing curve in Animator and Animator3d object classes makes editor to crash
  • BUGFIX: Sometimes editing curve in FloatAnimate and Vec3Animate GameMachine actions makes editor to crash
  • NEW: Added Crash Handling system that restores data after a crash.
  • IMPROVEMENT: Improved prefab instancing system implementing parameters overriding.
  • NEW: Added prefab repository for keeping prefab instances synchronized among multiple scenes.
  • BUGFIX: Resetting dims and offset of an object in prefab viewport doesn't cause the collision shape fitting as in scene viewport.
If you like my work and S2Engine
DO NOT FORGET TO LEAVE A POSITIVE REVIEW :)

if you have questions, problems, suiggestions to make or bugs to report
please join the Discord community:

https://discord.gg/NxpxUnJtpA

Enjoy and Stay tuned,
PROFENIX STUDIO
Winter Survival - Sewek
New & Improved

  • Reworked the Wetness UI - now it shows you how your Cold Protection is affected by different percentages of wetness

Bugfixes

  • Fixed a bug with a chest going into the floor of a cave to the point it was hard to use lockpicking on it
  • Fixed a bug with the wrong tooltip on a ladder that led you to the mountainous area with eagle nests
  • Fixed a bug with the bridge when the collapse sequence wasn’t triggered if the player approached the bridge in the wrong way
  • Fixed bug with wrong names on Cold Wave radars’ ladders
  • Fixed bug with Echoes of Sabotage II quest triggering before finishing the building the house
  • Fixed more unpickable items:
  • Cigarettes - crate near the woodcutter's hut
  • Small cog - destroyed house near Babcia's
  • Broken milk container and frying pan - woodcutter's hut
  • Fixed a bug that let the player fall through wooden planks in a destroyed shack
  • Fixed bug that teleported player out of the map if player tried to unstuck the character
  • Fixed a bug that blocked players from crafting Large Branch even with enough resources
  • Fixed crash that occurred then animal was hit with the Trolley
  • Fixed bug with broken rails floating in the air
  • Fixed bug that spawned fallen trees in different locations like trails or roads
  • Fixed bug with the wrong position of the quest marker in the Footsteps of the Friends II
  • Fixed bug with wooden wall slope not reacting to the rotation buttons
  • Fixed bug with chest from shelter that couldn’t interact with tool crafting station (items detected in UI, but the recipe couldn’t be crafted)
  • Fixed bug that could break Paratrooper questline when the player took items from the landing zone before seeing all Paratrooper’s avatars
  • Fixed bug that blocked input when changing items in hands

Balance
  • Cave Moss respawn time changed [from 20 sec to 600 sec]
Visual
  • Added more contact shadows in small foliage
Aug 7, 2024
Just Another Night Shift - FinnGames
Hello Thieves and Guards!

Here is a small update for you guys!

Added

- More items setting, that allows you to set the max amount of buyable items to 5 (all items has this as a max amount, consider this as a party mode)
- Invert mouse axis X and Y setting
- 8 and 10 minutes round setting
- More adjustment to the brightness setting
- You can switch between items using numbers on your keyboard. (These are currently fixed, they will be added to the key bindings list later)

Fixed

- a bug where the marbles allowed the Guard to get over the fence
- multiple spots where the Thief was able to get over the fence
- a bug where the Guard was able to exit the mansion during buy time

...