Dragon Age™: The Veilguard - EA_Violet

Unite the Veilguard - the elven gods won't hold back.

Dragon Age: The Veilguard launches in ONE WEEK - watch the full trailer here:
Ctrl Alt Deal - FoxFyre
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Gray Zone Warfare - [MFG] wery
Hey, GZW Community,

In our ongoing mission to push the boundaries of tactical realism, we're raising the stakes and improving the overall player experience in Gray Zone Warfare: Night Ops. With a deeper focus on gear fear, exploration, and intelligent decision-making, the game is about to get more challenging and even more rewarding and thrilling. Every decision you make will have significance, and every piece of high-value gear you acquire will feel hard-earned and invaluable.

EXPAND YOUR TACTICAL OPTIONS: NEW WEAPONS, MORE CHOICES


Having the right tool for every engagement is crucial, and your arsenal is getting a serious upgrade. We’re introducing new firearms, including the Colt 1911 and the AKS-74U, alongside the AK-Ratnik series (AK-12, AK-15, AK-19, and AK-308). These weapons come with attachments and modifications, allowing you to fine-tune them for any situation.

The AKS-74U will be available in the starter towns, offering players a reliable and versatile option that could quickly become a go-to weapon in the early game. Its compact design and effectiveness in close to mid-range combat make it ideal for a range of scenarios, allowing players to adapt to different challenges as they progress.



In the heat of battle, having dependable, close-range weapons is essential. That’s why we’re rebalancing shotguns and 9mm pistols to make them effective and formidable options in your arsenal. These enhancements will boost their viability in close-quarters combat, resulting in more dynamic firefights and offering you greater strategic flexibility tailored to your playstyle.

The introduction of new weapons and the rebalancing of rounds and ammunition create a wealth of options for players, prompting them to reevaluate their weapon choices based on ammunition types and engagement scenarios. Whether you're engaging at close range or preparing for long-range encounters, you'll have the flexibility to tailor your loadout to match the environment, ensuring you’re equipped for any situation that arises on Lamang Island.

INSPECT & CUSTOMIZE: 3D WEAPON INSPECTION


To ensure you’re fully prepared and ready before leaving the FOB, a thorough evaluation of your gear is crucial. The introduction of 3D weapon inspection allows you to examine every detail of your weapons and their attachments. Rotate and zoom in for a closer look, and assess your character in real-time to customize your loadout for optimal performance and style. This way, you can ensure your gear is tailored to suit your style and tactical needs before heading into the field.

IMPROVE COMBAT REALISM: ENHANCED ANATOMY AND BALLISTICS


With Update 0.2, every engagement with both AI and players should feel significant. We're enhancing tactical authenticity through improved ballistics, allowing bullets to pass through layers of skin, tissue, and bone. This creates more realistic and varied outcomes based on your shot placement, making every decision in combat impactful. For example, neck shots are now much deadlier, raising the stakes in every tactical encounter and giving you a stronger incentive to aim carefully and strategize your approach.

REBALANCE YOUR PLAY: MORE CHALLENGES, MORE REWARDS


Night Ops intensifies the tension between risk and reward, amplifying the concept of “gear fear.” Every encounter and bullet fired becomes critical because your hard-earned gear holds greater value, making the stakes higher than ever.

To enhance this experience, we're limiting the availability of some high-value gear. Powerful weapons, top-tier NVGs, and rare attachments will now primarily be earned through exploration, completing tasks, or defeating bosses. With vendors no longer providing an endless supply of weapons and ammo, you'll need to scavenge, explore, and strategize to acquire and retain the best loot.

GEAR UP WITH CAUTION: DURABILITY ADDS NEW TENSION

Durability mechanics are being introduced to your gear to enhance immersion and realism while encouraging a more tactical approach to combat and resource management. Over time, and especially in intense firefights, your equipment will degrade. For example, the more shots fired, the more components of your weapon will be affected and will eventually need replacement. Armor durability will also degrade with damage taken.

This system extends to NVGs and other critical items, adding yet another layer of tension. So, if you’re shot in the helmet, even your NVGs will sustain damage. In our upcoming Day & Night cycle devlog, we'll explore how durability affects nighttime operations.

Update 0.2 highlights the importance of meticulous gear management for survival in the field. With Update 0.3, durability loss will become even more critical, making your gear less reliable over time. Repairs will also be introduced in the update after 0.2. As updates roll out, mastering gear upkeep will be essential for your success and survival out there in Lamang.

ORGANIZE FASTER: STREAMLINED GEAR MANAGEMENT

To ensure you’re always mission-ready, we’re streamlining inventory management. In the upcoming update, you can filter and organize your equipment more efficiently, letting you get back into the action faster. Gear cases are essential for keeping your inventory neat and accessible, ensuring you're primed for any scenario without wasting time. However, they won’t be easy to come by—these rare cases will help you save valuable space in your inventory but will require effort to obtain. This means less time fumbling through your inventory, more time preparing for rapid deployment, and more time focusing on what matters: getting back into the action.

RED ALERT: DON’T OVERLOOK CRUCIAL INTEL

To prevent wasted time and incomplete tasks, we've added a bold red text warning and a red icon directly above your “Objectives” when key intel is missing. Additionally, a red icon will appear under “Active tasks” beside the vendor's face and right underneath the task's name. These alerts ensure you're fully prepared, avoiding costly oversights like forgetting tracers from Gunny or missing intel needed to retrieve gear after respawning, helping you complete your mission efficiently.


IMPROVE TEAMWORK: SHARED WAYPOINTS & BETTER COORDINATION

Enhancing efficiency and cohesiveness within your squad is vital for tackling tasks and engaging with AI or rival factions. To facilitate strategic coordination, we’re introducing squad-shared waypoints, allowing your team to quickly identify and adjust meeting points for operations.

With improved minimap zooming and synchronized waypoints, communication within squads has never been clearer. Now, waypoints are visible to the entire team, not just individual players. This boosts situational awareness and empowers squads to make faster, informed decisions, leading to smoother interactions and more successful missions.

PROMOTE ACCOUNTABILITY: THE AGGRESSOR SYSTEM


The “Aggressor System” improves the quality of life for players by fostering accountability and reducing disruptive behavior, leading to a more enjoyable atmosphere for all. If a player kills or injures a teammate, they're marked as an aggressor and will lose the ability to loot their own body upon death. However, a nearby friend (even outside the squad) can loot the aggressor’s body without penalties and return the items, raising the stakes of friendly fire and encouraging more responsible gameplay.

This system is just the beginning. It lays the groundwork for a future "Rogue System," which will allow players to embrace more chaotic and unpredictable gameplay styles. We will be closely monitoring player feedback to refine and adjust this mechanic, aiming to streamline these systems while keeping disruptive players in check.

GET READY: DAY/NIGHT CYCLE DEVLOG COMING SOON


These updates still only just scratch the surface. Our next devlog will explore the new day/night cycle, adding fresh challenges and opportunities as visibility shifts in the world of Lamang Island. Whether you’re hunting by day or navigating the darkness, every move carries weight and precision.

We’re also getting equipped to showcase the necessary AI enhancements that players have been calling for. We're tackling several key issues to improve AI behavior and responsiveness across the board, creating a more challenging, realistic, and engaging atmosphere in every encounter.

As we continue refining the game, your feedback will play a pivotal role in shaping these systems, so stay tuned for more updates as we make Gray Zone Warfare more immersive, challenging, and more rewarding. Stay sharp and keep your comms open—there’s more on the horizon.

Every Move Matters,

MADFINGER Games Team

https://store.steampowered.com/app/2479810/Gray_Zone_Warfare/

Knights in Tight Spaces - MarielaRF
Welcome to the first Knights in Tight Spaces Dev Blog, coming off the back of our new Steam Next Fest Demo. it seemed like a great time to give you a quick heads up on what’s happening with the game right now.

We’ve been blown away by the really in-depth and considered feedback from players, both from existing “…Tight Spaces” fans and those brand new to the game. As with the first game, we’re really trying to welcome players who might never have touched a deck-building or tactics game before into the genre, but also cater for the sort of hardcore players who demand deep, mechanically satisfying systems - and sometimes those are tricky tightropes to balance! But as always, it’s only with the help of the community that we’ll be able to make the game that they (and we) want to see.



With Fights in Tight Spaces as the starting point, it is somewhat natural that the sorts of tactics that worked in the first game would be the most established and effective. The grapple/push/combo heavy decks offered by Brawler types have certainly dominated early testing; however as we explore the many possibilities that the game offers, new tactics are coming to the fore.

We are particularly excited about the Support Attack system which provides immediate and extensive benefits to expanding your party (with an in-built extra level of tactical thinking!) and new dedicated cards for the other classes that offer brand new options and strategies, and we’re only just stretching the surfaces of those possibilities.



The Demo offers a tiny glimpse of the game as a whole and we’re hoping that players will enjoy discovering new ways to play (and in our experience you will discover weird and wild decks that confound even us with their intricacy) as the game opens up. We’re also throwing a lot more variety into the enemies that you’ll face in the full game, demanding players mix up their decks, parties, and loadouts to defeat a greater range of foes.

We’ve already made a bunch of changes to the game, not only through demo feedback but also thanks to our dedicated Beta testers who are playing up-to-date builds of the full game and getting to see the latest changes that we’re making. As well as expanding and balancing the core experience, we’re looking at lots of quality of life and UI improvements, a significant dollop of bug-fixing, and fleshing out the story (in which there should be a few surprises).

And if you (or your friends) didn’t get a chance to try the demo it amid the many incredible demos on offer at NextFest, the good news is that we’re keeping the demo live for a bit longer to take into account some future events - including something VERY SPECIAL for Save and Sound - and to give everyone the opportunity to play the game.

So if you haven’t already please wishlist and follow the game, join our Discord (which will be the main place to hear about future Beta test opportunities), and we’ll be back here soon with more info about the game... maybe even a release date!

P.S.: We're also on X, Tiktok and Bluesky!

https://store.steampowered.com/app/2315400/
Waven - [Sirna]
We had spoken about it at the start of the year during the KrosmoNote 2024, and we showed you the hub (without customizations) during a livestream at the Ankama Convention. Guilds have entered the game with version 0.21.0 of WAVEN.


 

To unlock the feature, players must earn at least 150 Quest Points (QPs) in the world. Once they've reached this threshold, a popup window appears letting them know that they can now create a guild or join an existing guild.

 
Access and the Guild Interface
Guilds can be accessed from the main menu (located in the lower left of the screen) on PC and from the hamburger menu on mobile devices. If you aren't yet a member of a guild, this button will redirect you to the creation or application interface. Once you've joined or created a guild, this button will let you know when there's something new to see.

 
Creating or Joining a Guild
To create a guild, you'll need to choose a name, an associated tag (maximum 4 letters) and mode of access (open, on application, or closed); set the minimum level to join (from level 1 to level 50) and main discussion language; write a welcome message; and design an emblem for the guild (shape, logo, background texture and colors). Note that creating a guild costs 25,000 kamas, and a purchase confirmation will confirm the creation.

 

If you click on Join (a guild), a search interface opens and shows the list of existing, open Guilds (whether by application or not); you can filter the list by name, level, language and number of members. You can apply to several guilds at the same time, but once one of them accepts you, the other applications will be cancelled automatically.

 

When a player clicks on Apply, they are redirected to a new window where they can write their application message (one hundred (100) characters maximum). Players may apply to several guilds, but they can only join one. Applications are visible to all guild members, and guild members can vote for or against them, but the guild leader and their captains are the only ones who can accept or reject applications.

 

You cannot create or join another guild with a different character on the same account if one of the characters on the account already has or is a member of a guild.

 
Managing Members
Once you are part of a guild, the "Members" tab lets you consult the list of other members, their connection status, and their rank within the guild. The leader and captains can manage members by promoting, demoting, or excluding them as needed. Detailed information on each member can be seen at any time.

 

The rank system lets you choose captains who have – almost – the same privileges as the leader, with the exception of passing on the role of leader. A notification system informs members of each rank change, addition, or exclusion.

 
Guild Challenges and Progression
Guilds can level up through four main activites:
  • Roll Call: Every day, guild members can click on the "Here!" button to earn XP for the guild.
  • Dungeons: The guild's XP will increase as its members successfully complete dungeons.
  • Saka Patataur: This is a new weekly challenge specifically for guilds (see below in this devblog for more details).
  • Number of Members: The larger guilds are, the faster they progress.
 

The maximum level for a guild is 50 and bonuses are unlocked every five levels, alternating between XP gains and extra kamas as fight rewards. In addition, each major level threshold provides access to additional slots in the Guild Shop.

 
Guild Island
This is the main hub for the guild, accessible only to guild members. The island has various activities, such as the Pirate Merchant (Guild Shop) who offers rare items that can be useful in your progression, a space devoted to conversations (it's lovely to gather around a nice campfire), and the notorious Saka Patataur, the guild's daily target.

 

You can customize your Guild Island with Guild Island skins. All the skins are visible and do not need blueprints. Any player can buy Island skins for the guild.




 

Important: These skins are unlocked for the guild and not the purchaser's account. In addition, only the guild leader can change the island's appearance. In other words, if you leave the guild, you'll need to buy the skin again.

 
Saka Patataur
Every week, you'll need to do as much damage as possible to him in just a few turns. All the guild members' scores are added up to determine the guild's final results. An intra-guild ranking shows everyone where they rank in relation to their fellow guild members, and an inter-guild ladder ranks guilds against each other with rewards up for grabs for all guild members.

 

This first version of the Guild feature will, later, be improved and fleshed out based on community feedback and our ambitions for the feature.

 

Unite, castaways, and help your guild prosper in the World of Twelve!
Lynked: Banner of the Spark - awojtowick


Hey everyone,

My name’s Max. And in late 2020, a few of my fellow developers – Tatyana Dyshlova, Jake Warmerdam, Kevin Lin, and Andy Konieczny – and I left the world of AAA development to form our own studio: FuzzyBot Games.

When the five of us started at FuzzyBot, our first collective feeling was “holy ($(%, what the hell did we just do?" Eventually, we moved past our elder millennial existential panic and settled into an energy we still feel to this day, and that was one of profound joy – to be working together as a team and to have a shot creating a game of our very own. This was our opportunity to build a brighter, more uplifting game experience -- one inspired by all the years we spent as kids in front of our Super Nintendo and Sega Genesis consoles, but modernized and made relevant for gamers of today.

Now, four years later, FuzzyBot remains an intentionally small studio. But our first title, Lynked: Banner of the Spark, is a BIG game! With its variety of complex, interlocking systems -- from environmental combat to robot fishing to player customization, online multiplayer, and more – our team of 25 has aspired to punch above our weight since day one…and we will continue to do so throughout Early Access into the 1.0 launch and beyond.

We're nervous, excited, a little delirious, and extremely proud to share this game with you! We can’t wait to listen to your thoughts, ideas, and stories, and to keep working hard to improve and expand on this game with you moving forward.



WHAT TO EXPECT FROM EARLY ACCESS

While we only recently revealed Lynked to the world (a whole two months ago!), it was important to us to get the game into your hands sooner rather than later -- and that's by design. By leveraging Early Access on Steam, we can get real feedback from real players when it matters most. We can listen to your discussions, learn from your experiences, and start incorporating your feedback into the additions and changes we're planning for launch, which will help us create a better game for everyone.

With this initial release, you can expect many hours of robot-crushing, wyre-ripping, weapon-upgrading, and fish-collecting fun. We've probably missed a few not-so-fun bugs here and there, but our team is quick to respond, so you can expect us to be fixing issues throughout Early Access. (And on that note: We've got some neat quality-of-life improvements already in the works and will be sharing more info with all of you soon!)

In addition to your standard fixes and QoL improvements, we also plan to add new content during Early Access later this year. We’re excited to talk about those plans in the coming weeks, but…between now and then, we’d love to hear from the community about what YOU want to see! Let us know your wildest dreams, your craziest ideas, your most bizarre “what if?”s…and maybe we'll be able to turn them into something cool for launch. (Who knows?! We don't! But we’ll try our best to make it work.)



With all that said, all of us here at FuzzyBot hope you enjoy playing Lynked: Banner of the Spark as much as we’ve had making it. We still have a long road to launch, but the journey is so much better now that you’re a part of it. Thanks so much for joining us (and, more importantly, our robot revolution).

(PS - If you haven’t already, feel free to stop by our official Discord. We’d love to chat with you!)

- Max Spielberg and the FuzzyBot Development Team
The Last FARMER - maxim.tanasoglo
Dear Fellow Survivors,

The moment has arrived - The Last Farmer is officially live! After long and intense work, fueled by passion and invaluable input from players like you, we’re beyond thrilled to unveil the full game.

Step into a breathtaking, post-apocalyptic world where nature reigns supreme. In The Last Farmer, you’ll rebuild a forgotten homestead, grow life-sustaining crops, scavenge for precious resources, and defend your farm from lurking dangers. Every choice you make will determine your fate in this untamed wilderness. Will you thrive or struggle to survive?

As a thank-you for your support, we’re offering an exclusive launch discount - but it won’t last long! Seize the chance to dive into this rich, immersive world at a special price.

We can’t wait to see how you shape the land, battle the elements, and rise to the challenge. Your journey has been vital to bringing this game to life, and we’re eager to hear how you conquer the wild in the full release.

Thanks for being with us from the start, and happy farming!

The Last Farmer Team
Oct 24, 2024
Rappelz - Julia
On October 25, maintenance work will be carried out on the game servers. Due to this, the game may not be available from 17:00 to 17:30 Moscow time.

Please note that completion times are indicative and subject to change.

Please apologize for the temporary inconvenience.
The Guardian of Nature - Inlusio Interactive
Hey Guardians! 🌻

We are really excited to be a part of the upcoming Cozy Quest Festival on Steam from the 14th to the 18th of November 2024.

Thank you so much for all the wonderful feedback we have received since we released the demo of «The Guardian of Nature» during the Tiny Teams Festival and the Wholesome Games Celebration back in August. We have been going through all your input and have updated the demo with bug fixes and Steam Deck compatibility (we are really excited about the last one and love to play and test the game anywhere!).

Thank you so much Secret Mode for organizing the Cozy Quest Festival! We look forward to seeing all the other wonderful games. Be sure to check out Cozy Quest here:

Cozy Quest Steam Festival 2024

Please check out the demo and it would be wonderful if you sent us feedback via the form in the demo! 💚

Take care 🌱
W.A.N.D. Project - Kamila | Untold Tales
Hey there! Today, we’re giving you an inside look at Yumi, the central protagonist of W.A.N.D. Project. So have a read if you’re curious about the character you’ll be spending quite some time with in-game.





Name: Yumi
Age: 19
Place of Birth: Edogawa, Tokyo
Favorite Food: Takoyaki

Yumi was born and raised in Tokyo, leading a normal, student life until… the sudden alien invasion. That’s when Yumi felt this strange power rushing through her veins. Like a connection to something she hasn’t yet discovered.

At first she thought it’s shock or fear. But as the strange creatures closed in on Tokyo, her instincts became more vivid. The power was raw, untamed, yet it felt like a part of her, and she simply couldn’t explain it. In that moment, Yumi realized it wasn’t basic instincts, it was about embracing something far greater.

Yumi’s latent powers began to awaken flowing through her like a force she had no control over. She felt connected to something ancient, something powerful, yet still unknown.
That’s when her phone rang… An unknown number, with no caller ID?
Surely it wasn’t a coincidence.




https://store.steampowered.com/app/2581750/WAND_Project/


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