Sokobond - Mairi Spaceship
Hey there,

We have some exciting news about another game being published by us at Draknek & Friends:

LOK Digital is OUT NOW. We just announced it in the Day of the Devs: The Game Awards Edition.



Learn the rules as you go and uncover how each new word has its own special ability to change the world around you in deep and surprising ways. Expand your vocabulary through 15 distinct worlds, each one exploring a new mechanic and completely shaking up the way you solve puzzles.



With approachable mechanics and mind-bending gameplay, LOK Digital invites you to return every day for new procedurally generated puzzles showcasing the breadth and depth of mechanics.

Bring the LOK creatures to life by spelling words that shape their world. They can only live on blackened tiles, so by solving puzzles you're expanding their horizons and helping their civilization thrive.

To celebrate launch, get your copy of LOK Digital with a launch discount of 10% off.

https://store.steampowered.com/app/2207440/LOK_Digital/
RailGods of Hysterra - Digital Vortex Entertainment
Dreamers, thank you for an amazing Playtest week!



We’ve received tons of valuable feedback and ideas from you, and have already fixed some important in-game features based on your experiences.

Join our Discord community to stay connected with other players and the Dev team! Share your thoughts, ideas, and become a part of the RailGod adventure through the Wastelands of Hysterra!

Also, don’t forget to let us know what you'd like to see in upcoming posts about the Playtest highlights. What was the most popular station? How many co-op games were played? How many enemies did players trap? Share your thoughts with us!

And don’t forget to wishlist and follow the game!
Ravenfield - P. Good @ Ravenfield patching
Hey everyone! I want to share some news about my plans for finally finishing Ravenfield 1.0. This is a bit of a wall of text but it hopefully shines some light on what you can expect from the game's development moving forward.

But let's start at the beginning:

The Ravenfield Prototype
The development of Ravenfield started back in 2015, originally as a prototype game to try out active ragdoll physics as inspired by games like Overgrowth and A New Zero. After adding bots and other gameplay elements to the prototype I decided to release a free version in the summer of 2016, which became quite popular.

The Steam version of Ravenfield was released in May 18 2017, meaning the game is closing in on its 8th anniversary on Steam - holy crap! If you're one of the players who tried out the game back in 2017: I'm so sorry about the all the bugs back then, it was wayyy worse than even the buggiest of beta branch updates nowadays :D. But seriously, thank you so much for sticking with the game for so long! It's been quite a journey from the humble beginnings on Island and Dustbowl to where we are today, both for the game and for me as a developer.


MFW the terrain textures on island haven't changed since 2015

The Release Plan
Here's the deal: In 2025 Ravenfield will pass 10 years of development and I think it's high time to figure out how to wrap the game up for a 1.0 release. Updates EA26 to EA30 fixed a ton of old issues, many of which have been in the game from day 1. Even though the game plays quite nicely at the moment, there is still plenty of room to continue ironing out issues with Ravenfield's gameplay and its modding support for a final release. I also need to overhaul some of the really old vanilla content that's still in the game. In the end, I want to ensure that I'm spending my development time directly on improving Ravenfield's biggest strength, the customizable sandbox shooter at the heart of the game.

Unfortunately, this has become harder for me to do as Ravenfield has grown over the years, which I think has been evident in EA updates being released further apart in the last couple of years. Much of my time has been spent ensuring all of Ravenfield's systems play nicely with each other AND supports the hundreds of corner cases that pop up due to almost every aspect of the game being moddable. This was especially frustrating in the EA26 update where I updated the game engine version, resulting in almost a years worth of constant bugfixing. While fixing bugs can definitely be a slow and frustrating and process (especially when dealing with fundamental issues in the game engine itself), in retrospect I think this was time well spent as I feel like the game both runs and plays really well at the moment.

Now that the game's systems are in a relatively stable place, I want to focus my efforts on maximizing the fun of the game. This means I want to fully commit to continue improving the core gameplay and updating some quite outdated official content (looking at you, 76 eagle :D). It is also time to add those missing reload audio clips I've been negelecting for a couple of years at this point! Naturally I want to keep pushing the game's mod support even further to include custom game modes and custom campaigns. However, in order to fully commit to this plan and be able to release Ravenfield 1.0 in the forseeable future, I have realized that I need to cut parts of the game. For that reason, I have decided to cancel any further development of the official story campaign. I'll explain this decision in detail below.

I'm hoping that focusing directly on the core sandbox experience will help me iron out the remaining pain points with Ravenfield's gameplay, and ultimately leads to the best possible game once the 1.0 version is out. I also think that this shift allows me to better plan for upcoming features and manage my time, which I hope results in a more stable flow of EA updates. With this approach, I intend to get Ravenfield out of early access in 2026.

Why Cancel the Story Campaign
Inspired by early modded maps with intro cutscenes and setpieces, the original idea behind the story campaign was to extend Ravenfield's gameplay into an optional story-driven direction. Of course, Ravenfield originally had no mod support for cutscenes or the like, so mappers had to get creative and use various hacks to get around the game's limitations. While this worked, most of these maps would eventually break due to game updates. Producing the story campaign's citadel mission allowed me to create the tools needed for the game to properly support a story-driven experience. These tools have now become an integral part of the game in the form of the Trigger system, which can be used to create entirely new missions using the RF modding tools. Other game features that stem from the story mission development include better squad ordering, scripted paths, sound mixing improvements, proper ingame cinematics, video support and more.

However, producing content for the story campaign is a huge timesink, way more so than I initially expected. From the very beginning of the story campaign pre-production until now I have been working together with multiple talented artists who have helped produce character/scenario concepts, models and level design for the story campaign. While this has helped immensly with the production, as a solo developer I am ultimately responsible for putting all the production assets together into an actual playable campaign, and I vastly underestimated the time it takes to produce even a single working story mission. To only scratch the surface, creating story mission involves designing and integrating story beats, mission logic, level design, cutscenes, tons of QA testing as well as maintenance of the underlying technical systems that make it all tick. I have found that producing the story campaign just about doubles my workload relative to the base game. It is essentially like producing two games at once, Ravenfield the sandbox shooter and Ravenfield the story campaign. Unfortunately, this just not feasible in the long run as I am forced to split my development effort between the two, negatively affecting the original game experience. That is why I have decided to cancel the story campaign.

In practice, this means that while the game will not ship with the official story campaign, modded content such as custom story campaigns will still be able to be made and played in Ravenfield. The modding systems developed for the story campaign such as the trigger system and custom game modes will also continue to be supported and improved. I also intend on finishing up the existing Citadel mission as a one-off story mission available when the game leaves early access, although this will probably be one of the last things I add before the 1.0 release.

I know many of you were excited to play more of the story. To make up for the cancellation, I'm planning on releasing the story campaign production assets to the modding community after Ravenfield leaves early access. I am also planning on releasing a brand new instant action map that was originally designed as a mission in the story campaign. This map will feature a new setting not previously seen in the official maps with lots of new props available for the ingame level editor.


Fun fact: The Citadel mission logic is made 100% using Trigger system components, meaning the entire mission can be recreated in the modding tools using without any coding whatsoever!

Future EA Update Schedule
Going forward I want to release EA updates more often, with the goal being a new EA update releasing every 4-6 weeks just like the original EA update schedule. These EA updates will typically contain polished-up vanilla content such as adding missing weapons sounds, tweaks to levels, vehicles and AI behaviour etc. You can expect these EA updates to be smaller, but also come out more frequently.

On top of the improvements to the base game, there are a couple of large game features planned such as support for custom game modes, custom campaigns, and a recreation of the conquest mode with built in mod support. These features will be developed and tested exclusively on the beta branch, and will make it into the stable branch only once they are deemed final. In the past some half-finished new features have snuck into EA updates, which has caused confusion in regards to mods breaking from not running on the expected game version, this is something I want to avoid in the future. I will be announcing when new features are available for testing on the beta branch in the EA update posts.


Ravenfield 1.0 Roadmap
To summarize, here are the major feature plans for finishing up the 1.0 version of the game:
  • Overhaul the official content
    Some of the official content is ancient at this point and in desperate need of a facelift. I also want to add missing sound effects, fix weird particle effects, balance weapons etc so that the official content is ready for a 1.0 release.
  • Custom Game Modes
    This gives modders the ability to to create their own game modes that are selectable from the instant action menu.
  • Custom Campaigns
    Want to create a series of story missions? You can do that! Want to implement your own version of conquest? Totally doable! Do you want to create your own game inside of Ravenfield? Yep even that is possible!
  • Recreate Conquest as a custom campaign
    Conquest will be recreated from scratch as a modded campaign and the Scenes/Triggers/Ravenscript made available to the modding community. This gives modders a platform for creating their own conquest variations. The recreated Conquest mode will also be compatible with modded weapons and vehicles.
  • Release a new official map
    This map has been in the work for some time already! Oh and there will be plenty of new prefabs inside the ingame editor to play around with...
  • Finish up Citadel mission
    While the originally planned official story missions won't make it into the 1.0 release, I still intend on finishing up the citadel mission cutscenes and doing some general gameplay improvements to spice up the mission.

I'm sure I don't need to point out that designing a game is notoriously time consuming and difficult to plan, but I may need to change parts of this roadmap as the development progresses. I'll try my best to be transparent about the progress and communicate any changes to the 1.0 release plans outlined in this post!

Finally, I want to extend a massive thank you to the Steam/Discord moderators and the modding community - without you Ravenfield as we know it simply would not exist. It is always so much fun to try out cool new mods, especially the ones that are breaking new ground of what should be possible within the game. It is incredibly rewarding to see the modding tools being put into use. I am very excited to see what the modding community has in store next, be it vehicle/weapon mods, story missions or game modes

I'm hoping many of you also venture into the world of designing your own games - it's one hell of a learning experience for sure!

/Johan (SteelRaven7)

LOK Digital - Mairi Spaceship
Hey there,

Today's the big day! 🎉

In case you missed the news, we just announced LOK Digital is OUT NOW in the Day of the Devs: The Game Awards Edition.



We cannot wait for you to step into the world of the LOK creatures and bring them to life by spelling words that shape their world. By learning world-changing words and mastering their mind-bending effects you're expanding their horizons and helping their civilization thrive.



To celebrate launch, get your copy of LOK Digital with a launch discount of 10% off.

https://store.steampowered.com/app/2207440/LOK_Digital/

In other LOK Digital news, on Thursday 12th we’ll be releasing a special episode of the Official Draknek & Friends Podcast where Draknek & Friends chat to the two developers, Ferran Ruiz Sala and Blaž Urban Gracar. In it, we discuss the development of LOK Digital, and the game’s origins as LOK, the paper puzzle book. You can listen to this, and other episodes here.


Runeborn - Klaus


Greetings Runeborn!
We’ve been hard at work enhancing your Runeborn experience, and today, we’re thrilled to share the latest updates in the demo build. Dive into the detailed patch notes below and see what’s new!

  1. New Features and Enhancements
    • Tutorial: Added a full guided tutorial for newcomers.
    • More Save States: Taking actions in shops and opening chests now save progress.
  2. Visual and UI Improvements:
    • Added idle wobble animations for level-select cards, chest options, and trinkets.
    • Adjusted trinket and consumable UI size.
    • Updated options HUD layout from vertical to horizontal.
    • There is a new loading screen with quotes.
    • Default font color updated for better readability.
  3. Feedback Systems:
    • Added feedback for various actions, including Dawnbringer, Stamp of Approval, and Cambrian Explosion.
    • Resource globes added for casts and meditations.
  4. Leaderboards:
    • Personal leaderboard for top 10 highest casts from unique runs.
    • Leaderboards shown on the game win and game over screens.
  5. Miscellaneous Updates:
    • Added a Discord button to the main menu.
    • Dynamic tooltip highlighting.
    • New coin assets and a liquid shader.
    • Options to adjust or disable Near Death Effects.
  6. Bug Fixes
    • Resolved tooltip issues with spell line bookmarks and rune smasher.
    • Fixed incorrect item sold states in shops.
    • Corrected elite target selection for specific interactions.
    • Fixed synchronization issues with Vypras held runes.
    • Issues with the Forbidden Scroll of Replication were addressed, deleting multiple amethyst trinkets.
    • Fixed misaligned text on gem shop socket buttons on sale.
    • Resolved infinite loops with Copycat trinkets.
    • Fixed animation bugs on the main menu and level start effects.
    • Arachnis resets max holds correctly after changing disabled trinket targets.


We hope you enjoy these updates! Let us know your thoughts on our Steam discussions or join the conversation on Discord.

Your feedback shapes the future of Runeborn!

https://store.steampowered.com/app/3168290/Runeborn_Demo/
Orbi Universo - Mat
You can to your wishlists the next opus of the serie!
https://store.steampowered.com/app/3210330/Orbi_Universo_II/



COPA CITY - LeagueLeader

For those who prefer a quick update: one of our goals is to bring Steam Deck support to the game, and it’s already on our priority list!

Now, for a bit more detail: achieving certification for any platform, including Steam Deck, requires time and careful optimization of the game. As we progress further into development, we’ll be ready to submit for Steam Deck certification. At this stage, we already have a build with solid performance, but it still needs some fine-tuning.

We’ll keep you updated every step of the way via the forums—this thread will be regularly updated with the latest news.

Best regards,
The Triple Espresso Dev Team
Dec 11, 2024
Astrometica - BeryMery
Bug Fixes:

  • Left-handed remapping improvements: Removed J and numpad keys to ensure smoother remapping.
  • Fixed typos and description issues for items like the scanner and its modifiers.
  • The unstuck button now spawns you directly at the default starting location to avoid potential lock situations.
  • Jetpack T2 achievement bug has been fixed.
  • Resolved a material texture bug that caused mismatched textures in circle rooms.
  • Fixed a bug that caused players to lose batteries when switching batteries and power cells with a full inventory.
  • A bug causing the respawn point to spawn in invisible locations has been fixed.
  • Resolved pin/unpin blueprint issues for gamepad users.
  • Fixed unpinning after crafting modules from the vehicle module fabricator.
  • And other minor fixes.

Improvements:

  • Reduced hunger and thirst depletion rates for better gameplay balance.
  • Improved Russian localization text accuracy.
  • Auto-save is now disabled by default and can be enabled via the Accessibility menu.
  • Added an option to turn off jetpack camera shake in the Accessibility menu.


Known Bugs:

We are currently investigating an issue related to a FATAL ERROR application crash. While we don’t yet have a solution, we’re actively working on it and would greatly appreciate your help.

If you’ve encountered this issue, please fill out the following Google Form to provide more details:
👉 https://forms.gle/yPypwcNKwmeU4h7G8


Thank you for your ongoing support, feedback, and patience! 🚀
Kingdom Come: Deliverance II - PLAION_CM

A scripted live-action series starring Tom McKay and Luke Dale, the lead actors of KCD II, bringing their Henry & Hans buddy chemistry from 1403 into a modern-day setting.

Forced to tour Kuttenberg, Luke is pulled along by Tom through the city's stunning medieval streets as they explore KCD II’s in-game locations, encounter bizarre travelers, and fend off angry locals with crossbows. What could possibly go wrong?


Missed part 1?
We've got you covered:


Kingdom Come: Deliverance II is OUT NOW.
https://store.steampowered.com/app/1771300/Kingdom_Come_Deliverance_II/
Bingle Bingle - Knitting_Games_Official
New Class: Hunter
In this patch, a new class called Hunter has been added. Depending on the actions you use most frequently during gameplay, you will gain different abilities. Utilize abilities that suit the current situation to clear the game!

Unique Class Badges
Additionally, this patch introduces unique badges for each class. These items appear as rewards after defeating bosses and either enhance or modify the abilities of each class. Currently, five items have been added for each character except the Hunter. More items will be added in future patches, and badges for the Hunter will be included once the class has been confirmed to be functioning as intended.

Archer Rework
Finally, adjustments have been made to the Archer class. Due to feedback that its abilities were unintuitive and difficult to use, the ability will now activate after every three uses of the ball, rather than only at the end. This change should allow for more varied and strategic use of the Archer's abilities.


Quest and Reward Adjustments:
- Changed the behavior of Target of Fate so that it now always grants a chip, even if the ball does not actually land in the target pocket. Additionally, clarified in the text that the ball will generally always land in the target pocket.

Bug Fixes:
- Fixed a bug where attempting to view the details of an item without a description in the shop would display placeholder text.
- Fixed an issue where All Joker would always activate whenever a pocket ability changed.
- Fixed a bug where the Archer was not unlocked after completing the tutorial.
- Fixed an issue where the Trickster’s pocket expansion occurred excessively often.
- Fixed a bug where token duplication was guaranteed to appear in boss rewards.


- Fixed a bug where the class descriptions displayed incorrectly.
- Updated the text for Target of Fate.
- Adjusted the No More Gambling text to indicate failure occurs when a "bet" is unsuccessful, not a "chip."
- Made several minor text corrections.

...