Unnamed Space Idle - Sylv
Spacemas Event
December 20th through January 5th

The Spacemas event has come back around! Same as last year with some minor tweaks. Swing by the Discord to celebrate and join the $1000 of steam gift cards giveaway.

Note: There is not new end game content, that is expected early February.

During the event, the special "Event" tab will be available. Use Coalexium you get from enemies to hunt down the Santalien and harvest their Giftium which can be used for temporary boosts and to build up various rewards.

All that Giftium will culminate in unlocking the Spacemas ship design!

If you already got it last year, you get bonus AI Points instead.

General patch notes:
  • Spacemas Event running December 20th through January 5th, hunt down Santalien for Giftium to use on temporary boosts
  • Spacemas ship design returns as a reward, if you already have it you will get 200 AI Points instead on reaching it
  • Spacemas event bundle has returned and is now permanent, if you already bought it last year try the recover purchases button
  • New temporary event purchase for extra AI Points
  • Spacemas skin now works in Fleet
  • Improved Queues, they now remove the item from the list when it is finished, not when it starts
  • Fleet: Added indicator to fleet nodes indicating they have been completed on a previous run
  • Synth: Veil Piercer Charge Rate synth module amount reduced
  • Synth: T13 got a new module and another tier for reactor related modules
  • Synth: Alien synth recipe levels increased to 60
  • Stats: Summary now shows missing upgrades inline
  • Stats: Summary allows filtering to only show stats with something missing
  • Warp: Setting for reminder to level warp
  • Warp: Fixed issue causing crashes in warps
  • Reactor: Fixed Overdrive to remember if you were using queue or not
  • Reactor: Tab will flash when you are not charging all the Overdrives you could be
  • Crew: Mastery respec now doesn't remove the points on previous pages if you have more then needed for them
  • Fixed visual glitch for damage text on capital ships
  • Fixed visual glitch when veiled ships spawn
  • Fixed some disabled buttons having incorrect text colors
  • Fixed artifact achievement icon
  • (Mobile): Fix tooltip mentioning PC controls
Dec 20, 2024
Galactic Warship Playtest - boxoftricksentertainment
This is probably the last push before demo.

Added a new enemy called Urchin. A few of them automatically spawn in the first sector.

First Tutorial final fight more likely to kill you now.

Added Camera and Zoom Sensitivity. You should be able to adjust them both in-game and at the main menu.

Cleaned up menus in general.

After no Rifts are detected, an indicator will now be added to enemies to help you clean up stragglers.

Made some changes to Plasma Projectiles.

Various bug fixes.

Trying to clean up UI. Let me know if a UI element seems to be the wrong size or in a weird place.

Hugs and kisses,
Andrew
Unwell - Main Protege
Anger is comming!

https://store.steampowered.com/app/2662070/Unwell/



What’s happening?

Tests of Unwell demo Anger level are comming to an end. Which means that soon you will be able to see plenty of additional content!


New trailer is also here!

WATCH HERE!

Would you like to test it before anyone else? Reach me on our discord to get access to it before anyone else!

Join us on Discord!



Thank you for standing against The Gray with us.

— Head Protégé
Dec 20, 2024
Get To Work - Isto-Stephen
We are excited to announce that we have a back-to-back winner of the second leg of our speedrun competition, Kerem!

Details
- This particular leg allowed any and all glitches (except for one particularly bad bug that we've since patched).
- The winner of the first leg ran the game in 20:46, so this is a 5 minute improvement in just 2 days!!

SPOILER WARNING: Just remember, this video contains SPOILERS!



Stay tuned to find out who wins the final leg of the competition!

-Stephen & The Isto Team
Carth - Ruffbassn
Carth 0.2.0a
We want to thank all of you for the support during the year. As a very small 2 man team Carth has slowly moved forward since release. We are proud of the progress of Carth and look forward to continued development into 2025. This winter update bring with it so much needed bug fixes, and new content for you all to enjoy. Thank you again and happy holidays to you all.

What does this Patch Bring?
~Winter is here.
~Players will begin new games 1 day before winter starts. So enjoy a final day of fall before the cold
~Tons of new paths, and roadways
~Ground texture adjustments
~New quests
~New Enemies
~New Enemy Spawners near Tha Woodlands
~New rock formations around Tha Woodlands
~Vegetation Biomes added
~Adjusted snow levels during winter
~Dozens of spelling errors fixed
~Fixed multitude of issues with quests
~UI adjustments
~Fixed multiple bugs with Farming System
~Small changes and tweaks
~Ram optimization changes

What are we planning next?
We plan to continue forward working on Carth as we always had. Some of the major things we hope to accomplish in the coming months are: Hired Mercenary System, Party system, Medical and injury systems. Most of these systems have already been created and are soon to be brought forward to the testing team for the first round of bug hunting. Thank you all again and happy holidays Carthians
Saloon Simulator - glivigamessa
What’s New in Saloon Simulator?
As the year comes to a close, it’s time to reflect. Over the past 12 months, Saloon Simulator has transformed beyond recognition. We’ve worked tirelessly on optimizations and features to enhance gameplay. Along the way, we encountered small bugs—fixed with just a couple of clicks—and some major ones that had us scratching our heads for hours. Throughout it all, your warm reception of the Saloon Simulator Prologue (691 reviews, with an impressive 88% positive rating!) has kept us motivated. Your feedback inspired us to collaborate with 38 incredible voice actors, who brought life to the characters and customers of the saloon in Blueberry.

1. Blueberry, Livelier Than Ever
Though Blueberry is filled with buildings and nooks to explore, it has sometimes felt lifeless. But Blueberry is far from a ghost town—as you discovered the moment you opened your saloon in the Prologue. We’ve begun work on a “living city” mechanic, bringing the townsfolk to life with activity on the streets. In the next phase, we plan to introduce routines and special animations for our NPCs, deepening your immersion in the world of Saloon Simulator.




2. Live Music?
In Act Two, Robert—a ragtime-loving musician with a knack for trouble—will arrive in town. Before you can hire him to play at your saloon, you’ll need to help him escape his biggest mess yet. Robert’s music will do more than enhance the atmosphere while you pour drinks—it’ll provide a new source of income (you’ll split tips 50-50) and influence customer behavior. Want to encourage diners to stay for a meal? Ask him to play some background tunes. Looking to impress Casey the gravedigger or Doctor Henry? Have Robert strike up a lively melody—perfect for a brawl. With unconscious customers to save (or rob), the action never stops!



3. It ain't much, but it's honest work
Here are some smaller but impactful improvements by our programmer Patryk, a specialist in seemingly “small” changes that make a huge difference:

  • Characters finally drink from their glasses instead of spilling everywhere:

  • A notification system to keep you updated on all the happenings in the saloon

  • Highlighting dirt and trash when using the right tools, so cleaning enthusiasts will never miss a spot

Our Wishes for You
Saloon Simulator is no longer just a demo of mechanics or a small slice of life in the Wild West. It’s growing into a full-fledged game that you can lose yourself in for hours. While there’s still much to work on, we’re incredibly proud of what we’ve built so far. We’re endlessly grateful for your kind words and the patience you’ve shown as we work toward the final version of Saloon Simulator. From chilly Gliwice in Poland, we send you all our warmest holiday greetings and wish you a Merry Christmas and/or a Happy New Year. We hope 2025 brings you joy and peace.

If you’d like to visit Blueberry again, remember that you can still play the Saloon Simulator Prologue on Steam.


Join Our Discord Community
We warmly invite you to join our Discord community, where we can chat, share ideas, and hear your suggestions. We’re eager to hear your thoughts and feedback, which will help us make Saloon Simulator even better.




Merry Christmas and Happy New Year!
Best wishes from Krzysztof “xardi” Marchewka and the entire Glivi Games team
Dec 20, 2024
A-RED Walking Robot Playtest - JOOKITOOZ
-Updated unity version to prepare for porting
Dec 20, 2024
Monomyth - Rat Tower Software
Hi!

I just pushed version EA1.0.2a to the default branch. Here are the patch notes:

* Switched data for future content patch
* Optimized lightmap density
* Corrected collision on some cave geometry
* Added NPC for respecing
* Added "Unstuck" button
* Added option to turn off FOV change while sprinting
* Added option to turn off camera sway while attacking
* Unlocking a door will now display the used key, if applicable
* Rats will no longer drop coins
* Sermon of Light will no longer stack but renew
* Sermon of Light will now adjust to a character's divine spellcasting skill
* The War Axe of Power can no longer be found at the blacksmith in Lysandria

This patch is a bit bigger because I optimized a few light maps. As a nice side effect, the game should now occupy less disk space. A hint for respecing: The NPC for this can be found in the area of the Serpent's Bastion. Every time you respec the procedure becomes more expensive.

I am currently busy working on the winter patch, which should arrive sometime in January. There will be an update about this shortly.

Have fun & best wishes,
Michael
Ancient Savo - Erkka of Enormous Elk
Search, autosave and a persistent message log

  • ADDED: SEARCH to look for limonite or clay. If found, a marker posts gets placed at the location, bringing the camera focus there.
  • ADDED: A marker post which can be constructed to help remember interesting locations on the map.
  • ADDED: UI panel to show latest 255 messages. By default the panel is full screen height, at the right of the screen. When minimized the panel disappears completely. To bring it back you can click LOG in the menu. If the message log UI panel is already visible, the LOG button in the menu will bring up the old message log dialog which allows browsing back all of the message history.
  • ADDED: Autosave, which can be turned off or chosen to run once a month or once a year. The default is autosave once a year. This can be configured both in Settings dialog, or in the init.xml file.
  • IMPROVED: When launching the game for the first time the welcome dialog now has a widget to choose WASD or arrows preset for hotkeys. Naturally, the selection can later on be changed by loading a hotkey preset in key configuration view.
  • IMPROVED: The hotkey to toggle item highlight didn't work. It is now implemented for 2D. Highlighting items in the 3D view is still waiting on the todo list.
  • IMPROVED: Some keys in the the WASD hotkey preset are remapped so that the common keys are all accessible at the left side of the keyboard without moving your hand. Also, some of the task hotkeys conflicted with the WASD keys - that is now fixed.
  • IMPROVED: Displaying item amounts got polished in many places. There were unnecessary indefinite articles here and there, and sometimes raw values displayed without meaningful units. Some of this clumsiness might still be there, but most of it is fixed now.
  • FIXED: The reproduction logic sometimes miscalculated periodical female fertility. That is now fixed.
  • FIXED: When saving a game it also stores UI data; which panels are minimized and what map bookmarks are set. But, when loading again that data was omitted. This should be fixed now.
Gacha Fever - Milkshake Games - Gacha Fever
Many players have played Gacha Fever, a big thank you to all of you for all your feedback whether on discord, X (twitter), on Steam, twitch.
We look at all your feedback, and your feedback is truly valuable! It's thanks to you that the game has improved so much, you're a bit like the fourth member of the team <3 Thank you

Some of your feedback is taken into account in this patch, others are more complicated for short courses but it is clearly added to our plans for 2025. (Make the icons, weapon damage ratios clear)


BALANCING:
- Cost for infinite difficulty +
We are sorry for setting the price too high, we based it on the wallets of the biggest players. And this is clearly a direction that we do not want, Gacha Fever is an accessible survivor like, the price has been very reduced :
- 1000 x Difficulty level in coins
- 1 x (Difficulty level /3) in rare coins
>
- 400 x Difficulty level in coins
- 1 x (Difficulty level /8) in rare coins
Many thanks for your feedback on the price.

- On infinite + difficulty, we really like a player's idea, we find it more consistent with the experience we want to give in the game. Force short runs.
Infinite mode is disabled in this game mode if you win at the end. Your run therefore ends at wave 20 !
- In the infinite + difficulty mode, mega waves of enemies appear much more often.

- When you are on difficulty 6+:
Enemies have 20% faster attack speed
Enemies have movement speed increased by 30%
- When you are on difficulty 10+:
Enemies have 20% faster attack speed
Enemies have movement speed increased by 50%

- The spawn time of the gacha machine is much faster, it arrives after 5 seconds instead of 10 seconds.

- We changed the behavior of the Pixel Gun weapon :
(We found that it was too little chosen by the players despite several changes, we think we have finally found the right direction for this weapon)
The weapon during boss waves will always aim at the boss. In other waves it will have the classic behavior of targeting the closest enemy.

- The exp required from level 80 has changed to match the current level :
1600 exp required > 100 + 20 x (Current level + 1)

DEBUG :
- Fixed the in-game tooltip on the projectile stat, it did not take into account the number of projectiles depending on the level of the weapon, the base projectiles of the weapon, and the bonus projectile stat.
- Minor fix with gamepad on victory screen
- Debug tooltips remains displayed in the weapon phase.


For 2025 we would like to work on understanding how damage and weapon ratios work.
We would like to add explanations in the codex, in the weapon purchase phase. We agree with all your feedback, we have work to do on it :)


Don't hesitate to leave us a little review on steam to help/support us.

Thank you ! ːlove_seagullː



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