House Builder - Freemind Games - Adam


Hi Builders! ːthebuilderː ːladyengineerː
🎭We have prepared an update for you, in which we bring you even more objects to decorate - from now on you can create your dream home by beautifying the interior or exterior even more🎨
New objects are available in the 'event' tab in the store - click 'O' to open this window:

We also encourage the use of previous objects, which are located in 'interior' and 'exterior'. This will allow you to create a full-quality home finish (take a look at the video above)


❗️⚒️In addition, we updated House Builder Steamworks - some of you were getting the 89% bug for this very reason. The number of problems with this should be drastically reduced - let us know how the game works for you and if the bug still occurs!🛠️❗️


We encourage you to try our bundles - we have bundle with Hometopia!:
https://store.steampowered.com/bundle/48409/Hometopia_with_House_Builder/


And check other ones:
https://store.steampowered.com/bundle/46680/Electric_City_Builder
https://store.steampowered.com/bundle/44870/House_Builder_All_DLC_Pack/
https://store.steampowered.com/bundle/42618/House_Builder__Pack_and_Punch/

How to contact us with bugs?
Do it via discord 📢

https://discord.gg/76N77uHWkc

Or via the Steam discussion📢
https://steamcommunity.com/app/1244630/discussions/

How can you support House Builder?
The easiest way is to share your opinion about our game with others on Steam or among your friends. Thank you very much💗.


Have funːthebuilderːːladyengineerː
House Builder Team

Airships: Lost Flotilla - antenirulf
The wait is over! 🥳
I am happy to announce my steampunk autoshooter game Airships: Lost Flotilla is out now.🎉

To celebrate, the game is launching with a 20% discount for a limited time!

I want to thank everyone who supported the development of Lost Flotilla. Your feedback, enthusiasm, and encouragement made this game what it is today.

https://store.steampowered.com/bundle/49239/Airships_Lost_Flotilla_Supporter/

Airships: Lost Flotilla is fully playable on Steam Deck! I specifically developed the desktop and Deck versions alongside each other to make sure it's equally fun on both platforms.

If you’d like to support the game, here’s how you can help:

Here’s what’s new in Lost Flotilla:

3 new end bosses likesuch as the Fatal Orrery, to test your skills.


4 new weapons, including the devastating Acid Spitter.


10 new captains with unique abilities from the straightforward to the game-changing.


13 new player ships, from the agile Ornithopter to heavy hitters.


33 new ship upgrades like the Piercing Flame Idol and Trilunar Temple.


A detailed in-game manual with stats, lore, and secret codes...


I hope you have as much fun playing the game as I had making it - and let me know what you think.


Lords of the Fallen - Boti


Greetings Lampbearers,

Version 1.7.73 is now live with further updates in response to ongoing player feedback.
For those who haven't yet begun their journey through Mournstead, now’s the perfect time. Get Lords of the Fallen at 67% OFF for a limited time - our biggest discount yet.

In light, we walk.



Improved Online Connectivity
A series of updates to help improve overall gameplay smoothness when playing online, in particular, reducing rubberbanding and lag

Male/Female Body Option
In response to recent community feedback, players can now choose between ‘male’ and ‘female’ body types as part of the character creation process

New Umbral Ambience Audio Setting
In v1.6, we made a number of changes to improve the exploration experience of the Umbral realm, one of which was to reduce the initial ambient soundscape. Building on this, the latest update introduces a new audio option in the settings menu, giving players the ability to adjust the Umbral Ambience volume to their personal preference.

Stability Improvements
Enhanced overall stability by resolving crashes that occurred in rare situations.

Virtual photographies in this post are courtesy of @secondcapture - created with the in-game 3D Photo Mode


https://store.steampowered.com/app/1501750/Lords_of_the_Fallen/

Links:
Official Website: https://lordsofthefallen.com/
Twitter: https://twitter.com/lotfgame
YouTube: https://www.youtube.com/c/cigames
Bluesky: https://bsky.app/profile/lordsofthefallen.bsky.social

#DareToBelieve
God Save Birmingham - ODS GeeK
Hello, I’m Hyeonseong Cha, a programmer and Creative Director of God Save Birmingham.

We’ve been working hard on God Save Birmingham since we first introduced the game last year. Today we’d like to tell you a little more about it and share our plans for 2025.

A short description of God Save Birmingham would be, “a zombie apocalypse survival game in a medieval European town”. When I first played survival games like Don’t Starve or Project Zomboid, I found it difficult to survive even a single day, and the experience of overcoming such a difficult environment was very memorable and satisfying. My hope is that we can create a game like that, and bring a similar experience to fans of the genre. So when you step into the world of God Save Birmingham, you’ll find yourself in a truly desperate and challenging scenario.


[One of game’s unique characteristics is an aim-based strike system.]


[Battles with zombies are intense, but the other survival activities won’t be any easier.]

Zombie apocalypse settings are one of my favorites across any media. But while there are a lot of different games that feature zombies, they’re not often that classic slow-walking kind that I like most. The terror they create as the horde closes in… the tension as a crowd of them grabs hold and goes in for the bite… These are the thrills I love most about the genre. It’s tricky to capture that type of enemy and bring them to life in a game, but we’re embracing that challenge head-on.


[Another unique feature: our zombies’ procedural grappling system.]

One of our goals from the beginning was to recreate an entire town in a virtual space, and build apocalyptic survival gameplay around it. We’ve put a huge amount of time and care into achieving the right historical feeling and geographic scope. Sometimes that’s meant compromising on our loftier ambitions (as we’re a pretty small team), but we’re confident in our ability to deliver a setting with the kind of depth and size players have come to expect.

We ultimately chose to recreate a medium-sized city in medieval Europe and researched a bunch of them. In the end, Birmingham in the 1300s fit the criteria we were looking for.

You may have seen Birmingham or other communities like it in other media with a more fantastical tone. But what we’re trying to present is something that reflects a grounded, realistic picture of day-to-day life in that time and place. In our research, we’ve strived to be as faithful as possible to the location and appearance of the various churches, manors, village centers, and other infrastructure that existed in Birmingham in real-life history.

We’re also working to recreate the typical household items, food, and tools of the time accurately (or as close as we can get within reason), to really convey the textured feeling of what it would be like to try to survive a disaster scenario back then.

[A bed of straw offers a comfortable place to rest.]

We’ll be releasing a video soon to share what we’ve been working on, and we’re planning to showcase the game through game shows or other channels so people can have a chance to experience it for themselves. We believe there are a lot of people out there who are both fans of zombie fiction and nerds for medieval history, like we are. And while the game is still in a pretty early stage, we’re really looking forward to the day when players can get their hands on it, explore the world we’ve built, and share feedback that can make God Save Birmingham even better.

I’m happy to finally share a bit of our thoughts and plans for the game, and we’re working on some other ideas for how we can keep players up to date with the game’s development. We still have a lot to share with you, so we’ll be back soon!


[Cologne, Germany, during Gamescom 2024 – In the Cologne Cathedral, with a grateful heart.]

Thank you,
Hyeonseong Cha, Creative Director




DISCORD | X/TWITTER | FACEBOOK | INSTAGRAM | YOUTUBE | TWITCH

https://store.steampowered.com/app/3073940/God_Save_Birmingham/
White Knuckle - Holly
Hey everyone, we hope the new year is going as well for all of you as it has been for us!

The last few months have been amazing for us, as a team. Thanks to all of you the game has had an incredible response which has utterly altered the trajectory of our lives. Back in October, as we were putting the finishing touches on the first demo release, we attempted to plan out what its development timeline would look like. That can be tricky, especially when the whole dev team works full-time jobs to pay the bills, since it really limits the number of hours in a week where we can actually lock in and get stuff made.

So, the original plan we formed involved finding some source of funding which would allow us to cut our day-job hours and work on the game in a more official capacity. We knew plenty of indies who supplement their income using patreon and earnings from Early Access, and that was our plan too. It wasn’t optimal though, since unless things went phenomenally well we didn’t expect to be able to work full-time on White Knuckle. We figured that in the best case we would still be splitting our time with a regular job, though hopefully to a lesser degree.

But, we got lucky, and an even better opportunity for White Knuckle presented itself to us. When we unveiled the game during DreadXP’s Indie Horror Showcase, we managed to get a meeting with DreadXP’s director, who happened to be local to us. The possibility of the publishing route was always on our radar, but we knew that it would have to be the *right* publisher who was aligned with our values and our wants for development.

To cut a long story short, White Knuckle is fully funded! We still have a hard time believing it, but thanks to DreadXP’s help (and it’s wonderful team) the vision we have for the game is going to happen (our vision *does* include steam vents in every room, you’re welcome).


TLDR: We have a publisher (DreadXP), White Knuckle is funded, everything is awesome!

So, what does that mean? Well, we have had a lot of publishers reach out over the past few months and while so many of them have been incredible, we chose DreadXP because we think they share our creative values, they are committed to helping where we need help, and they are willing to let us pave our own way for the game in whatever direction we want to take it. They are also just really cool, which frankly is a requirement for this kind of thing.

This does mean that our initial plan is kind of changing, since the requirements of ‘needing to eat’ and ‘having a roof over our heads’ is no longer a looming threat when it comes to full-time work on the game.

Early Access

Initially, we planned on early access to fund development while opening the game to community feedback. We don’t need the money anymore, but we do think that having the community around during a game’s development is an amazing thing, and we don’t want to lose that.

So we’re going to still do early access. Exact dates are TBD at the moment, but know that since the game is funded it’s going to be developed and will release into 1.0 no matter what. We at Dark Machine are incredibly excited to see how you all engage with new areas, creatures, items, lore, and secrets.



Some sneak peeks of the third region..

Patreon

We are sunsetting our Patreon, the support we’ve received has been amazing but we feel wrong asking for money while having the full funding of a publisher. Don’t worry though, if you are currently or have previously supported the game through Patreon you will still get all promised release perks in your package: The game on release, cosmetics, graffiti, etc. In addition, we are going to create a special discord role for everyone who has supported us on patreon, and you will retain access to the fancy discord backrooms!

Finally for all early supporters, We are going to be adding a section in the game’s credits. We’ll be preparing a form to fill out so you can get your name in there. If you previously supported us on Patreon you should be receiving an email with the form in the coming weeks!

In Conclusion

Thank you so much for believing in us, and we hope you continue to follow both White Knuckle and Dark Machine for everything that lies ahead!!

With love,
-Holly, Jack, Quinn (Dark Machine Games)

Social Links:

Other News
White Knuckle b0.37
As a thank you for 1000 reviews on steam, we're extending the holiday event until the end of the month! Afterwards, you'll still be able to play it by opting into a public steam branch for it, so it won't be gone forever!

In the meantime, enjoy a minor feature/bugfix patch!

New Feature: Hand Swapping
  • Added hand-swap button, letting you swap item in your hand if your hands are otherwise free.
Bugfixes:
  • Fixed 'Hard Mode' staying on when resetting save.
  • Dropped items should now be parented to the bounds of whatever room they are in. (And should despawn properly)
  • Gasbag jump achievement should now only happen when you 'jump' off of them, and not when you hit them from the side.
  • Screen should now properly fade out on death.
  • Fixed auto piton light appearing black.
  • Fixed the player getting stuck on the grating in Drainage_04
  • Fixed the crushers not killing the player when pushed into the ceiling in the Playground
  • Fixed the fan not killing the player in the Playground
Capital - destructiblegame
0.2.0.0.0

1/23/25

Drug Dealing Update

Added destructible TVs with playable cutscenes

New bullet holes

New bullet tracers

New item instance system (huge performance boost)

Set up items to work as instances, so a group of 1 or 100 act basically the same (took a ton of doing with full destruction and such a complicated inventory system)

Dozens of new destructible display cases

Created a procedurally generated prop instance file (used in butcher shop for hanging meat)

Added fully functional butcher shop to medium strip mall south west of small player house

Added fully functional jewelry shop to large strip mall south of the hospital

Added drug dealing

Added supplier at butcher shop

Added ability to purchase drugs in back room of butcher

Added distributer at jewelry shop

Added ability to sell drugs in back room of jeweler

Added ability to take over distribution and supply facilities for new drug

Added systems to determine whether or not to spawn merchants and guards, or allow access to drug safes after takeover

Added takeover widgets

Added system to allow purchase of Smokane production facilities

Added new drug: Smokane

Added single dose and bulk

Added functionality as a useable drug (only bad side effects)

Added system to sell drugs to drug addicted pedestrians

Added system for pedestrians to get high and pass out

Created new animation blends to show high pedestrians (had to rewrite entire NPC master file to get facial animations to work)

Added addiction system that allows only addicts to purchase drugs, and increases density of addicts the more total drugs sold

Added notoriety system that alerts police if filled

Added new interior models, including destructible pillars, foosball table, air hocky table, clock, and dozens more

Changed how guards fight in close quarters

Upgrades to enemy AI including more accurate bullet trajectories and tracers, more efficient processing and communication, and more

Added points of interest system for sober NPC's to follow (planning to expand in future for more realistic NPC routines)

NPC addicted to Smokeane wander aimlessly around meandering slowly

Added more spawn points for NPC's

Added 12 new Meta Human character models

Added 4 new guards with different guns, and a new guard "power Level"

Added 2 new merchants of a new type to handle supply and distribution of Smokane

Added 2 new merchants for normal butcher and jeweler store functionality

Added 4 character models for drug workers, in their underwear

Added new animation blends for working NPCs

Upgraded NPC And Enemy AI Animation Blueprints

Fixed issues with AI enemy vehicles not tracking player, and increased player location check interval

Fixed issues with stick up animations and run away logic for NPC pedestrians

Fixed a bunch of little bugs (got this update out as quick as possible, didn't take the best notes while I was flying through)
Darfall - Mortheim
Welcome, adventurers! The power to create your own scenario (or even campaign!) lies at your fingertips with the Darfall Scenario Editor. We have prepeared this video guide to walk you through crafting your very first scenario: an ambush where your Ardan faces off against enemy orcs.

There is also a text version below!


And if it won't be enough - there is documentation on Notion.

And here is a text version of the video:
[expand type=details expanded=false]
Step 1: Set the Stage
1. Terrain Painting
- Choose terrain tools and assets that fit your scenario. For an ambush setting, use demonic dirt, orc land, and ominous lava lakes.
- Adjust details by painting mountains, burnt trees, and grasses to add depth.
- Use the Shift key to erase and refine your terrain.
2. Add Features
- Place rock formations, resize and rotate them for a rugged look. This step helps create a visually compelling and immersive battlefield.

Step 2: Place Heroes and Enemies
Add Characters
- Place Ardan and his adversaries - the Orc Sharpshooters and their leader, Ragnok.
2. Assign Teams and Tags
- Ardan → Player team, Alpha tag.
- Orcs + Ragnok → Team 1, Beta tag.
3. Adjust Stats
- Fine-tune HP, damage, and other attributes for balance.

Step 3: Create the Cutscene
1. Set Up a Trigger Region
- Define a region where the ambush begins as Ardan enters.
2. Build the Cutscene
- Add a trigger event: “When Ardan enters the region.”
- Create actions such as camera pans, dialogue sequences, and movement freezes to stage the ambush. Use the “Show Dialogue” action to add character conversations.
3. End the Scene
- Resume game time to transition seamlessly into battle.

Step 4: Design Quests
1. Main Quest: Defeat the Orcs.
- Sub-quest 1: Defeat Enemy Orcs (Progressive Task).
- Create a variable counter, Enemy Orcs, starting at 0.
- Sub-quest 2: Defeat Ragnok (Single Task).
- Triggered by his defeat at any point in the scenario.
2. Quest Flow
- Ensure tasks can be completed in any order for player flexibility.

Step 5: Link Triggers for Gameplay
1. Activate Quests
- Create a trigger to activate quests post-cutscene and reactivate Ardan’s movement.
2. Track Progress
- Add events for orc deaths: “When Sharpshooter dies”, increase the Enemy Orcs counter.
3. Complete Tasks
- Set conditions:
- “When counter reaches 2/2”, mark Defeat Enemy Orcs as complete.
- “When Ragnok dies”, mark Defeat Ragnok as complete.

Step 6: Mission Accomplished
1. Final Trigger
- Create a condition: All Beta enemies (orcs + Ragnok) are defeated.
2. Victory Actions
- Complete the main quest, fade the screen, and trigger a game win state to celebrate the player’s success![/expand]

Your Turn to Create!

This is just the beginning of what you can craft with the Darfall Scenario Editor.

Now, adventurer, it’s your time to shine. Set the stage and share your masterpiece with the world! 🌟
Shadowveil: Legend of The Five Rings - Palindrome Lars
Greetings from Rokugan!


We're excited to announce voice actor talent for of the characters in Shadowveil: Legend of the Five Rings!

It's been an amazing journey developing the game so far, but it's even cooler, when we get to do recording sessions with voice actors that bring the characters to life.

You've already heard the voices in the trailers, but today we're proud to reveal the talent behind the voices.

Todd Haberkorn as Hida Sukune



Hida Sukune is a tactician, a strategist, and a wise member of the Crab Clan. Using his wits as a weapon, he's a formidable commander. In Shadowveil: Legend of the Five Rings, Hida Sukune is played by the incredibly talented Todd Haberkorn, who has over 700 credits to his name, across videogames, cartoons, commercials, audiobooks, film and TV.

Here's a glimpse behind the scenes, where Todd is bringing Hida Sukune to life.





Suzie Yeung as Hida O-Ushi



If someone needs help with smashing goblins, Hida O-Ushi is the right person for the job. This fierce and strong warrior is not afraid of leading the charge into the Shadowlands. We're proud to have the remarkably gifted Suzie Yeung play the role of Hida O-Ushi and bring the daughter of the Crab Clan to life. It's been amazing recording with Suzie, who you might recognize from Final Fantasy VIII Remake, Genshin Impact, and other videogames.



Dave Fennoy as the Narrator



Besides the talent playing the Hida siblings, we're also proud to share that the award-winning Dave Fennoy is the Narrator. You'll probably recognize Dave for portraying Lee Everett in The Walking Dead Game, Lucius Fox in Batman and Batman Arkham Knights, Vol'jin in World of Warcraft and many others. We're excited to have Dave be the voice that guide the brave adventurers through the Shadowlands.

Here's another photo from the recording studio, when we had the pleasure of hearing Dave narrate the experience of samurai venturing into the Shadowlands.




Our friends over at Asmodee also shared an update about the voice acting, so head over to the Legend of the Five Rings website to read more!


Thank you for following Shadowveil: Legend of the Five Rings!

More news soon™ so stay tuned.

- The Palindrome Interactive Team
RPG Maker MZ - Nick_Komodo
Harness the power of the elemental attacks with the new Elemental Weapons Pack! Dress up your KR maps with tons of new stones and rocks with the KR Stone Quarry Tileset!

https://store.steampowered.com/app/3409160/RPG_Maker_MZ__Elemental_Weapons_Pack/

Equip your heroes with powerful weapons until they’re over encumbered with the Elemental Weapons Pack! Bis is here with a massive amount of SV weapons to make sure your heroes’ attacks look as amazing as possible. With 12 different weapon types and 12 different elements, you have 144 unique weapons in this pack to choose from! Choose to equip your swordmaster with a variety of different elements, or balance your darkness-controlling demon lord with a single elemental type by all sorts of weapons to suit their needs!

Give your starting party control over the traditional elements with weapons for earth, fire, water, and wind, and have them unlock more powerful options as the game goes on. Let your barbarian who sticks with rock weapons that look like they were pulled right from the earth level up and decide whether to turn to lava weapons that can barely hold burning magma inside the rocky exterior or become one with nature with the plant weapons that have flowering swords and coconut-laden hammers! Ice and thunder offer up more possible leveling options, and for your most important characters? Give them light, dark, star, or even laser weapons so they stand out from the rest of the party.

Want each of your party members to have their own weapon type? Then choose from close-range weapons like swords, shortswords, katanas, spears, axes, hammers, or maces, or long-range weapons like bows, fans, wands, scepters, or guns. This pack also includes icons for every weapon set up for MV and MZ, so your players can see what their new weapons look like even in the menus! Pick up the Elemental Weapons Pack and give all of your party members controls over the elements!

https://store.steampowered.com/app/3409150/RPG_Maker_MZ__KR_Stone_Quarry_Tileset/

Make your maps boulder with the KR Stone Quarry Tileset! Kokoro Reflections is here with a gneiss pack of MV/MZ-sized tiles! Fill your maps with tiny pebbles, path-blocking rocks, massive monoliths carved by wind and water, and other stones that are ready to rock your game world. 8 B sheets offer up hundreds of rocks to add new details to caves and break up large stretches of mountain and stone dungeons. Let your heroes wander under stalactites and behind stalagmites in damp caverns, and vary cliff faces with stacked stones and worn rocks so even mountainous areas with limited plants still feel unique. Create magical portals and dungeon entrances out of natural stone arches, or build fast travel spots out of carved stone blocks that form a circle.

Want to make sure your rocks match the rest of the region? Don’t worry, each rock comes in four different colors: brown, yellow, gray, and rainbow! Add yellow stones that stick out of your deserts so your players can navigate the large areas, and drop rainbow rocks around the world that can act as healing and save points. As if that wasn’t enough, this pack also includes versions with and without shadows, bringing the B sheet total to 64! Use shadowless tiles when you’re adding the lighting and shadows a different way, or switch between the versions when night falls and the moon isn’t reflecting a lot of light. Pick up the KR Stone Quarry Tileset and you’ll never take good rocks for granite again!
Dreamcore - Juansenator
Dreamcore release stream!
...