Star Knightess Aura - aura.gamedev
Beginning of the month, I pushed the release date back by one more week in order to give the game some more time for testing. As of yesterday, I released the beta build of the game and also locked in the final Steam release date:

Feb 7th is the date!

I literally cannot change the date anymore in the steam UI, so from this point going forward, that's the definitve release date!

Furthermore, I also updated the demo to the new 1.0.0-beta-1 build. There is no important new content in it - however, a bunch of quality of life improvements, polish work and bugfixes made their way in. In particular, the World Fog feature, which puts a fog effect on parts of the world map which have not been unlocked, should help to avoid new players getting lost in the early game.

The remaining work on the game is now 99% more bugfix and polish work.
Let's hope the last two weeks until the release can give us more wishlists so we can break into New & Trending on release day!
宇宙大战 - PlayMemory

新年到了,祝大家新年快乐。值此辞旧迎新之际,献上宇宙大战新年更新,下面是宇宙大战v1.2版本更新内容
一、卡片调整:
1.电池研究站加强。
2.醉酒酒鬼,暴雪大叔的减速效果削弱。
3.新卡片:招财小雅。
4.醉酒酒鬼划为酒鬼类卡片。
5.鲨鱼火箭手,轰烈火箭手,雷霆火炮手的攻击效果改为单格群伤。
6.修复科技金卡眩光侠无法被控制的bug .
7.修复了太阳花无法参与日常任务的bug.
8.太阳花,雷鸣草,硕果树精,恶魔南瓜削弱.
9.传说4卡,冷却进行了调整。(在能源塔排行榜获取)
二、活跃度奖励调整。
三、月签到奖励调整。
四、精英赛奖励调整。
五、农场:
1.等级上限调整。
2.农场可种植作物进行调整。
六、地图调整:
新增地图:空袭,守护之门,新春之门。
七、新春活动:
活动货币:新春之福。
可在活动期间获取。
八、商城调整:
在商城-推荐-新品可见
强化石价格下调。
增加商品:新春之福。
九、芯片调整:
1.新增物品:芯石:可用于合成和开启。(所有芯片掉落均换为了芯石)。
2.钻卡芯片改槽钻石消耗降低。芯片拆卸免费。
3.晴天霹雳娃新增专属芯片,可以升到6级。
十、日常任务奖励/完成条件优化调整
竞技场任务进行优化。
无尽能源塔任务改动。
十一、新增道具
传说卡卡包。
红包:来自新年的一份祝福。
十二、修复道具bug。
修复了原型卡掉落的问题。现在关卡掉落的新原型卡,可以互相堆叠。
十三、无尽能源塔排行榜奖励调整。
十四、金卡卡包现在可以开出稀有卡。
十五、修复了一些显示bug。
蛇年新岁至,万象始更新。地球防卫部门祝愿各位指挥官们:新年诸事顺利,事业腾飞!
Jan 25
Darke: Haunting Hours - ualison
Fixing Gate bug.
Cabin Crew Life Simulator - ZackiChanke
Today, we’re not only here to guide you on how to run a successful in-flight business in Cabin Crew Life Simulator, but we also want to share a bit about the development process behind this feature.

The idea for the “In-Flight Business” feature came from researching the real-life work of flight attendants. A significant part of their responsibilities includes serving and selling products directly to passengers. We realized this was a great opportunity for players to explore another fascinating aspect of the job. However, simulating this in the game presented many challenges.



Stock Management

When we started building this feature, the development team identified several complex problems that needed to be solved. One of the biggest questions was:

- How do we make ordering stock feel like an engaging challenge without being too complicated?

Stocking sounds simple, but it actually requires careful calculation. Players need to predict what passengers will need. We tested multiple times with various budgets, product quantities, and difficulty levels for predicting passenger demand.

In most games, leftover stock can stay in storage, but in the airline industry, surplus food must be discarded after each flight. In Cabin Crew Life Simulator, you can sell leftover stock after each flight. However, if you forget to liquidate your inventory before leaving the airport, everything will be discarded.

In early testing, players often ordered too much stock, resulting in heavy losses from surplus inventory. We had to adjust the value of leftover stock and add a “demand suggestion” feature to make it easier for players to make informed choices.

Pricing is also critical - if you price too high compared to the market, passengers will only order free items and ignore your products. Don’t overstock either, because unsold goods will need to be handled after the flight. A small tip: order just enough for the number of passengers and prioritize popular items.



Pricing

You have the freedom to set the selling price for your products. However, to ensure profits while keeping passengers happy, you must carefully consider your pricing strategy: don’t set prices too high or too low.

This feature went through hundreds of hours of testing with many playtesters. We received plenty of interesting feedback!

Some players enjoyed experimenting with high prices to maximize profits but ended up with complaints from passengers who refused to buy. Others ignored budgeting and ordered too much unnecessary stock, leading to significant losses.

To address these issues, we added a few features to help players stay on track:

  • Stock suggestions: A system that recommends popular products based on the type of flight and passenger count.
  • Post-flight reports: After every flight, you’ll receive a detailed report showing your revenue, costs, and profits. This helps players improve their business skills for future flights.

The ideal profit margin is 10-20% above the base cost. This ensures you make a profit while keeping passengers satisfied.



Selling

When the flight begins, this is the moment you’ll need to focus on serving passengers. They will make requests, and your task is to fulfill them as quickly as possible.

However, things won’t always go smoothly. Some passengers might ask for more details about a product (like price, flavor, or origin), while others may request items that are out of stock.

Another challenge we faced during development was making passenger behavior feel realistic. Initially, when a passenger requested an out-of-stock item, players had to wait for the serving timer to end before moving on to the next customer. This made players feel like they couldn’t do anything to solve the problem.

We fixed this by introducing a suggestion feature. If an item is out of stock, you can suggest a substitute. For example, if a passenger wants a drink that’s sold out, you can recommend a snack instead. Whether or not the passenger accepts depends on the reasonableness of the alternative, calculated by our AI system. If handled skillfully, you might even earn tips or higher ratings from passengers!


Handling Leftover Stock

In real life, managing leftover stock is a key challenge, and we wanted to reflect this accurately. When designing this feature, we aimed to make players feel the pressure of careful calculation—overstocking leads to surplus inventory, while understocking means missed opportunities. This dynamic adds depth to the in-flight business experience.

In early versions, we experimented with different prices for leftover stock. At first, the resale value at the airport was too low, making players feel overly punished for surplus inventory. After many tests, we settled on a system where leftover items can be sold for 75% of their original cost. This strikes a balance: players can recover some of their losses while still being encouraged to manage their inventory carefully.

Example:

  • A soda can originally costs $10. If you sell it at the airport after the flight, you’ll only earn $7.5.
  • If you have 3 leftover cans, you’ll recover $22.5 instead of losing all your investment.

It’s worth noting that you can only liquidate leftover stock after the flight and before returning to the hotel.



While this system helps players recover some costs, overstocking too often will still hurt your overall profits. However, the detailed post-flight report allows players to analyze their decisions and learn from mistakes, which turns each flight into a learning experience rather than a punishment.

Through countless hours of testing, balancing, and listening to feedback, we’ve worked hard to make this feature as rewarding and intuitive as possible. We hope it encourages you to improve your strategies and hone your skills with every flight.

https://store.steampowered.com/app/2959610
Jan 25
Art-Therapy: Cross Stitch - BagumkaTV
Bug fix: lost image "Black Cat" was restored
Jan 25
Super Roboy - info
* Lock aim while sliding fixed
* Good ending achievement fixed

Working hard to track down and fix all the little issues!
Lunavania - SATOU
1.新增了领取成就的提醒和音效
2.修复了商店购买的音效
Matchmaking Inc. - 二舅(正月不剪头)
[Add]
  • Skip the opening performance function: Now, after selecting the difficulty mode, you can choose to skip the already played opening plot
[Repair]
  • Try to fix the problem that the player feedback that there is an interactive operation before saving the save file will be stuck.
  • Compatibility with old archives for new task (Yuelao Bay Jumping River)
  • Fix the issue where mini-games can save files by shortcuts such as F1, F2, F3, F4, etc
  • Fix the problem of the archive reading role getting stuck
  • Fix announcement red dot and pop-up issues
Jan 25
DEEP IN THE DREAD - Fast X Play
1- Added support for ray tracing, significantly boosting overall graphics quality.

2- Optimized gameplay for smoother performance, with an increased maximum FPS cap.

3- Improved overall performance for a more seamless experience.

4- Polished music and ambient sounds for a more immersive audio experience.

5- Enhanced the game ending with significant improvements.

6- Implemented quality-of-life improvements to enhance gameplay.

7- Added Steam Achievements for players to unlock.

8- Added a Guidebook feature to assist the player throughout the game.

9- Introduced a Diary, providing a base knowledge to help players understand what's happening.

10- Added a Zoom feature to interact with distant objects (can be enabled in settings; off by default).

11- Added lighting to items when picked up by the character (previously too dark).

12- Fixed a camera issue when crouching in the basement corridor (narrow crawlspace).

13- Resolved a bug where the player controller was unable to move left while moving forward.

14- Fixed major UI bugs where pressing the ESC button occasionally didn’t work.

15- Fixed noticeable lags in certain locations.

16- Resolved save/load issues and major bugs when restarting the game from a checkpoint.

17- Fixed an issue where players could get stuck on the trapdoor.

18- Resolved various other bug fixes to improve overall stability.

19- Upgraded graphics and re-organized the locations.

Happy Gaming and thanks for your support.
RONIN: Two Souls CHAPTER 1 - M11Studio


Dear players,
The big day is almost here! DeTechtive 2112 will officially launch on January 29th! 👏🎉

Proudly developed by our Turkish game studio, this sci-fi detective adventure will take you on a thrilling journey through the intricate technological maze of 2112. Gather clues, solve mysteries, and immerse yourself in an unforgettable story.

🔍 What’s waiting for you?

A stunning cyberpunk universe
Challenging puzzles and in-depth detective mechanics
A gripping narrative experience

Mark your calendars! The game will be available starting January 29th, and we can’t wait to share this incredible experience with you.

Don’t forget to visit our Steam store page and add DeTechtive 2112 to your wishlist! Wishlisting is one of the best ways to support indie developers.

🎮 Discover, solve, become the DeTechtive!
See you on January 29th!
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