Draw & Guess - Ikarel
Happy Spring Festival! 🐍
With this new Year of the Snake we are introducing two exciting feature additions:

New Event Space with Quests
In celebration of seasonal events you now have the chance to earn exclusive rewards by completing tasks in the game. Quests are purely optional and can be found in the new event space via main menu. Check there for available rewards and your progress on individual quests.

Badges
Earned some badges through quests? Then showcase them for the world to see! With this update you can choose any of your unlocked badges and add them to your player card in lobby. And if you don’t want to show any, just select “none”. As time goes by more exclusive badges will be added, but make sure to earn seasonal badges when they come as they might not be unlockable after the event ends.


The entire Acureus team wishes you good fortune and prosperity! Happy new year!
Jan 28
Marsh - TomasKayas
-4 New challenge runs
-New cosmetic bag!
Including 16 new juice cosmetics
Horse Runner DX - Mat
Hey everyone!

Many thanks to all the nice people who tried out the demo! 💖 The demo is constantly being developed and updated every few weeks. So it's worth checking back every now and then :-)

The demo update 0.8.3 includes the following improvements:

Content Improvements
  • New coat colors: There are 4 new coat colors, making 10 different horses in the game. The new colors are Buckskin, light Dapple Grey, dark Dapple Grey and Snowflake Appaloosa (the spotted ones are my favorite).
  • New and updated sound effects: All sound effects in the game and the UI have been revised and/or replaced with new ones. The horses now snort and neigh depending on the situation.
  • New background music: The game now contains more and new music tracks. Problems with YouTube's Content ID (despite valid licensing) should now be resolved and no longer be incorrectly detected.
  • More exciting landscape: The landscape of all biomes has been made a little more varied and now has more topology. There can now also be small rivers in the mountain landscape.
Technical Improvements
  • Improved camera: The old camera was sometimes shifted by half a pixel and was therefore blurry for a moment. The camera has been completely redesigned and is now always sharp and buttery smooth.
  • Adjusted audio volume: The volume of all sound effects and background music pieces has been normalized and adjusted to common loudness standards. The overall sound is now much more balanced.
Bug Fixes
  • Fixed jittery movement of the following horses
  • Fixed completion issue of level based challenges
  • Fixed the balancing of challenges
  • Fixed the bonus for level based challenges
  • Fixed flickering dead horses
  • Fixed crash when resetting data during run
  • Added confirmation before resetting data
  • Improved drawing performance of vegatation

The follow-up update 0.8.4 (January 31) also brings a few fixes and improvements:

Gameplay Improvements
  • Improved accuracy: In some cases, it could happen that following horses jumped a little too far or too short. The physics for following horses have now been improved so that all horses land on exactly the same spot. This should mean that there are no more unfair moments :-)
Small Fixes
  • Fixed jump and drop animation of horses
  • Fixed jumping camera after all horses died
  • Improved the camera during the pause screen

As always, let me know what you think of the new horses or the new audio improvements! Feel free to share your experiences, post screenshots, or drop suggestions in the community hub.

Thank you once again for being part of this journey – your support means so much to me as a solo developer. 🤗
Amberspire - Lunar Division / Nic
Cities are a natural setting in a science fantasy universe. Built over their own ruins, where the past and future mix into a heady kaleidoscope of people and technology. Cities are a microcosm of the world around them, but also with unique details and inertias. Without having to write (or read) tons of lore, just what kinds of buildings are in a city, what people do there, how it engages with the surrounding environment says a lot.

The upside of a modern or medieval theme is it's very easy to communicate what function individual elements of the game serve. For example compare “stone” to something invented like “plastoid”. Everyone knows what stone is, how to get it, and its benefits and downsides. “Plastoid” needs an explanation, and requires more from the game on what it is, what it does, and how to get it.

For a space fantasy setting like Amberspire's, the details are important, and the resources are the most important. Them and the buildings are the first elements of the theme and game the player interacts with, and continues to throughout. What they are, do, and how the player gets them reflects the setting of the city and the world, and is a direct line to the player's mind on what's going on in this world.

That said, communication is still a concern! For Amberspire I’ve tried to mitigate this issue. The first is to use only common words like Metal, Quartz, or Sunlight. A few might bend this rule slightly (they don't have final names as of yet!) but they will be understandable within the broader language of sci fi concepts.

The next big thing is being very loose with the idea of what constitutes a resource. Resources like Shadow, Ritual, or Glow represent ephemeral and abstract concepts but are still treated as other resources: created by buildings and used to make your city function. The game slowly introduces these resources and the player can begin to interpret what they are by how the city uses them. These are in place of fussy, complex, or interchangeable sci-fi/fantasy resources that can fall flat. I don’t expect the player to know what Horizon, Tides, or Gathering are when they start the game, but they do represent things and interpreting what they are is an aspect of the game.

The resources are a primary method of communicating science fantasy to the player, as important as the art and music. If the player is thinking in terms of wood, sheep, or stone, no matter what the aesthetics are telling them, the theme is undercut by how the player thinks about the game in a straight mechanical sense. When playing Amberspire, sentences like

I need the Lighthouse to produce Void to construct a Clockworks.
I'm not sure whether the Silk is better used at the Starport or the Arena.
A nearby Observatory can generate Starlight for both a Necropolis and Arboretum.
will cross the player’s mind. And that brings forth the science fantasy theme that I want, in a way that's inescapable.
Supremacy: 1914 - Grayshine


Today we fixed a critical bug surrounding embarkment and disembarkment of units. The bug allowed crafty Generals to skip the intended timer for the action. Now everything works as intended, making naval landing forces as vulnerable as they should be during the critical phases of an invasion.

Further we cleaned up the weekly and monthly player rankings. A bug snuck in that made everyone show up with the same rank. Now your actual, current rank will be displayed next to your name. We also cleaned up faulty translations in some of the Hero descriptions, and made sure that the progress bars in the main menu look pretty again.


For a closer look at the changes please check out the detailed list of updates and share your feedback with us on the forums and our Discord server.

Best of luck General,
Your Bytro Team

Substance 3D Modeler 2025 - choyrizo
We've added an asset management to our Export mode. Manage a Modeler scene as a collection of assets that can have different export settings and be exported as separate assets. Lots of Primitive updates and other improvements as well. See full release notes here: https://helpx.adobe.com/substance-3d-modeler/release-notes/v1-19-release-notes.html
Awakening Sarah - Yin DEV
Hi everyone,
Here's a quick patch for the bugs reported on the official bug reporting thread.

  • Fixed a bug where teleporting from the blood area would set Sarah to the wrong Z height in the moon area.
  • Pressing the jump button while grabbing ledges now makes Sarah go up the ledge (aside from pushing to the left/right).
  • Fixed an unclimbable ledge in the temple area.
  • Fixed a bug where the rock lady wouldn't show up in the 3D desert area.
  • Fixed a typo in one of the psychiatrist's lines.
Jan 28
Supremacy: Call of War 1942 - Grayshine


We’re introducing a new maximum storage capacity for War Bonds! We have heard your feedback about strategies that involve stockpiling War Bonds, so we are shaking things up to keep the action flowing. With this change, players who log in daily and spend their War Bonds smartly will have an edge, rewarding active participation on the map. And it also makes gameplay more predictable - no more late game surprises about how many War Bonds your opponent might be sitting on!
Please note that this change also makes an already existing storage cap on Manpower visible. This cap was already in place before today’s update, and as such won’t impact gameplay.

Further we have fixed a critical bug surrounding embarkment and disembarkment of units. The bug allowed crafty Generals to skip the intended timer for the action. Now everything works as intended, making naval landing forces as vulnerable as they should be during the critical phases of an invasion.

For a complete overview of this update, please check out the detailed Release Notes and share your feedback with us on the Forums and our Discord Server.

Your Call of War Team

Jan 28
20 Small Mazes - FLEB
-fixed an issue with some text being too small
The Haunting of Joni Evers - causewaystudiosgames
Fellow Travelers,

We discovered an issue in Patch 2 where some players' settings (e.g. volume, brightness, etc.) were randomly being set to 0 on startup. Because of how disruptive this could be, we decided to deploy a hotfix to get it fixed as quickly as possible.

This should be fixed now! If you run into issue again (or any other issues, for that matter) after this patch, please find your log file and send it to support@causewaystudios.com.

Patch notes:
  • Fixed an issue where player settings could be set to 0 on startup
  • Fixed an issue where a couple of pieces of furniture were missing colliders
  • Fixed an issue where certain environments would load in too early in chapter 10

Until we meet again along the Causeway,

Kjartan Kennedy and the Causeway Studios team
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