Old Skies - Wadjet Eye Games
We are thrilled to announce that Old Skies will be out this spring! After 5 years in development, the wait is almost over.

And if you just can’t wait another few months, lucky you: we’ve just released a BRAND NEW DEMO showcasing a slice of a never-before seen area of the game! Download it here. (If you already had the old demo in your library, you just have to click Update to download the new one.)

Join time agent Fia Quinn as she travels to the 1870s to track down a champion boxer who rose to fame and then mysteriously disappeared from public life. A simple enough task, but nothing is straightforward when time travel is concerned.



The demo contains about 30-40 minutes of gameplay and includes full voice acting, Steam Deck integration, bloopers, commentary, oysters, punching, a shootout, and more!

This new demo will only be live until February 20 as part of the Game Over, T1D! Steam sale, a charity event we're participating with our friends at Breakthrough T1D Play. Unavowed is one of the 50+ games on sale (grab it for 65% off!) and we'll make a donation to Breakthrough T1D (formerly known as JDRF) after the event to further their efforts to find cures for type 1 diabetes.

About Old Skies
Fia Quinn is a time traveler, accompanying clients of the ChronoZen Time Travel Agency on jumps to other eras to make sure they don't rewrite important aspects of history. Some of these people are merely curious. Others have unresolved business. As long as they can pay for the trip, their motivations don't matter to Fia... until they do.

Jump with Fia into seven time-travel cases spanning two centuries in New York City, from the speakeasies of Prohibition to the vicious gangs of the Gilded Age to the World Trade Center on September 10, 2001. Solve temporal problems, survive paradoxes, and resolve the mistakes of the past or die trying -- as many times as it takes.
Witchfire - Pedro Hectopascal
Let me begin by confirming what you already know—or at least suspect: this post is a bit different from the previous ones. Not only because it’s not strictly about Witchfire, but also because it’s written by someone other than Adrian—it’s written by me, Piotr (/Pete), your community manager. It was high time to say “Hi,” so here I am to do just that.

Hi.

And as much as I’d love to declare that I have achieved comedy and call it a day, I can’t shake the image of Kelly from The Office shaking her head in disapproval. The objection is valid, so, let’s get down to business.

My name is Piotr Modzelewski, and I’ve been working in gamedev for the past eight years in various roles, primarily handling community affairs for both large projects—developed by teams of over a hundred people—and smaller indie games made by just a handful.

I have also dipped my fingers into writing, PR, marketing, voice-over work, and even mustered the courage to wrestle with Unity every once in a while. After these adventures in teams big and small, I find myself being one of The Astronauts, and as I take a look around, I have to say: a team of 24 sounds damn fine to me. Not just because it's the same number as the astronauts who went on moon missions (though I love that), but because it means you actually get the chance to speak with the people you work with and know them beyond just their avatars in the company chat. You know, 24 just seems like a value in the sweet spot range (a goldilocks zone, if you will)—there are enough people to get a proper job done, but not so many that you end up confusing one with another.

As for my history with the medium, I’ve been playing video games for as long as I can remember. There are several franchises I’ve been (and still am) obsessed with, and while I could talk for hours about Mass Effect or Gran Turismo (please don’t get me started on them), the brightest star in my Witchfire-esque stellar neighbourhood is undoubtedly Destiny. Don’t get me wrong—many shooters have made me gasp (Resistance, Killzone, Project Snowblind, Halo, just to name a few)—but Destiny was something else on so many levels, which resulted in thousands of hours spent scouring the solar system, shooting, looting, jumping, and… well, shooting some more. Times change, and so do games—at some point, the shine wore off, and I was left with a bit of a gnawing hunger, an itch for a shooter that I couldn’t scratch. Coming across Witchfire, with its equally fantastic gunplay, sprinkled with a rich topping of magic and elemental combos, felt like striking gold.

I am—pardon the pun—bewitched by this game. That’s not to say I find it perfect—by no means—but there’s something amazing taking shape here. Working on something you're passionate about always gives you that extra bit of drive, so I see this whole situation as an absolute win. Even if it means I’ve been spending hours on end playing the game, I don’t think that will do any harm. In fact, I believe that knowing Witchfire inside and out is essential to doing this job well, as it allows me to better understand your feedback and relay it to the team with genuine insight.

And let’s not beat around the bush—it’s very important. Yes, there is a clear vision for the game, but your input can have a humongous impact, and at the same time, it’s great to see how many of you are enjoying what has been crafted so far. Our Discord is home to nearly fourteen thousand Preyers, and we just celebrated breaking the ten-thousand-member mark on our subreddit. There are a lot of you (as we mentioned on our X/Twitter last week), and that means a lot of potential feedback—we love all the buzz you’re generating about the game.

We’re observing your discussions on the Witchfire Discord, listening to your suggestions, and constantly being amazed by your ideas. It goes without saying that the feedback and bug-reporting channels on Discord, Steam, and Reddit aren’t just for decoration—we frequent them and read your thoughts. You’re helping us. The upcoming (promise) Witch Mountain Update will not only introduce a new, feverishly anticipated chapter in the game but also contain numerous bug fixes that wouldn’t have happened without you. The exact numbers are still unknown, but it’s already nearing triple digits, so by reporting back to us, you’re actively making the game better. I’d say that’s a win for everybody.

Speaking of Witch Mountain—we’ve seen the enthusiasm sparked by the recent PC Gamer article, and we absolutely love it. We understand that the plot is becoming quite thicc (just like our team, according to one member of our Discord), and the information regarding the new level has been somewhat confusing—to the point where some of you were asking whether the article was accurate.

Allow me to clarify, then: the source of that information is none other than Adrian himself, so it would be difficult to find anyone who knows more on the subject. Yes, The Labyrinth is coming, and it’s going to be absolutely huge—it’s by far the biggest level in the game (as mentioned in the previous post), though that wasn’t exactly intentional. We’re well aware that making bigger levels isn’t always the best approach—as has been proven on numerous occasions by quite a few games. So, we’re learning from the mistakes of others, but at the same time we’re on a journey of discovery—we can clearly see the destination, we’re just taking the time to make sure that the path is fun before we will let you scale the Witch Mountain.

And, seriously, don’t worry—we won’t make you wait much longer.

Those of you who’re here on regular basis know that posts usually end with Question of the Week, but it won’t be the case this time. Welcome to The Hermitorium Archives, a novum that will bring you a selection of what’s been hot in the community in the recent days and weeks.

The Hermitorium Archives

Bullying the bully
One of the greatest marks of community and the love it has for a game is how creative they can get in distorting something that has been designed to be a challenge. And, boy, have you delivered.

The Galley Slave duel was supposed to be a fight for your life, a struggle with an opponent who is, let me remind you:
  1. a familiar of the witch;
  2. a towering, hulking mass of muscle;
  3. a disgusting, disfigured monster, weilding a freaking cannon.
He jumps out of a floating, ghostly galleon to spread destruction and strike fear into the hearts of those unwise enough to face him. Obviously, we knew that the shock and awe would fade over time, the more encounters you had with him, but it took you almost no time to make him—pardon my French—your bitch.

You turned a boss battle into a competition to see who could beat him not only the fastest but also with the least effort. Don’t get me wrong, it shows the mastery some of you have achieved over the mechanics and how crafty you can get in exploiting them. We’re gamers ourselves—we’ve spent our fair share of time hunting for exploits we could use against bosses in other games—but seeing you break out your ingenuity to dismantle something we created is both rewarding as hell and incredibly entertaining to watch. And just to illustrate what I’m talking about:


Can anyone do it faster?


Echo and Burn silliness.


Galley Slave fight but I planted 80 land mines on the beach.

Had he been a real entity, the therapy bills alone would be enough to bring the entirety of the G20 to its knees.

No 360, but scope
Speaking of exploits—a while ago, it was rediscovered that the game allows for quickscoping, and while we’re not fans of players abusing mechanics to the point where they become boring, we have to admit… this one is unlikely to go away. Witchfire is not an online shooter where quickscoping would lead to rage quits, and let’s be honest—there are some hairy situations where you need every edge you can get. Perhaps I’m also looking fondly at this lack of a fix because Hailstorm is one of my weapons of choice. There is something disturbingly succulent about making sure yet another opponent’s neck is free of the burden of their head.


Found out that quickscoping is a thing in this game.

Look ma, one hand?
Weapons are always a hot topic in the community, and few seem to get you more excited than the fanning revolver. Yes, the same one that was already mentioned and displayed in the previous post—please contain yourselves. I’m here to clarify something that’s been brought up several times, including once again after the PC Gamer article dropped:


One of these—one-handed revolver operation vs dual-wielding—is off the table. Mostly due to the low "work required" to "impact and fun factor" ratio. One is not. For now, I cannot say which is which.

They level up so fast...
Oh, and it appears that some of you simply didn’t get the memo that that the grind is meant to be somewhat challenging…

541 is the maximum. You cannot go beyond this level, there is nothing more to do as of today - I wouldn't dare to ask "what now?", because Panther (a member of our discord, who achieved the level cap in December) would probably just come up with a way of achieving this level again, this time while playing blindfolded, or something. You lot are amazing.

Stop trying to make the "co-op" happen
But no matter how amazing you get, the answer to this:

... Will still be a resounding "no". We have explained the reason why many times before and in detail but the TLDR is still that Witchfire is designed to be the best possible Single Player experience and laser-focused to deliver exactly that.

Oh, and before I go—we know that Witchfire has sparked creativity in many of you, and we absolutely love seeing what you come up with. So don’t hesitate to tag us in your Witchfire-related creations or share them on our Discord server. Whether it’s artwork, a fresh UI concept (yes, we’ve seen those before), a custom logo, or even just a perfectly crafted meme, we’re always happy to see the game through your eyes. And, let’s be honest—memes hold a special place in our hearts. We even have a channel dedicated solely to them.

And if you need to get in touch with me, your friendly neighborhood gestionnaire de communauté, feel free to reach out via our Twitter/X, Facebook, or our Discord, where you can find me @Spajk. Affectionately rechristened Spatch.

I am gazpacho, oh.

Apparently.

This has been the first transmission—I will see you around.

Cheers!
OASIS: Tokyo - skaaiedev
Hi! Wasn't originally planning to do another content update (though this technically isn't one, I decided regular update is appropriate for this regardless), but enough issues came up that I figured I'd finally do what I've been meaning to do for a while: Add achievements for the things I've added since launch!

New Achievements
  • Debt Free - Unlock everything in Debt Mode. (this will auto-unlock if you load a save that's done this)
  • Broke But Reputable - Reach max reputation while having started from Naked Mode. (this will auto-unlock if you load a save that's done this)
  • Helper - Get a reward from the nearby corporation requesting items.
  • Gauntlet Contestant - Complete a match of the Gauntlet. (any settings)
  • Defuse Kit - Successfully defuse an EMP start-to-finish in Defusal without killing an enemy during the process.
  • Upload Complete - Complete Iwakura's quest line. (this'll auto-unlock when loading a save that's already done this) (an alternate name for this was "And You Don't Seem To")
  • Iwakura's Gift - Encounter some 'friends' earlier than expected.

Changes/Fixes
  • Fixed enemy ragdoll despawning counting as them dying for a second time (this only really affected elimination objectives)
  • Added a button to the medical shop cyberware UI for resetting only skills (60k)
  • Added a setting for whether or not the inventory resets its tab when closing (on by default)
  • Objective Tracker can now find the keycard in the finale mission
  • Minor editing to some of the late game Satomi messages and some of the ending scene (largely just tried to make the text flow better)
  • Added a little hint to the secret's trailhead that may make the cipher a little easier

You might also be interested in the knowledge that I've set up blog posts on my site recently! As a debut post, I did a short write up on the history of the development of OASIS: Tokyo if you're interested.

That's it for now. Hope you have fun with these new achievements and thanks for your support.
Feb 13
DEAD MAN'S HAND: Card Roulette Action - chreas
Patch Notes:
  • Lobby invite codes are no longer case sensitive.
  • Added a copy to clipboard button for lobby invite codes.
BodyRecords Playtest - PinkyDemonFPS
Fixes & Improvements:
  • Added the name of the holdable to the widget hints.
  • Fixed object physics for distraction mechanics.
  • Added hints for switching flashlight modes (near/far).
  • Adjusted teleportation after dying in Bаckrooms to respawn players near the mission location.
  • Updated icons for different ID cards.

New Features:
  • Zombies now react to the UV flashlight.
  • Added new quest-related sound effects.
  • Introduced distinct sounds for slow and fast zombies.
  • Implemented zombie death animation when triggered by a mine.
  • Added sound effect for generator refueling.

Gameplay Adjustments:
  • Made improvements to address crashes.
  • Strengthened the brightness of the headlamp.
  • Temporarily removed chromatic aberration.
  • Added the ability to delete saves.

We suggest deleting old saves to prevent potential errors.
Reality Break - courtney
Reality Break v1.00.0 hotfix 2 has gone live.

Courtney's note: Thank you everyone for your copious and detailed feedback! I'm working through all it as fast as I can while, balancing that against time spent working on the game itself. I appreciate your continued patience, and please continue to bear with me - I was not expecting this kind of launch, and it's just me working on this game, so it will take a little bit of time for me to get through everything. I'm prioritizing stability issues and progression blockers for these initial hotfixes, though some regular changes will make their way in if they're very fast, targeted, and low risk. Eventually, these hotfixes will make way for regular updates with exciting upgrades to the game. Thank you very much for playing Reality Break!

Stability
  • fixed instability arising from applying the Timespace Cache talent bonus on the Fate Core item, or on any Mission item
Progression
  • fixed a story campaign progression soft lock with a certain story mission encounter in the Chaos Vortex not keeping the player's ship immortal for long enough, causing it to blow up before continuing to the endless spawning portion
  • added on-load fixup for profile saves that have gotten into a bad state with the story campaign on mission objectives waiting for the Fate Core to be analyzed, and the Analyze button not being interactable. This fixes the Fate Core not being analyzable during the "Wait for analysis to complete" objective of the "Resonance of Fate" mission, as well as bulletproofs against a similar possibility during the "Analyze the Fate Core again" objective of the "Dormant Colossus" mission
  • fixed a few ways the game's story campaign could get into a bad state if a mission objective was waiting for the player to dock with a certain station, but the player warped to another station and docked there instead
  • made the rescue target in Rewrite The Scientific Method invulnerable while stationary so that it doesn't cause mission failures out of players' control
  • fixed being unable to progress to the final fight except during the first cycle encountering it
Balance
  • increased the average number of Resource drops you'll see from Common asteroids throughout the game by 100%
  • reduced the Resource costs of Tech Specialist ship upgrades by 30%-40%
  • increased Credits gained when selling items to traders by 900%
Bug fixes
  • fixed photonic storms in luzul cluster damaging your ship after it had initiated slipdrive
  • fixed the recurring antagonist's ship not processing movement or abilities while too far off-screen
  • fixed Extraction duplication exploit triggered by picking up the item in the extraction slot before clicking on the Extract button, then putting the item back into the Extraction slot for further extractions
  • fixed Instigator skill activation
  • fixed Slipstream Balancers unique bonus functionality
HUMANITY - SuperPac


Watch the replay of our latest stream and explore the newest batch of user-made stages in HUMANITY with us! From Stages We Love to Stage Jam puzzles to Valentine's Day stages and more.

https://www.youtube.com/live/YRWBJFh8Kss
Soulstone Survivors - aruan
Greetings, Void Hunters!

We have an exciting new feature coming and we need your help!

We are introducing Community Skins to the game! We have integrated Soulstone Survivors with Mod.io and we are looking for awesome players to be among the first to add their creations to the game’s library before this feature is released to the public!



You will now be able to create and share your own custom 3D models of characters AND weapons as free skins to all players! Not only will you be helping us in test out and improve this feature, but the top voted creations will receive Steam Gift Cards AND be showcased in our feature release video once this update comes out to everyone!

If you are feeling inspired and would like to help us, it’s super easy, barely an inconvenience! We have prepared two official guides that go through all the steps, so check out the details below:


How do I participate?
First, you will need to access a special version of the game. To do this, go to your Steam Library, right click Soulstone Survivors, go into “Properties”, and under the “Betas” tab, you will see a drop-down next to “Beta Participation”. Click it and you will see an option called “communityskins”. Select it, and your game will update to a different version.

Step 1:

Step 2:

Warning! Any game progress you make while in this version of the game will not be saved! Your save files will be safe, but make sure to use this version ONLY to create skins!!


How to download, create and share skins?
To download skins all you have to do is go to Characters -> Appearances -> Community Skins. This will open the Mod.io interface where you can browse and subscribe to any skins you fancy!

To create and share skins, we also tried our best to make this process as easy as possible, and to help guide you through these steps we have created two official guides on Mod.io. You can find them in the links below:

Creating a Weapon Skin Guide
Creating a Character Skin Guide

Since this feature is still under development, we are sure there will be a few bumps along the way. We advise you to backup your save files before you proceed. You can find your save files in the following folders:

On Windows: %USERPROFILE%\AppData\LocalLow\Game Smithing\Soulstone Survivors\
On Linux: .config/unity3d/Game Smithing/Soulstone Survivors
On Mac: ~/Library/Application Support/com.GameSmithing.SoulstoneSurvivors/

If you run into any issues, make sure to let us know! You can contact us on our official Discord https://discord.gg/ZmBXwZbPpb, or the Steam Forums!


Best Community Skin competition!

We thought this was the perfect opportunity for us to put some skin in the game... he he… so to make this whole process even more exciting, we are hosting a friendly Community Skin competition!

The most upvoted skins on Mod.io will receive Steam Gift Cards and be showcased in our feature release video!


Our Community Skin Challenge has now come to an end and the winners will de announced next week. 😔 But worry not! We are super keen on making other challenges in the future. If you would like to participate in them, keep an eye out 👁️!

Here are the official rules:

  • There will be two categories: Characters and Weapons;
  • Any skin that is uploaded to Mod.io is eligible, so long as it complies with Mod.io’s Terms of Use and policies, which can be found here https://mod.io/terms;
  • Feel free to showcase your creations! We created a special channel in our official Discord https://discord.gg/ZmBXwZbPpb, the #community-skins channel where you can share videos and links!
  • The same author IS eligible to win multiple prizes in the same category, and may participate in both categories. Authors in the top 3 of each category will not be eligible for the random prize pool;
  • Winners will be selected on 27/02/2025, and will be contacted directly via Mod.io to receive their prizes, and must respond within one week with the necessary details to receive their Steam Gift Cards. Failure to respond will not disqualify the participant from the video showcase, but will prevent them from receiving the gift card;
  • The 3 most upvoted skins on Mod.io, in each category will earn the following:

    • Characters: $100 | $50 | $25 in Steam Gift Cards
    • Weapons: $50 | $25 | $15 in Steam Gift Cards
  • 2 randomly selected skins in each category will earn the following:

    • Characters: $15 | $15 in Steam Gift Cards
    • Weapons: $10 | $10 in Steam Gift Cards
Disclaimer: We reserve the right to disqualify and remove any skins from Mod.io and the competition that include mature content or that may be considered harassment, defamatory, hate speech, disparaging, threatening, offensive, abusive, inciting racial hatred, discriminatory or blasphemous, or that violates Mod.io’s Terms of use and policies.

Closing Thoughts

We can’t wait to see what you will come up with and we hope you have fun in the process! As always if you run into any issues do let us know! In the meantime our team has been working hard on the next HUGE update and we will continue revealing what’s coming with more Content Sneak Peeks in the near future!

We hope you have a lovely day or night,



~ The Soulstone Team
The Bakerville Case - moonlightgamesdev
Cloud is now available, you can now automatically save your progress to the cloud.
Lonely tiny spaceship - Lonely Bro
- Changed display of language selection
- The starting duration of the round has been increased (60sec -> 90sec), but at the same time the speed of “extension” has been reduced (+10sec per round -> +5sec per round)
- Slime is a little slower, but more far-sighted
-Prepared new statistics for future achievements
...