Hey everyone! Weâve been listening to your feedback and polishing up the game. Hereâs whatâs new in this update:
đ Russian & German Subtitles â Now you can experience the story in more languages! đŽ More Responsive Door Buttons â No more button mashingâinteractions now feel smoother. đ˛ Hypercubes Last Longer â More time and more ways to cross the chasm! 𧢠New Cosmetic Additions â Because style matters, even in a simulation!
Thank you for playing and sharing your thoughts with us! Try out the update and let us know what you think.
The demo of Long Knives will be available for download starting February 25, 2025. This demo is expected to remain online indefinitely, even after the full game is released.
Since we need to gather feedback and further adjust the game system, the demo is being released somewhat early. If you want to experience the game rather than participate in testing, you may want to wait for more updates before downloading. We aim to fully refine the demo by June 2025, after which no further updates are expected.
The finalized demo will include Chapters 1 and 2 and saved data can be transferred to the full game.
Content Expected on February 25, 2025
The main story of Chapter 1
Official reveal of key visuals
Basic gameplay (excluding special mechanics planned for Chapter 2)
No character customization in this version
Save data cannot be carried over to future updates
This version is primarily for gathering feedback and suggestions. You can report bugs and share your thoughts in the Steam discussion group. Players whose suggestions are implemented will be credited in the special thanks section.
Content Expected in April 2025
Main story of Chapters 1 and 2
UI improvements based on player feedback
Full range of gameplay features
Character customization
Save data can be transferred
Our priority is to ensure the story and playability first, with visual enhancements coming later. You can start playing from this version if you donât mind some rough visuals.
Since this game is being developed by a solo developer, all aspectsâincluding the script, programming, and visualsâmust be completed step by step. The developer has a busy schedule, so progress may be slightly slow. We appreciate your patience and understanding.
If creating a game is an adventure, meeting the players is the true reward. Your enthusiasm for our last title has been contagious. It inspired us to push further, to come back with something new. And today, thatâs exactly what weâre doingâbringing you a brand-new chapter in the world of Mystralia.
The End of One Story. The Beginning of Another.
With Mages of Mystralia, our goal was to bring a little magic into the world. We wanted players to experience the thrill of spellcrafting firsthand. And your presence here proves this idea resonated. But launching our first game didnât just satisfy our curiosityâit fueled it. We felt there was more to uncover in this magic system. New possibilities waiting to be explored. All we had to do was push a little further.
The Drive to Go Further
Mages of Mystralia offered a linear experience: story, combat, puzzlesâthe adventure was more or less the same for everyone. But magic, at its core, is about creation. Experimentation. In short, anything but linear. To take our system further, we had to embrace unpredictability and discovery. Thatâs the foundation of our new approach. A drive to give you more. More freedom. More flexibility. More magic.
New System. New Genre.
But what does more really mean? More spells, obviously. But above all, more combinations. Every change to the spell had to reshape it. You know how it goes: one drop too many of frogâs saliva, and boomâeverything blows up. Thatâs what we wanted. To see a small tweak create a big change. To get players excited about the possibilities. To spark their creativity. And for that to work, we needed a genre that would truly showcase our new system. We needed to build a rogue-lite, to let players craft new spells each run.
Another Meeting with You
So hereâs the story. Mages was our bridge to youâa way to connect our passion with yours. And now, weâre about to cross that bridge once again. Soon, weâll introduce you to a brand-new game. A new story. New factions. New lands to explore. But all within the same universe, with the same excitement, driven by the same wish we had from the very beginning: to bring a little magic into this world.
Shion's calm and measured life comes to an end when she meets Akiko. This encounter has the chance to change her life or plunge it further into the abyss of depression and hopelessness.
Steam Couch Co-Op Collection Features Revenge of the Savage Planet. The Indie Co-Op Game Will Blast-Off This May.
Steam Launch Month BOGO Offer. Purchase Revenge of the Savage Planet on Steam During the First Month of Launch and Receive Journey to the Savage Planet as well!
Wishlist on Steam Today to Stay Up-to-Date on the Launch Bonuses, Special Bundles and Discounts.
Revenge of the Savage Planet is a joyous, upbeat, action adventure sci-fi satire where you and a friend explore a wacky and wonderful alien world. Jump, shoot and collect your way through four vibrant planets, collecting new gear and upgrades, while uncovering the various secrets hidden.
Third-Person Online Co-Op and Crossplay
Play with your best friend, partner or hellspawn on/or between any platform and now in third-person! Youâll be tasked with fully exploring and understanding these beautiful alien landscapes and uncovering its secrets.
Couch Co-Op with Local Split Screen
Experience the nostalgia tinged joy of sitting on the same couch and playing on the same screen with someone you love. Like the olden days but with 100% more corporate satire and just an overwhelming bit of HD goo ridiculousness. Together there are plants to scan, lakes to swim, materials to craft, mountains to climb and upgrades to collect.
Steam Promo
Couch Co-Op Collection - Grab a friend and blast-off in May with exclusive limited-time Steam launch perks. Purchase Revenge of the Savage Planet within the first month of launch to receive the Trash Panda Suit and a bonus copy of Journey to the Savage Planet. This buy-one-get-one bundle is only available on Steam and for the first month of launch. Additionally, purchase the first week on Steam and youâll also receive a 10% discount. Donât miss out, wishlist today so you can be notified of release to secure your spot in space! Launch news is right around the corner.
Hey everyone, I'm the sole developer of Mining Company and we're coming up on the release here in about a month or so. I've been working literally night and day to create this fun multiplayer game for you all to enjoy, and I couldn't be more exited! The idea is it's Lethal Company meets Minecraft and it's coming together better than even I expected.
The mechanics and webcode are quite polished at this point, I spent about a month just polishing them alone. So from a gameplay experience it's super smooth on the level of Phasmophobia and Lethal Company. Just like those games, I've built in a client-authoritative movement system which greatly reduces lag because moving doesn't require the server's permission. And anyone can easily host their own game with 1-4 players, there is no central hosting service that the game depends on. And you can use the in-game interface to browse public servers or invite your steam friends easily to your private game. Hosting a game and inviting and joining takes a total of about 5 seconds.
There's also cool proximity chat that takes the environment in to account. It's not just distance based, it can be blocked by walls and higher frequencies fade faster, just like in real air as distance increases. Also each asteroid has a day/night cycle, and the monsters come out at night. The shadow monsters only move when you aren't looking at them. The ball lightning will zap you and slow you down. As of yesterday they will even begin destroying the mine!
Just recently I added a system where there are stock market booms on distant asteroids, but usually they're far enough to require the fuel tank upgrade to get to them in time. I also added a new bonus where each mine generates a gold block that's instantly worth 1000q when mined. And asteroids can now slowly get "mined out" if you revisit the same asteroid too much.
Right now I'm working on improving the graphics and models. The screenshots and trailers will be updated in the coming weeks with the improved enemy models and animations, improved texturing, and other visual improvements now that the gameplay is mostly ironed out. Also a new logo from a professional artist will be coming soon.
Anyway, I don't have a youtube channel or anything, so I just wanted post a little explanation here about the game and its development.
Let me know if you have any questions or suggestions for the game, and I would appreciate it from the bottom of my heart if you would wishlist Mining Company! Cheers!
I just wanted to take a moment to personally thank you for playing Pixel Horizons and for leaving your reviews. Iâve read them all, and your feedback means a lot to me. Even though Iâm balancing school and work, I still find time whenever I can to improve and update the game. Your support and suggestions help shape its future, and I appreciate every one of you who has taken the time to play, share feedback, and stick with it.
Looking ahead, I have some exciting ideas in the works!
Summon bosses by acquiring all necessary items or completing tasks *Zombie Sheep *Pirate Raid *Bandits Raid *Mutant Lion *Poison Gas - all animals attack player *Skeleton *Snake
â50+ More itemsâ
âSurvivorsâ *Find huts with a survivor and complete tasks to earn achievements or cool equipment
(Animation) Implemented custom animation mods support
(Content) Added Valentine themed dress and 6 studio items
đ Bug Fixes
(Maker) Loading a maker preset now immediately applies pose
(UI) Searchable panels no longer include results from previous categories
(Maker) Resolved case where applying a maker preset only applied a pose if FKIK is enabled
Known Issues
Some visual glitches may occur for nvidia users running with Vulkan. If you're experiencing this on Windows, please use the DirectX variant for the time being.
Enjoy the first 50 levels of Level Devil for free. Plus, because I love you, I hand-picked some of my favorite levels from the full game for you to suffer through, all for the low price ofâyou guessed itâzero dollars. What are you waiting for? Tell your moms!
Is there a secret too? Who knows? I'm not telling. Stop asking. Leave me alone.