Survive Society - echomune
Sometimes in Society there will be pets, one of which is a cat. Cats that live indoors use the litter box for deeds that will not be mentioned here.

Now you can experience the litter box for yourself!

New Area - Cat Litter



This will only appear on stages 2 and 3. It's theme is Chore.

It has only one hazard, but it's a global hazard: A CAT

New Relics



New society relics!

Trading Cards
Coffee
Weird Plush
Takeout Box

They have different values from 1 to 7. You might not be able to see all of them right now.

The Cash Stack relic has been changed, it now has a random value from 1 to 7 and will drop from certain things like putting garbage in the garbage can or feeding a Consumer.

Fixes and Adjustments

  • The Timer now goes down slightly slower
  • Fixed potato falling through stuff
Feb 16
Lawgivers II - somniumsoft
Another major update has arrived, featuring new countries, events, etc. Let us know your suggestions and request. Have a great time!

FEATURES
- new playable countries "Italy", "Russia", "Poland" and "Turkey"
- start the game as early as 1980
- new ideology "Collectivism"
- 8 new events like the "Introduction of the Euro" and the "Fall of Berlin wall"
- players can organize coups
- new constitutional law "Fundamental rights" with 4 articles
- function to randomize parties at start
- new article "relative confidence vote" to enable minority governments
- new article to grant "immunity" for president and monarchies
- new article to grant pardon for president/monarch
- president in semi-presidential republics may appoint a new government anytime
- new statement "Endorse a party"
- new tv channels, radio, newspapers and resources may be added during game
- new parties for all nations
- new soundtrack track "Lawmaker"
- new resources "Soap" and "Lithium"
- support for czech and ukrainian language

IMPROVEMENTS
- selection precision on map
- UI improvements and more information
- several memory and performance improvements
- runoff voters distribution (France)

FIXES
- a bug in distributing voters at start
- rarely the game end turn button would stuck for no reason
- medium audience could sometimes be bigger than population
- some errors at different resolutions
Almanach: Of Empires and Sorcery - almanach.game.contact
Hey everyone!

Some of you may have noticed that we did not publish any details about our activities this month as we did in the previous ones. That is because we were hard at work trying to make a public-ready version to be playable for free by everyone for the Games from Quebec event!

Our demo of Almanach will thus be available from February 17th, 11:00AM EST, to February 23rd, 11:00PM EST. In that demo, you get to play as the Azca people, as they escape their ancestral caves to find a new home in a hostile desert. You will be able to play the first 75 turns of content, complete with narrative events, strategic city development, map exploration and combat.

Do remember that this is a pre-alpha demo however! There are still many art placeholders in there, and many game mechanics are still very susceptible to change. This also means you might encounter some bugs, although most of them should be relatively minor. In any case: do let us know what you think about the demo when you play it! Join us on discord, or fill out the feedback survey

We hope to hear from you during the week!
FUMEHEAD - FUMEHEAD Dev
  • enemy intentions now refer to targeted player characters by name
  • activating dialogue automatically hides tutorial boxes
  • text boxes are stabilised in relation to the camera sway, preventing the text from shimmering
  • a certain hidden dialogue no longer activates prematurely
  • interactive monologue boxes no longer flash during dialogue choices if left unused
  • fixed level bar in inventory screen showing being less full than ratio of current XP to next level
  • mashing save button during the door kick animation no longer allows to create an invalid state save file
  • loading a save during fade in animation no longer causes permanently black screen until next restart
  • loading any save no longer causes a z ordering issue with certain sprites
  • saving is no longer available in-between rooms
  • opening inventory during death of both heroes no longer prevents you from interacting with the death menu
  • ELECTROCUTE and TIME OUT now affect units with BURROWED effect
  • minor wording changes in effect descriptions
  • fix targeting issue that allowed enemies to sometimes target a dead hero
  • fix issue with death animations not completing for heroes who died during last turn
  • death screen no longer has social media buttons
Mage Tower: Call of Zadeus - Super Mega Games
Major Bug Fix

-Fixed a rare bug that could crash the game when adding new monsters to the monster board.
Innkeeper's Basement - Rebel Egg Games
Hello adventurers!

We're excited to announce some much-needed hotfixes and the introduction of new main music, along with unique tracks for each dungeon. The new music is now free of licensing restrictions, eliminating the need for streamer mode!!! We invite you to listen to the new tracks and share your feedback on whether you prefer them to the old ones. 😊

In addition to the musical updates, we've made enhancements to the game mechanics, including a new upgrade to the card animation system. This enhancement ensures that the game operates more logically, preventing any unintended advantages from fast-paced card usage. As our game is strategy-turn-based, it's important to maintain a level playing field for all players while ensuring that every player has ample time to strategize and make their moves without feeling rushed.

We've updated illustrations for 53 older cards to ensure they are more cohesive with the illustrations we have created later.

Furthermore, we've implemented several small quality-of-life improvements to our interface to enhance your gaming experience.

Following this update, we anticipate a period of radio silence for a few months as we shift our focus to other projects. Rest assured, we will return with the final update this year.

Now without further ado, here is the changelog:

Changelog 0.4:

Mechanics:
  • Updated animation system: Cards are now logically distributed in your hand at the start of the draw phase, preventing the possibility of drawing multiple cards to the same slot during gameplay. Previously, playing a drawn card while the game was still drawing could result in drawing a different card to the same slot, effectively allowing players to draw two cards instead of one.
  • Three times more gold piles in Golden Lands!
  • Purple pill has been added to ‘Pill Master’ base deck, ‘Bag of Pills’ card drop and ‘Drug Dealing’ passive ability drop.
  • ‘Devil’s Mound’ can now be unlocked using cards with 'Unholy' in their tags, instead of ‘Devil’s cards’ which were not clearly listed by any tag.
  • Players can no longer use hotkeys to play cards while any other window is open.

UX:
  • New sound effects for Dodge and Immunity effects in game.
  • ‘Unlocked Only’ is now enabled by default in Grimoire.
  • Fullscreen is now enabled by default.
  • The Karma store now will be visible to the player, after obtaining the first Karma point. Furthermore, a new tutorial step has been added to provide detailed information about the Karma store to the new players.
  • Game log is now visible in the summary window.
  • The summary window has been updated to display the title of the current dungeon.
  • The game now sums up damage done to the player at the end of each turn, instead of displaying each number separately. This functionality also applies to picking up gold with the 'Goblin' passive.
  • We’ve added a 1-second delay before displaying the summary window to the player.
  • We've implemented several upgrades to the in-game log to enhance usability, including smooth scrolling, the ability to close the log by clicking outside the window, and a darker background for improved visibility.
  • We've enhanced the events window interface to scale appropriately for five or more options, ensuring all options are displayed.
  • The preset selection bar can now be scrolled vertically only.
  • We've added a 'Save Changes' popup window that appears when a player attempts to leave the Grimoire with unsaved changes.
  • The game now saves empty hand slots, preventing players from exploiting game restart to their advantage.
  • Search is no longer case-sensitive.
  • Search now supports Polish language.
  • All bestiary unit names now fit correctly within their title spaces.
  • We've corrected the warrior passive ability description from 'each enemy he kills' to 'each enemy that dies' to be more accurate.
  • The store now correctly displays the doubled amount of gold for selling cards if you play as a 'Goblin'.

UI:
  • New Cards Illustrations for:
    3D Printer;
    All Out Attack;
    Annihilation;
    Armament;
    Black Pill;
    Blue Pill;
    Red Pill;
    Green Pill;
    White Pill;
    Rainbow Pill;
    Blood to Stone;
    Bomb;
    BullsEye;
    Bun;
    Concentration;
    Curse of Alcoholism;
    Curse of Fatigue;
    Curse of Pain;
    Demonic Body;
    Demonic Explosion;
    Demonic Sacrifice;
    Demonic Strike;
    Demonic Visions;
    Double Attack;
    Energy Bolt;
    Fast Breathing;
    Final Effort;
    Fire Ball;
    Fire Bolt;
    Fire Storm;
    Fish;
    Hazardous Draw;
    Heal;
    Holy Smite;
    Kick;
    Life Drain;
    Magic Missiles;
    Mana Breathing;
    Meditation;
    Mind Awakening;
    Overpowering Strike;
    Palm Strike;
    Piercing Strike;
    Quick Slash;
    Rage;
    Raging Quadblow;
    Raging Triblow;
    Repair Armor;
    Sacrificial Toss;
    SingOooLarity;
    Sonic Blow;
    Steel Body;
    Whirlwind;

  • We've added two new arrows at the bottom of the Grimoire/Bestiary book, and also updated the graphic for the cursor arrow.
  • Updated the bestiary book sprites to match those of the grimoire.

Content:
  • New Steam Achievements - for unlocking ‘Omega World’ and ‘Devil’s Mound’; for completing ‘The First Doors’, ‘Omega World’ and ‘Devil’s Mound’.
  • Karma tokens - now karma tokens can be found in dungeons that permanently increase karma points you have. This change will make failed runs able to still make “some” progress in the game.

Balance:
  • ‘Priest’ now targets mixed cards with both mana and stamina costs simultaneously, excluding cards with only mana or stamina but also with a health cost.

Other:
  • We’ve changed the Main Music theme.
  • New Music themes added to each dungeon.
  • Streamer mode is no longer necessary and has been removed.
  • Improvements to Polish translation (still marked as prototype; we are not happy with it).
  • Improvements to wording both in Polish and English.

Bugfixes:
  • Fixed an issue where excessive use of Song of Pain cards could prevent the drawing of cards.
  • The death warning tutorial step now correctly displays the white border on a tile with a skull icon.
  • Fixed an issue where quest collectibles (like Dungeon Key) would disappear after resuming the game.
  • Fixed an issue with Moonlight Sonata causing units that couldn't be moved to move.
  • Fixed an issue where using AoE cards consecutively could sometimes prevent visual effects (VFX) from appearing.
  • Alt + Enter to enable fullscreen mode now saves correctly and no longer resets when transitioning from the menu to the game.
  • Switching between presets in Grimoire no longer results in the disappearance of one wisdom point.
  • Fixed an issue where exiting the game while in the chest or store window resulted in a game crash upon continuing the run.
  • Players can no longer unlock the Volcano by repeatedly entering the game with fire tag cards in their deck.
  • Players can no longer unlock 'Gnome', 'Discord' and 'Devil's Mound' simply by finishing a dungeon with an empty deck. All of these unlocks now require at least one card in the deck upon finishing.
  • Players can no longer unlock the 'Ogre' simply by rejoining the game when playing as a 'God'.
  • The 'Cursed One' unlock counter now functions correctly and resets upon discovering a tile with a game object.
  • Fixed an issue where enemies killed with poison damage or the 'Song of Pain' card while the player was on a different level were not disappearing upon death.
  • Fixed an issue with cards overlapping the edit preset window in the Grimoire.
  • Fixed an issue with the 'Rainbow Pill' card animation, where the card didn't disappear after being used.
  • Fixed an issue where after reaching the first tier of sanity, players could encounter cards where health cost was changed into mana or stamina cost, resulting in duplicated resource pools.
  • The 'Curse of Forchan' now consistently displays the correct number of cards it will destroy.
  • Fixed an issue where turn skipping and card draw could cause the hand slot to become blocked, preventing players from using cards in that slot.
  • Fixed an issue where the 'Reptilian' unit passive ability was not always triggering correctly due to players fast-passing turns.
  • Quest log timers now update correctly upon re-entering the game, rather than after playing the first turn in a re-joined session.
  • Fixed an issue where exiting the game while in the in-game arena caused the table to disappear upon re-entering the game.
  • The 'Invisibility Potion' effect no longer disappears for ongoing effects upon rejoining the game.
  • Fixed an issue where tiles in the arena were not displaying the correct number of enemies until after the player's first turn upon rejoining the game.
  • Fixed an issue where Unit’s that can burn cards with their passive ability, were causing cards zoom in the Character Selection to not work for cards affected with their abilities in previous run.
  • ‘Nidhogg’s Head’ now correctly displays its Immune status.
  • Pressing Esc while simultaneously closing the store window with X no longer causes visual bugs to appear.
  • Opening the Grimoire in the Character Creation window no longer resets your settings to default.
  • Fixed an issue with 'Mimiceon' not always counting the number of mimics correctly, which resulted in the need to kill one additional enemy after a mimic before winning the dungeon.
  • Fixed an issue where players could sometimes see visual effects from the level they just left displayed above the level they just entered.
  • Fixed an issue where card rarity crystals from cards bought in the store were displayed on top of cards in the new store, but in the same slot as the purchased cards.
  • The game no longer sends 'You used X' messages in the console upon rejoining the game with ongoing card/item effects such as invisibility potion or others.
  • The Karma store now correctly displays your current statistics in item descriptions.
  • Abilities like those of the 'Ant Queen' and 'Necromancer' (and others similar) now correctly activate every x turns upon discovery, instead of turning off after the first use of their abilities.
  • Fixed an issue with mimics turning back into chests upon rejoining the session.
  • Fixed an issue with the table disappearing upon rejoining the game if the player was on the final level of Undercity before rejoining.
  • Fixed an issue where console messages were printed in an incorrect order, resulting in enemies kicking the dead body of a player before a message about players death.
  • 'Larvae' and all other units spawned with other units' abilities are now correctly counted in the 'Noob' passive ability, without the need to attack them or reset the game.
  • The game no longer prints the 'Coroutine couldn't be started because the game object 'TileFloor(Clone)' is inactive!' console error when the Devourer eats a larva egg on a different level than the player's current level.
  • ‘Larva eggs’, ‘Slimes’ and all other units with similar abilities now spawn their brood directly on the tile they were occupying.
  • Fixed an issue where 'Larva eggs' spawned with dungeon passive ability were not affected by the 'hide enemies' button.
  • Fixed an issue where the 'Undead Lord' was not dropping a chest upon death.
  • Using 'Weaken' on units with 0 damage no longer changes their damage to 1.
  • Dead 'Larvae' no longer move after being devoured by the 'Devourer'.
  • The game log no longer describes names of units that are not yet discovered but have resistance.
  • Using 'Song of Speed' on the 75 sanity level no longer causes the card to have an additional 1 health cost.
  • Using the up and down arrows in the in-game log no longer allows infinite scrolling.
  • Opening the store before opening any other window no longer causes some cards to appear dimmed upon opening the deck window.
  • Fixed an issue with cards sometimes displaying an additional 1 mana/stamina cost.
  • The game now correctly displays the costs of 'Redeemer's Blast', 'Second Wind', and 'Touch of
  • Perfection' cards based on current health when the cards are displayed in the loot bag or store.

Known issues:
  • Achievements do not work via proton on Linux.
Feb 16
In My Defense - Dr Mark Mad Scientist
  • In the basement levels, Hitch now stays near the center of the screen when moving horizontally.
  • Fixed rare bug causing crash when moving to new level.
  • Fixed bug causing a voice line to never play when the Denfensa ship is enlarged by a Power-down.
DROD: Gunthro and the Epic Blunder - Caravel Games
The Descent of King Hesper is a newly-released quality hold (expansion) for DROD that you can play now for free. It is the culmination of ten years of work by 45 architects, testers, writers, spriters, and programmers from the Caravel community who wanted to share their creation with the world.

It is similar in style to the official holds, starting at beginner-level difficulty, exploring game elements one at a time, and ramping up to expert-level puzzles. There are lots of bonus puzzles and secret areas to find along the way.

This hold is absolutely massive -- nearly 2,500 rooms and 150 levels! Best of all, you can download it from the Caravel Forum for free.

Anyone looking for more high quality DROD content before the next official Caravel release should do themselves a favor and check out The Descent of King Hesper.

Happy DRODing!
Killer Bean Playtest - Killer Bean - Developer
I'll post a description on the Killer Bean Steam Community
Shades of Rayna - w0hoho
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