Katanaut - voidmaw


First off, a huge thank you to everyone who has played the Katanaut demo, shared feedback, and helped shape the game. Over the past month, I’ve been working nonstop to patch bugs, improve accessibility, tweak visuals, and slowly introduce more content. If you haven’t tried the demo yet, now’s a great time to check it out!

Now for the big news – Katanaut is officially part of Steam Next Fest, starting February 24! Leading up to the event, I’ll be rolling out new content for the demo, so even if you’ve already played, there will be fresh updates to dive into.

Press Coverage & Content Creators

I never expected the amount of coverage the demo has received, and it’s been incredible seeing so many people enjoying the game. Here are a few places Katanaut has been featured:

📰 IGN: Official Demo Trailer
📰 PCGamesN: Katanaut Demo Out Now
📰 4Gamer.net: Japanese Coverage


IGN also hosted the trailer on their YouTube channel:
▶️ IGN YouTube – Katanaut Trailer


Beyond that, I’m incredibly grateful to all the content creators who have showcased Katanaut. It's been an absolute trip seeing people play the game, which I've been obsessing over as a hermit for the past few years. If you want to see a pretty cool example of a showcase, checkout:
🎮 Splattercatgaming: Katanaut First Impressions



More Updates Coming Soon

With Steam Next Fest right around the corner, I’ll be dropping even more content into the demo over the next week. Whether you’re playing for the first time or jumping back in, I hope you’ll check it out and let me know what you think.

Thank you all for the amazing support! See you at Next Fest!



Rogue Battalion - Zappy
Patch #2 for the Rogue Battalion Demo is out now with some balance changes.

TLDR: After looking through the metrics, we noticed that over 75% of losses happened within the first 4 waves which seemed a little extreme. We adjusted some things to make the difficulty start a little more fair to the player but then ramp back up to where it was by the end of the demo. Hard difficulty has not been touched.

Balance Changes:
  • Assault troops were underperforming. Most of the time, starting with an assault troop card meant losing in the first 2 waves. The assault troop card has been buffed a bit to provide 5 assault troops instead of 1 riflemen and 3 assault troops.
  • Assault troops were not surviving their approach long enough to actually matter. Their health has been increased by 10%. This doesn't seem like much but actually makes them hit a significant breakpoint so that enemy snipers can't 1-shot them anymore.
  • Regular infantry are no longer completely useless against tanks (just mostly useless). Larger caliber infantry weapons (riflemen, fire support troops, snipers) can now do at least a small amount of damage to armored units. They're still not effective against them but it's not a guaranteed loss anymore if an enemy tank shows up and the RNG has denied you anti tank weapons up to that point. It's still in your best interest to get the card and escalation upgrades to make sure you have a way to deal with enemy armor.
  • Tank-based machine guns are a little more accurate now to keep the balance between them and swarms of riflemen.
  • The final wave is now guaranteed to have at least some enemy tanks so be ready.

Visual Changes:
  • The ability bar on the HUD has a slightly new appearance.

Known Issues:
  • Mountains in the first level block aircraft shots. This is actually intentional but it's not exactly clear players need to use the directional control function of the air strike abilities to work around obstacles so we may end up changing this for the first level and making it a challenge for a later level in the full game instead.
  • Optimization is still a work in progress. The next update will likely be an optimization one.
Spooky Dungeon Playtest - Neil Breen
Happy Spookruary everyone!
We've been cooking through the cold, dark winter months and, boy, do we have something special for you! This huge update comes chock-full with lots of changes, tweaks, improvements, and content. Here’s a more in-depth look at what’s changed:

Combat & Spells
  • You now have a Mana Shield spell that can absorb incoming damage while active
  • Countless balancing tweaks to spells and attacks
  • Freeze spell can freeze up to 3 targets
  • Balanced Fireball damage and knockback
  • Enemies push each other in combat and can be pushed by the player, making close-quarters fights more dynamic
Quests & Characters
  • Say hello to the Widow and the Merchant!
  • New quest: Help the Priest find his Lost Heirloom!
  • Added more NPC dialog during some quests
Enemies & Bosses
  • Added a new boss: The Rotten Lich with some dangerous unique attacks
  • Overhauled damage and health for all enemies
  • Tweaked Skelly load out
  • Updated path finding, movement and behaviors for all enemies
Levels & Environment
  • Added many more types of decorations (chains, archways, pillars, cages), giving each biome a distinct aesthetic
  • New decorative props (banners, shelves, skeleton heads, etc) appear throughout the levels
  • Made numerous improvements to the procedural level generation algorithms
  • Some levels have custom spawn and exit rooms
  • Levels can now have multiple sectors separated by locked doors
  • Town environment updated (grass, leaves, lighting tweaks) for a spookier ambience
Gameplay Tweaks
  • The Merchant now visits town, selling magical Rings and items in exchange for Spirit Oil
  • Orb Shells and Spirit Oil form a new currency system - you can convert shells into oil using the Widow's cauldron
  • Guiding spirits will help you find the exit portal in the dungeon
  • Doors can be locked and require you to find a lever or a key
  • Status effects are now clearly visualized
  • The book UI has been overhauled
  • Tweaked Spell Book model, plus new animations and improved audio sync for flipping pages
  • HUD updates automatically on level load, ensuring correct health, mana, and stamina bars.
  • Many behind-the-scenes improvements for stability and performance
  • Too many other bug fixes and small improvements to count
Technical Updates
  • Added more settings: max FPS, dialog volume, camera shake, etc
  • Made numerous performance enhancements
  • Better handling of multi-monitor setups
As always, thank you for your continued support. We’re thrilled to see how you like the new characters, quests, items, and other changes!

For the best experience please delete any old save files you have.
Save files are located here:
Windows: %APPDATA%\Godot\app_userdata\Spooky Dungeon\saves\ macOS: ~/Library/Application Support/Godot/app_userdata/Spooky Dungeon/saves
Happy dungeon crawling!
myPOPGOES - Kane Carter
Hey everyone!

We've published version 1.22 of myPOPGOES!

New and Improved had a fantastic reception and to this day we've received no reports of major bugs. Since the release of the major update, we've been focusing on improving controller support and preparing the game for ports. This process mostly revolved around implementing on-screen prompts for controllers, and optimising some controls to be more intuitive.

We've been told by testers that using a controller is now much easier, and simpler to understand. If this update goes well, we'll also send the game to Steam to see if it can be verified for Steam Deck. That would be cool.



Thank you everyone for playing the game and for giving updated feedback on the New and Improved update. I'm excited to get things wrapped up so we can hopefully get the game on consoles and mobile this year.

Kane
Feb 17
Azoove - timelesstoucan
Change list

Misfortunes
You may or may not know that Misfortunes are divided to 3 difficulties: normal, hard and brutal.
We've moved some Misfortunes between tiers and adjusted their effects to create a better experience for new players who could have been getting Misfortunes that are suboptimal on the first day of their first game.

Also, no normal Misfortunes (that could appear day 1 on Spite 0) will have 2 Opportunities anymore. Up to 3. Many other, harsher Misfortunes now only give 2 Opportunities.

The expected result is that Azoove will be slightly easier on the first few runs and slightly harder on higher difficulty runs. Extra draw trinkets should feel more meaningful at higher Spite.

Tutorial
Adjusted some prompt texts, locations and UI layers for clarity and usability

Bugs
Fixed a bug where extra Opportunity draws from some trinkets would not work


Rest, but only twice!
Feb 17
BattleTubers - Jiffy Goat
Sorry again for all the game issues thank you for joining the discord and reporting bugs so I can get em fixed quickly.

Fixed the Item shop so all players can now use it in multiplayer.

Fixed Abilities so all players can now use them.

Fixed a bunch of other network replication stuff.

*NEXT PATCH*

Should hopefully have another patch out within a week with proper enemy AI. I just added some quick basic code to make then target nearest player. Next update enemies will properly follow/chase players, move around obstacles, have usable ablities etc.

After I finish the enemy AI system all core functions will be complete and I can start focusing on making and adding all the new content. You can see upcoming/WIP content for game in the discord.

Thanks again for helping me test and develop BattleTubers.

Be Goat To Each Other.
Resonite - Frooxius
A quick hotfix for some worlds & items not loading when they contain mix of legacy & PhotonDust systems!

Compatible with current.

Update if you're experiencing crashes on loading of those items.

Fixes:
- Fixed crash when loading worlds which contain mix of legacy & new particle systems (reported by @spexcat, @vrbat, issue #3759)
HYPERxFANTASY - entity
Hello, Dreamer. The HYPERxFANTASY demo will be released during Steam Next Fest on February 24th, 2025, and we're excited to welcome you into our world.

In the first moments, you'll meet Surcutt-P, the game’s architect. He’ll explain the demo’s limitations—and why following the Arch-Executor’s orders is a matter of life and death. Consider it your invitation to dive a bit deeper into our surreal dreamscape.

Next, you'll jump into a rhythm minigame where your task is to help a lost soul fulfill its final wish before it drifts into the digital afterlife. It’s a simple sequence that hints at the mysteries ahead.

You'll also cross paths with Enris—a character who may seem a bit cold at first, but who hides a warm, caring heart. Together, you and Enris will explore the sprawling, concrete corridors of the Cortex, a megastructure full of secrets waiting to be discovered.

Move freely with your glider and try your hand at melee combat as you journey through our world.

More details will be shared with the demo release. We can’t wait to hear your thoughts—join our Discord on launch day to share your impressions, ask questions, and connect with fellow Dreamers.

See you in HYPERxFANTASY!
HATMAN - Ninjacostar
Exciting Announcement: "HATMAN" Now Available to Wishlist on Steam

Dear gamers, enthusiasts and ninjas who wear hats.

I am pleased to announce that HATMAN is now available for you to wishlist on Steam. This upcoming title invites players to embark on an epic journey, battling quirky enemies, solving intricate puzzles, and discovering hidden secrets within a world of whimsical charm and vibrant landscapes.

As the sole developer behind HATMAN, I am dedicated to delivering a memorable gaming experience. The development of this project is progressing well, with a targeted release date set for 2025. Your support and enthusiasm are greatly appreciated as I continue to refine and perfect the game.

By adding HATMAN to your wishlist, you will receive timely updates on development progress, release dates, and special events. Thank you for joining me on this exciting journey. I look forward to sharing this extraordinary adventure with you.

Stay tuned for more updates, and follow my social media channels for exclusive behind-the-scenes content and sneak peeks.

https://x.com/ninjacostar


Regards, Ninjacostar.
Ex Vitro - Adjuvant
Added Features:

  • An XMP generator machine has been added in the room before the final portal
  • In areas of high XMP radiation, the map screen is distorted in addition to the mini-map
  • Added global volume control in the Main Menu options screen
  • Added a magnifier option to the map screen
  • Added an Easter Egg to celebrate the launch of my new game, Mycocosm! (with a new, hidden achievement)
    • Hint: To unlock it, after reaching 100% item collection, find a room with a large fungal overgrowth…
Bug Fixes:
  • Fixed issue with antlion/barnacle claws trapping player if the enemy is killed while closed
  • Fixed level geometry in upper part of vertical jungle room with melon spitters
  • Small bouncing slimes should no longer be destroyed if hitting player
...