BLACK STIGMA - WINSOME



Hello, I am Kwon Dae Ho, the Executive Producer.

BLACK STIGMA has been meticulously refined through field tests in the game shows and global tests. We have decided to participate in the STEAM Next Fest in February 2025, and would like to inform the results of our development in advance.


[h4][ Test Schedule and Overview ][/h4]

1. Test Schedule
The test will take place during Steam Next Fest, running from February 24 to March 3 (Pacific Time).


2. Service and Matchmaking Regions

Unlike previous tests, this one will be conducted as a global one-server service, allowing all players to participate on the same server regardless of location.
However, there will be seven matchmaking regions to ensure smooth gameplay.

The game will assess the network status between the player and each matchmaking region, displaying a list of available regions along with their connection quality.

Regions expected to have extremely poor network performance will be unavailable for selection. Players can choose from the available regions and apply for matchmaking accordingly.


[h4][ Key Test Content Scope ][/h4]
The Next Fest version will feature 13 playable characters and three PvP modes.

Kaira, a new character, will debut alongside the 12 existing members of the A.S. and AB killer groups. As a K-pop artist and intelligence agent, Kaira brings a unique playstyle to the game.

The available game modes include: Kill ‘Em All – a standard elimination mode,
Get ‘Em All – a 3 vs 3 vs 3 cash grab mode,
and Versus – a newly introduced 1 vs 1 duel mode.

Additionally, the following core elements will be showcased in this test:

1. Combat system improvements
2. Enhanced character identity
3. Game mode specifications
4. Weapon specifications
5. Introduction of Battle Pass
6. UI/UX improvements


[h4][ Combat System Improvements ][/h4]
The overall combat experience has been refined to be "faster and more intuitive."

1. Shooting has been made easier, and the first-person aiming mode is now more intuitive.

(based on the result of testing auto fire with the same Ruger Mark.4 Lite basic model)

Accuracy, the key factor affecting shooting difficulty, has been significantly improved.
As a result, bullets now land closer to the aiming reticle, making a noticeable difference, especially in moving shots or rapid-fire scenarios. Players familiar with the previous Black Stigma test will feel this improvement even more.


2. The controls for character-specific active skills have been improved.

Previous test versions aimed to reflect realistic martial arts and combat techniques, but this resulted in slow and frustrating controls.
To address this, we made significant adjustments to the game’s setting and overhauled character animations accordingly.
As a result, skills now flow more smoothly, allowing for quick directional changes during skill execution, making them feel more responsive and natural.
Further details on these skill improvements will be covered in the [Enhanced Character Identity] section.


[h4][ Enhanced Character Identity ][/h4]
Character individuality has been further refined based on extensive review.

1. Skill compositions have been made more dynamic and visually engaging.
As mentioned in Developer Note #16, we’ve reinforced the visual appeal of each character’s stylish traits.


These improvements are not just cosmetic. Animation speed, hit detection, and skill responsiveness have all been optimized to enhance the overall gameplay experience.

2. Character voices have been fully implemented.
As Black Stigma is a hero shooter that emphasizes character identity, over 20 voice actors were carefully selected to minimize cases where one actor voices multiple characters.

For now, only Korean and English voiceovers are available, but additional language options will be introduced in the future.


[h4][ Game Mode Specifications ][/h4]
The core of any PvP shooter lies in its game modes and maps.
The Kill ‘Em All and Get ‘Em All modes from previous tests remain intact, while a new Versus mode has been introduced for 1 vs 1 battles.

1) Kill ‘Em All Overview & Improvements
Kill ‘Em All is a 3 vs 3 elimination mode, where teams must eliminate all opponents to win a round, with the first team to win four rounds securing victory.

The mode will feature four maps. Extension Works, Old Manor, and Abandoned Subway which were introduced before, and the newly added map 'Sewers.'
Sewers features a multi-layered central structure to increase vertical combat encounters.
The three returning maps have been slightly downsized to encourage faster engagements.


2) Get ‘Em All Overview & Improvements
Get ‘Em All is a 3 vs 3 vs 3 cash grab mode where teams compete to collect and secure the most gold. Players must eliminate opponents, gather gold from the ground, and hack enemy vaults to steal funds.


The ‘Museum’ is centered around a central hall, with each team’s safe located a relatively short distance away. Through this structure, the intention was to create a large-scale melee in the center at a faster tempo than ‘Violet Hotel’


3) Versus Overview & Improvements

The newly added Versus mode was first introduced as a prototype at the 2024 Thailand Game Show. As explained in Developer Note #15, two players select three characters each to engage in head-to-head combat.

The Next Fest version features three maps, with victory going to the player who secures two rounds first.

Additional PvE content will be available for training and practice:
  • Training Ground: Practice with dummies while freely swapping characters and weapons.
  • Kill ‘Em All (Training): A 3 vs 3 elimination mode with AI bots.
  • Get ‘Em All (Training): A 3 vs 3 vs 3 cash grab mode with AI bots.

[h4][ Weapon Specifications ][/h4]
Weapon mechanics have been streamlined to allow for faster adaptation and intuitive gameplay.

1) Available Weapon Types
The test will feature nine types of weapons.

2) Simplified Weapon Parts Collection & Customization
All nine base weapons are now pre-unlocked, eliminating the need for purchases.

Each default weapon comes pre-customized to match its intended combat role. Players can use these recommended setups or modify them at any time to fit their personal playstyle.
Weapon part customization has been adjusted to reduce stress and allow for easier attachment and detachment.


[h4][ Battle Pass Introduction ][/h4]

A Battle Pass system will be introduced to provide mid-to-long-term progression through missions and rewards.
The Next Fest version will serve as a trial run, with all missions and rewards completable in approximately 30 hours.

The new character Kaira is one of the rewards and can be unlocked by completing just 20% of the pass.


[h4][ UI/UX Improvements ][/h4]


The entire UI/UX has been redesigned compared to previous test builds.


[h4][ Conclusion ][/h4]
We sincerely appreciate the support and feedback we have received over the years. This Steam Next Fest test is an important step toward our Early Access launch, and the insights gathered will help us refine the game further.

To show our gratitude, players who participate in Steam Next Fest will receive exclusive rewards that will carry over into Early Access. Limited-edition costumes of 'Hollowpoint' and 'One,' and four special items celebrating the Year of the Blue Snake (2025): A weapon ornament, a weapon sticker, a profile card, and an emblem

We hope you enjoy Steam Next Fest, and we look forward to your feedback and support. See you on February 24.

Sincerely,

Kwon Dae-ho, Executive Producer
DARKEST DAYS - DD_David
Hello, this is DARKEST DAYS.


We are thrilled to announce that DARKEST DAYS, a zombie survival shooter RPG, will be participating in Steam Next Fest 2025 from February 24, 10:00 to March 3, 10:00 (PST).

■ Gameplay Teaser Trailer

Stay tuned to the DARKEST DAYS social and community sites below for more information.

■ Social and Community
We'll be announcing more details for Steam Next Fest soon, so stay tuned.

If you'd like to stay up to date on all things DARKEST DAYS, please click Wishlist and Follow us on Steam community.

Thank you.
Metal Heads - MetalHeadsGame
HOTFIX: Version: MYSTICAL BOG #1.064 (EXPERIMENTAL BUILD)


The item wheel and tile modification wheels have now been fixed up again.
Now they shouldn't spin erratically after another player has modified a tile or gone into their inventory.

Please let me know if the issue persists where you will be about to rotate the inventory or the tile mod wheel one space to the right, but it does a fully 360 or the currently selected item or tile is not at the top of the wheel.

There is also now a purple particle effect that will fall onto any players that are cursed as part of a BAD LUCK or SURPRISE tile, but also when a player is cursed from the curse item itself, this is to make it more obvious that the player is being cursed.

I know there isn't really any documentation on the curse item either, but know that the more cursed your character is, the crazier and more unlucky they are. If random purple explosions start happening, or the player shrinks, or they don't teleport to a destinaion they wanted to teleport to using an item or teleport tile, then it's the curse doing it's thing.
Also, if you randomly explode and die after placing a trap/hazard while cursed, that's the curse doing it's thing.
Aaaand if protestors attack you rather than obstruct you, it's because you're cursed.

Cubic Odyssey - murlena

We’ve prepared a single-player demo for Cubic Odyssey.

The demo is available to download on the Cubic Odyssey Steam page
https://store.steampowered.com/app/3456560/

The demo consists of one planet that players are free to explore while meeting the locals, fighting enemies, mining ore, building bases and fixing their spaceship. There are about 2-4 hours of exciting gameplay to introduce you to the game’s mechanics and quests. The demo is dedicated to the Miner class who has the perfect set of skills for your first foray into the Cubic Odyssey universe.
After you finish the demo, please leave your feedback — this is very important to us. You can find the link to the survey in the main menu. Since we plan to make changes to the game according to your feedback, we won’t transfer your demo progress to the release version. So feel free to try out everything, experiment, and freely enjoy the game and then tell us what you think!

Participate in the #SteamNextFest and add Cubic Odyssey to your Wishlist so you don’t miss out on all the interesting stuff to come!
Border Town - 大米
1.Fixed a bug where advanced refrigerators could not be recognized as containers.
2.Steel shovels now dig two holes at once.
3.Fixed a bug where treasure digging might fail (correct spot dug but only coins appear, treasure marker remains).
4.Fixed an issue where the teleporter in the Prairie Wolf dungeon could push players off the edge.
5.Added automatic fish breeding functionality to aquariums.
6.Optimized controller input for some actions.
7.Added an "Unstuck" button to the pause menu, allowing direct return to the village. Avoid overuse for gameplay balance.
8.Adjusted certain dialogue texts.
iDigging - Vladislav Borovic
Friends, we’re happy to have you with us — the game iDigging has gained over 7000 wishlists on Steam in just a month and a half.

We sincerely thank each and every one of you for your support, interest, and trust. It inspires us to keep working on the project and make the game even better.

We’d also like to remind you that the iDigging demo will be available on February 24. Very soon, you’ll be able to dive into an exciting world of excavations, mysteries, and adventures.

Add the game to your wishlist so you don’t miss the demo release — there’s a lot of exciting stuff ahead.

https://store.steampowered.com/app/3447690/iDigging/
雀姬/姫麻雀 - recksniff
【雀士表情包——艾妮丝】

小枫现在为雀士大大们带来新雀士艾妮丝的表情包啦~





Feb 19
Community Announcements - oka
・Corrected various issues
Feb 19
LAST CLOUDIA - oka
・Corrected various issues
Shards of Her - sn00p
Hey there, this will be quite a long read, I think. I hope I don't bore you to Death

First off, with this update, I'll start making some changes for the full release of the game, including core updates that will be announced and implemented, and so on.

Now, the game will be updated to version 0.4, meaning we're now in ACT 4. I'll slowly update the UI/UX of the game. I’ve already started working on it, but I won’t make it available until I’m sure everything works properly.



Some things have been moved from where they were before, and a new menu has been introduced where you can find all the in-game lore, including character stories, major locations of importance, items, and more.

By the end of this, I’ll also share a few previews from the next update!

So, let's start by introducing the CODEX Menu, which features several sub-menus, including Characters (previously moved from the Extra tab), Realms, The Shards, Astrology, and Timeline.



For now, these are the main sub-menus available in the CODEX Menu. Two more are in development, but they will be introduced later, once the Aethral language begins to play a bigger role, its origins and why some beings in the current world still use it.

Plus, Gallery function is in work.

Now, let's go over the menus and see what we can find there, in the order they appear from left to right


Characters
I'm sure most of you are familiar with this menu, or at least, I hope so, haha. Anyway, it has received an update! Since the cast of characters is growing and new ones are being introduced, I’ve expanded the list. You can now scroll through it or use the mouse to navigate.

Some characters won’t be available right from the start; you’ll need to meet them and interact with them through actions, conversations, or scenes first. Their individual pages have also been updated—for example, Neith's page, as shown below.



Most character biographies have been updated and improved. In some cases, if the player discovers new information about a specific character, their page will be updated accordingly.

You’ll also notice tags indicating their superpowers, hovering over them will display a short description of each ability.

Additionally, there’s a special row for Origins and Race. Origins refers to when or where the character was born, while Race is self-explanatory.

On the right side of the menu, you’ll find Character Variants. This is where alternate appearances, special outfits, or any other visual differences for a character will be displayed. If a character has another look, you can check it out here. (This is unrelated to the Shadow Realm content.)





Realms
Here, you'll find the locations from the game, especially those important to the story and lore. Each location comes with a description, and in some cases, additional lore details about the place.
For now, this feature is limited to viewing locations, but an exploration feature is currently in development.

So, be sure to check them out!





The Shards
The game has always been about the Shards, right? Well, things are finally starting to come together, and this addition was necessary. As you discover Shards, they will appear here, and you’ll be notified via a notification. The first one will be introduced in the next update, so, here we go!

Each Shard’s page will provide details such as its name, origins, a short story, and more. This information will also be updated if the player uncovers new details.





Astrology
This is an early design, but it covers the basics. Astrology will play a significant role in the game as we progress, which is why you're getting an introduction to it now. At the moment, you can see the months and their corresponding zodiac signs in each box.

For example, Veri Kres (the equivalent of January) and its zodiac sign, Krathi Neka, are both written in the Aethral Language.

Hovering over the months, will mostly reveal if any of the important characters were born in that month.

More details will be revealed as the game develops!





Timeline
The Timeline has received some minor adjustments and changes. As you progress through the game and major events occur, they will be added to the timeline. More features will be introduced here, but those will be revealed later.

Now, these are the major changes, aside from dialogue fixes, visual improvements, and other adjustments. Additionally, whenever you discover something new or an entry in the CODEX is updated, you’ll receive a notification. Meet a new character? Done, you'll get a notification about a new entry in CODEX Characters. The same applies to other sections.

There are also a few additional things coming in the next update, beyond just story content.

  • New Characters
  • Voice Overs for Narration (the older content is not fully updated yet, will be as the game progress)
  • Script/Dialogue/Visual Fixes (all over the game)
  • Story Fixes (there were a few story inconsistencies, which are now fixed)
  • New Achievements
  • New Animations

Additionally, translation for Chinese and Japanese has begun! I can't provide an ETA yet, but I'm working on getting it done as soon as possible.

I'm sure I forgot something... I'll probably remember once the post goes live!

Ah, and yes, some SFW previews from the next update, this time from game, I hope you like them!








...