Cabin Crew Life Simulator - ZackiChanke
🚨 Quick Patch Update 🚨
We’ve just released a small patch to fix some bugs and improve a few elements of the game 🛠️
🔧 In this patch:
- Update and add new Achievements
- Improving some UI elements
The Devil Ball - ZetsumiG
The leader of the Magic Ball Village set out on a mission of revenge, but he did not forget his responsibilities to defend his village against the violent invasions generated by the Devil Ball. The system calls for you, player, protect my village.
Hunt the Pale Gods - nickpapageo22
Patch notes - Version 1.0.1

  • Character unlock requirements have been reduced. Why: the goal was never to introduce grind, only to allow players to be more familiar with the game as things unlock. The requirements were a bit too high that felt grindy.
  • Exploration glowing arrow now goes away after the first game over screen (win or lose).
  • Added cards per color count in player deck UI.


NOTE: After this update, If a character should be unlocked but it is not available in the selection screen, simply start a new hunt and lose, characters unlock in the game over screen :)
Capibara Lost Dreams - BriinsCroft
*Fixed a Polish language localization issue
Echo Point Nova - matt
Hi everyone,

Big day for owners of Echo Point Nova! Let's go over the major new content:

Rogue Mode
Accessed from the new game menu, Rogue Mode is a new way to play EPN with randomized items, randomized spawns, an XP based level up system, an in-game item shop, and wave based combat. Supports singleplayer and co-op play, and a new achievement for beating the final challenge.



Weapon wheel
You asked and we delivered! As a bonus, weapon wheel and power wheel slow down time (in singleplayer) while you make you choice.



New guns
A belt fed machine gun and new super-high rate of fire SMG!


New perks
Try out Super Style, which slows down time whenever you are flipping, and Short Circuit, which gives you a heal whenever you destroy a mech enemy!



New islands
Find the new gear on 2 new islands, look for Erebus in the arctic biome and Ironwood in the lava biome!



New board stickers
Thanks to community member Positato!



More!
See the full changelog below for lots of quality of life improvements, performance improvements, and bug fixes.

Thanks a ton for playing the game! I hope you enjoy the new content and more is coming in the future.

-Matt






FULL CHANGELOG:

New Features
  • Rogue Mode added.
  • Weapon Wheel: Players can now access a weapon wheel, in singleplayer time slows while using gear wheels.
  • New Islands: Erebus and Ironwood added to the world.
  • New Perks: Super Style and Shortcircuit.
  • New Weapons: LMG and XYZ.
  • New Stickers available.

Balance & Quality of Life
  • If an NPC dies by suicide during a scan without taking player damage, the death no longer counts for the scan kill.
  • Explosive hits now affect mech weak points.
  • Mechs now wear hats when the hat mod is enabled.
  • Voxel destruction radius increased for all player explosives.
  • Breaching Tool Perk now causes larger voxel destruction.
  • Time Magazine now throws a grenade instead of dropping it.
  • Shock Magazine now activates during any reload.
  • Enemies cannot shoot within 2–3 seconds of spawning.
  • Headshots with the Silly Hats Modifier now emit confetti.
  • Enemy movement speed tweaks.
  • High-level enemy HP lowered.
  • Suppressor adjustment: Now only reduces bullet velocity by 10% and grants a headshot damage bonus.

Bug Fixes & Performance
  • Optimized performance for explosion effects.
  • Workshop maps no longer update while playing in singleplayer.
  • Fixed a bug where the auto shotgun sometimes wouldn’t ADS.
  • Fixed crashes and weird behavior when a player tried to leave an active scan area.
  • Fixed an issue where clients in co-op scans would keep unnecessary areas loaded.
  • Fixed a bug where extra Colossi turrets would spawn in co-op.
  • NPC hat fit polished.
  • Various UI changes for Steam Deck verification.
  • Fixed a bug where the gamepad couldn't select the respawn button.
  • Improved hammer hit detection on NPCs for clients.
  • Fixed Freeze Power and Fire Power for clients.
  • Holstered weapons now properly remember if they have an extended mag.
  • Fixed cases where No Ammo and No HP mods wouldn’t work.
  • Tanky Enemies Modifier now increases enemy health by 50% (previously 300%).
  • Supply crate drops now adjust based on No Ammo and No Health challenges.
  • Increased damage particle size when bullets break voxels.
  • Enemy movement speed rebalanced at higher difficulties (some high-level enemies previously moved slower than intended).
  • Between-hit on player cooldown now skips for higher difficulty enemies (except shotgunners).
  • Reduced projectile speed multiplier for high-difficulty enemies.
  • Paint particles are now flashier.
  • Bullet hole and paint splat fade distances increased.
  • Hitting enemies with paint now emits paint effects.
  • Fixed gamepad turn rate being affected by framerate.
  • Best For Last Perk no longer applies to explosives.



Distant Flux: System Initializing - DistantFluxSA
Character Additions and Changes

Added AI ability orders and behaviors to NPCs. Abilities (innate, weapon, and consumable) are loaded into type sets, ordered by base power rating, and updated as abilities are added, removed, or leveled. NPCs then use those lists per turn across appropriate spotted targets to find the first matching valid action.

Targets are ordered by character behavior settings for both hostile and friendly abilities. Current profiles:

  • Bruiser - Attacks highest HP target;
  • Culler - Attacks lowest HP target;
  • Challenger - Attacks highest threat;
  • Coward - Attacks lowest threat;
  • Healer - Heals/buffs lowest HP friendly;
  • Buffer - Heals/buffs highest-level friendly;
  • Bolster - Heals/buffs lowest-level friendly.

Also, enemies will prioritize attacking units that attacked them last turn. (I may split that into separate profiles.)

I also added more utility combat-related orders:

  • Teleport to base if any resources critically low. If in a spatial disruption, attempt to move to a non-disrupted zone.
  • Heal/buff self if health or power low;
  • On base, salvage own corpse at pylon (this can happen if a successful teleport home is made while taking a death blow).
  • Use Medbay if health low;
  • Rest in Residential if health, stamina, and power are not topped off;
  • Study inventory item;
  • Equip better gear;
  • At shop, sell excess gear and upgrade gear. NPCs have a preset inventory they will endeavor to replenish and upgrade. NPCs will also attempt to spend prestige before credits.

I do intend to add civilian equipment that will need upgrading, and civilians may also rest occasionally, but they shouldn't need many of the above orders.

Ability Mechanics Additions and Changes

  • Using combat abilities now generates a threat rating, which can attract or repel hostile attention, depending on monster type. The rating is the total power output of the last ability, so AoE abilities tend to gen the most threat (since their output totals the power applied per target).
  • Added a Taunt combat ability to buff threat.
  • If immobilized or encumbered, and not flying, evasion is either disabled or halved. If evasion is disabled, no evasion exp is gained.

Room Additions and Changes

  • Free power recharge is now in Residential (along with health and stamina). So resting now regens all three resources,
  • Training stations that use room level now have a base speed that the level multiplies.

World Mechanics Additions and Changes

  • Boundaries no longer add obscuration to remote detection. Piercing stealth in a remote zone is still twice as a hard as in the same zone.
Hellgate Reiko - 텐타클
The update for the demo version is currently delayed due to the Steam build review process.

We are working hard to resolve this issue as soon as possible so that we can update the demo file at the earliest opportunity.

We sincerely apologize for the delay.

The Beautiful Island - thelastsecret
There was an issue that some opinions of Harry and Charlie could not be collected. This has now been fixed: Harry's opinion had simply not been displayed which is now automatically fixed when you restart the game. Charlie's opinion could previously not been obtained due to a bug. You can now visit Charlie at his home in the "blue" scenario to collect it.
Thank you for reporting this bug and for your patience.
Bulwark Evolution: Falconeer Chronicles - muppet
A small fix that brings the beta changes and bugfixes to live
Crashers of Aetheria - Hicksy
General
No new client update just yet, instead this post is mostly to cover a few of the server side issues that have been deployed that have been affecting gameplay.

Gameplay Changes
  • Disguised units will now maintain their attributes applied to them. Attributes include: Poison, Plague, and Slow

Fixes
  • Attribute text during hover over state should now be the correct size as ability text
  • Crashers with 0 attack no longer can take out magic barrier
  • Brawler unit should no longer be gaining extra health with eliminating another crasher
  • Crashers with 0 attack no longer can take out the modifier wall in the middle
  • Disguised units with more than 1 hp and hit by holy smite will no longer go back to full health when being revealed
  • Disguised units revealed/shot within range of an ox totem will maintain their buffer for the turn
  • Holy smite no longer reveals disguised units hit and survived

If you have read this far, make sure to join the discord!
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