Humiliation Dungeon Survivors - PuniuGG
Content Adjustments
  1. Optimized attribute descriptions.
  2. Increased base movement speed (both in and out of combat).

Bug Fixes
  1. Fixed an issue where food skills could be used infinitely.
  2. Fixed excessively loud explosion sound effects.
Schmaragon - Schmaragon
Minor update.
ULTRAKILL - Hakita
  • Improved performance
  • Added option to completely disable fog in the Cyber Grind
  • Dash jumps performed via enemy step now only cost 1 bar of stamina
  • Radiant Idols now have a rainbow-colored halo to make them easier to distinguish
  • Alternate Shotgun can now launch dying Mindflayers
  • Greatly reduced chances of Virtues getting pushed away by the player while Whiplashing towards them
  • Insurrectionists can no longer be killed by their boulder touching a death zone
  • Fixed the Last Used Weapon bind not remembering the last used variation
  • Fixed the Last Used Weapon bind not remembering the last used weapon after loading to a different level
  • Fixed the scroll wheel when set to swap variations while the "On Swap to Same" option is set to "First Variation"
  • Bloodsplatters now work with the Disable New Shaders option
  • Fixed the 7-2 clock tower checkpoint not activating
  • Fixed the 1-4 "Pick up to read" tutorial not activating
  • Fixed tutorials breaking if a relevant key is unbound
  • Hide UI cheat now also hides cutscene skip text and level specific UI elements, such as countdowns
  • Added an advanced option for disabling the scrolling textures of the P-2 red tunnel
  • Fixed inconsistencies in the launch force of the P-2 red tunnel hurt surfaces
  • Swordsmachines on Brutal difficulty can no longer cancel their attacks by catching a thrown sword
  • Firestarter fire no longer reduces the style rank
  • Added environmental impact effects to a couple weapons that were missing them
  • Fixed custom color palettes not enabling correctly
  • Fixed the game speed major assist not applying correctly
  • Changing the game speed major assist no longer causes time to inch forward
  • Fixed sound glitching out after pausing and unpausing during the Cyber Grind score screen
  • 0-E heat buildup is now slower on lower difficulties
  • Fixed the 0-E skulls room ceiling fan dealing damage before being turned on
  • 1-E lava room Malicious Faces no longer walk off their pillars
  • 1-E's skybox stops changing while the player is exiting the level
  • Fixed dual wielded weapons sometimes not changing when swapping to another gun
  • Increased radius of igniting Firestarter gasoline for large explosions
  • Removed the last remaining instakill pits from 1-4, 1-E and 2-1
  • Moved the 2-1 elevator test panel to no longer block a Stray's line of sight
  • Removed the collision from the lip of a pipe in 2-1's secret path
  • Changed the name of the style bonus gained by punching 4-4 V2 with the Knuckle blaster
  • Removed collision from the 4-S boulder run torches
  • 5-1 Sentries should no longer be able to walk inside of doors
  • 5-2 piers no longer cause excessive amounts of massive debris when hit by lightning
  • 5-S overlay now disappears when the player drops into the exit
  • 6-1's chandeliers now deflect projectiles when shattering
  • The 7-1 trams no longer cause blue rubble when ground slammed
  • Fixed the 7-1 secret Cerberi not having extra health
  • Removed unintended spawn effects from some 7-3 arenas
  • Fixed the Marksman coin's flash not facing the player
  • Toggling the Puppet option on an enemy no longer causes a duplicate enemy to appear
  • Dithering no longer breaks the intro calibration sequence
  • Fixed errors caused by the projector in the Museum
  • Fixed various occlusion culling bugs
  • Reduced z-fighting when using PSX Vertex Warping in the 0-4 rotating hallway
  • Fixed a hole in the 1-1 secret exit geometry
  • Fixed 1-S not being marked as completed if the player exits via the OOB clip
  • Fixed the 2-2 generator room particles not layering correctly
  • Fixed a navmesh issue in 2-2 not allowing Soldiers from the first room to walk up the stairs towards the generator room
  • Removed a small gap in the floor near the 7-S start room
  • Fixed the V1 diagram in the difficulty select not being correctly centered
  • Fixed a typo in the P-1 end terminal
Fabledom - Apozh - Dear Villagers (CM)
Hello Fabledom players,

We wanted to quickly address an issue regarding the patch we released just an hour ago. As some of you may have seen, we announced our Quality of Life update featuring fairies, new buildings, and UI scaling!

https://store.steampowered.com/news/app/1651560/view/566995856081815376

However, we’ve encountered a major issue with the fairies causing some significant disruptions in the game that could break some save on Creative Mode. It turns out one of the fairies decided to rebel and caused a bit too much chaos! 😅



Due to that nasty bug that slipped under our radar, we’ve made the decision to revert back to version 1.06 while we work on fixing the issue. We apologize for any confusion this may have caused and greatly appreciate your patience while we address this.

We’ll keep you updated on our progress, stay tuned, and sorry again for the disruption!

Stars Reach - sean.weeden
With the Stokadi unlocked by our Kickstarter stretch goals, the hoped-for launch set of species is complete!

We’ve mentioned before that we aimed at a “breakfast club” set of characters: a bubbly one and a big jock, a slacker and a mischievous misbehaver and a nerdy type… the set would not be complete without a shadowy goth.

In the very earliest of the documents, these were actually just nicknamed “the shadows,” for lack of a better name. But we drifted fairly quickly towards vampirism as a trope, since a) well, they’re popular and we are not shy about pandering and b) there’s a strong aesthetic there.

But we found ourselves wrestling with the fact that in the real world, gothy looks are mostly about fashion choices. Well, and pale skin. And that meant that our first tries were all very much just… purplish humans with angular features. It wasn’t getting across what we were looking for.



We explored a few alternate directions trying to break away from the basic issue that there wasn’t enough distinctive in the physical silhouette to make the species really stand out. Some of our experiments had a lot of character, but didn’t stand out enough from either the basic human, or possibly even the Fae or Elioni at a distance.

We also experimented a bit with a look that in the end felt too fishlike, like it overlapped with the Hansians.



Eventually we hit on the idea of using bat wings as signifiers and trying to use them in various ways to make the head shape more distinctive. I am particularly amused by the bat wings over the eyes – not very intimidating, it instead looks like they won’t be able to see where they are going. Maybe they use sonar, I dunno.



The idea of using the head to really make the Stokadi distinctive led us to explore much more vampiric head shapes, something that pushed more in the direction of classic movie monsters.



The trick here is that stats show that for whatever reason, people tend to prefer to play attractive female characters, even if they don’t mind playing somewhat monstrous male avatars. So we would need to find a way to make the female version work.

We still have work to do to pin down the way the Stokadi will look. We have been exploring going with really big bat ears, rather than using bat wings as headgear, but to be honest we aren’t really ready to show some of that art just yet. That’s why they were the last of the stretch goal species to be unlocked!



HOMEWORLD: REVENIA
CULTURE

The Stokadi have certainly learned what it’s like when people live in unfair circumstances. Their homeworld was covered in a perpetual fog, and powerful oligarchs had robbed ordinary people of riches and resources. After entering the Garden, many Stokadi are focused on making life fairer for everyone.

Stokadi fashion reflects their sense of humor about the weather. Darker palettes are a “true reflection of the world outside,” while more colorful ensembles are displays of “wearing one’s optimism that tomorrow will be brighter.”

The powerful Stokadi oligarchs slowly amassed Revenia’s precious resources over several centuries. As they took control over the meat supply, the rural clans rose up against the city-states. The skirmishes between the two over meat, called the Flesh Wars, were hard fought and seemingly endless, and the have-nots continued to starve. Entering the Garden gave the Stokadi the much-needed resources the oligarchs had stolen from them.

Weirdly, they’re into hyperpop music.
VoidWalker: Call of Insomnia - UNgames Studios
Unreal Engine 5 provides an enormous range of tools for creating detailed and, most importantly, beautiful environments. Our team is made up of gamer-enthusiasts who have played through dozens of horror games, and most of them shared a common issue – the graphics. We fondly remember the good old Unity projects, like Slenderman or Phasmophobia, but these games scare more with simple jump scares than with an overall atmosphere. Unfortunately, the low level of detail doesn't allow players to fully experience the fear of being alone in a dark forest with the unknown or the anxiety of walking through a haunted house with a ghost.
UNgames prioritizes the following goal: to create a project that will scare at all levels. And, to achieve this goal, we use the most advanced technologies, one of which we would like to tell and show you.
Nanite – a technology that is at the core of the Unreal Engine 5, allowing for the creation of truly detailed visuals that, at the same time, won’t require the player to have the most advanced graphics card. Thanks to automated optimization, any gamer can enjoy high-quality visuals without spending thousands of dollars on their PC.
In VoidWalker, this technology is key to creating the graphics. We are truly proud of the look of our game, and we hope that you will be able to fully experience the horror and atmosphere of the locations we’ve prepared for you.




Sim Companies - Lamp
Hello everyone! Busy week! We have added two new seasonal products this week!

Easter Bunny

Ramadan Sweets


A festive shopping season driven by cultural and religious celebrations. Demand for seasonal goods rises throughout March and peaks in early April as families prepare for Easter feasts and Ramadan gatherings. Expect increased consumer spending on Easter bunnies and Ramadan sweets.

Weekly Update #3

March 26, 2025
- Added PA notification when executive in a staff slot finishes training
- Easter bunny and Ramadan sweets added as seasonal resources

March 25, 2025
- Additional collectible trading restrictions added to prevent Sim Boosts funneling.

March 21, 2025
- Add FR translation for Government orders guide
- Before asking for push notification on mobile devices, explain the benefits first

March 20, 2025
- Fix not loading transaction history in Accounting > Cash Receipts on some devices (mainly Android)
- Fix error sound effect always played when nurturing in Forest Nursery



To see more, visit Library > Changelog in the game
Mar 26
Conveyor Belt Sushi Simulator: Prologue - Mizuki
- Slightly reduced customer request chance
Clicker Cuties - Anime Idler - Pikachu Mariachi
🎉 New Update! Five New Waifus, Candy Fixes & Story Expansions! 🍬

Ready for some fresh clicks and deeper bonds? Let’s break down what’s new in this juicy update:

💫 Five Brand New Waifus Join the Roster!

Say hello to the latest additions in your collection — each one bringing her own unique flavor, lore, and charm:

Echo – The chaotic little sister with a badge, a temper, and zero respect for protocol.
Iris – Ice-cold lawyer with a soft spot buried deep beneath snark and espresso.
Celeste – Astrology-obsessed finance girly who fully believes Mercury retrograde tanked her crypto.
Sylphie – Ballerina turned silent daydreamer, with a past too beautiful (and maybe too strange) to be real.
Lumi – Quiet, snow-soft wallflower with a brain full of warmth and emotional algorithms she’s still learning to name.

Each comes with her own <b>full story arc</b> and <b>hundreds of new lines</b> — so get tapping to unlock the lore!

📜 New Feature: Waifu Stories in Profiles

You can now access each Waifu’s story progression directly in their profile gallery.
No more guessing what they said three unlocks ago — your emotional bonding is now fully catch-up compatible.

🍭 Candy System Fixes

We’ve heard your feedback loud and clear! With the timer reduced in the previous update, candies were feeling a little… too sweet.

Candy time reduction has been nerfed to reflect the faster progress loop.
It’s still tasty, but no longer game-breaking. 🍬

More tweaks and juicy surprises are in the works! For now — enjoy the new girls, read their stories, and see who’s been tracking your egg timer. 😉

– The Waifu Team 💖
Minesweeper Collector 2 - Minesweeper: Collector
There's been a big break with updates. All because I started to make a new powerful generator of solvable levels. At first the work progressed well, but then it became clear that quality implementation will take much more time. After almost a month and a half I realized that it would take the same amount of time to take into account all the features and modes. That's why I decided to postpone the generator for some time and to deal with other important tasks.
The first such task was to support controllers. For me it was the first experience and it took a lot of time to figure out how everything works. As a result, now the game can be played on Steam Deck or on PC with a controller. Not everything is perfect yet, there are some minor inconveniences when laying out fish for packing. In addition, the editor is not supported.
I will be glad to any tips for improvement.



What's in the update:
  • Support for Steam Deck and Xbox, PlayStation controllers
  • The "Advanced hexagonal" experimental mode has become more difficult
  • Minor improvements
...