Iron Village - Chappington
So I was feeling proud, thanks to my efforts, all of your efforts as players of the demo, as well as Bea’s efforts in bug hunting, the 1.0.01 release went off without any major game-breaking errors. I managed to mess that up with 1.0.06 and those doors nobody asked for 😅. It’s possible that plenty of you never actually noticed the bug, but here’s what happens:

  1. A villager is heading towards home. Before 1.0.06, they just knew the game coordinates where they were going, and that they were going to rest. However, in order to get them to open doors just before arriving, I added a variable to store the building they were going to.
  2. You upgrade the house that they live in. (Demolishing it might cause the same problem.) This technically destroys their old house and builds a new one in the same location, except your original gold payment gets credited to the new building.
  3. They get really close to their destination and try to open the door on a building that no longer exists. (The same things happens if you demolish it while they’re sleeping: they finish sleeping, then try to open that door.)
  4. In many cases, Godot’s error handling deals with it decently well, and apart from a missing door sound & animation, the villager moves on with their life.
  5. However, the old building and door may have already gone through garbage collection. To oversimplify a technical concept, the garbage truck has already come by to take the trash out of the dumpster. So Iron Village crashes.

Since there’s a possibility of crashes, and the error handling can have side effects in how the simulation runs, I’m pushing out another build, 1.0.09. As an added bonus, you get a new piece of UI and a couple of tweaks I was working on for 1.1. (Some other incomplete features have been disabled.) Here’s the full list:

  • Fixed coal and iron hoppers to carry their loads 1 pixel higher.
  • Added “Meals” to the Level 4 Permit Document



  • Autosale Notifications! I meant to get these into 1.0.06, but didn’t quite find the time. Anyway, now when an autosale gets made, you’ll see a summary of the gold you made, plus the goods that were sold.
no brake no gain - Make Good Games
Store Page

A big milestone was achieved this month, with the Steam store page being officially live, and the game having been announced! Players can now wishlist the game and follow updates as I get closer to launch. Wishlisting is a huge help for smaller games like mine, so if you’re excited to play, go ahead and hit that button!

Steam Deck

For all the Steam Deck users out there, good news: the game runs on Steam Deck! While there are still some minor optimizations to be made, the core gameplay works smoothly, making it possible to take on high-precision challenges from anywhere.

I’ll continue refining performance to make sure it feels just as tight and responsive on handheld as it does on a PC. If you’re playing on Steam Deck, feel free to drop feedback - it’s always helpful to fine-tune the experience!

Steam Playtest

Want to get hands-on with the game before release? The Steam Playtest is now live! This is an extra, extra early way to try the game, provide feedback, and help shape development.
  • How to join: Sign up via the Steam store page.
  • How it works: Players will be let in in batches so I can gather feedback, fix bugs, and improve gameplay step by step.
  • How long does it last? The Playtest will be running until the end of April, so there’s plenty of time to jump in!
The goal of this Playtest is to gather feedback on core gameplay, physics, and challenge design. If you’re into fast-paced precision driving and brutal obstacles, I’d love to hear your thoughts!

New Challenges

More challenges have been added this month, expanding the range of environments, obstacles, and hazards players will have to conquer. New challenge areas also mean more vehicles to master, each bringing a unique handling style.

While I didn’t get as many challenges finished as I wanted, progress is steady. Balancing each challenge to feel fun, fair, and chaotic in the right way takes time, but the results are shaping up to be worth it.

Summary
March was a huge month with:
  • Store page being launched and the game officially announced
  • Steam Deck support confirmed
  • Steam Playtest opened for early players
  • New challenges and vehicles added

Next month, my focus is clear: more challenges. The goal is to make all singleplayer challenges playable to a certain extent. After that I will be focusing on making sure each challenge feels polished and exciting.

If you’re in the Steam Playtest, keep the feedback coming - it’s been incredibly helpful so far. And if you haven’t joined yet, there’s still time!

Until next time, happy gaming!
Mar 31
Mudborne: Frog Management Sim - ellraiser
CHANGES
- Added NPC icons to the maps next to the NPC locations
- Added extra gateway icon to restricted research/memory works to make it clear how you get to that small area
- Added new 'goal' markers for the 3 lifts / 3 pumps / 3 sensors, that tick off green when each is done
- Added some extra contrast to all markers on maps
- Added region names to the main gateway tooltips in the gateway nexus (not 'bonus' areas)
- Added flooded visual to quarries not yet pumped on the map
- Added a specific 'sort' button to backpacks, like crates/boxes have
- Cleaned up some excess scribbles on the maps not needed now the goal markers exist

BUG FIXES
- Fixed the pillar + gateway inside a certain room being interactable, as they should just be decor
- Fixed Hibernators not correctly sleeping you until rain
- Fixed open pools/gateways showing as the wrong 'color' for some waking/dream maps
- Fixed being able to shift-click backpacks into themselves or other backpacks
- Fixed respawn position carrying over from last loaded save when making a new save in the same session
- Fixed Icy Gale not being attracted by bug traps
- Fixed precipitators not always stopping rain
- Fixed weather icon showing 'rain' on clear days in the snowy region
- Fixed demo converter not syncing all of the crates in the spawning pools demo
War Robots: Frontiers - Kaeden
Attention, Pilots! The following hotfix will be deployed for War Robots: Frontiers following a short period of maintenance on April 3, 2025.
Game Adjustments
Store
  • As mentioned in our latest Developer Update, we will be adding Customization Content to the store regularly for WarpReals. Items on sale are not exclusive and may appear again in the future.
  • We are adding Kate Sinclair to the Store for 12,000 Credits, players can purchase a maximum of 1 Hero Pilot per periodic rotation. As mentioned in our latest Developer Update, in a future update we will also be adding Kate Sinclair along with other Hero Pilots to the Common Pilot rotation at a cost of 8,000 Credits.
  • We are adding the Griffin War Robot to the Store for 16,000 Credits, players can purchase a maximum of 1 War Robot per periodic rotation.
General Improvements
  • Improved the visual clarity by adding an orange arrow on Modules that can be upgraded in the “Tuning” and “Building” interfaces.
  • Added a visual cue in the Main Menu which showcases the Mute function.
  • Added a new “Customization” tab in the Store to easily find Customization content.
  • Added a visualisation to showcase the maximum number of Levels available to be acquired in the current Battle Pass.
  • Improved the visual clarity when selecting a War Robot on the War Robot Selection Screen when entering a match.
Technical Improvements
  • Applied some adjustments to improve stability and performance.
Bug Fixes
  • Fixed a bug where Aim Assist and Controller Settings would remain active when changing from a Gamepad to Mouse and Keyboard.
  • Fixed a bug where the camera shake (triggered by Flashbang) would be cancelled by the recoil effect.
  • Fixed a bug where players could get awarded for the same quest twice under specific circumstances.
  • Fixed a bug where Premium Jobs could remain locked when a player has Premium Account.
  • Fixed a bug where weekly quests were updating less often than once per week.
  • Fixed a bug where some parameters related to Impact Points would not be counted in the final Impact Points for a match.
  • Fixed a bug where Noricum (Weapon) would not aim at the enemy when using the “Strong” Aim Assistance setting.
Follow the game on X and Facebook and join the official Discord server to get all the latest hotfix info.

Need help? Contact our Support team to report any issues you’re facing on the Wild Ten.
Echoes of Eldoria - Roobec
Hello, and welcome to the fourth Level Showcase for Echoes of Eldoria! Today, we'll be offering a look at the third level of the game, Reisa Sands:



By the time the wizard climbs out of the towering Faelyn Falls, the sun has set and it is now nighttime. However, the wizard has no time to rest! Luckily, his next challenge is the desert ruins of Reisa Sands, filled with old torches that the wizard can reignite to light his way forward! As he climbs through the mysterious ruins, the wizard searches for his lost Gravity Grasps, which can be worn to reverse gravity when the wizard is near certain zones!





Stay tuned for future Level Showcases!
HUMANITY - Saori_sasakure


HUMANITY Stage Jams invite our expanding community of USER STAGES designers to craft new levels based on a central theme. For April 2025, the theme is SNAKE, focused on using the Follow command to lead lengthy lines of humans through puzzle challenges. Maybe it’s reinterpreting the classic “Snake” game mechanics, using a long line of humans to activate switches, or coiling your people onto small motorized platforms. But you can take this theme in any direction you want! Stage creators of all skill levels are welcome to participate, and if you’re just a player—keep your eyes peeled for a STAGE JAM playlist within USER STAGES highlighting stages made as part of the theme!

Creators can take this theme in any direction they’d like. To highlight the theme even more, we’ll play these stages during our HUMANITY Hub Community Stream in April. Follow our Twitch channel at https://www.twitch.tv/EnhanceExperience to be notified when we go live.

Join the Enhance Discord server at https://discord.gg/enhance, and share your creations in the #create-and-share channel. Discuss stage creation ideas, learn more about creating stages, or play stages together.

APRIL 2025 STAGE JAM: SNAKE
How to participate (it’s simple!):

  • 📖 Create and upload new stages (not something previously shared, please) inspired by the monthly theme. Feel free to interpret the theme any way you want!
  • 🏷️ Don’t forget to share with the monthly Stage Jam tag (in this case, it’s SNAKE JAM)
  • ✏️ Share your jam creations in #create-and-share on Discord.
  • 🎮 Play and discuss stages made by other creators.

Jam guidelines:
  1. We ask that participating stages be new creations designed after the jam theme’s announcement, not something that you have already created or uploaded.
  2. Have fun, and encourage others who are designing.
My Liege - sugoipenguin
Your liege lord has called the banners! The time has come for thee to lead thy house in My Liege!

My Liege, the choices matter story adventure is now available for download on Steam! To celebrate the launch and as a thank you to everybody that has been following the development, I am offering a 34% discount for the launch week!

I am immensely proud of the product that I have made, it truly is more than I ever imagined it would be. To all of the people that helped along the way by providing playtesting/bug reports/feedback/ideas/encouragement, I say thank you. I could not have done it without your support.

With that said, I hope you enjoy playing My Liege as much as I enjoyed making it!
-Addison
Developer and Chief Executive Penguin

D100 Dungeon Computer Companion - Dungeon Software US
Fixed:

When blasting a door with a weapon and a miss occurs, the damage to the weapon was being decreased instead of increased.

During the Before Your Next Quest phase, both the Investment Roll and the Empire Building dialog were doing incorrect calculations.

Within The Dragon Armour paragraph 77, choosing to accept the penalty will no longer loop.

There was an error in the overriding encounter table for the Adventure's Companion Campaign Quest 20 - Urackhire, City of Goblins

There were some errors in the overriding encounter table for the Adventure's Companion Campaign Quest 11 - The City of Longfire.

Monster Wight incorrectly was using the phase ability.

Witchery Venom Poison was permitting selecting armour instead of weapons.
Mar 31
Red or Blue - Canary
  • Fixed a bug where all magazines disappeared when reloading while holding more than two guns.

  • Fixed an issue where reloading and shooting became impossible when interacting with other objects during reloading.

  • Fixed an issue where some text fonts appeared broken.

  • Item name change: Key 01 -> Key

  • Adjusted the Blue Ending so that the scene automatically transitions after 18 seconds if no final choice is made.

  • Moved the Red Ending text slightly earlier to reduce confusion.

  • Fixed an issue where questions could still be asked after a system error message.

  • Removed fall damage from the last ladder area.
Red or Blue has received a lot of love. Thank you so much for playing and enjoying the game!
Mar 31
Ravensthorn - caffeineboostergames
* Various Heidenkalla fixes;
* Various Webveil Hollow fixes;

Didn't have enough time to test this update, if you encounter bugs please let me know either on Steam or Discord.

Enjoy!
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