Smalland: Survive the Wilds - Maximum Luke
Greetings, Smallfolk!

We’re thrilled to announce that Alienware Arena is running an exclusive giveaway of Smalland codes through their Alienware Game Vault program! If you’ve been itching to explore the world of Smalland or want to share the adventure with a friend, here’s your chance.

How to Enter:
  • Head over to the Alienware Arena Game Vault (or search “Alienware Arena Game Vault” if you’d prefer).
  • Follow the on-screen prompts to sign in or create your Alienware Arena account.
  • Collect 4200 ARP before the Vault opens on April 18th. Head over to the link here to learn how to earn ARP.
  • Claim your code for Smalland on April 18 while supplies last.
Remember, you can select one game from the vault each month. Spread the word to your fellow adventurers—this is a prime opportunity to share the joys (and tiny wonders!) of our realm with new players.

Good luck, and we hope to see you in Smalland soon!
Kalnazar - postmaster
Update
- Class icon added to targets and groups
- Added guild functionality

fix
-The loot area of some mobs is larger.
Apr 1
Coup Ahoo - Sahaqiel
Fixed an issue with 1.3.0 creating save files that are pretty much imcompatible with any future versions. The save is now imported mostly intact only leaving out some minor stuff.
Mage Food Truck - oneadamleft
Mage Food Truck is coming later this year, and you can sneak a peek at the game's first two levels on YouTube! Don't forget to wishlist MFT today if you like what you see!

The Dwarves of Glistenveld - Nysko Games

🐰Easter Mode🐰
Hope you're ready for the hunt as Easter Mode is enabled (until April. 30th)!
In Easter Mode, you will experience the following changes to the game:
  1. Atmosphere - The environment has a different look and feel.
  2. Mobbits - Mobbits are larger than normal, and provide more meat!
  3. Easter Eggs - You will find easter eggs sprawled about everywhere, even hidden in the walls! You can harvest easter eggs using the gather instruction, and they can be stored on tables similar to meals. How many can you find? (Find out at the bottom of the Stats window)
  4. Map Tables - Among other resources, Map Tables will be able to highlight any nearby Easter eggs in your minimap!
  5. Pet Mobbits - It's what you've all been waiting for! Collecting 50 easter eggs in a level will earn you a pet mobbit!
Patch Notes
The big stuff:
  1. Clan Creation Menu - Clan creation has moved to its own section in the main menu. Now, instead of creating a new clan each time you start a new game, you create a clan first, which you can then play with in all 3 main modes: campaign, skirmish and caverns modes!
  2. Clan Creation - We've also added 2 new features to clan creation. A description area where you can write lore about your clan, and a starting technology for you to choose. Now when you play new games in the campaign, skirmish or caverns modes, you start with your chosen tech already unlocked. We hope this enables for more personality to the clans you create. Both options have a default value, so if you just want to skip through and jump into the game you still can.
  3. Brewery - This new tech unlocks the brewing of beer! Root beer can be drunk by your dwarves to restore stamina, a small amount of hitpoints, and makes them drunk! Dwarves can take Root Beers with them just like meals.

  4. Instruction List - A new management UI will now appear in the list when you click the Dwarf icon in the Instruction Panel (bottom-left), the same way you can open the Dwarf List and By Laws. Rather than listing all your dwarves, this UI lists all the clan instructions you currently have, grouped by type. From there you can open any respective assignment UI and assign/prioritise/remove any instruction you see fit.
  5. Battle-Hold - A new type of hold button, next to the regular hold button. While the hold button is supposed to hold a dwarf in place, the battle-hold won't hold them still, but instead prevents them from performing any action other than attacking enemies and fleeing to recover hitpoints. This should help allow a bit more autonomy during assaults with larger groups of units.
  6. Storage Signposts - A new building that helps your dwarves correctly prioritise storage. In cases where players want to build multiple separated bases, priority storage was an issue. You may have observed a dwarf walking across the map to deliver items miles away. Now their range is limited to 20 tiles, but this can be extended by building signposts, that connect regions of storage together.
  7. Storage Auto-Collect - A new button allows you to toggle a group of connected storage to automatically assign pickup instructions when they become full. This is mostly useful for minecart drop-off points. Note: You can set this option for food barrels and tables as well.

The small stuff:
  1. Potpies - Along with unlocking root beer, the Brewery tech also allows you to cook up a new type of meal: Potpies! By combining a regular meal with root beer, potpies gain the effects of both for that extra kick!
  2. Tables now use the same system as food barrels for prioritising specific meal / potion types, for easier setting.
  3. Storage Arrangements - New button 'Apply to Neighbours' makes it easier to change a group of storage from one type of arrangement to another. When switching the first storage, click Apply to Neighbours and any connected storage that had the same previous arrangement will be changed. This functions like a paint-bucket tool.
  4. Storage Priority - The new behaviour surrounding storage signposts replaces the priority numbers in storage arrangements. Instead priority is determined simply by how restrictive the storage is. A storage that only allows 1 type of item will be prioritised over one that allows 2 or 3, which will also be prioritised over one that allows more.
  5. Assignment UI - In the case of building and supply instructions, using this UI to tell dwarves to prioritise something immediately now applies to the specific building selected, rather than the instruction as a whole like other types of instruction.
  6. Eating & Resting - Fixed some confused dwarf behaviour, most notably when both food and rest are needed.
  7. Radius Markers - When selecting or placing buildings that have a functional radius (such as support posts, map tables or the new storage signposts), all buildings of that type now mark a collective perimeter, so you can see the total coverage! This also applies when hovering over their respective build buttons in the instruction panel.

  8. New Setting - New setting under Gameplay that allows you to configure what a dwarf does when they first spawn from a spring. Do they immediately go rest and eat? Or do they wait for your instruction?
  9. Various other fixes & improvements, including minecart behaviour, losing/ignoring 'move building' instructions, and roots sometimes appearing invisible when buried in a wall.
That's all for now, stay safe and Happy Easter!
Apr 1
Due Process - Tetra
Hello everyone! This year we have decided that development is too hard and so we are just going to revert to our original version of the game. If you found the game from Node then you will have a field day! Enjoy this fun (and very janky) build of Due Process!

This build adds back "Blockdude" along with 25 new April fools maps

The map pool will only be these 25 April fools maps and will be join the regular pool tomorrow up until the 5th

*Blockdudes don't have much feeling in their arms so ADSing will result in the ADS aim type but no FOV/Picture change

**Everyone is also blue
Prelude Dark Pain - QUICKFIREGAMES SL
☠️ Make sure you remember his name: Forrel will be one of the mightiest foes you'll face in the world of Statera 🦾

Endless Machines - cfonvig
We’ve gotten a few questions and comments about our use of “AI” in Endless Machines.
So we figured we’d take a moment to explain a bit more about what we’re actually doing — and why.
One comment on Reddit stuck with us:
"Finally an honest, practical use for an LLM in an indie game."
We were genuinely grateful for that. It kind of nails what we’re trying to do.

When the hero robots in Endless Machines come alive, they don’t arrive pre-programmed with perfect grammar, social rules, or emotionally polished expression. They’re figuring things out as they go. Learning. Stumbling. Copying stuff they don’t fully understand yet. Sometimes what they say is quirky and weird. Sometimes it’s funny. Sometimes it doesn’t make sense at all.
And occasionally, it’s kind of touching in unexpected ways. That’s the whole point.
This isn’t polished, scripted dialogue. It’s more like watching a robot try to understand the world — and itself — in real time.

How it works (for the curious types)
The same Reddit comment also asked:
"How taxing on the local machine is it? Is it a custom model?"
Short answer: yes, and it was a pain to make it work while not setting the pc running it on fire.
Right now, we’re using eight small, fine-tuned models that we trained to talk like the robots and refer to the game’s lore. It’s a super lightweight setup — it all runs on your machine with no internet connection and no data leaving the game.
Honestly, it only works because the robots aren’t supposed to sound perfect. They’re meant to feel a bit like baby AIs. So when they hallucinate or say something slightly off, it just fits.

What we did to make it work
We took apart an LLM that was originally made for mobile productivity tools and rewired it with our robot heroes at the center. At first, we weren’t even sure we could make a model small enough to fit the game. Over six months, we tuned it with each robot’s personality, a bunch of emotional tones (fear, joy, anger, sadness, glee), and the kinds of situations they might run into during the game. That gave us a huge catalogue of expressions, reactions, and phrases. Everything they say now builds from that.

Why we like it this way
The result is a stream of unscripted, unpredictable dialogue. Sometimes strange. Sometimes funny. Sometimes just nonsense. But also — sometimes — it hits something real.
And that’s exactly what we were hoping for.
Egal, the lone cowboy:

Geweier, sniper and cool cat:

Katame, whimsical, unpredictable wild card:

Velos, three-legged, eccentric mad scientist robot:


We’re happy to have you here
... following along as this game takes shape. Also, if you feel like saying hi or asking anything about the game, you’re very welcome to join our Discord. We’re always happy to chat and answer your questions (to the best of our ability), though sometimes it might take us a little while to get back to you. We’re a small team, but we promise we’ll get there.

Talk soon,
Cindy & Jonas

Disclaimer: Please remember that Endless Machines is still in development. As the game evolves, things that may seem like an integral part of the story right now could change or turn out not to work as we intended. As a result, they might not make it into the final version. This is a natural part of the process. Thank you for your support!
Strange Seed - Tactical_Lich

Strange Seed is taking part in this year's Earth Appreciation Festival! Let's celebrate the beauty of nature and our lovely planet alongside other nature-themed games!


The Steam event will be online from April 1 to April 8, with discounts and demos from popular releases to upcoming titles. We are also part of the event showcase, and you can check out the video here!

Powerplay Playtest - amine
  • Can share and download levels from Steam Workshop
  • Support LUA scripting (API in progress)
  • Support recording terrain stamps
  • New natural obstacles: Sink holes and mountains
  • New objective system
...