Hounimal - tontorolemon
The following issues have been fixed:
Resetting the layout caused the available space for placing furniture to shrink.
Maps beyond the current progress could be selected.
Canceling "Start from the Beginning" prevented it from being selected again.
Facility icons beyond the current progress were displayed.
Fatal Claw - mungke5


Greetings from NDEV GAMES!

We are pleased to share the first developer's notes for Fatal Claw!
Through these dev logs, we want to share our direction, determination, and key ideas that helped shape the game into what it is now.
Furthermore, we will talk about why we chose the Metroidvania genre, what important aspects we considered when designing Kisha as a feline character, as well as his weapons and costumes.
Here is the first part of our journey:

Fatal Claw - A Metroidvania Game
First of all, the Metroidvania genre is inarguably the one we love. All of us have been playing games from this genre regardless of platforms.
We have been discussing each game's strengths and weaknesses, taking those into account in our own development to create a game we can truly enjoy.
While our game may also have key strengths and areas for improvement, we are enjoying every aspect of the game design process—from creating new ideas to making tweaks—committed to deliver a thrilling Metroidvania-style experience for everyone.

Kisha the Cat
In Fatal Claw, a mysterious adventure unfolds as Kisha returns from death and explores the underground world in his own way, all the while fighting off the infected and joining forces with survivors in a search for the solution to reach the surface.
We aim to present this seemingly dark and serious narrative in a way that feels bright, hopeful, and appealing.
Through countless brainstorming sessions, we settled on the concept of a demi-beast world with a feline protagonist.
(Although everyone is a fan of the Metroidvania genre, all of them must be adoring cats themselves... In fact, most of the team are cat owners. 😉)

<Early Ideas>

Weapons
When we envisioned a cat character, we imagined it should be cute, dignified, nimble, adorable... Virtually every positive trait we could think of.
So instead of getting lost in too many ideas, we adhered to a cat's "default" weapon: claws.

Initially, we came up with clawed gauntlets, but that meant they had to be quite large in order to visually stand out in-game.
This could have made our character look somewhat slow and bulky, unintentionally increasing the character's hitbox size.



<Initial Weapon Concept>

So we focused on the idea of a magic cape with claws attached, which was one of many early sketches.
As a result, we managed to come up with a unique and interesting design. With this, we were able to define Kisha's intended hitbox size, visibly convey the character's speed, and add an ability to express the character's emotions.






<An Item Serving as a Weapon, a Costume, and a Tool for Emotional Expression>

Basic Costume
We aimed to make Kisha visibly stand out by setting the overall game background in a darker tone.
We also focused on expressing the character's identity and preventing the character design from hindering gameplay, rather than focusing on cool design alone.
Some keywords are:

good-heart, rightfulness, bravery, nobility

To incorporate this idea, we adopted a white/yellow/blue color scheme, with strong contrast between black and white to make the character stand out against any background.
We used blue and yellow as accent colors.
Honestly, we still believe the black cat's blue pupils are the key visual here.


<Final Design>

While some Costumes are visually stunning as cosmetics, we wanted them to be obtainable items through a Costume system as players follow the game's narrative.
Even if the Costumes are complex and flashy, we believe players will be well-acquainted with the gameplay mechanics by the time they acquire them.


<Diverse Costumes>

When designing Kisha, we made sure to prioritize gameplay functionality, not just his compelling design.

That's all for our first dev notes. We will continue to share more updates on what's in the pipeline, so stay tuned!

Seafrog - climbbackcreative
Hello again! Today we're patching some game breaking issues and adding some new How-To's:

New Features
  • New How-To entries for Sea Goblin, Teleporters and Med Bot
Bug Fixes
  • Fix for softlock when pressing specific button combination at the Furnace
  • Fix for being able to interact with the Seaplane too early
  • Fixes for visibility of Toxic Barrels
Miscellaneous
  • Changed compression for in-game videos. Install size of game reduced by about 100MB

If you find any bugs or have feedback on the game please join the DISCORD and let us know!
Algolemeth - Gunzee2
🎉 Big Announcement! 🎉



The BGM for the fully-automated dungeon RPG Algolemeth will be composed by none other than the legendary Yuzo Koshiro, known for his work on many classic titles!

All tracks in this game are created using Sega Genesis-style FM synthesis.
This hot, retro-inspired sound will energize both your dungeon exploration and strategic battles!

As someone who has admired Koshiro since childhood, I’m overjoyed that he kindly agreed to this dream collaboration.

Despite being an indie developer, he warmly accepted my request, and I am deeply grateful. I also want to sincerely thank everyone who helped make this dream come true.

🎮 You can get an early experience of Koshiro's music at Tokyo Game Dungeon 8 on May 4th!
Please stop by booth 2F-8!

I will continue moving forward, aiming to create a game that not only meets your expectations, but excites me more than anyone.

Thank you so much for your support!
The Rewinder 2 - Gamirror Games
各位逆梦师,大家好呀~

《山海旅人2》5月就要正式发售咯,今天有关于优惠的重要提醒要告诉大家,想要以最优惠的价格购入的玩家请务必看一下:
  • 2代首发两周内,会有《山海旅人》1&2的捆绑包,拥有1代的玩家将会通过捆绑包,享受额外折扣!
  • 目前《山海旅人》1代正在史低4折特卖中。因为受限于折扣冷却期的影响,在《山海旅人2》上线的时候,1代无法打折,所以想要获得最大的优惠,现在是入手《山海1》的最好机会!

然后大家都有听山海2的插曲《船儿摇摇》吗?没有的话赶紧来看看呀【插曲船儿摇摇】~开发组正在紧锣密鼓地做最后的调优,与各种bug做斗争中,我们预计会在五一过后带给大家更多新消息(包括更具体的发售时间和宣传pv)

好啦,接下来我们要继续搬砖去啦~很快我们就会见面的!等着大家哟~
Tower Of Penguinaria - Rpg Penguin
You can no longer reduce monsters attack below 1 (Healing the player when monster attacked)
ICARUS - Shamm
Welcome to Week 177.

We're currently in the middle of a short week with Easter holidays, but we still wanted to keep things moving—so we're happy to bring you a patch this week! While it's a lighter update than usual, it still includes some useful fixes and improvements.

This week, we’re introducing the ‘Culinex backpack' in the workshop. This backpack will help with both the creation and consumption of food on Icarus.

We also provide an update on the Solo Play feature we mentioned last week - it is currently accessible on our experimental branch for anyone who wants a preview.

Notable Improvements:
  • Fixed an issue which prevented fish from being killable with projectiles (thrown weapons, arrows, bolts and firearm ammo).
  • Fixed 'Pain in the Bass' achievement as it wasn't always being granted correctly
  • Fixing issue where custom crafted food would not scale its stats in their tooltip correctly


This Week: The Culinex Backpack

The Culinex Backpack (or Chef's Backpack) is purchasable from the Workshop and can be equipped for use on the planet. It provides a range of benefits focused on food creation, buff enhancement, and survival efficiency.

While the backpack is worn, any food crafted by the player will have an extended duration and increased effect strength. Any player can consume these improved food items to receive the enhanced benefits.

Additionally, any active food buffs on the wearer are further amplified in both duration and effectiveness. This makes the backpack particularly valuable for extended missions or high-intensity scenarios where sustained buffs are critical.

The backpack also reduces the rate of food and water consumption for the wearer, decreasing the frequency at which sustenance is required. This makes it a strong utility item for long excursions or resource-scarce environments.



Next Week: Multiplayer NPC Hitbox Fix

We're currently trialing an improvement aimed at enhancing the experience for players connecting to dedicated servers or friend-hosted games. This update ensures that creature animations are fully played on clients at all times, regardless of their distance from the host.

After a thorough investigation, we discovered that early optimizations made during Icarus' development led to desynchronization issues on the client side—specifically with NPC animations and hitboxes not always aligning correctly.

To resolve this, we've updated the system so that NPCs now check their distance from any active player, not just the host. This allows them to correctly play their full animation sets and ensures hitboxes are accurately positioned on all clients.

Internal testing and feedback from players on the experimental branch have been extremely positive so far with a noticeable improvement, especially on dedicated servers. A big thank you to our Veterans in Discord for helping us identify and resolve this issue.

This fix is available now on the experimental branch, alongside the other changes listed below.


Next Week: Deep Ore Duplication Fix

We’ve resolved an issue where deep ore veins were being duplicated each time a prospect was loaded. This could cause veins to appear as if they had changed resources and led to significantly bloated save file sizes.

While earlier fixes made this more stable, we recently discovered a new issue with deep ore veins on the Prometheus map, introduced as part of the Null Sector update. Some objects were incorrectly configured during world generation, leading to duplication.

We’ve now addressed the root cause and added checks to prevent it from happening again. Additionally, any duplicated veins will now be automatically cleaned from player save files on load, with any attached drills preserved.

This fix is also available now on the experimental branch, alongside the other changes listed below.


Next Week: Solo Pause

As mentioned in last week’s update, we will be introducing a long-requested feature next week: the ability to pause the game during solo play. This functionality is now available for testing on the Experimental branch.

The pause feature is limited to single-player sessions only and does not function in multiplayer or on dedicated servers. This ensures no disruption to connected players in shared environments.

We encourage players to jump onto Experimental and provide feedback. If you encounter any issues or unexpected behaviour, please let us know.



Your support makes these updates possible.

https://store.steampowered.com/bundle/40692/Icarus_Pets_Bundle/

https://store.steampowered.com/bundle/35727/Icarus_Complete_the_Set/

Changelog v2.2.52.136091

New Content
[expand type=details expanded=false]
  • Unlocking the Chefs backpack so it can be purchased
  • Renamed Chefs Backpack Astron -> Culinex
  • Adjusting the Chefs backpack so its price fits more in where it sits in the workshop tree
  • Fixing the Workshop Backpacks Talent Tree so the Chefs backpack can be selected and unlocked
[/expand]

Fixed
[expand type=details expanded=false]
  • Fixing issue where the BaseFoodStomachSlots_+ stat was being incorrectly scaled in the tooltip - making it seem like foods where consuming multiple slots - in cases where food was cooked by a player with the CookedFoodModifierEffectiveness_+% stat
  • Fixed not being able to shoot fish with projectile weapons
[/expand]

Future Content
[expand type=details expanded=false]
  • Potential fix for clients not rotating to correct orientation when teleporting into an instanced level
  • Quarrite: Liberation - Fixed issue where caveworms would spawn inside an object if there were too many worms around it and couldnt find a better spot to spawn
  • Added FTs and temp meshes for geothermal dead trees
  • Fixed an issue where BioLab_ShopItem widget was trying to check feature flags before they were available
  • Fixed issue where BioLab_ShopItem was setting the required feature flag but the internal CachedFeatureLevelCheckResult wasn't being properly invalidated
  • Added DEP_Fireplace_Gas and DEP_Fireplace_Electric with animations and destructibles
  • Adjustments to spacializer and pitch variations and volume of analyzers to accomodate for multiple analyzers next to each other in mission. Small adjustment to general deployable volume over distance to help with same issue
  • Improved prebuilt base building cleanup code
  • Adding pause to the music bus as well as the others
  • Enabling mutally exclusive talent connectors on the IM Tree
  • Fixing Building Transform in IM_O1
  • Doubled Scanning Range of the Recovery Beacon Tracker as there are cases where players could not find recovery beacons, relevant for IM_O1
  • Tagging Organic Analyzer as a quest item
  • Fixed issue on RG_O1 where the organic analzyer was not being saved as a relavent actor correctly
  • Fixed issue on IM_B where the base would duplicate everytime the prospect was reloaded
  • Fixed issue with IM_B where the viscid and mammoth spawners where never being spawned
  • Fixing Spelling Mistakes on the Research Notes on IM_B
  • Fixed issue on IM_B where a new search area would spawn every load / reload - incorrectly
  • Added Code so that when prebuilt bases are cleaned up they now remove their building pieces as well
  • Fixing issue with IM_D where the search area would duplicate every time the prospect is loaded
  • Fixing issue where the base in IM_D would not call cleanup on an abandoned mission
[/expand]


Apr 24
Lyric Video Studio - codematium
- Fixed overly long links in plugin edit view, General Settings
- Small fix to KlingAi error handling & Luma also
- Add support for uploading project archive to cloud for sharing
- Fix issue of project archive not working if project had plugin tracks
Faaast Penguin - Homelander
To celebrate World Penguin Day, a commemorative illustration has been unveiled!


Limited-time challenge added!


Clear the challenges during the event and obtain Color “Baby Gray” at no cost!

Event Period: Until 5/14/2025 at 21:00 PDT
PlayStation®VR2 App - yusuke.arai
Thank you for using PlayStation VR2.
We've released a new version of PlayStation VR2 App with the following changes:

  • We've made some performance and stability improvements to the app.

If you're experiencing issues with controller connectivity or tracking, reviewing the Bluetooth devices you're using and your surrounding environment may help improve the situation. For details, refer to the PlayStation Support page "Bluetooth adapters compatible with PS VR2 on PC".

Keep the app up to date to get the most out of your PlayStation VR2 on PC!
...