Dreadful Defenders - Coco
Hey everyone!

It’s been a few months since the Steam page for Dreadful Defenders was created, so you might be wondering if Dreadful Defender’s development is making any progress.
Here’s what we’ve been working on over the past few months, where we are now, and what’s coming next.

What happened
When we put up the Steam page, the game was still in a very early stage of development. Since then, we’ve done a lot of testing and made several adjustments to the game. Here’s a (hopefully) digestible breakdown of the changes:

Bigger map & “fog of war” 🌫️
Before we get into it, a small point about how the path works in Dreadful Defenders. The path starts short (very short) and grows by one tile at the start of every wave. By default, it grows in a straight line but, if you placed a Defender—the little name of our “towers”—just before launching the wave, the path will go towards the last Defender you placed.

Onto the changes now!

Before, players could reach the end of the map with the path. Since you direct the path by placing defenders around it, it caused issues where it was hard to move away from the border of the map once the path got stuck on it. Our solution? Making the map so big that players will never reach its borders.

The issue with a big map is that there’s a lot to look at. The fog of war makes it so that, instead of spending the first half hour of every run looking at a huge map (most of which you won’t even use), you’ll spend a few seconds every wave looking at the few tiles that have been revealed.

More upgrades, more possibilities ⚙️
Defenders now go up to level 6 instead of 3. Since a defender gets a new Benediction every time it is upgraded, this increases the number of ways to build a defender by a lot.
(Benedictions are bonuses that range from simple stat buffs to special effects such as stuns, conditional stat buffs, and making killed enemies explode!)

Defenders’ new stats and special abilities 💥
At first, we wanted to limit as much as possible the number of stats that defenders have to keep the game accessible. I don’t think we’ve ever mentioned this online, so here’s the list of the stats defenders had from the start:
  • Attack Damage—how much damage each attack does
  • Attack Speed—the number of attacks a Defender does in a second
  • Range—the range (in tiles) to which a Defender can attack
  • Soul Drop Chance—whenever an enemy dies, you have a chance to gain souls. The number of souls is determined by the enemy killed (big enemy = big number), and the chance is determined by the Soul Drop Chance of the Defender that dealt the killing blow.
The problem is that Attack Speed and Attack Damage, being the only stats that increase damage output, were a must-have on every single Defender. To solve this, we added a special ability and the following stats all Defenders:
  • Eldritch Power—strengthen Defenders’ abilities and the effects of certain Benedictions
  • Mana Regeneration—the amount of mana your Defender gains in a second
  • Maximum Mana—the amount of mana a Defender needs to gain to cast its ability. This is the one stat that you wanna keep low
  • Critical Chance—the probability of an attack being a critical hit
  • Critical Damage—the damage multiplier applied to critical hits
We’ve doubled the number of stats, so this is going to make the game a tad more complex. However, this will give us much more room to design cool benedictions, which will give you a lot more options to build your defenders, so we think the extra effort required to get into the game will be well worth it.

UI Rework ✨
Because we changed so many things, we had to update pretty much all of the UI. We also added a bunch of information and tooltips that playtesters suggested, and our amazing artist used the opportunity to make the new UI 100% cooler than before.

We’re not done just yet with the new UI, but you can expect to see the Steam page updated within the next few days.

Where we are now and what’s going to happen
Although we still have some tests to do, we’re mostly happy with the core mechanics of Dreadful Defenders. We don’t want to rush it, but everyone on the team can’t wait to arrive at the stage of development where we can focus on adding content and balancing it.

We’ll be participating in our first festival—the Indie Game Lyon #6—on the 10th of May, so our current focus is making the game as good as possible for this event! (By the way, if you're near Lyon don't hesitate to come play the game and chat with us!)

As soon as this event is done, we’ll keep working towards putting together a playable demo. We’re going to release it during the summer. You'll see a new Steam post as soon as we’ve actually fixed a date.

We’re also working on implementing procedural map generation. The map is currently hand-made, which is not great for replayability. Also, our game designer hates level design and our main programmer loves pain, so here we are.

That's all for now! Stay tuned for the next update and don't forget to wishlist the game, it really helps a lot!
Backrooms: Extractions - SJ
Localization
- Fixed an issue where the selected language wasn’t being saved.

Tools Renaming
- Updated the names of several in-game tools to better reflect their functionality.

Shop Descriptions
- Added explanatory descriptions for each tool in the shop, so players can make informed purchases.

Lobby Level Tweaks
- Adjusted exit door difficulty based on player feedback.

Server List Version Indicator
- Added a version badge in the lobby browser to warn players when they’re on an outdated build.

Item Spawn Balancing
- Fine-tuned item respawn rates and spawn points across multiple levels, following community suggestions.

Skin Stealer
- Now scales its difficulty with the overall match intensity, in response to player feedback.

Performance & Bug Fixes
- Various minor bug fixes and optimizations.
Secret Seeker - Radikate
Thank you for your involvement in beta testing! Based on your feedback, we’re making the game better!

*To ensure all changes update correctly, go to the options in the main menu and click the reset button.

Changelog

What’s New?

  • We’ve added a tutorial system based on interactive kiosks scattered throughout the HUB.
  • You can now skip dialogues.
  • Tooltips have been added when hovering over key UI elements.
  • We’ve rebuilt the item preview system to work correctly.
  • Minor rebalance of usable items.
Fixes:

  • Fixed visible object LODs overlapping.
  • Removed a critical bug that caused the game to freeze when pressing ESC in the item preview screen.
  • Perks and usable items now display the correct descriptions.
  • Fixed many minor bugs.

Big changes on the horizon!

We're working on new mechanics that will completely change the gameplay! Your feedback on the gameplay experience has been invaluable. To meet your expectations, we’ve decided to introduce the following features:


Wraith Guards
Powerful enemies are coming soon - eerie guardians patrolling dimensions, making sure no one is where they shouldn’t be. Guardians will appear randomly in levels and patrol the area. To avoid them, you’ll have two options:
  1. Stealth: Hide and sneak past them unnoticed until they leave the dimension.
  2. Combat: Try to defeat them in battle - but it’s risky and will draw attention.

Secrets & Puzzles
Every level will hide a secret waiting to be discovered. These will be multi-step puzzles that require attention and clever thinking. Solving them will earn you valuable rewards to help in future runs!
Beta testing is ongoing!

You still have the chance to help shape the project and play the game before release! Join the beta today — more info on our Discord:


Stay up to date and add Secret Seeker to your wishlist so you don’t miss any news!

*To ensure all changes update correctly, go to the options in the main menu and click the reset button.

Secret Seeker Team
May 5
Demining - Karba
🚀 Optimization
  • The game should generally run better.

    🏭 QOL
  • If the lab hatch is discovered, it will start spawning in the camp for each coming day on that save file.
Dreamwalker - NhaiZeN✈
We regret to inform you that our planned release has been temporarily delayed due to an unexpected technical issue with Steam's publishing system. Our game is ready to go, but we're currently experiencing obstacles in the final publishing steps.

We are actively working with Steam support to resolve this as quickly as possible. We understand this is disappointing — we're disappointed too, as we've been counting down the minutes to share our work with you. We appreciate your patience and support during this unexpected hurdle.

Thank you for your understanding,
Smiling Sloth
May 5
Qiyb2 - Raz0r
Qiyb2 version 1.1 is now live! Here are most of the added features:

  • Added a new challenge -mechanic, where as a random event a challenge domain can appear, where the player's skills are tested. As of now, there are three different challenge domains.
  • Added a new cube that is an abnormal version of the normal mystery cube, with more powerful effects that can trigger. Also, check out its synergy with the negation cube if you dare...
  • Made the first three basic bosses and their tiered versions harder.
  • Abnormal versions of mystery, currency and probability cubes have a base chance of about 0.3% to spawn instead of the normal versions. The Rare cubes -perk triples this chance.
  • Made certain random events possible without the associated perk. The aforementioned perk now increases this chance by tenfold instead.
  • Lowered Effect bank skill purchase cost from 80 000 to 60 000.
Warlordocracy - brianlancaster45
Main menu now has number hotkeys, fixed the weapon sprite position in the character info screen, improved AI move command, more low education grammar fuck-ups, and Robel can now repair weapons in Ch.4. Mostly just did lots of work on Ch.5 scripts.

New Ch.5 Demo will be up on Patreon presently.
https://www.patreon.com/c/lcsoftware


Complete list of changes:

-Added number hotkeys to main menu.
-Fixed weapon sprite position in character info screen.
-Improved "objMove" command so they will only move one pace if movement is blocked.
-Improved player dialogue grammar mistakes with low Education.
-Robel can now repair your weapons in Skraghaven in Ch.4.
-Lots of progress on Ch.5 maps and scripts.
Hex Blast - soyboygames
Hey everyone! The wait is over—play the official Hex Blast demo today!

Take control of Zap, the first playable robot from the Hex Blast Squad, and dive into a world of electrifying strategy! With over 50 unique cards and relics to mix and match, every run is a chance to craft the ultimate deck. Will you discover the most broken, system-crashing combo to obliterate the cyber hordes?👾

We’d love to hear your thoughts—try the demo and let us know what you think!

Loving what you see? Wishlist Hex Blast now and get ready for the full launch this summer—coming at just $4.99 USD!

Let the chaos begin! ⚡

https://store.steampowered.com/app/3463290/Hex_Blast/

Talented - TurtleFox Games
As part of the Indie Assemble initiative Talented is now 20% off from May 5th until May 11th

As part of the global Indie Assemble celebration, hosted by Excalibur, we're joining forces with over 1,000 indie titles from developers across 63+ countries in one massive, worldwide showcase and sale.


Better yet, we'll have a Special Announcement later this week that I know a lot of people have been waiting for! Until then...

Stay Talented
May 5
Paper Sky - Crumble
Alright, it's been a month since the new demo launched—time to share what I’ve learned and what’s changing in Paper Sky.

⚠️ Warning: Wall of Text Incoming ⚠️

Demo Post-Mortem
Let's begin from the top, the release of the new demo was a success overall, over 40,000 players completed the demo, and I'm seeing 500–800 new players weekly, passively generating wishlists. That gave me some space to step back from content creation (as I mentioned last month) and focus on business and upcoming events.

Still, I can’t get too comfortable. While the numbers exceeded my expectations, I want to stay true to the original vision for Paper Sky.

The Positive Feedbacks
Here’s what players liked most:

  • Fun Gameplay
  • Fluid experience
  • Great sense of speed
  • Delivers on the pitch
  • Beautiful graphics
  • Very well optimized for its content

The Negative Feedbacks

  • Confusing controls (keyboard/mouse)
  • Too short
  • Not enough incentive to explore or collect
  • Minor bugs (see Steam forums)
  • Sparse options menu
  • Harder than the previous demo (about 10% of players, based on Kickstarter feedbacks)
  • Offensive content in online messages
  • Steam page visuals could use a refresh

At a Crossroads
The demo was meant to be a proof of concept, even if some features were missing. But feedback made it clear: Paper Sky needs to evolve a bit. I’m considering changes to the core gameplay, which would extend dev time by a few months. (This won’t affect asset creation or visuals)

What I want to change
Player feedback is valuable—but it’s often silent. I need to keep steering toward the game I want to make, not just vocal player feedbacks (good and bad).

Here's what I'm planning:

  • Online messages: No more free-form input. Players will choose from curated word sets (Dark Souls kind of messaging). I hate to do this, but too many messages were offensive. I’m exploring a system where words you choose reflect how you upgrade your plane—words will have power.
  • Options menu overhaul: Full redesign with V-sync, remappable controls, and accessibility settings.
  • New trailer and Steam page assets, including translations.
  • Fix Plane-to-Ball transformation to prevent clipping.
  • Major gamefeel shift: The current level design leans too much into platforming. Most players expected a chill, floaty experience with bursts of challenge—not constant uphill struggle. Future levels will be larger, more open, and downhill, with generous air currents and more space to flow. Early game = chill and contemplative. Later game = faster and more skill-based.
    This should also ease difficulty complaints and better match expectations.
A new trailer drops next month along with some platform announcements. I’ll also share visual progress on other worlds.


Wall of text over—see you next month!
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