May 5
Soar: Pillars of Tasneem - Sadi Houfi
Pressing R now reloads you at the middle of the world
May 5
Gunforge Playtest - MagnusMakesGames
yup
BACKROOMS: We Escape Forever - ZieglerStudio
🛍️ Shopping Mall Map Adjustments

Reduced the number of mannequin monsters

Decreased AI difficulty of mannequin monsters

Lowered item collection difficulty in the map
May 5
Riftcast - Shiver
WHAT'S NEW
• Added coloured backgrounds for the remaining (currently accessible) areas and all rooms

WHAT'S FIXED
• Yarnix not being considered a 3rd stage evolution like other Beastkin
• Crafting not having a check for at least 2 unique items in the inventory
• Untranslated prompt strings in certain scenes
• Team item menu pointing to wrong nodes, crashing the game
• Held item scene using old biome backgrounds during Ventures instead of the current area's background and outright crashing during Night Raids
May 5
Idle Crypto Mining - RobbyVGaming
Fixes

Here are again the blatantly copied patch notes

  • Added Discord invite link for beta testers
  • Fixed rebirthing into new difficulty not resetting buy values for upgrades correctly
Unknown Operations : The Habitus - jentakstudiogames
Gameplay

  • Fixed weapon drop from inventory – the weapon currently held by the player will no longer be discarded
  • The player character now automatically lowers their weapon when approaching an NPC that can be interacted with
  • Added weapon position change while sprinting
  • First version of bayonets for specific weapons
  • Extra level menu now saves progress like singleplayer levels
  • Test map adjustments

AI & NPC

  • Changed activation order of AI controller
  • Fixed incorrectly assigned Gameplay Tag on player character that caused NPCs to ignore them
  • Fixed kill count for NPCs in dynamic quests
  • Adjusted perception data for NPCs
  • Fixed NPC initialization after loading or level restart
  • Fixed repeated NPC and vehicle spawning after loading or level restart
  • Extended saved variables for NPCs
  • If an NPC has no target, they do not hold a weapon
  • If an NPC is patrolling and has no target, they only walk
  • New perception prioritization system for NPCs (thrown grenade has the highest priority, followed by the player)
  • Added target attack behavior after NPC spawn
  • Adjusted NPC ammo removal from inventory
  • Further overhaul of NPC Shooter task
  • Adjusted fall damage for NPCs
  • Fixed NPC reinitialization when removed from a certain distance
  • Implemented NPC and actor optimization system based on player distance

Systems

  • Set correct Gameplay Tags for magazines (proper identification in inventory)
  • Activated loading of destroyed objects using instances

Assets & Data

  • New enemy character models
  • New version of FrĂ˝dek-MĂ­stek train station
  • Moved BP Main Explosives to DataAsset
  • Moved BP Main Character Self dialogs to DataAsset (removed DataTable)
  • Added Luger P08 model for NPCs

Bugfixes (Other)

  • Fixed material functions for virtual textures

Broken Stuff

  • Facial animation playback bug – currently does not play in this version
TREEPURY - RABBIT
Fixed
- Fixed the trade center could be progressed before the research lab in main mission (Story Mode).
- Fixed adventurers that were already assigned could be reassigned to other work buildings during auto-deployment.
Anomaly Bus - Rusalka Unreal Labs
We’ve just rolled out a crucial hotfix for Anomaly Bus on Steam, addressing an issue where high-end PC configurations could cause the bus to freeze in place. 🛑➡️🚌

Some players reported their ultra-powerful rigs were too powerful for the bus to handle—literally! The anomaly-fueled engine would sometimes refuse to move, leaving passengers stranded. But fear not—this hotfix ensures that whether you're running a beastly RTX 4090 or a high-FPS setup, your bus will now cruise without a hitch.

What’s Fixed:
✔ High-End PC Stutter – Resolved an issue where the bus would fail to move on top-tier hardware.
✔ Performance Optimizations – Smoother physics interactions for all configurations.

Thanks for your patience and reports—d keep that anomaly energy flowing!

Keep driving driver… no matter how powerful the rig is! 🚍💨
Heroes of Higher Realms - Greenlynx
1- We continued to work on the Arena section, new levels are on the way.
2- We improved the Battle Royale section.
3- We added an introductory dialogue to Scenarios Level 6.
Battle for Wesnoth - Wesnoth Inc.
Campaigns
  • The Deceiver's Gambit
    • Spells: clarified "Counterspell" description
    • S05: the allied AIs now attack at Dawn instead of Second Watch
    • S08: changed Trappers' dialogue to be less overtly hostile
    • S14: the final boss now heals less on lower difficulties
Editor
  • Clear old time-of-day schedule before saving new one, resolves scenario file bloat (issue #10115)
Multiplayer
  • Resolve crash on attempting to download MP replay from server, when using cURL 7.85.0 or later (issue #10139).
Translations
  • Updated translations: Arabic, Bengali, British English, Bulgarian, Chinese (Simplified), Czech, Italian, Japanese
Units
  • Necromancer:
    • Changes to emphasize the Necro's thematic plague ability, while lowering his/her durability closer to that of other mages:
    • hitpoints 76 -> 64, impact resist 10% -> 0%, cold resist 0% -> 10%
    • plague staff (melee impact) 6-3 -> 7-3
    • chill wave (ranged cold) 19-2 -> 20-2
    • shadow wave (ranged arcane) 16-2 -> 13-2, added "plague" weapon special
User interface
  • UI support the multi-hex ranged attacks has been added
  • Support for 800xN window sizes has been removed
WML Engine
  • Added WFL `byte_index` function to convert between character indices and byte indices, accounting for multi-byte characters
  • IPFs that affect color values no longer skip fully transparent pixels.
Miscellaneous and Bug Fixes
  • Fixed the Pick Unit Advancement modification throwing lua errors on every recruitment
  • Fixed unit appearance not being immediately updated when affected by an ability
...