Abyss Chaser - Bitrunner
The first devlog of Abyss chaser just dropped on YouTube. I talk about the genesis of my game and how I tried to make it stand out in the genre.

Check it out to learn more about the game:

https://www.youtube.com/watch?v=5KIGUI7bQRc
Plastic Tactics Online - KibbleStudios
Plastic Tactics Online - The Countdown Begins

Its only a matter of time now as the final bugs are found and fixed before we share this game. We collected a ton of feedback from NextFest that the team has worked hard at addressing and we think we have a good first release for you.

The Team's work is Done
Our launch features are in, the 2 levels we wanted to start with are solid and fun, the main game mode is running, and its time to just let folks know about it.

This milestone we've been testing a lot, I think the metrics say I have over 2000hrs in the game, and compared to Nick, Scott, Lauren, Nevio I think I'm on the low side. There is always work to do though and we've been setting in motion the tools to bring share the new features with everybody. That means tools and scenes to let us capture screen shots and video directly from the game, so look for updates on our store page and also in social media.



Trailer Time
One of those things that we al do and PTO is no different, check out the new trailer on the Steam page, Nick did a great job editing and taking inspiration from a classic film. Look for that trailer to get posted on our YouTube channel shortly

Bugs & Fixes
We'll launch our multiplayer turn based toy soldier combat game with up to 4 players, 2 initial levels to start and whole host of cool fun weapons. This casual game lets you take on your friends remotely as you plan and execute how to eliminate your opponents. Tentatively we are thinking June is when we'll have all the worst bugs gone. We'll launch into Early Access and go from there.



The Future
We do have plans, big plans but some of that will be based on feedback. If you watch the trailer you'll see the beginnings of some AI Bots that we hope to introduce in some fun and interesting single player options. Other game modes have been designed and we're vetting them now. More weapons, more units all kinds of interactive map things.

Psychosis - [GT] Marth
Hello!

I hope you've all been enjoying the sunny spring weather. I am very pleased to announce the upcoming release of the Daughter chapter's Alpha milestone! This is a very big release and we are very eager to get everyone's feedback from it.

Here's some of the biggest changes:
  • Almost all of the temporary prototype art in the Daughter chapter has been replaced with phase one art! That means no more ugly, grey, placeholder grid textures :D
  • All of the Daughter chapter's enemies have new, beautiful art and animations thanks to our wonderful new character artist Luca!
  • Lots of narrative-related improvements, including a much improved Camera mechanic, a new Tape Recorder mechanic, and - finally - proper dialogue! (Using placeholder TTS voices for now)
  • A short, new Prologue chapter to replace the old demo prologue. Please note this new Prologue still has a fair bit of temporary art, including the art for the new NPC characters.
  • Tutorialization has been greatly improved across the board.
  • The user interface across the game has received a big visual facelift, and many outstanding UI bugs have finally been fixed.
  • Lots of various improvements to the melee system.
  • Gamepad support has been improved greatly, though proper button glyphs are still not in yet.
  • Audio mixing and spatialization has been overhauled across the board.
This update is scheduled to release on May 24th.

As always, please feel free to join the Discord server and follow us on Twitter (links below) for more frequent updates and a quicker/better way to provide feedback to us about the game.

Thanks for sticking with us throughout the year!

Aaron
Void Collector - Seff
Hey everyone, thank you all so much for the support on Void Collector’s launch! Here’s the first update, bringing a batch of bug fixes and slight adjustments.

Changes
  • Some enemies would fully refill Juice when hit into the deathplane. This was unintended, but is pretty fun so all enemies now grant a full Juice refill upon hitting the deathplane.
  • Some enemies gave inconsistent amounts of Juice back upon taking damage, this has been standardized.
  • Adjusted 5-A’s Goal Time to 35s
  • Adjusted Location of Cuboid in 1-1 slightly so he could be knocked off with the double barrel
  • Widened activation box on the surfboard

Bugfixes
  • Fixed Incorrect Textures in a few small places throughout the game
  • Fixed an issue where 5-A’s goal time in the mastery menu was incorrect
  • Fixed several cutouts in the tutorial stages that had inaccurate health values
  • Fixed an issue where Bat would stop attacking if you stayed close to him after getting hit
  • Fixed an issue where train doors wouldn’t be gimme-able
  • Fixed an issue where voidspawn eggs wouldn’t be gimme-able
  • Adjusted Final Boss to hopefully resolve an issue where certain machines wouldn’t count the final boss stage in the end mission results
  • Made changes to hopefully reduce crashes when restarting level
STALCRAFT: X - Emelasha

Without stopping the game servers, the following changes have been implemented:
• Fixed incorrect counting of protoanomalies in daily and weekly quests;
• 750 Trade coins;
• Hex in the final Morph and Mess quest now appears correctly;
• Added unique Hideout decor as a reward for completing the Morph and Mess quest line.
Everyone who completed the quest and didn't get the decor — you'll get it soon!


⚙️ Due to this inconvenience, we have prepared a promo code as a compensation:

SCX14MAY2025-SORRY
UPD: The promo code is valid until May 16 inclusively

By activating the promo code, you will receive:
• 10 Anomalous Champagnes;
• 15 Forgotten Supplies crates;
• 10 Advanced tools;
• 20 Advanced spare parts;
• 3 Breach Injections.


Sincerely,
EXBO Team

Sins of a Solar Empire II - wasabi_md
Sins of a Solar Empire II: Mastering the Cosmos with Tactical Brilliance

Welcome back, fellow space strategists! Today, we’re diving deep into the tactical depths of Sins of a Solar Empire II, a game that brilliantly revitalizes the 4X genre. If you've ever fantasized about founding a galactic empire, exploiting resources, and building an unstoppable fleet, then prepare to have your dreams realized. This sequel to Sins Rebellion takes the combat simulation to exhilarating new heights, enhancing the detail and tactical depth without overwhelming players with needless complexity.


The Simplicity of Complexity
One of the standout features of Sins II is its accessibility. New players can dive headfirst into the action, focusing on the thrill of commanding their fleets without getting lost in the minutiae. But don’t let that fool you—there’s a wealth of strategic depth for veteran players who want to meticulously compose their forces, exploiting enemy weaknesses to secure victory.

In the vast expanse of space, fleet composition, positioning, and maneuverability are paramount. Each ship is equipped with defensive and offensive weapons systems, alongside propulsion methods that dictate their speed and agility in battle. Understanding these mechanics is essential for outsmarting your foes, especially when the odds are stacked against you.


A Closer Look at Defensive Systems
Let’s break down the defensive systems that keep your ships in the fight.

Shields
Shields are your first line of defense. When a ship comes under fire, its shields absorb the damage—think of them as a buffer zone. Stronger shields take longer to deplete, while certain classes like Trader Corvettes and Frigates start the game without them, gaining access through the tech tree. The Advent faction boasts the most robust shielding technology, making them formidable foes.

However, shields are not indestructible. They don’t regenerate during combat (except for the Vasari and Advent under certain conditions), so knowing when to retreat can be a game-changer. The Advent’s unique Shield Burst technology allows their shields to regenerate after a cooldown, but savvy opponents will focus fire on these ships before they can recover

Armor
Once shields fail, it’s down to armor to absorb the brunt of incoming fire. Armor is the most effective form of hit points in the game, providing a secondary defense that mitigates damage before it reaches the hull. The TEC faction is renowned for their armored vessels, making them tough adversaries on the battlefield.

Hull Points and Crippled Hull
When shields and armor are depleted, the hull points come into play. A ship’s hull is its last line of defense, and once these points hit zero, the ship is destroyed. For larger ships like Capital Ships and Titans, there’s an additional level of defense: the Crippled Hull status. In this state, they can barely escape but can’t engage in combat. This status creates tension in battles, as deciding whether to finish off a crippled ship or focus on more immediate threats can sway the outcome of a skirmish.

Damage Reduction Mechanisms
Understanding damage reduction is crucial. Durability reduces incoming damage across all hit-point types, and armor strength further mitigates damage to armor. Ships with high durability and armor strength can tank significant damage, making them hard to take down without specialized weaponry.


Offensive Weapons Systems: The Arsenal of the Cosmos
Now that we’ve examined defense, let’s shift gears and talk about how to bring the fight to your enemies with offensive weapons systems. Each ship is equipped with various weapons tailored for specific roles.

Missiles and Point Defense
Missiles travel slowly and can be evaded, making them a gamble against faster ships. They come in various sizes, with larger models inflicting more damage but being easier to evade for nimble vessels. Point defense systems are essential for intercepting incoming missiles, ensuring your fleet remains intact against enemy bombardments.

Area of Effect Weapons
Some ships possess powerful area-of-effect weapons that can decimate swarms of smaller craft. These abilities can be a game-changer in battles, allowing you to clear the field of pesky strike craft and missiles.

Weapon Types and Sizes
Weapon types determine effectiveness against specific classes of ships. Smaller weapons excel at targeting fast-moving vessels, while larger ones are designed to take down heavily armored opponents. Understanding the strengths and weaknesses of your fleet is vital for success.

The Art of Fleet Composition
A well-rounded fleet is essential for victory. Each ship has its counter, and clever players will exploit weaknesses in enemy compositions. Experimenting with different ship types and loadouts will keep your enemies on their toes, and adapting your strategy on the fly can turn the tide of battle.

In conclusion, Sins of a Solar Empire II offers a captivating blend of accessibility and depth that invites both newcomers and seasoned strategists to explore the cosmos. With a strong grasp of defensive and offensive mechanics, you’ll be well-equipped to outwit and outmatch your opponents in the grand theater of space warfare. So gather your fleets, refine your strategies, and prepare for interstellar domination! The universe is waiting for its next great empire—will it be yours?
MEAT-GRINDER - nai.watashi
A lot of people have been asking for more frequent updates on the progress.

I’ve always found it weird to report stuff like “wrote 300 lines, drew 2.5 pictures” — sounds more like accounting than actual development.

Here’s how I work:
There’s point A, a few mandatory scenes (because they’re fun, pretty, or important), and point B.

Between them, there might be 1 scene or 10 — if it vibes, builds atmosphere, or I just like it, I put it in. (It’s my game — I do whatever I want.)

Appetite comes with eating. If a dope idea hits me — it becomes a scene.
(Yeah, I know it’s the “wrong” approach, but if I followed the rules, I wouldn’t be making MEAT-GRINDER.)

Feels like we’ve made a lot — enough content for about one and a half demos, and it’s just one story branch.
We’ll make it awesome.

Right now I’m aiming for early access this summer.

The project has no budget, everyone on the team has day jobs, and time is tight.
To put it simply: everything’s great — we just need more time.

P.S. Thanks for the support. Sometimes I wonder why I even do game dev — but you remind me it’s all worth it. ❤️

May 14
AI Olympius - Lions Shade
  • Management of enemy cores and turrets changed. Now they no longer need to be repaired manually.
  • Enemy cores can now attack with implosion. (You can also select implosion when controlling enemy cores)
  • Enemy cores now attack with three rays at the same time (the strength of these rays is slightly reduced)
  • Pandora's Temple: enemy faces do not change weapons, but only adapt their shields. This approach, together with slightly different recommendations from Spectre, better allows you to counteract enemy sides, so that this battle does not turn into a continuous long-lasting mess.
  • Crossroad: Unique equipment has been added to the level (in one of the city blocks)
  • Data center: The initial puzzle for assembling paths has been simplified. The excessive
    number of combinations was taking up too much time.
  • Cellular grid: added dropship with some Satyrs.
  • Hexa: the less life left, the higher its plasm defense (maximum 70% when the cube is red and spinning fast)
  • White shields are now more vulnerable to explosions, and less vulnerable to rays and implosion
  • Island: The time between shots for rocket launchers has been increased to avoid overspending on strikers.
  • Icons for sectoral and plasma shields have been changed.
  • Elysium 1,2: Minor improvement of graphics, minor changes in levels.
  • Small fixes to levels.
Project Warlock: Lost Chapters - RV Novar
This year will mark Project Warlock's seventh birthday meaning it can now write, do simple chores and can legally get to play Minecraft, Rayman Legends and Sackboy: The Big Adventure, but sadly not Stardew Valley, Hogwarts Legacy and Stray. Not to mention, Project Warlock cannot in good conscience be allowed to play Wolfenstein 3D (PEGI 12), Hexen (PEGI 12) and let's not even start on the 1993 Doom (17+). Guess those three will have to wait.

We're still due for a proper nostalgia trip further down the line, as December launch anniversary comes closer, but for now - a couple of important updates.

1. Project Warlock: Lost Chapters Development Update

We've been keeping that one close to the chest, as Project Warlock II went on to occupy roughly 25 hours per day in the last few months, but we're now ready to show some of the designs you can expect to take your blunderbuss, anchor launcher and parrot to. Wait. Pa... What?



The game is in active development, with extra team members working on the art and level design making sure Lost Chapters strikes back in the heart of the nostalgia that the original Warlock did. We're planning to have the game out sooner rather than later, but more on that in the coming months. Stay tuned and in the meantime - wishlist and follow Project Warlock: Lost Chapters here.

2. Project Warlock: 90% Off Biggest Discount Yet + Upcoming Patch Info

Project Warlock will soon receive an update to some of the most annoying issues brought over by the community. Most of these are either being implemented, furiously playtested or in the process of finalising the change, but you can expect a patch soon, and one that will touch upon the below outlined issues.

And this is coming hot on the trail of Project Warlock's biggest discount yet - you will be able to grab Project Warlock with a staggering 90% discount starting today and running for the next two weeks, This is to commemorate the launch of a new incarnate of the game that started it all - Doom: Dark Ages. Anyway - here's the list of issues that the patch will address.

Unity Engine Upgrade
Updating the game from version 5.6 to 2018.1.9f2 for overall better performance

Gameplay Improvements
Adding Weapon Wheel as an alternate weapon of weapon switching for both the mouse + keyboard and controller setups
Mouse Scroll Weapon Switching polished and improved



Difficulty Adjustment
Final Boss Balancing and adjusting the balance of the final fight



Bug Fixes
Resolving the hardest difficulty achievement unlock issue
Fixing an issue where dynamite would travel unpredictably when strafing around
Fixing Sonic Rocket Launcher projectile rendering issues
Fixing the elevator staggering and making sure you cannot falll through

3. Project Warlock II - Leaving Early Access May 28th



After a long and tumultous development that went places we never intended it to go, Project Warlock II is leaving Early Access in two weeks - that's May 28th. So if you were withholding on playing the game while it was being constructed midflight you might want to stretch those arms, crack fingers and dust off that mousepad as this is when the game officially drops. We plan to keep expanding the game and deliver some more or less surprising features after the launch. Wishlist and follow now!

https://store.steampowered.com/app/1640300/Project_Warlock_II/
May 14
Gripper's 3D/VR Adventure - Blaze786
- Added UI for bullets
- Added wall camera mode(press the right stick to place the work infront of you for a type of top down view)
- Added 10 new levels with expanded areas and new puzzle
- Added a glow to the keys that give ammo
- Bug fixes lighting fixes
- Added all new 2D/flat non VR mode with new camera and controls
- Added full native Steam Deck and Linuz support

...