Pinball Spire - phantomsnake
Big news! Pinball Spire is now available on the Nintendo Switch!



Check it out in the Nintendo store:
🎮 https://www.nintendo.com/us/store/products/pinball-spire-switch/

Thank you all for your support!
- Apparition Games
Post-Apo Builder: Prologue - Kapi
Hey Survivors,

We’re excited to announce that Post-Apo Builder will officially launch on June 2nd!
It’s been a long road, and we’ve worked hard to bring this post-apocalyptic world to life. We deeply appreciate everyone who added us to their wishlist, tried the Prologue, or gave us feedback along the way.

This is just the beginning and we’re fully committed to supporting and expanding the game after launch.

🛠️ Post-launch roadmap:
Right after release, we plan to roll out:

🌍 New levels/maps to expand your building challenges

⚙️ Upgrades for vehicles, buildings, and tech

🧠 QoL improvements: UI/UX polishing and balancing tweaks

🔧 Bugfixes and optimization based on yours feedback

We're building this world together and we want it to evolve with you.
Join the discussion, report bugs, or share your ideas on our Steam forums and Discord.

Thanks for your support we’ll see you on June 2nd!

The Post-Apo Builder Team
Josh Powlison's BUTTON: Mildly Remastered Edition - Josh Powlison
Hey kids,

I just wanted you to know that I haven't forgotten about Josh Powlison's BUTTON: Mildly Remastered Edition.

Or, dare I say (yes- I do dare), haven't forgotten about you.

For by your very act of reading this text, yours and Josh Powlison's BUTTON: Mildly Remastered Edition's destiny are inexplicably intertwined.

That is to say, I remember you.

And by remembering you, I remember my promise.

Which was...
...
...
...
...euphoria.

Euphorically yours,
Josh Powlison
Creator of Josh Powlison's BUTTON: Mildly Remastered Edition

PS- My tentative plans are that I will release an update at some point that I haven't decided on, with some features that I have ideas for.

PPS- Euphoria.
ARK: Survival Ascended - ARK: Survival Evolved

ARK’s 10th Anniversary is nearly here, and the party kicks off this Monday, June 2nd!

You can expect the update to roll out Monday late in the evening PST. Alongside the UE 5.5 Upgrade, we’ll be celebrating a decade of ARK with a fun anniversary event, new content, and more!

For more details on everything else coming on June 2nd, check out our previous post here.




Download in full resolution


  • This event can be manually activated with the dedicated server arg parameter: -ActiveEvent=Birthday or via a drop-down menu in Host/Single Player mode.

  • Start: Thursday, June 5th, 2025
  • End: Tuesday, June 17th, 2025

  • PVP/PVE: 2x Harvesting, Taming, and Experience, and Breeding
  • Small Tribes: 4.5x Harvesting, Taming, and Experience + 4x Breeding
  • ARKpocalypse: 5x Harvesting, Taming and Experience, and Breeding

  • Party Dodo *new*

  • Armor: Birthday Suit Shirt Skin (Chestpiece) *new*
  • Armor: Birthday Suit Pants Skin (Leggings) *new*
  • Armor: Party Hat Skin (Headgear) *new*
  • Creature Hat: Dino Party Hat Skin *new*
  • Weapon: Torch Sparkler Skin (Torch)

  • ARK Anniversary Surprise Cake *new*
  • Cake Slice (Resource) *new*
  • Cakes (Consumable & Event Items) *new*
    • Taming Cake Slice *new*
    • Breeding Cake Slice *new*
    • Imprint Cake Slice *new*
    • EXP Cake Slice *new*
    • Harvesting Cake Slice *new*
  • Anniversary Festive Dino Candy

  • DJ Party *new*
  • Rave Dance *new*

  • Party Dodo *new*
  • Party Rex *new*
  • Party Saber *new*
  • Party Pego *new*
  • Party Ankylo *new*

  • DinoAlbino 
  • DarkViolet 
  • MediumLavender
  • Actual Black
  • Cyan
  • LemonLime
  • Vermillion
  • PowderBlue
  • Mint
  • WyvernPurple1
  • Turquoise
  • DeepPink
  • WyvernPurple0
  • Red
  • Blue
  • Dino Dark Purple
  • LightYellow
  • WyvernBlue





We’re making a key adjustment to OSD’s on Astraeos to address a bug. Starting July 15th, when an OSD lands, it will now destroy any nearby player-built structures within its impact radius. This will be the same radius used for OSDs on Extinction.

If you’ve built near potential OSD drop zones, we strongly recommend relocating your base before the patch goes live.








Download & play new custom content created by players, including new maps, creatures, items, and game modes, through a dedicated new Mod-browser directly within the game. Enjoy an endless stream of new ARK content as the creativity and talent of the community is fully unleashed for the first time across gaming platforms and stay tuned as we spotlight more Cross-Platform Mods each week!

This video features:




ARKpocalypse servers have been wiped today!

What is ARKpocalypse?
  • ARKpocalypse are monthly-wipe servers with higher than usual rates.
  • Next wipe: June 27th
For this round, the following mods will be included: 
You can join them by searching in the server browser! Happy Surviving!




This weekend, the Official Network will be receiving bonus rates! It will be active until Monday, June 2.
  • PVP/PVE: 2x Harvesting, Taming, and Experience, and Breeding
  • Small Tribes: 4.5x Harvesting, Taming, and Experience + 4x Breeding
  • ARKpocalypse: 5x Harvesting, Taming and Experience, and Breeding



Fan Art Gallery | Screenshot Gallery | Artist Feedback Form



Creator: BEYPlaysGames
Follow this guide for 50 essential taming tips and tricks every ARK player should know!
YOUTUBE URL


Creator: Etholdir
Aye, she may no longer sail—but she still rules the shore! Check out this mighty shipwreck pirate base!
YOUTUBE URL




Baby Gigarap's mean look is too cute by @maMe_buDo


ARK x One Piece by JINXisGAMING


Bison by @rianeko_mabi


Fire kitty! by explosivefishh


Best buds by Mauimndz


Little Parasaur Drawing by BunBunBrush


My ARK character as a Jerboa by electricaltiger




Photo Mode by trenchsurfer


Photo Mode by tomboynerdy


Photo Mode by catcat_wesley


Finished Living Quarters by eventuating


Photo Mode by galactica000


Enjoy your weekend!
Studio Wildcard

Twitter: twitter.com/survivetheark

Discord: discord.com/invite/playark

Reddit: reddit.com/r/playark

Instagram: instagram.com/survivetheark

Twitch: twitch.tv/survivetheark

Steam: steamcommunity.com/app/346110

Youtube: youtube.com/survivetheark

Facebook: facebook.com/survivetheark

Threads: threads.net/@survivetheark

Official Wiki: https://ark.wiki.gg/wiki/ARK_Survival_Evolved_Wiki


Post-Apo Builder - Kapi
Hey Survivors,

We’re excited to announce that Post-Apo Builder will officially launch on June 2nd!
It’s been a long road, and we’ve worked hard to bring this post-apocalyptic world to life. We deeply appreciate everyone who added us to their wishlist, tried the Prologue, or gave us feedback along the way.

This is just the beginning and we’re fully committed to supporting and expanding the game after launch.

🛠️ Post-launch roadmap:
Right after release, we plan to roll out:

🌍 New levels/maps to expand your building challenges

⚙️ Upgrades for vehicles, buildings, and tech

🧠 QoL improvements: UI/UX polishing and balancing tweaks

🔧 Bugfixes and optimization based on yours feedback

We're building this world together and we want it to evolve with you.
Join the discussion, report bugs, or share your ideas on our Steam forums and Discord.

Thanks for your support we’ll see you on June 2nd!

The Post-Apo Builder Team
Future Vibe Check - [AG] riv otter

Hey DJs,

I hope you have been enjoying the Future Vibe Check demo! There have already been amazing creations made by the community! Make sure to make your own vibe in the demo if you haven't had a chance yet.

Last month, we explained why we junked conveyor-belt sequencing for node networks. Today, we’re zooming in on our Dynamic Measure System—the bit of code that maintains timing across the player’s factory to ensure everything is synced to play at the right time. In one sentence: the Dynamic Measure System is the metronome that everything in FVC marches to—music, machines, and VFX. In one sentence: the Dynamic Measure System is the metronome that everything in FVC marches to—music, machines, and VFX.

What’s a “Dynamic Measure” anyway?

Most games treat music like a playlist: fire a clip, wait, fire the next. In FVC every bar of music is generated in real-time from tiny sixteenth-note steps. A Dynamic Measure is the conductor that:

  • Maintains the global clock of the music system

  • Counts sixteenth note steps to support musical progression changes

  • Broadcasts events so factories and logistics stay in sync

  • Adapts its own length if you speed-up or slow-down the tempo mid-gameplay.

Put simply: it’s the glue between design-time music theory and run-time chaos.

Time signature → measure → sixteenth steps – the building blocks

Musical term

Definition

How FVC uses it

Time signature

how many beats fit in one bar and what length a beat is. 4/4 (the pop standard) = “four quarter-note beats per bar.”

Stored in a TimeSignature class where we manage how many ‘steps per measure’ are in the time signatures we support. All timing maths starts here.

Measure / bar

A single “box” of music drawn on staff paper—four beats long in 4/4.

Our Dynamic Measure treats one bar as a unit of gameplay time. Most musical changes happen at bar boundaries.

Sixteenth step

A bar chopped into 16 equal slices (think “rapid metronome clicks”). In 4/4 time, 4 sixteenth notes in 1 beat and 16 in one measure. 

The smallest pulse we schedule. 1 sixteenth = 0.25 beats in 4/4. All factory events snap to these slices. The duration of it is based on the tempo or how many beats per minute. 

Sixteenth-Step Timer / OnStepInMeasurePlayed – The Game’s Metronome

Every frame we:

  1. Subtract deltaTime from SixteenthStepTimer. Unity can’t guarantee sub-ms timing, so we re-add the lost microseconds into the next step. This keeps long play-sessions phase-locked—crucial when there are many instruments and half your factory machines triggering off the same clock.

  2. When the timer hits zero, we fire the current sixteenth step and immediately re-arm the timer to BeatLength / 4 (a sixteenth note).

  3. If we miss by a hair (because frame-rate isn’t sample-accurate) we carry that drift forward so long-sessions never de-sync.

Result: Because everyone listens to the same event, animations, craft timings, and logistic movement are connected to the musical timing. Also, whether you’re locked at 240 FPS or dipping to 50 FPS, the timing is maintained. 

Measure Bar Boundaries

When SixteenthStepsTaken == StepsPerMeasure we’ve reached the bar-line:

  • GenerateNewProgression() rolls fresh chord progressions based on more user modifiable variables so the soundtrack evolves. We will take a deep dive on how progressions are made in a future post.

  • ResetMeasure() zeros all counters while keeping that new progression in mind. 

Why only on the bar line? Musically, key or chord shifts feel natural at the start of a phrase. 

Key Parts

What it does

Gameplay impact

Measure boundary

Generates a fresh chord progression and zeroes the counters.

Let the soundtrack evolve based on global settings you can manage on different measure boundaries. Your factories produce music that is temporally appropriate. 

Sixteenth Step playback

Fires events & visual callbacks every sixteenth step.

Drives movement, craft timings, and determines time of playback that is synced to the global timer. 

Putting it all together – the timing chain

Time signature (e.g., 4/4) ➜ defines Beats Per Bar/Measure

            ↓

Measure = one bar (4 beats)

            ↓

Measure split into 16 sixteenth steps

            ↓

BeatLength (tempo) / 4 = real-time seconds per sixteenth step timer

            ↓

Dynamic Measure counts steps → fires OnStepInMeasurePlayed

            ↓

At step 16 or when we reach total steps in measure: GenerateNewProgression + ResetMeasure

6. What’s next?

Next month we’ll expose more of how the generator determines what to play based on generated chord progressions. Until then, keep the vibes checked ✌️

Check out the Future Vibe Check demo on Steam and if you enjoy it, consider giving us a wishlist and leaving a review! If you would like to learn more about the game, then join the Future Vibe Check Discord!

Ascend the Dome - numantikungames
Ascend The Dome is joining the Steam Next Fest starting this June 9th!

Among the many participating titles, Ascend The Dome stands out — and its first DEMO is already available for download on its Steam page under the name "Ascend The Dome DEMO"!

The demo features a single, smaller dome compared to the full game, but it’s packed with content and climbing challenges! Some of the trials include Kart Parkour, Sisyphus Golf, The Backroom, and Skyblock!

In addition, the demo offers all four official game modes:

  • Normal Mode
  • Time Trial Mode
  • Speedrun Mode

Stream-Chat Game Mode

You can even connect your Twitch stream and let your viewers interact with the game — they’ll be able to mess with you live while you climb!

For speedrunners, the global Steam leaderboard is already up and running!

Enjoy the game now!
If you like it, don’t forget to leave a review sharing your experience and any suggestions for the final version! <3 ːsteamthumbsupː
Hachishaku - trashpandagamestudio
Hello Everyone! The gravure mode Update (v2.0) will be ready soon! I anticipate releasing it for next weekend.


I had to cut some ideas and features just so I could get this out in a rational amount of time, but I intend to continue updating the game after that's out if possible! I wanted to add in some of the bug fixes and adjustments that I 've been working on now so that you can enjoy some of it for this weekend though, so this current patch (v1.9) includes the following;

  • Added Stamina Power Up Snack "Taiyaki" - Gives 60 sec of infinite stamina for running
  • Added Invincibility Power Up Snack "Dekka Niku" - Gives 60 sec invincibility.
  • Adjusted photo collection system for the achievement
  • Fixed Several localization issues
  • Added a "jizo saver" to the shrine building in the graveyard so that the jizo will respawn if dropped out of bounds.
  • Fixed an issue where using the call button would prevent Hachishaku from spawning at the beginning of the game. Also increased it's range. (however, calling when inside of a house can confuse the ai, if she gets stuck somewhere please try calling her to reset her behavior!)
  • Improved Hachishaku's AI is WIP, but it is more stable than before. For gravure mode it will be even better!
  • Added new voice lines for Hachishaku to make her reactions have more emotion
  • Improved the footstep sound effects for both Chado-san and Hachishaku
  • Increased the money received from completing the game
  • made menus and interactions more stable


Things that will be added with Gravure Mode (all complete but in polishing and testing phase):

  • New Map (Lakeside Resort)
  • Added several new Hachishaku interactions around the Story mode map. (try using the "call" to bring her near certain areas to see if she will interact! Just make sure to hide before she sees you)
  • New Hachishaku Interactions in both game modes
  • You can now rotate Hachishaku in the costume menu!
  • "Gravure Chance" interactions - cutscene style interactions where you can take photos with special lighting and animation. These are hidden spots! Use Call to bring Hachishaku over to any interesting looking areas to start the scene!
  • Added Screenshot function (uses Q key, but you can also use F12 if you want to save to steam as well as your selected save location)
New Achievements Added:
  • (View all 5 gravure chance videos!)
  • Find all notes in the main game
  • Take your first photo in gravure mode's Gravure Chance




Things I am still working on for future updates;


  • 2 New Costumes models
  • New Hats
  • Shrink bomb - Make Hachishaku the height of an average Japanese woman with a new smoke bomb.
  • Breast and height adjustment sliders in the costume menu
  • Full gamepad control and SteamDeck support
  • A few more costumes and alternate colors for current costumes
  • better Hachishaku teleporting (Adding VFX, adjusting spawn location and logic)

Things I am considering for future updates

  • Chado-Man mode - pacman style mini game for collecting money and secret unlocks
  • Hachishaku Game - Darumasan ga Koronda style game
  • Alternate map for Gravure mode
  • Day/Night cycle for Gravure mode to add variety
  • Hachishakusama Returns! - A mode in a new map where the evil Hachishaku from the past returns to take Chado's soul. Play as Hana-Hachishaku to save Chado-san. (will add new journals and notes to all modes!)

Unfortunately there are some features I have tried to figure out but don't think I can add for this game.I will try my hardest, but they are now low priority because I think they are beyond my ability right now, so I don't want to make a promise that it can be done. If I am able to solve these issues I will at some point!

Key Mapping - It just keeps breaking with my current code and re-working the whole system will take too much work to fix right now. I will 100% solve this for the next game. If I am able to figure out

Hachishaku entering buildings - I've come up with a method that could work, but it will take a little more time to get it working consistently enough that Hachishaku doesn't get stuck inside anywhere. For Now I will consider this as a "maybe in the future". The good news is that In any future game This issue is definitely solved from day 1. The main issue is how big Hachishaku is and how narrow the hallways inside are. So these buildings are just not suited for a giant waifu. Right now she gets stuck in interaction loops if she is too close to other doors.

Thank you all for your support so far! I hope you have been enjoying your time with Hana-chan and Chado-san! Gravure mode should be out next weekend and I am working as hard as I can to fill it with lots of fun content and romance!

Peanut Butter Jelly Wars Playtest - akahmann93
------------------------------------------------------------------
PATCH NOTES - VERSION 0.0.0.102
------------------------------------------------------------------

OVERVIEW
- Addressing misinformation from previous patch note
- Bug Fixes
- Added Time Limit Feature

------------------------------------------------------------------
ADDRESSING MISINFORMATION FROM PREVIOUS PATCH NOTE
------------------------------------------------------------------

The previous patch notes gave the wrong information on how to
pick the Spread Reaper. Here is the CORRECT information on how
to pick them:

1. Hover over any selectable unit on the select menu
2. Press the teleport button ('x' on Xbox controller)
3 times in a row while holding the LEFT select
button (LEFT bumper or trigger on Xbox controller)
3. It will appear that you only selected the selectable
unit you were hovering over, but you actually picked
the Spread Reaper in secret...


------------------------------------------------------------------
BUG FIXES
------------------------------------------------------------------

- Fixed Gnird's depth
- Fixed section where you could walk through a wall in Ingot
Terra
- Fixed bug where you couldn't select the Spread Reaper while
hovering over the cannon units

------------------------------------------------------------------
ADDED TIME LIMIT FEATURE
------------------------------------------------------------------

- After 5 minutes an enemy third party will appear in the center
of the map to destroy both sides (this is to prevent stalemates
and keep tournament run times consistent)

Eye Of The Summoner - Simodo
Added support for 12 languages:

  • English
  • French
  • German
  • Spanish
  • Italian
  • Portuguese
  • Arabic
  • Chinese
  • Japanese
  • Korean
  • Polish
  • Ukrainian
Some languages were automatically generated and are still in beta.
We will keep on improving the current languages and to add new ones.
...