Aetherglen - AwesumeOne
Before I get in to the roadmap, I want to take the this time to thank you very much for wishlisting Aetherglen. It's been amazing to see and feel all the support.

Now, a rather rough roadmap for the game.

I want to have a demo out by late autumn / winter. I have written out what we need for a minimal product, and I do believe this is a doable time frame. It would include up to the first Shrine, which should be about 2 hours to clear for a first playthrough. Some systems will still be missing such or severely limited. Namely romancing NPCs won't be in there, though building their friendship will be.

After that point, the next major milestone will be finishing the content NEEDED to reach the credits. This is the remaining three shrines and four bosses, all world-craftable-items, all tool upgrades and tiers of crops, and several NPCs to move in to town.

The final major milestone before release is fleshing out the side-quests and repeatable quests, romance with NPCs, craftable farm decor and machines, and the last of the buildings to upgrade to larger sizes.

If everything goes smoothly (hahahahahahahahaha) my goal is to have it out by mid-summer, 2026. It's not unreasonable that in just over an year it could be completed, but.. again.. everything would have to go smoothly. But that is my goal for now.

In the mean time, I shall keep chipping away at the systems and logic while doing my best to keep you up-to-date on the progress of Aetherglen. Currently roughly 15% complete.

Once again, seriously, thank you.
Trappist - Sirrah
The recent addition of the Colony Panel exposed some issues with how the cargo ships handle movement orders. Especially while the game speed is set to paused. This v1.0.13 update fixes the reported issues and adds some improvements.

You can now give repeated orders to a cargo ship, while it is at a landing pad, with the game paused, without issue. Other similar cases are also resolved.

This issue happened because ships can be in a "transition state" for taking off from a landing pad, going into space or going down into a colony. Most movement orders given while the ship is in that state were ignored, except for those given through the colony panel.

This update lets the cargo ship accept new orders while it is in that transition state. If you've sent a ship into space, but you've forgotten your towel, you can order the ship to go back immediately.

As a bonus, the animations for going into space, into a colony and taking off from the Ark are now much smoother. The ship properly turns towards where it's going. The ship model no longer clips into the planet when going into a colony. When going back to space, the ship picks a random offset so ships that come up together no longer appear at the exact same location.

Finally, there are some improvements to how the waypoints for a selected ship are drawn. It should now better show where it's going, especially for longer routes that go from Colony A, to space, to Colony B.

Thank you to all who reported these issues on the forum!

The changelog for v1.0.13:
  • Accept new movement orders for the cargo ship while it is landing on a space port or moving to and from space.
  • When needed, cancel a cargo ship transition to space or a colony for faster turnaround times.
  • Smoother animations for cargo ships going to a colony or back to space, or lifting off from the Ark.
  • Fix unresponsive cargo ship after a movement order is given through the colony panel, while the cargo ship is in a transition state.
  • Fix drawing of waypoint lines for routes that span multiple colonies.
  • The console window (~) opening and closing animation is now independent of the game speed. Making it possible to open the console while the game is paused.
May 31
s&box - matt
The June Update is now live, we've overhauled the prefab system, avatar customization, the website has a new look and much more.

Check out the June Update dev blog to read everything!

Changelist

🎁 Added
  • ::before and ::after to UI
  • New Prefab Instance System
  • Screen Space Reflections component
  • Dresser component - makes dressing avatars easier
  • Scene.FindInPhysics( Frustum )
  • Scene.Get<T>()
  • SequenceAccessor.Blending
  • ITagSet.GetDefaults
  • ParticleEffect.RealTime
  • Panel.SetRect
  • Plane.ReflectPoint
  • Plane.ReflectDirection
  • CameraComponent.BBoxToScreenPixels
  • Bitmap.Size
  • DebugOverlaySystem.Texture (draw texture on the screen)
  • Transform.Mirror
  • Application.OnWidgetClicked
  • Graphics.CameraTransform
  • Graphics.CameraRotation
  • Graphics.FieldOfView
  • Renderer CommandList wrappers
  • Renderer.ExecuteBefore (command list, executes before rendering object)
  • Renderer.ExecuteAfter (command list, executes after rendering object)
  • CommandList.DrawReflection
  • CommandList.DrawRefraction
  • CommandList.DrawRenderer
  • CommandList.DrawView
  • CommandList.Attributes.Set( bool )
  • CommandList.Attributes.SetCombo( bool )
  • CommandList.GlobalAttributes
  • Texture.Clear( Color )
  • TextureBuilder.WithInitialColor( Color )
  • Vector3.Dot( a, b )
  • [FilePath] attribute for string properties
  • accessors and constructor to Matrix class
  • Matrix.CreateObliqueProjection
  • Input.Suppressed
  • Gizmo.Draw.Sprite angle parameter added

🧼 Improved
  • Editor theme improved - new font, color scheme and many tweaks
  • Shader memory layout changed to drastically reduce stuttering
  • Time classes internally use doubles for improved precision
  • Video Recording has been greatly improved for stability and speed
  • Human female🙍‍♀️ models look a lot more female
  • GPU -> CPU readbacks use cached memory improving speed
  • VR gets it's projection matrix from the headset directly
  • Updated Roslyn - your games will generate more optimized code now
  • GameObjectReference serialization for prefab properties
  • Create GameResource Save button when using a customer inspector
  • Improved aspect ratio in asset browser thumbnails
  • Select prefab/network root when selecting object in viewport
  • Prefab instance UX improvements
  • Rebuild model hitboxes on renderer model change
  • Optimized NetworkTable causing excessive delta snapshot GC
  • Cameras rendering to textures use a HDR texture and matching MSAA
  • Make sure Screen.Size is correct on scene startup
  • Component Eye Dropper can be used directly on Components in the inspector
  • GameObject Eye Dropper can be used on Prefabs in the Asset Browser
  • GameObject & Component Eye Droppers can be used on other GameObject/Component properties
  • Load system scenes on any non-additive scene load
  • Creating a new project or opening a Sample Project will now correctly show the "LAUNCHING" text
  • Sample Projects no longer create duplicate entries in the Launcher when opened manually
  • NetworkFiles includes stuff on resource paths
  • Mixer Handles now support multi-edit
  • Can now unlink multiple prefabs at once with multi-select
  • Can apply/revert prefab instance changes with multi-select
  • Unsaved changes dialog prompt for resources
  • Update Skin shader with tint and age sliders
  • Steam Audio update (4.5.2 -> 4.6.1) and static linked
  • RenderTextures are cleared to magenta by default (to spot errors more easily)
  • Updated to SDL3 and gamecontrollerdb.txt
  • UI textures are mipbiased to avoid being blurry
  • Allow modifying the transform of the prefab root
  • Project settings UX improvements
  • Whitelist JsonStringEnumMemberNameAttribute
  • CameraComponent.RenderToTexture takes a ViewSetup allowing overrides
  • Yoga config uses UseWebDefaults
  • HudPainter.DrawLine uses SDF shape for much smoother lines
  • Exposed and documented ImageFormat
  • Whitelisted many requested types including BigInteger, Complex, Task.Is*, ReadFromJsonAsync and more..
  • GameOverlays use a viewport z-slice instead of an additional depth buffer

🪛 Fixed
  • Intel Integrated Graphics no longer crash on startup, device limitations are checked on startup now
  • SpriteRenderer crashing trying to render on dedicated servers
  • UI no longer renders over the Scene tab in the editor while in play mode
  • Various security exploits reported on HackerOne
  • MusicPlayer crashes
  • Razor elements now play :outro properly
  • WantsFrameBufferCopy doing nothing outside of regular models
  • Navmesh links triggering when not active
  • SceneCamera.GetFrustum returning nonsense on ortho cameras
  • Scene not being pushed before several prefab related editor actions
  • Scratch depth buffer not matching scratch color dimensions
  • UI corners being misaligned
  • UI sometimes getting 1 pixel gaps between panels
  • SetMaterialOverride( null ) not clearing any overrides
  • Prefab Root context menu giving options that resulted in error
  • TreeView not completing a SHIFT+CLICK action when the first item was selected outside of the tree
  • Locate Prefab option now always appearing when you'd expect it to
  • Depth-aware mask NaNs
  • Label scissoring with WorldPanels(https://files.facepunch.com/matt/1b2311b1/after.gif)
  • Model renderer local bounds being wrong
  • Fix rotated off-center box trace
  • Null GameResource icons preventing editor start-up
  • Blending mode on translucent objects, default alpha blending mode additive
  • Missing project settings button on asset projects
  • Input binds not saving
  • Dedicated server crashes when trying to use lobby methods
  • Error when in Eye Dropper tool of a list entry and the entry in the list is removed
  • Fixes a discrepancy between the hashed identity of TypeLibrary methods and MethodIdentity in WrappedMethod from CodeGen when the method is on a class contained within another class
  • BytePack struct serialization
  • TypeLibrary is disabled during cctors / package load
  • Context menu on normal files in the Asset Browser
  • Error when multi-selecting an asset and a normal file in the Asset Browser
  • Flickering when dragging material on to scene mesh
  • Tooltips linger when mousing out of a tooltipped pannel
  • Depth Linearization in Oblique Matrices
  • Crash in CSceneAnimatableObject::MergeFrom
  • [Button] not showing if not returning void
  • Fixed menu addon not loading in editor (due to whitelist)
  • ISceneStage spans the wraps the entire scene update, not just OnUpdate
  • Prevent EditorUtility.RenameDirectory making a directory a subdirectory of itself

🚯 Removed
  • Legacy particle system - legacy particles will no longer render
  • Prefab variables
  • Deleted many unused DLLs reducing the game size
  • Removed unstable GPU shadow culling
  • NativeRenderingWidget now doesn't render without a scene
  • Graphics.RenderToTexture (use CameraComponent.RenderToTexture)
May 31
Lucky Lord: The Coin Pusher of Fate - Star Seeker Studio
1.Optimized an issue where gold coins could get stuck in side channels, leading to a decrease in game frame rate.
2.Fixed an issue where some cards were not unlocking correctly.
3.Fixed an issue where the Hunter's +5 gold bonus to adjacent Beast cards was not applying correctly.
4.Due to some cards having excessively strong scaling that could cause players' computers to freeze, their values have been adjusted. Correspondingly, we have buffed some cards that were still underpowered:
【Farmer】
When adjacent to Farmland, Farmland's gold output +5 -> +8
【Swordsman】
Gold +10 -> +15
【Wolf】
Gold +3 -> +8
【Dog】
Gold +3 -> +8
【Artisan】
Each time cleared, Artisan's gold output permanently +5 -> +2
【Brotherhood】
Each time cleared, gold output permanently +10 -> +5
【Noble's Knowledge】
Clearing all Ores on the field: permanently +3 -> +1 gold per clear; Clearing adjacent Gems: each clear permanently +10 -> +5 to its own gold output.
Tesera Playtest - HaxxorCat
⚠️ The Weekly Patch is Live!

🆕 New Features:
+ Added new Hauler Bot mob;
+ Added Hauler Bot spawns in mines and some structures;
+ Added Close button in Steam client;
+ Added the ability to possess the entity you're looking at by pressing the ALT + RMB key combination (creative mode only);
+ Added new dance: Bait-n-Switch;
+ Added teleportation effect when Stalker Drone appears;
+ Added new idle animations for Redhorn, Blueboo, and Sheep;
+ Added alternate death animations for Cluckfluff, Blueboo, Redhorn, Fennec, Sheep, Soulhound, Stridewing, and all Teseranid variants;
+ Implemented reverse-depth shader technique; clouds are rendered at a huge distance (3000 blocks);

♻️ Changes:
~ Stridewing now plays a separate saddle equipping animation instead of the feeding animation;
~ Improved the physical stabilization of entities on the surface of water;
~ Stridewing does not flap its wings when slightly rising above water;
~ Reduced Fennec's movement speed;
~ Removed Netherrack (legacy block) from shelves in one structure;

🐞 Bug Fixes:
* Fixed inability to sit on a raft;
* Fixed a bug in the emote wheel that prevented emotes from playing;
* Fixed a bug with rendering clothes through the player's transparency on obstacles;
* Fixed fluid visual updates;
* Fixed overlapping fluids (especially lava) drawing through blocks, thanks to reverse-depth technique in shader;
* Fixed rendering issues with some decals;
* Fixed missing multiblock property for BROKEN_ADVANCED_FABRICATOR and BROKEN_METALWORK_STATION;
* Fixed bug causing Cluckfluff and Fennec to play running animation instead of swimming;
* Fixed bug causing Cluckfluff's swimming speed to become too slow;
* Fixed bug preventing Hermit Crab from going to the bottom (stayed on surface);
* Fixed bug where bottom-walking mobs didn't play movement animations;
* Texture fixes for Redhorn and Sheep to accommodate new animations;
* Various minor texture fixes;
Tesera - HaxxorCat
⚠️ The Weekly Patch is Live!

🆕 New Features:
+ Added new Hauler Bot mob;
+ Added Hauler Bot spawns in mines and some structures;
+ Added Close button in Steam client;
+ Added the ability to possess the entity you're looking at by pressing the ALT + RMB key combination (creative mode only);
+ Added new dance: Bait-n-Switch;
+ Added teleportation effect when Stalker Drone appears;
+ Added new idle animations for Redhorn, Blueboo, and Sheep;
+ Added alternate death animations for Cluckfluff, Blueboo, Redhorn, Fennec, Sheep, Soulhound, Stridewing, and all Teseranid variants;
+ Implemented reverse-depth shader technique; clouds are rendered at a huge distance (3000 blocks);

♻️ Changes:
~ Stridewing now plays a separate saddle equipping animation instead of the feeding animation;
~ Improved the physical stabilization of entities on the surface of water;
~ Stridewing does not flap its wings when slightly rising above water;
~ Reduced Fennec's movement speed;
~ Removed Netherrack (legacy block) from shelves in one structure;

🐞 Bug Fixes:
* Fixed inability to sit on a raft;
* Fixed a bug in the emote wheel that prevented emotes from playing;
* Fixed a bug with rendering clothes through the player's transparency on obstacles;
* Fixed fluid visual updates;
* Fixed overlapping fluids (especially lava) drawing through blocks, thanks to reverse-depth technique in shader;
* Fixed rendering issues with some decals;
* Fixed missing multiblock property for BROKEN_ADVANCED_FABRICATOR and BROKEN_METALWORK_STATION;
* Fixed bug causing Cluckfluff and Fennec to play running animation instead of swimming;
* Fixed bug causing Cluckfluff's swimming speed to become too slow;
* Fixed bug preventing Hermit Crab from going to the bottom (stayed on surface);
* Fixed bug where bottom-walking mobs didn't play movement animations;
* Texture fixes for Redhorn and Sheep to accommodate new animations;
* Various minor texture fixes;
May 31
Land Of Idyllic Beauty - Neo
  • Added new salt pans near the coast; salt pans can now be built close to the shore.
  • Added new salt workers who can be recruited in the tavern.
  • Added two new items: Refined Sea Salt and Dusk-Dawn Sea Salt.
  • Added a coastal production section to the daily settlement.
  • Added salt pans to the game roadmap.
  • Added a coastal buildings category to the manual.
  • Added a salt worker category filter button to the manual.
  • Fixed an erroneous action command where Jingtian would fade and disappear after moving to the target point at 7 AM.
  • Fixed a bug where the bottom row of the aquarium walls might display incorrect layering.
  • Adjusted the recipe compositions for the following items to reduce redundant recipes and lower the difficulty of recipe development for players. Existing researched recipes in player saves will not be affected: Yangchun Noodles, Scallion Oil Noodles, Fried Prawns, Soy Milk, Peanut Butter, Fermented Rice, Apple Jam, Lemon Jam, Tomato Jam, Lychee Jam, Peach Jam, Blueberry Jam, Special Chili Powder, Fruit Juice, Ginger Essential Oil, Grape Seed Essential Oil, Soy Sauce, Traditional Soy Sauce, Stinky Tofu.
Grind and Dine Playtest - Nediller
Hi everyone!
The playtest for [Grind and Dine] is now available on Steam, and we’d love to hear your thoughts!

If you have any feedback, bug reports, or suggestions,
please share them on our official Discord server.
We’ve set up dedicated channels for bug reports and gameplay feedback to keep things organized and easy to follow.

👉Join us here: [Discord Invite Link]

You can also connect with the dev team and other players, ask questions, or just hang out and chat!

Thanks so much for playing and supporting our game!

— Mozeby
Fighting for Land / 打怪兽抢领地 - 西瓜汁
‌1. Optimized game progression:‌ Now presented as a ‌tree-structured map‌. Players can choose their challenge path based on ‌icon hints and personal preferences‌.
2‌. Optimized game balance and difficulty:‌ Challenge difficulty now increases ‌progressively‌.
‌3. Added Badge Mechanics:‌ Players can earn ‌badges‌ by completing mini-games. Badges grant ‌global buffs‌ to the player.
RIFTSTORM - Barold


Hey everyone,

We’re thrilled to announce that RIFTSTORM will officially be joining Steam Next Fest this June!

This will be the first time we’re opening the game fully to the public — and we couldn’t be more excited (and just a little nervous) to finally let you all dive into the world we’ve been building. The demo offers a small but intense slice of the game, designed to showcase the core combat loop, co-op synergy, and build variety we’ve been obsessing over.

I also want to take a moment to thank the many thousands of players who’ve playtested the game with us over the past two years. From entity-count stress tests to endless tower climbs to mini-story campaigns — your time and feedback have helped shape the version of RIFTSTORM we’re about to share with the world. And wow, did we learn a lot.

We’ll go into more detail about the demo build during the event itself, but I want to give a special shoutout to those of you who accepted the challenge, time and time again. Thanks to you, we’ve built this demo around a smaller, curated mission pool that leads into two highly replayable scenarios: Operation 1411 and Operation Marble Obelisk.

We’ve still got a few systems and kinks to iron out over the next few days — but we hope you’re as excited as we are.

Stay tuned for more details, and thanks for sticking with us this far.

The RIFTSTORM Team

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How should we engage you better?
We’re so excited to welcome you again to RIFTSTORM and experience the rifts and mythics. It would be great if you can give us a wishlist to support us.

https://store.steampowered.com/app/2282790/RIFTSTORM/
You can also join us on Discord to get in touch with the dev team and ask questions!
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