No Gods of Men - Long Tooth Llama Games
No Gods of Men is now available for Steam Wishlist!

After a year of full-time solo dev and hand-drawing every frame, the citadel finally opens its gates! Wishlist today to grow your bustling colony of disciples and conquer the realms of the old gods!

  • Rebuild the towering citadel—room by room
  • Nurture a colony of disciples with minds of their own
  • Wield fantastically colorful, god-slaying combat powers



Thanks for your early support—see you in the realms of the old gods!
— Bobby
Dying Light: The Beast - pelikn_techland

Do you want a sneak peek into our The Beast-themed set? Then check out the video below:



Be prepared to see a lot more of this studio as we get ready to unleash The Beast this summer. To make sure you never miss out on a stream, video or update for Dying Light: The Beast, wishlist the game now!

https://store.steampowered.com/app/3008130/Dying_Light_The_Beast/
NosTale - Anime MMORPG - [CM] Zenitsusan


Haul in an extra 40% on purchases of NosDollars during our 28hr Happy Hour!

Offer period: From 31/05 at 17:00h (CEST) till 01/06 at 21:00h (CEST).
Dying Light 2 Stay Human: Reloaded Edition - pelikn_techland

Do you want a sneak peek into our The Beast-themed set? Then check out the video below:



Be prepared to see a lot more of this studio as we get ready to unleash The Beast this summer. To make sure you never miss out on a stream, video or update for Dying Light: The Beast, wishlist the game now!

https://store.steampowered.com/app/3008130/Dying_Light_The_Beast/
Euro Truck Simulator 2 - London
We’ve crossed borders, hauled freight, and explored countless cities across Europe. But just like any great journey, the road is always full of surprises. Something different is pulling into view, a new way to experience the world of Euro Truck Simulator 2. See you at the next stop...

Dragon Song Tavern: Cozy & Adventurous - HARRISONWORLD
Greetings Adventurers!

Since launching in Early Access, we've been thrilled by your love for the game and grateful for all your feedback and reports. To ensure a smoother adventure for everyone, we've addressed several issues based on your experiences.

▼ Game Performance Fixes:
・Fixed a crash issue that occurred when running in the background or taking screenshots, caused by an audio plugin.
・Fixed an issue where loaded saves would not retain the selected resolution setting.
・Fixed an issue causing the game to freeze after returning to battle from the Load menu during combat.
・Fixed an issue causing the game to freeze when switching maps or loading a save.

▼ Other Bug Fixes:
・Fixed an issue preventing the Customer Preferences Catalog from displaying correctly.
・Fixed incorrect rewards for the Food Festival quest.
・Fixed an issue where players could occasionally freeze while juicing or fishing.
・Fixed an issue preventing the Red Dragon's Breath Phoenix from respawning correctly.
・Fixed missing localized text translations for certain quest chains.
・Fixed an issue preventing the Swordfish Roll recipe research from triggering correctly; obtaining Swordfish Meat will now trigger it as intended.

▼ Gameplay Improvements:
・Adjusted the time flow rate: Game time now passes twice as fast (changed from 12x real-time speed to 24x real-time speed).
・Updated the nighttime visuals for the island.
・Increased the drop quantity from common wild monsters.
・Enlarged the Customer Diary button for better visibility.

We remain committed to providing the best possible experience for our adventurers. Thank you for your continued support and feedback! If you encounter any issues or have suggestions, please reach out through our official channels. Happy adventuring!

The Dragon Song Tavern: Cozy & Adventurous Team

Tamer: King of Dinosaurs - Kingloski
Hey everyone!

It's been quite some time since the last dev blog, so we are bringing up the pace again. We hope you look forward to the next ones!

Don't forget to wishlist now!

https://store.steampowered.com/app/3026730/Tamer_King_of_Dinosaurs/


Galmine Romance & Valley Chase

Today we wanted to show you two video previews of what we've been cooking up lately.

https://www.youtube.com/watch?v=8CeK3gVubrQ

The first is Galmine's second romance scene. Here she offers to make Victor some larger water pots for the fort but needs better materials to do it. That leads them inside an area that's a natural pheonomenon and absolutely beautiful.

Since this is their second time together, their conversation about their relationship is more confident and in-depth. They reveal some intimate truths to each other and you learn about their characters through the interaction, which is exactly what this game is all about - not just shoving sex in your face, but presenting it as a natural sum of real, loving relationships.

The second part of the video is a preview of the chase scene in the valley.

This is still in PRE-ALPHA, so please excuse the animations and timing. It's rough at the moment but gives you a good idea of what to expect from Tamer's high-octance action sequences.

ADDITIONAL CUTSCENE WORK

Along with the romance scenes we're now wrapping up production on some additional sequences that take place in the valley. Now that we've done some more set dressing for this area the cinematography is turning out great.

We've got basic lighting in place and plan to enhance the visuals even more as we get closer to launch.

Our approach to blocking these scenes is to try and take the "every frame a painting" philosophy to heart and not just have the camera tipping all over the place like many modern game and film productions.

This allows you to really focus on the character's expressions and the excellent story without feeling too drab or boring. Adding subtle movement to the cameras keeps you connected to the frame while offering a bit more visual stimulation than a totally still shot.

We're happy with how this footage is turning out and will be sharing more as we move forward!



Now that we have animatons for Jinx, even he's getting in on the action!



DINO ANIMATION

With the cleanup of the human characters 90% finished we can now focus our attention on the dinos and give them some love. Here you see Victor taming Hope - his first dinosaur mount.

They share a moment of deep connection through his taming ability here and she becomes loyal for the rest of the game.

Animating these sequences are tricky because we have to animate the dinosaurs and manipulate the performance capture at the same time, but getting to the finished product is rewarding!



COMBAT SYSTEM DOCUMENTATION

We're making sure to create plenty of solid documentation as we get ready to start implementing the core parts of our combat system. Doing so will allow us to produce something stable and effective.

Here you can see the aggro system for the enemies in place.

Since we are going to have Victor and Sheela fighting multiple dinosaurs, we need to make sure they don't get totally swarmed and overwhelmed. Adding an intended rhythm and balance to combat is essential to avoid this.



Therefore we're creating our own take on the kind of ticket system used by so many modern games to ensure enemies can both act and think as a group. This allows them to store actions without immediately taking them and instead doind what they need to at the right time so everything feels good rather than random.



NEXT ENEMY - Pachycephalosaurus

One of the new enemy types we're going to add to the game is the pachy you see above. They will be highly mobile and aggressive enemies that chase you if you try to avoid them. They attack with charging patterns and short range headbutts but are vulnerable to everything but a direct attack.

That means parrying or doding their approach will yield significant openings for damage.

Expect to see them up and running within the next few months.

KACERIE NSFW PREVIEWS

Kacerie's big romance scene is still in development and here you can see her practicing some partner yoga with Victor.

This is the first time we've tried some 69 action and we'll show you how good it looks in-engine soon.



I'll just leave this here also...



MAP DETAILS

Now that the gameplay and days are all sorted we can add some higher detail passes to the map. You can see the process yielding some great results below:



Of course, this is not totally final. We'll have a lot more to add and tweak before release, especially concerning lighting and atmosphere.


See you in the next dev update!


- Ride the Lion Studios
NEDRA - davitandreasyan
Finally, the long-awaited day has come — today is Horror Game Award Summer Showcase! The trailer for NEDRA will be shown there with new shots, and I’ll be talking about some unique survival features among the monsters.
I hope you enjoy it!

YOUTUBE
TWITCH



Davit
Creator of NEDRA
Last Outpost - troydgames
Hello Survivors

We meet again with a brand new content update for Last Outpost!

An update with new vehicle, many passive and active skills, vehicle workshop upgrades and various bug fixes & balance improvements. Let’s dive into the details together!

Monowheel

We've introduced a unique new vehicle: The Monowheel. As the first melee vehicle in Last Outpost, it features frontal blades that let you slice through zombies up close. With a tight, responsive control scheme and a satisfying driving feel, Monowheel offers a fresh and thrilling gameplay experience. It also comes equipped with three unique movement-based skills that make full use of its agility.



Active Skills

  • Sharp Dash: Dashes in chosen direction with 50% increased blade damage.
  • Drop Shock: Monowheel jumps with charged energy and crashes down quickly, dealing area damage.
  • Torque Storm: Monowheel spins rapidly with rotors, dealing area damage for 3 seconds.

Vehicle Workshop Upgrades

  • Throwing Spearman: Mounts a spearman on the rear of the Monowheel who automatically hurls spears at nearby enemies.
  • Extended Fuel Tank: Increase the fuel capacity of the vehicle by 25%.
  • Kinetic Field: Monowheel now generates a kinetic field that weakens incoming projectiles, reducing ranged damage taken.
  • Metal Plates: Bolts thick metal plates to both sides of the Monowheel, increasing its base HP by 50%.

Here’s a quick look at the balancing & fixes:

  • Fixed a bug that required re-entering a building’s zone to upgrade it continuously. You can now upgrade directly without interruption.
  • Fixed a visual issue with rotating objects when the game is paused.
  • Fixed an audio bug affecting ambient sounds in the "Last Hope On A Dead Lake" level.
  • Applied balance adjustments to the "Last Hope On A Dead Lake" level.
  • Fixed resolution settings not working correctly on ultra-wide monitors.

Feel free to share your feedback on the new content! If you noticed anything unbalanced or something didn’t feel right, let’s discuss it and improve it together!

That’s all for now. See you in the next update!

Have fun and survive, Raiders!
TheFlagship - cg4213
Hello everyone, and welcome to this devlog for The Flagship.

Starting with fire control system optimizations: We've rectified trajectory prediction algorithms in subturrets, achieving measurable accuracy improvements while stabilizing target acquisition protocols. For main cannon operations, we resolved target lock disruption during multi-object proximity scenarios, along with trajectory deflection issues caused by obstructive celestial bodies. Sustained firing sequences of main cannons will now maintain consistent, even with turret not valid for firing.


In equipment adjustments, we've introduced the tractor beam - a dedicated module for managing item retrieval properties. The afterburner mechanism has been redesigned to utilize percentage-based acceleration, eliminating insufficient thrust scenarios while enhancing maneuverability for smoother handling. Notably, equipment management now features a context-sensitive module list adjacent to target slots, streamlining the configuration process.


Performance optimizations include redesigned battleship blueprint loading systems. By minimizing redundant calls, we've achieved approximately 10x performance improvements with significantly reduced stuttering, alongside fixes for potential equipment disappearance glitches.


Regarding gameplay validation demo, we've refined key encounter node placements to ensure better player guidance through each nodes.In-game store has also been repaired to enhance overall experience.

That's all for this development log update. Thank you for your continued support and attention to The Flagship. We’ll see you next time!

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