Lord of Rigel - Ace
QOL- Gigantic and Legendary galaxies in advanced settings
QOL- Militia equipment tooltip shows 50% equipment penalty in total and notes penalty due to militia
Critical- Fix for rare case where planets could be mind controlled or invaded if there was no population
Fix for rare case of monster destination indicator appearing on other moving fleets
Display fix for shield healthbar in tactical when in nebula and no hard shields- bar is removed like if there were no shields.
Bombardment stop button visual fix in orbital combat menu (spacing and using top UI button visual)
Minor scene reload optimization
May 31
Cosmic Cosmonaut - Vulcanic
Hey all!

The first patch - v0.1.1 - for the demo has just been released. If Steam doesn't update, restart Steam and it should be available.

This fixes a rather breaking crash on the fleet management page, related to older tooltips which were present, as well as a few minor ones like some dialog option adjustments.

Hopefully this means more of you will be able to finish the demo!

Yours,

Roland
A.k.a.
The Quirky Dutchman
Catastrophic Inversion - Toastid Waffel
Added an option to disable turret rotation for those who get motion sick easily.
Added option to place a mounted shield to your body for one-handed gameplay.
CHEMISTS: Area of infection - RPAX_GAMING
Hello friends, the update was aimed at opening the craft and convenience of players in finding plants. and much more awaits you in the game.

New
- Gosha now sells Ivan-tea and wisteria additionally.
- At the hermits' base, you can sleep in Cooper's house. Also at the entrance to the base at the checkpoint in the house.
- A repair workbench was added: to the hermits' base to Doni, to the forester in the garage, to the main military man in the city and the head of the chemists, to the railway station near the village.
- 2 tasks were added to Nikolai.
- Gas station No. 2 was installed on the territory next to the village, marauders live there, be careful.
- A marker of Agathon was added to the map.



Work was carried out on plants, 1600 new plant spawn locations were placed:
Wisteria - grows near swamps. +300 spawn locations.
Ivan-tea - grows in forests and fields. +300 spawn locations.
Calendula - grows in the mountains and at altitude. +250 spawn locations.
Dandelion - near houses and people, roads and more. +400 spawn locations.
Chamomile - in the field and near roads. +200 spawn locations added.
Sage - +200 spawn locations were added.

Crafting is now available:
- The campfire has been reworked for crafting and now includes two modules: a grill and a cooking pot.
- Players receive a small amount of experience for cooking food on a campfire.
- Recipes for crafting ammo are now available from the main NPCs at bases depending on your reputation with them (faction items).
- The ammo disassembly and crafting system has been reworked. As a result, some items such as shells of a certain length, bullets of a certain caliber, gunpowder and primers could disappear. At the moment, players usually have few of these items, since ammo crafting was previously unavailable and could only be obtained through several quests. Instead, universal bullets and shells have been added, making it easier to create ammo.
- Ammo can be crafted on a workbench. In the current version of the game, workbenches are absent from the map, as this mechanic is still being tested and may appear in future updates.



Items:
- The loot dropped by the crocodile has been reduced.
- A new item — glue — has been added to boxes with good component loot.
- New items — a grill and a pot for cooking in a fire.
- Boiled and fried meat of 10 types has been added to the game.
- Blueprints for making 5 types of cartridges have been added to the NPC in the trade (faction item) and will be available to you at a certain reputation level. These blueprints have been added to: the hunter, Nikolai in the village, the chief of chemists, the chief military man, Cooper in the swamps. The reputation level of item availability will change over time during the testing period.
- Car batteries have been added to garages and elsewhere, but they do not respawn. I will fix this in the future and it will be possible to collect more of them.

Changes
- The number of fox spawn locations has been increased.
- The price of raw meat has been changed for all animals.
- All fires have been replaced with working ones (for crafting).
- The checkpoint guard in the city has moved under the roof.
- The selling price of broken items is not 0, but 10% of the price. Now completely broken items do not cost 0, but their cost = 10% of the price.
- Several zones have been marked on the global map, such as a farm, an entrance to a swamp, a hunter's house and others.
- Immunity - equipment for creation was configured = these are hands.
- The main character's hair - the function of influencing decals on hair was disabled.
- The prices for crafted cartridges have been changed.
- Physics was enabled for transport when a player was nearby. It was temporarily disabled, but tests showed that it makes it difficult to pull vehicles out of traffic jams.
- The bushes that looked like thick grass were replaced with others.
- The anomaly on the island that teleports the player to the black island has had its probability of triggering changed. More precisely, there was a choice of 4 points and now there are 3.

New content has been translated.
New bugs have been added, if you find any, be sure to let us know in any way convenient for you.
Enjoy the game and have a great mood.
Fallen Aces - El Oshcuro
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Because The World Died - a-liberty
Patch 1.27 adds two minor maps to the west from the Border Checkpoint and the Refugee Camp Ruins.
These are not very important, but allow you a slightly different way to find Julia's Camp.
No changes to the main story.
Saloonery - Bow Tie Cat
This update focuses on refining core systems and visuals, while adding new weapons and levels—most of which are exclusive to the full game. The main focus was on improving shooting mechanics, balancing weapons, and making pickups and effects less jarring. The new Blunderbuss shotgun is available in the demo, and several other weapons are added for the full game. Overall, things are mostly on track for a July release.

New Weapons

  • Blunderbuss (Demo): A powerful single-shot shotgun.
  • Bolt Thrower (Full Game): A crossbow, the first projectile weapon in Saloonery.
  • Galting Gun (Full Game): Fires super fast with no reload needed.
  • Hellfire Shotgun (Full Game): High rate of fire and large ammo capacity shotgun.

Weapon System Changes

  • “Primary” and “Secondary” weapon categories renamed to Rifle and Shotgun to better define roles.
  • Rifle and Shotgun weapons now use distinct ammo types: Rifle Ammo and Shotgun Ammo.
  • Rapid Repeater switched to Rifle type instead of Secondary.
  • General weapon rebalance based on improved shooting input handling.

Gameplay & Controls

  • Shooting input reworked for better consistency and less awkwardness.
  • Removed attack delay as a weapon attribute due to bugs.
  • Consistency of fire rate improved when entering/exiting bullet time.
  • Falling off the map no longer kills instantly; instead resets player with damage (except on High Noon difficulty).

Visual & Audio Improvements

  • White flash effects switched to vignette style for less jarring feedback.
  • Decreased white flash effect on enemy kills.
  • Improved red damage gradient for clearer hit feedback.
  • Reloading sounds added, specific to each weapon.
  • Pickup icons replaced with glowing highlights for better visibility.
  • Increased visibility of chests and barrels in the environment.
  • Updated intro animation when the game starts.

Level & Pickup Changes

  • Randomly placed chests replaced with manually placed ones for consistent pickup locations and less redundancy.
  • Added Shotgun Ammo pickups to all existing levels.
  • Minor refinements to level design on some maps.

Bug Fixes & Performance

  • Fixed enemy shaking bug when they first appear.
  • Slight performance improvements for smoother gameplay.
  • Removed sprint sideway slow-down and toned down speed-up effect for less disorientation.

Settings

  • Added option to Disable Crosshair in settings.
May 31
Landraisers - Zeritum
Added Controller Support!

Controller support is in very early stages and so might not be 100% functional or intuitive. One thing I can tell you straight away is that the main menu and pause menu do not work with a controller, so you will have to use your mouse for that or hopefully the touch screen works on Steam Deck (I don't have one to test with!) Additionally, controls are not able to be rebound at this time.

In order to use a controller, simply have it plugged in and start using it! Mouse and keyboard will deactivate automatically.
To resume using mouse and keyboard controls, either press Select on the controller or Escape on your keyboard.

Controls:
Left Stick - Player movement and cursor movement in inventory
Right Stick - Player aiming
Right Trigger or A - Simulates a left-click (Attacking, Breaking, Picking/Placing stacks in inventory)
Left Trigger or B - Simulates a right-click (Object placement, Interaction, Picking half stacks or placing 1 item in inventory)
X - Open Inventory
Y - Left-Shift Actions (Dismount, Dash with Crow Mask, etc.)
Left and Right Bumper - Scroll selected hotbar slot
Select - Disable Controller

As stated, this is very early in implementation so expect oddities - all feedback is very welcome! Please use the "Bugs & Feedback" button on the Main Menu :)
Vectorio - Vitz
Hello everyone!

I hope you're all doing well as we head into the summer season. I wanted to share a quick update with our Steam community on where things stand with v0.3, as it's clearly taken significantly longer than I had originally expected.

Where is v0.3 at?

First, I just want to apologize for a lack of communication on my end. I know this has lead some people astray wondering where the update was, and for that I'm sorry. I try to hold myself to a higher standard, and I should've communicated this delay much sooner.

Now, onto why this delay has happened...

Since the last progress update, opportunities have arisen to implement some long-standing goals I had set out to do before the game even launched, the biggest of these being the introduction of mod support. It made more sense to tackle that now while I was already deep in refactoring the entity module system.

Alongside that, I’ve been able to address other key areas that would have been much more time-consuming to retrofit later. Without diving too deep into the technical side of things, here’s a quick overview of what’s been added or improved:

  • Full refactor of entity detection using spatial partitioning instead of physics
  • Completion of the entity module refactor, paving the way for mod support
  • Major project code cleanup and restructuring
  • Updates to core component drivers (e.g., Turret, Unit) with modular handlers
  • Replacement of placeholder conditional logic with a new state machine system
  • Introduction of unique unit types via the new state machine system
  • New dialogue system to support quests and better character representation, which was heavily influenced by community feedback over on our Discord
  • Plus many smaller improvements and polish across the board
All of this has contributed to the delay in releasing v0.3, but like with other delays, I truly believe the long-term benefits are worth it.

So, when is the update coming?

At this point, giving another hard release date would be unwise (and probably a bit comical) so instead, I’ve decided to take a more transparent approach. You can now track the remaining work on a public GitHub project board, which updates in real-time:

https://github.com/users/Vitzual/projects/2/views/1?sliceBy%5Bvalue%5D=v0.3

In addition to this, there's a milestone for v0.3 which more clearly shows the remaining tasks needed to complete the update. Please note however, the board only reflects the final remaining tasks, it doesn’t represent the full scope of the update:

https://github.com/Vitzual/Vectorio-Development/milestone/1

I know delays are frustrating, and I deeply appreciate your patience and passion for the project. My focus remains on delivering the experience I originally envisioned, with a stable and feature-complete 1.0 as the end goal. Every decision, even the tough ones that affect short-term progress, is made with that in mind.

If you have any questions, concerns, or just want to chat, I’m always around - feel free to drop into our discussions or join us on Discord.

Discord: https://discord.gg/vectorio

Thanks for reading and for sticking with me on this journey!

~ Ben
Runes of Magic - [CM] Darcoon


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