EMPTY SHELL 2 - [IT] highcla
Hey, everyone,

just fixed the issue where a weapon could be modded with the same mod already installed consuming crafting materials :(
Everhood 2 - KidChris
Paris Transylvania - Magneticlake
Hey everyone!

Here comes a small update that brings one new peg board to conquer, along with several usability improvements and minor fixes.

V.0.050 Update
New Peg Board! One more strategic layout to master.

Improvements & Fixes
  • Card Listing UI: Smaller cards in rows of five in card listing, for better overview.
  • Inventory Usability: The “Use” button now only appears when an item can actually be used.
  • World Map UX: Mouse wheel scrolling is now disabled when popups are open, to avoid accidental map movement.
  • Editor: Game keyboard shortcuts disabeled in editor mode.
  • Localizations: Human translations for Chinese traditional, Chinese Simplified, Japanese and Korean.
We've just recently split the demo into its own app, so you can now leave a review. Thanks for playing and keep sending us feedback, it really helps shape the game.

https://store.steampowered.com/app/2470480/Paris_Transylvania_Demo/
Battle Ground Battle Royale - sniper44x
Partial controller support
deathkrew Playtest - p1
Weapons System
-Added reloading
-Added ammo

UI

-WeaponUi

Maps
- New map
Remorses - Twistedline Games
Patch notes:

-Major loading time issue fixed — loading now works as intended.

-Heavy optimization for improved performance.

-Clarified certain in-game texts for better understanding.
東方凸凹遊戯 - Toorun12
東方凸凹遊戯開発者のToorun12です。

初日のフィードバックをもとに、以下の対応を行いました。
すぐ対応できるものだけになってしまいますが、他も順次なんとかしていきます。



にとりのスキルで消した画面の同期ができていません
どうやら、全部真っ白いミノに変わって表示されているようでした。
頑張って直しました。まーだ直ってなかったら教えてください・・・!

スピンしたとき、絶対"S"Spin判定にになるのはなぜ?
何のミノでスピンしたかの情報を同期していませんでした。
速攻で追加してみたので、試してみてください。
今Metal-S Tripleをやれば、おそらく対戦相手にもその偉業が伝わることでしょう!

名前設定で、1文字消す機能はないんですか?
実は右クリックや左回転のボタンが削除に対応していましたが、非常にわかりにくいので、
一文字消去のボタンを追加しました。
それに伴い、伸ばし棒の位置が変わっています。

実績解除、できないものがある?
実績の解除は、steamのアプリが終了したときに行われるようなので、
もしかしたらちょっと時間がかかっているだけかもしれません。
もし、それでも達成したのに解除できなかった、という例がありましたら、
どのモードで(ミニゲーム中、ローカル対戦中、オンライン対戦中、トレーニング中など)
達成したのか教えていただければ、また詳細に調べます!

決定キーと戻るキー、逆が良くない?
決定(初期設定Enter)、戻る(初期設定Escape)を追加して、キー設定からいじれるようにしました。
同様にXboxゲームパッドでも設定できます。
とってつけみたいになってしまったので、ちょっと精査しますが、もし
キー入力におかしな点がありましたら、またすぐ対応します!

オンライン対戦中にクラッシュしました!
オンライン対戦で、部屋が2つ以上立っていて、部屋に入ろうとしたときに部屋が消えていた李すると
クラッシュするという情報をいただきました、ありがとうございます、そしてすみません!
少しは改善したかと思います。またクラッシュしたら教えてください!

スティックの判定とかってもっと改善できませんか?
どんな項目がほしいかとか、教えていただければ対応します。
(落下スピード調整したい、ジョイスティックの反応強度を変えたいなど)
詳しく教えてください!


だいたいこんな感じです。
まだ私の耳に届いてないフィードバックもたくさんありますが、毎日対応していきます。
今後ともよろしくお願いします!
NeverHome Ch.1 - Hall of Apathy - Shadow Gengis
Some quick patch notes here from recent player feedback :)
  • Fixed bug on the options menu where title can be returned to multiple times
  • Fixed Red Man collision crash
  • Added gamepad instruction icons
Kinstrife Playtest - Khaya Kinstrife
Hi everyone,

Combat improvements have been stacking up over the last 6 months, so we decided it was time for an update.

This one turned out rather massive; with a new map, a major physics overhaul, revamped attack controls, smarter AI, and a bunch of long-requested features that are finally starting to feel like what we’ve always envisioned.

⚔️ Combat & Controls

• 🛡️ Shield Blocking (WIP): Initial implementation of blocking with a rough shield animation set. Functional, but still needs refinement.
• 🖱️ Mouse-Driven Attacks: Attacks now scale with mouse drag speed, making them feel faster and more responsive. The old “trigger” feel is gone.
• 🎯 Improved Aiming: Upper body aiming has been reworked — thrusts and swings now land more reliably and track better.

🕴️ Physics & Movement

• 🤖 Physical Simulation Upgrade: Characters are more physically simulated than ever, with improved balance and reduced reliance on artificial forces. They behave more human-like, with muscles only stiffening up when needed.
• 🦶 Procedural Footsteps: Foot placement is now handled procedurally, with proper hip movement and smoother animation.
• ⚖️ Dynamic Balancing: Characters lean their upper bodies and use their arms naturally to recover balance when stumbling or shifting weight.
• 🏃‍♂️ Locomotion Overhaul: Full rewrite of character locomotion. We've moved away from motion matching for better responsiveness and performance.

🧠 AI

• 💢 Smarter, More Aggressive: Enemies now land hits more consistently and press the advantage. Facing spearmen is especially dangerous.
• 📏 Tactical Movement: AI keeps better striking distance, cuts you off, and surrounds you more effectively when outnumbered.
• ⚔️ Battle Line Behaviour: AI now holds formation, keeping allies to their sides and enemies in front.
• 🗺️ Command System (Early Prototype): You can now issue basic movement and formation orders. It’s early, but the foundation is in place.

🌾 Other Updates

• 🗺️ New Field Battle Map: Open terrain map added — great for staging skirmishes in a completely open space.
• ⚜️ Heraldry (First Pass): Basic heraldry generation added. It’s random for now but will evolve with more structure and meaning.
• 🧾 New Main Menu (WIP): The main menu’s gotten a little love.
• 🐞 Bugfixes & More: And many, many smaller changes and bugfixes.

🛠️ Installation

The build is now live on the [[b]beta[/b]] branch.

Let us know how it plays — and happy ‘strifing!

Blasted Dice - red
Hey everyone, I've been working on Blasted Dice for a long time now.
Which makes me happy to announce that the release version of the game is fully done and comes out tomorrow, June 2nd (should be at around 2pm WEST/ 9am ET/ 6am PDT).

I also updated the store with brand new screenshots and a new release trailer!



Lots of new things are in the game, most of them were talked about in previous devlogs, while others are brand new, never seen.
From the introduction of keepsakes, to the addition of starting decks, to the 48 different in-game challenges, to a bunch of character dialogue, and to over 100 different items. Adding a bunch of QoL changes to that, everything was possible due to the feedback received from you guys playing the demo. Thanks!

And talking about the demo, even though I would prefer to have it up forever, it unfortunately will be deactivated before the game comes out. The reason being that the demo lacks some major gameplay mechanics, like for example, keepsakes, and also because it lacks several QoL and pacing changes that are present in the full game.

If you have any questions or want to engage with the community, make sure to either send me an email, post on the Steam community or join the community Discord!

Community Discord: https://discord.gg/jUZnFeAjse

I think that's it for now! There will be a new Steam announcement when the game comes out!

Good luck out there!
-Rodrigo
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