Bubblegum Galaxy - aecanales
Hello planet builders!

Time flies, and it’s already time for a new devlog! This time, we've got a few new planet biome we're excited to show you. If there's anything you'd like us to cover in a future update, feel free to drop a comment below!

Text follows below.



Desert Level
Another classic biome with iconic music?
Welcome to San, a desert planet biome that introduces new mechanics, buildings and more.

Watch out, placing a tile on a hot orange cell will burn it and drain its color, turning it into a desert tile!

Desert Ruins
Scorched tiles can still serve a purpose. The more desert you connect to ruin tiles, the larger and more rewarding the ruins become (as long as they're far away from each other).

Rivers and Pyramids
Rivers lower the temperature around them, allowing other tiles to survive. Make them longer to repel orange cells and connect them to pyramids to grow impressive structures and earn extra points.

City Transport Simulator® - VAhasenpanzer
City Transport Simulator: Bus launches June 11 for PC on Steam!



We’re incredibly excited to finally announce City Transport Simulator: Bus! After intense development, it’s ready: the ultimate, realistic, and fully immersive bus simulation experience is coming! 🎉

City Transport Simulator: Bus launches June 11 for PC on Steam, and in September for PlayStation 5 and Xbox Series X|S.

You can watch the full event including interviews and announcements about Bus & Tram here: https://www.youtube.com/live/6UY2utuV1r8?feature=shared

What is City Transport Simulator: Bus?

City Transport Simulator: Bus is not a DLC – it's a standalone game on the CTS platform, which also powers CTS: Tram. In CTS: Bus, you become a bus driver and build and manage your own transport company in a highly detailed, European-inspired city.



Take the wheel of real, officially licensed buses from MAN and Dr. Richard, all recreated down to the finest detail – including authentic logos and designs. Whether you prefer a classic solo bus or a longer articulated one, you'll find a wide variety of vehicles and ways to expand your fleet.



How does the City Transport Simulator platform work?

City Transport Simulator is the technical foundation for multiple standalone games – including CTS: Tram and CTS: Bus. Each title can be played independently. You don’t need CTS: Tram to play CTS: Bus – and vice versa.

CTS: Bus is not a DLC or add-on – it's a full-fledged standalone title with its own content, vehicles, and gameplay modes. You can start and play it entirely on its own.



If you own both games, CTS will automatically recognize it and unlock all content seamlessly. No extra steps required – just launch CTS and enjoy everything you own.

The best part: even if you only own one of the games, the city will never feel empty. In CTS: Tram, AI buses drive through the city – in CTS: Bus, AI trams are part of the environment. This ensures a vibrant and believable city at all times. Only players who own both games can drive both vehicle types.



Feature Highlights:

  • Officially licensed buses: MAN Lions City A21 & A23, Gräf & Stift NL205 & NG235 – all authentically recreated with real-world details and liveries 🚍
  • Massive route network with 80 stops: Create your own routes or use the sandbox mode with 8 pre-built lines 🚏
  • Career & Sandbox modes: Experience varied gameplay – from managing your company to relaxing free rides 🎮
  • Extensive customization: Choose from over 10 liveries and 50+ logos to personalize your fleet 🎨
  • AI buses & tram traffic: Enjoy a lively city with AI-driven buses and trams independent of your own vehicles 🤖
  • Steering wheel support: Play with your Logitech G29, Thrustmaster T300, HORI Truck Control System, or other popular wheels with built-in presets 🛞
  • Shared platform with CTS: Tram: Play CTS: Bus and CTS: Tram separately or together – all content is included in a single installation and recognized automatically 📂
  • Realistic city with high detail: The transport network and urban development are modeled after real European cities – perfect for sim fans 🏙️

Release & What’s Next

CTS: Bus will be available June 11 for PC on Steam!
Console releases (PS5 and Xbox Series X|S) are planned for September. The delay is due to the complex console publishing transition – but we’re working hard to deliver the best experience there as well.

And what about CTS: Tram?

Alongside the Bus release, we’re also rolling out a major update for CTS: Tram with many exciting additions:

  • New stop styles from Berlin, Vienna, and Munich 🏙️
  • Rename stops for more customization ✍️
  • Choose your tracks freely for creative route design 🛤️
  • AI buses in traffic for a more lively city 🚦
  • Passengers react to your driving – with positive and negative effects 🎭
  • AI cars honk if you break traffic rules – for realistic traffic vibes 🚗🔊
  • And many bug fixes, optimizations, and features to improve gameplay feel

We guarantee: both Tram and Bus will continue to receive regular updates so both games evolve together and keep the city vibrant and alive.

What else is coming?

We’re working on new vehicles like the iconic GT6 tram for summer and already developing the Tatra KT4D – stay tuned!



Also planned: Vienna as a fully new city map in 2026, with never-before-seen detailed routes for both Bus and Tram.



Join the community!

Join the conversation in our Steam Forum, Discord Server, and follow us on YouTube, Instagram, TikTok, and Facebook.

https://store.steampowered.com/app/2604480/City_Transport_Simulator
Rock and Scroll Playtest - BOT Jon
Above
Warface: Clutch - GE-0

Friends!

Thank you for the warm feedback on our new preview format. Your support has encouraged us to continue this roadmap-style article series, offering a closer look at upcoming features before they hit the live servers.

In this article, we are excited to share some of the improvements coming in the summer season including a reworked player profile interface, an updated PvP room creation menu, and enhanced first-person hands that bring more realism to the game and pave the way for cooler melee weapon tricks.

Let’s take a look at what’s in the works!


[h5]Table of contents[/h5]

Interface Update: Player Profile and PvP Room Creation

We are continuing our work on improving the game interface, making it more intuitive, informative, and user-friendly. As part of the summer season update, two major sections are getting a fresh look: the Player Profile and the custom PvP Room Creation window. Let’s take a closer look at what’s new!

Revamped Player Profile

Our goal with the updated player profile is to make it not just cleaner, but also more meaningful and insightful. We have removed or relocated less useful elements and added new ones that players truly care about.

One of the most requested features—expanded statistics—is now front and center. You can now view detailed information about your performance across different classes, including:

  • Number of wins
  • Kill/death ratio
  • Total time played per class
  • Most-used weapons and their efficiency

And that’s not all! You will be able to filter Ranked and PvE stats by season, helping you track your progress over time. Quick match stats, meanwhile, will show your all-time performance.

Also newly visible in your stats: the number of MVP badges you have earned. Because being the best player of the round is something to be proud of!

Viewing other players’ profiles has also been improved. You will still be able to see their stats and loadout, but now you will also get access to a handy new action menu allowing you to send a friend request, open a chat, visit their clan, invite them to a party, or submit a report if necessary.

Need a refresher on where to find recent players? Click the contacts icon at the top right of the screen next to your profile.

New Custom PvP Room Interface

Alongside the profile update, we have redesigned the custom PvP room creation window to be more compact, informative, and easier to navigate. We aim to help you create a room faster, while still offering the same depth of customization, whether hosting a casual match or organizing a clan battle.

We have also cleared up a point of confusion from the old interface: previously, the Private Room and Allow Joining options offered similar functionality but behaved differently. Now, this setting has been unified across all scenarios under a single term: Private Room.


Sound Upgrade: Stage One

As part of the first stage of our audio overhaul, we have implemented a number of important improvements aimed at enhancing how sound is perceived in the game. These changes apply to PvP maps available in Ranked Matches.

Footstep Volume Levels:

  • Unique volume levels have been added for different player states: prone, crouching, aiming, walking, and sprinting. Footsteps while aiming are now quieter, and movement sounds feel more natural.
  • Enemy movement is now louder than that of allies, making it easier to tell friend from foe.

Step Sound Distance:

  • The footstep attenuation system has been reworked. The difference in volume based on distance is now more distinct, helping you better judge enemy proximity.

Gunfire Sound Dampening Adjustments:

  • The effect that muffles surrounding sounds during gunfire has been temporarily toned down for steps. This allows you to hear what's going on on the battlefield even while shooting. We're planning to refine this effect in future updates.

Material Differentiation:

  • Footstep sounds have been updated to better reflect different surface types (wood, asphalt, sand, etc.), offering clearer audio cues for orientation.

Environmental Noise Reduction:

  • Ambient sound volumes have been reduced on maps (e.g., helicopters and background noises). In the future, we also plan to reduce the frequency and duration of such effects across other maps.

Volume Balancing and Sound Tweaks:

  • Gunfire, movement, ambient map sounds, and other in-game audio have been unified under a consistent volume standard.

Indoor/Outdoor Acoustics:

  • Maps are being updated with audio distinctions between indoor and outdoor environments, creating a more realistic acoustic experience.

We will continue working on balancing sounds, improving the footstep system, fixing audio issues, and enhancing in-game sound for a more immersive experience.

[color=yellow]Note: This is the first stage of testing. We encourage all players to jump into the game with the release of the summer season, try the new sounds, and share your feedback. Your impressions are key to refining the sound system![/color]

FPV Hands Rework

Last but not least, we want to tell you about the First Player View Hands Rework. We have updated first-person hands to look even more realistic. This improvement also opens the door for creating even cooler melee weapon tricks like the one below in the future!

[color=yellow]Please note that all these upcoming features are still in development, so they might be adjusted, reworked, or even completely overhauled before release.[/color]

[color=white]That’s all for now, friends! What’s coming next?[/color]

https://store.steampowered.com/app/291480/Warface_Clutch/

Dawnfolk - Darenn Keller
Hey everyone,

If you missed the 15% launch discount, now's a great time to grab Dawnfolk! I'm doing this for the Turn-Based Fest. There are a bunch of other awesome strategy games to check out right here.



Since launch:
✅ Bugs have been fixed
✅ Performance has been improved
New levels have been added as free updates
✅ And there's a brand-new modding update released just a few days ago!

The game now sits at 95% positive reviews ✅, and I think it’s safe to say: now’s a great time to dive in.

Over 100,000 people have Dawnfolk on their wishlist. If that’s you, this is your sign. Let’s go! 🙌



Tell your friends, your cat, and your friends' cats.
(Also yes, I do need money to feed mine 🐱)

Take care,
Darenn


Pinball Storm: Lokanta - GamerskyGames
Hello everyone!

After months of hard work, we're proud to present the official release of "Pinball Storm: Lokanta"! This 1.0 update brings not only extensive optimizations and fixes, but also a complete gameplay system overhaul and brand-new content for you to experience!





🔮 New Pinballs & Adhisthanas
Five distinctive new Adhisthanas and three unique Pinballs have arrived! From high-speed mobility to last-stand bursts, from precision strikes to area control - strategic diversity has been elevated! Customize your combat rhythm and develop your own tactical system to make every battle unique!

【New Pinballs】
  • Fleeting Dust Pinball - Targets groups of enemies, launching countless pinballs
  • Canopy Shield Pinball - Creates a defensive zone with infinite ricochets
  • Victorious Banner Pinball - The ultimate trickster pinball with teleportation effects
【New Adhisthanas】
  • Rapidity - Damage increases with movement speed
  • Furious Heart - Damage increases as HP decreases
  • Heart Chain - Transforms pinballs into yo-yo weapons
  • Adjunct - AI-assisted auto-aiming
  • Worship - Damage increases with each enemy defeated


♾️ Endless Mode Major Upgrade!

The Endless Mode has been completely redesigned for deeper strategy and progression:

【Revolutionary Starting System】- New independent reward system with initial choices:

◆ Multiple prize item combinations
◆ Several future Adhisthana enhancements
◆ Pinball base level upgrades

【Dynamic Difficulty Selection】- Replaced fixed difficulty progression with:

◆ 5-tier gradient selection (Basic/Elite/Nightmare/Abyss/Chaos)
◆ Tiered unlock system (clear current difficulty to unlock next)
◆ 35% reward increase per difficulty tier

【Mode Structure Optimization】- 30 stages as benchmark completion point:
◆ Option to exit and immediately retry with stage rewards
◆ Or continue into "True·Endless Mode"

【True·Endless Mode】
◆ New enemy patterns without weaker foes
◆ Still provides periodic rewards

The goal of this update is to improve both strategic depth and replay value. Players can experiment with different tactical builds through customizable starting configurations and self-selected challenge levels. True Endless Mode serves as the ultimate proving ground for hardcore players.



📊 Balance Adjustments

Pinballs now always rebound instead of disappearing when leaving bounds. All pinballs' Reload Time has been reduced uniformly - no longer requiring upgrades to decrease.
  • Trailokya Beads: Reload Time 2.5s→1.5s
  • Five Ways Pinball: Reload Time 2s→1.2s
  • Conch Pinball: Reload Time 2.5s→1.5s
  • Vajra Chakra Pinball: Reload Time 5s→2.5s
Each pinball's Collision Count has been adjusted according to characteristics and can be upgraded through the pinball system. Additional Adhisthana adjustments:
  • Balanced effects across Agate Adhisthana system
  • Fixed effect bug in Dharmachakra's ultimate weapon - explosion probability now more noticeable
  • Sea Shell Adhisthana: Original Cold Realm effect rarity upgraded to red, original True Sea Shell downgraded to blue


🔧 Fixes & Improvements
  • Story Mode 2.0 update: Shortened some stages and redesigned enemy stats/spawn logic for better pacing
  • Fixed abnormal prize effects
  • Fixed Prize Gacha Machine upgrades not saving properly
  • Corrected descriptions for certain pinballs
  • Fixed achievement synchronization issues with Steam under specific conditions
  • Resolved duplicate unlock messages
  • Fixed incorrect minion HP values
  • Addressed Adhisthana unloading issues
  • Improved inventory organization for equipped prizes
  • Optimized Index UI panel
  • Enhanced inventory usability
  • Fixed combat result display errors in certain scenarios
  • Added confirmation prompt when starting new game with existing save

https://store.steampowered.com/app/2642570/_/
Kinder Finders - Patman the Pat
Classic new content launch and some bugs to work out.

Fixed:
Saved game issue where quests were complete when beach was launch from old save game
Minor patches

Added: Soundtrack on spotify link

Currently I am seeing some trouble with savegames not loading properly with the Summer Days (continue) button). This update should correct that mistake and recover save files that bugged previously. If you still have trouble comment here, fill out a bug report, or message me.

Thanks for your continued patience and support.
Dark Hours - Reivax
Patchnote #43 for Dark Hours (v0.9.19845) - 02/06/2025

Gameplay
  • Freeze Crash Fix: Whenever a player was frozen and then unfrozen by teammates, their game would consistently crash. This has been fixed.
  • Mirror Slide Fix: Fixed a bug where players could get stuck when being dragged onto the mirror by another player while near a safe zone.
Monster
  • Monsters Crossing Doors Fixes:
    - Fixed a rare bug where monsters could sometimes get stuck in front of an open door and fail to pass through.
    - Fixed a bug due to enabled navigation links during PCG, which allowed monsters to go through closed doors when they shouldn't.
    - Fixed multiple bugs that could cause monsters to loop their door-crossing animation.
  • Statue Movement Fix: Fixed a bug where statues would still move forward even when players were looking at them.
  • Voltaic Wraith Explosion Fix: Fixed an issue where the Voltaic Wraith’s explosion could still hit players even when they were hidden behind obstacles.
General
  • Electrified Screen Effect Modified: The electrified screen effect has been removed when you are hidden.
  • Ear Defender Fix: Fixed a bug where the ear defender could sometimes remain visibly floating in the air even when equipped by a player.
  • Glasses Visual Upgrade: Improved the glass material on some pairs of glasses.
Gaiadon: Eternal Quest - Nadukkons
- New: Apotheosis - The next layer of prestige which branches into 4 disciplines that can be leveled up (Discipline cap: 50, Apotheosis Cap:75).
- New: Skira, the fourth festival for the month of June. 1 hero, 1 pet, 1 medal, 3 cosmetics, medal xp potion, treasure chest, craftable skira elixir.
- Corrupted Enemies corruption can now be leveled which makes them harder and gives more xp. Corruption leveling can be done in the Apotheosis screen using discipline tokens (Capped at 100).
- Gold Crit Rate after cap now overflows to Pet card drop quantity.
- Corrupted Domains: Nexus, Loom, Harness and Bond max level raised to 300.
- Damage tracker on the game screen (bottom) will now show only your final crit damage (wont show boss damage anymore).
- Offline will now transcend you if you reach max ascension and auto-transcend setting is on, you need to have awoken Apotheosis 1.
- Added a progressbar to Ascension level requirement label in Ascension screen.
- Max WT increased to 50.
- A sac capped at 250, T Sac capped at 50.
- Dorian Graybone level cap raised to 400.
- Pet and Hero corruption level raised to 500
- He’s back. He’s broken. He’s full of teeth.
Injection No.9 - Chapter 1 (The Prologue) - Ragdoll Games


After countless nights of development, testing, and terrifying ideas brought to life, we're beyond thrilled (and slightly scared) to announce that our horror game is now LIVE! 🎉

🕯️This isn’t just a game — it’s a descent into madness. 🕳️
You’ll explore an abandoned asylum, encounter unspeakable horrors, and piece together a story that may haunt you long after the screen fades to black.


🔪 What to expect:

  • Immersive atmosphere and unsettling environments
  • Dynamic audio design that reacts to your every move
  • A story full of mystery, fear, and hidden truths
  • Survival mechanics that keep you on edge

💬 Tell us what you think, share your gameplay, and let us know what scared you the most!
🐛 Found a bug or glitch? Report it and help us make the experience even better.

Thank you for joining us on this journey into fear.
This is just the beginning — the real nightmare starts now.
...