Cross The World - redbeehives
**#BUGFIX - MULTIPLAYER**
  • Fixed PLAY button for hosting multiplayer didn't work.
Liminal City: Axiom of Maria - Chapter One - Studio Ganzheit
Demo Update

I’ve been updating the demo, alongside ongoing work on the next stage of the main game. Below are the contents of the May demo update.

Early Game Improvements
  • Dialogue amount adjustments, event fixes

  • Added dialogue speed control feature

  • Other glitch and lighting fixes

Accumulative Attack Improvements
  • Improved accumulative attack tutorial

  • Minor system adjustments

Miscellaneous
  • Negredo Gate event

  • Boss battle improvements

  • World map UI, and other UI fixes

  • Turkish language added: Total 12 languages supported

Next Stage in Development: Threshold

Threshold, currently in development and not included in the demo, is a cache-like space between reality and Beyond—the virtual world where the dead are backed up. Unlike Beyond, Threshold doesn’t mimic reality precisely. It often breaks physical laws and serves as a transitional system zone.

If you’d like to follow behind-the-scenes updates on Liminal City: Axiom of Maria – Chapter One,

consider subscribing to the dev newsletter: https://studio-ganzheit.kit.com

Note: The newsletter is currently available in English only.

Lynked: Banner of the Spark - Nook

Hi everyone! Today we’re releasing a new hotfix patch that addresses many of the issues identified in the 1.0 build. Check out the full details below:

Highest Priority Fixes

Save Game Issues & Progression Reset 

  • Improved save conflict and reconciliation screens. 

  • Fixed a bug where cleaning and relaunching save files could trigger unintended reconciliation prompts. 

  • Swapping between Steam accounts on the same machine no longer resets player progression. 

Content Unlock 

  • Fixed an issue where the Voidspyre Skill Check expedition unlocked prematurely after Chapter 2

Cosmetics 

  • Resolved a bug preventing  side content cosmetic rewards (Smithy, Chip, Mason, etc.) from appearing in the player’s inventory. Note: While this issue has been resolved, affected rewards may not have been granted retroactively. We're still investigating and appreciate your patience.

Progression Blockers 

  • Fixed a bug where completing "Fire and Brymmstone" with the Skip option failed to unlock Brymm’s banner in the Sparkhold

  • Resolved a boss fight issue where minibosses didn’t spawn, blocking completion. 

  • Fixed a critical bug causing warning decals (e.g., enemy telegraphs, danger zones) to disappear quickly or not display at all. 

 

Gameplay & Combat 
  • Fixed bugs causing companions to block shots, get stuck in geometry, or play incorrect animations. 

  • Resolved issues where companion selections didn’t persist between basecamp and host switches. 

  • Adjusted companion balance (e.g., Slug Bot stun-locking, Gunner Bot & Beam Bot “super elites”.) 

  • Fixed problems in Special Ops missions: 

  • Missions remained on the board after abandonment. 

  • Mission failed screens didn't reflect active special rules. 

  • Fixed an issue where using the Skip option did not grant the appropriate rewards (e.g., banners.)

  • Fixed missing achievements tied to mod/weapon usage and enemy KOs. 

  • Clarified unclear achievement conditions (e.g., Strike Out!, Mod Squad.

  • Bosses and enemies now behave more consistently with corrected aggro, spawn, and death logic. 

  • Disabled auto-kill on mimic chests for bosses. 

  • Fixed collision, spawn, and interaction issues across various maps. 

  • Addressed animation bugs (UI pose popping, Slash Bot interrupts, stuck death loops.) 

  • Improved hitbox alignment for attacks (e.g., Beam Bot stomp.) 

  • Fixed "super elite" issues (e.g., not spawning Sentry Bots.) 

  • Balanced mission rewards, favor logic, and difficulty scaling. 

  • Buddy’s Action Figure now correctly unlocks after completing “Save the Unibots.” 

  • Fixed a bug preventing the “Cyberus Snaps Back” expedition from unlocking after Chapter 2. 

  • Fixed a progression blocker in “Morale Will Improve” (Chapter 9, Mission 3,) where the boss room would auto-complete without enemies. 

 

UI & UX 
  • Added tooltips in FTUE to reduce reliance on dialog. 

  • Fixed companion selection, inventory load, and UI stutter issues. 

  • Improved menu support for gamepad, mouse-only, scrolling, and tabbing. 

  • Mission board now better sorts completed vs. active missions; feedback nav improved. 

  • Fixed issues with Mason’s décor shop. 

  • Added Player Voice Volume setting and improved UI responsiveness in customization and options. 

  • Fixed language-specific layout bugs. 

  • Removed large blue bars on loading screens for ultrawide monitors. 

  • Fixed shop display issues, favor tracking, and crafting UI logic. 

  • Improved customization screen navigation. 

  • Added two new map view filters: Unibots Only and Quests Only

  • Added a new option in the Settings menu that allows players to toggle the rings around their character and companions.

 

Audio 
  • Added and balanced audio for: 

  • End-of-round screens, combat effects, boss intros. 

  • Environmental SFX (e.g., Chef pot, benches, rugs.) 

  • Adjusted volume for various combat events (Tread Bot, Aim Bot, Shock Bomb.) 

  • Fixed audio issues in multiplayer. 

  • Reduced companion idle chatter during infiltration. 

  • Trains in the desert now play ambient sounds correctly. 

 

Art & Environment 
  • Fixed lighting, texture, and VFX bugs (e.g., overexposure, grass, waterfall FX.) 

  • Updated emissives, dithering, and poster orientation. 

  • Fixed broken geometry, door materials, and missing ambient SFX. 

 

Performance & Systems 
  • Fixed a crash when closing the game via Steam during conversations. 

  • Improved loading times and reduced frame drops in multiplayer and on console basecamps. 

  • Improved banned account error handling. 

  • Fixed friend invites inconsistently joining mid-combat missions. 

  • Resolved animation issues when Buddy returns to town in multiplayer. 

  • Fixed missing/over-optimized VFX on Low settings (e.g., Bubble Shields.) 

Jun 5
DeathWatchers - bswainsgames
  • Think i've finally fully fixed the 4+ herb bug! Please message me if you encounter it again!
  • You can now disable the hunting entity altogether in Deathwatchers & Clean up modes!
  • Fixed infinite sprint!
  • There was quite a few other bug fixes but i spent so long fixing the herb issue i forgot them...
Frontier Forge - goodlinegames

Hey everyone,

Time for a new build!

I have decided to go with a new direction with the game, as the other version was maybe a bit too ambitious. So ive decided to make the game into a crafting RPG / shop sim game. So instead of being open world, now instead you play as a craftsman in a town and sell items to its villagers. Theres still an NPC management aspect, as you are going to need help with automation and selling items later on, ive just reduced the scope a bit. Also decided to focus a bit more on world building and story, so now there is an actual questline, instead of the quest being a todo list / chore (runescape as some has pointed out. nothing bad against runescape, its just grindy). The main aspect of the game will be focused on crafting, automation, hiring villagers and selling, upgrading and buying new items / properties to help you expand.

Patch notes:

Since ive basically rebuilt the game, i cant list everything here.

so yea thats it from me for now.

have a nice day.

Sun City - Episode 1 - FoxFF

The wait is over. 🌆

**Sun City – Episode 1 is finally live.**

After a heartbreaking tragedy, your journey leads you to a new city — and a new life filled with secrets, seduction, and second chances.

🌹 A story-driven adult experience

🎭 Rich characters & emotional backstories

🎮 Dialogue choices that shape your path

🔥 Romance, drama... and more

Leave the demo behind.

Step into the full story — your decisions matter now.

---

We’re just getting started — and we’re incredibly thankful to have you on this journey. 💜

💬 Your support in this very first episode is *crucial*.

It directly helps us deliver the next chapters faster, better, and with even more depth.

Share your thoughts, feedback, or bug reports —

**your voice truly helps shape the future of Sun City.**

Jun 5
The Untitled Tower - _/-^
縦穴エリア4を微調整。
竹林道エリア2を微調整。
安全第一の体力を調整。
安全第一を倒すと弾幕も消えるよう調整。
牢獄エリア1の小ネタを調整。
神霊峰:四合目~六合目で消えた灯りが時間経過で復活していくよう調整。
光を齎す者・光を奪う者を倒した時に松明の灯りが復活するよう調整。
赤い勇者(単品)の攻撃を一部調整。
Project Tape - ★Rogerfg104★
🛠️ Patch Notes 1.0 – The Last Tape: Prologue

This update marks the release of the final version of the prologue. All changes and improvements included in this patch are the result of feedback received during the DEMO period – thank you for your support!

⚠️ The demo will be removed one day before the official release.
The final version will be available for free during June.


General Improvements

🔁 Full rework of the first area

The starting area was completely rebuilt from the ground up. Thanks to the new lighting system and redesigned structure, the experience is now far more immersive and much clearer than in the demo.

⚙️ Optimization

We've significantly reduced the game's disk space and RAM usage. You may notice smoother performance throughout. However, please note that the minimum system requirements remain unchanged, as listed on the Steam store page.

🗣️ Spanish Voice Acting

The game now features voice acting in Spanish (V.O.) for the main character and several audio tapes, which play a key role in understanding the story.

📖 Expanded Story

The narrative has been expanded to provide a stronger introduction to the universe of The Last Tape. While it keeps a cryptic and mysterious tone, you'll now be able to follow the dark path of the Lurmont Corporation into its deepest nightmare.

🗺️ Updated Maps

All previously existing maps have been reworked, fixing many design issues and adding new areas. These changes ensure a fresh experience even for those who played the demo.

🖥️ Brand New Interface

A completely redesigned UI allows you to inspect items and track collected elements more easily, helping you follow the story without missing key details.

🏆 Achievements & Easter Eggs

We believe replayability is essential, so we've added hidden easter eggs and fully integrated achievements for you to discover and unlock.


🐞 Bug Fixes
  • Fixed character-related bugs and strange audio glitches when interacting with objects.

  • Resolved texture loading issues.

  • Redesigned the main menu – all settings now function correctly.

  • Fixed issue that allowed players to leave the playable area.

  • Removed floating text elements.

  • Footstep sound effects were improved.

  • Tunnel collisions adjusted to avoid head clipping.

  • Improved the object inspection system.

  • Removed ability to walk through trees in the first zone.

  • Implemented a new lighting system for better visibility.

...And many more minor fixes!

Zombie Graveyard Simulator - charlermaster

Hi Gravediggers, 🧟‍♂️

We’re aware of the issue where employees can get stuck, and while we're still working on a full solution, this patch introduces a temporary “Unstuck” button for employees to help resolve it quickly.

Here’s what’s included in this update:

  • 🆘 Added Unstuck button for employees

  • 🧠 Fixed some AI pathfinding issues

  • 🌐 Fixed Chinese localization problems

  • 🎥 Fixed an issue where camera sensitivity settings wouldn’t save or apply correctly

We’re also actively working on the Achievements System. Here is small tease!

Starting with the next patch, your in-game actions will begin syncing with Steam. When achievements go live, you’ll automatically unlock the ones you've already earned. 🏆

More fixes and improvements are on the way and thank you again for your support, and keep the feedback coming!

We’re always around and would love to hear from you!

Heroic Kingdom: Origins - LS_Duffmaster
Fixes:
  • Fixed an issue where snow footsteps were not impacted by sound volume.
  • Fixed an issue where dust footsteps were not impacted by sound volume.
  • Fixed an issue where puddle splashes were not impacted by sound volume.
  • Fixed an issue where dealing bleed damage while wearing Venomblood Hauberk, the damage popup would display poison damage as a bleed.
  • Fixed an issue where Elf Outcast rogues were using the wrong rare drop table.
  • Fixed an issue where Rebirth 3 on normal was being granted if rebirthing on normal.
  • Fixed an issue where enemy kill count was being calculated on how many times they were "seen" not killed.
  • Fixed an issue where Malikaroth's Skeletal minions were using incorrect attack sounds.
New:
  • Adjusted the attack "queue" time for dual wield sword's first heavy attack. The second heavy attack was a bit tricky to trigger consistently.
  • Adjusted the AOE proc times on some enemy 2H heavy attacks, as well as MHS heavy attacks. This should help prevent them from spawning in the air.
  • Adjusted Lucian, Aldric, and Savan's movement speed in certain scenarios, this should help smooth out some of their movements.
  • Added sound occlusion for birds inside of Buildings (caves as well). This should prevent the sound of birds spawning while in these areas, breaking immersion.
  • Added the ability for enemies to have "idle" sounds. Started with skeletons, more will be included.
  • Changed how enemies engage players via "hearing". Enemies will no longer engage in players when hearing them. They'll now investigate the noise area, if the player is seen THEN they'll engage.
  • Increased the visual range enemies can see players while crouched.
  • Increased the range at which enemies hear players from 1500 to 2000.
  • Increased the range at which enemies hear without vision (LOS hearing) from 200 to 500.
  • Added enemy "Engage" sounds.
  • Added enemy "Investigate" sounds.
  • Added enemy "lost enemy" sounds.
  • Added enemy "death" sounds.
  • More enemies will have these sounds updated. Please let us know your thoughts!
...