最后的修仙者 - 冷漠乌鸦
修复每次上线需要重新屏蔽音效和音乐
修复设置字体失效问题
修复不同难度下敌人没有前缀名称区别的问题
修复玩家角色的地裂雷霆符文被动无效问题
修复玩家角色的杀怪回血附魔被动无效问题
修复切割伤害加成和附魔效果对切割效果的加成无效问题
服丹的默认体质上限和每级增加的体质上限增加1000%
玩家角色的攻击距离更远
技能-召唤剑魂冷却降低60%
新副本[废弃药草园]会掉落种子,更低级入门副本
修复副本结算无奖励弹窗问题
修复战场上显示不了提示的问题
修复战场上无法显示单位属性问题
修复战斗单位信息难以精准展示的问题
优化副本面板显示
修复部分情况下部分玩家战斗卡死的问题
修复部分情况下部分玩家角色及宠物没有经验问题

BrVR Backrooms Virtual Reality - WooStudios
This update is back on the main branch! If you are on the beta branch, you will also be updated to this version automatically.

Made changes to the level 188 mall

The level 188 mall now has a couple of new shops including Slushie's Slushes. There, you can buy slushies that restore thirst, sanity, and health. You can also now buy suitcases at Threshhold Threads.

Made changes to the level 49 preview

The level 49 preview now has better enemy placement, a new MEG outpost, a UEC weapons stash, and some new cinematic moments. A number of visual issues have been fixed, and now the optimization should be better too. More weapon spawns have been added to the bunkers scattered around the map.

Added a new item: Helmets

These WWI-style army helmets can be found in level 49 and will sustain projectile damage for you. Just note that they pop off after being hit, and can only be used once. Attempting to use a broken helmet will result in...well...exactly what you think.

Made several fridges openable

Many smaller half-height fridges are now openable, and contain valuable foods and drinks. Larger fridges are still closed, but functionality for them may be coming soon.

Added the M1911

This new weapon can be found exclusively in Level 49 and is a WWI version of the 1911 pistol. It has the same stats as the modern version, but looks much more rustic.

Added a new vinyl

There's a new vinyl in the LunaNightZ record store (now also in level 188), and it's my new album FL Users Die In A Fire. This addition was suggested by Luna himself.

Join our discord https://discord.gg/rAhVHZnUuJ

Korea Dynasty (조선메타실록) - saemy90

June 2025 Development Roadmap

In June, we are introducing attribute values for each city and applying their effects accordingly. Additionally, this update includes preparatory work for the upcoming Civil Service Exam content scheduled for July to September, along with updates to player attributes.

(Content/System)

  • Introduction of foundational content for the Civil Service Exam (Initial Stage)

Mini-game for writing

  • Implementation of city castle metrics (public order, economy, citizen satisfaction, etc.)

  • Addition of internal quests within the Police Bureau

  • Existing quests will now influence internal city statistics

  • Crime rates increase based on public order levels

  • Shop prices fluctuate depending on the economic situation

  • New writing skill attribute for composing poems and prose

(Convenience/Optimization/Graphics)

  • Optimization of resources used for relationship chart improvements

  • Overhaul of save data structure and user convenience

  • Improvement of silent NPCs in the exhibition hall

(Structures)

  • Introduction of Sungkyunkwan and the Civil Service Examination Hall within the Hanyang Fortress

  • Exam halls added to each major city

(NPC/Factions)

  • Addition of Sungkyunkwan scholar NPCs

  • Finer adjustments to hit detection for animals

(Balance)

  • Increased range for NPCs using arquebuses

  • Increased transaction fees in response to market fluctuations

In addition to the above, we will continue to address bugs and make detailed improvements.

Steam recommendations and positive re-evaluations are a great and much-needed encouragement for the continued development of our game. We sincerely thank you for your support.

While we may not be able to reflect every player's suggestion due to differing game directions or development difficulty, we always make sure to include a set amount of feedback from our official Discord community when planning our monthly roadmaps.

We are pouring our love into planning and developing this game. Although it's not a AAA title, we are committed to adding a wide variety of fun content and improving any shortcomings during the Early Access period, so that it can leave you with good memories and experiences.

Lethal Company - Zeekerss Games
Hi, here is another round of bug fixes for things mostly to do with V70 additions.
- Fixed an issue where the clock and candy scrap were not spawning
- Fixed an issue where enemies could not navigate onto the bedroom bed or onto the car in the garage in mansion interiors.
- Fixed enemy interaction with the bathroom shower door in the mansion interior
- Fixed an issue where gift boxes were not spawning items randomly and would all contain the same item depending on the moon.
- Fixed the bird being able to instantly kill enemies rather than doing quick damage.
- Fixed errors regarding the body parts spawned by players who are killed by the Giant Sapsucker, which may have caused crashes.
- Fixed? a memory leak caused by the new directional compass on the HUD.
Codename CURE II - Hoobalugalar_X

- taking over a bot will now pickup any deployable equipment to avoid any potential confusion

- player texture adjustments

- additional cure arrow tweaks

- fixed a rare nav issue where players could be teleported to an unreachable part of the map when bomb is planted

Pickup Trash Simulator Remastered - Newboon

Pickup Trash Simulator Remastered UPDATE

So, You might've been wondering what's with the updates disappearing?

I've been working on this for a bit now. I was just gonna use the town extra but then i realized It was too small for the car. So me and a few other people worked on this map. And I thought why not make it San Francisco. It turned out great, Driving needs some improvements for turning but overall I think its pretty cool.

Fully Functioning Physics Based Trunk And A Radio.

-San Francisco And Driving Credits-

Tom The Radio Host: Newboon

Radio Music: Newboon Development

Map Design: Newboon Development

Building Designs: Newboon Development

Coding: Newboon

Voice Lines Around The Map: Newboon

Radventure: The Rise of Ryle - SirJeffOfShort

Hey Radventurers! Buckle up: Radventure, the comedy RPG where the narrator definitely has it out for you, is hitting Steam Next Fest and relaunching on Kickstarter!

What’s Radventure? It’s a hilarious, story-driven RPG crafted by real-life sketch and improv comedians. Expect chaos, fourth-wall-smashing antics, and laugh-out-loud moments. If you vibe with The Stanley Parable, Undertale, or Monkey Island, this is your jam. Play as Ryle, a half-elf rogue, on a quest to... well, let’s just say it involves a graveyard and some creative revenge.

Try the Demo! Dive into our free demo on Steam. Explore the first area, battle with our active-turn-based combat, and tell the narrator they’re doing a terrible job. Wishlist us while you’re at it: Radventure on Steam!

Kickstarter Relaunch! We’ve revamped our campaign with better rewards, a shiny new trailer, and even bigger laughs. Help us bring Radventure to life by joining the journey: https://www.kickstarter.com/projects/923076222/radventure-the-rise-of-ryle

Why Now? We’ve listened to feedback, polished the demo, and are ready to make this comedy RPG epic. Steam Next Fest is the perfect time to jump in, try the demo, and back our Kickstarter to support hand-crafted art and a stellar voice cast.

Thanks for joining the chaos.

-The Radventure Team-

Jun 5
Datura Time - VladStojDatura
  • Updated distance-based scaling and opacity for aiming reticule sprite

  • Added aiming reticule back in when not using aiming assist

  • Fixed some glitches and tweaked gameplay in Forest 1 and 2

  • Made all directional lights in scenes automatically important (ie per-pixel) - prevents directional lights occasionally not lighting geometry

  • Optimized A* pathfinding code

  • City 2: Fixed projectile ricochet off-of basketball courts mesh

  • Various minor gameplay tweaks and re-balancing

  • Fixed issue with perceived audio source inversion for 3D spatial sound.

  • Added voice-overs and headbust GUI elements for all talking NPCs

  • Added music to level intro sequences

  • Added new game outro text

Starborne: Frontiers - Branx
Starting today, June 6th, and lasting the entire weekend, until June 8th
players have a 50% chance to recruit the new legendary unit Selenite whenever recruiting a Legendary unit using Specialist Beacons in this Recruitment Rush event!

Selenite is a Legendary MPL Chemical Attacker
who can target stealthed units, dealing more damage for every stealthed enemy.
He will also apply Concentrate Fire to the enemy with the highest attack at the start of every turn, focusing allied fire on those key targets.

Don't miss out on this new specialized attacker!

Good luck, Commanders!

Idol Showdown - retro
Release times
Fri, June 6th 3PM PST
Fri, June 6th 6PM EST
Fri, June 6th 10PM GMT
Sat, June 7th 5AM WIB
Sat, June 7th 7AM JST
New Features
New Character

Genius of Two Disciplines: Hakui Koyori

Koyori is a tricky fighter who switches between two stances. She can control space with the power of chemistry, or blast through the opponent with the power of her gadgets.

Profiles

Players will now have the ability to customize their own unique profile with backgrounds, banners, titles and oshi marks that can be bought from the shop. You can view your opponents’ profiles during online play.

Reward Codes

A new screen where codes can be entered to receive unique rewards. Codes will be given out to winners of major community tournaments, at Idol Showdown events, or on social media accounts. Keep an eye out for them!

Character Select

The character select screen has been revamped. The new version features a cursor for character selection, as well as updated collab and cosplay selection of panels that offer better visibility and navigation.

Audio Changes

The following new tracks have been added:

- Expired Mayo (Unbalance by Hakui Koyori)

- Bejeweled Cavern’s Glow (MOOM: Last Promise)

- Ground Zero (MOOM: Last Promise)

Shop Items

New character cosplays, online stickers, banners and titles can now be found in Kiara’s shop!

Training Mode

Random Playback

Training mode now lets you set the opponent to a ‘random playback’ option. This mode will cause the opponent to choose randomly between the actions you have saved in your dummy recording slots, letting players train their reflexes.

Auto Grab Tech

This new option will cause the training dummy to automatically tech any grabs.

Changes to Existing Content
Bug Fixes
Input

- Resolved issues with multiple controllers and controller rebindings that would lead to the game being softlocked.

- Fixed issue where a single input would process as a double input on some menus.

Training Mode

Fixed issue where setting the bar value for STAR meter would lock you at that number of bars (thus providing functionally infinite meter). The meter will now reset to the specified bar amount after a short period of time.

Archive

Due to this patch being a major update, replays from previous patches will no longer work. There was previously an issue where old replays from non-major updates would be unplayable; this has been fixed.

Virtual Frontier

- Resolved multiple softlocks and unintended gameplay behaviors related to final bosses.

- Removed or reworked several fights that could result in the game softlocking.

- Fixed issue where the rewards menu would not show up after the first fight.

- Resolved bug that would cause you to lose fights if you won while at 1 HP.

- Fixed issue where Shion’s shop would sometimes display text in Japanese even when the game language is set to English.

Visuals

- Fixed visual bugs related to several character cosplays.

- Minor adjustments made to various animations.

Online

- Reworked the demo system. This should allow for easier resolution of desyncs in the future.

Battle

- Added the round start input buffer to offline matches to match online behavior.

- Adjusted corner physics to prevent multiple corner steal setups.

- Fixed bug where buffered jumps would sometimes come out 1 frame late. This would previously result in some characters being grabbed out of their first frame of jump startup.

- Fixed bug where all armored moves had infinite armor. The moves will now have the intended number of armored hits. New armor values for moves are marked under their respective characters in the “Battle Updates” section.

- Fixed bug where losses were not properly recorded. Win/loss information has been reset.

Battle Updates
System changes

Distance between round-start player positions has been increased.

Collabs can no longer be summoned while performing a command grab.

Blockstun buffer increased 3f -> 4f.

Universal overheads:

- Proration reduced 0.85 -> 0.7.

All air normals:

- Star Meter reward upon contacting the opponent increased 25 -> 28.

All specials:

- Removed star meter reward for performing the move.

- Doubled star meter reward for contacting the opponent.

Nearly all projectiles:

- Halved star meter reward for contacting the opponent.

- Exemptions to this change are listed under their respective character sections.

Throws:

- Command throws no longer cause ‘grab clashes’, and instead both whiff if they occur on the same frame.

- Command grabs will now beat regular grabs on clash.

- Grab supers will now beat non-super command grabs and regular grabs on clash.

Character changes

Aki

22M:

- Mukirose fall speed decreased.

- Damage increased 100 -> 120.

236L:

- Buffed version has spaced out hits with hitstop in between.

236M:

- Buffed version has spaced out hits with hitstop in between.

236H:

- Buffed version has spaced out hits with hitstop in between.

- Buffed version attack level increased 1 -> 2.

- Buffed version damage per-hit decreased 60 -> 35.

214L:

- Pushback on block decreased to be the same as 236L.

- Buffed version has spaced out hits with hitstop in between.

- Buffed version damage per-hit decreased 45 -> 40.

214M:

- Buffed version has spaced out hits with hitstop in between.

- Buffed version damage per-hit decreased 45 -> 40.

214H:

- Buffed version has spaced out hits with hitstop in between.

- Buffed version attack level increased 1 -> 2.

- Buffed version damage per-hit decreased 60 -> 35.

22S:

- Move length decreased 56f -> 48f.

- Now buffs the next three projectiles used (1 -> 3).

- Removed projectile invulnerability.

236S:

- Damage increased 205 -> 250.

Backdash:

- Recovery increased by 6f.

Ayame

214L:

- Now high-profiles low attacks.

- Hitstun increased by 1 frame.

214H:

- Projectile invulnerability starts up 2f earlier; frame 8 -> 6.

22S:

- Ghost initial contact blockstun decreased 12 -> 10.

Botan

New move added:

- j.236X; an aerial hitgrab that knocks down.

2H:

- Hurtbox increased.

- Recovery increased by 5 frames.

j.S:

- Attack level increased 4 -> 6.

j.2H:

- Hurtbox increased.

- IPS limit reduced 6 -> 4.

4HHH:

- Chip damage removed.

236L:

- Chip damage reduced 20% -> 10%.

236M:

- Chip damage reduced 20% -> 10%.

236H:

- Head invulnerability starts up 2f later; frame 1 -> 3.

22S:

- Armor bug fix; infinite -> 3 hits.

- Recovery increased by 5f.

Backdash:

- Distance decreased.

Coco

Burn:

- Decay decreased to 1/4 of its previous speed (now lasts 4 times longer).

5L:

- Horizontal knockback increased.

5M:

- Projectile armor bug fix; infinite -> 1 hit.

2L:

- Horizontal knockback increased.

2H:

- Low profile moved frame 1 -> 5.

j.H:

- Bug fix: move can now be performed out of j.S irrespective of height.

j.2H:

- Reduced landing recovery by 1 frame.

214L:

- Base burn damage decreased 70 -> 30.

- Attack level decreased 4 -> 3.

214M:

- Base burn damage decreased 120 -> 40.

- Exempt from projectile meter nerf.

22H:

- Base burn damage decreased 75 -> 50.

236M:

- Armor bug fix; infinite -> 1 hit.

- Low profile moved frame 1 -> 5.

236H:

- Damage decreased 160 -> 100.

22S:

- Superchat decreased 5 -> 4.

236S:

- Fixed bug where the recovery could maintain momentum from prior movement.

Backdash:

- Recovery increased by 4f.

Added new memes!

Fubuki

SSR:

- Pity counters have been consolidated from 7 (one for each strength of special) to 3 total for 236X, 22X, and 214X sequences, with j.214X now included in the 214X counter. EX moves and SSRs from 22S remain exempt from gaining pity.

- Color-coded status effects added for when a pity threshold is about to be reached for a guaranteed SSR.

- 236X: Green

- 22X: Red

- 214X: White

- All pity thresholds decreased 10 -> 7. Status effect will appear on 6th special use and carry over between rounds.

5M:

- Removed visual slide.

- Recovery increased by 3f.

- Extended hurtbox during recovery lingers for 3 more frames.

- Pushback on block decreased.

3H:

- Vertical hitbox increased.

- Attack level increased 1 -> 3.

236L:

- Recovery increased by 3f.

- Extended hurtbox during recovery lingers for 3 fewer frames.

- Juggle stun increased 25f -> 29f.

- Vertical knockback on juggle increased.

- SSR projectile durability decreased 2 -> 1.

- SSR chip damage increased 20% -> 25%.

- SSR damage increased 100 -> 110.

- SSR now launches upward and causes a knockdown on grounded hit.

236M:

- Recovery increased by 2f.

- Extended hurtbox during recovery lingers for 2 fewer frames.

- SSR projectile durability decreased 2 -> 1.

- SSR chip damage increased 20% -> 25%.

- SSR damage increased 100 -> 110.

- SSR now launches upward and causes a knockdown on grounded hit.

214L:

- Recovery increased by 2f.

- SSR damage increased 55 -> 65.

- SSR now has 3f earlier projectile invulnerability compared to normal 214L; frame 6 -> 3.

214M:

- Recovery increased by 2f.

- SSR damage increased 90 -> 110.

- SSR now has 3f earlier projectile invulnerability compared to normal 214M; frame 9 -> 6.

j.214X:

- SSR damage increased 55 -> 65.

22L:

- SSR damage increased 125 -> 135.

22M:

- SSR damage increased 145 -> 155.

22H:

- Recovery increased by 5f.

22S:

- Removed time limit on burger status effect.

Backdash:

- Recovery increased by 4f.

Ina

New move added:

- 22S; an EX move that summons 2 longer-lasting Takodachis.

22S/214S:

- Now moved exclusively to 214S.

- Adjusted Takodachi animation to better track time remaining on screen.

5H:

- Pushback on block decreased.

- Extended hurtbox during recovery lingers for 4 more frames.

\[4]6L:

- Pushback on block decreased.

\[4]6M:

- Pushback on block decreased.

\[4]6H:

- Hits spaced out with hitstop in between.

- Attack level decreased 6 -> 3.

3M:

- Proration reduced .85 -> .7.

Korone

Walk/Forward Dash/Backwalk:

- Speed increased.

22H:

- Startup decreased 10f -> 6f.

- Horizontal hitbox extended.

214L:

- Added 3 more frames of hitstun to the final hit.

22S:

- Duration decreased 25f -> 22f.

Backdash:

- Recovery increased by 4f.

Ollie

New move added:

- 22\[L]; an air-actionable hop.

5M/2M:

- Star Meter reward for contacting the opponent increased 25 -> 28.

j.M:

- Star Meter reward for contacting the opponent increased 25 -> 35.

236M:

- No longer launches on hit; now inflicts extended grounded hitstun.

236H:

- No longer launches on hit; now inflicts extended grounded hitstun.

214M:

- Armor bug fix; infinite -> 3 hits on both the charge and tackle.

214H:

- Armor bug fix; infinite -> 3 hits.

- Both hits now have the hard knockdown property.

- Recovery increased by 5f.

3H:

- Startup decreased 13f -> 11f.

Pekora

2M:

- Startup decreased 11f -> 7f.

- When this move hits TNT, it can now be canceled as though it hit the opponent.

2H:

- When this move hits TNT, it can now be canceled as though it hit the opponent.

6H:

- When this move hits mortar or TNT, it can now be canceled as though it hit the opponent.

jM:

- Hitbox extended further downward.

22L:

- Red TNT duration increased 120 -> 180.

214L:

- Recovery increased by 2 frames.

214H:

- Bug fix: the mortar can no longer be reflected.

- Number of mortar shots fired increased 2 -> 3.

- Maximum tracking range decreased.

Sora

Health:

- Decreased 1000 -> 975.

236M:

- Recovery and juggle stun both increased by 3 frames.

214H:

- Now disappears without exploding when Sora is hit.

22H:

- No longer disappears when A-chan comes into contact with ‘inactive’ projectiles (e.g. Pekora’s blue TNT).

236H:

- Now disappears when Sora is hit.

- Duration increased to travel indefinitely until reaching the corner of the stage.

22M:

- Exempt from projectile meter nerf.

Suisei

Universal overhead:

- Removed frame 1 low crush.

236L:

- Attack level increased 3 -> 5.

- Recovery increased by 4 frames.

- Sprite adjusted slightly.

236M:

- Proration reduced 0.85 -> 0.7.

- Sprite altered to distinguish it from j.S.

236H:

- Armor bug fix; infinite -> 1 hit.

22H:

- Proration reduced 0.85 -> 0.5.

2M:

- Damage decreased 60 -> 45.

- Now has extended hurtbox on startup 2f before becoming active.

22L:

- Airborne recovery on hitgrab increased by 16 frames; now recovers on the ground instead of in the air as a result.

- Startup increased 5 -> 8.

22M:

- Now has head invulnerability on frames 5~13.

236S:

- Increased recovery on whiff by 10f.

kyou mo kawaii ☆⌒(≧▽​° )

Collab changes

Amelia

Call-in:

- Screen freeze removed.

- Startup increased 20f -> 37f. (Due to the screen freeze removal, the move will seem much faster than before.)

- Attack level decreased 5 -> 4.

- Hitstop removed.

- Spawn location moved forward for better visibility.

AZKi

Call-in:

- Bug fix: removed issue where after the pin hit or was blocked, another AZKi could be immediately summoned before the first AZKi disappeared.

- Adjusted spawn location in the corner for better visibility.

Off-collab:

- ERROR effect duration increased 400f -> 460f.

Fauna

Call-in:

- Increased spacing between sapling spawn locations.

- Now spawns further back when near and facing the corner.

- Adjusted trigger range to misfire less often on aerial opponents.

Off-collab:

- Bug fix: gray health can no longer revive you after death.

- Startup decreased 36 -> 25.

- Gray health effect duration increased 300f -> 420f.

- Gray health percentage increased 0.6 -> 0.75.

Iroha

Call-in:

- Scaling and proration reduced 0.85 -> 0.7.

Off-collab:

- Adjusted spawn location in the corner for better visibility.

Kaela

Off-collab:

- Adjusted spawn location in the corner for better visibility.

Kanata

Call-in:

- Bug fix: removed the 1 frame link that allowed the grab to be confirmed into a combo.

- Bug fix: removed issue where some characters could get grabbed by Kanata during their own throw’s recovery.

- Range increased.

- Damage increased 250 -> 350.

- Can no longer OTG after the grab.

- Now disappears sooner after connecting/whiffing.

Off-collab:

- Adjusted spawn location in the corner for better visibility.

Kiara

Call-in:

- Screen freeze removed.

- Spawn location shifted upward and backward slightly.

- Initial velocity on startup decreased; now accelerates to original speed after startup.

- Effective startup due to travel time increased 21f -> 37f.

Marine

Call-in:

- Screen freeze removed.

- Startup increased 20f -> 27f.

- Blockstun on final cannon shot reduced 30f -> 18f.

- Final cannon shot is now air-techable.

Off-collab:

- Damage removed; 65 -> 0.

- Disappears while ‘clinging’ when the user gets hit.

Miko

Off-collab:

- Can now be called while airborne.

- Spawn location shifted forward to the center of the Miko Zone.

- Miko Zone range reduced slightly.

- Duration increased 300f -> 420f.

- Walk speed increased.

Moona

Off-collab:

- Gravity strength increased.

- Duration increased 300f -> 320f.

Mio

Off-collab:

- Can now be called while airborne.

- Repeated debuffs will now stack in duration instead of resetting the duration.

- ‘Crow’ chip damage debuff ratio decreased 40% -> 20%.

- ‘Poison’ damage over time decreased 75 -> 50.

- Adjusted spawn location in the corner for better visibility.

Risu

Off-collab:

- Duration increased 300f -> 360f. The number of nut uses remains the same.

- Adjusted spawn location in the corner for better visibility.

Roboco

Call-in:

- Hitstun on each laser hit increased 25f -> 27f.

- Blockstun on each laser hit increased 15f -> 47f.

- Laser is now air-untechable.

Off-collab:

- Now deals chip damage 0% -> 10%.

- Adjusted spawn location in the corner for better visibility.

Subaru

Call-in:

- Now spawns further forward.

- Now disappears when the user gets hit.

- Added a vertical hitbox with additional hits during startup while the sausage is growing.

- Blockstun reduced on far range hit 22f -> 12f.

- Now causes knockdown and a large amount of knockback on hit at far ranges.

- Reduced damage at close ranges.

Off-collab:

- Increased space between Subaru and the criminal she’s chasing.

...