Syvnta: Sovereignty - Bergyrr
Bug when elf or orc suspensions activated it would cause game to end
Marriage cards have been fix no more blank cards
Cone Crushers: Autocross - moosiegameco
Physics Update
6/8/25

  • Implemented advanced weight system with inertia. Cars feel much more planted, controllable and less spastic.

  • Improved tire temperature and wear dynamics.

  • Removed torque cap for reverse gear and made other power adjustments

  • Added buttons for testing ffb on sim devices. Still a major work in progress and not guaranteed to work just yet.

  • Updated 1999 Sedan model

  • Might have added a trophy truck..

This update brings a much more realistic feel when driving all vehicles. The main development focus is heavily maintained on vehicle physics and overall driving experience, along with adapting ffb to all devices. I only have one basic rig to test with, so it is a slow process. As things progress, more focus will be made on content, like adding and polishing existing vehicles and locations, adding more tuning options like front and rear sway bar mods, brake bias and different gear differential options, interior and livery customization systems, achievements and much more!

See you on the leaderboards!


(level work in progress) -

TerraTech Legion - Mythwright

TerraTech Legion has just been revealed at PC Gaming Show 2025, check out our announcement trailer below. 

Using TerraTechs modular building mechanics you're tasked with battling an onslaught of AI bots rampaging across the galaxy under threat from Legion. As a maverick Tech jockey with nerves of steel, it's up to you to clean up the carnage. 

You can jump into the Demo right now!

https://store.steampowered.com/app/3729960/TerraTech_Legion_Demo/

See you on the battlefield Prospectors 🫡

Worship - CRG Moonberry

Hey Cultists!

It’s out of the bag now. We have big news to announce here in this update. We hope you’re ready because we’re jumping straight into it!

Watch our latest trailer now!

Early Access is a huge milestone for Worship. The team has been hard at work on adding new content, fixing and stabilizing the game as much as possible in preparation for this important step for the project.

Early Access is not the end of the project for us, as we still want to implement more features and content before we can officially launch for our 1.0 version, the next big milestone for Worship. We have lots of things planned for that as well and we will talk about it more closer to Early Access. Stay tuned!

There are many things we want to do before officially launching Worship and that’s why we chose to go in Early Access. Buying the game while it’s still in EA supports us as developers. We intend to be very transparent about our intentions regarding EA so that’s why we’re choosing to make a roadmap that will lay down all the features and content we want before launching in 1.0. See the section below for more info.

Launching in Early Access allows us some amount of flexibility and gives us time to adjust to player feedback as we go. Your opinion matters! Playing this while the game is in Early Access allows you to voice your opinion on important matters before the official launch.

We’ll be listening intently to what the community thinks regarding all aspects of Worship.

We worked a lot in the past year on implementing the feedback collected from the Alpha and Beta builds. It took some trial and error but we sit at a point where we are comfortable with the way things are design-wise.

The other portion of our efforts was aimed towards adding more content to the game. Of course, we plan to add even more content and features as the Early Access progresses, but this will be done gradually over time.

If you have played the Alpha or Beta, you will feel that things will be different on a balance level. We tweaked enemies, played around the pacing and added encounter variety so that each run feels unique each time you play the game. The changes on the game feel and pace, alongside the additional content will provide a refreshing and challenging experience for Early Access!

Multiplayer

Multiplayer is the feature that most of you were waiting for. This Early Access release will have the multiplayer portion of the game.

From a game development standpoint, multiplayer is also the most difficult aspect of the game to develop, both in terms of balancing and stability. We are still tackling desyncs and other multiplayer issues as you’re reading this update. But rest assured that stability of the game in multiplayer will only get better over time as we keep developing for Early Access. Additional features around the multiplayer will be one of the first and main subjects we’ll tackle during the Early Access development.

More content to come in future updates

Aside from bug fixing, there is still content we wish to push for the game before releasing the full 1.0 version. As such, we plan to update the game over time while it’s still in Early Access. We’re cooking up a roadmap for you so stay tuned on July 15th to see what it’ll be about!

Bugs and other features requiring a bit more polish

As stated above, we chose to be launching in Early Access to collect as much feedback as possible from as many players as possible as we continue to develop the game. While we worked extra hard on polishing the game and fixing bugs, the game is not quite free of them just yet.

We ask that if you have feedback to share or bugs to report, to share them to us directly using the links below.

For feedback: https://worship.fillout.com/t/u76vmzQsvLus

For bugs: https://bugs.chasingratsgames.com/

 

That’s it for this update! We’re more than eager to show you the fruit of all the hard work the team has poured into Worship. Roughly a month from now feels so close yet so far at the same time. Are you excited for Worship in Early Access? Let us know in the comments!

We’re also taking the time to let you know in advance that the next Kickstarter update will drop on July 15th as we’ll be unveiling the Early Access roadmap to you on that day!

Until then, now is a good time to plug all our social media accounts. If you could give us a follow over there, that would help us tremendously!

See you next time for a new update!

- The Chasing Rats team

Zompiercer - DDDimanN
Hey, train drivers! Overall, this is a regular small update with bug fixes and improvements. Notably, a bug was fixed where there was no difference in lighting between a scrap flashlight and a regular flashlight. Now, each subsequent flashlight found will be brighter and have a wider beam angle than the previous one, whether the flashlight is mounted on a helmet or held in the player's hand.



CHANGELOG

Improvements
  • Korean and Ukrainian localization is 100% complete.
  • Added several missing lines for Simplified Chinese localization.
  • Increased the number of zombies that can be skipped to complete zombie-killing quests. For Mark from 5 to 10. For Stanislav from 3 to 6.
  • Increased the chance to find brass scrap by 60%.
  • A sawmill has been placed in the swamp workshop.
  • The condition for dealing increased damage in stealth mode with a dagger is now that the zombie must not see or hear you at the moment of the strike. Being in a crouched position at the moment of the strike is no longer necessary.
  • Reduced the volume of the following effects: bullet impact sounds for all surfaces, regular shotgun firing sounds, robot walking sounds, robot crossbow reloading sounds.
  • Improved the description of the turret combined with a lamp and medical block.


Bug Fixes
  • Fixed a bug where there was no difference between a scrap flashlight and a regular flashlight.
  • Fixed a bug where the flashlight continued to shine if the player removed it from the helmet slot.
  • Minimized the chance of a bug where, after killing with a melee weapon, the zombie would fly high or jerk violently.
  • Fixed a bug where the depletion of ammunition placed in the quick slot would cause the icon to freeze at zero without the ability to delete it.
  • The kitchen refrigerator handle no longer stays in place when the door is opened.
  • Fixed the unexpected appearance of a dead firefighter zombie in front of the player in one of the houses in the new location.





Ambrosia Sky - [SR] Colin

Over here at Soft Rains, we’ve just announced our first game that we’ve been working hard on: Ambrosia Sky! If you missed our announce trailer in the PC Gaming Show, you can check it out here.

We’re kicking off a series of developer logs that’ll dig into different aspects of the game and some of the creative choices we made along the way. But before we sink our teeth into that, let’s take a moment to ask: what exactly IS Ambrosia Sky?

The Game: Clean ’em up as care

In Ambrosia Sky, you are Dalia, a deep-space disaster specialist dispatched to the rings of Saturn. As Dalia, you’ll lay victims to rest, clean up alien fungus, and research its strange origins. But this isn’t just another random job for Dalia: the place she is dispatched to, the Cluster, is her home. This is the story of Dalia’s homecoming, a woman who left this place behind when she was a teen and now has to return under tragic circumstances.

Ambrosia Sky’s core gameplay is a blend of meditative cleaning and FPS-style action, grounding these two proven foundations in an immersive world. To talk about it in classic this-with-that terms: it’s a bit like Metroid Prime meets PowerWash Simulator.

When we first started thinking about Ambrosia Sky, we were initially interested in how we could blend the “job sim” style of gameplay, similar to PowerWash Simulator, with narrative-heavy exploration. This led us to consider different forms of cleaning in the world, which in turn led us to death cleaners and individuals who clean up after a person passes away. We then connected those acts of care with the rigorous standards of jobs in biohazard cleaning.

It instantly clicked, and we explored those ideas through immediate prototyping of the cleaning mechanic. Even in its earliest, wild-idea, brainstorm moments, Ambrosia Sky was a reflection of our collective taste, experiences, and inspirations. As the game evolved through prototypes and playtests, and as the team grew, the raw material of the idea constantly germinated into something more interesting and unusual than any one of us would have crafted on our own. And once we got in-engine, the idea worked.

The core of Ambrosia Sky, of course, is the cleaning gameplay. As Dalia, you use a chemical sprayer to clean up the alien contamination that has caused the disastrous crisis, killing almost everybody that Dalia once knew. But the alien fungus isn’t a sedentary presence, just there to be cleaned. Each species of alien fungus blurs the line between environment and enemy with unique behaviours, causing fiery explosions, interfering with electricity, or actively seeking out Dalia.

Each fungus also has its own fruit, which can be harvested and researched. That research enables Dalia to create new spray types that, in turn, replicate the gameplay effects of the fungi from which they are derived.

But Dalia isn’t just here to clean up the contamination. She’s also here to find the recently deceased. As you explore, you’ll encounter victims of the crisis and lay them to rest. These scenes reveal the mystery of the crisis and connect the disaster to the lives of the people who fell victim to it. These Death Rites offer an opportunity to learn more about the people and this world, as well as catch a glimpse into the varied relationships we all have with death and mortality.

All of these actions make up the role of a Scarab, Dalia’s day job. In our next developer log, we’ll dive deeper into who Scarabs are, what they want, and how this perspective shapes Dalia’s story and her as a playable character.

The Setting: Saturn’s Cluster

Our setting, the Cluster, is an agricultural colony established in Saturn’s rings during humanity’s early exploration of the universe. A source of naturally growing alien fungus, the Cluster was hailed as a hallmark of humanity’s ingenuity: an agricultural station that could sustainably supply food for human life off-Earth.

But that frontier era was over 90 years ago. These days, generations have passed, and they have formed their own unique cultures and identities. Now, the Cluster has slipped into obscurity, a crucial yet bygone fixture in humanity’s extraterrestrial infrastructure. Gone are the glory days of the first generation, and Dalia’s generation must now contend with their home as a mostly forgotten waystation en route to all the galaxy has to offer, a relic clinging to its prestigious history.

Early on, when we first started thinking about creating Ambrosia Sky, we gave a lot of thought to the type of science fiction that truly resonated with us and inspired us. We discussed at length how to incorporate contemporary concerns and modern themes into a speculative setting. This line of thinking led us to discuss food scarcity and the role of agriculture in space-faring expeditions, which in turn inspired us to ground our sci-fi world in an agricultural colony. This connected elegantly with our interest in first-person shooting mechanics that weren’t about shooting, but instead about cleaning up and restoring a space.

This setting also inspired a great deal of fun in our 3D environment art, as well as our music design, considering how the different generations of the Cluster would build their homes and what sort of cultural connections these people, a group of frontier cosmic farmers, would have to Earth. We look forward to sharing more thoughts on how we attempted to manifest the world of the Cluster in our art and music in upcoming developer logs.

The Protagonist: Dalia

Dalia is a brilliant but emotionally unstable Scarab, a mystical mortuary scientist. Dalia has a strong stomach and is a capable scientist, and while she’s less inclined toward the spiritual side of being a Scarab, she is good at the job. She left her home to escape the closed, controlling life she had on the Cluster. Her stepmother, Hale, had grand plans for Dalia that Dalia didn’t want for herself. So Dalia left, and in doing so, she didn’t just abandon a controlling mother, but also her best friend and first-ever love, Maeve.

Now Dalia’s homecoming is anything but heartwarming. Hale threatens to pull Dalia back into their tumultuous relationship, and Maeve wants nothing to do with her estranged friend. Dalia must come to terms with her choices, as well as her survivor’s guilt, as she investigates the crisis that killed almost everybody she knew.

Everything about Ambrosia Sky is filtered through Dalia’s perspective: her understanding of her home, her use of tools to clean and restore this space, and the way she interacts with the deceased. Dalia will uncover a universe that is larger and weirder than she ever could’ve imagined, as she grapples with her own guilt, struggling toward understanding how she can forgive herself while saying goodbye to her home for good. We’re excited for everyone to meet Dalia and to see the Cluster through her eyes.

Thanks for reading! We’re excited to share more about Ambrosia Sky, so stay tuned for more developer logs as we dig into some behind-the-scenes of how we approached building the game.

Please wishlist the game on Steam, join our community Discord, follow us on social media, and, of course, download the demo to get your first hands-on experience with Ambrosia Sky.

Jun 8
The Paddock - NotJoshua
Hotfix notes:
  1. Fixed an issue that caused players to gain the "solar" objective early
  2. Fixed an issue that caused players to gain the "fix the radio" objective early
  3. Fixed an issue that caused players to get soft locked behind the objective "secure the paddock"
  4. Fixed an issue with the flare box giving out the wrong objectives

Additions:
  • Added a new note to night one...
  • Added an animated pop up that tells the player how to deal with Cleo the Giga
  • Reworked the "Secure the paddock" objective

Thank you for the support and for the bug reporting in the Discord.
Guns of Icarus Online - Inkjet
Greetings Captains and Crews of the Stars

Without further ado, allow us to present… Stars of Icarus.

https://youtu.be/wQSOF3HGQo4

Revealed at the PC Gaming Show, Stars of Icarus is a game we’ve been working on for some time now. We couldn’t be more proud and excited to present this spiritual follow-up to the Guns series to the world.

Assemble your crew and take to the stars in, where team-based PvP dogfights are your key to conquering the cosmos. Hop into hand-crafted maps and engage in nail-biting team battles of 5 versus 5 players in three different game modes: Team Deathmatch, Bounty, and Capture the Flag. Dodge asteroids, navigate junkyards, complex space stations and more as you seek your objective.

https://store.steampowered.com/app/2278950/starsoficarus/

We can’t wait to jump online and dive into the Stars together in 2026. On that note, be sure to join our Discord, which has got a new coat of paint and where we’ve also made a handy FAQ about the game. We will be hosting a few play sessions in Guns with the team there and it’s the perfect place to meet new folks to join your crew.

See you in the Stars,

- The Team at Muse Games
Guns of Icarus Alliance - Inkjet
Greetings Captains and Crews of the Stars

Without further ado, allow us to present… Stars of Icarus.

https://youtu.be/wQSOF3HGQo4

Revealed at the PC Gaming Show, Stars of Icarus is a game we’ve been working on for some time now. We couldn’t be more proud and excited to present this spiritual follow-up to the Guns series to the world.

Assemble your crew and take to the stars in, where team-based PvP dogfights are your key to conquering the cosmos. Hop into hand-crafted maps and engage in nail-biting team battles of 5 versus 5 players in three different game modes: Team Deathmatch, Bounty, and Capture the Flag. Dodge asteroids, navigate junkyards, complex space stations and more as you seek your objective.

https://store.steampowered.com/app/2278950/starsoficarus/

We can’t wait to jump online and dive into the Stars together in 2026. On that note, be sure to join our Discord, which has got a new coat of paint and where we’ve also made a handy FAQ about the game. We will be hosting a few play sessions in Guns with the team there and it’s the perfect place to meet new folks to join your crew.

See you in the Stars,

- The Team at Muse Games
Jun 8
Uciana - Scotty 8G

Added 16:10 support.

Fixed crash that would sometimes happen when going to the history graph.

Fixed UI issues on the unload troops overlay.

...