MIMESIS - ReLu_Rabbit
Hey Survivors!
The MIMESIS demo has officially wrapped, and what a blast it's been!

Seeing so many of you jump in and enjoy the game was absolutely incredible.

During the demo, over 660,000 trams set off, and together you all survived for more than 240,000 hours.

We’re incredibly grateful for the support, the feedback, and the time you spent with us.
 
We’re now fully focused on what comes next — and we can confidently say, it’s only going to get better from here.

And Come to Discord. We can talk more there.

Stay tuned.
We’ll be in touch.
Mars First Logistics - shapeshop
  • Fix another bug that allowed monorail side jobs to possibly be generated to the same station.
  • Update the text of a couple of messages to make them clearer.
Gifted: The Tombs - OverTurn Studios

A lengthy multiplayer playtest revealed some NASTY scaling issues just before the floor 21 change up. I have done a larger rework here and some other goodies:
- lengthy scaling rebalance
- Dergen fire doesn't stun anymore (get out of the fire)
- Items in chests have been improved and easier to unlock (A key or two now oughtta do it)
- Removed Skele mages in the floors 20-40, you have plenty to worry about
- Added descriptions of the passives your character unlocks to the library, but currently they aren't displaying correctly... The balance rework is important enough to get out I will have to address this in the next small patch.
- Nothing is ever free, everything sells for at least 1g, the item details plate now shows this
- Also moved the critical hit UI to the center of the screen. Good idea? Who knows! I feel like this is something I should allow the player to place where the want it, feedback is ALWAYS appreciated.

Next priorities:
- Some key binds have changed overtime and now some are double booked
- Been a hot minute since the floor algorithm got some upgrades...
- Making floor checkpoints set to the account, rather than the character.
- Will make floors 30&40 bosses not broken soon!
- Floors 16 and 36 (if chosen as starting point) have a delayed pitfall spawn. These floors aren't the only floors with the bug, but they are the most prevalent. Be careful and let the maze algorithm do its thing until I fix plz
- The chest on the surface needs a few seconds to initialize, I don't have a clean way to help with that right now. Take a sec and then try to interact with it again.

Should something be higher priority on my list? Let me know! :)

lone.AI - Koolaid
lone.AI Beta 0.9.0 Update
This update introduces an improved looting system. Combined with the previous rerolls update and other additions, it becomes much easier to create your build. Below is a complete list of the changes.

NEW Object Info
  • All loot and objects now display more detailed info when targeted or hovered over.
  • Modules now show their name, description, some stats, and rerolls.
  • Pickups now show their name, description, and some stats.
  • Enemies now display their names and more when using specific modules.
Abilities
  • Added three new abilities that you can choose from at the beginning of a new run.
  • NEW Melee Ability: Deal a powerful frontal attack.
  • NEW Module Ability: Chance to spawn a module chest; using it increases the chances.
  • NEW Repair Ability: Repairs a small portion of the hull.
  • Changed how mines deal damage.
Locations
  • NEW Secret: An unmapped planet is now functional.
  • NEW Secret: A rare station can spawn and be available for use.
  • Beacon objectives now have a navigation arrow when within range.
  • More dialog options and responses unlock as you progress.
Modules
  • NEW Scanner Module: The targeted enemy displays its current hull.
  • NEW Attack Damage Module: Increases attack damage, can be acquired multiple times.
  • NEW Plasma Damage Module: Increases plasma damage, can be acquired multiple times.
  • NEW Shot Spawner Module: Periodically drops a basic shot.
  • NEW Plasma Spawner Module: Periodically drops a plasma shot.
  • Including all modules this brings the total number to 54.
  • Changed spread shot module to random spread up to 360 degrees.
  • Changed extra shots module to add one fewer bullet per shot.
Skill Tree
  • NEW Added five new skills as roll options in the skill tree.
  • Added Fire Back, Spinning Laser, Plasma Orbit, AI Dialog Shot, and Module skills.
  • Fixed plasma orbiting shot from disappearing after using a portal.
  • You can no longer purchase the repair skill if your hull is already full.
Other
  • Overhauled much of the HUD information for better clarity and usability.
  • Added an aimer when using the controller twin setting.
  • Fixed various bugs that occurred when using a controller.
  • Added notification for when a remote access not unlocked is used.
  • Other minor bug fixes and changes.

Digital Drank
Maestro VR - Dregal
This update sets the stage for the upcoming Maestro Level Editor.
While the editor itself isn't included yet, this patch prepares the game for its arrival.

The full update is coming soon—thank you for your patience and support!
肉鸽武林 Fighting Rogue - Wystan弢
Changes:
  1. Ranked Points Optimization: Climbing ranks is now smoother in higher tiers.

  2. Early Exit Penalty Adjustment: Improved handling of ranked points when players quit mid-match.

  3. Low-Tier Matchmaking: Enhanced gameplay experience for entry-level ranks.

Fixes:
  1. Shop Relic Preview: Fixed display bugs during pre-purchase.

  2. Progress Loss Prevention: Resolved Steam save corruption upon abnormal game closure.

  3. Fame System: Fame progress now persists between matches (no longer reset).

  4. Story Unlocks: Character and faction stories can now be properly unlocked.

Fighting Rogue Playtest - Wystan弢
Changes:
  1. Ranked Points Optimization: Climbing ranks is now smoother in higher tiers.

  2. Early Exit Penalty Adjustment: Improved handling of ranked points when players quit mid-match.

  3. Low-Tier Matchmaking: Enhanced gameplay experience for entry-level ranks.

Fixes:
  1. Shop Relic Preview: Fixed display bugs during pre-purchase.

  2. Progress Loss Prevention: Resolved Steam save corruption upon abnormal game closure.

  3. Fame System: Fame progress now persists between matches (no longer reset).

  4. Story Unlocks: Character and faction stories can now be properly unlocked.

Prickle - Ido

Always dreamt of having a Can of Hedge-Frogs?

Well, you're not gonna believe this!

@Sunbird Studio partnered with @Munted Finger and @Solluco for an all new bundle that includes 3 awesome puzzle games! Check it out here: https://store.steampowered.com/bundle/55356/Can_of_HedgeFrogs/

Jun 23
Community Announcements - oka
・Corrected various issues
Subspace Discovery - Pierre

Ship Hangar (Captain Feature)

• Your shipyard has been expanded to support multiple hangars

• Switch between ship slots to edit or launch different vessels with ease

• For example: keep a dedicated exploration ship and a mining rig ready to go

• Makes it easier to jump back into your Spacecraft

• More enhancements are planned for future updates

Marketplace

• New in-game currency introduced: Credits

• Buy and sell resources and materials at the Marketplace, located inside the Flagship

• Play your preferred gamestyle—trade, craft, or fight—with more freedom and flexibility

• This is also the foundation for the upcoming Crafting Class, planned in the future

• More marketplace features are upcoming

New Server Technology

• Added dynamic server scaling to handle large numbers of concurrent players

• Stress-tested with 20,000 simulated players connecting from global servers

• This lays the groundwork for setting up regional proxies to improve ping and connectivity across the globe

Gameplay & UI Tuning

• \[tune] Asteroids are now less likely to drop Nanomesh and Fragments (they were placeholders until the Marketplace was ready). Asteroids still provide raw resources, and enemies now drop materials.

• \[tune] Self-use skills are no longer greyed out. @Tobsucht

• \[tune] Clicking on empty, locked skill slots now opens the Store. @Tobsucht

• \[tune] Empty hull slots in the Shipyard no longer display a white square

• \[tune] Fixed bug with Subspace names showing odd characters. @Steel, @Cycnnk

• \[tune] Loot is now easier to click and collect. @Henry

• \[tune] Shield Absorber no longer requires a blueprint (which didn’t exist), and class restrictions have been removed. @Henry

• \[tune] Added pre-movement visualization—makes movement feel smoother, especially with high ping. @Henry

• \[tune] Fixed visual glitch in cloud rendering. @Henry

• \[tune] The Flagship's Subspace now correctly displays its name. @--__--

• \[tune] When upgrading from Pioneer to Captain, the Store now shows the original Captain price. @Vesperion

• \[tune] POI markers are no longer stuck in the center of the screen when group tech is pinned. @Henry

...