As One We Survive Playtest - revelationgamesjeff

Hey Survivors,

🔥 Build 0.1.3 is finally here and features a lot of back-end work and refactoring, preparing the way for deeper survival mechanics. New additions include 🏕️ interior campsites and 🍵 cooking enhancements for boiling water and brewing teas. The 🩸 blood infection affliction elevates medical gameplay and makes combat more dangerous than ever. 🎥 I've created a short overview video going into the details below—check it out!

  • Added Interior campsites that can now occur in certain ventilated points of interest around the map allowing you sleep indoors providing both a heat bonus and increase to condition & Fatigue recovery during sleep.

  • Added ability to boil water & cook tea's & Coffee for medicinal properties like stamina regen rate improvements, Condition recovery bonuses while sleeping & warmth recovery.

  • Added new cook-able items: Boiled water, Birch bark tea, Reishi tea, Coffee.

  • Added new spawnable items; Antiseptic, Coffee can, antibiotics.

  • Added Reishi mushrooms & new wilderness Reishi mushroom tree stump harvest-able item where you can find rare medicinal mushrooms in the wilderness.

  • Added new crafting resources: Reishi mushroom & Birch bark.

  • Added ability to recover fatigue & Temperature by consuming new items like coffee, tea's and sodas.

  • Added the new blood infection affliction. Can now get an infection after a bleed. Makes healing more challenging. A warning stage can be treated with a disinfectant and a full infection can be treated with antibiotics or a special tea made of a certain type wild mushroom.

  • Added ability to consume food or drink items from your backpack inventory instead of having to quickslot them.

  • Added new cooking SFX.

  • Added Vsync option to settings.

  • Adjusted sleep fatigue & condition recovery to be item based which incentivizes having better shelters or tents for a more restful night's sleep making it harder to heal up after damage leading to more careful strategies moving around the world.

  • Adjusted the thirst drain rate slower by 25% and Hunger by 5% to balance with future updates allowing the player to stay in areas for longer without the need to constantly scavenge once supplies are gathered.

  • Adjusted some consumables into multi use items allowing you to only partially consume an items nutrition or thirst content as needed.

  • Adjusted rifle decay per shot to be slightly more harsh & and did a balance pass on ammo from chests and bandits to be more scarce.

  • Adjusted the chance to find water in some loot containers & added a chance for bandits to drop water.

  • Adjusted well's water regen amount per day to be more realistic and prevent over reliance on wells daily.

  • Adjusted the calorie amount from venison by 2x for a much more filling meal.

  • Adjusted the temperature drain rate speed when cold to damage threshold to be faster.

  • Adjusted the tarp tent to now include a bedroll that's automatically used for interior campsites freeing up the player to not have to keep their default bedroll if a better tent is found.

  • Adjusted the ability for alcohol to now be quickslotted for wound use.

  • Fixed an issue that allowed inventory items to be duplicated.

  • Fixed an issue where consuming a mushroom could unequip a melee weapon next time you crouched.

  • Fixed an issue if craft in a weapon state would exit back to unarmed animation mode.

  • Fixed an issue with Z key damaging the player. A dev mode tool was left enabled on accident.

  • Fixed an issue where sometimes the quickslots bar would mis-calculate the state of an item requiring multiple clicks to perform an action.

  • Fixed an issue that allowed melee with a ranged weapon to not use stamina.

  • Fixed an issue that sometimes shooting a ranged weapon would not use ammo.

  • Fixed an issue that would reset an armed animation state to unarmed after opening the inventory.

  • Fixed an issue allowing a quickbar slot item to be duplicated.

  • Fixed an issue that was preventing enemy AI detection from the proper distance after entering crouch state in certain situations.

  • Fixed numerous other minor issues & Bugs as well.

Silent Tales‌: Vermilion Embers - sasa
Fixes:
· Fixed the error in the number of crystals when removing common gems.
· Other text and illustration display errors.
MegaQuest Playtest - brandon
Hello! I know there has been a lack of updates for about a month or two.
The project is just not moving that much as we prepare for the demo launch.

The open signups for the playtest is closed. Everyone who has access, is still in, please continue to help! It's very much appreciated.

Moving forward, we plan to drop the demo proper on August 5th. This playtest is the same as the demo and although reflects the game, these levels will not be in the game as they are. This is pretty much a vertical slice/tech demo... not so much a "beta" if that makes sense.

I want to take a few steps back and start clean with the project and game building. Especially as the narrative continues to be written and re-written, starting clean with production is going to make a lot more sense. Especially from an optimization point of view. Steam Deck is playable but kind of crap to be honest, anything under 60 fps is unacceptable. So this is probably the biggest reason of them all.

The demo will be "Windows Only" ... so no steam deck.... but the playtest will continue to allow for it. I don't want the players to have a bad initial experience.

The main theme/opening track to our OST has been worked on and we are preparing to announce it to the world too, you can get a preview here:



Again, we welcome feedback. We're very dependent on the players to tell us what works as we are about as small of a developer as can be with little resource. We read and try to respond to everything!

Thanks so much, I'm at comic-con this week trying to find more help to make this thing better....
we're still pretty far from having a game but I think the play test is a good "demo" of what it will be. And I hope it's fun!

One more thing, for those of you in San Diego, we will be showing the game at UCSD on the 29th at Atkins Hall from 5:30PM to 9PM. Come talk to me or send your friends! Thanks - Brandon
Dorfromantik - toukana_frika

Dorfromantik is coming to PlayStation and Xbox on August 14, 2025! Whether you're a long-time fan or discovering the game for the first time, you’ll soon be able to experience the cozy charm of Dorfromantik from the comfort of your couch.

This will be a direct port of the beloved original PC version, lovingly adapted for console play. That means the same peaceful gameplay, beautiful landscapes, and rewarding tile-placement mechanics—now optimized for controller input and big-screen relaxation.

The Big Day: August 14, 2025

Circle it on your calendar! August 14 is a major milestone for us and for everyone who's wanted to explore the peaceful world of Dorfromantik on console. It’s the perfect opportunity to wind down, build tranquil villages, and let your creativity flow—now on your favorite console.

Thanks to the efforts of our partner at Headup Games, who are co-responsible for bringing Dorfromantik to consoles, this port feels natural and smooth. With redesigned UI for controller use and intuitive gamepad controls, it’s never been easier to get lost in the relaxing rhythms of village-building.

Key Features – Now on Console!

Whether you're stretching out after work or enjoying a quiet weekend morning, Dorfromantik on console brings the full experience to your living room.

Relaxing Tile-Placement Gameplay

Place beautifully drawn tiles to grow your village and landscape. Now easier than ever with responsive controller support.

Strategic Puzzle Mechanics

Complete quests and plan ahead to achieve high scores—perfect for both quick sessions and long, mindful builds.

Endless Creative Possibilities

Explore different biomes and unlock new tiles as you go. Build your dream countryside one tile at a time.

Peaceful Soundtrack & Aesthetic

Let the gentle visuals and ambient music guide you into a state of flow, now from your favorite armchair.

Multiple Game Modes

Whether you're looking for a challenge or a no-pressure experience, Dorfromantik offers modes that suit every mood—and now, every screen.

While the console version is on its way, our Toukana team is hard at work on the Early Access version of our second title, Star Birds. But for now, we can’t wait for you to enjoy the calm and charm of Dorfromantik on your consoles.

Thanks for all your support over the years—and see you on August 14! 💛



If you want to be the first to hear news like this, make sure to sign up for our monthly Toukana studio newsletter on our website!

Armored Warfare - 2000Valand

Commanders!

We’re happy to announce that the Rough Riders Battle Path campaign has just begun.

The Rough Riders Battle Path is focused on U.S. cavalry, from its humble beginnings in the Revolutionary War, the Civil War, the Rough Riders era of the late 19th century and both world wars to its transformation to the Armored Cavalry branch after the Vietnam War. The rewards will therefore be theme-appropriate, but there’s also a different theme at play here.

There are 50 levels of waiting for you as usual. Let’s start with the vehicles:

  • ELKE Tier 7 Premium LT for reaching Level 20 (featuring an elevated weapons station allowing you to ambush your enemies with ease)

  • RDF/LT Ares Tier 8 Premium LT for reaching Level 35 (featuring powerful missile launchers as well as 75mm gun)

  • XM1302 Tier 10 Premium LT for reaching Level 50 (featuring new “Mitigation” passive ability – the faster you go, the less damage you take)

There of course are new epic skins based on real-life vehicles, such as:

  • M60A3 “Crustacean” for the M60A3

  • M3A2 Cavalry Vehicle for the M2 Bradley

  • IPM1 “Danger Zone” for the M1 Abrams

Each comes with its unique story of U.S. service. New camouflages, decals and base paints will also come with this Battle Path.

You can review the prizes in the following article.

Accessing the Battle Path

In order to join the Battle Path campaign, please enter the game and click on the Rough Riders icon on the upper bar. From there, you can simply purchase the Battle Path access:

  • Standard pass (access only)

  • Golden pass with access and 50.000 Battle Coins

The access can also be purchased in our Web Shop:

https://armoredwarfare.com/en/web-shop?tags=bp


Don't forget about our Socials!

→ Join and start chating on our Discord: arwar.co/AWDiscord
→ Join our community on Reddit: arwar.co/AWReddit
→ Watch interesting materials on our Youtube channel: arwar.co/AWYoutube
→ Join the discussion under our Facebook fanpage posts: arwar.co/AWFacebook
Autogame Deluxe - BoterJan
I did some small fixes!

  • The game now saves after a completed challenge. Hopefully this solves an issue where all progress was lost on a restart of the game.
  • Tweaked the "Are We There Yet?" achievement to make it less grindy.
Threads of War - _K_o_S_

We’re planning to release our game soon, but we thought it would be a good idea to share the story of our war with people from other countries as well. So, if you’re fluent in another language and would like to help with the translation - we’d be truly grateful.

We're especially looking for translations into:

  • Polish

  • German

  • French

But we’d also welcome help with other languages.

There isn’t a huge amount of text. However, a strong command of the language is important, as some dialogues need to convey a stylised “archaic” tone (for instance, a Cossack describing enemy tanks in the way he sees them).

As a thank-you, we’ll include your name in the credits and provide two game keys.

If you can help, please write to andrey.kostyushko @ gmail.com (remove the spaces around the @).

Pure Instinct Katana - pureinstinctstudio
Pure Instinct Katana Version 2 includes major new features:

Gameplay:

Default Player UI now includes a live character portrait that gives you real time view of the action next to your HP bar.

The new UI layout also includes the pop-up bottom icon (B), a proc the player is granted for consecutive attacks, which, if hit in timing, will vary their combo with a special strike based on the elemental style currently used.

Balancing:

Elemental Warrior: slightly increased elemental proc frequency, and enhanced knock-back after magical effect accumulation.

Champion's Arena: Mecha-armor ability has been officially joined together with Skin Change ability, and a hidden fairy (no purchase required) has been added to the arena.

Design:

Style effects enhancements:

Lightning Lynx attacks now instantly spark lightning arcs. Visual enhancements to lightning textures on magic attacks.

Fire Monkey attack trails enhanced in textures.

Shadow Wolf attacks' trailing shadows emboldened.

Optimizations:

Reduced GPU and Memory consumption at runtime, and even faster level load ups.

Note: Players who already have a cached data may experience minor hitches at first launch. This can be fixed by a restarting the game.

Jul 24
AI Roguelite - AI Roguelite: AI-generated RPG
  • Upgraded event check models for all AI Roguelite cloud service tiers (should result in less random damage across the board)
  • Added player-confirmed item depletion, defaulting to false. To enable, go to Options, and under "Require player confirmation", select "Item removal".
  • Added prompt suffix for successful crafting rolls to mitigate issue where the story turn would leave you hanging
  • Implemented merchant detection for NPCs appearing in the story
  • Fixed currency UI in new game view
  • Added inclusion of static object description when interacting with it
  • Fixed visual bug with map colors
Monster Destroyer - 虚拟梦
Thoroughly fix the issue where the vendor clicks on the help text for other heroes after selling all heroes in battle.
...