Mega Knockdown - dhamster
Mega Knockdown's roster is finally expanding! Maria is an oppressive rushdown character, and Nils is a zoner for the true "Charge Character Sickos." We're hoping to add even more in the future. In addition, this update has a bunch of visual improvements and quality of life changes... including Mac support!

New Character: Maria

  • Dr. Maria Flaskin is an aggressive midrange character with tools to quickly close the distance with an opponent. She's also Noel's estranged sister.
  • Make Me Beautiful is a spin move that sends her flying toward the opponent, creating a big hitbox that can knock down. It does a lot of chip damage, but is somewhat unsafe on block unless spaced or used meaty.
  • Cruel Intentions lets Maria pull the opponent in with her whip for a guaranteed follow-up of your choice. Get over here!
  • Heart Breaker blasts the opponent back if they're in a punish state. Near the corner, it does a wall bounce for extra damage and a closer knockdown. Go away!
  • Family Ties lets her knock down jumping opponents when she uses her B attack--for instance, when opponents try to jump over Cruel Intentions.
  • Maria can be unlocked in single player by beating Noel's arcade mode, or clicking "unlock everything" in options. All characters are unlocked in mulitplayer modes.
  • Note that Maria is wearing Noel's hat and glasses in a few animations. These sprites are placeholders that we plan to replace in a later update.
  • Lore: While her twin sister Noel pursued her passion for botany, Maria followed in her family's footsteps to study medicine, with a specialization in plastic surgery--eliminating the body's imperfections. Montero pays her top dollar to keep his farm hands "camera ready."

New Character: Nils

  • Brother Nils Woolworth is a cultist who fights with the power of Swede-Fu. In fighting game terms he's a zoner and a 'charge' character.
  • Nils needs 'charge' to do his special moves, or to get the most damage out of his combos. This is a little technical, so to learn more, scroll down to "Charge and You" at the end of this bulletin.
  • Natural Light, is relatively fast projectile that's advantageous on block, and can even hit jumps at certain spacings (similar to how Street Fighter's Guile can threaten a Flash Kick after a Sonic Boom from far enough away). It requires at least half charge.
  • Void Cutter is a solid invincible reversal, but it requires full charge to use.
  • Advance Base is a little underwhelming as an attack, but it lets him move forward on the ground without losing back charge.
  • Nils can be unlocked in single player by beating Nick's arcade mode, or clicking "unlock everything" in options. All characters are unlocked in mulitplayer modes.
  • Lore: Nils lived in Greenville most of his life, where he formed an unlikely friendship with Nick. A couple years ago, he left on a religious mission trip to Sweden, where he fell in cahoots with an ancient Order worshipping eight mystical "Devas." Montero invited him back to Greenville for the tournament so that he could prove himself worthy of learning the secret of the Order's "Eight Relics."

"Salty" Win Screens

  • At the end of a match, there is now an all-new win screen.
  • The loser gets the last word! Each possible matchup has unique dialogue from the loser.
  • This change comes together with a slight redesign of the end-of-match menu and score display.
  • A new music track by ytknows (who composed the title music and other themes) now plays when you win or lose or match.

Stage Updates

  • Lewis, Billy, Noel and Maria have updated stages. None of these are totally final yet, but we're making progress.
  • Lewis has a revised Planetarium with a full color background.
  • Billy now has The Grind House, a grappler gym. This one is earlier in development so it's still in grayscale. The 3D elements were made by Alan using SketchUp, an architectural 3D software.
  • Maria gets Billy's old Bridge, but totally redrawn with crowd extras, some of whom are animated.
  • Stages have been rearranged slightly in the char select menu.

Menu Updates

  • New key art "busts" have been added to Character Select.
  • The "versus" transition screen now appears between fights in Arcade mode.
  • In the Online Lobby, you can now enter the Character Select screen to select your character and color, instead of using a dropdown.
  • In Local Versus mode, the score for both players remains visible until someone goes back to Char Select, at which point it resets.
  • Some menus now use 16:9 resolution as a baseline instead of 800x600, leading to more consistent resizing. Sorry, ultrawide is still not supported.
  • The buttons in the Online Lobby and Lobby Browser now look more like buttons in other game modes.
  • In an Online Lobby, the options/replay music "GREENVILLE NIGHTS" now plays.
  • If you join an Online Lobby while a match is in progress, a few of the buttons will turn off to reduce the likelihood of certain issues.
  • Added a loading message to Replay browser when you start a replay.
  • Added additional sounds to menu navigation. Menu navigation sounds are now a little quieter.

In-Game Visual Updates
  • Lewis, Nick and Paul now have proper idle animations! More characters will get these in coming updates.
  • Paul, Nils and Noel now have their own back throws that aren't just modified forward throws. All characters are planned to get these eventually.
  • When a character walks, a "dust" effect will appear on the ground briefly.
  • If both players stand still, a "dot dot dot" animation appears.
  • The "Being Juggled" animation has been adjusted to make air hits look better in most cases.
  • Walk animations are now 1f faster (10f), leading to more consistent timing and visuals. Hopefully this doesn't break anything.
  • Some of Noel's old palettes have been given to Maria, most notably her Color 2 (which was always Maria-coded). New ones have been added in their place.
  • Noel's shoes are now more consistent in their coloring.
  • Fixed the ordering of sprite layers when Noel throws somebody

System Updates
  • MacOS is now officially supported! It's had some user testing, but if you run into Mac related issues, press F8 while in game to send us a ticket.
  • 2560x1440 resolution support added (textures are not any bigger--the game is intended to play in 1080p--but your window can now be bigger on your big resolution monitors).
  • Strife Mode now requires all eight characters' arcade modes to be completed to unlock.
  • You can now bypass this requirement with the "Unlock Everything" button in Options.
  • Expanded translation in a few areas. This update has a lot of new text and most of it has been translated, some of it will have to be translated in a future update.
  • More items have been added to the preloader when the game launches.
  • Cleaned out some old unused scripts and sprites from the game files.
  • Blocking sounds are now a little quieter.

Arcade, Survival and Paul Zone Updates
  • New Arcade Mode story scenes added for Nils and Maria.
  • The map graphic in Lewis' story scene has been updated.
  • A new music track, "SALT STORM" by Nabil "Nabooli" Anthony, now plays in boss fights in Arcade.
  • Nils and Maria are now possible Survival opponents.
  • Opponents now use a wider range of color palettes in these modes.
  • In the Paul Zone, you will now never see the same Paul twice in a row. Each palette has its own Paul Zone specific "salty" loser quote.
  • "Healing" in Survival now restores 700hp (up from 300).

Gameplay Balance
  • Sweeps ("C" attacks) are now faster and have shorter animations. They are now active on frame 25, rather than on frame 30.
  • "C" has always played second fiddle to "B" as a normal attack. This will make them a little more attractive to use, and will help things flow better visually.

Bug Fixes
  • Fixed an issue where Nick could sometimes walk into the same square as the opponent during an A combo
  • Fixed Nick not triggering a step forward during his A combo a the same screen position on player 1 and player 2 side.
  • Fixed the scripts which causes menus to default to a certain button.
  • Fixed an issue with mousing in the Arcade menu
  • Fixed an issue where the current stage was being set every frame in some situations.
  • Fixed an issue where the current score display in the HUD was being set every frame in some situations.

This is probably our biggest update ever so there may be some lingering issues--make sure to press F8 to send us a ticket if you encounter any bugs or problems. Or reach out via Discord or post something to the Steam Community forums--I read everything.

International players: our JP, ES and PT-BR translation partners are still working on updating parts of the translation of some of the new content. This will follow in a future update.

Oh yeah, in case you missed it: we'll be at EVO this weekend!
https://store.steampowered.com/news/app/1492750/view/603035616287916673?l=english

If you're not planning to go to EVO, make sure to join our upcoming Online League, which is free to enter, has no region restrictions and a lore-accurate $100 prize to celebrate 3 years of Early Access. If all goes well we still hope to go 1.0 by the end of this year. League play starts August 8!

Sign up here: https://challonge.com/MegaKnockdownLeague34

*******************************************************************************

Charge and You: Advanced Strategy Notes for Nils
  • Nils is a technical character, and if you've read this far you're probably a little curious how he plays.
  • In a real time fighting game, "charge" moves require players to hold down- or back- directions for a certain amount of time before they're usable. "Charging" isn't an action in and of itself, it is almost like a resource that accumulates even during attack, block or hit animations.
  • Nils is meant to play like a charge character piloted by a good player who follows the mantra "ABC: Always Be Charging."
  • In this game, Nils gets starts the round with full charge (similar to "down+back charge") and loses it by pressing forward. Pressing back also loses full charge, but lets him keep half-charge (similar to "back charge") for his projectiles. Jumping or standing still lets you get or keep full charge next turn.
  • If either player is hit or blocks, Nils will get full charge back--similar to how in a real time fighting game, players can charge during hit or blockstun.
  • To see his current charge state, look at his character portrait. A Swedish flag indicates full charge, a horizontal line indicates half charge, and a blank blue background indicates no charge. Nils will also crouch if he has full charge, unless he's stuck in a recovery animation.
  • This means Nils will usually have at least back charge. When he doesn't have charge, though, he is in trouble!
Jul 27
Vikings: Sex and Blood - Fartman

Hey everyone,

We know it’s been a while, and we really appreciate your patience. This update took longer than usual, but we wanted to make sure v0.9 is absolutely packed with content. We’re not just pushing a small patch, we’re giving you a full feast worthy of the gods.

What’s New in v0.9?

  • 750+ New Renders – Our biggest visual update yet.

  • 80+ Animations – Smooth, dynamic, and steamy.

  • 20 New Events –

  • Seduce events for Freya, Tove, and Kai.

  • Full sex scenes for Tove and Freya (each one with 150+ renders and dozens of animations!)

  • A hot new lesbian event for Astrid!

  • Major story and quest progression!

  • 50+ New Sound Effects & Music – The world feels more alive than ever.

  • Voice Acting Debut! – We're testing VO with Yrsa. All her events now feature full voiceover! Let us know what you think; your feedback will shape future updates.

  • 60 FPS Upscale for All Previous Animations – Everything looks smoother, more fluid, and easier on the eyes.

[carousel autoadvance="true"][/carousel]

❤️ Thank You For Sticking With Us

This update was a beast and we wanted it to be worth the wait. Your support, patience, and passion mean the world to us. Please dive in, enjoy the new content, and let us know what you think, especially about the voice acting! If you enjoy it, we'll try expanding it to the other women!

We’re already hard at work on the next version, and now that the heavy lifting is done, things will move faster.

Skål!

FURRYVILLE - BadCat

We’re thrilled to announce that the official demo of Furryville is now live on Steam – and it’s completely free to download and play!

🌆 Step into Furryville, a vibrant, emotional, and flirty visual novel where anthropomorphic characters meet second chances, unlikely romance, and branching choices that matter. In this free demo, you’ll experience the opening hours of the game, meet key characters, and get a taste of the story we’re building—with your help.

💫 What to Expect:

A first look at the world of Furryville

Charming characters and voice-rich dialogue

Drama, tension, and sparks of romance

Beautiful art, suggestive moments, and meaningful choices

💖 Like what you see? Add Furryville to your Wishlist!

By wishlisting the game, you’ll:

✅ Get notified the moment new content or updates drop

✅ Never miss the full release or major news

✅ Directly support the game’s development and visibility

✅ Help us grow the community and keep making furry magic!

📥 Click "Download Demo" to start playing right now.

💫 Click "Add to Wishlist" to be part of the journey.

Thank you for being part of this story. Your support means the world to us.

PIRORO - coopoppo

ver3.0.0 アップデートのお知らせです。

・波形メモリPCM機能が追加されました

 短い時間だけ、波形メモリチャンネルでインポートしたWAVファイルを再生できます。

・譜面設定のアップデートを行いました。

・GB互換ハードウェアへのROM書き出し機能を追加しました。

・エディタウィンドウでたまに画面が荒ぶるバグを修正しました。

Lost Marbles - Hairy Cabbage
Hey Again!

This isn't the second half of the tutorial update like I said would be coming in the last update, as I was having a little trouble getting the final missing tutorial level to a standard that I'm happy with. I do have a couple of new levels ready however, and I wanted to get them out to you guys before the Steam Racing Fest started!

New Levels

We have two new levels for you guys in this update; One easy and one hard, and both inspired by levels from Marble Blast Ultra, but with a Lost Marbles twist of course... The levels both bare the same name as their MBU counterpart for now, but this is likely to change once I come up with more appropriate names. If you have any suggestions, let me know! :)

Platform Party

As the name suggests, this level was inspired by the level "Platform Party" from Marble Blast Ultra. Naturally, I didn't just rip the level completely from that game; I added a few twists to make it my own. Some say it no longer resembled the aforementioned level at all, but I'm not sure I agree...

Hazardous Climb

Like above, this level was inspired by the level "Hazardous Climb" from Marble Blast Ultra. Unlike the above, this level merely resembles the level in the fact that I started with a basic outline of the MBU level, and then changed absolutely everything about it...

Achievements

Two new achievements this time around. These achievements a of the more generic variety and don't require any specific level to achieve.

Icon

Name

Description

Persistence Is Key

You can't beat the level if you don't keep trying...

This One's My Fave'

Complete any level 100 times

Additionally, The "Curiosity Killed The Cat" achievement from the previous update has been fixed and should now unlock correctly.

Additional Notes
  • "Bouncer" has been moved into the Remix category, and can now be unlocked by finding a hidden white gem on "The Bounce Trials"

  • Fixed an issue with the remix levels "Rocky Road" and "1/3rd Times The Charm" not loading correctly

  • More checkpoints have been added to "Space Race" as to make it fit more correctly into the easy difficulty category

  • Tutorial hints have been added to the black tiles surrounding the tutorial levels, so that new players are no longer confused when they land on one and aren't able to jump

  • Some new skins / skin variations have been added to the game, but expect these to get locked away as unlockable skins soon. Feel free to use them in the meantime though...

Thanks for reading everyone, and I hope you enjoy todays new content! <3
Cozy Holes - arybak89
10 Days Until Cozy Holes Lands in Early Access!

A huge thank you to everyone who’s played our demo and shared feedback — you’ve shaped the experience in real ways. We’ve now refreshed our Steam page, uploaded sharp new images, and released an official launch trailer. Cozy Holes arrives on August 6, 2025 in Early Access!

🎉 What’s New (on the page and in the spirit)
– Brand-new, mood-setting launch trailer
– Updated screenshots and store graphics
– More clarity on game systems and cozy charm

🤗 Thank You, Demo Players!
– Your feedback was incredibly helpful for polish and accessibility tweaks
– From controller improvements to gameplay clarity, the game is better because of you
– If you’ve played before — thank you. If not, now’s the perfect time to hop back in!

🔥 Stay Close, We’re Almost There
– Cozy Holes launches in Early Access on August 6
– Keep playing the demo, share your discoveries, and wishlist the game
– Leaderboard glory still awaits (and maybe something for whoever’s on top 👀)

---

We’re just two devs trying to make something special — and the response from this community has meant everything to us. Thank you for digging with us, laughing with us, and making this cozy little island feel real.


🧡 Follow @CozyHoles on X (Twitter)
📧 contact@flashpointgames.com
💬 Join the conversation here on Discord
DFHack - Dwarf Fortress Modding Engine - rome of oxtrot
Highlights

Fixes and improvements to the mod manager

The main focus of this release is on DFHack's mod manager, which was broken in 52.02-r1. The breaking issue has been resolved and we've also added support for using the mod manager in arena mode and made some minor improvements in the operation of the mod manager.

Announcements

Notice about DFHack co-saves and "portable mode"

DF 52.01 added a toggle for "portable mode". If set to "on" DF saves games in the install folder the way it did in prior versions. If set to "off" DF saves games instead in a user profile folder, the location of which varies by operating system. DFHack 52.01-r1 did not correctly adjust for this change in save game location when portable mode is off; as a result, DFHack cosaves (which store per-world and per-fortress customizations) were not loaded or saved properly with DFHack 52.01-r1. This was corrected in DFHack 52.02-r1. If you have lost a cosave file, you can copy it from the old save location to the new save location manually (while DF is not running). DFHack cosaves are named with filenames starting with "dfhack" in the same folder as the DF save itself.

If you experience issues with DFHack not loading cosaves in 51.02 or later, please feel free to open an issue report on GitHub or contact us on our Discord for assistance.

PSAs

As always, remember that, just like the vanilla DF game, DFHack tools can also have bugs. It is a good idea to save often and keep backups of the forts that you care about.

Some DFHack tools that worked in previous (pre-Steam) versions of DF have not been updated yet and are marked with the "unavailable" tag in their docs. If you try to run them, they will show a warning and exit immediately. You can run the command again to override the warning (though of course the tools may not work). We make no guarantees of reliability for the tools that are marked as "unavailable".

The in-game interface for running DFHack commands ( gui/launcher ) will not show "unavailable" tools by default. You can still run them if you know their names, or you can turn on dev mode by hitting Ctrl-D while in gui/launcher and they will be added to the autocomplete list. Some tools listed as "unavailable" in the docs do not compile yet and are not accessible at all, even when in dev mode.

If you see a tool complaining about the lack of a cursor, know that it's referring to the keyboard cursor (which used to be the only real option in Dwarf Fortress). You can enable the keyboard cursor by entering mining mode or selecting the dump/forbid tool and hitting Alt-K (the DFHack keybinding for toggle-kbd-cursor ). We're working on making DFHack tools more mouse-aware and accessible so this step isn't necessary in the future.

# Changelog

New Features
  • `gui/mod-manager`: now supports arena mode
Fixes
  • Several fixes related to changes in file system handling in DF 52.01
  • `dig-now`: don't allow UNDIGGABLE stones to be excavated
  • `gui/mod-manager`:
    • gracefully handle vanilla mods with different versions from the user's preset
    • hide other versions of loaded mods and unhides them when unloaded
Misc Improvements
  • `autoclothing`: added a ``clear`` option to unset previously set orders
API
  • Added GUI focus strings for new_arena: ``/Loading`` and ``/Mods``
  • Expanded the partial implementations of ``Military::addToSquad`` and ``Military::removeFromSquad``
  • ``Filesystem::getBaseDir`` and ``Filesystem::getInstallDir`` added (and made available in Lua)
Lua
  • Inserting values into STL containers containing nonprimitive types is now supported
Nia: Jewel Hunter - GamesByPuziki

Hi everyone!

We launched a Day One Patch with some improvements based on final testing and feedback.

🧩What’s new:

  • Small level tweaks for better flow and clarity.

  • Improved overall performance.

  • Full support for Steam Deck.

Thanks for playing and supporting the launch!

If you run into any issues — feel free to leave feedback in the community hub.

Stay tuned — more updates and content coming soon! 💎

One Man´s Trash - JonyPazu

🚨 Spoiler Warning:

This post reveals gameplay systems, item mechanics, and late-game content. Prefer to discover things yourself? Now’s the time to stop scrolling.


🎮 New Difficulty Modes

🛋 Cozy Mode
A relaxed experience:
• No enemies
• Coupons never expire — use them anytime
• Perfect for chill diggers and explorers

🧹 Classic Mode (Default)
The tried-and-true setup:
• Enemies spawn deep underground
• Coupons expire shortly after pickup
• Balanced and faithful to the core experience

🕳 Abyss Mode
For the brave (or foolish):
• No central rope — escape is up to you
• Enemies hit harder
• Coupons can be stored like in Cozy
• A true descent into madness


🐛 Pet Worm Overhaul

Your loyal worm now consumes trash from your vacuum’s dustbag.


🏆 New Achievement

💀 No Way Up
Complete a full run in Abyss Mode.
Only the toughest (or most stubborn) diggers will make it out alive.


🔧 Bug Fixes & Improvements

• Minor bug fixes


Dig deep. Stay sharp. Feed the worm.


Tag us on socials or join the community:
👉 Join the Discord – share finds, bugs, screenshots, memes, and your wildest holes.

Jony Pazu

Solo Dev

Jul 27
RPG Architect - Locke
  • Fixed an issue with some items in documentation for Enemy Formation.
  • Fixed an issue with the 'Alter Physics Command' not appropriately assigning the "Ignore Collisions" trait to the target.
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