Anomaly Observer - D4nyi ✅

Greetings fellow Anomaly Observers,

We're thrilled to announce the public release of the Anomaly Observer Demo, now available to all curious minds and fearless souls. Developed with a deep love for atmospheric tension and psychological horror, Anomaly Observer invites players into a surreal world where nothing is quite what it seems—and you're not just watching. You're being watched.

In this first playable demo, you'll:

  • Take on the role of the Anomaly Observer, an employee watching CCTV cameras in an unsettling environment that reveals more than meets the eye.

  • Piece together a fractured reality through eerie encounters, subtle clues, and chilling anomalies.

  • Experience immersive gameplay mechanics inspired by classic observation horror titles with many different mechanics.

What the demo contains:

  • One Contract set in House where you will investigate continuously mysterious happenings

  • Four purchasable items

  • Three different game modes to experience the House Contract in many different ways

  • 7 Achievements

  • Leaderboards - become the best Anomaly Observer!

The demo offers a taste of what’s to come: cryptic ambiance, and a sense of creeping dread that stays with you long after you’ve stopped playing.

SGS Battle For: Stalingrad - AvalonDigital

As part of our policy of improving all our past titles with the latest engine features and update, we are happy to announce that the game has received the 1.5 version of the engine this Monday, July 28yh, 2025.

List of Changes

NEW
  • Battle view: Battle location highlighted on the map for easier recognition.

  • Battle List: the participants appear in a popup over the battle location name in the window, allowing examination of the units involved on both sides, quite useful to make later use of battle cards, among other advantages

  • Ergonomics: WASD keys to move the map (is QZSD on Azerty keyboard)

  • Information: more detailed Terrain info now provided in region windows, dynamically calculated from map conditions.

  • Combat System: new feature with specific modifiers now possible for some specific units in specific rounds (e.g. Pioniers and Engineers receive a special bonus when attacking buildings and bunkers)

  • New units added, such as German observers for the Mamaiev Kurgan, some extra artillery artillery (e.g. Nebelwerfers), some leaders (e.g GM Schmidt)

  • New set of event to allow more 'small stacks' activation and management, so that issue with troops staying idle for many turns in the rear is partly solved, at no expense of Orders cards.

 

IMPROVEMENTS
  • Movement: Right click move on stack with immobilized units will select only the units that can move (no longer need to split them out of the stack to activate a move)

  • Retreat: land retreat is now possible if the region contains only camouflaged units of the other sides (they no longer prevent retreat)

  • Combat: combat bonus are capped at -4/+4 (all modifiers of all kinds added)

• Morale boosters are capped (designer choice, here this is +4)

• Morale can not exceed 9 (this is max cap, all modifiers from all kinds added)

  • FoW: reconnaissance cards can only view units not under fog of war now (but may be changed by specific scenario rules), so you no longer see or select yellow spots not visible normally.

 

FIXES
  • Some cards or events that were not working properly have been fixed.

  • The terrain cost of offmap boxes in Snow and connection cost made movement in or out of the impossible, this has been fixed.

  • Some map features (bridges, rivers) have been corrected, as previously ignored.

  • Video Tutorials: the progress bar progression is now working as expected

 

Note that the update may adversely affect saves (older saves may lose some elements, even if the game remains playable).

Cleaning Simulator - damagedgamestudios


Hello Cleaners!

We’ve been keeping things tidy in the background for a while, but today we’re excited to spill the beans (and then clean them up right after):

Cleaning Simulator has officially started a cooperation with RockGame! 🎉

This is a huge milestone for us and for all our hardworking cleaners out there. Together, we’re bringing new ideas, fresh content, and a polished experience to the game.


🧼 What’s been happening lately?

Over the past few weeks, we’ve:

  • Refined our cleaning mechanics for smoother interaction

  • Reworked parts of the UI for better immersion

  • Improved item physics and trash detection

  • Begun planning brand-new areas for you to clean — with a surprise or two 👀

You might not see all of these yet, but trust us: they’re scrubbing away behind the scenes.


✨ What’s next?

In the coming weeks, we’ll be focusing on:

  • A new level we can’t wait to show you

  • Expanding customization options

  • Our first batch of community feedback implementation

Expect the next devlog soon, where we’ll reveal more about the new location!



Don’t forget to add Cleaning Simulator to your wishlist and follow the game to stay up-to-date!

https://store.steampowered.com/app/3537950/Cleaning_Simulator/


See you in the next devlog!

🧽✨

The Cleaning Simulator Dev Team

 

The Bus - laura [aerosoft]

Dear Community,

The time has come – the next big stop on our roadmap is just around the corner:
The Hamburg City DLC for The Bus will be released on July 31, 2025!

Explore the Hanseatic city behind the wheel of your bus, drive along realistic routes, and discover faithfully recreated landmarks. Hamburg is waiting for you!

🎉 There will also be a launch discount!

The regular price of the Hamburg City DLC will be €29.95. During the first week after release you can get the DLC for only €26.95 – that’s around 10% off!

Get ready to take the driver’s seat – see you in Hamburg! 🚌

https://links.aerosoft.com/TheBusHamburg

Community Announcements - Marten_GOP


👀 We're taking a first look at the new Global Event! Any idea what it is yet? Of course, we're rewarding livestream viewers generously 🎁🎉

📝 Enter your GOP ID DURING the livestream in our form to claim your attendee reward: https://forms.office.com/r/VsbzJiB2dX (link will become active on Wednesday, July 30th at 3PM CEST)

Alternatively, watch our weekly livestreams on:
Facebook: https://fb.me/e/85IUqyumP
YouTube: https://youtube.com/live/6lb3ibsOpeM?feature=share
Twitch: https://www.twitch.tv/governorofpoker
Mandragora: Whispers of the Witch Tree - S.Chaika

Something is eating away at the world, fraying its edges, twisting it into something unrecognizable. This is no natural decay—it is hunger. Patient, creeping, gnawing at the fabric of reality, twisting the familiar into the grotesque. Hills crumble into ash. Trees weep ichor instead of sap. Roads crack and lead nowhere. Entire villages vanish into thick black fog, seemingly consumed overnight. The world is forgetting how to be whole.

Whispers speak of Witches being responsible—those accused of wielding dark magic to hasten the end. The Inquisition stands ready to root them out, determined to cleanse the corruption before it claims everything. Whatever the cause, one truth remains: the world is changing, and those who venture beyond the city’s protective walls must face what lurks in the decay.

How long before there is nothing left?

What Is Entropy?

In Mandragora: Whispers of the Witch Tree, Entropy is both a creeping metaphysical threat and a tangible gameplay system that shapes how you survive. It represents the corruption at the heart of Faelduum’s decay, an otherworldly force that distorts nature, bends reality, and tears pieces of the world into something… wrong.

When Entropy touches a place, it tears it from the world and folds it into something else: a corrupted reflection of reality, where the rules change, and survival demands more than just brute strength.

Your Only Light in the Dark

The key to piercing Entropy’s veil is the Witch Lantern. With it, Inquisitors can open rifts into Entropy Zones, pocket realms warped by the corruption.

From within, the world fractures. Time drags. Gravity twists. Voices echo from nowhere. And worse still, the lantern’s protective glow fades with every second spent inside. When it dies, the corruption takes hold.

These zones are filled with platforming challenges, warped enemies, and hidden rewards, so exploring them is always a dance of risk and reward. Upgrade the lantern, restore its power, and venture deeper... or lose yourself entirely.

Entropic Essence

Yet even in ruin, Entropy leaves behind something of value.

By defeating powerful foes or opening certain chests, you’ll gather Entropic Essence, a rare resource harvested from the void itself. It can be used to enhance your skills, allowing your Inquisitor to adapt, evolve, and grow more formidable. It is the currency of change, earned mainly by facing the abyss and living to tell the tale.

Will you brave the void… or be devoured by it?


Stay up to date by following us on Facebook, X, and Instagram, and join our Discord server to connect with fellow Inquisitors

Jul 28
Animal Shelter 2 - Games Incubator_Team
Hey everyone!
A fresh update for Animal Shelter 2 just dropped! 🐾

Thank you so much for your continued support, valuable feedback, and patience, we truly appreciate it 💛 We're constantly working to improve your experience and are already working on future fixes and improvements.

Patch notes:

  • Fixed an issue where items placed by clients would disappear.
  • Fixed wall materials not loading properly from saved games.
  • Fixed large dogs occasionally breaking their movement animations, causing them to float or bounce.
  • Fixed critical needs notifications not disappearing after pets were adopted.
  • Improved level 1 and 2 cage doors: transitions between LODs are now smoother and less visually jarring (no more disappearing doors!).
  • Fixed billboard text not being visible through windows.
  • Toned down overly shiny grass in the morning lighting.
  • Updated the main menu scene to better support super ultra-wide monitors.



Stay tuned – more updates are on the way! 💡🐶🐱

Hugs,
Animal Shelter 2 Team
Shadow Empire - danamite

As oligarchic instability gives way to aristocratic order, a new political structure emerges: one bound by blood and code. In this sixth installment of our Moodboard & Designer Notes, we analyze the rise of Aristocracy, where dynastic factions replace competing elites, and governance rests on fealty, hierarchy, and military autonomy.

Aristocracy buys stability, but the Dynastic Factions will quickly grow strong. They’ll even be able to control their own Militias.

This series of articles aims to showcase the main themes of Shadow Empire: Republica DLC, an expansion currently in development by Vic (VR Designs) that focuses on politics.

Please note: the following images and ideas are conceptual representations meant to illustrate the narrative and thematic tone of the DLC. In-game footage and new visual assets will be revealed later in development.

Moodboard: Aristocracy

The accountant frowned as he briefed the Lord-Governor on the financial results, his voice cautious and critical. 

“Abraxis,” sighed the Lord-Governor, “you know I tolerate your diatribes because you’re the most skilled number-cruncher in the entire Zone. You’re aware of that, aren’t you?”

“Yes, my lord,” replied Abraxis, his tone respectful yet burdened with a lingering frustration. “It’s just that the injustice still pains me.”

The Lord-Governor, a figure of imposing stature draped in the red regalia of his House Vernaz, walked over to the accountant’s desk. Placing a hand on the man’s shoulder, he softened his expression. “Explain it to me once more, dear Abraxis” he said.

Abraxis shuddered slightly under the touch but seized the opportunity nonetheless. “If we tally up everything your House Vernaz extracts from the coffers of the state, it amounts to almost 3000 Credits each year, along with resources that could have raised almost three armored battalions.”

The Lord-Governor nodded, his expression both serious and subtly pleased. “That’s a good tally” he mused.

“Don’t you see this harms our nation, my lord?” Abraxis pressed, his voice trembling with restrained defiance.

“Frankly,” Lord-Governor Vernaz drawled, his tone measured, “quite frankly… no, not really. You assume too much, Abraxis. You view the world through a very narrow lens, assuming this wealth is wasted, when it actually is not.”

The Lord-Governor straightened himself, his imposing presence filling the room. “You forget the stability this has purchased for our great Steelshelf Nation. You cannot put a price on a nation at peace with itself. You, of all people, should remember the days of oligarchs and unrest, no?”

Abraxis shook his head, a heavy sigh escaping him. “Yes, yes,” he conceded, “but if we had just curbed the corruption or perhaps reformed into a democracy… then we could have had stability without the aristocracy taking everything from us…”

The accountant slumped in his chair under the Lord-Governor’s withering gaze. “Careful now,” the Lord-Governor warned, his voice low. “Don’t forget your place!” the aristocrat snapped. 

After a large pause the Lord-Governor refocussed his attention on his accountant and continued: “What you’re proposing would have bought only temporary stability. Did you notice what happened to our neighbor, the People’s Republic?”

Abraxis nodded again, feeling the weight of his lord’s words pressing down on him,  making him question his own revolutionary ideas.

“Alright,” he sighed, “but at least reconsider transferring your household guards to the presidential command. We could really use those elite troops in our fight against the People’s Republic.”

The Lord-Governor laughed, a deep, booming sound that echoed through the chamber. Slapping Abraxis on the back, he nearly knocked the wind out of the accountant. “If the president concedes to our demands for stewardship over the East Zone, sure, Abraxis, we’ll lend a hand. But all in due time… all in due time…”

While going over the financial reports, Abraxis criticizes the aristocracy. 

Designer Notes: The Rise of Aristocracy and the Feudal Code

One way out of an Oligarchy is to accept a certain loss of control but regain Virtus by installing a Feudal Code and becoming an Aristocracy. This new system will re-inspire your society with high principles of honor, chivalry and sacrifice. There will be hope again for stability and clean government.

The Feudal Code basically upgrades some Factions to Dynastic Factions. These Dynastic Factions will get their own Fiefs and obtain direct income from them (Feudal Levy). This levy is the thing Abraxis in our story above is complaining about. 

They’ll also have assured seats in the Senate. And as the Feudal Code Levels advance they’ll become stronger. Gaining more Zones and privileges. The Compound of the Primus Inter Pares (leader of a Dynastic Faction) will become the focal point of the whole Faction. They’ll pool their revenues to upgrade it as much as possible for the good of their dynasty, but also their Fiefs and their Household Militias.

A special advantage of “Feudal” Zones is that their Militancy will start to rise again, no longer being limited by the presence of Regular Troops. The Capital is no longer the point of reference. These new Militias will be by default loyal to their Dynastic masters. This means that if your relation with a Dynastic Faction drops they might withhold the use of their Household Militias and position them in their own Cities. 

Note that these Feudal Militias can rapidly become much stronger than your prior Militias, as the Dynastic Faction might become capable of upgrading them to modern regular Models.

The stronger these Dynastic Factions become the more they’ll become like families with a fixed senior Faction Leader and an inner circle of loyals. Children and family members might make an entrance as well in the higher levels of Aristocracy, as they’ll start to prefer recruiting loyal family members.

The biggest downside of higher levels of Autocracy is the dynastics become more sensitive to you making decisions that do not go their way. It is possible to disappoint a Dynastic Faction so much that you are confronted with a Dynastic Uprising. Dreaded as the Leaders of the Faction will rebel all together.

Under the condition that you do not alienate the Dynastic Faction nobles, the key force of this system is however its stability and military autonomy (Militias).

There is no formal way out of an Aristocracy as the Dynastic Factions will have a majority of votes in the Senate. The only way out is through revolution, either by the people or by the military.

Wishlist Shadow Empire: Republica

https://store.steampowered.com/app/3645760/Shadow_Empire_Republica/

Ara: History Untold - Ara: History Untold
Ara: What’s Next?

Last month’s release of Version 1.4 seemed to be well received. It marked the first update since we assumed responsibility for Ara: History Untold so we were pretty excited and nervous. It’s been a great experience! The teams at Oxide and Microsoft have been wonderful to work with and now we’re ready to start talking about what’s next.

Who are you?

You probably don’t know me but I know you. Or at least, I’d like to think I do because in real life, I suspect we’ve have a blast chatting about the history of these kinds of games. You probably liked Alpha Centauri. You probably could debate the merits of Civilization IV vs. V vs. VI. You may even be a player of Humankind and Millenium and Old World. And of course there’s Stellaris, Crusader Kings, Sins of a Solar Empire, Colonization, Master of Orion, etc. And all of these games bring different things to the genre.

In a previous entry, I mentioned how Ara has to find its own voice. That was a big challenge during the game’s initial development. The Oxide leads were the leads from Civilization V. So there was a desire to make sure this game took the game in a different direction. After all, if it’s just Civilization with different visuals, we might as well call it “Call to Power” (I suspect you reading this know the reference). The direction Ara ultimately took was to delve into what life in these time periods was like as expressed by the resources that could be used and the goods that could be produced.

Having a supply chain in a history 4X game was the right move, but in a world with games like Anno, which do it very well, the game has to really be careful in how it’s implemented, and Ara is definitely a v1.0 game in that respect. Our job is to mold the game to finding its unique place in this pantheon of amazing strategy games. Hopefully, version 1.4 showed that we were on the right track. That brings us to v2.0.

Version 2.0

There are the things we want to do and the things we can do by September. That’s when v2.0 is scheduled for release. Pick the right things to put into 2.0 and the game’s community grows and we build new things into v2.1 and so forth. Pick the wrong things and the game becomes a footnote.

Additionally, we have insisted that the features we are adding must be free and part of the game. There is no DLC accompanying v2.0. It’s a massive free update.

The key features include:

  1. Per nation units and/or improvements.

  2. Culture. I want to my nation to develop in its own unique way and be able to affect the world through other means than war.

  3. Influence as a tool to use. Whether it be for getting your way in negotiations or expanding your territory, influence, should be just as powerful as military might.

  4. Nation differentiation. Or more of it. I mentioned the units but we mean different ways of playing the game.

On top of that, there’s the other general improvements that we are working on:

  1. Reduce micromanagement. v1.4 was a first step.

  2. Performance improvements, especially on low end. Again, v1.4 was a first step. We’ve made a lot of progress since then.

  3. UI improvements. Better readability, more accessible information, etc.

  4. Warfare improvements. This could be broken into its own section. How much we can for September remains to be seen.

  5. AI improvements including adaptive AI (can adjust itself based on how the game is going – optional feature).

Near term

We have a version 1.41 in QA right now. Various fixes and improvements. We are pretty eager to get v2.0 up as a preview. A lot of what is discussed above is already done. So we’re pretty excited to start sharing this stuff with you.

War Robots: Frontiers - Kaeden

War Robots: Frontiers servers are scheduled to enter maintenance at the following time:

  • Maintenance Time: 29/07/2025 at 07:00 UTC

  • Estimated Downtime: 3 hours

The game servers will be inaccessible during this time. Keep an eye on our official social channels and Discord for further updates, and to find out when War Robots: Frontiers servers are live again.

Thank you for your patience!


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