Operation: Pinkeye - Cobra!

A small but significant update has been published!

  • Fixed crashing on some systems

  • Made all assets sans code open and easy to modify

Cosmic Race: Galactic Showdown - Silver.Fox
🚀 Cosmic Race: Galactic Showdown Demo Update is LIVE for Steam Racing Fest!

Strap in, racers! Cosmic Race: Galactic Showdown is back—more chaotic, strategic, and action-packed than ever!

This updated demo launches with Steam Racing Fest, delivering a turbo-charged blend of arcade-speed racing and cosmic vehicular combat, now enhanced with stunning visuals, smoother gameplay, and a refined player experience.

⚡ What’s New in This Demo Build?

🔧 Revamped Power System — Randomized power-ups now split into Utility and Weapon abilities, making every race unpredictable.

💥 6 All-New Abilities — 3 Utility + 3 Weapon-based powers to dominate the track.

🛣 New Track — Military Base: SEDNA, full of high-speed corners and chaos.

🚗 3 Playable Cars — Choose your fighter, each with unique design and handling.

🖥 Drastic Graphical Improvements — Sharper visuals, improved lighting, and better effects across the board.

🧭 Improved Tutorial UX — Smoother onboarding and clearer guidance for new players.

🛠 Revamped Main Menu UI — Cleaner layout, faster navigation.

🔄 Improved Custom Lobby System — Join and manage sessions more easily than ever.

🕹 LAN & Online Multiplayer — Race your friends in custom lobbies, locally or online.

Whether you fly, smash, or swap your way to the finish—this is racing, redefined.

🎮 Download the demo now and take your shot at becoming the next Galactic Champion!

🙏 A Huge Thank You to Our Testers!

We want to extend our deepest gratitude to all the incredible testers who helped us refine and improve Cosmic Race: Galactic Showdown. Your dedication, feedback, and passion were invaluable in shaping this updated demo. Thank you for helping us make the chaos even better!

For all the latest news, updates, and behind-the-scenes glimpses, be sure to follow us on our social channels! We're constantly sharing new content and engaging with our community.

Counter-Strike 2 - Piggles ULTRAPRO
[ ANIMATION ]
  • The animation system in CS2 is in the process of being upgraded to AnimGraph2, which requires reauthoring existing game content. Today's update replaces all first-person animations, including weapon deploy, firing, reload, and inspect animations
  • Replaced/updated all chicken animations

[ GAMEPLAY ]
  • Improvements to damage prediction when shooting while moving
  • Shotgun reloads will no longer resume automatically after being interrupted
  • Fixed several cases where a player would get stuck on map geometry while surfing (i.e., on surf maps)

[ AUDIO ]
  • Fixed a case where individual player voice volume adjustments weren't working correctly
  • Various improvements to weapon reload and draw sounds in conjunction with AnimGraph2 updates.
  • Added new speed-sensitive sounds that play while surfing (can be turned on with sv_surf_sounds, and can be adjusted via snd_surf_volume_inair, snd_surf_volume_map, snd_surf_volume_slide)
  • Various improvements to ambient sound content for community map makers

[ MISC ]
  • The Community Server Browser will now open in the Steam Overlay when playing in fullscreen exclusive mode

[ MAPS ]
Overpass
  • Breakable glass added to B doors
  • Adjusted Heaven railing
  • Adjusted angle of truck on A site
  • Blocked view from truckbed to stairs
  • Moved up wall behind dumpster, by A stairs
  • Adjusted texturing on dumpster back wall
  • Removed some grass near A site
  • Flattened tops of broken walls near B site
  • Re-enabled wires around the map
Train
  • Added new cover on A site by Hell train
  • Added new cover and adjusted platform on B site outside of Z
  • Added new cover in Upper B halls
  • Adjusted cover in Ivy
  • Removed horizontal stripes on large doors in A site
  • Raised CT side platform in B
  • Adjusted lighting on B site
  • Adjusted clipping throughout
Inferno
  • Church windows opened above Coffins
  • Church garden pathway narrowed by entrance door and widened by Coffins
  • Adjusted shape of first box on B site
  • Repairs on A site balcony railing have been completed
  • Curbs removed along Mid
  • Arch light moved to ceiling
  • Adjusted Banana visuals to improve player legibility
  • Adjusted props throughout
Dogtown
  • Updated to the latest version from the Community Workshop (Update Notes)
Octopus City Blues - Ghost in a Bottle

We’re still slowly working on Octopus City Blues. Since the beginning of the year, key team members were unavailable for extended periods of time. This made it very difficult to plan effectively. One of the reasons I struggled to write an update was because I wanted to have more clarity about their availability, something that didn’t happen until last month.

This project has been in development for over 12 years, and much has changed in everyone’s lives since then. I’m lucky to still be working with a supportive and passionate team of people. At the same time, each of us had to deal with a myriad of personal problems and unfortunate circumstances.

At the beginning of 2022, I managed to secure funding that allowed me to work full-time on OCB (doing most things that aren't art or music). I initially came up with a two-year budget plan that was eventually stretched over three years. You can read more about that in last year’s June update. By early 2025, the part of the budget set aside for me was used up, and I was also contributing less frequently because my work is dependent on the rest of the team.

One way to deal with that dependency is to get additional help, and indeed we recruited an additional artist last year. Unfortunately they were not available during the first half of 2025 and it was unclear if I needed to look for someone else. At the same time, I had to find a part-time job to pay the bills and secure additional funding. Job hunting took quite a lot of time and energy, but in the end I managed to find one that still allows me to work on Octopus City Blues.

Everyone on the team is currently available again, and we’ve finished quite a few areas and scenes since the last update. As I don’t have the time or budget to get additional people to help at the moment, I came up with a new plan that’s as realistic and unambitious as possible, with a release date in Q2 2026. This is meant to take into account the team's erratic availability, including the effect of my new job on my own productivity.

I’ve always had a hard time managing this project because the original scope was too naively broad and unrealistic. At the same time, I was never able to make the drastic cuts and simplifications needed to get it out in time. I keep going back and forth between cutting things, struggling to make up for their absence, and spending too much time getting everything just right.

On the other hand, we’ve made significant progress over the past three years in particular. I stopped stressing over deadlines and release dates for the most part, and I know that’s not what some of you want to hear. While I’ll continue to update my plans and do my best to keep everyone focused, I also feel like a passenger on this long and meandering journey.

But I remain optimistic, because I’ve seen all the beautiful things we'd like to keep as a surprise, including some of the world's most elaborately detailed tentacles. We all still love the concepts of Octopus City Blues, and everyone is doing their best to make it a reality.

Thank you so much for your support! It means the world to us. Thanks to those of you who wrote comments or requested an update too.

Jul 28
New Horizons Playtest - nonynonyx
Bug fixing.

New recipes and weapons added.
Redmatch 2 - Rugbug Redfern

1.39.4 (July 31)

  • Re-enabled Enforcer Anti-Cheat.

1.39.3 (July 28)

  • Temporarily disabled Enforcer Anti-Cheat while we work out some issues. Thanks for your patience!

1.39.2 (July 28)

  • Fixed a bug which was occasionally causing players to be unable to damage each other. The Unsecure match icon is now white, in order to better differentiate it from password protected matches.

  • You can now create Unsecure private matches on Windows. This is to allow friends to more easily play together when they are on a mix of supported and unsupported platforms.

1.39.1 (July 27)

  • Made tweaks to the Anti-Cheat.

1.39.0 (July 27)

  • Added Anti-Cheat.

  • Changed the way ground detection works for the player to make parkour more reliable. Jumps that would previously require you to rotate yourself 45 degrees to perform can now be performed looking straight-on.

Epica - Lea

New patch is out

  • Added more quests

  • Added new NPC bard

  • Added display of active quests to the mainframe

  • Fixed a bug with the spawning of the player

  • Extended the castle further

  • Enabled a new loot gear type, boots

  • Updated the Lobby

  • Several miscellaneous improvements.

True Nightmare - Roadside Сafe - Deni_Sele

Today, we have a small update with fixes and improvements:

- Another location in the café where you could get stuck by bringing the wrong order has been fixed.

- Animations have been added for one of the guests to more accurately show that the order was correct and everything was fine.

- Added missing collisions for some objects in the cafe and trailer park.

- Improved Russian translation.

What's in the works:

- Achievements will be added soon.

- High-quality Chinese translation (we are still waiting for it from our friends, as soon as it is implemented in the game, I will write a separate post).

------------------------------------

And some exciting news - we've surpassed 1,000 sales!

Thank you all so much for your words of support and feedback about the game!

I am very grateful to all of you! Have a great week and see you soon!

- Denis

EA SPORTS™ Madden NFL 26 - Electronic Arts
Introducing your official Madden NFL 26 99 Club Class!


Sundays Start Early! 7 Days Early Access with the Deluxe Edition Begins 8/7.

https://store.steampowered.com/app/3230400/EA_SPORTS_Madden_NFL_26/
Epic Hero Game Playtest - scuffed gamedev
* bugfix: laser now moves faster
* bugfix: aim reticle is now hidden after player dies
* bugfix: issue with worldmap shiny particles overlapping
* bugfix: interactable text is no longer visible when game is in ui mode
* bugfix: general jitter fix
* bugfix: physics legs not attaching to props when walking
* change: items retained from past run are now easier to pickup, and dont get shot into space
* change: levelup interface is now darker
* change: playerhud is hidden when player dies
...