Finnish Cottage Simulator - ranelagames
- Added a larger map that can be pocketed. It can be found at the cottage
- Added autosaving, available after the game exits unexpectedly, autosave can be found in the Load Game menu
- UI changes
- Newly caught fishes should no longer despawn in saves
- Fixed Juha not coming to play cards when asked
- Fixed boat audio not playing correctly when engine gets started while holding a movement button
- Motorized vehicles should no longer reset their fuel in savegames

- Fixed some crashes related to custom songs introduced in the previous update.
How to use? Go to %USERPROFILE%/AppData/Local/FCS/Saved and create a Songs folder. Put the songs in there. They should now be available in the radio, requires restart.
Network syncing of the songs is not available, unless every player has the same songs in the Songs folder.

The custom song feature is still experimental and may cause crashes for some.

Apologies to players using Polish localization, we have not yet gotten the new translations, we'll add them as soon as we can.
Deperson - Error Thing

Deperson is part of ChinaJoy Game Show 2025! šŸ‡ØšŸ‡³šŸ•Æļø

We’re honored to be featured among amazing indie titles!!

You can check out Deperson’s demo along with many other indie games on Steam from July 29 to August 4!

Jul 29
Monday Syndrome Playtest - tufan
This patch is the closest that'll be to the EA build.

There'll be additions and also, removals. For example, the affix pool will decrease drastically. In the other hand, next boss is cooking. Ehhhh.... I don't know what else to say... Hope you enjoy it and please please please fill the feedback form in the main menu(it'll forward you to google forms)
Darkest DungeonĀ® - RedHookMichaela

Hello everyone! We have just pushed the changes that have been sitting on our coming_in_hot branch live.

Those changes include:

  • Another fix for the Colour of Madness loot window bug

  • Localization files should now use colors from the colors folder - This is only mod related and needs to be checked by modders if it works as they need to.

  • We have reverted our previous work surrounding the Trinkets expansion as it was not functioning as intended.

Epic of Brave - EpicOfBrave
Master the Shadows! šŸŒ™ Shade teleports across the battlefield, weakens his enemies, and unleashes devastating magic when it matters most.

šŸ’„ Nether Shard šŸ”— Chains of Despair šŸ›”ļø Dark Bonds ⚔ Shadow Leap

Shade, the Dark Wizard, is a true master of shadows—teleporting across the battlefield, weakening his enemies, and empowering himself with nether magic.

With Nether Shard, Shade infuses himself with dark power, boosting his critical strike chance and making every attack a threat. Chains of Despair ensnare his targets, sapping their vitality and slowing their movements so they can’t escape his grasp.

Dark Bonds summon shadowy shackles that weaken enemy defenses, reducing their armor and making them easy prey for follow-up attacks. And with Shadow Leap, Shade can instantly teleport anywhere within range, letting him ambush enemies, escape danger, or control the fight from any angle.

Shade is more than just a spellcaster—he’s a battlefield manipulator, controlling the pace of every engagement and turning darkness into victory.

STAY EPIC. STAY BRAVE.
Beach Invasion 1945 - Pacific - aix2games
  • Some visual effects in the levels have been optimized for better performance.

  • We also integrated Steam stats for us to track players' coop activity(no personal information, just to track how many people play COOP)

Jul 29
New Horizons Playtest - nonynonyx
Building structures added.
Jul 29
Spellfarers - DL_David
Gameplay Updates
  • Added a cutscene for Finn's "Following Seas 1" quest

Visual Updates
  • Adjusted positioning of various minor props in town

  • Minor lighting updates that prevent lighter surfaces from "blowing out" when directly lit

UI Updates
  • Quest noticeboard auto closes when no quests are available Promo code entry field will display capital letters only and automatically hyphenate codes

  • Adjusted menu behaviour when claiming promo code items

Bug Fixes
  • Fixed issue that could cause the mannequin to look like the player avatar. If this issue has affected your mannequin, you will need to pick up and place the mannequin again

  • Fixed Mannequin being considered not empty when removing multiple clothing items at once, preventing it from being picked up

  • Fixed some Homestead expansion area collisions

  • Fixed text wrapping in Shard Store

  • Fixed Market panel not reappearing in store after purchasing an item or exiting Shard Store

  • Fixed a Mac certificate error

  • Fixed water particles for the Bucket and Watering Can

Rebel Core: Awakens - Atom Switch, Inc.
Planning A Demo...Pre-Alpha?

The year is 20XX (2025) and game development is a bit different these days than in decades past. If you had told me when I first entered the industry 18 years ago that I'd ever be planning out a demo for a game that is just barely crawling out of the prototype phase of development, I'd have thought I was being pranked.

But a lot has changed in the last couple of years. The bar for for raising development funds is higher than ever. The insistence on complete secrecy and market validation coming from Publishers well into development has now become an insistence on maximized visibility and market validation provided by the developer before a publisher will even consider joining and providing development funds.

While that role reversal has had some pretty devastating effects on the indie and AA scene, there's no arguing out of the fact that it's our current reality. So, what is a small team to do with a prototype but no marketing budget?

Demo, Demo, Demo, Demo

Teaser trailers and even gameplay videos are well and good, but nothing speaks to players more clearly and directly than something they can actually play. The question is, how do you make a demo that is early enough into development to be made without financial support, but far enough along to give players a fair look at what the finished product will be?

For our team of 3, we have settled on the following:

  • 1 Complete level, playable from start to finish, ending in a boss fight

  • Core gameplay systems, along with basic enemies, music, and challenge represented at a "minimum viable product" level

  • Art that is representative of the final style, even if not complete or fully polished

  • The potential to round out additional, smaller experiences, in short level "previews" or vignettes

The level we chose for this will be the Wastelands level (featured in the Ambient Machinewaves video below!), as it has a nice balance of interior and exterior spaces, room for horizontal and vertical scrolling segments, and a boss with an already-roughed-in 3d mesh.

As part of the selection process, we also started mapping out all of the other levels on an idea board to have a better feeling of where we will have a vertical vs horizontal movement focus, what color themes are being used in each level, interior versus exterior environment focus, and general theming with things like time of day and weather or other important related elements.

Ambient Machinewaves 04

And last but not least, a new Ambient Machinewaves is up! This time featuring a small glimpse into the afore mentioned Wastelands level, along with a new work-in-progress music track!

-AtomDan

The DeadLine - ģ œė¹„ź½ƒ ķ•˜ė‚˜

Hello, Survivors.
This is Jebi, CM of The DeadLine development team.

We’re thrilled to share that over 20,000 players have added The DeadLine to their library,
more than 2,000 players have already played the game,
and over 100 players have followed our Steam page.

As one of the developers, I can truly say this is one of the most rewarding moments.

Through the screenshots you’ve uploaded and the ever-changing rankings in Infinite Mode,
we’ve felt your passion and support in so many ways.

Your enthusiastic interest and response have given our development team great motivation
as we prepare for future updates.

Until this final train reaches every survivor around the world,
we will continue sending it out again and again.

Your survival experiences shape the next chapter of The DeadLine.
If you could share those experiences in a Steam review, we would be incredibly grateful!

...