Coaster Clash 2k99 - Roller Coaster Defense - mattd4y
Additions

  • Tunnels PT 2 - Tunnels can now be generated with terrain forming around them. This means no more seeing the terrain and then going straight through it. You can enable this any time by going to Tunnel Settings in the Track Controls and pressing "Remove Terrain in Tunnel", depending on your set resolution for the map settings, this could take a few seconds.
  • Loading Indicator added for Map terrain changes

Performance Optimizations

  • Multiple performance optimizations made to try and help stabilize performance, performance tips added in the main menu for things players can do on their side. Still trying to make it as performant as possible.
Dreadway Playtest - zuflucht34
- fix bunker textures bugs
- add explosion when you drop fuel or mine to campfire
- fix some NRE
- fix wrong freezing image scaling
Goodlands - geolojosh

Hi everyone!

I've been wanting to write an update post for Goodlands for a while now. I got out of school back in June, so I've had quite a bit more free time to work on development for the past month and a half. There's so much to share, but first two main items to discuss:

1) I'm taking the demo down on August 13. At this point, I'm fully focused on the development of the full release and, because of this, I don't have anymore updates planned for the demo. The demo is also quickly becoming unrepresentative of the full game, and I only want to put the best foot forward when marketing Goodlands.

2) For the full game, I'm planning on a release in December 2025/January 2026. I've made a lot of progress towards this goal over the summer — once I'm back at school I'll be primarily working on content creation (making characters, quests, skeletons, easter eggs, etc.) in addition to multiplayer integration :)

Now for specific updates:

A common refrain in the demo feedback was the desire to forgo the dig site fetch quests and get some more hands-on gameplay related to excavation. My solution to this is having short mini games related to the three tools (shovel, pickaxe, and jackhammer). For each mini game you successfully complete, a fossil crate spawns in. Failing a mini game means your crew will come in to help – it will take them a day to produce one fossil crate. So, with this model you can excavate the site entirely in a matter of minutes, as long as you pass all the mini games :)

There are now three fossil crates per site instead of one, and each fossil crate corresponds to a portion of the bones found at the site. So, if you deliver less than three crates, you'll only be cleaning a portion of the bones. Here you can see some combinations of bones for the hind legs of the albertaceratops depending on which crates have been delivered. I've also added in a zoom feature for cleaning :)

The difficulty of the mini games varies across dig sites, so I've added in this little sandbox near the main campsite where you can practice the mini games to your heart's content (and adjust the difficulty, too).

Speaking of dig sites, when you discover a site you get this cool print out from your ground penetrating radar machine.

In other news, I've implemented fishing into the game at long last! The gif might be hard to understand because it is like 5 fps, but the mini game is essentially a hybrid of the Stardew Valley fishing game and the bouncing DVD logo from way back. You have to try and keep your bobber on top of the fish as it bounces around the box. There's still a lot that I need to add to make fishing complete; as it stands currently, it is one of my top priorities for this month.

Another common request from demo players was an enhanced map and a quest log. Well, we've got that now! I made this three ring binder that has tabs for map, excavation sites, minor fossils, NPCs, notes, fish, cows, and polaroids. Here's a look at the map. You can click on the grid to get an up-close view of that section on the right. There will be icons on the right that you can click on to get more information. There will also be a marker denoting player/truck location and more landmarks to help with orienteering.

For the NPC section of the binder, I wanted cute photos of everyone you meet along with information about what they want/need from you and where they are in the park. When you first talk to a new NPC a polaroid photo will be taken of them and added to the binder... as you can see happening with Larry below.

Here's how all the 2D cows will be found... jumping on haystacks around the park! (Credit for this cow goes to Vertebral Giant). The cows will also appear in your binder as you find them.

I've also been working on truck upgrades. Here's the nitro boost upgrade. I actually got this working ages ago, but I had to update the code this summer so I'm showing it off now.

A big update is the caravan/trailer. Instead of a tent, your character will sleep in this trailer (now that's an upgrade!). This will also be where you can modify the look of your character. But the best part is that you can add a hitch to your truck and take the trailer anywhere in the park. This means you can sleep anywhere you want! If you want to fish for a whole week, you can plop the trailer down next to the lake and go crazy. Or maybe you need to work on my dig sites in a far-off corner of the park... just bring your trailer with you and hang out there for a few days. I think this will help make the size of the park much more manageable in the full release.

There's also now a proper inventory system! You can access any item in the back of your truck and carry it around. This allows for consumable items like dino-mite, fuel cans, etc. as well as tools like a fishing rod, pickaxe, etc. It also means you can hand-deliver items to NPCs.

Here's the pickaxe in action — cracking open rocks to find amber (currency). Amber can be used to buy consumables, truck upgrades, fishing gear, and more.

Last thing, I haven't really worked on this over the summer at all, but I think it's worth showing here. I'm planning on integrating multiplayer into Goodlands. As stated above, that is one of the main things I'll be working on over the next few months in preparation for launch. Here's a gif from a multiplayer test I did with my wife earlier this year.

So, that's about it for gifs! There's a lot of other things I've been cooking up that I can't show off right now, but I hope this gets you excited for the full release at the end of the year. I'm also working on all the bugs that you all have reported, as well as features that make the game more accessible and enjoyable to interact with (making the truck handling better, improving the camera, etc.).

Lately, I've been most active on the Goodlands discord, which you should join if you want more frequent development updates. I'm also very receptive to feedback and suggestions, so it's a good place to make an impact on the game.

If you enjoy posts like these please comment below. I'd be happy to make more.

Thank you for your continued support!

Josh

Bloobs Adventure Idle - Bloobs_Dev

Version 0.2.2.8 Minor Updates & Bug Fixes

Updates:

Added Sprinkle Cake Hat to Bloobimization.

Added Cup Cake Hat to Bloobimization.

Added Pop Sound too foraging when items are added to your inventory.

Bug Fixes:

Fixed an issue with Infusion Potion not showing the correct percentage on tooltips.

Fixed an issue with Infusion Potion not applying Bonus xp correctly.

Fixed an issue with enemy hp bars going to 0.0 when the enemies are at 0.1.

no signal - exodrifter
This build includes the following changes:

  • Reduce the sensitivity of the FPS controller.
  • Add failure sound when login passwords are incorrect.
  • Add the ability to interact in look mode.
This build includes the following bug fixes:
  • Fix the letter in the wordmark jumping when returning from the settings menu.
  • Fixed many spelling/grammar issues in the text logs.
  • Fix freeze/crash when accessing the EVA computer caused by a bug in Godot's UI API and triggered by movement input (including from unused plugged in controllers) from the player.
  • Add missing undersides to rugs.
  • Prevent letter in wordmark from spinning too quickly.
  • Prevent objects in last cutscene from spinning too quickly.
  • Remove visible decal on black void behind door in medbay.
  • Fix decals being visible where they should not be.
  • Fix gamma settings not being loaded.
  • Fix velcro mats in cupola and eva.
  • Move gym music from the ambient bus to the music bus.
  • Add native .ico to Windows builds.
  • Fix corners disappearing in activity room.
  • Fix camera position changing rapidly when starting to look around with look smoothing turned off and move smoothing turned on.
The following issues are known but not fixed in this build:
  • One player reported a lighting issue in the center, where it loads in completely dark while playing a game. Reloading the game fixes the issue. If you run into this, please reach out with more information.
If you have any problems with this build, please report the issue on the Steam forum. While you wait for a fix, you can roll back to a previous build using the beta branches feature.
Super 10 Pin - ModusPwnin
-Fixed a bug where ball abilities would get triggered immediately after choosing to restart a lane, causing a softlock in certain circumstances.
It Consumes Playtest - Sublexical
  • Fixed issue with overlapping tutorial text and out of bounds text

  • Fixed a bug that prevented completing the tutorial

Alpha Response - TheOfficer
  • Fixed some random disconnections that players with high latency was having ( by throttling the frequency of the RPC functions )

  • Fixed annoying jitter when leaning or crouching that occurs for players who have high ping

  • Fixed the annoying bug where weapons would sometimes constantly swap for several seconds making it impossible to do anything.

  • Fixed a bug with the enemy's shooting a rocket launcher directly in front of an obstacle

  • Improved the enemy car navigation. It shouldn't get stuck as much when driving through tight areas

  • Fixed a bug with the enemy AI standing around like an idiot when he disembarks from the car.

  • Improved the enemy car navigation in tight spaces.

  • Fixed a bug with enemy soldiers exiting the car and getting stuck

  • Fixed bug when the host player turns off spawning of Suicide Bombers and Grenadiers, it would STILL spawn them.

  • Fixed a bug when the player rebinds the MoveForward key, it would not rebind the key to accelerate the car.

  • Fixed a bug with the enemy shooting at the player even before it's actually finished turning to face the player

  • Added an indicator on the HUD that shows where a gunshot noise came from, this will help players locate the enemy in chaotic firefights

  • Polish the UI for the hit indicator

  • Optimized the CPU Performance of the various UI Widgets

  • Added bullet flyboy sound fx

  • Fixed a bug with the bridge mission unloading all of the props, and the players cant get off the bridge.

  • Do not display the red target bracket for enemies that are inside a smoke grenade

  • Added lobby setting to disable Drones in the game

  • Fixed a bug with enemies sometimes getting stuck in certain parts of the world.

  • Fixed a bug with civilians not being removed from the world correctly.

  • Added the Nvidia Reflex Plugin which can reduce mouse input latency

  • Fixed a rare bug that was causing the enemies to pause for a second or two before starting to shoot at the player.

  • Fixed a bug with the enemy AI aiming going crazy if player's moved too close to them

The Elder Scrolls® Online - ZOS_Kevin

Tune in to Twitch.tv/Bethesda this QuakeCon 2025 weekend to support an amazing cause and watch some top-tier PvE action. Learn more about each special livestream here!

Dallas Pets Alive
Join us on https://www.twitch.tv/Bethesda this Friday, August 8, at 2PM CDT/3PM EDT, to help us support the amazing folks at Dallas Pets Alive, an organization that works tirelessly to provide resources, education, and programs necessary to help eliminate the killing of companion animals.

During this special charity livestream, we’ll raise money (donate here now) and awareness for the Dallas Pets Alive team while surrounded by some adorable and adoptable fluffy friends. But that’s not all! We’ll also host various special giveaways throughout the livestream while having Twitch Drops enabled (more details below).

What: Dallas Pets Alive Charity Livestream (with puppies!)

Where: Live from QuakeCon’s Dallas Pets Alive room via https://www.twitch.tv/Bethesda

When: Friday, August 8, at 2PM CDT/3PM EDT

We’re not the only ones running Dallas Pets Alive charity streams during the QuakeCon weekend, so keep an eye out for your fellow ESO players also offering their support with their own special drives, too!

Eigh1_Puppies’ Trial Tournament
Also tune in to https://www.twitch.tv/Bethesda this Saturday, August 9, at 3:30PM CDT/4:30PM EDT, for an exciting Trial tournament livestream hosted by the one-and-only Eigh1_Puppies! During the show, four teams of battle-hardened console players will race through ESO’s Ossein Cage Trial, for a chance to win incredible prizes.

What: Eigh1_Puppies’ Trial Tournament

Where: Live from QuakeCon via https://www.twitch.tv/bethesda

When: Saturday, August 9, at 3:30PM CDT/4:30PM EDT

Check out the prizes our teams will be racing to win below.

Grand Prize
  • 14,000 Crowns
  • A Year-Long ESO Plus Membership
  • 10-Year Anniversary Goblet
  • One Mount of Choice
Runner-Up Prize
  • 5,500 Crowns
  • A Six Month ESO Plus Membership
Third Place Prize
  • 1,500 Crowns
  • One Month ESO Plus Membership
Even better, Eigh1_Puppies will be joined by our own Lead Encounter Designer Mike Finnigan as a special guest commentator. Together, they’ll shoutcast the tournament and chat about some of the recent changes to the Trial formula in ESO's newest 12-player challenge. This livestream will also have Twitch Drops, so don’t miss it!

Twitch Drops Enabled!
As mentioned above, Twitch Drops will be enabled during both QuakeCon 2025 livestreams as well as any streamer fundraising for Dallas Pets Alive between August 7 to August 10, so don’t forget to link your accounts. Watch either stream for an hour and you’ll receive an Ouroboros Crate. Keep watching for an additional hour, and you’ll also receive the Blueblood Frog Hound Pup pet!

Unlock this adorable pup with Twitch Drops!

Live From QuakeCon
QuakeCon 2025 has returned, and ESO is there in a big way. Are you excited to support animals in need with the help of Dallas Pets Alive, cheer on those competing in Eigh1_Puppies’ Ossein Cage Trial run, and unlock some sweet rewards as you watch? Let us know via BlueskyX (formerly Twitter)Instagram and Facebook
PLAGUN – The Plague Goes On - talkinguns

Hey there.

The Steam page for PLAGUN is finally live.

We’ve been working on this game for a while now — it started as a weird little experiment, then grew into something we’re genuinely proud of. It’s a 2D roguelike shooter with fast-paced action, heavy builds, and a world eaten away by the consequences of a failed cure. You play a masked character who uses strange weapons called Plagun, each infected with different properties — some helpful, some... not so much.

The game focuses on tight combat, short but intense runs, and a progression system that rewards learning and adaptation. It's the kind of game where you're not meant to win on your first try, but every failure pushes you forward. The more you die, the more you understand what you're up against.

Right now, there’s no demo yet — we're polishing the last few things and getting everything in place. It’s coming very soon.

In the meantime, if it looks interesting to you, please consider wishlisting the game. It really helps, especially for a small indie team like ours (read: mostly one person yelling at Unity and fixing bugs at 2AM).

Thanks for checking it out. We hope you’ll enjoy what we’re building — and if you do, don’t be shy: drop a comment, follow the page, or just yell at us online.

Feel free to drop a comment too. Always appreciated!

https://store.steampowered.com/app/3805100/PLAGUN__The_Plague_Goes_On/

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