Sep 3
Echo Point Nova - matt

1.121 Hi everyone, just a couple of fixes for reported bugs! -Fix rogue finale achievement not unlocking when beating rogue in Under The Clouds (If this happened to you make sure the main menu says version 1.121, then load the save then go to pause menu -> settings -> gameplay -> refresh achievements.) -Fixed incorrect totals in load profile menu along with completionist badge not showing for Under The Clouds

ColorBlend FX: Desaturation - PeterSvP
Hello Splatians. This is yet another quality-of-life patch.

Over a year later, we are finally wrapping up some unfinished work – mainly the music.

Several areas were still using placeholder tracks, and I had planned to remix some of DarksSilencer's pieces. Key spots like the S.P.A.R.K environment, quantum labs, and even the common boss theme were left incomplete. I always wanted the common boss theme to echo Lord Ashen's motif, so we have revisited and updated them.

By the way, give @DarksSilencer a YT sub - such neat indie music artists deserve more especially now!

And then Lord Ashen appeared again.

The event lined up with chocolatecake5000's run uncovering another softlock – perfect excuse to bundle bug fixes and music updates together.

Here's what's changed
  1. Fixed Library Tunnel softlock reported by chocolatecake5000

  2. Fixed potential softlock in Quantum Power Area

  3. Replaced S.P.A.R.K., Quantum, and Storage Area themes with original music tracks

  4. Replaced common boss theme with a new track by DarksSilencer

  5. Updated Tomb and Arcade Boss battle themes with new originals

Call to Action

Our first year was rough. We need your help to bring Desaturation more visibility. Share it with streamers or creators you know – most players who tried it enjoyed it.

Thanks for being part of Splatland and helping close the book on the Desaturation project.

Dawn of Ages - Shep_stratospheregames
Content

The Tides of war rise once more, as Saladin renews his marches upon the west, the people tremble in fear. Some have even fled fearing a repeat of the Genghis invasion, or the El Cid invasion, or the other Saladin invasion. One thing is certain, our people are in great peril, and we are in need of warriors capable of putting an end to this vicious cycle.

Saladin event
  • The Saladin Event Returns, better than ever.

    Balancing
    • Holy Lance: We have increased the Holy Lance’s entourage from -3 to -2. (They have 1 more unit now.)

    • Damage falloff for the Handgonne has been reduced from 50% to 40%, this means the minimum splash damage is 60%, up from 50%. (This is a buff)

    • Saladin Sandstorm: Now applies +100% Evasion to Saladin during the Sandstorm

    • Saladin: We have increased Saladin’s base evasion by a factor of 1.81 (at max level, base evasion goes from 55 → 100)

    Bug Fixing
    • We have fixed an issue causing the negotiation Clan Research to not work.

    • We have fixed several performance issues with Battle Passes.

    • We have fixed skins in the skin merging selection - now only a single skin type can be select in a melting or merging function.

    • We have fixed the research donation target initially set being cleared.

    • We have fixed the resource display in the Refinery.

    • We have fixed the skip level animation on the skip by gems function.

    • We have fixed Battle pass skip costs..

    • We have fixed the shop rewards layout.

Sep 3
Cheese Rolling - theinterviewed

Fixed Steam avatar caching

Mexican Ninja - Amber Studio

Wake up pinche ninja, we got a city to burn. 🔥

Our newest gameplay trailer just dropped. Watch it before the Narkuzas do. 🥷

Rise Of Transport - Lonewolf_14
I've changed the game's base configuration to have HDR mode turned off by default, as it is unnecessary and was causing red screens on some devices.
I've also added options to adjust graphical effects, allowing players to customize rendering.

- Removed HDR mode.
- Added Bloom toggle
- Added SMH toggle
- Added Vignette toggle
- Added Color correction toggle
- Setting data storage.
Astraphia - willpapeteiro

This week’s update focuses on improving gameplay balance and expanding customization options. We’ve fine-tuned the Dragon Boss encounter for a fairer and more exciting challenge, fixed minor bugs, and enhanced the upgrade system to give you even more ways to personalize your class builds.

Expect new loot options, including additional clothing and accessories to make your hero truly unique. Astraphia continues to evolve every week — your feedback is shaping the journey!

Bullet Noir - Klaus

Hi everyone,

We're excited to announce that Bullet Noir will leave Early Access with the release of version 1.0 on Wednesday, September 10, 2025!

In our brand-new fourth devlog, we detail the improvements and additions made in preparation for this milestone and since the Early Access launch, including the introduction of a brand-new Chapter 5, an enhanced arcade mode and speedrun options for all four characters, as well as technical upgrades, overhauled graphics and cinematics, a refined UI, and additional languages.

Check it out:

Play the Demo and buy Bullet Noir to get ready for 1.0!

https://store.steampowered.com/app/3204960/Bullet_Noir/

Auto Dungeon - Cam

Hey there! We've moderately rebalanced the game's difficulty curve, made some critical camera fixes, improved the capture mechanic a bit, made some usability & translation improvements to the shop, major card visual fixes, and fixed a few other bugs.

Major Changes:
  • Enemy units now scale more dramatically beyond the first boss defeated, and still receive a bump in difficulty for every boss defeated.

Minor Changes:
  • The amplify card is now much cheaper to cast.

  • The capture card displays a new success/failure message on cast.

  • During battle, walls and roofs now fade out more quickly, and fade back in much more slowly.

  • Card drop areas (discard, send to pouch, etc) now flash to more clearly indicate that cards should be dragged onto them to interact with them.

  • Shop service clickable items now flash and have improved hover effects for clarity.

  • Card pack highlight color change for consistency.

Major Fixes:
  • Cards no longer frequently shrink/grow permanently from most mouse events.

  • All roof and wall models are now occluded during battle, as opposed to only occluding roofs with a wall beneath them. Previously, this was causing the camera to frequently be blocked during battle within dungeons or near mini-dungeons, and it would occasionally even get stuck. This should no longer be the case.

  • Numerous shop service translation fixes.

  • Fixed corrupted cosmic elementals, which were becoming invincible after approaching max level.

Any feedback is welcome! You can post new threads in the community hub if you encounter bugs or just have questions/suggestions.

Steam reviews are also deeply appreciated. We read them all, and take them to heart.

Thanks for checking out the game!

Darkest Dungeon® II - RedHookMichaela

This build resolves the following issues:

  • Removed Crimson Curse requirement for travelling to the boss region

  • Creature Den spawn chance while on the quest step to collect resilient blood is now guaranteed

  • Fixed issue where The Purifier was cleansing the crimson contagion when arriving at camps when it should only cleanse when arriving at inns

  • Fixed cases of Bloodsuckers missing Hive buffs

  • Fixed an issue with Veteran Fighters not triggering the En garde! achievement if they killed an Esquire with Riposte

  • Fixed "Social Distancing" achievement from completing in the wrong module

  • Updated logic to award the Killing Moon achievement to players who completed the Coven module on Blood Moon difficulty before we added the achievement. (Will also handle any other gang and/or difficulty achievement types that didn't get awarded for whatever reason)

  • Fixed an audio issue where combat and driving music would overlap in the K3 Kingdoms Module at Resistance Encounters choice screens

  • Fixed an input issue when pressing Inventory hotkey at the moment you open any Kingdoms Inn Section resulted in the Inventory not appearing

  • Attempted fix for soft lock that could occur after revealing skills on Embark Screen

  • Attempted fix for a soft lock at Victory screens in modded runs

  • Gamepad: Fixed an issue where users were able to access the Inventory while at the Crossroads in Kingdoms

  • Gamepad: Fixed an issue where users could not navigate between Encounter Story choices

...