Sep 3
Lost my Collection of 100 Shells - cartersongames
- Adjusted audio levels.

- Adjusted fullscreen so that it doesn't block ALT+TAB.

(Currently working on Resolution Options.)
Stunt Paradise - Nolex


✨ The 123 Stars Festival has started on Steam!
We’re excited to announce that Stunt Paradise has been selected to take part in this special event, which brings together unique and outstanding games from around the world.

To celebrate, Stunt Paradise is available with a 50% OFF discount during the festival! 🚗💨
It’s the perfect chance to master wild stunt tracks, perform crazy jumps, and enjoy the pure thrill of arcade stunt racing.

https://store.steampowered.com/app/2435310/Stunt_Paradise/

🎮 Check out the festival page and discover even more great games:
👉 https://store.steampowered.com/curator/44717737/sale/The123Stars
Sep 3
Phase Pal Playtest - ekene.obiesie
  • New UI polish with library view
  • Fixed Shaders Issue with default avatars
Sep 3
Lost my Collection of 600 Stars - cartersongames
- Adjusted audio levels. Now the game starts with only Ambience been audible. Music can be adjusted from the Options and in-game Pause Menu.

- Adjusted fullscreen so that it doesn't block ALT+TAB.

(Currently working on Resolution Options.)
Crony Corp - MrLeap
  • Fixed a bug that allowed players to create an Auto Trader slot without building an HQ or Warehouse.

  • Substantially increased the speed of basic research.

  • The API now detects outdated Steam clients and returns players to the Main Menu with an update prompt.

  • Fixed a bug where failed attacks would still go through.

  • Fixed an issue with the leaderboard timer.

  • Fixed a bug where Auto Trader would sometimes fail to grant 2 free slots.

  • Fixed an issue where the Settings button wouldn’t properly adjust to resolution changes.

  • Fixed a bug with the Vitrified Waste recipe.

  • Fixed a crash caused by the Move action.

  • Fixed bug where where premium currency purchases would fail.

The Bazaar - andrew.adams

Hello Bazaarians!

We’re aiming to improve how we share our plans moving forward, starting with our next patch coming out on September 10th. Here is how we plan on tackling our future updates:

  • Seasons

    • Every month we’ll reset ranks alongside a Balance Patch and this will be called a Season.

      • Balance Patch

        • We’ll release monthly (more frequently when needed) updates that adjust the numbers and effects of existing cards. These will avoid large card reworks and system changes, instead focusing on nerfing powerful outliers and buffing unplayed cards.

    • Seasons will no longer include a Prize Pass update.

  • Releases

    • Content will instead be a part of larger updates called Releases that occur every few months.

    • Releases will include some combination of the following:

      • large gameplay changes and/or new heroes

      • new items and skills

      • new monsters and encounters

    • Moving forward, Releases will focus more on Heroes and gameplay content and less on cosmetics.

    • The Prize Pass only updates with Releases

      • When a Prize Pass updates, the cosmetics from the previous Prize Pass are added to the Cosmetic chest.

  • Hero Card Packs

    • We are moving away from the concept of releasing new content for existing heroes as Card Packs.

    • Instead, new content for existing Heroes will be added with each Release

      • We don’t want to be limited to releasing new cards for existing Heroes in packs of ten; we would prefer to release several items for multiple Heroes with each Release.

      • We will focus on getting more items to the heroes with smaller item pools first.

We know our product offering changes we’ve made since launch have given players whiplash. As a team, we’re working hard to create an experience that’s both engaging for players and sustainable for the studio. With the work we’ve done, we feel we’re in a much better place and we don’t anticipate any more hard pivots ahead.

  • Pricing Updates

    • We’re updating The Bazaar’s Price from $39.99 to $19.99

      • This new updated pricing will still include: Vanessa, Dooley, and Pygmalien along with access to the game.

      • We know that this creates a situation where some players have paid the original price of $39.99. We are in talks with Steam and are exploring additional alternate solutions to this issue.

    • The Second Wind Bundle will be taken down when the price changes on September 10th.

With that out of the way, let’s talk about the September 10th patch. This patch has significant changes coming that we’re excited about:

  • Tech upgrade

    • We are upgrading the game to Unity 6.0, in line with our continuing goal to upgrade performance across the board.

  • Matchmaking changes

We are changing the way players are matched with opponents' ghosts in Ranked and Normal modes in order to create a smoother onboarding experience for new players.

  • Currently, players are randomly matched with the ghost of any player from the same in-game day for their PvP fight.

  • Going forward, players will only be matched with ghosts of players of their rank or lower for their PvP fights.

    • This will be a smoother experience for new players as they work to get better at the game, and find the rank they naturally level up to.

    • The experience for higher rank players should not be changed as they still can play against ghosts of any rank.

  • Additionally, players will now gain and lose rank points throughout the ranking process to help keep them in the proper rank for their current skill level.

  • We plan on expanding this into a more robust system, so expect more updates to matchmaking in the future.

  • Ranked Reset

    • We will be resetting all players’ ranks completely this Season on September 10th.

    • In the future, we will aim for Seasonal rank resets to be less extreme .

      • More of a soft reset where top players are all brought back to a lower tier but not all the way to Bronze.

  • Season Patch OverviewOverview for Balance Patch on September 10th:

    • Reduce the power level of Stelle, particularly in the early game with cards like Private Runabout and late game with Hangar.

    • Reduce the power level of out of combat scaling items (like Money Tree and the cards that enable it).

    • Make the strongest enchants with the biggest immediate impact more rare (primarily Obsidian and Shielded) as they often are a main culprit in making otherwise safe items into a problem.

    • Improving the numbers on existing items that are not seeing much play so that they now feel more viable.

Macabre - Weforge

It is the biggest milestone in our journey so far, and it holds the answer to the question everyone has been asking. "When Game?" We've also added lots of new info on our steam page about section so make sure you check it out!

Our Journey So Far

For anyone curious, this all began five years ago. My mate and I started working on Macabre late at night after our day jobs. We had no idea how to make a game, only a shared love for horror and multiplayer experiences, and the belief that we could figure it out.

Those early years were slow, full of experiments and mistakes, but we kept grinding away. Then came our Kickstarter. Thanks to the incredible support from thousands of you, we were able to quit our jobs and go full time. That support also allowed us to bring on another developer, which meant Macabre finally had a real team behind it.

Even with that momentum, we were still just three full-time developers and a handful of amazing freelancers helping us bring the Rift to life. In the past twelve months, we have achieved more than we did in the four years before. With the freedom to focus completely on development, our ideas finally became features, systems, and playable moments we could share with you.

It has been a long road filled with risk, sacrifice, and relentless work. Every wishlist, every message, every bit of feedback has made it possible for us to keep moving forward.

What Awaits in the Rift

For those new here, Macabre is a high-stakes co-op extraction horror where stealth is survival and no two runs are ever the same.

  • Maps shift, objectives change, and the monster adapts

  • Escape together or abandon your squad to save yourself. Trust is fragile, betrayal is easy

  • Guided by Banjo, you will scavenge, sneak, and improvise your way through collapsing Rifts

  • Every run is a gamble. Survive and extract your loot, or die and lose everything

Looking Ahead

This trailer is not the end of our journey, it is the start of the next chapter.

Early Access gives us the runway to keep building and evolving Macabre with you. We have new maps, monsters, puzzles, and systems planned, all guided by your feedback and play.

We began as two friends who met through voice chat in DayZ. Today, we are still a small team of three, but with a global community that has made this dream possible.

Thank you for walking this road with us. This is just the beginning.

See you in the Rift,
Jay, Jake and the Weforge Team

Sep 3
Unrailed 2: Back on Track - Indoor Astronaut
Hi everyone!
We just pushed a small patch based on your feedback!

Changelog v-611-f7842cc:
- Change: Default master volume down to 80%,
- Improvement: Lobby browser now also shows the distance,
- Improvement: FPS warning is a bit less sensitive,
- Balance: Longer timeout until you can kill yourself with a torpedo,
- Balance: Credits in classic cost 10 bolts now (this will be changed to something similar to U1 in the future),
- Bug fix (maybe):Clients are sometimes stuck in “Waiting for connection”,
- Bug fix: Late joining players in classic mode sometimes had cartridges,
- Bug fix: Some achievements still triggered in Sandbox mode,
- Bug fix: Fixed some camera and item glitches in the main menu when creating a lobby (mountains still to be done)

See you on the tracks!
Attack On Ghosts - HONOR

You can find our new avatars in the Edit Profile → Avatars section!

Deadzone: Rogue - Doppleganger
PlayStation and Xbox Launch is LIVE!

Hey, Deadzone: Rogue just launched on PlayStation 5 and Xbox X|S! The Deadzone: Rogue game, Operative Pack, and Deluxe edition are all available at launch.

Crossplay is Available

We know gaming with friends is a huge part of Deadzone and the co-op experience, so ensuring crossplay works well has been a major focus for the studio.

Full crossplay between PC, PlayStation, and Xbox is available at launch, and we will monitor performance closely. We do not expect to have cross-progression available.

Thanks - You Rock

Being live on PC and console is a huge moment, and not possible without the community - thank you to everyone who has has joined in from the demo, to early access, all the way through to 1.0! We really appreciate it, good luck and have fun!

- Prophecy Team
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