SWAPMEAT - JZTN
We’re a day into this Meat Lab and we are absolutely thrilled to see everyone mixing their meat up again. This update includes a test for our higher difficulty modes. We’ve held this back as we developed a baseline on difficulty and established the building blocks of the campaign, but it’s time to bring it back.

You’ll be able to select a higher difficulty level before starting a run when you select your desired Solar System. These are unlocked as you complete Solar Systems on a previous difficulty. The OMG team is really excited to see how far players can make it. We’ve got a number of higher tiers of enemies that you likely haven’t seen before that were hiding behind these difficulty settings.

Ideally this test will help us understand how far we can push the envelope and how well our dynamically scaling systems... uh... scale.

Thank you for playing with us!

Gameplay
  • There are now four difficulty modes supported: Easy, Normal, Hard, Nightmare
    • Complete a solar system on any difficulty to unlock the next difficulty for all systems
    • The difficulty is selected at the Galaxy Map before jumping into your Bolt Burger
    • Hard and Nightmare difficulty solar systems will spawn new tiers of minerals and ancient tech
  • Performance improvements
Meta Progression
  • The smart meat grid and all weapon grids now can be unlocked all the way up to rank 30
    • Ranks 21-30 use the new tier 3, tier 4, and tier 5 minerals and ancient tech found by playing in Hard and Nightmare difficulties
  • Trader Mike now offers a 5:1 trade up for all minerals and ancient tech once per mothership visit
Art
  • Respawn Fridges now emit a Lil Squishy hologram
  • Improved Stellar Chef healing VFX
Animation
  • New location of weapons terminal now has a proper camera framing when it’s unlocked.
UI / UX
  • Added an “I’m stuck” button in the Esc menu. The button will only be visible in the Debug section of that menu if you are in a game map and alive
Bug Fixes
  • Updated some bug detection code that should help keep players and enemies in bounds more often
  • The Grub Launcher (slime grenade launcher) had a lower fire rate than intended. It will now fire twice as fast
  • Fixed a bug where Observing a player would break until the next map transition if the observed player died
  • Fixed a bug where you would spawn into the game dead after disconnect/reconnect if you were alive but had zero respawns remaining at the time of your disconnect
Known Issues
  • Playing in native Linux mode on Steam Deck is not yet supported
  • No significant performance tuning has been done yet. If you are graphics bound, you can try lowering the quality settings in the Esc menu via Options → Video, but systems with more constrained hardware may struggle
  • Not all input buttons and keys have icons in the UI yet. Text descriptions (eg. “J”, or “Button West”) will show up for things that do not yet have an icon in the input glyph map
  • When observing other players, some UI bits such as the reload HUD don’t show accurate information for the observed player
Liminal Void Playtest - jeijei

If you are seeing this...thank you from the bottom of my heart.

I need to fix some things in CHAOS mode. Please test it out and DM me stuff!

SWAPMEAT Playtest - JZTN
We’re a day into this Meat Lab and we are absolutely thrilled to see everyone mixing their meat up again. This update includes a test for our higher difficulty modes. We’ve held this back as we developed a baseline on difficulty and established the building blocks of the campaign, but it’s time to bring it back.

You’ll be able to select a higher difficulty level before starting a run when you select your desired Solar System. These are unlocked as you complete Solar Systems on a previous difficulty. The OMG team is really excited to see how far players can make it. We’ve got a number of higher tiers of enemies that you likely haven’t seen before that were hiding behind these difficulty settings.

Ideally this test will help us understand how far we can push the envelope and how well our dynamically scaling systems... uh... scale.

Thank you for playing with us!

Gameplay
  • There are now four difficulty modes supported: Easy, Normal, Hard, Nightmare
    • Complete a solar system on any difficulty to unlock the next difficulty for all systems
    • The difficulty is selected at the Galaxy Map before jumping into your Bolt Burger
    • Hard and Nightmare difficulty solar systems will spawn new tiers of minerals and ancient tech
  • Performance improvements
Meta Progression
  • The smart meat grid and all weapon grids now can be unlocked all the way up to rank 30
    • Ranks 21-30 use the new tier 3, tier 4, and tier 5 minerals and ancient tech found by playing in Hard and Nightmare difficulties
  • Trader Mike now offers a 5:1 trade up for all minerals and ancient tech once per mothership visit
Art
  • Respawn Fridges now emit a Lil Squishy hologram
  • Improved Stellar Chef healing VFX
Animation
  • New location of weapons terminal now has a proper camera framing when it’s unlocked.
UI / UX
  • Added an “I’m stuck” button in the Esc menu. The button will only be visible in the Debug section of that menu if you are in a game map and alive
Bug Fixes
  • Updated some bug detection code that should help keep players and enemies in bounds more often
  • The Grub Launcher (slime grenade launcher) had a lower fire rate than intended. It will now fire twice as fast
  • Fixed a bug where Observing a player would break until the next map transition if the observed player died
  • Fixed a bug where you would spawn into the game dead after disconnect/reconnect if you were alive but had zero respawns remaining at the time of your disconnect
Known Issues
  • Playing in native Linux mode on Steam Deck is not yet supported
  • No significant performance tuning has been done yet. If you are graphics bound, you can try lowering the quality settings in the Esc menu via Options → Video, but systems with more constrained hardware may struggle
  • Not all input buttons and keys have icons in the UI yet. Text descriptions (eg. “J”, or “Button West”) will show up for things that do not yet have an icon in the input glyph map
  • When observing other players, some UI bits such as the reload HUD don’t show accurate information for the observed player
Stomp and the Sword of Miracles - Bee Braun

Hey everyone!

Thank you all for the support you've shown Stomp and the Sword of Miracles so far. After a lot of thinking, I've settled on a date to launch the game's Kickstarter.

Stomp and the Sword of Miracles will be coming to Kickstarter on October 13th, right alongside the demo! All sorts of goodies will be up for grabs, including an artbook, the game's soundtrack, and a sticker sheet!

If you're looking for something even cooler, you could help design a snack for Stomp can eat on his adventure, or get your own character in the game! There's a Kickstarter prelaunch page up so you can get an email as soon as the campaign launches, in case you want to get in on the early bird discounts or secure one of the special limited rewards.

If you wanna make sure you stay up to date with news on anything to do with Stomp, your best option would probably be to join the Frogteam Games Discord community! It's a cozy little server that I chat in sometimes, and it's one of the first places I bring news and announcements to.

Hope to see you there!

Bee

Salvus: Aries - コーヒー / Kohi
Seir Demo Update

We've pushed out the first chapter of Seir for your next experience. New assets include:

  • New backgrounds

  • New Seir sprite

  • Seir CG!

  • New music

  • Gallery

Let us know what you think!

PSI Masquerade - mururunsoft.net

This app will end its distribution at 23:59 on September 13(JST).
We appreciate your support for the new title "PSI Masquerade DW".
Please note that account transfers are not available.

Acatalepsy - Heavy_Tankr

Upon releasing the game under the title "Liminality", I quickly came to realize how crowded the space is for game names of this genre.

I am currently working on changing the title to "Acatalepsy".

Acatalepsy is Greek for incomprehensibility, or the impossibility of comprehending or conceiving some or all things.

I believe this title best reflects my vision for this project.

- Tyler

Lost Eidolons: Veil of the Witch - ODS_ThorThor

Tacticians,

Nearly two years have passed since we first revealed Lost Eidolons: Veil of the Witch on September 1, 2023, and now here we are–about a month away from official release on October 9, 2025.

We are truly grateful for the support of our community throughout the beta tests and Early Access, and cannot wait for you to experience the entirety of the game.

As we get ready to graduate from Early Access and into v. 1.0, we are increasing the game’s price to its full launching price on September 6, 10 AM Pacific. 

 

Please see below for the regional price changes:

Old

New

USD

$19.99

$24.99

EUR

€19.99

€24,50

GBP

£16.99

£20.99

CAD

$25.99

$32.50

KRW

₩20,000

₩25,000

JPY

¥2,300

¥2,800

AUD 

$29.50

$36.50

Thank you again to all of our Early Access players, beta testers, and demo players for joining us on this journey.

Now, let us move forward to full release and the completion of Ashe’s story!

https://store.steampowered.com/app/2530490/Lost_Eidolons_Veil_of_the_Witch/

- The ODS Team

Noble Legacy - lordbasathunder
Notes:
  • Fixed possible AI-related crash
Cozy Crunch - jobblesackgames

Cozy Crunch Patch Notes v1.0.1:

  • Made quest window width smaller

    • Changed text for some languages so it takes up less space (sorry for how it was before my German friends!)

    • Reduced overall width/spacing of quest elements

  • Cat no longer moves while hovering over quests

  • Moved UI elements further towards the corners of the screen to give more visible gameplay area

  • Moved positions of collectibles

    • bush collectables better centered within bushes

    • no longer fully behind other elements, always peaking out at least a little

  • Fixed tooltip resizing issue on some machines (hopefully, it was fine before on my machine so can’t exactly test it, need feedback)

  • Tweaked rain to have less puddles and puddles to slow you down less

  • Fixed typo for leaf type upgrades that should have been on leaf stages (thanks PKArtKat)

  • Added area names

Plans for next patch:

  • Fix start screen loading and flashing quickly on some powerful machines

  • Adding more customization options:

    • manx cat variations

    • eye color

    • more colors for markings + eyes

    • maybe more markings

  • Add arrow pointing to new area when unlocked

  • Add “lizard” mode (cat says “Leaf!” after crunching leaf”)

  • Add discovery tracker at bottom right of screen when entering each area so player knows if everything has been discovered in that area

Follow my developer account to be notified when any of my new games release!

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