Space Scum Playtest - Kerrigan
🛰️ Attention Mercenaries!

Thanks again to everyone jumping into the Space Scum Playtest and sharing your feedback. Your reports keep helping us squash bugs quickly and polish the experience.

We’ve just deployed Version 0.6.5.6, featuring more crash fixes, smarter AI behavior, improvements to Hacking, and even a brand-new robot system in shops. Jump back in and let us know how it feels!


🔧 Latest Patch Notes

💥 Crash Fixes and Stability
  • Fixed a crash when selling equipment

  • Fixed a crash that could occur when loading into a tactical battle

🛠️ Gameplay Fixes
  • Fixed power level of initial enemies not resetting between playthroughs

  • Players chosen Origin and Ambition are now saved. New save files will display this correctly

  • Fixed character recruitment cost sometimes being extremely low as their equipment cost was not taken into account

🤖 AI Improvements
  • Slightly increased a characters AI speed when that character is not visible to the player

  • AI will now stop hanging back so much once engaged into combat

🛒 Economy and Shops
  • New Teleporter robot system added to shops

  • Grenades and Robot ability systems are slightly more common in shops

🎯 Combat & Abilities
  • Improved which cells are selected when using some AOE abilities

🖊️ Miscellaneous
  • Fixed various typos

🧠 Hacking Improvements
  • New Hacking ability: Teleport Mechanical – Teleport a friendly or enemy Robot, Automated Sentry or Barrier

  • New Hacking ability: Overclock – Increase a friendly Robot or Automated Sentries Ranged Attack, Ranged Defence, Melee Attack and Melee Defence

  • Hacking Attack stat now increases the effectiveness of most Hacking abilities

  • Automated Sentries now scale their Ranged Attack, Damage and Health by the creators Hacking Attack stat

  • Barriers now scale their Cover Value and Health by the creators Hacking Attack stat

  • Teleport Mechanical scales its range by the users Hacking Attack stat

  • Overclock scales its Ranged Attack, Ranged Defence, Melee Attack and Melee Defence by the users Hacking Attack stat

  • Added new starting origin called Neural Syndicate to enable players to easily test the new hacking changes. Start with a Hacker and two Robots


📡 That's All For Now

As always, keep sending us your thoughts through the Feedback Form (you can also find it in the Main Menu). Every report helps us improve Space Scum during the Playtest.

And if you want to keep up with development, chat with the community, and talk directly to us, join us on Discord!

Until next time, keep on survivin’!


Looking for more?

Another Forklift-published game Roman Triumph has just launched in 1.0! 🏛️

Build your city, defend it from invaders, please the gods, and see how long you can survive 👇🏻

https://store.steampowered.com/app/1864880/Roman_Triumph_Survival_City_Builder/

https://store.steampowered.com/news/app/3751340/view/500584344614601417

Afterlife Reverie - Raven

Under the tentative title Afterlife Reverie+, I'm working on a decently sized update for the game, aiming to release it in time for the game's first anniversary in late November.

The current scope of the update is to comprehensively redo all the cutscenes now that I kinda know how to draw, and improve some technical aspects of the game such as having it internally render at 1080p as opposed to 576p. Moment-to-moment gameplay is also seeing some improvements in feel and function.

As for new content, there's nothing concrete as of yet but at least one new level is likely, and I'm open to suggestions so long as they're within the scope of the update.

I anticipate this will be the final major update for the game, I've been having a lot of fun learning to draw and this will be a good test of my year's progress so far, but I'm eager to get onto a new game after this. The Seija fangame I was working on had some decent progress but I'm not enthused to finish it. That being said, many breakthroughs I had developing it are being implemented into AR+.

This game's codebase is absolute spaghetti. I want to go back in time and strangle the idiot that wrote all this. But to the best of my ability, AR+ will finally realise the game's full potential.

Anyway, the game's on sale right now for 80% off. The game's price won't increase when AR+ drops but the sales will likely be a mite stingier, so this is certainly the best time to pick the game up.

Catch you later, lads.

Signed, Raven.

(Follow me on Twitter at @HellRavenLover btw, I do draw some gorgeous anime girl baps)

HABROMANIA Playtest - twerKing
  • Added Journal Objectives

  • Fixed Saving Issue with Diary Entries

  • Fixed miscellaneous bugs

World War Z - amendes

The Heavy Ordnance update is coming in full strength on September 25! 🗓🦾

Join our Discord server and stay tuned for news in the following days:

https://discord.gg/wwz

Sector 404 - Diamond
  • Made lightning more visible in some areas

  • Fixed a few oversized colliders

  • Smoothed out player movement

Harem Fantasy - Gaizka Casado

Meow, kitties! 🥰

We’d love to tell you more about our art and how we use AI. Some players don’t like games that rely on AI, and we totally get that. When it’s raw AI with no editing — yeah, it’s painful to look at 🥲 Four fingers, weird shadows, identical faces, and lots of other mess-ups 😿

Do we use AI? Of course we do, no point in hiding it 🫶🏻

But we use it in a completely different way.

All of our characters are drawn by hand first, and then we run them through AI for better coloring and a juicier look. We also have several artists working on the project, so AI helps us unify the style of our heroines faster 🥰

So, is it like: we sketch, then AI does the rest? Nope! After the sketch, we continue painting manually, then process it through AI and then proceed to editing again. One character can take us several days to finish, so the process is far from quick, but it does save time. It's like washing by hand and washing in a washing machine: the difference is huge! That’s why we decided to speed things up with tech 😂

We hope this clears things up: we don’t use ready-made AI results that anyone could get, everything starts with our own sketches and goes through a lot of work.

✨ Add our game to your wishlist and support the project! 🥰
And follow us on social media:

Discord

Twitter

Storm Settlers - Mullet Games

Hi ! I'm the dev of Storm Settlers. I wanted to give you a little update on the work currently done on the game.

After releasing the steam page, I put on my producer hat and made a big planif, noting every single tasks needed to reach the final release and giving them a time evaluation.

I also divided those task for what would be needed to be worth a new playtest, but before I can announce the next playtest date based on those evaluations, I want to tackle everything that is left to do based on the feedback on the previous playtest.

There's still a couple of tasks to do and I don't want to waste anybody's time by going through new playtests when I'm not even done fixing what needed to be fixed from the previous one.

So I got a couple small tasks, mostly quality of life stuff, I want to tackle, which will allow me to see how accurate my time estimates are and then I'll reevaluate what needs to be done for the next playtests and probably announce a date for the next playtest.

If you want to take part in the next playtest, come hang out on the game's discord server where most of the playtest interactions happen:

https://discord.gg/qp9u9dmXYG

Expect to hear again from me in about a month-ish, after I'm done will all those tasks !

BURNED HORIZONS - [POE // DVG-98]
// WEAPON SYSTEMS — Mods, Attachments, Evolution

Weapons don’t just appear out of thin air. They evolve on two fronts:

WORLD EVENTS
A seized shipment, a captured cache, or a manufacturer rolling out a new variant — that’s how new hardware enters the fight. Always logical, always within reach of the era.

GUNSMITH GROWTH
They’re not menus, they’re people. Gunsmiths are operators in their own right. The more jobs they log, the more pathways open — better cuts, refinements, custom builds. Other specialists — mechanics, medics — grow the same way: by doing the work.

MODS & ATTACHMENTS

  • Optics and grips can be swapped in the field — if the operator’s got the tool and the skill.

  • Deeper work (barrels, tuning, full conversions) happens back at the bench.

This mirrors real life: PMCs and front-line teams adapt gear by skill and circumstance — not “magic unlocks.”

A carbine might stay stock… or edge toward an LVOC-style build as events and skill push it forward.

* \[ EARLY CONCEPT ART — NOT FINAL ]

— END OF BRIEF

//---

SUPPORT THE OP
👉 WISHLIST + FOLLOW // Every mark adds weight to the push ahead.

OPN-FULCRUM // PHASE 2JAN 2026. Mission-critical funding op to carry Burned Horizons forward. Stay locked in — followers get the deployment notice first.

ALPHA SIGNUPS // Open. https://store.steampowered.com/news/app/3985330/view/501710244523540881?l=english

Galactic Vault - MeepMeep Games

The Galactic Vault Demo is now live!

We're super excited to finally put our demo live! We're thrilled and hope you enjoy the game as much as we do!

  • Build your weapon

  • Retrieve lost tech from challenging vaults

  • Grow your arsenal and skills with each run in this fast-paced FPS roguelite

Play now! For totally free! https://store.steampowered.com/app/3788960/Galactic_Vault_Demo

Deep Sleep: Labyrinth of the Forsaken - scriptwelder

Difficulty Modes
The biggest change of this patch is addition of difficulty modes. No matter if you're a new player, or have an existing save file, you will be asked to make a selection.

The choices are:
  • Story Mode
    Combat is simplified, so you can enjoy the point and click experience.
  • Tactical Mode
    In addition to puzzles and exploration, you also like tactical challenges.
    This is the default mode.
  • Custom Mode
    Adjust all settings individually. (not recommended to new players)
    If you've already played the game a bit and you feel like you know what you're doing, you may try customizing the difficulty to your liking, adjusting the difficulty further, perhaps making the fun even more challenging.
    • Enemies Health
      You can adjust the % of enemies health points, from 50% to 150% of the original values.

    • Enemies Scaling
      Some enemies become more powerful as you progress, to match you - especially important in levels that can be played in any order. Changing this will alter the amount of the scaling being done. 0% turns scaling off completely, 100% is the default value, 150% will make enemies gain strength much faster.

    • Minions protect summoners
      Unchecking this will let you attack enemies that hide behind the minions that they have summoned.

    • Enemies attack slower
      Selecting this will make all enemy attacks take one more turn.

    • Enemies deal less damage
      Selecting this will reduce the incoming damage from the enemies.
You can change the difficulty at any time, but the effects will only be applied on entering a new dream (game level).

Other New Content and changes
  • Added new interaction to fountains: you can toss a coin into a fountain to increase your luck a bit for current dream.
  • "Wait" button (skipping turn) now requires to be held to avoid accidental turn skips.

Bug fixes
  • Fixed several instances of game softlocking on spam-clicking. There are still some cases that will require fixing, stay tuned.
  • In the final level It's now easier to guide Thomas into Tutu's combat range
  • Fixed several instances of sounds being played at volume unaffected by in-game volume sliders.
  • Fixed several grammar mistakes/typos for both English and Polish languages.

What's next?
Thank you so much for all your support, comments and feedback so far.
I'm continuing to improve the game wherever it is required. You can expect more bug fixes in the future, since there are still some glitches that haven't been fully resolved.
I'm also in the early process of designing Steam cards and badges!
For now however, that's all. I hope this update makes the game more accessible to people and also provides options for more challenges.
Cheers!
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