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!
Fixed a crash when selling equipment
Fixed a crash that could occur when loading into a tactical battle
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
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
New Teleporter robot system added to shops
Grenades and Robot ability systems are slightly more common in shops
Improved which cells are selected when using some AOE abilities
Fixed various typos
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
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
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)
Added Journal Objectives
Fixed Saving Issue with Diary Entries
Fixed miscellaneous bugs
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:

Made lightning more visible in some areas
Fixed a few oversized colliders
Smoothed out player movement

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