Macabre - Weforge

G’day everyone. This update restores the intensity and AI behaviours to be closer to the demo experience, while also bringing a wide range of bug fixes, gameplay tweaks, UI updates, localisation, and audio improvements.

Previously the game was starting on the most forgiving setting by default. That meant easier AI, frequent knockdowns instead of deaths, and fewer kill animations. With this patch, the default setting has been revised to bring back the fear you felt in the demo. Knockdowns are now far less frequent, which makes the game more brutal and brings kill animations back into play.

Here’s everything included in Patch 0.1.1 (EA):

Bugs

  • Fixed ragdoll sometimes falling through the map.

  • Fixed crash that could occur for some players upon entering a match.

  • Fixed issue with XP event being applied incorrectly to the host instead of the client when interacting with Biosafe and Cairn.

  • Fixed loadout tracking for the Sonic Plunger.

Gameplay

  • Reduced size of larger Rift play areas to cut down on long runs and keep the action tighter.

  • Revive Shrines now spawn closer to active gameplay areas to encourage more team play.

  • All difficulty levels unlocked by default.

  • Changed default starting difficulty to bring back the intensity of the demo.

  • Removed cooldown for knockdown recovery, making encounters less forgiving.

  • Plunger collision updated so you can now interact with Steeljaw using the Sonic Plunger.

  • Increased detection radius of fragments to reduce unnecessary wandering, especially early game.

  • Glass traps reworked so they are more visible in different lighting and conditions.

  • Tweaked weather and lighting to improve atmosphere and Intensity

UI

  • Fixed Rift event copy.

  • Fixed Rift map display issues on widescreen monitors.

  • Rift map UI is now interactable without requiring an extra click.

  • Fixed issue with the server list not refreshing properly when pressing "R".

  • Added various hints to in-game text chat, seeker tools, Riftmap and difficulty settings.

  • Updated copy for difficulty settings.

  • Fixed lobby text copy.

  • Fixed typo in Banjo dialogue.

  • Fixed feedback button.

Localisation

  • Updated Mandarin localisation.

Settings

  • Fixed resolution issues.

Audio

  • Balance pass on lobby radio vs proximity chat (experimental, may need further tuning).

What’s Next

We are continuing to make improvements based on your feedback and testing. Here are some of the areas we are already working on for upcoming updates:

AI Behaviours
We are working on making the monster feel smarter and scarier in the early game without being unfair. This includes tuning its awareness and movement patterns.

Difficulty and Gameplay
We will continue refining how difficulty settings scale so that the experience feels intense and rewarding, while still allowing flexibility for different playstyles.

Map Flow
Traversal feedback has been heard. We are exploring adding more bridges and routes across rivers to reduce bottlenecks and improve pacing.

Stress System
We want the intensity of the heartbeat and music system to feel natural and immersive. We are adjusting distances and behaviours so it builds tension without becoming overwhelming or an early warning system.

Audio Mix
We will keep refining the balance between different sound layers like ambience, proximity chat, and effects so that important sounds always come through clearly in the middle of the chaos.

Key Bindings
A number of you have asked for changes and fixes to key binding support. We are reviewing these and making adjustments to improve flexibility and reliability.

We've got plenty more updates so please keep your feedback coming in the Discussions and jump into our discord

Our Story

We realise many of you might not know a whole lot about us. We are a small team of friends from Australia who set out to make something unique and close to our hearts. A co-op horror sandbox where you can hang out with your mates, meet new people, and get spooked together. Every run is different, which makes the scares hit harder and the moments with friends more memorable.

In many ways Macabre is a reflection of our own friend group. Most of us met through video games, spending late nights in worlds like DayZ, Hunt Showdown, Arma and Tarkov. Those experiences showed us how powerful it is when fear, tension and chaos collide with your mates. That is exactly what we want Macabre to capture. Unpredictable runs that leave you with stories to tell long after the game is over.

We also wanted to put our own Australian spin on it. To represent Aussies in this space with our sense of humour, our unique wildlife, and the rugged landscapes that shape who we are. It is not just a game inspired by the titles we love, it is also grounded in the places and culture we grew up in.

This time last year we ran a successful Kickstarter campaign, which gave us the chance to quit our jobs and follow our dream of making Macabre.

Here is a throwback video showing wehre the game was at back then. It was rough, scrappy and nowhere near what you are playing today. But it is a reminder of how far things have come, and how much your feedback has shaped the game along the way.

At the end of the day we just want to make a great game with our community that everyone can be proud of. We honestly could not do it without your feedback and support, so thank you very bloody much for being here. If you havent already, please remeber to leave us a review it really helps us out 👍

Horror Game Showcase

Finally, tomorrow our cinematic trailer will premiere alongside our gameplay trailer at the Horror Game Awards showcase, giving even more players around the world the chance to discover the game you have been helping us shape.

See you in the Rift.

Battlefield™ 6 - esnelling

Each season, we will deliver brand new content every month: starting with Season 1, expect new maps, weapons, modes, vehicles and other features that not only enhance Battlefield 6 Multiplayer, but are also available for creators to add to Community Experiences using the Portal Builder Tool. 

On October 28, our first season kicks off with Rogue Ops, an experience where squads will be challenged to use their ingenuity and achieve victory on our new map Blackwell Fields.

On November 18, the homegrown United States alliance defies the odds in the California Resistance and takes the battle to Eastwood.

And on December 9, the tide of war shifts once again with a sub-zero chill during the Winter Offensive that blankets the Empire State in snow.

While we have more to share about Season 1 soon, here’s everything you need to know for now:

Rogue Ops - Launching October 28

Season 1’s first phase features three new weapons, a new map, vehicle, Multiplayer mode, attachments and more…

Blackwell Fields - Map, Support for All Combat Sizes, Land and Air Vehicles

Just as the fires of war from the single-player campaign start to cool, Pax Armata double agents launch a series of attacks on NATO targets. These strikes begin at a recently recommissioned American air base in the California badlands.

Strikepoint - Mode, Designed for 4v4 Combat

Strikepoint is an intense, small team tactical mode where a squad fights another squad across multiple rounds to capture a key objective. There is only one life each round, so make it count.

APC Traverser Mark 2 - Land Vehicle

This Armored Personnel Carrier seats four: one driver, one roof gunner and two backseat passenger side gunners, serving mostly as an infantry support vehicle.

SOR-300C  - Carbine Rifle

A low rate of fire, subcompact carbine chambered in the higher damage .300 Blackout ammunition compared to the platform’s 5.56 version.

Mini Fix - Sniper Rifle

Remember the Scout Elite? Then consider this  lightweight, bolt-action sniper rifle designed for the aggressive Recon soldier a “Mini Fix” to your needs.

GGH-22 - Sidearm

A high-capacity, high fire rate and low damage pistol meant to bail out a soldier when their primary (and in the case of Assault, both their primaries) run dry. 

Rail Cover & LPVO - Attachments

Available for a variety of rifles and light machine guns, these two attachments - the Rail Cover and the  Low Powered Variable Optic (LPVO) - are the first of several to drop after launch to make you rethink how you spend those attachment points. 

California Resistance - Launching November 18

Season 1’s second phase is around the liberation of SoCal; prepare for combat on a new map and mode, as well as with two new weapons and more…

Eastwood - Map, Support for All Combat Sizes, Land Vehicles and Helicopters

As part of a coordinated strike across the west coast of the United States, Pax Armata sleeper agents embedded into the Eastwood community - a sleepy, affluent suburb connected to a golf course - are activated. 

Sabotage - Mode, Designed for 8v8 Combat

Destroy as many sites as possible before the round time finishes. Use your creativity and your arsenal to do so. Each team has one round each to go on offense and defense; the team who successfully detonates the most sites wins. 

Battle Pickups - Feature

Veterans will be familiar with Battle Pickups: unlike weapons that appear in a loadout, Battle Pickups are high-tech, powerful weaponry that are limited in ammo and availability throughout a given map. Where will these pickups live exactly? That’s up to you and your squad to find out…

DB-12 - Shotgun

A dual barrel pump-action shotgun that feeds from two different tubes. One trigger pull fires a shell (or slug) from one barrel, a second trigger pull fires the other, then the pump action rechambers both barrels.

M327 Trait - Sidearm

High damage with a low rate of fire, this eight-round revolver is strong up close with a considerable damage drop-off compared to its .44 Magnum comrade.

Troy Angled - Attachment

The third attachment to come in Season 1, this grip offers an alternative choice for underbarrel choices with its unique blend of ergonomic and handling changes.

Winter Offensive - Launching December 9

Season 1’s final phase challenges your squad to break through an icy stalemate - expect the Empire State to freeze over alongside several other wintery updates…

Ice Lock Empire State - Limited Time Map Update

Environmental threats detected -- temperatures have dropped well below freezing in Brooklyn. Gear up, stay warm, and take complete control of the borough with this limited time visual update to the Empire State map.

Ice Lock - Limited Time Event

The Ice Lock looms…

This Limited Time Event is centered around a mechanic called Freeze, which is a gameplay modifier that is only active in specific experiences. 

Ice Climbing Axe - Melee

Designed to make an enemy’s blood run cold or pick through more delicate environmental pieces, expect this new melee tool to compliment this category typically reserved for knives and the sledgehammer.

Get Battlefield 6 on October 10 and Prepare for Season 1

The stage is set for ultimate all-out war starting on October 10 across all platforms; ensure your squad is ready to lock and load for launch, and you’ll be ready for all the in-season action that is only in Battlefield.

Pre-purchase* the Battlefield 6: Phantom Edition and get the BF Pro Token, Phantom Squad Soldier Skins, Weapon Packages, Deluxe XP Boost, and more, in addition to the full game download of Battlefield 6. Pre-orders of both the Phantom Edition and the Standard Edition also include the Tombstone Pack, which contains a Soldier Skin and a Tombstone XP Boost Set.

*Conditions & restrictions apply. See https://www.ea.com/games/battlefield/battlefield-6/game-disclaimers for details.

Rainbow Legends - BBCDTBC

Hey, Colorizers!

We noticed that many players are eager to try the speedrun challenge early, so—

The Color Wars Demo Speedrun Challenge will start on October 1st and run until October 25th!

Finally, if you enjoy this game, please add Rainbow Legends to your Steam wishlist, and feel free to share this news with your friends so more people can join the battlefield!
https://store.steampowered.com/app/3470370/_/

[K]night City - Speed576

Thank you so much for tuning into updates for \[K]night City! These are all the updates that we had :

  • Now you are able to attack while climbing ladders

  • You are now able to attack downwards while on air

  • You are now able to walk very slowly while blocking

A little bit more update as well, our team just got smaller on some parts and time commitments are very tricky at the moment but our lead developer (Speed576) is trying his best to manage everything and speed up development on the next chapters and polishing up the mechanics and bugs.

Multiple minor mechanics and movement options has also been added and there are minor bug fixes here and there. Please join the discord and report any bugs that you encountered and the team will be happy to assist : https://discord.gg/MbWXrRgJBN

Thank you and have a nice day everyone!

-Speed576 (William) (Half Eaten Bread Representative)

Retro Rewind - Video Store Simulator - GrenouilleDeLys

Hi,

We’ve gathered your amazing feedback and have been hard at work addressing most of it. Thank you for your participation and your help! ːsteamthumbsupː

This Friday will be the last day of our first playtest session.

The updates made following player feedback:

- Clients now have multiple clothing designs, hairstyles, glasses, hats, beards, and more.

- Clients will less frequently keep their mouths wide open and will return to a neutral expression more quickly.

- Client eyes and lips change more often.

- The game now pauses when the menu is displayed.

- A trash can has been added under the Slush machine.

- Added missing mapping context (key displays) at Checkout.

- Changed the price of Old movies: now $3 instead of $4. Regular one stays at $4.

- Decorations, machines, shelves and movie count now affect how many clients visit the store and how often.

- Greatly reduced the chance of clients walking in front of someone already at checkout.

- Greatly reduced the chance of clients walking behind your counter.

- More text variations and grammar fixes.

- Improvements to the Slush machine.

- Adjustment for audio volume

- Multiple fixes to the tutorial.

Coming up next

- A shady VHS dealer who runs a blackmarket stand in a backalley next to the store.

- Continued work on weather, events, and seasons.

- And, as your most requested feature: Employees!

When is the update coming?

We’re working on the official demo for the game. While we don’t have a set release date yet, our goal is to have it ready before the Holidays. The demo will include everything from the playtest + a special Fall Event, the Back Alley, and the Dealer. If time allows, we’ll also add the late-game systems.

Maid Survivors : Little Angels - milkempirestudio

Hello Masters! this is MilkEmpire.

\[Maid Survivors : Little Angels] will be showcased at the 2025 Osaka Indie Games Summit!

To all the Masters attending 2025 OIGS, please come and visit us!

our booth : B-3a

EverSiege: Untold Ages - Astronape
Hello there Scyrons,

While all of you were dreaming about this month’s playtest, we (Dear Villagers & Tindalos Interactive) had some serious discussions about the future of the game – in a good way.

While there was always the plan to create the best possible Co-Op Hero Strategy game together with all of you, there was also the plan to launch the game in Early Access by Fall 2025. And now, let’s just say that the Early Access plan will be… continued in a different timeline (only real Chronomancers will get this one).

A new release strategy

We thoroughly enjoy working with all of you on the development of EverSiege: Untold Ages. Fueled by your feedback and enthusiasm, our team was making great progress and some promising changes to the game that we can’t wait to share with you.

Building on top of this trust and collaboration raised through playtests, tech tests, and ongoing updates, we want to continue with this approach our early vision.

The main change for the time until the release of 1.0 of EverSiege in 2026 is dropping the Early Access tag from the approach.

So, what’s next?

First of all, a message to all of you who have already joined our community forces: thank you for all your help! We hope we can continue to count on you, your dedication, love, interest and feedback moving forward. It’s you and your passion fueling this development!

While we are writing this, we are already in full swing overhauling the onboarding, and hub. Additional work on the controls is next on our list, while optimizing co-op is our main focus for the following weeks’. Player (feature) ideas are also still being assessed, and implemented.

As a little treat, here is a quick sneak peek at our work-in-progress “battle preparation”- menu. It will allow you to pick your spells before jumping into a run; amongst other things.

Looking at this wall of text, you might have guessed it already, there won’t be a Playtest in this month of September. HOWEVER, our next public test is currently planned for October with a focus on game feel & early progression. And October is practically just around the corner. Right?

This public Playtest will then be followed up by a Discord exclusive and highly limited technical test of the co-op feature in November. Better make sure you have joined our Discord server until then, or else you won’t have a chance to participate.

And that’s of course not all, but why write that much, if we have this handy infographic of our new roadmap right here ready for you. (There will be a Demo in December we heard.)

And to all of you who want to join our future tech- & playtests, please register right here.

Much love and see you next time, your

~Tindalos Interactive


Previous Updates

https://store.steampowered.com/news/app/3363680/view/547862446583320394https://store.steampowered.com/news/app/3363680/view/547864982714322905https://store.steampowered.com/news/app/3363680/view/501707621168840889

Grind Survivors - Orfeo
Fellow Demon Hunters,

Welcome to our very first Dev Update, where we’ll share insights and behind-the-scenes info about Grind Survivors straight from the development team.

For the first entry in this series, we’re wrapping up and reflecting on Playtest #1.

But before we dive in, a massive thank you to everyone who joined, played, and shared feedback. We were honestly blown away by how many of you jumped in, and how much time you spent slaying demons. The level of activity in the community exceeded our expectations. We’ve received tons of feedback, creative build ideas, and we were glued to the leaderboard competition.

It feels like we’re onto something, and your response means the world to us.

What We've Learned

Based on the huge amount of feedback and suggestions, we’ve already started implementing general quality-of-life improvements, UI and balance adjustments, new content, bug fixes, and more.

Here are some highlights:

  • Difficulty 2 turned out to be too punishing early on, so we’ll be smoothing the balance to make progression feel fairer.

  • Inventory management — you want better sorting and faster actions for loot and crafting, and we agree this is a priority.

  • Origins didn’t feel as distinct or impactful as they should, so we’ll be reworking them to stand out more in future builds.

  • Options menu — adding a standard video menu and more settings is a must-have, and it’s on the list.

Now, it’s time to share the updated gameplay stats from Playtest #1 with you. We’ll also be posting more updates and details about what’s next in future Steam News posts.

Thank you again for helping us test and shape Grind Survivors. We couldn’t do this without you.

— The Grind Survivors Team

Got feedback to unload, builds to forge, or just want to sharpen your skills with fellow demon hunters and chat with the devs before the next hellgate opens?

Join our \[Discord] and step into the fire early!

Stash: A Card Looter - Jowhee13
- The setting for animation speed now speeds up most UI animations.
- Quest cards now advance their completion on all games (wins and losses)
- The Chameleon now copies only the Hero ability and faction of its target (it keeps the same Weapon, Armor and Victory points)
- Fixed a bug where the rank 9 rewards of each faction would not display the correct weapons
- Meercats and Pandas can now use their last energy even if their lane has been completed
- Slightly decreased the spread of weapons damage (small buff to the minimum damage rolls)
- Fixed a bug where the Arakh weapon would not heal the wearer on all ally deaths

Note: Next patch will include a full rework of the game summary screen with combat logs. It will take a bit longer to deploy!
Sep 30
Waifu vs Zombies - mamontowsteamworks
Hey hey hey! The special price is here! If you haven't grabbed the game yet, don`t forget to get your discount and unlock the ultimate waifu experience.
...