B67 - Strix

The game may be retired by Valve before the sale ends.

Starts: Sun, Oct 5, 10 AM PDT (6 PM GMT+1)

Ends: Sun, Oct 12, 10 AM PDT (6 PM GMT+1)

Oct 5
Mushroom Hunter World - poroshindevelop

Thank you for your patience. The game's final release date is October 6, 2025. See you in the forest, and may your baskets be full of mushrooms!

DAIMON BLADES - BEC0MM™

Hello all,

We are almost exactly 24 hours before the launch, we're super excited to finally release the game and begin its Early Access journey. The extra time afforded by our previous delay really allowed to team to polish the build.

We have produced three gameplay video to tell you more about the game:

This small First Look serie covers most of what Daimon Blades has to offer, right at Early Access launch. With your support, feedback & ideas, we are eager to expand the story, to add more features, more content, and to keep improving the game for the years to come!

Hope to see you in the Secreta's ranks tomorrow.

The StreumOn team

Death Harvest - kubas1129pl
Fixed features:
* AI related crashes.
* Introduce left hand mode in gameplay options.
* Improve item handling.
Final Hunter - BlueSky
V1.7.0 Update Notes, October 5th, 2025

  • Optimization: Added a toggle for image display during battles
  • Optimization: Added contact information in the settings
  • Optimization: Cleaned up objects in the scene
  • Optimization: Re-translated the text
  • Fix: Zombies no longer pass through obstacles such as cars and buildings
  • Fix: Mouse cursor still changes after opening the interface
  • Other minor optimizations and bug fixes
Crafters Heaven Playtest - Flick™
FEATURES:
- Added basic pathfinding for enemy
- Added wishlist button
- Opening storage can trigger now a basic rotor inside the model (for example: animate opening chest)
- All items are loaded on handmodel when equipped (still buggy)
- Tools can now be repaired by dropping needed ressources on the toolmodel
- Updated handmodel
- Added bugreport UI / function
- When hovering over storage "TAB" will be displayed
- Player.log will be sent when reporting bug
- Toolattribute "power" is now ressource dependent: 1* iron > +4 / 1*copper > +3 / 1*gold > +2 / 1*silver > + 10
- Toolattribute "speed" depends on tool block count: bigger count = slower / smaller count = faster
- savefiles can now be reset



BUGFIXES:
- Crafting tile prefab was destroyed when holding a tool in crafting menu
- Gravity did not affect player when in inventory
- Storage slots were not in order
- Models now align to hand when equipped (still buggy)
- Iconpreview camera now positions on localposition not worldposition
- Cooldown in bugreport did not affect sending Player.log
- Bugreport window now always closes
- "F" did not appear when hovering buildable button
- "F" did not appear when hovering rotatable objects (basic rotor)
- Crafting tile "pipe output" did not render in iconpreview
- Closing eyes animation did not reset
- Dropping ore out of inventory duplicated at pickedup-position
- Dropped tools sometimes fell through the ground
- Dirt tiles can now only be placed on worldground
- Closed storage itemcounts were still visible when opening inventory
- Fixed alot of saving/loading problems



NEXT FEATURES:
- Roadmap
- More crafting tiles
- Connect chutes to storage
- Auto rotation when placing crafting tiles (no more "Q" spamming...)
- Craftable bed
- Mechanical harvesting
- Mechanical mining / cutting
- Pistons
- Better smelting mechanics
- better repair mechanics
- more features like (vehicles / engines / etc.) will be displayed on roadmap
Distant Flux: System Initializing - DistantFluxSA
Overview

This week I tested all weapons in the endgame environment, to balance for general viability. I also adjusted them such that I hope they all provide an interesting choice, and nothing too obviously good (although I'm sure there will be outliers to tweak). :)

Overall, beta testing is going well. The campaign feels coherent, and there are a lot of options and possible playstyles. I'm liking the infinite stat shop offerings for mana (lets me buy progression with my excess mana).

Weapons

Sorted by intended base damage (as they stand now, changes are possible):

  • Single-target firearms: the sniper rifle, rifle, and railgun. They all have magic damage abilities. The sniper rifle is ranged-only, and the highest damage. The rifle is a generalist all-range weapon, and the railgun is silent and can be used without breaking stealth.

  • The missile launcher heavy weapon. It's ranged-only, with no magic conversion abilities, but each attack has three components that do damage (two physical, one fire). It also does indiscriminate destruction (so it can't be used if friendlies are present, and it destroys scavenge.)

  • The flamethrower. It's AoE, melee-only, and has no magic conversion abilities (fire damage only).

  • The shotgun. It's also melee-only AoE, but has magic conversion (so it can fire life AoE, ice AoE, etc, depending on how you progress its path).

  • Melee weapons: the chainsword, hammer, and sickle. These have special physical AoE abilities granted by their paths and boosted by scavenging skills, Their magic abilities are single-target.

  • The SMG and LMG firearms. Both are all-range, and have AoE options, but the LMG focuses more on ranged, and the SMG on melee. They use a lot of ammo. :)

  • Energy weapons (the laser and plasma rifles). These don't use ammo, but rather charge, and so are more reliable. They are all-range, mostly single-target, but do have AoE abilities granted by their paths. The laser rifle's AoE is ranged-only, and the plasma rifle's AoE is melee-only.

  • The emberbolt launcher. It's an all-range heavy weapon that always does AoE in three phases: fire, death, and physical. Unlike the missile launcher, it uses charge, not ammo, and it doesn't do indiscriminate destruction.

  • Shields and rods. These are primarily for boosting stats on the character, but they do have basic weapon attacks.

  • Heavy injector. This is a DoT weapon, mostly-single target, but has an ability that applies AoE DoT, and also has an AoE heal. It's silent, so it can be used without breaking stealth.

  • Infinity cannon. This is a melee-only heavy weapon that does low-damage, high pierce AoE in three phases, light, dark, and physical, in order to inflict DoT. While it's the lowest direct damage weapon, it probably scales to the most damage overall.

New Items

I also added a couple new items: a stealth field amulet and an evasion field amulet. The stealth field works nicely with the Wanderer \[Sneak] ability to allow uninterrupted exploration. :)

Mining Mechs - Delayed Victory
Hey everyone!

Hope you're all having a great week. In today's devlog I want to talk about the mechs and upgrades in Mining Merchant. Please note that everything shown and mentioned in this post is a work in progress.

👉Before we get into it, don't forget to add the game to your Steam wishlist to be notified when it launches! Helps me out too!
https://store.steampowered.com/app/3744080/Mining_Merchant/
Mechs & Companions

In Mining Merchant, you unlock mechs and companions. Every mech and companion has a set of unique stats and a unique ability, which gives each mech its own advantages. You can mix and match mechs and companions to create combos that best fit your playstyle or objective!

For example, the G0-l3m mech has an ability where it stomps on the ground, collecting all nearby resources. And there's the 3y3 companion, which has a 10% chance to perform its resource doubling ability while you're mining.

Progression

From the start I wanted to think of a new approach to mech progression for Mining Merchant compared to my previous games. You see, in Mining Mechs and Super Mining Mechs progression was quite linear, with each mech / part you unlock having higher stats than the previous one.

Now, while this gives you a nice sense of progression and feels rewarding, this essentially creates a situation where once you unlock the 'best' mech or parts, there's no reason to ever go back to old parts. And so for the entire end-game you're stuck with the same mechs.

For Mining Merchant, I wanted to figure out a way to make each mech useful at any point throughout the game. The 'best' mech is no longer the one with the highest stats, but rather the one that's most efficient in your current environment, and fits your current objective.

Therefore I've separated the mech / companion progression from the character progression. Let's dive into that.

Mechs & Companions

Throughout the game, you'll unlock new mechs to purchase. Each mech has a unique set of base stats and a unique active ability. Mech upgrades are primarily focused on improving the active ability, but also slightly improve the base stats.

Similar to mechs, there's also a number of companions to unlock and purchase. Your companion autonomously follows you, providing you with buffs and they can be upgraded as well.

Character

The main stat increases come from your character's stats. Characters earn exp with each tile and resource they mine. The rarer the resource, the more exp. Each level, your character gets a skill point which you can assign to a stat. These bonuses are applied on top of the base stats of any mech you enter!

This way you can choose your mech based on the base stats and abilities that are suitable for your current playstyle, objective or environment, without having to worry about losing progression.

Co-op

If you play Mining Merchant in co-op, you'll be running your shop together with your friends. The money you earn is a shared resource, which means that players don't have an individual bank account. Because of this, all purchases are also shared with everyone in the game. If a new mech is purchased, or a companion is upgraded, all players in the game will unlock this.

Character exp and levels are the opposite, as these are entirely separate to individual players. Your character progress transfers with you to any local or co-op game you join, so you can level up your character with friends and continue progressing in your singleplayer game.

Please wishlist!

Alright, that's it for this week, I hope you enjoyed this little devlog. Make sure you don’t miss anything by adding the game to your Steam wishlist and following the Mining Merchant Community Hub. Got questions or thoughts? Drop them in the comments below or ping me on Discord!

Wishlist Mining Merchant Follow the Franchise Page Join the Discord
Super Mining Mechs - Delayed Victory
Hey everyone!

Hope you're all having a great week. In today's devlog I want to talk about the mechs and upgrades in Mining Merchant. Please note that everything shown and mentioned in this post is a work in progress.

👉Before we get into it, don't forget to add the game to your Steam wishlist to be notified when it launches! Helps me out too!
https://store.steampowered.com/app/3744080/Mining_Merchant/
Mechs & Companions

In Mining Merchant, you unlock mechs and companions. Every mech and companion has a set of unique stats and a unique ability, which gives each mech its own advantages. You can mix and match mechs and companions to create combos that best fit your playstyle or objective!

For example, the G0-l3m mech has an ability where it stomps on the ground, collecting all nearby resources. And there's the 3y3 companion, which has a 10% chance to perform its resource doubling ability while you're mining.

Progression

From the start I wanted to think of a new approach to mech progression for Mining Merchant compared to my previous games. You see, in Mining Mechs and Super Mining Mechs progression was quite linear, with each mech / part you unlock having higher stats than the previous one.

Now, while this gives you a nice sense of progression and feels rewarding, this essentially creates a situation where once you unlock the 'best' mech or parts, there's no reason to ever go back to old parts. And so for the entire end-game you're stuck with the same mechs.

For Mining Merchant, I wanted to figure out a way to make each mech useful at any point throughout the game. The 'best' mech is no longer the one with the highest stats, but rather the one that's most efficient in your current environment, and fits your current objective.

Therefore I've separated the mech / companion progression from the character progression. Let's dive into that.

Mechs & Companions

Throughout the game, you'll unlock new mechs to purchase. Each mech has a unique set of base stats and a unique active ability. Mech upgrades are primarily focused on improving the active ability, but also slightly improve the base stats.

Similar to mechs, there's also a number of companions to unlock and purchase. Your companion autonomously follows you, providing you with buffs and they can be upgraded as well.

Character

The main stat increases come from your character's stats. Characters earn exp with each tile and resource they mine. The rarer the resource, the more exp. Each level, your character gets a skill point which you can assign to a stat. These bonuses are applied on top of the base stats of any mech you enter!

This way you can choose your mech based on the base stats and abilities that are suitable for your current playstyle, objective or environment, without having to worry about losing progression.

Co-op

If you play Mining Merchant in co-op, you'll be running your shop together with your friends. The money you earn is a shared resource, which means that players don't have an individual bank account. Because of this, all purchases are also shared with everyone in the game. If a new mech is purchased, or a companion is upgraded, all players in the game will unlock this.

Character exp and levels are the opposite, as these are entirely separate to individual players. Your character progress transfers with you to any local or co-op game you join, so you can level up your character with friends and continue progressing in your singleplayer game.

Please wishlist!

Alright, that's it for this week, I hope you enjoyed this little devlog. Make sure you don’t miss anything by adding the game to your Steam wishlist and following the Mining Merchant Community Hub. Got questions or thoughts? Drop them in the comments below or ping me on Discord!

Wishlist Mining Merchant Follow the Franchise Page Join the Discord
Mining Merchant - Delayed Victory
Hey everyone!

Hope you're all having a great week. In today's devlog I want to talk about the mechs and upgrades in Mining Merchant. Please note that everything shown and mentioned in this post is a work in progress.

👉Before we get into it, don't forget to add the game to your Steam wishlist to be notified when it launches! Helps me out too!
https://store.steampowered.com/app/3744080/Mining_Merchant/
Mechs & Companions

In Mining Merchant, you unlock mechs and companions. Every mech and companion has a set of unique stats and a unique ability, which gives each mech its own advantages. You can mix and match mechs and companions to create combos that best fit your playstyle or objective!

For example, the G0-l3m mech has an ability where it stomps on the ground, collecting all nearby resources. And there's the 3y3 companion, which has a 10% chance to perform its resource doubling ability while you're mining.

Progression

From the start I wanted to think of a new approach to mech progression for Mining Merchant compared to my previous games. You see, in Mining Mechs and Super Mining Mechs progression was quite linear, with each mech / part you unlock having higher stats than the previous one.

Now, while this gives you a nice sense of progression and feels rewarding, this essentially creates a situation where once you unlock the 'best' mech or parts, there's no reason to ever go back to old parts. And so for the entire end-game you're stuck with the same mechs.

For Mining Merchant, I wanted to figure out a way to make each mech useful at any point throughout the game. The 'best' mech is no longer the one with the highest stats, but rather the one that's most efficient in your current environment, and fits your current objective.

Therefore I've separated the mech / companion progression from the character progression. Let's dive into that.

Mechs & Companions

Throughout the game, you'll unlock new mechs to purchase. Each mech has a unique set of base stats and a unique active ability. Mech upgrades are primarily focused on improving the active ability, but also slightly improve the base stats.

Similar to mechs, there's also a number of companions to unlock and purchase. Your companion autonomously follows you, providing you with buffs and they can be upgraded as well.

Character

The main stat increases come from your character's stats. Characters earn exp with each tile and resource they mine. The rarer the resource, the more exp. Each level, your character gets a skill point which you can assign to a stat. These bonuses are applied on top of the base stats of any mech you enter!

This way you can choose your mech based on the base stats and abilities that are suitable for your current playstyle, objective or environment, without having to worry about losing progression.

Co-op

If you play Mining Merchant in co-op, you'll be running your shop together with your friends. The money you earn is a shared resource, which means that players don't have an individual bank account. Because of this, all purchases are also shared with everyone in the game. If a new mech is purchased, or a companion is upgraded, all players in the game will unlock this.

Character exp and levels are the opposite, as these are entirely separate to individual players. Your character progress transfers with you to any local or co-op game you join, so you can level up your character with friends and continue progressing in your singleplayer game.

Please wishlist!

Alright, that's it for this week, I hope you enjoyed this little devlog. Make sure you don’t miss anything by adding the game to your Steam wishlist and following the Mining Merchant Community Hub. Got questions or thoughts? Drop them in the comments below or ping me on Discord!

Wishlist Mining Merchant Follow the Franchise Page Join the Discord
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