Optimized Controls: All interface and gameplay elements are comfortably adapted for the controller. Raiding dungeons and watching special scenes is a real pleasure!
Crisp visuals and stable FPS on the small screen.
Fire up your Deck and add Goblin Dungeons to your Wishlist, as the game will be available to all users very soon!
Cats are a central theme in The House of Hamelin. You are searching for your missing cat in a house full of monsters... and yours isn't the only missing cat. As cat lovers ourselves, we thought it'd be a fun way to connect with our fans by featuring their cats in the game!
The cats are featured in various ways, but mainly as photos hanging on the walls. The photos are randomized, so different cats may appear in each run. And every cat that can show up in the game is also featured in the credits 😻
Heroes of Dracania,
We’re going LIVE again! 🕹️
Join us for our October Livestream — packed with exciting updates, developer insights, and fun rewards!
💬 Agenda:
• 📰 Latest DSO News
• 👨💻 Devs Q&A – Ask your burning questions live!
• 🎁 October Raffle – Win awesome in-game prizes!
• 💡 Community Feedback Discussion – We want to hear from YOU!
📅 Date: 16th October
⏰ Time: 16:00 CEST
https://www.twitch.tv/drakensang
⚔️ Don’t miss it, Heroes — see you in the chat!
Fixed the loss of chest contents when they were placed on the ship in dedicated server sessions
Fixed some item duplication glitches
Fixed an issue causing the warp effect to get stuck in new or loaded games
Fixed an issue affecting the final steps of the main quest when connecting to a P2P server
Fixed an issue making the death animation to not be displayed properly for the player
Hey everyone! 👋
We’ve just rolled out a small update for the Sproutmart Demo with a few improvements and fixes:
Added player movement speed setting
Added mouse sensitivity setting
Added Shift key message for running
Adjusted Decoration Water Tank collisions
Updated water material on plants
Fixed several player collision issues
Thanks for playing the demo and sharing your feedback — it really helps us polish the game before release! 💚
Lords of Ravage is now available on Steam! In this dark tactical RPG with roguelike elements from Synthetic Domain and 101XP, you stand on the side of evil. Step into the role of the mighty Lord of Ravage: command your minions, devise sinister tactics, crush your enemies in turn-based battles, and seek the artifact that could alter the fate of the world.
Lords of Ravage features:
A tactical RPG where you embody pure evil. Become the Lord of Ravage and lead your minions to conquer kingdoms in deeply strategic turn-based combat.
Three unique campaigns. Play as the ruthless warrior Berold, the witch-sorceress Zavrys, or the demoness Azneya. Each character has their own story, motivations, and devastating combat style.
Meaningful choices and consequences. Conquer regions and decide who to spare or burn to a crisp. Your actions affect the Threat Level — the higher it gets, the fiercer the heroes' resistance will be.
Faction and skill combinations. Build your army from minions of various factions, upgrade their stats, equip them with artifacts, and unleash ancient Decrees to leave your enemies no chance of survival.
Adaptive enemies. Face off against heroes of different classes and with varying abilities. They learn, adapt, and will stop at nothing to bring you down.
Pixelated 2.5D aesthetics. Dark fantasy comes alive through stylish visuals with expressive effects and atmospheric designs.
Highly replayable single-player experience. Procedurally generated events, character progression, artifact collection, and multiple paths through the campaign make each playthrough genuinely unpredictable.
If you already have The Life and Suffering of Sir Brante in your collection and would like to try our new game, we’ve prepared a special bundle just for you! Purchase Lords of Ravage at a great price and enjoy our games!
https://store.steampowered.com/bundle/60292/Ravage_and_SufferingLords of Ravage isn't just a game about destruction — it's your chance to forge a dark vision of power, crush the forces of good, and become the true Lord of Ravage. Destroy, devastate, conquer… Let disobedient kingdoms burn.
Note from Matt: Please bear in mind that anything and everything you read here is subject to change. Some of the specific design elements you'll see here have been planned for a long time, but haven't gotten much (if any) implementation work until fairly recently. Good games are built on strong foundational systems, and it's taken a long time to get those foundations in place, but I think it was worth it! My intention has always been to make my game systems super flexible and easy to mess with. In fact, I'm planning to allow a large number of my "official" design decisions to be totally subverted with the mutators system. It's entirely possible that some of the design elements below just won't work out. But that's what pre-Early Access and Early Access is for!
Your empire begins with one decision, will you take the throne, or let another seize it?
The EU5 Quiz is live now!
Determine whether you rule with iron, coin, scripture, or secrets, your choices will define your legacy. Will you prove yourself a visionary ruler or be remembered as a footnote in the annals of conquest?
Answer the call. Take the quiz. Claim your right to some very exciting Logitech loot. Learn more here: http://pdxint.at/3KT3Pao
Hey everyone!
I’ve been working hard in the past months on some big improvements for Explorers of Esmar, and I’m excited to share what’s new. This update focuses on making battles more strategic, the world more nice to look at, and the game overall smoother to play — and you can try some of it right now in the updated free demo.
Combat in Esmar has evolved quite a bit!
You can now garrison soldiers inside your towers to provide them with various buffs depending on the soldier type. Positioning also plays a bigger role — units on higher ground gain advantages in attack strength.
Behind the scenes, I’ve also reworked how territory is calculated, which should make borders feel fairer and more dynamic around contested territory.
The terrain algorithm got a major overhaul. The world now generates plateaus and varied elevations, adding more depth (literally!) to maps.
I’ve also added climate variation, so you’ll now find snowy regions, temperate areas, and hotter zones. These might affect the fertility and productivity of farms in the future.
To support deeper strategy and resource management, there are two new buildings:
Tannery — produces new materials and supports your economy.
Outpost — helps secure distant territory and expand your influence.
I’ve also reworked the build menu to make construction smoother and easier to navigate.
The plan is to introduce new late/mid game materials for building and production which can't be used right from the start.
You can now create a player profile with a custom name and icon which will appear throughout the ingame UI and also on the flags on your towers! It’s a small addition, but it makes the experience feel more personal.
I’ve added advanced graphics settings, so you can adjust texture and model quality depending on your hardware.
There’s also a new statistics UI for a clearer overview of your settlements and economy, plus a few interface tweaks to make gameplay flow better. These are still work-in-progress.
The demo has been fully updated with all these new features, systems, and visuals. (But there are still some limitations of course!)
If you haven’t tried Explorers of Esmar yet, or if it’s been a while, now’s a great time to jump in and see how far the game has come.
https://store.steampowered.com/app/3659320/
I’m still developing Explorers of Esmar solo, and your feedback really helps me prioritize what to work on next. This update was a big step toward refining the core gameplay loop and world generation.
Thanks so much to everyone who’s played the demo, left comments, or wishlisted the game — it really keeps me going.