Oct 19
cozy cult - jwg.developer
- color coding of resources
- updated app colors
- updated conversion trades
Paradise Beach Simulator - Teddy
Hello everyone!
Here is the 0.0.3 update, with several fixes and small additions following your feedback.

🛠️ Fixes
  • In rare cases, Old Joe did not reappear at the end of Act 1. If this still happens, save and restart the game: the problem should be fixed
  • The camera no longer shook at the end of Act 1, this is now fixed
  • In multiplayer, the basement is now accessible to all players
  • The photo wall was accessible from the start of the game: it becomes available only after unlocking the payment

✨ Improvements
  • Addition of an animation and a sound when an object is placed on a counter
Thank you all for your feedback and invaluable help ❤️
Continue to share your suggestions and reports on Discord or the Steam page!
Children of the Spring - ArcAnzu88

Changes in this update:

-decreased enemy HP in locations: Darkmoon forest, Lost capital

-changed some enemy attack animations to be more "readable" (e.g. Stella's undodgeable spin attack)

-added checkpoints on both village exits

-now you can rest on your bed to restore HP and energy

-various minor fixes

Oct 19
Crownkeep Playtest - studio
### Mechanics

- Block is simplier, just prevents damage and no longer goes away after a monster attacks you. Rebalanced a lot of cards and items around new block.
- New starting deck, removed Reclaim card

### UI

- Show damage to block on health bar
- You can now drag a card anywhere to play it istead of needing to drag it onto the board
- Upgrade card now have a yellow title instead of default maroon
- Make status tooltips listed below item tooltips be distinict and have smaller font
- Goblin Priest now animates every time it buffes another goblin, not just the first time the priest is revealed
- Improve timing and postioning of buff/debuff animations
- Make the energy meter flash red when you explore with full energy
- You can now click on the background of the deck modal to close it
- When you only have one shuffle remaining, hide shuffle count label (to encorage new players not to hoard shuffles)
- In Select Class & Challenge Floor menu, support tooltips explaining status effects
- Draw a line from necromancers to the tiles they are targeting
- Use new stairs art for "Confirm Descend" modal
- Add new shield art and always show full amount of damage you take when exploring a tile (i.e. no longer subtract block) & swap block banner in health bar for a shield icon (should be easier for new players to understand)
- Shrink text size on cards if it takes up 4 lines or more so that text doesn't overflow
- Clean up card keyword descriptions and standarize terminology for overkill & splash

### Balance

- Goblins are now 2 strenth instead of 1. Goblin Warriors are now 3 strenth instead of 2.
- Slightly decrease monster count on Goblin Floor & Crypts

### Bugfixes

- Fixed goblin archers not attacking if they were moved by the goblin king the same turn
- Fix bug where tiles that Necormancer were targeting are not saved & resulting in necromancers summoning nothing if you save and reload
- Fixed Rampage not giving your next attack overkill
- Passive monsters no longer get red highlight when hovering over adjacent tiles
- Fix shuffle tooltip refer to wrong number of shuffles
- Instead of confirm descent banner saying "2 XP Orbs remaining" it now says "2 Experience Orbs" remaining
- Fix tooltip position jumping the first time it's displayed
- Fix monster warning icons showing up breifly when they shouldn't after a tile is uncovered but before monster is spawned
- Fix typo in Reaper boss description
- Fix "Open chest before descending" message not showing up for stairs
- Fix cards in gain card modal sometimes not getting bigger when hovered
- Fix item curses not being shown in character creation screen
- Fix bug where tooltip gets frozen on screen if object that had tooltip was removed from game
- Update tutorial to introduce new block mechanics (and streamline ordering of tutorial popups)
Nautic XP - info

Ahoi Captains,

We are truly overwhelmed and deeply thankful for all the positive feedback we’ve received over the past few weeks. It’s amazing to see how much enthusiasm Nautic XP has created — and it’s clear that we’ve set sail into a part of the simulation world where, right now, no other ship simulator can quite compare. ⚓️

With this strong support and growing community behind us, we’ve decided to take the next big step: to expand and evolve Nautic XP into a truly next-level ship simulation experience.

We are currently in the final stages of negotiations with a highly experienced partner in the simulation industry — a collaboration that will help us elevate Nautic XP’s quality, realism, and performance to entirely new heights.

However, taking this major step forward also means we need to adjust our original timeline.

Our planned release on November 1st will be postponed to allow us the time and resources needed to deliver the ship simulation experience you deserve.

We sincerely apologize for this delay — but we are 100% convinced that this is the right course to steer, ensuring we bring you the most authentic, professional, and enjoyable ship simulation possible.

Thank you for your trust, passion, and support. Together, we’ll make Nautic XP something truly extraordinary! 🚢💙

Your Nautic XP Team

Oct 19
Boll's Journey - Sume

Hi all!

Here I am with a quick round of bugfixes. With the upgrade from Unity 6 to 6.2, there were some quirks with the start menu — sometimes it would appear when it shouldn’t. That’s now been fixed! I also went through other parts of the new version and made the necessary adjustments.

Beyond these bugfixes, I’ve spent a bit more time building the new area of the Silent Forest. The trickiest part so far has been adding the mountain for the next section. While I’m still in the process of adding more models to make it feel fully like a mountain, I think it’s already shaping up nicely.

Even though it’s been a bit quiet on updates the past month, work on the game has not stopped. The newborn is starting to settle into a routine, my wife has been doing an amazing job recovering, and that’s finally giving me more time to dive back into development.

Hopefully next week I’ll have a full devlog ready instead of just a quick update.

See you then, and happy playing!

Light Dude Playtest - Dergham Games
  • Added full Arabic language support for the game (انا مطور العاب مصري :D)

  • Visual improvements to level selection menu

  • For streamers, added at level end screen a QR code that your viewers can scan to instantly visit Light Dude steam page in order to wishlist the game!

As always, if you didn't wishlist Light Dude yet, make sure to add it to your wishlist through the widget below!https://store.steampowered.com/app/3055110/Light_Dude__A_Dimpossible_Game

Pixel Pixie - playgg.doctor
Extremely minor patch that addresses the possibility that in older versions, you could enter the Subliminal Space without currency and in new versions, you need to make a purchase to leave. The purchase will be allowed now if you meet that specific criteria.
Herbal Haven - RRealmsStudio
  • Fixed bug preventing stacking in the inventory.

  • Fixed bug causing error when dropping item out of inventory.

  • Fixed bug when loading the diagnostic paper from the patients.

Pirate Souls - Bandana

There's now a mini map to guide players.

It marks:

  • Npcs

  • Enemies

  • Allies

  • Resources

  • and other important information.

It's now possible to move the chat window.

...