I don't know about you all, but I'm feeling really good about where GL2 is now, and where it's headed after the 0.30.00 patch. There's still a lot left to do, beyond what I'll talk about today, but I thought I'd update you all on the next few steps. My current roadmap has shifted a bit based on feedback, but my goals are as follows:
Continue to Improve the user experience based on feedback
Focus on expanding replayability
Add new content
As always, If you're enjoying the game, please leave a review. It helps!
I usually work at a really rapid pace, and in the past have delivered big updates weekly. But I actually had a much healthier experience taking more time with the larger 0.30.00 update, so I expect to stick to that. With one big patch, and maybe a smaller one each month.
I'll do more if I can, but I need to pace myself a little better in this life. I'm not a young whipper snapper anymore. If you need proof, see the previous sentence.
Based on most feedback, and the reception to the implemented requests from 0.30.00, I think Gunlocked 2 is in a pretty good space now. But there's still a few areas where input and visual feedback, accessibility, and general ease of use can improve. The first small patch after 0.30.00 will focus on these areas.
A number of upgrades will be getting better effects so you know when they're triggering, and menus will be getting a bit more audio/visual feedback for mouse controls. Overall, I'll just be trying to iron out any lingering jankiness that comes with supporting mouse, keyboard, and gamepad in a bunch of different menus.
There are also some gameplay usability requests I'm looking at addressing, just to makes things smoother where I can.
The number one request for Gunlocked 2, at this point, is Endless Mode. I had planned to wait a while longer before implementing it, but the vast majority of comments and requests are focused on it, so that's the next big patch after the smaller polish patch.
Alongside Endless, I'm hoping to add more variety to the main Mission Mode. Not all at once, but some new content will likely ship with the Endless update.
I have the entire roadmap to 1.0 planned out, but development can change at any time (and now has), especially as I receive more feedback. So as with before, I'll hold off on setting anything beyond this in stone.
Kickstarter backer rewards will start to trickle in more as I finish up a lot of the base content. This includes alternate pilots, new NPCs, and a handful of additional custom achievements.
Let me know your thoughts in the comments below!
The very fun duo at Ultra C have made a couple of great videos for Gunlocked 2 (I did not sponsor them), so I thought I'd share those. Go give them some likes and shares and subscribes. They've got a great vibe.
The first video was earlier in a closed beta for the 0.30.00 patch, with the most recent being the full 0.30.00 patch.
https://www.youtube.com/watch?v=2uk9dgSSGDYhttps://www.youtube.com/watch?v=CNLN-uE4zScIf you want access to closed previews of upcoming patches, join the Discord here
Hey everyone,
we have prepared a playtest Version of the Varthos Demo with all languages included that we initially wanted to translate the game to.
If you want to test the translation you are waiting for and give feedback, please go to the Store page and click "Join Playtest".
Depending on the amount of interested players, we are going to start the playtest in the next 1-3 days.
Apart from English and German, the playtest version will include:
- French
- Spanish (Spain)
- Traditional Chinese
- Simplified Chinese
- Japanese
- Korean
- Polish
- Russian
If you find any issues, please provide a screenshot along with a suggestion. This makes it significantly easier for us to find the correct text to change. Imagine the word 'left'... it can mean the direction but also how much remains, so we need the context, hence the screenshot. Also, if possible, change the language setting to the English original to see if the translation might be completely out of place. Ideally share your findings on our Discord in the localization/translation feedback section.
With your help and input, we can hopefully improve the translation quality before it goes out to the public.
Thanks a lot in advance!
PS: Are we missing a language in your opinion?
Hello, Survivors around the world.
First of all, I would like to express my sincere gratitude to everyone who participated in the Steam Next Fest. Every time we hold a playtest, I’m reminded of how much remains to be improved.
We deeply apologize to those who may have felt unsatisfied, and we sincerely thank all of you who have waited for us with patience and encouragement.
Your sharp feedback and heartfelt support constantly push us to improve faster and in the right direction.
Before we move on to the next stage, I’d like to share a few updates with you.
The price of The Midnight Walkers has been set at $19.99, and will be adjusted for each region based on Steam’s regional pricing policy.
Sales of the game will serve as one of the key driving forces that allow our small studio to continue developing and improving The Midnight Walkers.
We also hope that this will contribute to more effective enforcement against cheat program users.
Originally, we had planned to price the game at $24.99, but after receiving many requests from players around the world asking for a more accessible price,
we decided to lower it so that more people could enjoy the game.
While this isn’t a dramatic change, we hope this adjustment will make it a little easier to enjoy The Midnight Walkers in these challenging times.

Through this recent playtest, we once again realized that there are still many areas where our game needs improvement.
We believe the feedback you’ve shared should be addressed with the highest priority.
Accordingly, features such as skins and the in-game shop will be postponed, and the dev team will focus on stability, balance adjustments, and resolving gameplay inconveniences first.
As mentioned in my previous comment, during this Steam Next Fest Playtest, our team attempted to refine multiple systems and contents all at once.
In doing so, some of the core elements did not reach the level of polish we intended.
Since the start of the test, our developers have been reviewing gameplay data and analyzing feedback in daily meetings to prepare for what’s next.
We’ve acknowledged that Brick is currently too stable and mobile, making it comparatively powerful, while classes and weapons that require more delicate control feel under-rewarding for their level of investment.
We plan to revisit overall values including duration, cooldowns, and resource consumption to deliver a wider range of viable builds and more dynamic team play experiences.
Instead of a few combinations dominating the battlefield, our goal is to restore the intended clarity and diversity of gameplay.
We will further solidify counter relationships between roles so that **Tanks feel like true Tanks, Supports like true Supports, and no single playstyle can dominate every situation.
Additionally, we are closely reviewing other feedback shared by the community — such as team-filling mechanics, Duo Mode, movement while smoking, and intermittent frame drops — and will continue to address these issues step by step, starting with those that can be resolved in the short term.
We plan to increase the overall value of items by fine-tuning equipment, item drops, and loot from chests and field sources. Each item's acquisition source will also be fine-tuned and improved.
We will also improve the readability of key equipment information, and simplify complex or hard-to-understand terms and effects to make them clearer and more intuitive for players.
The tactile satisfaction of melee combat and the responsiveness of ranged weapons are at the core of our gameplay.
We will continue fine-tuning hit reactions, stagger effects, sound design, visual effects, and camera feedback to create a more impactful and satisfying combat experience.
We’re also reviewing several weapon animations that felt uncomfortable to use, and will make adjustments to improve their handling and usability.
This playtest marked our first official collaboration with an anti-cheat solution provider.
During the integration process, the connection between the anti-cheat system and the client proved weak, exposing multiple vulnerabilities.
As a result, from the early to mid stages of the test, we saw numerous extreme cases of cheat program usage. Our operations team devoted all available resources to issuing sanctions and restoring order, but unfortunately many players had already been affected.
By the later stages of the test, cheating patterns became increasingly varied, and the operations team responded by analyzing these new patterns and applying targeted countermeasures.
We also confirmed numerous teaming incidents during this period.
In addition to manual reports, our operations team plans to strengthen detection through data analysis and AI-based pattern recognition, enabling faster and more accurate responses.
We had intended to introduce an **automatic compensation system** for players affected by cheating or unfair play, but it was not ready for this test. During Early Access, we will conduct regular data reviews to provide batch compensation and progressively automate the process.
Although our team is still small and progress can be slow at times, we have so much more to show you and we won’t stop moving forward. What we are preparing is not a one-time patch, but the start of a continuous development process.
Balance improvements will be ongoing, and we plan to deliver frequent updates even after the Early Access launch. Your honest and passionate feedback guides us toward better decisions every day.
We listen, we fix, and we move forward.
Please continue sharing your candid thoughts with us.
We promise to turn that feedback into **tangible changes and a more engaging experience.**
Our goal is to make *The Midnight Walkers* a game that’s even more thrilling and rewarding to play.
To all Survivors who joined us for the Steam Next Fest
Thank you once again, from the bottom of our hearts.
See you soon!
— Director Ray and the Oneway Ticket Studio Dev Team
The previous lord has been dead for three days. Nobody noticed for two.
Now you sit on his throne, your throne, and the seat is still warm. The treasury is empty.
Your four resource stewards are already shouting at each other in the hall.
And somewhere out there, eleven rival vampire houses are sharpening their fangs, watching, waiting for you to fail.
Welcome to Vampolitics. You're going to die here.

Your Farmer Steward reports that a human farm is failing. Their harvest is poor. They're starving. If they die, your blood supply drops by fifteen percent.
Your troops will go hungry.
Your Blood Steward has a solution. Drain the farm now. Take what blood they have left before it's wasted.
Your Gold Steward agrees. Sell the survivors to another house and recoup the losses.
Your Military Steward just wants you to decide so he can get back to the war.
What do you do?
1. Let them starve, and your troops revolt in three months.
2. Drain them now, and the other human settlements panic.
3. Production drops across your entire house.
4. Buy food from rival houses to save them, and you empty your treasury.
There is no good choice. There is only the choice you can live with and the consequences you can survive.
This is Vampolitics: Vassals of the Void. A narrative strategy game where you rule the weakest vampire house in a shattered empire, trying desperately not to become its next corpse.
The Empire is Dead. Long Live... Someone
Four generations ago, the Vampire Empress launched a holy crusade through the Neptune Gates. She would free the ancient progenitor Evelynn from her imprisonment. She would unite vampire space under one banner. She would become a legend. She was wrong.
The crusade failed. The Vothica Empire crushed the vampire fleet so completely that the cosmos is still scattered with their dead.
Now, the Vaal Sector is ruins and rubble. Twelve great bloodlines remain, squabbling over scraps like wolves over a carcass. The Emperor's throne sits vacant. And you? You rule the weakest, poorest, most pathetic house of them all. Your rivals are stronger. Richer. Better armed. They're already plotting.
But you have something they don't; Nothing left to lose.
Will you unite the twelve houses through diplomacy and cunning? Will you conquer them through blood and terror? Will you forge an alliance with the Vothica Empire, the humans beyond the Gates who destroyed your ancestors? Or will you fall like the Empress before you, just another forgotten name in a graveyard empire?
Choose a bloodline with its own strengths and fatal flaws. Or rule as a lone wolf, beholden to no family but trusted by none. Collect ancient artifacts. Deploy legendary warriors. Make deals with devils and gods alike.
The campaign branches. The endings multiply. Every choice you make, every human settlement you spare or drain, every throat you cut, every promise you break, it all shapes the fate of vampire space.
You inherited a graveyard, sovereign.
Now prove you can turn it into a dynasty.
Wishlist & Follow:https://store.steampowered.com/app/4089000/Vampolitics_Vassals_of_the_Void/
They don’t know yet, but their graves are already dug. They don’t know yet, but they’ll be the next victims. They search for salvation, but there is no escape — they are Encaged
The Encaged session mode — coming soon to the game!
We’re closing the CarX Drift Racing Online 2 demo. Thank you to everyone who took part—your feedback and suggestions have shaped the next steps for improving the game.
Next up: a new demo. Follow our social media, join our Discord, and keep an eye on Steam news to be the first to get the details and secure your spot in our next Drift Festival!
https://www.youtube.com/watch?v=naUixUgc2jc
Best regards,
The Drift Racing Online 2 Team
https://store.steampowered.com/app/1826420/CarX_Drift_Racing_Online_2/
we have just released Hotfix 12.0.2 with the following changes:
Added: "/teleport toplayer" (with alias /tpto) command was updated and added back.
Fixed: Mouse sensitivity got set to 0 when specific errors occured.
Fixed: Brightness could reach unintended values and not update correctly.
Fixed: Graphic settings could sometimes not load correctly, then not showing all options.
Fixed: The steam engine showed a bright box instead of effects when turned on.
Fixed: Custom recipe lists on work tables didn't get saved on the server.
Improved: Reduced strength and saturation of rimlights.
Improved: Made some adjustments to overall saturation based on player feedback.
Improved: Adjusted the night post processing volume curve to properly fade in and out at night time.
Improved: Made some tweaks to the directional light curve for more consistent brightness throughout daylight.
Improved: Braziers and the Carbide Head Lamp had their lighting strength increased. All other lights will get similar improvements in future updates as well.
Improved: Made further adjustments to plant harvest SFX.
Improved: Removed a branch crack layer in forest and tundra ambience sounds that was too similar to the broken tool sound.
Removed: The "Reflections" graphic setting.
Created an intelligent spawning system that activates monsters based on the player’s proximity, improving performance and immersion.

The full re-release of Floorball League 2010 is now live on Steam for $9.99 USD, with a 10% launch discount ($8.99 USD) available for the first 14 days!

We’ve temporarily removed some branding elements, but they’ll be added back in over the next few days.
The FBL Editor still needs a bit more testing. If you’d like early access to try it out, please send us a private message on Discord.
https://discord.com/invite/mhy9cgwY5Q
If you encounter any bugs, crashes, or other issues, please reach out and let us know, we’re eager to fix them as quickly as possible!
All income from this re-release will go directly toward funding a full remaster of Floorball League 2010, bringing the game to Mac, Linux, Xbox, PlayStation, and Nintendo consoles. For the remaster, we’re aiming to include modern online support, female characters, and many more improvements, as well as lay the groundwork for our upcoming titles: Floorball Practice and Floorball League 2028.
This issue has been fixed. Steam was previously forcing the game to emulate controllers using Steam Input, which caused incompatibility for some users.
The fix should now be applied automatically.
If your controller still doesn’t work, try force quitting Steam and restarting it.
As a last resort, consider reinstalling Floorball League 2010.
When installing the game through Steam, please allow the Windows pop-up that requests permission to install required components.
Steam and Windows will automatically install the following drivers and dependencies:
DirectX June 2010
Visual C++ Redistributable 2008
OpenAL 2.0.7.0
.NET Framework 3.5
If the launcher keeps looping, it means the game cannot create the .ini configuration file.
To fix this:
1. Try installing the game on your main drive (C:).
2. If the issue persists:
Navigate to C:/Users/\[Your Username]/AppData/Local
Create a new folder named exactly: Floorball League 2010 (OR) Floorball League 2010 Demo
Download the fbl.ini file from our Discord and place it inside that folder.
Then, launch the game directly from C:/(Program Files (x86)/Steam/steamapps/common/Floorball League 2010 --> fbl.exe (OR) C:/(Program Files (x86)/Steam/steamapps/common/Floorball League 2010 Demo --> fbl_demo.exe
Channel --> bug-tracker
20. October 2025
by FIJOY Games
Added a new gamepad layout option inspired by EA FC.
Added higher-quality national flags for all national teams.
Added support for additional resolutions: 2048×1536, 2560×1440, 2560×1600, 3200×2000, and 3840×2160.
Added V-Sync and Windowed Mode options to the launcher settings.
Changed the 5-minute time limit in the former Training Mode to unlimited; mode renamed to Practice Mode.
Cinematic letterbox replaced with a text box during replays for improved readability.
Fully redesigned scoreboard for better readability and presentation.
Menus reworked from a 16:10 to a 16:9 aspect ratio while maintaining the original style.
Rebalanced graphics presets:
Former High → now Medium
Former Medium → now Low
New High preset delivers enhanced visuals and improved settings.
Removed floor reflections to improve visual clarity and eliminate the “icy” surface effect.
Removed frame rate cap for smoother gameplay.
Russian national team temporarily removed following the IFF’s suspension of Russia.
Set “Broadcast” as the default camera angle.
Upgraded texture quality and redesigned the floorball field, including improved outer flooring.
https://store.steampowered.com/app/4054680/Floorball_League_2010/