CRETE Playtest - TheNileUnion President

This roadmap outlines the upcoming features that will lead to our next major milestone: CRETE ALPHA II, a more polished and complete version of the game. More Biomes, more weapons, more crafting systems, more combat, more depth and more polishing.

Backers will see this progress with daily or weekly updates. And good news! All your progress done in the Playtest will carry over to your copy of CRETE.

You can learn more on our website or our Discord server: https://www.cretegame.com

Deathstreak - rakunlibra
Patch Notes – Version 1.1

-Player agility has been doubled to provide a more authentic ninja experience.
-Some levels have been slightly darkened to enhance the atmosphere of a “mysterious and secluded military tower.”
-Light baking has been disabled, resulting in reduced memory usage and fixing issues with certain objects glowing or leaking light incorrectly.
(+Performance) Dynamic shadows are now disabled on Low graphics settings, significantly improving FPS in this mode.
(Performance) Draw calls have been reduced using GPU instancing.
(Performance) Switched from HDRP to URP, a more performance-friendly render pipeline.
(Performance) Lights and shadows have been optimized.
(Performance) Unnecessary garbage collection allocations have been resolved.
(Performance) Cloth and VFX optimizations have been made.
-Fixed a bug where enemies would block too frequently — they can no longer easily block attacks right after deflects or during fast approaches.
-Fixed an issue where enemies would move as if sliding.
-A new sword type has been added to the tutorial rooms (first two scenes).
-Fixed a camera render pass error.
-Player-thrown bombs now only kill the player at close range.
-Overly difficult levels have been rebalanced to make them easier.
-Fixed an issue where throwable weapons could pass through enemies.
-Adjusted the intro cutscene to play out over a longer duration
-Vertical attacks are now disabled for most weapons, as they were hitting too small an area and often failed to connect.
-Reduced the ragdoll movement of enemies — they now die more realistically.
-Room names have been added to the menu to make room selection easier.
-Fixed a sound bug with the boss laser attack.
-Some high-volume sounds (such as kill sounds) have been normalized.
-Fixed mesh bound issues that caused enemies and bosses to be invisible from certain angles.
-Enemies now block more effectively when in a defensive stance.
-The warning UI shown before enemies use a throwable now stays on screen slightly longer
-Stamina cost for throwing weapons has been reduced.
Zombies & Bullets - Joel Gomes

Hi, this is Joel, the programmer from Muriki Studio! This is my second development news post about Zombies & Bullets, and I plan to post updates more frequently to keep you informed about what’s new. Since the last post, a lot has changed in the game’s demo and we didn’t report everything, so some smaller things might not be listed here.

Also, if you played the demo months ago, try playing it again because a lot of new content has been added — your experience will be very different!

Update List
Upgrade and Camp System

The old upgrade system used orbs collected as a sort of currency to buy upgrades in the pause menu. This made it difficult to balance the cost of upgrades and the number of orbs collected throughout the stages. Moreover, after watching many player playthroughs, we realized that upgrade purchases were often ignored, seen as more complex than they should be, or not impactful enough.

With that in mind, we’ve reimplemented the upgrade system in a way that fits into the game world, simplifies balancing, and provides a greater sense of progression.

Experience Level Progression

The collected orbs now act as experience points, and the player gains levels like in an RPG. When leveling up, the player earns a skill point that can be spent to acquire an upgrade.

Camps

Upgrades can now be acquired at camps, which are campfires found in almost every stage. When sitting at a campfire, the upgrade menu appears, allowing you to spend skill points to acquire new upgrades.

The upgrades available follow the same premise as in the previous version of the game — each has a maximum level that can be improved — but the difference is that every upgrade level always costs a single skill point.

New Upgrades

We also took the opportunity to add several new upgrades that can be acquired, including:

  • Life Drain: melee strikes on enemies steal a bit of health

  • Damage Reflection: when hit by melee attacks, enemies take part of the damage back

  • Combo Time: the active combo lasts longer (more on this later)

  • Point-blank Distance: increases the distance at which point-blank shots occur (more on this later)

  • Quick Learner: increases the XP multiplier earned from enemies

  • Hunter’s Luck: increases the chance for ammo and healing items to drop from defeated enemies

  • Magnetism: increases the pickup range for XP and ammo (more on this later)

There are also new unique upgrades that can only be accessed through equipped backpacks, which we’ll cover next.

Backpacks with Unique Upgrades

Taking advantage of the new camp system and greater flexibility in the upgrade system, we decided to add a collectible backpack feature, with each backpack offering a unique upgrade to the player. In the demo, there are four available backpacks:

  • Simple Sack: starter backpack, allows longer dodge distance

  • Dream Backpack: gives a small chance for enemies to miss attacks

  • Hunter’s Backpack: increases the chance for weapons to deal critical damage

  • Camping Backpack: converts healing items into XP when at full health

Additional backpacks for stages beyond the demo are already in development, along with their respective upgrades (such as increased movement speed, dealing damage to enemies passed through during a dodge, etc.).

Combos

Killing multiple enemies within a short period of time triggers a combo. Combos multiply the XP earned from enemies, encouraging you to kill as many as possible in the shortest time for more upgrade opportunities.

Point-blank Shots

Shooting enemies at close range deals 50% more damage. This distance can be increased via upgrades.

Deflecting Projectiles

With the melee strike, it’s now possible to deflect enemy ranged projectiles.

Weapon Wheel Improvements
Custom Weapon Shortcuts

The weapon wheel is a great feature, but keyboard and mouse players suggested adding numeric shortcuts for weapons. Instead of assigning fixed shortcuts to each weapon, we decided to implement custom shortcuts directly within the weapon wheel: simply open the wheel, focus on the desired weapon, and press one of the shortcut keys (1, 2, 3, or 4 on the keyboard, D-pad on the controller). From then on, you can select that weapon directly using the shortcut, without opening the weapon wheel.

Hold or Toggle Weapon Wheel Option

In the options menu, you can choose between holding the weapon wheel button or pressing it once to show and again to hide it.

Laser Sight

Some keyboard and mouse players reported losing track of the mouse cursor when too much happens on screen and couldn’t tell where they were aiming. A suggested feature was a laser sight option, which is now available in the options menu (with several color choices).

Documents

Complementing the game’s cutscenes, there are now documents that can be found on corpses throughout the world, expanding the game’s story. All of them are subject to rewrites as the story continues to evolve.

Other Changes
  • Several improvements to 3D models, textures, particle effects, etc.

  • The user interface has been completely redesigned to take up less space and be less intrusive.

  • Ammo and XP orbs now magnetize toward the player within a certain distance. The magnetism range can be increased via upgrade.

What’s Coming Next?

In the last update, we shared a few ideas we had for future implementation, one of them being a rogue-like mode. This idea was in the plans until less than a week before this post, but unfortunately, the team decided to scrap it for scope reasons.

Local Co-op Mode
Technical Challenges

We still plan to add a local split-screen co-op mode, which will be our next major update. It might seem simple to just split the screen, but the game wasn’t originally built with multiplayer logic in mind, so it will be a significant effort to adapt the game systems for this functionality. However, we’ve studied it, and it’s completely feasible.

At the moment, we don’t have plans for online multiplayer, but that could change depending on how popular the game becomes. Still, players will be able to play online in split-screen via Steam Remote Play Together.

New Character

Of course, we wouldn’t make a co-op mode featuring a twin brother of Captain Jacob — so we already have the new character who will join for two-player sessions: meet Sergeant Erin!

We’ve already created concept art and even an initial model of Erin. On the left is an early AI-generated concept, and on the right, a sketch made by Diego (our artist). We’ll still make visual adjustments (especially to her face), but we’re very excited to add Sergeant Erin to the roster of playable characters!

Quick note: we do not use AI-generated art in our game — all 2D and 3D art is made by our artist, Diego Almeida.

Conclusion

That’s it for this update report! If you’d like to suggest something to see in Zombies & Bullets (or report issues), don’t hesitate to follow our social channels, send a message on our Discord, or visit the Steam Discussion Forum.

Also, since we handle all the marketing ourselves, you can help us a lot by sharing Zombies & Bullets with your friends and influencers.

That’s all for now — see you in the next one! ːsteamhappyː

Cut That Wire - ThePing

IT’S TIME! Cut That Wire is officially LIVE!!

The full launch introduces "Meat Clock", a twisted map filled with deadly, SAW-inspired contraptions, along with Dr. Pawcho - a deranged, psychopathic cat who joins the roster as a new playable character!

It's your time to #CutThatWire

Fantasy Grounds VTT - Smiteworks

All existing licenses will continue to work permanently after this change, and everyone who owns a license before the transition will be eligible for complimentary bonus content as a thank-you for your support.

You will not be required to pay anything additional.

If you’d prefer to wait, we plan to fully announce the changes during FG Con on November 8th, along with several exciting new features. Stay tuned to our keynote panel at FG Con.

You can watch the panel and other live videos from FG Con on our Twitch channel at
https://www.twitch.tv/fantasygrounds

Unpossess: Exorcism Simulator - chreseeba

Dear Steam Community,

Enjoy double XP and double rewards until November 5th, 2025 to celebrate Halloween!

A few pumpkins have been added, along with some lighting changes for Halloween. We’ve also returned to our original branding.

Happy Halloween! ːsteammockingː

— Chreseeba (Solo Developer)

Oct 22
PunjiVR: The Vietnam War - Sir Loin of Beef II
Highlights:

  • M16-S

    A suppressed M16 with a 3x scope (the video uses a much higher magnified scope, but it has been changed to a 3x since then).

  • XM21
    High powered marksman rifle with a bipod and 8x scope

  • Mosin PU
    Mosin Nagant with a 4x scope



  • M79 Grenade Launcher

    Thump!


    ---


    Changes/Fixes:
    • Fixed grabbing calculation issues
    • Fixed gunshot audio playing the wrong reverb on some distances
    • Fixed math error for weapons that don't use tracers
    • Minor optimizations to shooting range
    • Removed custom inventory duplication on shooting range
    • Adjusted multiple guns' recoils
    • Adjusted multiple guns' jam rates
    • Edited brass casing sounds for multiple weapons
    • Decreased enemy combat range on Last Stand


    ---


    Closing:
    This was a smaller update to fill the space as I gear up for the first true major content addition to PunjiVR in Update 6, which will add the first medium-scale mission to the game. Update 5 will be another smaller release, adding a new small-scale mission, so stay tuned to learn more about that!

    Hopefully the snipers and M79 give you all some good fun in the meantime!

    ---

    As always, if you find any bugs, have any suggestions, or want to share your opinion, head down to the comments of this post or through any of the links below. Thank you all and remember to keep your eyes on the treeline!

    Discord
    Subreddit
Sproutmart - Farm & Grocery Sim - KB

What a week!
Sproutmart took part in Steam Next Fest — and over 1,600 players added Sproutmart to their wishlist!
Hundreds of you visited the store, played the demo, and shared your feedback.

Thank you so much for all the support and kind messages.
Every wishlist and every comment truly helps this little grocery-shop dream grow. 🌱

Next up, I’ll be working on new features — mostly multiplayer and a tutorial — and improvements inspired by your feedback, as well as preparing for the Early Access launch in 2026.
Stay tuned for more updates soon and a look at what’s coming next for Sproutmart.

🐦 Follow Sproutmart on Twitter for cozy updates, dev progress, and sneak peeks!

👉 https://x.com/sproutmart

💬 Join our Discord to chat, suggest ideas, and see behind-the-scenes progress:
👉 https://discord.gg/jHbQasgZFu

If you haven’t yet, you can still try the free demo and add Sproutmart to your wishlist!
🎮 https://store.steampowered.com/app/3859130/Sproutmart__Farm__Grocery_Sim/

Thank you again for making this Next Fest unforgettable.
You’re helping Sproutmart become something truly special. 💚

— Vasilis

Evil Awaits™ - Chai-T
1-Year Anniversary

One year ago today, Evil Awaits was released onto Steam as Chai Games' first full-length indie title. Since then, I've had many comments, feedback, reviews, and suggestions. All of which I've listened to and implemented across the 15 updates and 3 Major Patches Evil Awaits has received over the past year.

Evil Awaits received no funding, and Archdale was built running on nothing but pure passion for the genre. Thank you to everyone who has played and/or supported Evil Awaits in any way. You're the best, and this game wouldn't be what it is today without you. <3

In light of this milestone, enjoy the horror ambience of Evil Awaits this spooky season! With a new video showcasing the soundtracks and ambience throughout the game from talented artists: Dave Daville, Chai-T, and Polysonic.

https://www.youtube.com/watch?v=3Ot7tUGRupU

More content, improvements and features are being worked on. So if you have any feedback, feel free to reach out through Steam discussions so we can continue to make the experience the best it can be!

New Costumes

Many players have requested more costumes to unlock and buy, so here they are! Traverse the grounds of Archdale in style and enjoy 4 new costumes, all with 2 variants. That means 24 variants of costumes in total to choose from!

DLC Costumes

Just like the previous DLC, 100% of proceeds made by Chai Games for DLC go directly towards the further development of Evil Awaits and future projects. Thank you to everyone who has purchased DLC and enjoyed their dress-up thus far.

http://store.steampowered.com/app/4106440/Evil_Awaits__Bunny_Costumehttp://store.steampowered.com/app/4106430/Evil_Awaits__Sporty_Costume/

Fixes and Improvements
  • Lillianna can now fade from damage in phase 2 on New Game +

  • Fixed an instance that caused boss health bars to display incorrectly on starting the encounter in New Game +

  • Fixed an instance that would block 'The Saviour' achievement from unlocking when completing the story on New Game +

  • Several quality of life improvements to gamepad controls and gamepad ui

  • Fixed an instance that caused Skulls of Archdale to respawn in the level Garden

  • The Sniper Expertise Journal will now display correctly upon solving the puzzle in the level Cemetery

  • Fixed an instance that caused fire damage to tick on the player in the level Archdale Castle

  • Added Camera Distance setting

  • Patched an out-of-bounds area in the level Cemetery

  • Adjusted several video settings

  • Improved consistency of laser weapon attachments

  • Fixed an instance that caused laser attachments to stay visible when activating aim too close to an obstacle

  • Fixed a small area with a texture error in the level Docks

  • Collision on Gates has been improved in the levels: Garden and Cemetery

Luminescence

Luminescence is a parkour race against the clock across levels themed from the constellations of space! Give Luminescence a wishlist and look forward to some fast-paced platforming very soon!

https://store.steampowered.com/app/2064710/Luminescence/

Team Fortress 2 - erics

(Image credit: sakura and Brie)

Brazil Fortress and Quick Esports League are proud to announce the QEL x Brazil Fortress 4v4 Halloween Cup 2025, a multi-regional competitive event for North America, South America, and Europe!

This tournament features medals and a $1,500 prize pool, with a $500 prize pool per region. Running from November 1st - 2nd, the event will include three divisions for NA and EU and 4 for SA for all skill levels and follows a double-elimination format with Bo1 matches and Bo3 playoff games.

Signups began October 20th and will close on October 31st. Matches will use a pick/ban map system.

For more information join their Discord Server! and signup on their website!

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