DayOff: Moonriver incident - jetzack

Hey everyone 👋

We planned to release the game on October 23rd, but unfortunately Steam didn’t finish reviewing our build in time.
The game itself is 100% ready — we’re just waiting for the green light from Steam.

As soon as the build passes review, we’ll launch immediately (likely the same day).

Thank you so much for your patience and support ❤️
It really means the world to us.

Stay tuned — we’ll update this page the moment the game goes live!

— The Jetza Games Team

Scope X - steeb
🌟 Scope X Update

Hey everyone!

We’re back with another exciting update that brings powerful new features and improvements to Scope X!

🔍 Major Changes

  • Zoom Animations — You can now animate Zoom In / Out / Set keybinds for smoother transitions.



  • Reorder Keybinds — Customize your workflow by dragging and reordering your keybinds.



  • Portuguese (Brazil) Translation — Scope X is now available in Brazilian Portuguese.



  • Community Access Without Login — You no longer need to be signed in to use community profiles.
  • Guided Keybind Tutorial — A new interactive tutorial for new users to help them get started faster.


🌿 Other Changes

  • Added Graphics Quality Selector to the tutorial.
  • Added Share Button to the Customize Page.
  • The Community Page is now the new Home Page.
  • The Subscribed Tab is now called Profiles.
  • Fixed tooltip border visuals.
  • Improved UI for the Community Page and Community Cards.


---

Thank you for all your continued feedback and support — each update gets better because of your input.
Join our Discord to share your ideas, report issues, and see what’s coming next!

🦆
Star Realms - classicsmiley

Bug fixes:

-Blob Command Deck "Frenzy" gives combat when it shouldn't

-Union Command Deck "Union Blitz" should only give 1 combat

-Command Deck selection broken in tournament screen

Oct 22
Final Sentence - Brusnika
Hello @everyone!

Steam Next Fest has ended, and I'd like to share some interim results and answer the most frequently asked questions in a FAQ format.

But first, the most important thing - a huge thank you specifically to you, the person reading this right now. You probably saw the demo on someone's stream or on TikTok, played it yourself, sent us feedback on Discord / the Steam forum / a game review / a survey form. All of this truly affects what the game will be like at release.

We didn't expect our small game to attract so much attention. For a team of just three people, this is incredible. Partly because of this, we had (and in some places still have) issues with server availability. And we simply can't keep up with responding to all incoming messages. If you wrote to us via email or Discord and haven't yet received a response - we see everything, we read everything, we're just not always able to reply to everyone in time. The results of this Steam Next Fest (I'll make a separate post with the numbers) have greatly influenced how we see the game's further development. Initially, we planned to fix bugs, optimize the game a bit, add a couple of features, and release it by the end of the year. After analyzing roughly 5% of all the feedback we received, it's already clear that we need to do much more. So we'll take a few additional months beyond what was planned and try to turn the game into something really sweet!

Thank you again for all your comments and reviews! They strongly motivate us to keep working.

ːnecroheartː ːnecroheartː ːnecroheartː

FAQ

How long will the demo remain available?
We have no plans to remove the demo at least until the end of October. Most likely, it will stay available even longer.

Will the demo receive updates?
No new features will be added to the demo - those are being developed only for the release version. However, bug fixes and optimizations will be delivered to the demo.

When will the game be released?
We don't know the exact date ourselves yet. Right now, we're aiming for early next year.

How much will it cost?
We don't know that yet either. What we can say for sure is that the game won't be expensive. Even with all the improvements and new features we plan to add, Final Sentence will remain a small, fun game about typing. And we want to give it a fair price without any sneaky tricks.

What new content will there be?
There will definitely be more new prompts. Fun stuff to compete with each other will appear - leaderboards with different parameters, leagues, extended statistics. The ability to customize lobbies with many options and make them private. As for new game modes, we want to keep that a secret for now.

Will other languages be supported?
Right now we support English, Spanish, Portuguese, French, German and Russian. We really want to add more. We don't currently have the capacity to handle this ourselves, but we might be able to pull it off with your help. Next week, we'll try to organize something like a community localization group and see how it goes. There'll be a separate post about it later.

Who is developing the game?
There are three of us. Each of us does an endless number of things across the whole project. But if we try to fit our roles into some framework: I'm Dima Minsky, living in Lithuania - I handle communication, money, and a bit of servers. Then there's Alex, who lives in Germany - he's the real programmer and also wrote all the text in the game. And there's Slava. He's responsible for everything you see in the game: textures, models, effects, animations all done by his hands. Slava lives in Georgia. So if somewhere on the internet you see comments like "this is a Lithuanian game" or "a Slavic game" or something else, they're only partially true. This game is made by humans on planet Earth, that's for sure.

Cheers!


Minsky
HARBINGER - Legacy Edition - MiraculousGlitch

Hello everyone!

A larger update for you today based on your feedback and reports.
NOTICE : Given the nature of this update, you may want to check your settings after updating as they may have been reset.

  • Fixed a soft-lock near the Blue Key in M6

(Main Story)

  • Added a Visual Crack on the Wall in M5

(Main Story)

  • Updated the engine to BIMA 3.5

  • Several fixes to player collision and physics

(Main Story, The Extraction, and Instant Action)

  • Fixed one of the secret levels having no ambient light whatsoever

  • Removed the box puzzle in M4 due to unreliable physics.

(Main Story)

  • Small Weapon optimizations

  • Fixed weapons zooming twice and locking the player in zoom mode if they didn't tap on the RMB correctly

(All modes)

  • Decreased Recoil for M4K-10 from 60 to 40

(All modes)

  • Increased 9MM Pistol damage from 12 to 14

(The Extraction)

  • Increased Shotgun damage from 14 to 15

(The Extraction/Instant Action)

  • Decreased Shotgun spread from 19 to 17

(The Extraction/Instant Action)

  • Fixed the Thomsfield Vickers playing a sound that doesn't exist in its reload animation

(The Extraction/Instant Action/Multiplayer Arena)

  • Revamped the Ai for Braindead Type B's

  • Fixed an Agile Type A being stuck in M3

(Main Story)

  • Added new Blood Textures produced by enemies

That's all for this update, as always I'll continue to look closely at your suggestions and feedback! Huge thank you to everyone who's submitted their feedback and reported bugs for Harbinger, it really helps a lot!
Also, I'm working on a new update for the Demo so it includes most of these changes and a settings program along side it.

Magic Research - Maticolotto
  • Fix the "heart" screen-pinning buttons on the left hand side menu
The Last Game - fr.ju

Changelog:

- noticeable performance improvement with lot of projectiles

- fix: player could pass through shockwaves unharmed when using Joja Cola

- fix: trajectories and impact zones of some enemies projectiles were wrong

Oct 22
The Spiral Playtest - Splagoon
Been a while, eh playtesters? This update is The Spiral's first content update since launch, and I want to put it through its paces before it goes live on the retail version.

  • Added 3 new charms
  • Added 2 new potions
  • Night Eyes Potion duration increased from 90s to 120s
  • Tireless Potion duration increased from 30s to 60s
  • Drop rates have been adjusted
  • Reworded the descriptions of amulets to clarify how stacking works
  • Fixed the boss rush perk statue showing perk prices even through they're all free
  • Fixed enemy drops sometimes freezing midair
Viking Chef: Feast Frenzy - gfrewqpoiu
Security Update: Your Work Remains Untouchable!

Dear Viking Chefs, we've released a quick but important update to protect your game from a recently discovered security vulnerability in Unity games. Now you can focus fully on your culinary triumphs once again – without any worries about external threats.

What was improved?

Critical Unity Security Vulnerability Fixed:
A serious flaw in the Unity engine that posed a security risk has been promptly patched. Your Viking feasts are now safer than ever – no more unnecessary disruptions!

Thank you for your understanding and loyalty!
We wish you continued epic meals in Viking Chef: Feast Frenzy

Old World - Fluffster
Test Branch 1.0.80302 Test 2025-10-22

Design

  • Mounted units no longer get attack bonus into Marsh. Renamed Flat to Open for Mounted Attack bonus

  • Adding urban tiles (Builder Leader ability) stone costs doubled (20 on flat and 40 on hill)

  • Eliminating the last unit of a tribe outside of a camp now also counts as eliminating the tribe and triggers elimination events

  • Spending Civics to Enlist (Zealot Leader ability) no longer expires after 3 turns, but the effect is removed when the leader is removed from the unit

  • Duplicate nations are now allowed even with preset leaders, as long as dynasties are not duplicated

  • In No Events / No Characters, truce offers cost nothing if you're winning the war

  • Unit position swaps clears temporarily hidden state of the swap initiating unit

  • Characters with an active mission on them (like marriage) cannot be auto-married in the meantime

  • Great Lighthouse now applies faster upgrade bonus to existing hamlet class improvements, not only newly constructed ones

  • AI now aims to have have a minimum of about a tenth of its units be its Unique Unit

  • Added initial turn timer time stockpile. Slow adds 3 minutes, Medium 2 and Fast 1

Programming

  • Fixed several memory leaks

  • Memory allocation optimization

  • Improved AI use of Enlist

  • Unhardcoded some AI diplomacy parameters, made warState.xml more mod-friendly

  • Updated AWS SDK to 3.7

UI

  • Added Road improvement ping

  • Temporarily hidden units show a timer

  • Temporary hidden status is ignored for damage preview if unit has to move for previewed attack

  • Last choices for customized leaders are remembered

  • Cloud game hosts can now rename the game using the host control popup

  • Succession list helptext (tooltip for the Inheritance button) shows archetype icons

  • Removed Follower list when selecting families

  • Remove the separate popups for dead/retiring governor, agent and general

  • Improved goal instructions in Learn to Play scenarios

  • Moved some tooltip text to advanced help text

  • MP Setup screen newly added players duplicate the parameters of the previous player

  • City religious improvement tooltip now includes unfinished and pillaged improvements

  • Added tribe elimination notification

Bugs Fixed

  • Fixed AI not building most projects

  • Fixed map scripts sometimes generating marsh on hills

  • Fixed Regicide achievement not always triggering

  • Fixed characters incorrectly showing under Court filter

  • Fixed tile widgets not always updating after place bonus decision resolved

  • Fixed not being able to retire when there are no opponents in SP

  • Fixed possible null reference when a city is razed

  • Fixed Mounted unit attack bonus incorrectly being listed in tooltips as a negative defensive modifier

  • Fixed tribal unit movement bug

  • Fixed extra divider in improvement tooltip for improvements with no yields

  • Fixed event trigger text not always showing correctly

  • Fixed camera hotkeys not working in map editor

  • Fixed MP setup when playing scenarios where player order doesn't match scenario save

  • Fixed new tribe leaders not following their tribe's religion in Wrath of Gods scenario

  • Text and event fixes

...