Features
Added Nvidia DLSS4 Upscaler (for compatible systems)
Added Player Settings menu tab:
Invert individual gun primary and secondary fire buttons
Crosshair visuals adjustments
Bug Fixes
Minigun augmentation "Harnessed Destruction" would cause Orb of Annihilation to last longer than intended
Tweaks/Balance
Increased Pistol base damage and critical hit multipliers
Increased Rifle secondary fire critical hit multiplier
Additional improvements to low HP warning SFX and visuals
Additional improvements to many GUI's
Chapter 2 has now been released! And if you're a returning player from Chapter 1, there have been 20 patches since you last played! Check out what's new below:
Difficulties; hard and permadeath. Please start a New Game to play them!
Menu options; more graphics, controls and gameplay options.
Steam Deck Verified - Got a steam deck? Play Confronted on your couch!
Performance mode FSR enabled now allows lower spec pcs to play Confronted.
The game has been optimised for better memory efficiency and fewer draw calls.
Confronted is a solo developed game. I've spent over 1000 hours on Chapter 2! I hope you enjoy the horror, the scares, the story and characters.
If you get a moment, a review would be amazing too!
Now it's time for me to get back to working on the finale; Chapter 3.

Attack sounds now vary depending on the weapon used.
Fixed lighting issues in the cemetery.
Beasts can now keep their torch in stock when returning to their knight form.
Added manual FPS settings (30 / 60 / 120 / 144 / 240).
Added automatic saving of display settings: they are now restored when launching the game.
Fixed an issue where the “Health drained” text remained on screen after transforming.
Fixed a bug where a transformed Beast dropped its weapon, which could no longer be picked up.
Slightly increased the spear’s collision box.
Fixed visual overflow on some screens.
Various spear bug fixes: disappearance, blocked attacks, and torch interference.
Fixed a mesh issue on the wand.
New bonus quest: Talk with the dead.
Fixed the “Find the rune” quest, which is now clearer in its objective.
hello lil adventurers! today we're excited to partner up with silver lining direct to announce lil gator game: gator of the year physical edition! this charming new package bundles the beloved original lil gator game with the major upcoming DLC expansion, lil gator game: in the dark, all wrapped up in one feel-good, fun-filled physical edition. this edition will be launching on playstation 5 and nintendo switch in 2026! you can preorder your copy right now from the silver lining direct website.
to celebrate the spooky-cozy season, we thought we'd take this opportunity to introduce you to some new frenemies you will be able to try and befriend in the new in the dark dlc. time to meet the darklord and his chief minions. check out the brand-new trailer below!
darklord is a conniving little kid with grand aspirations of defeating the green hero! he sure can be shrill, but maybe there’s something more than malice behind those wild eyes? his master minions must think so! no matter how crass darklord gets, sleepy ruth, dazzling emilio, and even no-nonsense amberly seem to fall in line. what do they know that we don’t? whether by choice or chance, the green hero is sure to find out!
We are beyond excited to share that Godbreakers is officially out now! From the bottom of our hearts, thank you. To every single person who played our demo, wishlisted the game, shared a screenshot or video, or just dropped an encouraging comment, Godbreakers is here because of you and your support. We can’t wait for you to start breaking some gods and crafting the most powerful builds!
We also want to share that the game will be available on GeForce Now, which hopefully means even more people can join in on the fun! 🙌
To celebrate our launch, you can grab Godbreakers right now for $22.39 with our launch discount.*
* Discount available until 6 November, after that it will be $27.99
https://store.steampowered.com/app/2687400/GODBREAKERS/
At To The Sky, our "gameplay first" philosophy means that gameplay is at the forefront of everything we create. The gameplay creates opportunities for the story’s events, while the narrative sets the mood. We want your actions in-game to shape your story.
In Godbreakers, the narrative acts as an optional "director's commentary" track. Bosses and characters deliver voiced aphorisms that create an atmosphere for each biome. This content can be heard in any order, creating unique juxtapositions with your current run, in which you assemble the lore as you explore the world.
The narrative is always available for you to engage with, but you're free to keep it in the background and simply focus on beating the gods instead.
Experience fast, fluid combat with precise strikes, dashes, and abilities.
Absorb enemy powers and use them to cause mayhem.
Face memorable bosses with unique mechanics and personalities.
Team up in 1-4 player online co-op chaos.
Unlock Archetypes and powers to craft wild builds.
Progress through permanent unlocks of characters, abilities, and upgrades.
Explore six unique, ever-shifting biomes filled with dynamic challenges.
Customize each run with modifiers that remix gameplay and enhance replayability.
This is only the beginning! We are already hard at work on our first round of content and balancing updates for Godbreakers, and you can expect more news on those in the coming months.
Also, your feedback really matters to us. We will be paying close attention to your comments after launch to see where we can improve and expand the Godbreakers universe. So don’t forget to share it here on Steam or in Godbreakers Discord!
Again, a huge thank you for making this launch possible. We are so excited to see you jump in and finally defeat the gods!
Share your thoughts and feedback with the developers, group up with other gamers, and participate in fun community challenges! Godbreakers DiscordFind out more:https://godbreakers.com
Follow Godbreakers on: YouTube, X, TikTok, Instagram, BlueSky, and join our Newsletter
This hotfix turned out to be a bit tricky. We are aware that some minor translation mistakes or small additional issues may still exist, but we believe most major problems have now been resolved. The main focus of this update was the issue with the Scraper Tool, and actually several other tools including the pipe, getting stuck or freezing. This problem has now been fixed. In addition, a few small optimizations were made to improve FPS performance.
With the seventh hotfix, we can say that we have now completed the first week since launch. This also means that there will no longer be frequent small hotfixes. Instead, we will move to a new period with larger updates that include both bug fixes and new mechanics or content additions.
As mentioned in the roadmap, the first major update we will begin working on will feature Gülcemal, new licenses, and a few small surprises.
We have made it through the first week with all its ups and downs, and I would like to express my sincere thanks to each and every one of you who has been with us through this process. From now on, you can expect less frequent but more substantial and content-rich updates.
Welcome to the fourteenth Dev Diary entry of 'Space Station Designer'. In the two previous entries (Dev Diary #12 and Dev Diary #13), we went deep into the details of the Lunar Orbit station. In this entry and the next, we'll take a small break from discussing game mechanics and discuss some of the influences behind Space Station Designer.
When we set out to create 'Space Station Designer' (or 'Space Station Manager', as it was originally called), we had a few guiding principles that we adhered to:
The game should evoke the sense of wonder and optimism behind the American Space Program from the early 1980s.
The game should be based on an alternate reality where the designs of 'Space Station Freedom' (more on this later) became a reality, and humans had a permanent and productive presence in space.
The game should be grounded on reality, with no sci-fi or fantastic elements. Near future and/or plausible technology is acceptable, though.
The guiding principles above were our North Star during the first years of development and, initially, our goal was to create a game featuring a single space station in Low Earth Orbit (LEO). Once we reached that point, we realised that managing a single station was too limiting, and we made the decision to add support for stations in higher orbits. These stations were originally meant to be uncrewed orbital platforms, but once the implementation was complete we realised during internal playtesting that there was so much to gain from turning these uncrewed platforms into full-fledged stations, so we went ahead and made changes in the codebase to make it happen.
The Lunar Space Elevator was only introduced about a year ago. Among all the elements in Space Station Designer, the Lunar Space Elevator is the one that is probably the farthest from the current state of the art in space exploration. That being said, the in-game requirements behind its construction and deployment fall well within the realm of "plausible technology" from the guiding principles laid out above. The Lunar Space Elevator will have its own dedicated series of Dev Diaries in early 2026, which will cover all these requirements in detail.
As mentioned earlier, one of our guiding principles is to make 'Space Station Designer' evoke the sense of wonder and optimism behind the American Space Program from the early 1980s. In case you've never heard of it before, 'Space Station Freedom' was an international effort led by NASA in the 1980s with the goal of establishing a permanent human presence in Low Earth Orbit (LEO).
The proposal went through several iterations throughout that decade and the early 1990s, including the 'Power Tower' in 1984, and the 'Revised Baseline Configuration' in 1987. In 1993, the whole project was renamed as the 'International Space Station' (ISS) by the Clinton administration.
Fig 1: The 'Power Tower' configuration.

Fig 2: The 'Revised Baseline' configuration.

Fig 3: The 'Dual Keel' design from 1986.
Fig 4: 'Space Station Freedom' design as of 1991.
We made extensive use of artwork and technical documentation from this era when designing some of the modules included in the game, including the shape and texture of the solar panels, radiators, trusses, and laboratory modules.

Fig 5: 'Space Station Freedom' modules breakdown.

Fig 6: Another 'Dual Keel' concept illustration.

Fig 7: Concept art of 'Space Station Freedom' from the mid 1980s.
In addition to the visual references and NASA's documentation, we relied on a series of technical and history books to inform the design of 'Space Station Designer' and ensure that we stick to our guiding principle of basing it in reality. Sadly, many of these books have been out of print for years, but used copies for some of them are still available in online stores. We highly recommend them if you want to go deeper into the background of 'Space Station Designer'.

Fig 8: 'Space Stations and Platforms', by Gordon R. Woodcock (1986)

Fig 9: 'Space Stations: Base Camps to the Stars', by Roger D. Launius (2003).

Fig 10: 'Project Space Station: Plans for a Permanent Manned Space Station', by Brian O'Leary (1983, reprinted in 2017).

Fig 11: 'Island in the Sky: Building the International Space Station', by Piers Bizony (1996).

Fig 12: 'Off the Planet: Surviving Five Perilous Months Aboard the Space Station Mir', by Jerry M. Linenger (2000).

Fig 13: 'Space Elevator Systems Architecture', by Peter Swan and Cathy Swan (2007).

Fig 14: 'Before Lift–off: The Making of a Space Shuttle Crew', by Henry Cooper (1987).

Fig 15: 'The Space Station Decision: Incremental Politics and Technological Choice', by Howard E. McCurdy (1990).
Fig 16: 'The Space Station', by Kent Alexander (1990).

Fig 17: 'The Story of Manned Space Stations: An Introduction', by Philip Baker (2007).
This blog post provided an overview on the influences that shaped the design of 'Space Station Designer', including artwork and books. In the next Dev Diary entry, we'll cover some of the computer games that provided an inspiration for the game's mechanics.
Our closed beta is still active (more information here). We're hard at work wrapping up the upcoming update (version 0.5.90), which we're planning to release in mid-to-late November. This update includes several Quality of Life (QoL) improvements and loads of polish, so if you haven't tried 'Space Station Designer' yet, we think this will be the ideal time to do so!
See you in the next Dev Diary!
--Ignacio, Mauricio, and Nicolas (Polar Motion)
https://store.steampowered.com/app/1447650/Space_Station_Designer/
Collect your keys, slip on your best cleaning suits and dive into Caldera County 🗺️
Return to your role as PowerWasher Supreme as you save not only Muckingham, but the expanded PWU (PowerWash Universe) from filthy fingerprints and mucky mishaps across 38 new jobs with a range of improved equipment and your friendly feline side-kicks Ulysses, Bubbles and Squeak 😸
https://store.steampowered.com/app/2968420/PowerWash_Simulator_2/
Work your cleaning magic across 38 new jobs in a new, fully fledged PowerWash story, told through text messages and subtle hints hidden in the grime.
Build your PowerWash business from the ground up... again! Apparently, even if you save the world from destruction, you still have bills to pay, who knew?!
Washing your way through jobs you’ll earn Cash ($) which you’ll be able to use to purchase new washers and equipment. Through your career and free play, you’ll also earn PowerWash Points (P) which will be your currency for buying furniture and customisation options.





[/carousel]Your base, your space! With a new career comes a new HQ! Even the best cleaners need somewhere to kick back, relax and let the dirt build up again.
PowerWash Services is a space to make your own, complete with filthy furniture that you’ll unlock while out on your adventures in Caldera County. From Whimsical to Gothic and everything in between, there will be furniture to fit (almost) all occasions! All you have to do is hose it down... And pay Jessica for it, of course.
At launch, you’ll be able to collect 35 furniture items to place in your home base, with more items coming regularly post-launch 🛋️



[/carousel]PowerWash Simulator 2 doesn’t only bring you new jobs, but also new equipment to access even the highest of dirty corners!
These new and improved pieces of equipment include:
- Abseiling kit (It’s like a big swing... WEEEEEEEEE)
- Stool, ladder and step ladder (just like your stool, but with a few additional steps!)
- Scissor Lift
- Scaffolding with added side ladder for quick top-level access (These are still rotatable. Yes, you could rotate them in the first game, too!)

[/carousel]Our soap system has had an overhaul! It’s now bubblier, foamier... erm... soapier? Soak those surfaces in super suds to wash away dirt with a simple swish of any nozzle that takes your fancy, and it’ll disappear as if by ✨ m a g i c ✨
Soap is now free to use! Have a soap nozzle and want to cover everything? Go for it! Rather not using soap and want to stick to good ol’ fashioned water? The choice is yours!

[/carousel]PowerWash Simulator 2 brings back the Urban X and Prime Vista washers, with some new looks and nozzles! Throughout your career, you’ll have access to 9 different washers!
Available nozzles throughout your residue removing escapades:
- 0°, 15°, 25° and 40°
- Turbo
- Soap
- Triple-Tip - For the Prime Vista Pro
- Adaptable - Purchasable for all washers, lets you change the width of the spray
- Double Turbo - For the Urban X Stream
And you’ll also be able to clear the floor, and other surfaces with our latest addition to the line-up, the SwirlForce Surf Ace. Attachments for the SwirlForce include:
- Stubby - Standard head and no extension, comes included as standard
- Short and long extension
- 17” head attachment
- 20” head attachment



[/carousel]With PowerWash Simulator 2 we’re bringing more options to express yourself with more Washer and van customisation options! At launch we’ll have a total of:
- 19 Mask options
- 9 Overall options
- 9 Glove options
- 9 Boot options
- 14 Van options
Mix and match to fit your mood or suit up in your favourite colour! We’ll be dropping more drip regularly post-launch to spend your hard earned PowerWash Points on, so keep an eye out for those.

[/carousel]Co-op in PowerWash Simulator 2 will bring shared 4 player online progression, in both career and free play, and 2 player local split screen!
Hose down the mud-splattered world your way! Whether you prefer solo cleaning, gathering the washing squad or relaxing with your player 2, the choice is all yours.




[/carousel]
PC and Xbox players can play together through a co-op code; those can be found here ⤵️
Our lovely companions are back, and cuter than ever! Ulysses, along with her kittens Bubbles and Squeak will join you in your home base, as well as helping (moral support mostly) clean up all the gunk and sludge around Caldera.
[carousel]


[/carousel]With wetter looking water and thicker, lumpier dirt, you’ll feel even more immersed in the great unwashed world of PowerWash Simulator 2.
Upgrades to visuals including wetness effects, dirt particles when cleaning, and the details of the dirt have been designed to help fully pull you into your Power Washing life.






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PowerWash Simulator 2 is OUT NOW at a price of $24.99 / €24.99 / £19.99 / JP¥2970, with a 15% loyalty discount for owners of PowerWash Simulator until November 24th
https://store.steampowered.com/app/2968420/PowerWash_Simulator_2/
If you run into any issues while playing PowerWash Simulator 2, please contact our Customer Support Portal and we’ll be happy to help get you cleaning again!
You can find it by following this link ⤵️
https://futurlab.freshdesk.com/support/home
We’d love to see your freshly decorated Home Bases! If you share them on socials, please tag us on our official social accounts X/Twitter, BlueSky, Instagram, Facebook
Enjoy your new steps into Caldera County, Washers!
Still with me, Mr. Harrow?
Rue Valley release is so close, and we wanted to share our excitement and our gratitude, because Rue Valley has reached 200,000 wishlists on Steam! Thank you all for your incredible support and faith in our team!

At the moment, the game is already finished and playable from start to finish, and the whole team is working on polishing and bug-fixing, so you could enjoy the best time loop experience ever.
Meanwhile, we are holding a giveaway on our X account. If you want to try to win one of 10 key for Rue Valley, check this post.
We will have even more news soon, so stay tuned!
Love, Emotion Spark Studio