DEFECT - emptyvessel

Thank you to our wonderful community for your patience while we’ve worked towards our gameplay reveal at Galaxies Showcase

What you all see is a small slice of the immersive cyberpunk action that we hope to showcase more of as we move forward with development and towards launch. 

So, what do you see in the trailer? 

We begin as The System’s Police Forces during our load-in sequence aboard the police transport ship via your PDA. This is how every mission for the police begins and will be a key tool for you while you’re in the middle of matches by providing health, inventory and other key pieces of information during matches. Since we are a HUD-less game, information in your PDA, Scanner, Weapon Screen or game world become very important for you. While you’re mid-transport you’ll choose an objective and receive further intel from System Control.

You’ll be able to gear up for the match with choices found inside your police transport or gang hideout such as weapons, ammo, and gadgets. And some of those weapons have some pretty devastating impact…which you may have seen on our socials. There will also be a wealth of weapons and gear that can be found within the game world as well.

The sequence continues with system forces entering the territory of Nodrog - one of the leaders of a gang faction who speaks and taunts System Police throughout the mission. He also monitors them using surveillance systems that players will be able to hack into themselves during their runs.  

Players can deploy scanners that see through walls to provide valuable recon information on enemy locations and objectives. You’ll also notice the stealth wall tool which can visually obscure you and your teams presence and a drone you can deploy to gain even more intel on enemy movement. 

Our squad continues into a room with the data they must retrieve. There’s an orchestrator(more to come on this character at a later date) - highly illegal tools at the disposal of gang factions - in the room which gives a taste of the kind of advancements in bio-technology that have become commonplace in the world of DEFECT.

As our squad advances to another piece of data, they are ambushed by Nodrog’s forces and you get a sense of destruction and the chaotic action that emerges as a result of conflicting objectives for you and your opposition - in this case, the gang that attacked you. Those could include arresting or kidnapping players, assassinating players, or some more passive goals like robbing banks or dealing drugs etc. 

We’re happy to dive into more of the destruction features in a later post. However, to name a few, we have multiple layers of destruction on each wall or item, and have features like dynamic dust that fills the room the more you destroy it. This can be used strategically to reduce visibility in a space if you have equipment like the tactical goggles, or as a way to quickly escape a dangerous situation. Everything you see will be destructible to some extent. You might have also noticed the player flipping a table which is an example of the layers of interaction we’ve built into certain items to create cover and block paths as well to create a more interactable world for players.

When one of the gang members makes a run for it, a System Officer is able to subdue him with a stun round and then replace the gang member’s mind with a previously downed teammate’s mind. This makes this gang member a part of your squad for the remainder of the match. It's one of a few solutions we provide players who have been downed in action. Internally we’ve been calling this a Body Snatch.

As we continue, you’ll notice that health does not automatically regenerate. You must find health stations to heal yourself if you’re going to stay in the fight. These health stations generally have 3 charges and require you setting up defenses like cover from your team if in a dangerous situation to use them.

In this mission's finale, System Police must override the data they found and reboot local systems in order to remove the custom OS gangs have installed into their building. This is not an instant process, however, and you’ll have to hold your ground and defend your position if you’re to succeed. Other teams will have to remove the access drive from this terminal to stop you. 

Your actions will result in the game world's lighting changing and notifying others. Each mission you play has a completely different type of finale for your team which range from defending a terminal to escaping a building with multiple enemies pursuing you to get back to your transport to stealing something to carrying bags of drugs or money to fighting Nodrog and more. These finales can change dynamically depending on what is happening in the world and provide more emergent ways to change the flow of each game so they always feel different.

So, we finish with an awesome face-off between System Forces and Nodrog’s Faction complete with destruction, explosions, bullets flying and ruthless action set to an original track by the legendary Mick Gordon. 

Oh, and there’s a little surprise at the end when the player spawns as an orchestrator. More on that some other time. 

—-------------------------------------

So there you have it. We couldn’t be more proud to show you what we have been working so hard on  and it’s just the beginning. DEFECT has been a pure passion project for the team here, and we’ve been very lucky to work on it so far! We’ve always been intrigued by the challenge of making an immersive multiplayer mode that is tied to narrative and cinematic moments instead of being something ultra competitive. This is just a small slice of the game, we’re super excited to show more of the game like our Co-op and Singleplayer modes in the future.

- Emanuel Palalic, Director of DEFECT and emptyvessel Studios

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Automation - The Car Company Tycoon Game - Killrob

After being in the cooker for three weeks, this patch for the ongoing Al Rilma Open Beta is a chunky one with improvements throughout the game! Let's get right to the full changelog.

Al Rilma Open Beta Patch 7 Changelog

General
  • Improved brake quality's effect on brake fade factors

  • Rebalanced Ladder and HD Ladder chassis weight, PU, and material costs

  • Unlocked scenario controls, added demographic validation for single- and multiplayer

  • Some additional single turbo configurations can now use twinscroll

  • Fixed issues with the over- / understeer warning system

  • Fixed props spawning at 0 when changing type

  • Fixed scenarios (SP & MP) sometimes being locked on body selection panel

  • Fixed and improved the test track UI

  • Fixed inconsistencies in exhaust header weights

  • Fixed clone in place hotkey not setting 3D state correctly

  • Fixed fixture changing altering state between 2D and 3D defaults

  • Fixed challenges menu throwing lua errors

UI
  • Fixed various issues with the markets tab in the car designer

  • Fixed inconsistency in Model Body vs Chassis Tab locking state

  • Fixed prop UI not showing currently selected type

  • Reformatted car photo scene UI to allow access to animatics without scrolling

  • Fixed markets screen not initializing with pie graphs on the demographics

  • Fixed turbo bearing tooltip showing supercharger control tooltip

  • Fixed issue where you could get stuck in pop-up for clone AI tune and cancel

  • Fixed multi-stage turbo referencing wrong stage tooltip

Content & Art
  • Added new 1940s car body SoChaux40 with 6 families and 57 variants

  • Added new car body Bossa Nova with 32 total variants - replaces 90sMidcoupe

  • Added new fixtures - taillights, moldings, bumpers, and scoops

  • Added 2 new racetrack HDRI spheres

  • Split art for cast headers into Cast Low and Cast Mid

  • Improved several turbo race headers

  • Improved some cast mid headers that had "looping" bits

  • Improved cast V90 / V60 headers

  • Fixed rim_venom_classic7 not offsetting dish correctly

  • Fixed various issues with E90 Hatchback

  • Fixed transverse 4x4 and AWD with live axle spawning wrong meshes

  • Fixed some 94_jpn_permafrost variants missing D-pillar morph

  • Fixed JD1974_E3-E9_Coupe_270cm_BP body crunching on morphing

Campaign
  • Implemented a mechanic for refunding of preorders of trims with significant delivery delays

  • Added factory addon specific logistics point costs

  • Expanded Offices -3, Maintenance +1, Staff Facilities +1"

  • Fixed Expanded Offices addon not reducing material costs by 10%

  • Improved how the Focused Market slider changes demographic desires

  • Improved forecaster projection accuracy

  • Improved forecaster to cope with more complex facelift situations

  • Fixed outsourced factories charging paused staff costs

  • Fixed issue where chassis material would be changed and removed upon facelift

  • Fixed there being no delivery delay penalty for trims in paused production

  • Fixed adjusting price in car designer not affecting preorders

  • Fixed negative value project creating massive loans

  • Fixed a crash moving between factories in Car Project

  • Fixed trim base price not being set on car projects without factories

  • Fixed some odd marketing behaviors where numbers would be inconsistent

  • Fixed car factories sometimes not running if the effective shifts is below 0.5

  • Changed campaign Hard difficulty preset to be HQ lvl 2

Campaign UI
  • Added facelift number to markets tab in Car Designer

  • Added the "All" option to the Sales Breakdown Graph \[WIP]

  • Added scrolling to the trims list in the markets tab

  • Improved factory staffing UI and tooltip in main company hub UI

  • Improved factory utilization UI in main hub tooltips

  • Improved factory overstaffing warning thresholds

  • Disabled delete facelift / trim buttons during forecasting to avoid errors

  • Fixed placement issues of UI labels on finances tab

  • Fixed a UI scaling issue in Sales Breakdown tab for long company names

  • Fixed false positive warning of no engine production with factory assigned

  • Fixed scroll inputs not resulting in scrolling facelift UI

  • Fixed loan state confused messaging when turning off loan

  • Fixed issue with demographic selection filtering in Sales Breakdown tooltips

  • Fixed there being a "Sold Factory Company" in Sales Breakdown

  • Fixed error when moving between factories too quickly

  • Fixed issue where forecaster would not display cost ratio for in production trims

  • Fixed main hub factory shift UI not updating when switching between its instances

  • Fixed engine project disappearing from hub UI upon engineering completion

  • Fixed factory not unloading when using project map to go to car or engine designer

  • Fixed factory utilization to now be based on max shifts

  • Fixed total cost of factory being wrong on sign off screen

BeamNG Exporter
  • Fixed wheel wobble in Beam exports with MacPherson suspension

This mostly concludes what we have planned for the campaign for the Al Rilma update, barring any new or previously hidden issues that need fixing. From here we are going to mostly focus on giving the multiplayer aspect some much needed love before being ready to release the update out of beta into the public default branch.

Cheers!

Oct 23
Follow Nightmare Playtest - cr0cq
END
Oct 23
Forsworn Playtest - Resummon Studios LLC
⚔️ Forsworn — Patch v0.0.07
Released on 10/23/2025

"Small set of bug fixes and art updates."

🧰 Quality of Life Improvements
  • Added new icons for all Core Stats
  • Removed paladin aura changes from popping up while in exploring
  • Added a tutorial for hovering “Core Stats” at the bottom of the main HUD in combat
  • Added a tooltip to “Right Click” to cancel a selecting a move point during combat.

🐛 Bug Fixes

- Fixed an issue where right click infinitely opens the character inspect sheet.
- Fixed an issue where Treacherous Band would double stack it’s effect between encounters
- Fixed some UI and SFX issues when buying/selling at a merchant
- Fixed the broken Discord invite link
- Fixed an issue where Options wouldn’t close if opened during a mystery event
- Fixed the hitbox for hovering a dead hero to revive them
- Fixed an issue where chests would spawn 100% of the time. They now spawn randomly given a 25-75% chance based on the rarity of the loot inside.
- Fixed Chrono Lord’s Pendant from granting AP immediately if the ability cast applied Slow.

⚖️ Balance Adjustments

- James, the Great Ent
- Spore Bomb 10 damage —> 7 damage
- Bark Skin 22 Shield —> 18 Shield
- Increased (almost doubled) the amount of Soul Shards dropped per run - this should help unlock power ups much faster!
Tabletop Tavern - Freljordsice

We've got a bunch of changes, additions, and fixes that have been added to Tabletop Tavern, but before we get to that we've got something to celebrate. We've surpassed 20,000 wishlists! 🥳

As promised it's time to vote for the next faction added to Tabletop Tavern! Head over to our Discord to vote before the poll closes on October 29th.

Changes

Slightly decreased the speed at which morale decreases

Increased the size of the map by about 50%

Buffed cavalry unit's health to 150%

Cleaned up the UI in the hero select page

Reworked damage on charges to apply on hit instead of after units get up from the ground, feels a lot better

Reset default guard mode to on for all users

TEMPORARILY disabled Jomsvikings and Eldar Drakes

New Additions

Monsters now throw units in combat (needs to be cleaned up but it looks stupid and I like it)

New Attributes:

  • Blood Frenzy (Deal 2x damage when above half health) and,

  • Rage (Deal 2x damage when below half health) to Fanatics and Bezerkers respectively

Ammo displayed for units

Outriders: Can be deployed outside of the normal deployment zone

New Emblazing trait for Sunspire Bladelords and Black Wardens

  • Sunders armor (removing all armor from the unit while in combat ) need to communicate this better

Added text tips in game for frequently asked questions (suggest more tips pls)

Monsters now throw units in combat (needs to be cleaned up but it looks stupid and I like it)

Fixes

Issues with clicking on flag to select units

Monsters (Skinwalkers, Giants, Trolls) not playing animation or attacking in combat

Broken save files causing infinite loading screens.

Withdrawn units causing crashes on battle end

Units in collections and on cards having multiple bows

Units not being able to withdraw fully due to large battlefields

Deleting units in custom battle causing issues

Encountering large units in garrisons with bear spray

Dev tools being enabled (whoops)

Certain seeds causing infinite loading

Bunch of memory leaks in ECS code

Env volume not being controlled by master - might have broke stuff

Skip button not appearing after buying first card pack

Interest not collecting after fighting battles late in campaign

For an exploit that allowed you to conscript unlimited amounts of survivors

Rewrote the end battle logic to hopefully greatly reduce the amount of crashes occurring right when the battle ends

Properly pause simulation so units do not float up to the moon if you paused during a charge impact

Thrall levies have shields on the model but not having the shielded trait

Memory leak in the Terror Application System

Cheers, Jordan & TJ

(ง •̀_•́)ง

ALL WILL FALL: Physics-Based Survival City Builder - Misao Kamiya
RELEASE WINDOW UPDATE

Hello, Stranded Survivor! ⚓

We have some news regarding our release date window. Our game is fully on track, and we'll be announcing the specific date very soon.

Thanks to our playtesters and community, we've gathered over 400 different pieces of suggestions and feedback. 100s of bug reports and 1000s of messages from you across all our socials and Discord server! The team has reviewed all of our timelines, so we're confident that the rough release window we have set for ourselves is Q1, 2026.

We'll also have a demo update coming for you all to experience soon, just in time to get you all prepared for release!

For now, here are some of our favorite screenshots of your creations 👇

Built by Versus on Discord

Built by Korosis on Discord

Built by eknalive on Discord


Wishlist & Play the Demo now!

https://store.steampowered.com/app/2706020/ALL_WILL_FALL_PhysicsBased_Survival_City_Builder/


Thanks for reading Survivor! Follow ALL WILL FALL: Physics-Based Survival City Builder to stay updated.

Have any feedback for us? Visit our discussion page here or join our Discord server to let us know.

Keep building, just don't crumble!


SOCIAL: DISCORD | TWITTER | INSTAGRAM | REDDIT | FACEBOOK | YOUTUBE | TIKTOK | BLUESKY

Smash Simulator - bleuzzpiroo

Hello everyone!

Update V8.2.3 is now available! It brings a complete redesign of the user interface (UI) for a more intuitive and clearer navigation.

We’ve also fixed many bugs, including issues with interfaces not opening and saves not loading properly.

Transparency about AI usage:

For this update, AI tools were used for:

  1. The temporary intro.

Thanks for your feedback and have fun!

Lucas

Discord

For What - Бот God

Added new horror elements, interactive details, a aiming reticle for precision, and reduced match flicker to enhance the atmosphere.

The Serpent and the Crow - snoots
We've got our second Demo update here to check out! This update adds a new starting Origin called the Astrologer, the Astral Sorcery Combat Art line, new Equipment and visual improvements to the Demon Carnival environment. Thank you to everyone for all the valuable feedback so far!

New Origin: The Astrologer

This Origin starts with a ranged Knowledge scaling Combat Art called Arcane Missile which rapid fires multiple projectiles dealing Astral type damage.

Along with the new Origin, we also added 2 new sets of Equipment with a focus on Knowledge scaling.

You can unlock this Origin by completing the Quest "A Nebula's Collapse" (Find your Quest Log at the Codex in the Tavern).



Astrologer Ascension: The Astromancer

The Astromancer increases Astral Damage dealt and gains the Celestial Aura which summons a rotating star that deals Astral Damage to all enemies who touch it.



5 New Astral Sorcery Combat Arts
  • Astral Blade: Swing an Astral blade that cuts through enemies and fires an arc of energy.
  • Meteor: Call down a starlit meteor that explodes on impact.
  • Guiding Stars: Release spinning stars that rotate around you, shredding enemies.
  • Celestial Event: Send forth a star that tears a hole in space-time pulling in enemies.
  • Energy Beam: Release a beam of Astral energy that melts enemies.




We also included a new Accessory called "The Starry Eyed Charm" that grants you an Astral affinity when rolling for Combat Arts, and Mods.

Conduit System Adjustments
We changed the way the Conduit system works in this update - Conduits are no longer tied to Modifications and instead are based on specific Combat Arts and Combat Art Lines only. This should make discovering new Conduits more straight forward. The current list of in-game Conduits has temporarily changed as a result.

Visual Improvements
The Demon Carnival environment got another visual pass with improved assets, some new banners and flags waving in the wind, and additional prop variety. We also took a stab at the Post-Process effects and adjusted the glow, bloom, contrast and general mood.



User Experience Improvements and Bug Fixes
  • Void Well Key overhead text typo fixed
  • Tiered Equipment Chest System: There are now 4 different tiers of Equipment Chests - Tier 1 drops in Difficulty 1, Tier 2 in Difficulty 2 and so on. With each tier there are increased chances to find more powerful and rare Equipment.
  • Upgrade button in the Destiny Wheel now has a fixed position.
  • New loading screen text to explain when class Ascension will occur.
  • Destructibles can now drop Gold bags.
  • Funeral Pyre Conduit had it's art updated.
  • General improvements to Enemy spawning and positioning logic.
  • There is now overhead text for "Health already full".
  • The Quest "Forbidden Knowledge" is now based on Life Tap count.
  • Environment art collision has been adjusted for improved enemy movement.
  • Putrid Crawler boss had some attack timing tweaks.
  • Added a new Trait called Bounty Hunter that increases the amount of Gold dropped by enemies.
  • There is now an option to lock the FPS limit.
  • Difficulty 4 is now locked in the Demo - we plan to make this more rewarding to complete in the release version.
  • Incendiary Sorcery had Knowledge Scaling % adjustments.
  • Iron Claw no longer has a duration stat.
  • Quests to unlock an Ascension class now require you to play as its corresponding Origin.



Firestone - Online Idle RPG - Holyday Studios
⭐️ Ready for an adrenaline-fueled rush? Join "Team Effort" now! 🚀

⚡️🤝 In this event, watch as "Expedition Tokens" and "Guild Coins" multiply at lightning speed!
Team up with friends, accelerate your gains, and break together more Arcane Crystals! ⏩💎🏅

🏆🎁 Epic rewards await! Don't miss out – join "Team Effort" today! 👋😄🎉

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