GONE Fishing - Rockstone Golem

We have upgraded our leaderboard infrastructure to support the ability to collect and showcase a lot more stats. We can now track a massive number of stats and many are now visible on the GONE Fishing Website (Sign in with steam to see your personal stats!) gonefishing.gg .

  • Fixed Dupe where players could drop clam while placing it to cause it to dupe.

  • Fixed Visual bug where dropping the tentacle item while placing tunnel would not remove the placing blueprint for the tunnel

  • Fixed Major bug where loading into saves would duplicate clams, after loading into saves more then a few times this would result in big performance drops and even crashes.

  • Added 10 more backgrounds for loading screen

  • Fixed an issue where players could dupe some stuff (i dont remeber what i fixed but it was some sort of dup bug lol)

  • New hat

Oct 23
Blood Lily Ghoststories - Sounding Stone / 老奉毊
  1. Full-screen mode added.

  2. Text fixed.

Oct 23
Card Game Simulator - finoldigital
- Bug Fixes
Vertical Velocity - DrakeMordini Dev
Vertical Velocity – Patch Update

  • Gameplay & Level Fixes
  • Adjusted the elevator timing in the Forest section.
  • Fixed synchronized geysers so they now trigger with proper variation.
  • Extended the Lava Boss sequence to ensure it continues after the player’s death.
  • Corrected right-side obstacle placement in Forest 4.
  • Fixed a texture alignment issue near the sunflower in one of the Core levels.

Audio Improvements

  • Added a button hover sound effect for all UI interactions.
  • Resolved an issue where music did not loop properly in the Forest section.
  • Fixed a bug where music failed to load correctly after loading from a save.
  • Audio settings now persist correctly between scenes and save when exiting the game.
  • Expanded the in-game music playlist with additional tracks.

Visual & UI Updates

  • Updated the title screen for a more appealing presentation.
The Crew™ 2 - paulaudino
First announced during our The Crew Showcase 2024 and confirmed earlier this year by Grégory Corgié, Producer on The Crew franchise, we're excited to announce that Hybrid Mode for The Crew 2 is available now.

With this update, players can now switch between the original online experience of The Crew 2 and a brand-new offline mode, letting you enjoy the game even without an internet connection. This represents a major milestone in our ongoing commitment to ensuring long-term access to The Crew 2 for all players.

What is Hybrid Mode?

Hybrid Mode gives you the freedom to choose how you want to play The Crew 2:

  • Online Mode: The original experience as it was designed from the start, complete with multiplayer features, leaderboards, summits, and community sharing.
  • Offline Mode: A new experience that allows you to continue playing without requiring an internet connection.
When launching the game, if your console or PC is connected to the internet, you'll be able to select whether to play online or offline. If no internet connection is detected, the game will automatically launch in Offline Mode.

How the system works

To bring your progression into Offline Mode, simply select ""Export to Offline Save"" after your session online. This will create a copy of your multiplayer progression stored locally on your console or PC.

It's important to note:

  • Online and offline saves are separate. Progress made offline will not carry back over into your online save.
  • For example: if you buy the Bugatti La Voiture Noire while playing offline, it won't appear in your online garage the next time you reconnect to multiplayer.
  • At any time, you can re-export your online save to update your offline file, but doing so will overwrite your previous offline save and erase any offline-only progression.
Accessing Content and Rewards

If you've purchased vehicle packs, the Season Pass, or unlocked rewards via Ubisoft Connect, make sure to claim them in The House or any HQ while playing online. Once claimed, these items will be included in your exported offline save and available the next time you play without a connection.

Crew Credits and Offline Saves
When you choose Export to Offline Save your current Crew Credits balance is included in the offline save file. That offline balance can be used to purchase eligible items while playing in Offline Mode, for example, vehicles available in the offline catalogue. However, some items that are only purchasable via the online Crew Credits storefront (notably vanity items and some bundles) are not available in Offline Mode.
If you purchase additional Crew Credits while online after exporting, you must re-export your Online Save to update your Offline Save and include the newly purchased credits.


What's Different in Offline Mode?

Because The Crew 2 was built first and foremost as a multiplayer experience, some features won't be accessible when playing offline.

Here's what's not available in Offline Mode:

  • Crew Credits purchases (vehicle bundles, vanity items) and the Far & Beyond shop in all 4 Hubs.
  • LIVE Summits.
  • All multiplayer content, including PvP, Crews, crew features, news feed, leaderboards, ghosts, and statistics menus. Only your own best times will be recorded per race.
  • UGC features, including the Race Creator and Livery Editor. Custom liveries will not transfer to offline saves.
  • Some Hobbies and Achievements (Xbox, PlayStation, PC, and Ubisoft Connect) that require online-only actions.
A New Way to Experience The Crew 2

Hybrid Mode is a brand-new chapter for The Crew 2, giving you the flexibility to choose how you want to explore, race, and collect vehicles across the vast open world of the United States, online or offline. Whether you're looking to preserve your progression for the future or simply enjoy the freedom of playing without a connection, Hybrid Mode ensures The Crew 2 remains accessible for years to come."
Oct 23
Touhou Three Noisy Fairies' Adventure ~ Take it Easy - foxhu17
`修改了初始地图有妖精贴图不对的问题。
`修正了部分错别字类bug
`上调了斯塔中后期的逃跑技能成功率
Cocoa Loco Playtest - Rollerstar
2025 Update

Hey Playtesters!

It’s hard to believe it’s already been a year since the last update! Over that time, I’ve been refining the foundations of Cocoa Loco, improving the backend and implementing as much of your feedback on the settings and interface as I can.

Gameplay remains mostly the same, however you’ll hopefully notice a few subtle changes that makes everything feel a little bit nicer.

What I need from you!
  1. Play the demo (preferably let's set a time for me to watch on the Discord)

  2. Fill in the survey - Tell the 3 Most Crucial Things that need to be worked on!

  3. Bug test - come across a game breaking / progress blocking bug? Report it in the Discord, the Community Hub Discussions or as a comment on this post.

Future Updates

I am currently in my last few weeks of university for the year, so I will only have time to look over feedback while I study for exams (no hot-fixes this time). However by mid-November, when my schedule is free from all other deadlines, I will be diving straight into development with my primary focus being on getting a playable demo ready for TGX, where I plan on showcasing next year!

The feedback you give will be crucial in making sure the showcase build for TGX is best it can be! With hopes of getting the the official steam page and playable demo on Steam after the event.

Conclusion

Thanks for being part of playtesting, I hope the new update isn't completely broken for you! I look forward to your feedback and please let me know your honest thoughts on the game so far.

Void Destroyer 2 - chaosavy

Hi! Long time no announcement!

Hope all of you are doing great.

In case you aren't aware - I'm still around and working on my third game -

https://store.steampowered.com/app/1561510/Immortal_Space_God/

For the longest time Immortal Space God's Steam Store page had no trailer - that's kind of odd isn't it?

Well I corrected that and you can check it out on the main store page - or via YouTube.

If you don't mind me rambling a bit, this is maybe a bit rougher quality trailer than usual, I sort of rushed on making it. Normally one of these trailers would take me a week or two of work, but this one took only a few days.

The goal is to prepare for a demo of Immortal Space God to get some "early" feedback and see how you all respond to it.

If you are curious, please keep the project in mind and check back in the upcoming weeks.

thanks!

Paul

The Promethean Project - Alastair Forsyth

Welcome to my facility.

This development update is long overdue, owed to fans of walking sims, horror films, or detective stories.
I apologize.

And thanks for giving this a look. I’ll be honest. This update is so late because I just want to spend all my time making this game! So, I've made myself a promise: keep Steam updated. Here's why I've been so excited as I'm working on this every night so you can play it, and why you should be too

It’s always been my dream to make games.

This journey started two years ago with two goals. Teach myself modern game design so that I can make more games as an solo dev, and make my dream horror game. However, the last time I actually made a game was in high school. A long, long time ago. It looked something like the image on the left. I called it Paintball. You shot at targets. It was written in something that looked like the image on the right.

And after 20 years, returning to work in Unreal has been a game changer. I’ve been developing this game every night, after my day job. Every line of code, every system, every shader, is being designed for a horror unique experience. Below is an overview of where the game’s visuals has been this year. It's still work in progress.

~~~ ~~~ ~~~ ~~~ ~~~ ~~~ ~~~ ~~~ (some breathing room) ~~~ ~~~ ~~~ ~~~ ~~~ ~~~ ~~~ ~~~

The inspiration for this game comes from my love of cinema and narrative.

I wanted to make a game about surveillance that feels like you’re part of a movie, with a script that reacts to your choices.

I spent months figuring out the design and overall story structure. The result is a game with a narrator who can respond to everything important that you’ve done.

Your story unfolds beat by beat, in a semi-open world that changes based on your actions.

What clues did you find?

Are you focusing on investigating your brother’s fate, or are you digging into other areas of the story?

The narrator responds in context to your actions.

Your story is unique to you.

I created a movement system that uses character perspective, not player perspective.
A twist on the classic tank controller.

Forward is whatever direction the character is facing. This works in first or third person perspective.

Left or right, strafe.

Look input makes your character look around, rotating when you look too far.

Your flashlight shows you what you're looking at. Keep it charged.

When using your camera, you are focused on it.

The character is grounded and responsive to the game’s world.

You are actively investigating and the character is aware of things around him.

Is there an obvious clue in front of your character? He will look at it as long as it won’t break his neck.

If your flashlight is out, he will point it at anything important.

He is trying to tell you what he can.

Character actions are the main forms of UI and guiding hints.

The goal was to make it immersive.

There is no HUD or glowing objects. No quest makers. You have your flashlight and a camera you found to investigate your lost brother.

You're not a fighter or a reporter, but you may end up fighting for your life and looking for other stories.

The building is being designed to have a natural flow, with in-game maps of the facility to guide players. Like maps at malls and campuses.

The next facility is inspired by research into architectural blueprints and interior design.

This current level is my testing grounds for designing the systems. A majority of the current game assets are still placeholders. This is not the final facility. Far from it.

Getting the final art assets will come next year. I’m currently designing the story, the clues, and what I’ll need for those assets. Everything is being tested here.

And at any point during your investigation, you may find that the Promethean has snuck up on you.

There are currently 3 storylines in development, played in a parallel episodic format.

The first storyline will be finished for launch.

One storyline is the fate of your brother. Second is the history of your digital camera and its creator. Third deals with other survivors and another monster in development.

The way that the narrative works, you can bend the story, going from one storyline episode to another. The progression depends on what clues are stored on your camera as you end a level.

Investigate and photograph what you want. Until you get to the climatic episode.

However, your main antagonist, the Narrator, has control over the facility’s trans-dimensional research. He can use it against you. Between episodes, you are flown back through the level as furniture rearranges itself.

Between episodes, pathways that were blocked may be opened. Doors that were open may be barricaded.

Clues available are unique to each episode. And I'm currently working out how other survivors will play into the story.

As you explore, you may find someone still hiding out in their lab.

You get to play the detective in a horror movie that bends as you play.

You found a camera on entering the facility. It's history is tied closely to the facility's downfall and the fate of its past inhabitants.

The camera was an experimental device created by Dr. Chen, the head of the HLRG's trans-dimensional research. It was stashed when she realized it the camera was interacting with local matter in unforeseen ways.

Her camera revealed that reality wasn't entirely there. It interacts with the world in interesting ways.

Only when you're looking through it.

No quick time events or dialogue menus, no HUDs or quest markers in the way. The story plays out every step you take, every decision you make. Find the story before the Promethean finds you.

When you're running from the Promethean, either hide or find something to pick-up and toss. Anything that isn't nailed down.

I just finished refactoring the throwing system to allow picking up hierarchical instance meshes, along with a throwable object pool manager.

Everything realistically throwable littering the place will be throwable.

So, the game is currently slated for release around this time next year.

There’s a version of this game that is possible to complete by that point.

But there’s also a version of what this game could be, with a release one year further out.

I’ll know by January which version I’m aiming for.

And with that, we'll call it a log. I plan to get another update done before the end of the year. Thanks for reading and stay turned.

Immortal Space God - chaosavy

Hi! Long time no announcement!

Hope all of you are doing great.

For the longest time Immortal Space God's Steam Store page had no trailer - that's kind of odd isn't it?

Well I corrected that and you can check it out on the main store page - or via YouTube.

If you don't mind me rambling a bit, this is maybe a bit rougher quality trailer than usual, I sort of rushed on making it. Normally one of these trailers would take me a week or two of work, but this one took only a few days.

The goal is to prepare for a demo of Immortal Space God to get some "early" feedback and see how you all respond to it.

If you are curious, please keep the project in mind and check back in the upcoming weeks.

thanks!

Paul

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