Machine Mind Playtest - targem?melkiy?
0.8.6

1. Fixed a bug when interacting with walls that caused interaction windows to disappear and made it impossible to save the game.
2. Gates shifted after loading.

0.8.5

1. Interaction windows could remain on building blueprints.
2. Cabins disappeared in crafting after clicking on Store.
3. The boss spun endlessly when driving around.
4. The plasma module could be crafted for free.
5. Bookmarks in the workbench switched immediately upon opening.

0.8.4

1. Fixed interaction windows freezing on objects.

Translated with DeepL.com (free version)
Broken Arrow - Alberto

We are pleased to announce that Patch 1.0.11 is to be released next week!

Its highlights are:

Easy Anti-Cheat implementation

This patch includes the integration of a new Anti-Cheat system: Easy Anti-Cheat.

To add an additional layer of protection to the game we have implemented Easy Anti-Cheat into the game to work in tandem with our in house Anti-Cheat.

Easy Anti-Cheat will help cover the broad scope of cheats and cheat providers we face during development, as well as providing an additional layer of protection - it will also help catch some instances before they go to manual review, giving the team more time to work through the manual processes and other tasks. 

In a nutshell, it will be a step forward towards more efficient cheaters detection procedures.

Balance improvements

  As per our latest dev blog, we found that there are certain areas that need improvement
in terms of balance. The main issue right now is that Russian decks have a higher win
rate than American decks.  

For this patch we have set ourselves 3 main objectives:

  1. Reduce the prevalence of cruise and ballistic missiles to refocus the fight more on the frontline.

  2. Reduce the win rate discrepancy between USA and Russia

  3. Rebalance the interest between Russian tank and mechanized specializations

As usual, we will be expanding on the topic of balance and post all minute details when 

we release the update.

Furthermore a small surprise for Halloween… and a lot more!

We’re going to post the full changelog when we release the 1.0.11 update.

Support for Allied AI bots will be next - please let us know what else you’d like to see added in the future.

We’re also working on a big event sometime in November, with the goal of showcasing the future and longer term plans for Broken Arrow. Stay tuned, we’ve only just started!

Oct 24
Furry Delights: Erotic Arcade Lounge - cute.l.rascal
  • We had a lot of reports about annoying Stuttering in game, reducing Chill & Relaxation by over 56.3%, which was unnacceptable! So we fixed it.

  • Today we'll be releasing a series of patches. After that, the stuttering will be gone.

  • Stay hydrated and enjoy lube-smooth gameplay again! ;)

Sociopat - Bartoš Studio

  • Tento update prináša miniatúrny halloweensky event ktorý sa automaticky aktivuje 27.Októbra a končí 2.Novembra.

    Počas tohto eventu môžete získať extra achievement, len v prípade že sa necháte vystrašiť.

  • Zopár vylepšení sa ešte našlo ako update animácií útočiacich vlkov, pridané chýbajúce zvukové efekty v lese a iné "minor" úpravy.

  • Pracujeme na novom hernom obsahu, ktorý pridá nový herný režim, bude spojený so "zimou" a bude priamo nadväzovať na dejovú líniu. Ak všetko dobre dopadne tak bude dostupný od 1.Dec 2025 zadarmo pre všetkých čo majú hru zakúpenú.

Monuments to Ruin - Hiplinc

For the last two weeks we held our first playtest and we got a lot of really valuable feedback. So to everyone that participated, left feedback and filed bug reports we’d like to say a big thank you!

Besides all the things we need to fix and want to improve we also have some takeaways for public steam playtests in general. Namely that we want to do them a lot more and with a certain frequency. We already have the next one planned for the end of November. 

Here are a few things we want to add for the next one in no particular order:

  • Enemy path updates in real-time while building

  • Rework of the Bonfires

  • More counterplay for flying enemies

  • Buff all the towers that aren’t the Ballista Tower

  • Add fusion upgrades (damage type combo upgrades)

  • Rework the night buildings

  • Make the game harder (too many people reported winning their first map and that is not on ;) )

  • A bunch of bug fixes and quality of life settings

Until then we’ll take down the current playtest. You should stay in the list of people that have access to the next playtest and will get a notification when the new playtest has gone live. If you are reading this and didn’t get a chance to participate in the first playtest but would like to be part of the next one you can join on the main steam page right below the screenshots.

And that should be all. Thank you again and we look forward to the next one!

Decktamer - Assemble_Made
Hey Tamers!

It’s almost time. Decktamer launches this Monday, October 27!
We’re deep in the final stretch, putting on all those last touches and polishing everything based on your awesome feedback from Steam Next Fest.

Speaking of which: Next Fest was an absolute blast!

Huge thanks to everyone who played the demo, shared feedback, tested things, and helped us make Decktamer even better. You’ve been incredible, and your support means the world to us.

We’re getting everything ready for release, and honestly... we can’t wait. It’s all way too exciting!

Have a great weekend, and see you in the abyss on Monday! 💜

Until then... stay bold, keep taming, and talk soon!

– Horizon Edge & Assemble Entertainment

PS: the demo is still available!

Tales of Seikyu - Someone1319
  • Added a new Halloween-themed headpiece — the Cat-O'-Lantern Hat!
  • The board task no longer requires Kapapa's cucumber.
  • Fixed incorrect names of interactable items in some NPC homes.
  • Fixed the issue where the game freezes at the end of the "Rare Blooms" quest.
  • Fixed the issue where the virtual keyboard UI couldn't be closed.
  • Hidden the NPC hug button when in transformed state.

Deep Blue: Devour and Evolve - kz

This week's new creature is the Mahi-mahi, and its skill is Pursuit.

PlinkIdle - jules_brokenworm
General Update

PlinkIdle’s development is rolling along!

We’ve been putting together a new build for web, which will likely serve as the teaser/demo version for Steam later on. This one is shorter and meant to showcase the game’s vibe, rather than provide the full hours-long experience.

Our current “big build” (the one with many hours of gameplay) has been super useful for testing, but as folks on itch pointed out, it’s also very imbalanced. Coins flood in, the balance falls apart, and progression collapses after just a couple of hours. Painful to see, but also incredibly helpful, because it clarifies what needs to change. My current priority is to address that.

What We're Designing

The core idea that we're exploring now is splitting apart Stage-based upgrades and Global Upgrades. This will ensure that players have to earn some ball currency before they can really invest, rather than carrying over their coins from the previous level and dumping it all at once.


So, in this mockup you can see how the buttons might look for Stone, if everything was unlocked, and things are starting to get expensive because it's late game. On the right is an example of early game, the Wood stage, when things are still early/locked. You can see how the unique stage currency (balls) can be used to invest in stage-related upgrades.

Global Upgrades will be long term, run-based, and ultimately very expensive to take them to a high level.

  • Drop Button Cooldown

  • Rarity Chance

  • The ability to unlock Auto Drop spawners (of which there will eventually be 3, we think)

And Stage-based upgrades would be as follows:

  • Peg upgrades

  • Peg splitters

  • A way to customize the stage further (each stage will ideally have a little gimmick to solve, like a way to repair missing pegs in the wood level, or a slow debuff to thaw in the winter level)

  • The player can also invest in the auto drop cooldowns for each stage.

The idea is that the stage begins slow, peaceful, and empty, and the player needs to invest the balls collected in making it come to life.

Other Priorities

Some other stuff we're working on:

Localization, because we'll be publishing the game in Asia with Gamersky! We're very excited about that.

  • Thinking hard about a skill tree. I'd like to have a skill tree that goes into rewarding idle play vs active play, but I'm still in the early stages of planning that.

  • Builds, bugs, fighting with Steamworks. Lots and lots of time spent just banging our heads against the wall with various tools and processes.

REANIMAL - Home

As a thank you for the more than 1,000,000 confirmed REANIMAL wishlists, THQ Nordic and Tarsier Studios have confirmed that the Steam Demo period will be extended indefinitely. In addition, Tarsier announces plans to deploy a patch to the demo experience to address initial feedback from the community.

Play the REANIMAL demo NOW:

https://store.steampowered.com/app/4019420/REANIMAL_Demo/

"We’re incredibly grateful for player response to REANIMAL to date," said Oliver Merlöv, CEO, Tarsier Studios. "There is no doubt that this high level of engagement and feedback will ultimately deliver an elevated REANIMAL experience, starting with the upcoming demo patch. Please keep sharing the scare!“

About the REANIMAL Demo

In this exclusive, co-op demo, players start at the very beginning, including the reunion of orphaned siblings trying to survive the most dire circumstances. The Boy and The Girl, our protagonists, then begin their desperate search for their missing friends together. Explore eerie environments such as the Mill and Trainyard, and uncover the first fragments of the dark mystery that binds this unsettling world.

Danger lurks in the fog: as you search for Hood, you’ll come face-to-face with the grotesque captor known only as Sniffer. From Tarsier Studios, the creators of Little Nightmares™ I and II, the demo offers a taste of the impossible terrors to come.

...