Don't Lose Aggro - Oren

Hi Tanks!

I'm proud to announce the second companion of Don't Lose Aggro - The Ranger!

Along with many changes to improve game feel, this demo patch includes:

  • Gameplay tips

  • Numerous bug fixes

  • Changes to visuals for shields

  • Changes to descriptions and overall reading level of the game, making split-second decisions easier to make

  • A complete overhaul of ingame UI

  • Better leveling experience when multiple levels are rolled

  • Chosen upgrades appear as a buff bar at the top of the screen so you don't have to remember what you picked anymore

  • Showing the relevant ability tooltip when hovering over upgrades

  • Nerfed Nova's knock back to better synergize with Holy Ground

  • Nerfed companion heal upgrade to apply once instead of per impact (this trivialized the game, unintended)

  • New upgrade: Dodge triggers auto attack. Go build dodge!

And much more!

Waiting for your feedback in the Discord.

Light Odyssey - SSUN GAMES
Hello, everyone!

Another week, another patch notes post! We still have plenty to work on but will try to roll these out frequently while the demo is still up (until mid-November)!

Balancing

While we're figuring out the right challenge for players, we want this demo to be more accessible so that everyone is able to finish it and get a better taste of Light Odyssey. Once upcoming systems are in place related to the Heal ability, this will most definitely change again.

  • Improved some bosses’ special attack hitboxes by ensuring they reset properly.

  • You now start with more healing potions in the "Demo" difficulty.

Major Fix
  • Fixed an issue where hitboxes failed to disappear after staggering a boss or parrying its attacks.

Minor Fix
  • Improved confusing shadows in certain battlefields.

  • Adjusted visual effects in some arenas that previously obscured the screen.

  • Refined the visual presentation for the Tutorial Challenge boss.

  • Fixed an issue where the cursor could move outside the game window.

  • Fixed an issue where the “Quit Game” option in the pause menu could not be used.

  • Fixed an issue where input key prompts were not displaying correctly during dialogue cutscenes.

  • Adjusted the time-scale effect when taking damage for a smoother experience.

We hope you like the changes. If you feel like something's missing and have not already told us, please fill out our Feedback Form, Bug Report Form, or leave a message in our Discord!

Thank you for all your support!


Add to Wishlist

https://store.steampowered.com/app/1902860/Light_Odyssey/

Burger Shift: Team Rush: Prologue - Nova Telum Studio
  • Finally all lag issues have been addressed, measured up to 2x FPS and no stutters.
Distressed - pixelstashllc

The latest update from the developers of Distressed is now Live. Come watch Saturday as we play with Gamehauntings and friends.

Heroines of Swords & Spells - kirillp1985

The first part of Heroines of Swords & Spells is getting Chinese localization! But for this very reason, the release of Heroines of Swords & Spells 2 is being moved to November 27, 2025.

I apologize to the players for yet another delay. I really didn't want to test your trust, but some unforeseen issues have come up and they require additional time to resolve.

It was a wonderful surprise that Zephyr Lee was able to fully translate Act 1 of Heroines of Swords & Spells into Chinese in such a short time. I'm currently preparing a patch to add the new language to the game, but this requires a significant refactoring. Some plugins and scripts were originally written to support only two languages, Russian and English. Chinese characters require special text-wrapping rules, and these rules mustn't ‘accidentally’ affect the other languages.

I hope Zephyr Lee doesn't abandon Heroines of Swords & Spells and we see the Goblin DLC and Act 2 translated into Chinese in the future. Therefore, even though only Russian and English will be available at the launch of Heroines of Swords & Spells 2, the game databases need to be synchronized in advance to avoid any future save file issues.

Furthermore (and perhaps I'm getting ahead of myself a bit here), we are also in discussions about localizing Heroines of Swords & Spells into other languages. It's too early for a formal announcement, but it's better to adapt the game's databases and code now to support five or more languages. I didn’t plan for this originally, which is why I need extra time to ensure the project is properly prepared for its release.

Once again, I sincerely apologize to the players. The project is not stuck in development hell. However, our lovely—if a bit hapless—heroines of swords and spells need to be properly prepared for their global expansion. ːHoSS_DianaːːHoSS_AnastasiaːːHoSS_SvetlanaːːHoSS_Feliciaː

I will do everything in my power to avoid any further delays. And if you simply can't wait to play, you can sign up for the closed beta test. Just drop me an email at https://kirillp1985@gmail.com.

Best regards,
Kirillkrm

SeductVille - SeductGames

Hello everyone!
Welcome to the SeductVille Community Hub

To kick things off, here’s a first look at Kendra: soft lights, intimate mood… She’s looking forward to meeting you!

We’ll be posting regular dev updates, previews, and answering your questions.
Please follow the page and add the game to your wishlist to stay in the loop.

See you soon for more!

3000m to Whatever’s Up There - Roko

After countless jumps, falls, and questionable life choices, 3000m to Whatever’s Up There is finally live.

It’s just you, gravity, and 3000 meters of pure chaos.

Climb, fall, swear, laugh, and try again, until you finally see whatever’s waiting at the top.

If you enjoy suffering with style (or making your friends suffer too), this one’s for you.

🎮 Play now and reach 3000m.

I wish you good luck, but you’ll need more than that.

SAVEN - maxgamer676

A new update just went out to make the experience smoother and a bit more rewarding for those who love to explore.

Here’s what’s new:

• Added more achievements for players who enjoy unlocking everything

• Added a new in-game hint message to remind that exploration plays a big part in uncovering the story

• Added hints leading to two secret rooms for those who like digging deeper

• Improved some scarejumps based on community feedback

• Added extra ambient touches to make the story atmosphere richer

Thank you to everyone who’s been playing and sharing thoughts and feedback. Your support really helps shape the game. If you enjoyed your time in the lodge, please consider leaving a review, it helps a lot!

Blackrock - Cavedwarf

The Karma Level just got a massive overhaul.
Tons of new props and details: gravestones, a crashed spaceship, and Blackrocks spreading around the graveyard.
But that’s not all — something ancient and malevolent has been unleashed.
The mysterious Blackrock Entity decided to release one of its deadliest servants:
the Blackrock Phantom.
For now, it’s confined to the Karma Level for testing... but don’t expect it to stay there forever.

Other updates:

  • ⚙️ Story Level 4 is now live! The story deepens, alliances form, and… yeah, we might need stronger weapons.

  • 💣 Corebomb is now cheaper and lighter — more boom, less burden.

  • 🧩 Fixed a bug where the player could lose their main weapon after dying.

  • 🦠 Glimmergrub balance slightly adjusted — they’re still nasty, just fairer.

I’ve got tons of ideas for Blackrock, but I’m also taking some time to polish things up.

Please be patient — I won’t stop until Blackrock reaches the standard it deserves.

I hope you have fun,

Joe

Fargone - ROGUEAGENT

Hello everyone!
I know I’ve been fairly radio silent for a while, but that’s because I’ve been working flat out on the upcoming Patch 0.4, which is by far the biggest update to the game to date!

Before jumping into the features, I can confirm this update will be launching in early November, so very soon! There will also likely be a beta beforehand, so keep an eye on the Discord.

Anyway, let’s take a look at 0.4 — Busy Work.


World Overhaul

The first and most notable change: the world overhaul.

Fargone has often felt a bit empty — something I’ve always been aware of. But due to performance issues, bugs, and the general refinement needed, I had been prioritizing other areas first.

With the Game Health Update that launched last month, it was finally the right time to expand the world a lot. The Plains currently remain untouched (as I have specific plans for that area), but nearly every part of the Grasslands and Mountains has been massively expanded. Existing POIs now feature tons of new areas to explore and more detail, while brand-new POIs have been added — plus lots of smaller points in between to make traveling feel far more rewarding and interesting.

Loot has also been completely overhauled, with all these areas featuring much more to find. Both containers and loose items have been reworked across the map to complement the new POIs.

AI spawning has also been reworked, now featuring a mix of handcrafted setups and dynamic spawns — making areas feel more dangerous and alive (or dead, y’know, because zombies).

Overall, the Barrens have never looked or played better, making exploration much more interesting and rewarding — which leads nicely into the next feature.


Dynamic / Daily Mission System

Despite the world overhaul being the biggest feature, the name of this update — Busy Work — actually comes from this system.

“Busy Work” refers to the massive increase in both the number and variety of missions.

When speaking to important NPCs such as Sal, Catcher, Haydes, and more, you can now ask about available work. Unlike standard missions, this is a dynamic system that allows these NPCs to offer a variety of missions every 1–2 in-game days. Each NPC has their own mission pool with unique rewards — including a new random reward system — giving you tons of new ways to earn gear, reputation, money, and more while exploring the revamped world.

New mission types have also been added:

  • Rescue missions (save captured people)

  • Assassination missions (take out faction VIPs)

Both can lead to larger firefights and more challenging encounters. Some missions even include deeper lore snippets, further expanding the world and laying the groundwork for the eventual full main storyline.

The Bounty Board has also received its long-overdue overhaul — tripling the number of available missions and introducing the random item reward system to all bounty missions as well. You won’t be short on things to do or earn with this update.


Weapon & Armour Mod System

With all these new ways to earn and find loot, I wanted to make equipment more interesting too.

In this update, both weapons and armour can now receive a randomised set of mods.

Lore-wise, people living within the Barrens have been tinkering with their gear — making each piece unique, sometimes for better, sometimes for worse. Mods typically have both positive and negative effects, while rarer ones may only provide benefits. Occasionally, you might even find a purely negative mod — a failed experiment of sorts.

Mods affect item value and a range of stats, meaning that even a weaker weapon at base level might outperform your current gear once mods are factored in. Looting just got a lot more exciting.


Lockpicking & Locked Areas

Lockpicking is a new mini-game added in this update, making exploration and looting even more engaging. Some areas now have valuable loot hidden behind locked gates, requiring both skill and the right tools to access.

Locks come with varying difficulty levels, and mastering the art of lockpicking will take practice — but the rewards are worth it.


New Enemy Types

With this update, a brand-new enemy is being added — with another two currently in development and hopefully ready in time for this update as well.

The Undead Bear can now be found roaming the mountain region. Unlike other undead animals such as dogs, the bear is slower but cannot be staggered and will relentlessly charge until dropped. They’re fairly easy to deal with alone, but if they stumble into an existing fight, they can certainly provide a new challenge!


New Weapons & Armour

With the Busy Work update, the game will be receiving a range of new items for you to collect. You’ll be able to hunt down a rare new bolt-action marksman rifle, a new higher-quality Kritch (AK-47) variant, as well as three new unique weapons — which I’ll be keeping a secret for now, so you’ll have to find them yourself!

Alongside weapons, there are four brand-new equipment sets:

  • Survivor Set

  • Bandit Militia Set

  • Military Gen 2 Set (currently worn by the Silent Warriors in-game)

  • Cold Weather Set (designed for exploration in harsher mountain conditions)

Each set includes gloves, pants, chest, and boots — meaning a total of 16 new pieces of equipment to find in the world.

Additionally, there are several new gear pieces linked to the Gen 2 set, including two helmet variants and a new gas mask as well as 4 new backpacks. Altogether, this update adds 29 new equipment pieces and weapons to loot — all of which can benefit from the new random mod system. Many of these are also included in the new random rewards for bounty and dynamic missions.


Companion System

Human AI can now be recruited to join the player in their adventures across the Barrens. Each faction has its own requirements:

  • Runners will join you if you are either very friendly with them or by bribing them.

  • Military members will only join you if you have a high enough reputation.

  • Hollowed can also be bribed, similar to the Runners.

  • Liberty currently cannot join you, but there are plans underway to make them a joinable faction soon.

Combining this with all the new missions and ways to earn reputation, you can now fully immerse yourself within your chosen faction.

There will also be even bigger improvements to the faction system coming later this year.


AI Improvements

Life in the Barrens continues to evolve with AI improvements across several areas.

Firstly, the AI pathfinding system has been completely reworked, fixing long-standing issues such as AI cutting corners. The new system is much more stable and performant, allowing for a greater range of movement during combat — for both human and undead AI.

Human AI in particular has received several major improvements to target tracking. Previously, AI would prioritise a single target over everything else, often ignoring nearby threats — making them too easy to exploit. Now, AI more efficiently scans for and prioritises threats based on distance and danger level.

You’ll also see AI looting the battlefield after combat, making them feel more alive and believable. They’ll typically only take some items to avoid over-encumbering themselves — and if you’re unhappy about them stealing from a corpse, you can always reclaim what they took by… less peaceful means.

Human AI will also now also spawn with experience tiers meaning you may encounter harder variants of each factions members out in the Barrens, these also tie directly into some of the new VIP missions.

Finally, human AI movement has also been refined — they now move faster and more fluidly, making them less predictable and harder to track.


Steam Achievements

Fargone will also be receiving its first suite of Steam achievements with this update. These range from simple, easy achievements to some much harder ones that will test your skill and dedication.

This is just the initial set — more achievements are planned for future updates as development continues.


Additional Changes and Improvements

There are also plenty of changes and improvements coming to all areas of the game, including the following:

  • UI Improvements: The way stats are displayed has been redesigned using a new bar system. Previously, armour stats were shown as raw numbers, which made it difficult to gauge their effectiveness since the values were quite low. The new bar system makes comparing gear much easier and clearly shows how stats are being boosted or penalised based on the item’s condition or attached mods.

  • Health System Rework: Previously, you would suffer immediate health or stamina penalties as soon as any of your needs fell too low. Now, when your needs drop too far, you’ll begin to gain sickness debuffs that lower your wellness level. As wellness decreases, penalties will gradually appear — meaning you’re only punished for long-term neglect of your needs, not instantly for missing a meal or drink.

  • Audio Improvements: Many weather and ambient sound effects have been replaced or enhanced with higher-quality versions. There are also numerous new UI sounds for item interactions, as well as unique sounds for different items to improve immersion.

There are even more changes beyond these, which will be detailed in the full patch notes upon release.


I hope you’ve enjoyed this early peek behind the curtain — I’m genuinely so excited to release this update. A ton of work has gone into making this something special and making the game much more replayable and enjoyable.

Full patch notes and further details will be released with the update in early November, so I’ll speak to you all again very soon!

– Jordan

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