OUTBRK - WalkOverYou
FIXES
  • Fixed an issue where the blur effect was missing on AMD GPUs, introduced with the WindShield VFX update.

Oct 24
Stellar Reach - Stelleas

Hi everyone

This is a crash caused by having save files from older versions of the demo.

Thank you to Rich S, John M, and Jon O for their crush dumps, which helped me identify the source of the crash.

If you experience any crashes while playing Stellar Reach, the game may export a crash dump to your user directory: '/Users/<username>/Stellar Reach' (for me it's 'C:/Users/james/Stellar Reach'). You can then email those to https://stelleas.crash.dumps@gmail.com and I'll take a look. I appreciate your support with this. These don't seem to be generated for everyone, which is probably based on local settings, so don't worry if you can't find them.

Thanks for you patience

James

1998: The Toll Keeper Story - GameChangerStudio

Hello everyone,

The final countdown is on! We are now just 3 DAYS away from the official launch of 1998: The Toll Keeper Story on October 28th. The wait is almost over!

And speaking of waiting, we are absolutely speechless to announce that we have officially surpassed 20,000 WISHLISTS! Your enthusiasm means the world to us as we head into this final stretch.

As we get ready for the big day, we have several exciting announcements for you today:

🎨 The ArtBook with a Social Mission: Page Now LIVE!

We are thrilled to launch the Steam page for our Digital ArtBook! This is a visual guide that will take you behind the scenes of development, featuring the concept art and character designs that built the distinctive atmosphere of the late 90s.

Most importantly, we are reaffirming our commitment that 20% of the total revenue from the ArtBook's sales in the first month will be donated to support Indonesian Women in Game (IWIG).

https://store.steampowered.com/app/4102090/1998_The_Toll_Keeper_Story_Digital_Artbook/

🎵 The Original Soundtrack: Page Now LIVE!

Can't get the music from the trailer out of your head? The Steam page for the Original Soundtrack is also live for you to Wishlist! Get ready to immerse yourself in the score that follows Dewi's struggle.

https://store.steampowered.com/app/4102040/1998_The_Toll_Keeper_Story_Soundtrack/

📦Complete Bundle for 1998: The Toll Keeper Story

For the complete experience and the best value, we are also launching the "Inflation Edition" Bundle!

This special package will include:

  • 1998: The Toll Keeper Story (Main Game)

  • Digital ArtBook

  • Original Soundtrack

The bundle will be available at launch with a 15% discount.

We're getting all of this ready as we prepare to share Dewi's story with you, a narrative inspired by the 1998 Financial Crisis in Indonesia, where every moral choice will shape your destiny.

Once again, thank you for your incredible support. We can't wait for you to play the game.

See you on October 28th!

Demigoddess! - Shirone_koma

Thank you for your continued support of "Demigoddess!"

We are currently unable to provide new updates.

The reason is that one of the key tools used to create the game's executable files is not functioning properly under Windows 11. We are currently working with the tool's developer to address this issue.

In the worst case scenario, we may need to change the tool, which could require an additional month or two to adapt the game to the new development environment.

We are also working separately on the update content itself so that we can provide new content as soon as the issue is resolved.

We appreciate your understanding that this will result in a slight delay from the announced roadmap schedule.

The Fellowship of Infinity - Mathematician Nick
  • Retextured the Fractopus, Sculpture of Deep Instincts, Death level (floor only) and the black hole in the Prison.
  • Added two more checkpoints for Nightmare's Maze which will automatically unlock with the progress you've already made.
  • Added some endgame content so that those with the Master of Mystery badge can unlock alternate versions of the following levels: Alephian Monastery, Cantorian Monastery, Vectorian Monastery, Library and Citadel.
  • Added an NPC to Hex-Pyramid to help explain the premise of the puzzle.
NebuLeet - quasilyte


This is a status update for the public roadmap.

Please keep in mind that I haven't updated the demo. These devlogs are a way to fill the gap between the demo and the game that is about to be released in a month or two. I may update the demo if there is enough spare time after the main release is done.

Equipment: added 4 more weapons. Hydra: a split-missile launcher. Fan cannon: a direct upgrade for Trident weapon, firing 9 projectiles in a wide arc. Vessel buster: a space sniper rifle with high damage and range, but slow rate of fire. Ion sprayer: a fast-firing short-range forward ion cannon, it has remarkable DPS and also burns batteries in seconds. Also added 6 new artifacts, 5 engines, and added tracker to the shop lists.

Flagship: reworked trading module (it can now track all resources instead of just 1 per module). Added radar III module.

Avatars: added some new pilot avatar elements. You can see a new hairstyle in this devlog's preview image.

Quests: added more war-related quests. They are available during a dominion war, and they can affect the war status too. Also added some economy-affecting quests (e.g. some of them allow you to change the resource market state)



Bosses: added 3 new boss vessels and 3 more enemy bases (stationary bosses).

Diplomacy: dominions can now capture each other planets. The player can participate in these events: help the planet defenders or help besieging it. This mechanic is connected to the dominion wars described in the previous post.



Missile tracking: missile tracking system was already present in the game, but it was not available to the player. Only some bosses used the Missile Tracker item along with Zappers programmed to shot down the enemy missiles. Now they're in the game in full. Also, some NPC (both allies and enemies) will utilize Zappers to be guarded against missile weapons.

Programming: implemented some long-waited features like ctrl+x cutting for pasting. Added data flow lines when hovering over COPY FROM or data anchors. Made missile tracker-related commands available to the player.

Campaign: a new Cult mission is added. The Cult will spawn a supply squad from time to time. If not intercepted, they can either build a new Cult base or make an existing base stronger by increasing its level. This new markers are detectable via Cult Detector flagship module. Added 4 new pilot traits. Improved enemy pilots auto stat distribution. Improved some missile-related programs for enemies (they will fire more often and with more accuracy).

UX: missiles now have a color-coded diode attached to them. Allied missiles have green color, enemy missiles have red color. This helps to distinguish between the two during a missile-heavy combat.
Oct 24
Blunderworld - Hidden Roll
- MASTERY Standing Army Challenge: 15 Ordained Pieces -> 10 Ordained Pieces required.
MISERY - Ytopia

Hello Survivors!

So the first day in the Zone was brutal. MISERY has become one of the hottest releases on Steam!

We are happy to see so much excitement, and are crushed to hear that some of you are experiencing bugs and glitches. We read all the comments, and here we want to address the most popular and nasty ones.

So let's have a shot of vodka and begin.

First of all, being a solo developer or a low price is not an excuse, and players deserve a high-quality game. We are now working hard to make MISERY as good, smooth, and polished as you expect.

  1. Mic chimpunk glitch. Some players experience a glitch when their voice chat becomes very high-pitched and distorted. It is a known issue with the sound packet rate, typical of the plugin we use (the same as in other games like Abiotic Factor). The good news is that it can be fixed, and we are working on it now, and it will be fixed ASAP. Meanwhile, you can use Discord when playing with teammates. Voice chat is a super cool feature that adds a lot to immersion.

  2. Location desyncs in multiplayer. Some weird bug happened in the release build. It was not there in the Demo and we did not catch it while testing the game before the release. We believe we fixed it in the patch today, but please let us know if it still happens. It should be absolutely fixable, and most probably it was a silly mistake on our side.

  3. Lost saves. Not a bug, just a bad design. Right now, you (host) HAVE to manually save your world so you can return to it. And there were no warnings about that on exit. The game is p2p, hosted on the host's machine, with no dedicated servers. We will now add a warning on exit and will add the autosave feature in the upcoming patch. Meanwhile, please SAVE regularly! We understand that hurts when you invest your time in building a nice cozy bunker and forget to save your world. We will fix it, promise.

  4. Same thing happens when players lose their loot while disconnecting from the host as guests. We cannot save other players' progress on the host machine, but the loot obviously should not vanish in these cases. We will make a good decision on how to handle these situations.

  5. Crash on Esc. Weird one. Investigating. Will be fixed, no doubt. If you can, please send us your crash logs when it happens - it should be in your clipboard after the crash, just paste it somewhere.

  6. FPS drop while jumping. This is the last instance of the FPS drops. We fixed all the other cases already and are working on this one. Number one priority atm.

  7. Other things we will add\\change in the nearest hotfixes: flashlight switching while sprinting, furniture pickup confirmation to prevent accidental destruction, aim toggle, fov swithing in the main menu, missing symbols in traditional chinese font, anomaly detector sound.

  8. We will NOT remove poo!

We issued the first hotfix today, more hotfixes are coming in the following days, and there will be a big patch next week or so. So please bear with us!

But other than that, we are extremely happy and excited!!!

Thank you so much for all your support, for playing MISERY, for sharing content, for writing guides, and for sharing feedback and questions. We are 100% committed to making the MISERY live up to the trust you place in its potential!

Za Zaslavie!

PS. As many people ask who are "we"? We are Dev + Publisher. Dev = Platypus Entertainment (Maewing), a 19 years old solo developer. Publisher = Ytopia (two-person band). So all the kudos for the game to Maewing!

Cataclysm: The Last Generation - wormywormgirl
  • I noticed a bunch of weapons had nonsensical volumes. While updating these, I realized that half of weapon attack speed was being derived from weapon volume. This didn't make any sense, so I rewrote the melee attack speed formula and functions.

    • Melee attack speed is now derived primarily from weapon weight, then modified by weapon length vs the height of the wielder. This greatly benefits especially large characters, and may limit the weapon choices of smaller ones.

    • Strength now bonuses the speed of melee attacks according to the weapon's weight. Each point of strength above 10 shaves off 1/100th of a second for every 500g of weapon weight. This doesn't sound like a lot, but it stacks with the existing bonuses from dexterity, melee skill, martial arts, and other sources.

  • Nearly all weapons have had their volume, weight, and length adjusted to far better match their real world values.

  • Because all of this dramatically adjusted attack speeds for most weapons, a full review of base damage, to-hit, and techniques was done for all melee weapons and tools which are useful as such.

    • In general, blunt weapons are a bit less accurate than they used to be. This matters less for actually hitting targets most of the time (except for especially small and evasive ones) and more for scoring critical hits. To be overly general, batons remain fairly accurate, bludgeons are neutral, and hammers work at a penalty. However, hammers tend to do more damage relative to attack speed as they concentrate force in a smaller area. Tradeoffs!

    • In general, cut weapons, swords especially, are very accurate and have very good base damage. This is to make them more reliable as they weren't as good as they ought to have been.

    • Stab weapons haven't changed too much. Some, like the pike, are now quite a bit slower, while others enjoy a slight speed upgrade.

    • Overall, and again speaking very broadly, the intended design is that bash weapons are reliable but unspectacular, stab weapons have many drawbacks but the highest ceiling when wielded by a very skilled fighter, and cut weapons fall somewhere in the middle, providing many benefits and a high ceiling but often being frustrated by enemy armor.

  • Removed a lot of nonsensical and largely unused junk weapons and made the existing ones more accessible and more worthwhile.

  • Several metal weapon recipes are now book-only. For the most part, the only autolearned ones are the extremely simplistic or crude designs.

  • Flails now use the average of strength + intelligence for their bash damage calculations, just like whips.

  • The sharpened pipe is no longer a fencing weapon as it's quite heavy. The pointy stick and sword bayonet are now fencing weapons.

  • Fixed an issue with Light Bones applying its extra bash damage if even a fractional amount of damage got through your armor.

  • Removed the Gizzard trait, which was making Avian mutants get 40% less kcal from their food. This is not anything like how gizzards work IRL.

  • Made Light Eater shrink your stomach by 10%. Reduced its metabolism-slowing effect from 33% to 15%.

  • Combined Slow-Footed with the Ponderous trait, as they did more or less the same thing.

  • Renamed Ponderous, Very Ponderous, Extremely Ponderous to Slow-Footed, Sluggish, and Ponderous.

  • Removed the Earth Sleeper and Aquatic Sleeper mutations, which were only on Batrachian and redundant with its Aqueous Repose.

  • Removed the Hummingbird Beak mutation. Liquid diets are an interesting idea, but Avian mutants rely on their beaks for basic functionality and making them roll the dice on one of the best mutations in the game or bricking their character is just bad. Also, a man-sized bird drinking out of tiny little flowers didn't make any sense.

  • Fixed an issue with cars crashing into terrain in nonsensical ways.

  • Fixed an issue with Dense Bones giving a flat 4hp instead of the stated 5%.

  • Fixed an issue with BOUNCE ammo types, particularly as concerned the Chain Lightning CBM.

  • @Abe submitted a fix making the Phase Immersion Suit properly acidproof.

  • Fixed a longstanding bug where gaining a mutation that pushed items off of you would duplicate their contents.

  • Backported a fix to NPCs from DDA, which should prevent them from getting traits that they shouldn't from their professions and hobbies.

Eternity - GroundControlGames

Hey everyone!


Playtest Wave 1
is in the books and it gave us great insights. The team is already hard at work implementing improvements in time for Wave 2.

Roadmap & Upcoming

  • We’re on schedule.

  • Shipping next: Production screen (complete), Tech Tree rework, and a short tutorial to help with new-player onboarding.

  • Recently finished: the Cargo Hold and Management screens, plus a bunch of smaller tweaks.

IndieX 2025

Eternity was nominated at IndieX 2025! We didn’t take home the award, but we received amazing feedback from a demanding jury. It was especially encouraging for a game still in development and competing with completed or more mature titles. We’re proud of the result and yes, we’ll keep dreaming of a win next year. 🙂

Thanks for playing, testing, and sending feedback—see you in Playtest Wave 2!

...