雛ちゃんブレイカー2ndBreak - mizusoba

  • Adjusted character performance.

  • Modified some stages.

  • Added new skins and more.

For detailed changes, please visit the blog below:

http://mizusoba.blog.fc2.com/

Locked In For The Win - Kipukink
v1.1: Fixed gallery unlock issue
Frogreign Playtest - ArkanAU

Hey fellow frogs 🐸

We have been reading the forums, our discord community and all the feedback forms submitted so far, thank you all for providing feedback!

We have noticed reports from several players encountering issues running the play test on Linux. This build of the play test was only intended to "officially" support Windows, this was perhaps unclear from the public communications so far, so for that we apologise.

With that being said, we still value the feedback and bug reports from Linux users - you just are likely to encounter many more issues than windows users (who we are also expecting to experience issues, as is the purpose of this play test!)

Our designer tests this build on his Steam Deck before each patch goes live and has not encountered any of the input-related issues that we have seen reported by the community so far. For reference he is using a Steam deck OLED running Proton Hotfix 9.0.4. Hopefully this helps some of you, if not, feel free to continue leaving your feedback and bug reports.

Feedback form: https://forms.gle/pU6FpzuzwYAPXgVr8

Discord Community: https://discord.com/invite/vuY4thycPK

We have more patches in the works already, so stay tuned.

Enjoy the playtest!

SWAPMEAT - jared
SWAPMEAT Patch Notes v0.10

Gameplay
  • Squat Daddy enemies now deal 35 instead of 40 melee damage

  • Zorpjet enemies now fire fewer rings when attacking static structures

  • Peeperonis will now give the player more breathing room instead of nearly attaching to the player before beginning their attack and circling around them. This enemy is intended to be easy to kill fodder, but when spawning in packs could overwhelm players

  • Mystic Pizza mutation used to reduce Meat Damage Reduction to 0, now it reduces Meat Durability by 25%.

  • Monday Night Midterms used to increase boss health with player count and difficulty; now it will also affect more mechanics to make it easier to beat for solo players on easier difficulties:

    • Special Agent Duckstone health

    • Special Agent Duckstone respawn frequency

    • Downed boss recovery time

  • While pinning a moleman in the Whack A Mole event, it can no longer recover unless/until you stop pinning.

  • Junior Senators can now be staggered and frozen like other enemies.

  • Reduced health of final event structures (Harvester, Cooking Meat) by 33%

  • Removed damage scaling from the mutant bosses in Monday Night Midterms which would allow them to eventually do very high damage if the fight went on for a while.

Art
  • Add new tier 3 Squat Daddy model

  • Add new models for Buster tiers, replacing Junior Senator placeholder models

Animation
  • Molemen being pinned use a different animation, to clarify that something is happening

AI
  • Highbeam walks around less when attacking static structures.

  • Squat Daddy will now aim at the center of static structures, not at the ground.

  • Pestie (little alien) runs around a bit less and shoots a bit more.

  • Enemies are more interested in attacking final event structures (Harvester, Cooking Meat)

Bug Fixes
  • Fixed a crash bug that could be triggered while entering the “Chefs are in Peril” events on Barbecunis.

  • Fixed another physics case that could cause players to tunnel under the world.

  • Fixed a bug that would keep the item selection display from showing up while you were dead. Yes, you’re still expected to select items in the afterlife. Who knows when you might next be resurrected?

Known Issues
  • No significant performance tuning has been done yet. If you are graphics bound, you can try lowering the quality settings in the Esc menu via Options → Video, but systems with more constrained hardware may struggle

  • Not all input buttons and keys have icons in the UI yet. Text descriptions (eg. “J”, or “Button West”) will show up for things that do not yet have an icon in the input glyph map

  • When observing other players, some UI bits such as the reload HUD don’t show accurate information for the observed player

  • All cutscenes and voiceover dialogue are WIP (and most lines aren’t in at all yet)

Invasion Survivors - Boss Wave Studio

Hey Survivors!
We just released a new update focused on a hotfix and balance improvements, plus several gameplay adjustments to make everything feel smoother and more polished.

🛠️ Updates & Improvements

  • General balance adjustments

  • Visual color improvements across multiple maps

  • Tweaks to enemy behaviors and interactions

  • Minor adjustments to weapon progression

  • Texture update for one of the characters

  • Various overlay and color feedback improvements

🐞 Hotfix

  • Fixed an issue where the reroll cost for level-up rewards was not resetting correctly between runs.

💬 Feedback
If you find any bugs or issues, please report them here on Steam so we can fix them as soon as possible. Your feedback really helps us improve the game!

Moon River - BadAlias

A medium-sized update, featuring a little bit of new content, quality of life changes and...

~a few accessibility features~ 

Yes, the main addition is an "Auto Run" feature. Simply push the 1 key on your keyboard and you'll always sprint in areas where it's allowed, so you don't have to hold the shift key down the whole time.

Another tweak is that there's now a little buzz sound when you try to run in a room where it's not allowed. This is to make it clear that your inputs are working properly, you just aren't able to run in that room. (This sound only plays when auto-run is OFF and the shift key is pressed.)

Thanks to Mike's Productions for suggesting these additions! They're fantastic ideas and will hopefully make the experience easier for those who have physical difficulty with specific game controls.

I also intended to include a text skip option in this update, but the feature is just broken on RPG Maker 2003. I tried adding Maniacs Patch, but it broke some other parts of the game. Also the text-skip feature could only work in debug mode, and it's not something I can really work around. I wish I could've added that here .  :(  Instead, I went through a lot more dialogue lines in the game and increased the scroll speed to maximum. Lots of NPC, background object, and story dialogue has been sped up to a less irritating speed.

            -PATCH NOTES-

         v1.7, 10-24-25 (current version)
* Added a new toggleable "Auto-Run" feature. This is for general
quality of life as well as accessibility for those who have trouble
holding down the run button continuously.
* Added special SFX to indicate when the "Run" feature is not usable. This
is to make controls feedback more clear.
* Added new NPCs to various obscure areas.
* Modified some NPC dialogue
* Added new visuals to a cutscene on the fortress roof.
* Fixed some minor color-inconsistencies in the red area
* Enabled sprinting in most of the Cellar area.
* Fixed an error in the credits sequence
* Increased text scroll speed on a lot more dialogue.
* Added some visual feedback for inaccessible doors.

Trenches VR - steelkrill

Hey everyone. I hope you’re all doing well - and welcome to the very first update for Trenches VR!

As a solo developer, I want to take a moment to thank each and every one of you for your amazing support, feedback, and ideas. You have no idea how much it helps. Every message, suggestion, and review helps me improve Trenches VR — so thank you for being part of this journey!

With all that being said .. are you ready to draw some stuff?

Update v1.01 is now live:

  • Chalk Drawing System

    • You can now find chalk throughout the trenches and use it to draw on walls.
      This helps you mark important spots or create your own path-finding system.

  • Enhanced Randomization

    • Each load / death playthrough can now start in a more different area of the trenches.
      Objectives, items, and jumpscares are also randomized every time.

  • Improved Tutorial

    • Added clearer instructions and refined tutorial text to make things easier to understand.

  • Lore Updates

    • Updated and shortened some lore entries for better pacing and readability.

  • Sitting/Standing Mode

    • You can now switch between sitting and standing modes directly from the main menu.

  • Combat Adjustment

    • Shooting at the enemy now slows it down, giving you more time to escape.

  • Menu and Settings Tweaks

    • Updated the main menu layout and adjusted some settings for smoother navigation.

  • Visual Improvements

    • Several textures have been updated and improved for better visual quality.

  • AI Fixes and Improvements

    • Fixed an issue where the monster would sometimes stare instead of attacking.

    • Updated enemy AI for better navigation and movement.

  • General Fixes and Optimization

    • Adjusted object grab speed for smoother interaction.

    • Additional minor bug fixes and small optimizations.

Thank you again for your support and feedback.

Feel free to join our community on Discord: https://discord.com/invite/d8WUuuRCJK

Or follow me on Twitter for more updates: https://x.com/@steelkrill

The Demon Rush: Legends Corrupt - Dragoon Canada

This progress update has good news and bad news. The bad news first -- City Expansion has been cancelled for the Nanowish expansion, and there is a dev blog page at http://www.dragoon.ca/tdrlcdevblog183.html detailing the reasons behind the decision.

As for the good news, the Nanowish expansion has otherwise been going smoothly, with the story event content (cutscenes, NPC dialogue, travelling between maps) for Story Mode and Side Stories completed.

The size of the Nanowish expansion in terms of story content is MUCH bigger than previous expansions. In terms of event piece count (messages, movement, playing music, animating a character, fading a screen, and so on -- can be used as a measurement for scene complexity at times), the Nanowish expansion's event piece count for Story Mode and Side Stories is about 91% of what the base game's event piece count had for Story Mode (compared to Legends Overload at ~27%, Tenebris at ~54%, Into The Past at ~29% and Warbeasts at almost 58%). As a result, Nanowish makes up about 25% of The Demon Rush: Legends Corrupt's total event piece count against the base game, the 4 currently released expansions and the currently unreleased Nanowish expansion.

Even though Nanowish does not match or exceed the base game in event piece count, it does actually surpass it for cutscene event count (where, so far as this count is concerned, a cutscene event consists of the actual cutscenes and battles up until the player is able to be out of the cutscene/battles). Nanowish's cutscene event count for Story Mode/Side Stories is about 132% of the base game's cutscene event count for Story Mode. This is in comparison to ~62% for Legends Overload, ~82% for Tenebris, ~70% for Into The Past and ~80.5% for Warbeasts (does not include Counterintelligence cutscenes), which puts Nanowish's cutscene event count at about 25% against the base game and 5 expansions (similar to the event piece count).

At present, Nanowish also has more message box events than the base game, with ~117.6% of the base game's message box count. This is also compared to 20% for Legends Overload, ~57.7% for Tenebris, ~32.6% for Into The Past and ~63.6% for Warbeasts. This puts Nanowish at roughly 30% of the total message boxes for the base game and 5 expansions.

At the pace that Nanowish is currently going at and with City Expansion no longer being developed, there is a very strong possibility that the Nanowish expansion will be released in a shorter timeframe than previous expansions. There's always the chance of things being slowed down due to development problems or real life, but if I can keep up the pace well enough, Nanowish's development could be considered half done, or at least something close to that.

With the story content data completed, the 5 new upcoming Side Stories for Nanowish can be revealed. If Solen and Stel'cra'ded do not sound familiar, that is because they were not in the game up until this point.

Character

Side Story Name

Year

Allisara

At Cross Purposes

1904

Cedtet

A Pact Denied Gently

1904

Namhaid-Fiairan

Faerie Tale

1843

Solen

Sickness of the Soul

1918

Stel'cra'ded

The Fall of Aeroamyn

1625

Work on models, maps and music is next, and with the way that progress is going for Nanowish, I hope to get them done sooner than normal.

Decomposition Playtest - Saphire Game Studio


Hello everyone, I'm just letting all Playtest players know that several issues with version 1.7 have been identified during Playtest, and I'm already fixing them!

In the coming days, I'll be releasing version 1.8 with the main FPS improvement, improving performance on lower-end computers!

Other aspects like gameplay flow, soundtrack, puzzles, atmosphere, and immersion are also being improved!

Please stay tuned for updates! Thank you!

Power of the Horde [RTS] - Developer
The Mac version of the RTS game Horder of the Horde is coming soon, featuring optimized support for Mac systems and hardware, including improved compatibility with the Mac mouse.
...