Oct 25
Breath of Life - Aleksander

Greetings!

I’m happy to announce the second update for "Breath of Life"!

This update is mostly based on your ideas and feedback. It also fixes a number of inconsistencies and unclear moments in the game.

  • Reduced the number of enemy waves in the Places of Power. Arena locations can now be completed faster.

  • Reduced the required experience for leveling up during the first character levels.

  • Added a hint on the first arena location that the number of remaining enemies is shown by the red bar above the compass.

  • Significantly reduced the cost and requirements of the active skill "Pushing Wave" so that it can be obtained from the very beginning of the game.

  • Added tooltips for active skills.

  • Improved enemy AI.

  • The quick slot texture for potions has been made clearer and more noticeable when placing potions.

  • Improved the design of the inlay menu. The equipment upgrade process is now easier to understand.

  • Enhancement Runes have been renamed to "Artifacts", since there are "Runes" for character upgrades, which could cause confusion.

  • Added a target lock option.

  • Improved the displayed amount of resources when dismantling items. Previously, it showed the amount of resources for a single item, which caused misunderstanding of the dismantling principle.

  • In the character editor, the camera can now also be rotated with the left mouse button.

  • Improved fist attack animations.

  • Improved fist attack sounds.

  • Fixed the Power Activator in the first location. Enemies could get stuck inside it.

  • Improved performance.

  • Improved game stability.

Love Craft - Toiu
Due to some issues detected by some users (thanks Itzar on Discord!), I found an issue with character portrait files being way bigger than they needed to be in the final build, which would have a large impact on VRAM while they were loaded in memory.

This update fixes the issue, and reduces the impact by 4 times the amount, my bad lol

If someone was having issues with the game crashing during the initial loading screen, this should fix it!
SAVEN - maxgamer676

Hey everyone,
Another small but meaningful update has just rolled out for SAVEN. This patch focuses on improving gameplay flow, fixing reported issues, and making exploration a bit smoother for everyone.

Changes in this update:
• Only 2 levers are now needed to open the first secret room
• The cube puzzle has been reorganized .. all 3 cubes are now grouped together for easier discovery
• Scarejumps have been improved for better pacing and impact
• Added a hint message to remind players that you can always load your last saved night from the main menu
• Fixed issue where players could get stuck by the bed
• Fixed a crash during Night 4
• Fixed collision on the 2nd floor door

As a reminder from the last update:
• More achievements were added for those who enjoy unlocking everything
• Hints were introduced to encourage exploration and lead to the two secret rooms
• Several scarejumps and ambient details were adjusted to enhance atmosphere and story immersion

Thanks to everyone who’s been sharing feedback and reviews.. it really helps shape the updates and makes SAVEN better for everyone.

Oct 25
Space War Economy Idle - Mike
Bug Fixes

  • Repair beams were secretly repairing forever - fixed
  • Mining stability upgrades were unlocked by themselves in circular dependency - fixed
  • Battle logic got a serious rework. There are now less bugs, but more under/over tuning
  • Weapon bases do their respective damages. The game becomes more lethal as you progress and that is intentional.

Quality of Life

I've had received repeated feedback on how confusing redeploy is. So I refactored and changed it to follow SemVer rules, and rewrote the descriptions in both the redeploy confirmation window and one of the upgrades. I'm not sure how I feel about it, so it might change again in the future.

Balance
  • Repair weapons got a buff in their active frames and healing potential. They now scale off of physical modifiers
  • Repulsor weapons got buffed - their rate of fire has been increased and in a 1 on 1 they should usually beat bullet weapons

The simulator is coming along well and has been helpful in trying out these weapons, but balance and scaling work has not been done. I am hoping I'll start tomorrow and have a patch out for Monday.
Caveman Caravan - Teddy

Bugfix:

  • Restored functionality to the tool "cooksheet" after previous update erroneously gave it the name and functionality of harsh condition "scavengers". Though if you have scavengers on an active run save, it'll still be present in your tools instead of cooksheet. All future runs should have proper cooksheet functionality.

Additions:

  • The title screen now has a small visual reward for clearing a run with each leader.

  • The easter egg character unlocked with the code "FROG-LORE" now has his successful runs tracked as well, with visual flourishes like the others, although they are not considered for achievements or the logo color change requirements. If you had previous wins with him, you will need to win again for them to be tracked now.

ShitSlam2 Playtest - Fish world
ZOMBIES
  • Added Zombies!,

  • Added Zombies in the core 5 maps

  • Added A Zombies Gamemode (BETA): Gather you friends and go explore area's that have been torn down by this infestation and loot and gather to stay alive

  • Added New Zombie Skins!

  • Added New Zombies Main menu

  • Added New Zombies Shop

New Stuff
  • New Maps

    • Motion: The hills and house that gives off this liminal feeling,

    • Empty Office: An empty work place,

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  • Added Expansion to Depot,

  • New Ui (Experimental),

  • New model for the laser gun,

  • Added New Model for the pistol,

  • Added a cancel button to the loading screen,

  • Added New Warfare models, the testing to The Warfare Overhaul will come soon.,

  • Added New Weapon: STG 55,

  • Added New weapon: PP2,

  • Added New Weapon MG 54,

  • Added New Weapon MP 69,

  • New Synty Studio Assets have replaced old ones,

  • Skin Icons now render in real time,

  • All gun icons now render a real image,

  • Repositioned guns to now be held more accurate,

  • Added Steam Invites,

  • Added Joining through steam,

  • Weapons can now despawn after a set time period,

Fixed Bugs
  • Sky Games now have a death barrier,

  • Backrooms Now has new lighting,

  • All free skins now have collisions,

  • Main menu buttons don't bug out anymore,

  • Fixed Player Not Spawning,

  • Fixed The Grand ADS,

  • Fixing The AK 74 ADS,

  • Fixed Depot having no chests

Rebloom - Innocentzebra

New help tab added to the in-game menu.

Jong Kyu Pon - Nineteen woods
以下の機能修正を行いました。
  • 冬の合宿に三年生が参加する場合があったのを修正。

CRETE Playtest - TheNileUnion President
The doors of CRETE are now closed

Thank you to the over 6,000 players who gave CRETE a go over the past month. It’s wild to see how much CRETE has evolved in just four weeks, and that’s thanks to all of you. From streamers to bug reports, feedback, and suggestions... everything counts, and every contribution adds a bit more to the final quality of CRETE.

Playtests are always a scary battle, but it’s a battle you must face if you care about the game you’re making. And I care, a fucking lot. After eight playtests, I can confidently say we’re heading in the right direction.

There’s still a ton to polish, improve, and create, but the phrase I’ve heard the most is: “This game has potential.” My commitment is to turn that potential into reality, and the path ahead is clear.

A special thank you to all CRETE backers and community localizers, you’re helping more than I could ever have imagined.

See you in the next playtest around Q1 next year. And if you can’t wait... well, you can play now

https://ko-fi.com/cretegame/tiers

Paying for one month and cancelling immediately will still grant you a copy of CRETE now and after launch.

CRETE - TheNileUnion President
The doors of CRETE are now closed

Thank you to the over 6,000 players who gave CRETE a go over the past month.

It’s wild to see how much CRETE has evolved in just four weeks, and that’s thanks to all of you. From streamers to bug reports, feedback, and suggestions... everything counts, and every contribution adds a bit more to the final quality of CRETE.

Playtests are always a scary battle, but it’s a battle you must face if you care about the game you’re making. And I care, a fucking lot. After eight playtests, I can confidently say we’re heading in the right direction.

There’s still a ton to polish, improve, and create, but the phrase I’ve heard the most is:
“This game has potential.”
My commitment is to turn that potential into reality, and the path ahead is clear.

A special thank you to all CRETE backers and community localizers, you’re helping more than I could ever have imagined.

See you in the next playtest around Q1 next year. And if you can’t wait... well, you can play now

https://ko-fi.com/cretegame/tiers

Paying for one month and cancelling immediately will still grant you a copy of CRETE now and after launch.

...