Black Parallax Playtest - Oppy

Hello, everyone!

I'm Oppy, and this is my horribly unfinished game - Black Parallax! If you're here, you probably already know a bit about it. If not, I hope this playtest serves as a good proof of concept and gives you a glimpse of the vision behind it.

This game means a lot to me. I'd like to share a little motivational trailer I made years ago. The game went through a massive identity crisis before landing on the latest iteration. The process of building and scrapping months of work repeated itself countless times. I'd like to think I learned a lot in that time.

I am so incredibly grateful to my friends and family who have supported me through the years leading up to this point - it means the world. And to you, the players, thank you for your curiosity and for giving this strange little game a chance.

I hope you have a wonderful time exploring, and we'll see each other soon on the road ahead.

Oct 25
Radiolight - Lonefoe
  • Fixed an issue where planks placed at the bridge wouldn’t save (Thank you @KIND ØF GΞNTLΞMΛN)

  • Fixed an issue with the first bridge not appearing

  • Fixed an issue where caves wouldn’t load when approached from a different direction

  • Fixed an issue where UI would appear to fix the antenna even if it has already been fixed and issues with antenna saving (Thank you @ImVertzo)

  • Fixed an issue where key to search party cabin would not load if not previously taken

  • Fixed an issue where picnic area was not loaded when you returned (Thank you @Majax)

  • Fixed issues with keybindings - keys can now be bound to mouse buttons, they appear and load into every session (Thank you @Jow)

  • Fixed an issue where pausing the game while the inventory was open would make you stuck (Thank you @Makira)

  • Fixed an issue where the window at the ranger cabin would allow you to leave while a sequence was happening (Thank you @Microsoft Teams)

  • Fixed an issue where the radio line would sometimes disappear

  • Fixed an issue with Steam Deck automatically booting in 4k resolution (Thank you @beerisvictory)

  • Fixed an issue where you could get stuck outside the ending area (Thank you @coffin_carver)

  • Fixed issues with the walkie / radio not working sometimes

  • Added an 'Apply Settings' button

New Meat - Rocketlex
Happy Halloween!

It's that SPOOKY time of year, and that means a BIG, BIG update has come to New Meat! Welcome to The Hallowed Update!

But how do you get this party started? Just check the note!

Enter the special code (10031) and you'll gain access to the all new Halloween Mode, a special version of the game with new mechanics, new text, and new surprises! Plus, the whole restaurant gets the snazziest Halloween makeover that $35 dollars at the pharmacy under Natalie's apartment can buy!

But that's not the most exciting part! Down in the Meat Dungeon, a very special soul is waiting to help you REALLY scare up some Halloween fun. Complete his challenge, and you'll get a FRIGHTFULLY special reward for your trouble.

This is probably the wildest update this game has seen since launch, so dive right in!

(Though, if you're just picking up the game now, I'd probably save Halloween Mode for a second playthrough at least. You'll appreciate it a lot more.)

Oh, and this update includes a couple bug fixes, which are...

BUG FIXES
  • Grey Chalk now properly removes the rain effect in Flooded rooms.

  • Fixed a bug with how pots spawn that's...honestly too stupid and complicated to be worth getting into. Long story short, you might notice SLIGHTLY fewer pots spawning now, but not in a way that really matters. Honestly, it's barely even a bug worth fixing, but I happened to notice it while implementing this update's...special mechanics, so I patched it up. This is why a lot of major studios just say "Additional fixes." This is the kind of thing you're missing.

Terminal 13 - hanzo2iraq

Upcoming Update Announcement
Hey everyone! 👋

I just wanted to let you know that a major update is currently in development!
This update will address several important issues and bring noticeable improvements to the overall experience.

Here’s what’s being worked on:

🧩 Crash fixes and stability improvements

⚙️ Settings menu overhaul (improving functionality and saving)

✍️ Language corrections and text polish

🔧 Gameplay mechanic adjustments

🧠 New gameplay mechanics added

🗺️ Map improvements and layout adjustments

Thank you all so much for your patience and support!
Can’t wait for you to try it once it’s ready! 👀

Nothmere - poc301

The game's development has wrapped. I'll be sending out invites soon to those who request and are selected to be Beta testers for the game. If you're interested in joining the playtesting, select the link from the game's storefront. Stay tuned!

Project Vesperi Playtest - Last Praetorian Interactive
  • Lumen and Nanite disabled in project settings and on all levels
  • Ray traced shadows enabled in project settings
  • Fixed a bug for Brightness, Horizontal Sensitivity, and Vertical Sensitivity so they initialize properly
  • Adjusted loading screen widget to prevent frame of previous level from appearing
  • Production quality lighting bakes for all levels
  • Global Illumination set to None and Reflections set to Screen Space on all levels
  • Implemented new texture for Geode Drawing Interactable
  • Relit helmetless sequences for improved visual fidelity and disabled ray traced shadows on lights where it was not needed
Oct 25
Hadean Tactics - Lili

-- Improved Weekly Hero leaderboard.

-- UI improvements.

-- Bug fixes.

Retro Endurance 8bit - zsKnight

Hello there!

I'm creating this post to gauge what your experience is when playing Retro Endurance 8bit on Steam Deck if you have one. Apparently, in order to get out some sort of information on Steam Deck compatibility, I'll need to create a Steam Event Post on it so that I can link it from the game page. So far, I've received multiple reports that this game works great on the Steam Deck, but I would greatly appreciate it if some of you can confirm this. Thanks so much!

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!
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