The Asterion - Luca Rinaudo - Sodio
⚔️ Asterion — Major Update ⚡️

The Labyrinth just got deeper.
We’ve released a huge update packed with new features and improvements 👇

🌀 New Tutorial (Tartarus) — A playable section where players can learn the controls and understand the full gameplay loop.

💬 Narration System — Theseus and Ariadne now speak to each other, comment on your actions, reveal story hints, and guide you through the maze.

🏛️ New HUB Area — Before every run, you can:
 • Buy supplies (arrows, potions)
 • Choose among three different swords
 • Train freely in the combat field
 • Receive a Blessing, a passive power-up for your next run

⚙️ New Settings Options —
 • Choose between Target System or Free Combat
 • Decide whether to auto-skip or manually skip dialogues

💨 Combat Update — The DASH has been reintegrated!
Now both DASH and SHIELD co-exist, allowing for faster, more tactical gameplay.

🧵 Golden Thread Update — The thread now becomes reddish as you get closer to the Minotaur’s lair…

🔥 Run Improvements —
 • Larger and more varied rooms
 • Automatic lighting when entering large enemy areas
 • Destructibles now drop coins, potions, or arrows

👹 New Enemies & Bosses —
 • Completely redesigned enemy roster
 • Two new minibosses
 • A fully reworked Asterion, now with two phases

We can’t wait to hear your feedback — this is just the beginning.
Banished Souls - Les
  • Changed white flash on Banish

  • Added Base item Ouija Board

  • Added audio cues for win, lose and training

  • Fixed issue with 2nd floor whispers not working right

  • Fixed issue with base summoning scroll sound

  • Fixed issue with night vision sound not stopping

Tale of Dark Light - IS总裁习

Fixed the issue where players were sometimes unable to allocate ability points

Fixed the issue where charging attacks sometimes retain layers indefinitely

Adjusted the default effects for charging attacks, now they will not follow the player's movements

Dungeons & Kingdoms - dakdeveloper

Some highlights of this build - Cleans up a bunch of stuff related to window management, adds a new player hotbar, quest objectives overlay, key shortcuts overlay, and better use of the Escape key.

  • Add current quest objective UI overlay

  • Add keybindings tips UI overlay to show when cursor is visible and no other UI open

  • Fix issues when opening Skills UI

  • Move playerHUD to its own canvas beneath the primary game HUD

  • Wire up getting the current keybinding from settings to display for player HUD shortcuts, other keybinding references in the UI will be wired up correctly over time

  • Cleanup several keybindings, add missing ones including Escape/Cancel and Hide Player HUD

  • Change button text to "Reset Keybindings" for player prefs button in Game Settings

  • Improve window management to autoclose when other windows open

  • Improve global handling of Escape key to close any open window

  • Fix Adventures UI close button not working

  • Add PlayerHUD section to game HUD with stance indicator and showing all holster slots

    • The playerHUD shows you a combat stance indicator and 5 slots that match your equipment holsters: 2 on the hips, 2 on the back, one for a shield.

    • Each slot shows the shortcut key to trigger it

    • When a slot is triggered it highlights to indicate that slot is active or equipped

    • For holster slots, press the key once to equip the item, press again to holster that item

    • Load the holster slots in the inventory UI

  • Move resolve manager and canvas to PlayerHUD and integrate UI with new player HUD elements

  • Modify Inventory UI layout to align with new PlayerHUD hotbar layout, move shield slot to combat holsters area

  • Change internal structure of hints window for better control over startup

  • Fix inventory UI drop mode button to stay on when toggled on instead of turning off after each drop

  • Fix bug where some equipped items may prevent final callbacks if they turn on certain animation layers, for example the torch turns on a left arm layer when equipped

  • Fix characters not changing into correct combat mixer for current item when equipping items in some cases

  • Update hints windows to include DontShowAgain buttons on each hint and header, new game setting for turning off hints, auto-adjust summary text tweaks, add tooltips for hint buttons

  • Add dialogue option when skipping tutorial to turn hints on/off

  • Change allied NPC behaviour - if they spot a combat target they will automatically grab a weapon within 20m, if they are following the player they will automatically grab a weapon within 5m

  • Change defaults for equip item inputs from 7-0, to 1-5

Oct 27
HaeTae: Guardians - cold_9317

Hello,
This is JipangYi Games!

Thank you for playing our game.
We’ve fixed an issue where the game would revert to Korean after applying your system language at the start.

We apologize for any inconvenience this may have caused.

Thank you for your understanding and support!

How to Train Your Cock - Ang

Forget about sketchy emails and online articles. Now is your time to shine! How to Train Your Cock is finally available on Steam! Your life will never be the same again.

Hi, I'm Angelo. A solo developer who likes to say stupid jokes. I've had this game's concept on the back of my mind for a couple of years now, but it took me a long time to figure out how to turn this silly joke into a fully functional game.

https://store.steampowered.com/app/3673060/How_to_Train_Your_Cock/

What started as a joke, became one of my favorite projects. I had a blast developing it and I hope you enjoy it as much as I do!

Anyway, I already rambled too much. Here are some of the game's features:
- Idle gameplay with manual upgrades & customization
- Over 60 cosmetics
- 4 upgrade types
- 2 cock evolutions + the base form
- Multiple cock colors
- Leaderboards
- Save/export a picture of your cock to share with friends
- Betting mini game

I appreciate all the support you gave me. From the feedback, to playing the demo or simply wishlisting it. Also thanks to Gamersky Games for bringing more eyes to the game.

Have a great week and we'll meet again on the leaderboards for the biggest and strongest cocks (but I'll probably be at the very end).

Thank you,
Angelo

Ps: don't forget to share with your friends, so you can brag about your cock being bigger than theirs.

Oct 27
Pixel Survivors: Defense - Amrita

Gameplay

  • Added new skill Volt Bounce: Fires an electric orb toward enemies. The orb bounces upon hitting an enemy or a wall.

  • Fixed issue where enemy attack range was too long.

UI

  • Added option to change default game speed (1x, 1.5x, 2x) in Settings.

  • Added R key to reroll.

The Next Journey Of Life - MambaDachun

1.新增臭豆腐摊(海米汽车边上)

2.大幅优化卡顿问题(大量删除地图中不需要或者难以加载的资产,如果遇到有明显的视觉上的BUG请反馈)

Tower Lab Playtest - playtugstudio
Hellooo! We wanted to get one more patch in before the end of the playtest to fix some of the critical issues that have been impacting the experience. Since this patch is coming in so late in the day, we've decided to extend the playtest a few hours. It will now end on Monday, October 27th at 9PM PDT!

Features

  • 🕹️ Added an initial implementation of Sandbox Mode! All towers can be freely placed for experimentation (and deleted by pressing X while holding them). Note: Level building and waves will be added in the future.

Bug Fixes

  • Fixed Grow/Shrink towers ignoring the minimum and maximum scaling limits (causing enemies to be 50x the intended maximum mass in some cases)
  • Fixed Grow/Shrink/Fan volumes being slightly too small and too high off the platform, resulting in very small objects like units and Mines being unaffected in most cases
  • Fixed an issue where Gravity Tower's projectile could despawn briefly after wave start
  • Fixed an issue where immovable decorative lanterns could be scaled
  • Fixed an issue where units could be too large to fit into the exit portal
  • Fixed level 1 platforms being misaligned with the build grid
  • Fixed mines not increasing explosive force based on scale level
  • Temporarily disabled tower swapping while in build mode as it was causing towers to be picked up when starting waves

Balance Changes

  • Adjusted the default scale and mass of all enemies across the game. Enemies can now be larger and have the appropriate maximum mass. This impacts the balance relationship between units and towers across the board, so many towers have been reduced slightly to compensate.
  • Rebalanced waves in levels 2-5 to contain fewer of the heaviest units. Level 3 in particular introduced heavy units far too early compared to 4 and 5
  • Rebalanced the stability system (consecutive hits on units have increased force)
  • Increased the force multiplier from 1.5x to 2x
  • Decreased max stability multiplier from 5x to 3x
Default Enemy Unit
  • Increased the default size for visual clarity
Bomb Tower
  • Increased effect radius from 4 to 5
  • Increased explosion force from 4 to 6
Fan Tower
  • Reduced blow force from 8 to 6
Mine Tower
  • Reduced spawn radius from 1.0 to 0.5 (mines spawn closer to the center of the path)
  • Increased explosion effect radius from 2 to 4
  • Increased explosion force from 4 to 9
  • Increased mine default size by ~20%
Tesla Tower
  • Reduced activate interval from 3s to 2s
  • Reduced lightning damage from 10 to 4
Warspear Online - Dahikos

Warriors!

The Season Party has begun in Arinar, and you're invited!

Take this opportunity to claim your favorite rewards at lightning speed – for this week only, earn x3 Season Points for completing all daily and weekly missions of Activity Season 36!

Event duration: 26.10 23:00 CET – 02.11 23:00 CET

Forward, for trophies!
The Warspear Online Team

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