Hey everyone!
Only one week left until you can rock in hell! 🤘
The Rogueside team has worked so hard to bring Devil Jam to life, but none of this would’ve been possible without you. Your feedback, excitement, and support helped us make the game the best it can be, and we couldn’t be more grateful.
Here’s a sneak peek at what’s waiting for you at launch:
- More playable characters
- A bunch of quests to complete and unlock fresh items
- Brand-new soundtracks
- More sins
- More items
- More fun!
We hope you’ll enjoy playing Devil Jam as much as we loved making it.
Get ready to shred, survive, and raise some hell!
The Rogueside Team

With zero marketing, just pure community support, this demo has already climbed into the Top 3 Trending Free Demos!

This means the world to us. We’re a fairly small indie team that poured our souls and hearts into this project and seeing it getting a lot of attention and a lot of positive feedback is incredible.
Our discord community has been growing fast ever since and your reviews, videos and streams will help us shape the future of our game.
If you haven’t tried it yet — the Demo is live on Steam.
G'day Rat Racers, a new update has been released.
With this update, the Server bug affecting private lobbies has now been fixed, it is safe to use private lobby functionality again!
Implemented sourcing latency compensation timestamps from the matchmaking server. This should fix the softlock that could occur at race start in online mode if the player's computer has the wrong system time set. It is still recommended to have the system time set correctly as some issues with this new mechanism's race start timings remain.
Fixed a bug with Missiles in online mode using the wrong time reference when rolling back player snapshots.
Fixed an issue where the lobby UI would revert to default state and be unusable if the client lost connection to the matchmaking server mid-race.
Fixed several subtle game logic bugs that would occur if the Matchmaking server connection was lost.
Slightly overhauled how latency compensation works with Bombs and Missiles; now both use a time reference that's more stable but slightly higher latency to ensure consistency across clients when firing them. This should also improve the reliability of Bomb throws in online races.
Fixed a bug where entering the correct lobby code for a given private lobby would fail.
The dedicated server software has also been updated with the new improvements on it's side:
Implemented support for the new server timestamps feature.
Fixed a bug with private lobby code generation not deduping based on existing private lobbies properly.
Hey Bouncers! 👋
The countdown has officially begun — Nice To Yeet You launches into Early Access on November 6th! 🚀
We’ve been cooking up chaotic arenas, fine-tuning gravity (literally), and perfecting that sweet, satisfying yeet. Every round is a physics-fueled frenzy where you toss, launch, and fling your friends (and enemies) into oblivion. 💫
Here’s what you can expect on Day One:
🪐 Planetary Gravity Arenas – each world has its own twist on how you yeet.
🤼 Local & Online Multiplayer Mayhem – play with friends or total strangers.
🎯 Skill Shots, Power-Ups & Style – because yeeting is an art form.
👀 Ongoing Chaos – Early Access means new arenas, new powers, and community-driven tweaks as we go!

We can’t wait to see your clips, your best (and worst) throws, and your ultimate yeet moments. This is just the beginning — and we want YOU along for the ride. 💪
👉 Wishlist now to be notified when launch day hits!
🕹️
https://store.steampowered.com/app/3108230/Nice_To_Yeet_You/









Bulk purchase to avoid breaking your mouse from clicking so much.
Objects that appear throughout the journey always remain visible on the screen until they are collected.

#REDSEC arrives tomorrow at 8:00 PT / 15:00 UTC.

The wait is over! Escape Simulator 2 is officially available.
https://store.steampowered.com/app/2879840/Escape_Simulator_2/For a limited time, you can get it 10% off! We also released the original soundtrack by our composer Saša Đukić and a bundle with Escape Simulator 1 for everyone discovering the Escape Sim world for the first time.
New Trailer
Escape Simulator 2 is a completely new game built from scratch.
At launch, it includes 12 brand new escape rooms, each much larger and more detailed than before. Expect around 50 minutes of playtime per room.
There is also a new Lobby, a shared hub where you and your friends can gather before entering the rooms. It is a place to display trophies, photos, and enter the darker puzzles, or just relax between sessions.

This sequel gave us a clean start and allowed us to push the escape room genre further. We explored darker themes, experimented with new puzzle ideas, and rebuilt many core systems like rendering, networking, physics, and animation to make the experience smoother and more immersive.
We upgraded our engine and reworked many core systems.
The new autosave system saves your progress all the time. You can leave the game whenever you want and continue later from the exact same spot.
It also enabled drop-in multiplayer, so you can invite friends mid-game and continue playing together instantly. Escaping as a team has never been easier.
Escape Simulator 2 is a big project made by a small team.
In the last ten days alone we fixed over 1,000 bugs and issues. The game supports 15 languages and multiplayer for up to 8 players, which means a lot of different setups to test.
If you find any problem or have a suggestion, please reach out to us through our Discord, the Steam forums, or by email at https://community@pinestudio.com.
We are fully dedicated to improving and polishing the game with your feedback.
A huge thank you goes to all our Closed Beta testers. You truly outdid yourselves and helped us make a better game. 💖
We decided to keep the Room Editor in BETA for now.
It includes many new tools and quality-of-life upgrades, but we did not have enough time to polish it to the level we wanted. We will continue improving it in the coming weeks, adding new props, fixing issues, and expanding its options.
Thank you to all our Builders for your patience and support.
The good news is that after the first week of polishing we will start our first ES2 Builders Competition!!
Our main focus in the next couple of weeks is to fix and polish everything you report.
We are already working on the next free room, which is coming very soon, and we have started planning the first DLC.
After that, we plan to continue adding new content to both Escape Simulator 1 and Escape Simulator 2.
We would love to see your screenshots and escape photos (that's a new thing)
If you share them on social media, please tag us on X, BlueSky, Instagram, or Facebook.
https://store.steampowered.com/app/2879840/Escape_Simulator_2/Happy escaping!
Pine Team
It’s live!
The big difference between the Early Access version of the game and the demo is that the demo ends after Map 1, while the EA version contains all 3 Maps. Have at it!
As a reminder, "Early Access" means "not totally finished and polished." The game still needs stuff like more Ruins, some UI updates, and a proper ending. See the "About this game" section for a description of what's in the game now, and the "Early Access" section for more info on stuff that we plan to implement.
We added several new Trinkets!
-New Greater Trinket- Treemeld. Your highest HP unit gains +100% HP but loses 70% movespeed.
-New Lesser Trinket- Nightsky Blanket. Upgrade a random tile in the second row into a Pinlight tile. A unit placed on this tile receives strength rather than weakness from the Dark trait.
-New Lesser Trinket- Hands of Light. Initiative - Units in your front row gain 10% Lifelink.
-New Lesser Trinket- Arrowhail. Initiative - Units in your back row deal an additional 5% damage.
-New Lesser Trinket- Reactor. A Reactor appears on a random tile on the enemy side of the board. When it dies, deal 1000 / 1500 / 2000 Magic damage to enemies in a 3-tile radius. (Damage increases each Map).
-New Lesser Trinket- Experience Points. Units that survive combat permanently gain 3 Attack, 3 Magic, and 30 HP.
-New Lesser Trinket- Tattered Flag. Your Tier I and II units gain +10 Attack, +10 Defense, +10% Attack Spd, and +100 HP.
-New Lesser Trinket- Delayed Release Capsules. 15 seconds - Your units gain +25 Attack, +25 Magic, and +25% Crit.
Fixed several bugs relating to A Rock
Fixed a crash relating to Hardened Ghost and the Light Trait
Fixed a bug causing units with 1 MP to gain multiple spellcast triggers per each spellcast
We’d love to build an incremental difficulty system to add an incentive to keep beating runs and to git gud at the game.
But hey. Who knows what else the future holds? Play our game and let us know what you think and what you want to see going forward. The feedback and reception we get at this stage will help us figure out our plan of action going forward.
-John from Hat Wobble Games