Bouncemasters 2: Pengu Throw - Mileo

Hey, Penguins!

Meet the JoyBits Supporter Bat DLC - a shiny new addition to your collection and a heartfelt “thank you” from the team behind Bouncemasters!

https://store.steampowered.com/app/4126460/Bouncemasters__Supporter_Bat

A month ago, when we launched Bouncemasters on Steam, it was completely free - no ads, no microtransactions, just a small gift to our amazing community.

But many of you asked for a way to thank or support us - so we added something special!

JoyBits Supporter Bat - a shiny, hammer-style bat available exclusively to DLC owners. It’s not overpowered, not useless, just a fun, balanced way to show your support and keep those penguins flying!

Thank you for being part of the Bouncemasters journey - your support truly keeps us flying!

The Journey - Episode 1: Whatever This Is - JessyBug

Hello everyone!

Thanks so much for your continued support while we work on new titles!

We've got some big things coming, but we've also got an entire catalog of over 30+ experiences in the same universe as The Test Franchise, all linked together in some way or another. More Lore coming soon!

Everything is on sale for Spooky Season, from all 7 installments of The Test Series and so much more!

We hope you enjoy, and remember to be kind to one another! ♥

  • Randumb Studios (PS: If you follow our Curator page, something good is coming.) 😉

https://store.steampowered.com/bundle/13174/Randumb_Studios_Deluxe_Bundle/

For Sale - kooler
We are happy to announce to you that Steam Trading Cards are now live!

Enjoy trading and collecting the different cards, backgrounds, emoticons and badges we prepared for you.

Additionally, we also updated the build of the game with the latest Unity vulnerability fix.

Happy collecting!
The Collarpill Team

The Advisor - Episode 1: Royal Pain - JessyBug

Hello everyone!

Thanks so much for your continued support while we work on new titles!

We've got some big things coming, but we've also got an entire catalog of over 30+ experiences in the same universe as The Test Franchise, all linked together in some way or another. More Lore coming soon!

Everything is on sale for Spooky Season, from all 7 installments of The Test Series and so much more!

We hope you enjoy, and remember to be kind to one another! ♥

  • Randumb Studios (PS: If you follow our Curator page, something good is coming.) 😉

https://store.steampowered.com/bundle/13174/Randumb_Studios_Deluxe_Bundle/

Bouncemasters - Mileo

Hey, Penguins!

Meet the JoyBits Supporter Bat DLC - a shiny new addition to your collection and a heartfelt “thank you” from the team behind Bouncemasters!

https://store.steampowered.com/app/4126460/Bouncemasters__Supporter_Bat/

A month ago, when we launched Bouncemasters on Steam, it was completely free - no ads, no microtransactions, just a small gift to our amazing community.

But many of you asked for a way to thank or support us - so we added something special!

JoyBits Supporter Bat - a shiny, hammer-style bat available exclusively to DLC owners. It’s not overpowered, not useless, just a fun, balanced way to show your support and keep those penguins flying!

Thank you for being part of the Bouncemasters journey - your support truly keeps us flying!

The Forever Winter - FunDog

Greetings Scavs! Welcome to the QOL2 update!

This update brings big things in small packages. First and foremost: we have added compression technology to the game that substantially decreases the game’s size on disc. This should make downloads much smaller and demand less of your storage. We will continue to focus on this and other technologies to make the experience streamlined and efficient as we go.

We have also done numerous improvements to the Scav Character animations which should make movement and jumping feel much more natural. Each character was improved, so take your main out for a run to check out the changes.

A fair warning: when hacking the towers to gain information about the state of the regions, you best not fail. Failure now will lead to an unfortunate demise as the tower deals with your unauthorized access attempt…

Also, keep a look out for the Blind Mother Courage lurking in the tunnels! She has terrible vision, but very keen hearing and a long memory. Engage her if you dare!

In addition to all that, numerous adjustments, bug fixes, and improvements have been made to the game. For a full list see the update details.

Stay frosty out there guys!

-Fundog out>

Update Details

Please see the below list of improvements, bug fixes, and newly added features.

Tuning Adjustments / Improvements
  • Oodle compression was added to drastically reduce the download size / game size on disc.

  • Numerous improvements to all playable Scav character movement animations.

  • The Blind Mother is now in the tunnels! Has terrible eyesight but keen ears: the Blind Mother moves fast and strikes hard once it finds a target.

  • The towers will now kill any Scav that fails the hack attempt multiple times in a row.

  • Difficult jumps on catwalks in the tunnels have been mitigated.

  • Players who crouch are now much harder for AI to sense than before (unless the AI are already aware of the players).

  • Hunter Killers will have a much harder time detecting players that are crouched unless the HKs are already aware of the player locations.

  • Player air control (response to movement input while airborne) increased for easier aerial movement.

  • Fall damage has been tweaked / tuned to be a bit more forgiving. Does not apply if the player falls into a “bottomless pit” or hits a kill-trigger.

  • Additional SFX improvements for rig foley system and for rig weight.

  • Large amount of texture and mesh optimizations in all levels to reduce download size.

  • Larger meshes in Frozen Swamp have been optimized.

  • Various improvements to sfx and vfx for player weapon muzzles when firing.

  • Friction / physics changes on navigation pipes in the tunnels to make them more “sticky” still and easier to jump onto without sliding off. 

  • The entry / exit countdown for tunnel extracts now tells all players what the next region / location is going to be.

  • The side dodge is now a double-tap of the button (controller or keyboard).

  • Several adjustments to enemy presence in the tunnels: larger enemies are much less likely to spawn in the earlier tunnels.

  • There is now an icon on the HUD just under the compass if any enemy is fully aware of you and hostile and / or if any enemy is currently attacking you.

  • In-world loot and extraction icon distances have been adjusted so they don’t appear until the player is a bit closer.

  • Awareness icons over enemy heads will now appear when the enemy is further from the center of the screen, mitigating the player’s need to point right at a foe to see its awareness state.

  • Several tweaks to the training tunnels for an easier navigation path for new players.

  • Several adjustments to the in-level water height (not to be confused with the player’s current water inventory) to prevent the water from going over the player character’s head.

  • Several stamina tuning tweaks have been made.

  • Some tweaks to network code have been made to improve network stability. This is an ongoing effort.

  • Several tweaks to the loot drop rates have been made.

  • The vendor ammo supply (how much ammo they have in stock) has been adjusted. 

  • Container drops of ammo have been adjusted (and will become more generous the further into the tunnels / regions Scavs travel).

  • Some adjustments to the French localization text for improved translation / readability.

  • Clearer context for closing the Scav Mule UI has been added.

  • The contrast of the menu videos has been adjusted.

  • Fixed extraction icons being incorrect on the player’s compass.

Bug Fixes
  • Grenades should now always correctly display their vfx and play their sfx for both client and server players.

  • Turrets should now always replicate their death state for hosts and clients when they are destroyed.

  • Performance improvements for AMD card owners when in customization (weapon and rig) screens.

  • Several fixes for deaths and animations during AI and player sync kills.

  • Several cases of unintended enemy respawns in the tunnels have been addressed.

  • Fire audio in the tunnels now properly replicates in network situations.

  • Fix for single bullet impacts sometimes sending enemy AI soldiers flying.

  • Fixed issue where skeletal meshes would sometimes have incorrect pitch / yaw / or roll after a sync kill.

  • Additional fixes applied to prevent anyone from getting stuck in the ground after a sync kill or heavy hit react.

  • Additional fixes for popups in the Innards to try to prevent the game from losing focus when a popup occurs.

  • Fix for various issues that would cause enemy AI (and sometimes player characters) to continue standing / be idle after death vs. crumpling to the ground.

  • Several code improvements were made to the extraction system to try to prevent rare occurrences where the extractions would fail to appear (and trap players in the level). 

  • Addressed issue to mitigate stomping mechs from killing players in map locations under the battle (like in the Elephant Mausoleum motor pool area, etc.). 

  • The player should be able to perform the 180 turn with any weapon equipped.

  • Drones should be less costly on performance (improvements to their lights). 

  • Fixed an issue where tombstones could fail to appear in Tunnel “A” (and other levels where water cost for entry is zero).

  • Fixed an issue where consumables in the player character’s hands could fail to hide themselves if the character was downed or killed while using the consumable.

  • Improved target marking for mechs and Mother Courage.

  • A fix has been put in to properly put the player in the correct camera perspective after reloads or when using the controller (related to over-the-shoulder and 1st person ADS; also related to alt-tabbing with the controller in use).

  • The fire actions on the controller have been switched from analog to digital input for the triggers.

  • More actions are exposed for binding on the controller customization menu (still a work in progress).

  • An issue where the camera would sometimes have the player stuck in the middle of the screen if they crouch and un-crouch has been fixed.

  • Multiple fixes for client players rapidly cycling in and out of ADS / Aim or sprint when the button is held have been added (still a work in progress).

Dark Hours - Reivax
Patchnote #58 for Dark Hours (v1.0.23161) - 27/10/2025
Monster
  • Driftborn Teleport Fix: Fixed a bug where the Driftborn would no longer hide behind doors.
Gameplay
  • Reputation Reward Fix: Fixed a bug where players did not receive reputation after the second consecutive heist.
  • Objective Reward Fix: Fixed a bug where objective rewards were not properly applied to the credits earned at the end of a heist.
LD
  • Props Casino Fix: Fixed props spawning that prevented monster navigation in a specific area.
  • Props close to a corner Fix: Fixed a bug where a prop near a corner could create a blind spot in the navmesh, preventing monsters from navigating.
Achievements
  • Achievement Stats Fix:Players can now view their progress on certain achievements directly from the Steam achievements page.
  • Water You Doing Fix: Fixed a bug where the achievement "Water You Doing" could sometimes be earned without the player performing the required action.
  • Calm Down, Buddy Fix: Fixed a bug where completing the objective would trigger a different achievement instead of the intended one.
General
  • HUD Size Mod: Increased the size of objective text displayed on the HUD during a match.
  • HUD Scale Setting: Added a slider in the options to control the scaling of the HUD.
  • HUD Checkbox for objectives: Added a checkbox for tracking the completion of the main objective.
  • EOS integration: Fixed an issue preventing players from EGS to join online games

Notes
Reputation Compensation:
Every player who played but did not receive reputation when they should have will be granted a compensation in reputation equivalent to what they would have normally earned.

Known bugs
  • Voice Chat: We are aware of issues affecting microphone use, including players not being able to hear each other, static, and latency. We are doing everything we can to fix these problems as quickly as possible. (╯°□°)╯︵ ┻━┻
  • Bug reports received on Steam forums and Discord are currently processed by the dev team and will be fixed by priority in the following days. (sorry >_<)
Warhammer 40,000: Dawn of War IV - grant

Hello everyone!

We’re KING Art Games, an award-winning independent development studio based in Bremen, Germany, now hard at work bringing Warhammer 40,000: Dawn of War IV to life! We were thrilled to see your reactions to the big reveal at Gamescom in August, and we wanted to take a moment to introduce ourselves properly.

Working on Dawn of War IV is a dream come true for everyone here at KING Art Games. We’re all huge Warhammer and Dawn of War fans, and it’s incredibly exciting to be working on such an epic series that’s loved by so many people all around the world.

For nearly 25 years now we’ve been making games that mix rich storytelling with thoughtful design. Although we’ve worked on a number of genres over the years, strategy has always been very close to our hearts.

Some of you will already know us for Iron Harvest, our first full-blown RTS game. Set in an alternate 1920s reality, Iron Harvest was our love letter to RTS gaming and is filled with diesel-punk mechs, classic RTS mechanics, and strong narrative campaigns.

As our co-founder and creative director Jan Theysen puts it:“This is a new chapter in a very long journey for the studio! It feels like we’ve been working towards this point. We’ve created a lot of story-driven games and we’ve created RTS games. Now everything is coming together!”

Although we’re very proud of the success Iron Harvest found with critics and players alike, we always knew that our next RTS game would be even better. With Dawn of War IV we’re committed to honouring the spirit of this beloved series, while at the same time building something fresh and exciting for you all.

There’s no secret formula to follow when it comes to making a great Dawn of War game, but we started by returning to the series’ roots and asking ourselves a simple question: “What would a modern interpretation of the first Dawn of War look like?”

That’s been our guiding star, but of course if a feature or idea from the other games - such as Last Stand - fits our vision, we’ve included those too. While multiplayer is a key part of the Dawn of War experience, we also know how important great campaigns, stories and missions are to Warhammer fans.

“One of the things that KING Art is known for is its stories, campaigns and characters,” says Jan. “We feel these things are super-important for RTS games - more important than some of the RTS games of the past have realized.”

Our goal is nothing less than to create the ultimate Dawn of War game. This is the game we would want to play ourselves, drawing inspiration from the series’ history and brought up to date with modern technology.

Thank you for reading, and for your trust in us as we work to finish Dawn of War IV to the high standards you expect. We’ll have more updates for you in the weeks and months to come, and don’t forget to wishlist the game if you haven’t done so already!

The team @ KING Art Games

Successor - Wartile

Hi everyone, and welcome to the Successor miniature universe!

Stepping out of Early Access is rarely uncomplicated, and, regretfully, some of you have encountered frustrating issues.

GPU overheating

Some problems are more complicated to track down and fix than others. With this update, we focused on the most pressing one: GPUs being overburdened, which in some cases caused crashes. This should now be resolved through some backend tweaks, without lowering the visual quality.

We also want to let you know that we’re actively monitoring player reports on both the Steam Community Hub and our Discord channel, where in-game bug reports are sent.

We’ll be adding some of these to the Report Bugs section in Discussions, so if you recognize an issue, please feel free to drop a comment and share more info with us.

PCVR Players – Heads Up

If you have a PCVR system connected and experiencing launch issues, it might be because Successor is unintentionally initializing your VR setup, which then boots up SteamVR and causes a crash.

The workaround is to ensure SteamVR is not running when launching Successor.
We’re sorry for the inconvenience and are working on a proper fix.

Getting stuck!

If you find yourself Stuck on a Board with only dead enemies or at the bottom of the Region Map. Try this workaround: open options -> Quit to Menu -> Continue. This should bring you back in action. Please don't leave the game in frustration; we are looking for a fix.

Again, thanks for joining us! And if you happen to stumble into a frustrating issue, please consider sharing it with us, here in the comments, in the Discussions section, or on Discord.

We genuinely want to help, fix the problem, and be able to ask about some of the issues.

Just a heads-up: we're based in Copenhagen, so if we don't reply right away, it might just be a time zone thing :)

Have a great day.

Kind regards

The Playwood Project Team.

Oct 27
Boneraiser Minions - caiys
//bug fixes
- Choose Class screen: When using Full Mouse Support opening the menu would cause a crash.
- Choose Map screen: The Fortuity Destiny map icon and/or text could show as locked despite being unlocked.
- Mausoleum Awakens - Choose Map screen: Pressing the Back button would allow you to go to a map that's locked.
- Necrotic Skirmishes - Choose Map screen: Entering the Fortuity Destiny map could take you somewhere very spooky indeed.
- Necrotic Skirmishes - Choose Map screen: When using Full Mouse Support opening the menu would cause a crash.
- Castle Conquest: If you ended the stage with over 100% Bones then it would cause a softlock.
- Castle Conquest: When entering an Ominous Cathedral map you would spawn walking through the wall.
...