Oct 27
UKNON Jones & Guynelk 2 - guynelk

-Possible detail optimization (not sure)

-Changes to Sapphire's cousin's hair materials

-Improved the quality of Sapphire's cousin's and Sapphire's cousin's 3D models

-Slightly changed the color of Elsa's bra and swimsuit

-Fixed a bug where Elsa's cow tail with her special skin wouldn't come off in some rare story skins

-DLSS has been added to some camera shots in adventure scenes -Jones' skin has likely changed (smoother)

Eximius: Seize the Frontline - AMBX_limgf

Greetings Officers!

Our servers will be temporarily unavailable later today for maintenance as we prepare for a hotfix to address some bugs. More details on the timing below.

Updated Maintenance Start and Estimated End

(28th Oct) (MYT) 2 PM ~ 3 PM

(28th Oct) (GMT) 6 AM ~ 7 AM

(28th Oct) (EST) 2 AM ~ 3 AM

(27th Oct) (PST) 11 PM ~ 12 AM

Warlordocracy - brianlancaster45

Fixed a shit ton of bugs, mostly from recent patches. There was a bug with the Crypto gemcrack in Ch.3, tons of dialogue inconsistencies if you resisted enslavement at the start of Ch.3, a glitch preventing Izari Clerics from casting spells, and the entire Auto-Pause menu not working from the main menu. I apologize for fucking shit up so much and not noticing.

Also fixed some bugs that have been there from the start, including a problem with saves not appearing in the list if they started with "Chapter", Dread Spiders dropping the wrong organ on death, and a cliff blocking grapnel use in Ch.3. Also added a way to get pirate respect in Ch.3 if they are hostile. Finally, improved a bit of dialogue. Thanks to Macabre again for reporting half of these issues.

Complete list of changes:

-Fixed bug with saved games that start with "Chapter" not appearing in list.

-Fixed major bug in main menu where Auto-Pause settings menu wasn't working.

-Fixed major bug in Izari Cleric scripts that prevented them from casting spells.

-Fixed major bug where you couldn't target energy fields with Cryto Gemcrack in Ch.3.

-Fixed some dialogue bugs in Ch.3 where characters assumed you were enslaved even if you resisted.

-Fixed bug in Berindal Beach in Ch.3 that blocked vision at foot of scalable cliff (blocking grapnel).

-Fixed bug where Dread Spiders would sometimes drop Blink Saccules instead of normal Spider Saccules.

-Fixed Ostello's faction in Ch.3 story file, and added another 2 Izari Mercs to Berindal Beach map.

-Robel now also grants you Pirate respect if you donate money to him in Ch.3 (as well as Noble).

-Improved some more dialogue.

Oct 27
Slaughter Horse 2 - Catfood McFly

Ahoy. Here is another small update.

WORKSHOP: In your documents/slaughterhorse2/workshop folder, a new folder called 'import' will appear. Drop into this any QR pony images you wish to import (to a maximum of 40), then on the custom pony screen ingame, click 'set' then navigate to an empty set. The 'trash all ponies' icon will be replaced with an 'import' icon. Clicking this will load all QR ponies from your import folder to the set.

BUGFIX: Fixed an issue where winning would softlock you on the roster screen.

BUGFIX: Clicking on notes after the hitlist no longer garbles the text.

BUGFIX: Fixed bug where Reporter snooping on your house would sushit you even if you were in.

GAMEPLAY: Tips now restored so new players have some idea what the heck is going on.

GRAPHICS: Various graphical changes/additions. Tidied up some of the manes.

*KNOWN ISSUES*

Currently, the Magician can spawn as a race other than Unicorn and the Noble as an Earth pony.

The Magician does not yet attack you, as I have yet to fathom out how this is going to work!

Cakes need work.

Torture works, but is unfinished.

Sound bug: The sound/music will sometimes cut out completely until you restart. This is related to the engine rather than the game and I'm trying to find ways to prevent it.

Oct 27
Flood Descendance - nofaceredux

hELLO EVERYONE and welcome to v.0.2.3! This update doesn't have as much content as v.0.2.2 but it adds two pretty necessary features to FD not yet implemented and achievements.

oh yeh, happy spooky month! ooo so scary

Alright, let's dive in (to the patch notes):

  • Added a temporary halloween event when all except one player has drowned that has a 25% chance to occur

  • Added lobby finding and filtering

  • Added the ability to save and load campaigns

  • Added achievements

  • Fixed some sounds playing even if you're at 0 volume

  • Fixed lever pull animation going down then back up instead of staying down

  • Fixed lobby list not updating for the hosts when a player joins

wow so short

Nearly closing this chapter

This is the second-last content update for the v.0.2.x update cycle. The next update, v.0.2.4 will add control remapping and controller support :O Expect that by end-November. Now, let's talk about the next major update cycle: v.0.3.x

I don't want to spoil too much about v.0.3, but it'll basically be focused on one major gameplay feature. Procedually generated maps. This was touched on back in the early versions of FD but never fully implemented, but I'm planning to fully incorporate it in this update and replace all the old maps. Play them while you can lol

As expected, this update will likely take some time. cuz like... syncing procedually generated maps over the network... need I say more? Expect it by end-2025 to early-2026.

Thanks for playing, see you next time :P

-NoFaceGames

Oct 27
Strings of Fate XI: Magic dream - AJlusa07
Travelers of Litea,
We have already released a fix for you

We collected feedback and quickly repaired everything.

  • Fixed a bug where the trade widget did not disappear after purchasing an item.

  • The obelisks have been repaired – the "Path of Insight" quest can be completed without problems

  • Inactive altars have been activated – prepare your donations

  • Fixed a Veina Rewald that does not disappear after being accepted into the team.

  • The Mage's Eye spell has been repaired

So what? We can continue our adventures!

If you have any questions or suggestions, we are waiting for you in the comments.

Poua! – Your Pomodoro Buddy & Minimal Desktop Timer - Filling Burrito

Track and share how focused you were throughout your day at a glance. Your focus patterns are visualized as emoji graphs, allowing you to intuitively understand your productivity rhythm. The completed graph can be copied with a single click and shared immediately anywhere (X, Discord, Bluesky, and more). Compare your daily focus records with friends or use it to document your achievements.

Key Features
  • Daily focus time represented as emoji blocks

  • Color-coded by focus intensity

  • Default time range: 8 AM to 2 AM next day (18 hours)

  • Freely adjustable time range

  • One-click "Copy" button to clipboard

Data Information

This update improves how focus data is stored. Records before this update are displayed aggregated by hour, while data from this update onward will be collected with minute-level precision.

Improvements
  • Gacha button LED effect is now more subtle

  • Fixed an issue where color and eye customization settings were being reset

Mawkey The Last Macaw - GuerraPixelStudio
Mawkey now automatically jumps after defeating El Vago to avoid falling straight down.

Health bars have been added to all bosses.

Cave crates have been re-adjusted, with improved collision detection across various objects.

Several collision issues with enemies have been fixed.

After defeating a boss, a directional arrow will now appear to show you where to go next.
Loulan: The Cursed Sand - DAZAI

🥳 We just dropped our first game reveal trailer!

🎬 It will come to PS 🎮 and PC 💻!

Check it out and don’t forget to Wishlist if you like it! 💙

https://store.steampowered.com/app/3833280The game is still in development, we currently plan to release it on PC & PS5.

Let us know what you think or what you’re looking forward to! We can’t wait to chat and share more about the game with you here.

Follow Us

Join Discord: https://discord.gg/6nCQEPygwm

YouTube: @Loulan: The Cursed Sand

X/Twitter: @Loulan: The Cursed Sand

Facebook: @Loulan The Cursed Sand

Ins: @loulanthecursedsand

Momentum Mod Playtest - Gocnak
Hey there!

This update adds some Steam Achievements, proper Defrag HUD support for replays+online, and TONS of fixes!

We're still investigating the lobby connection issues with Steam Support, KZT is in code review, and voice chat is also being cooked up, so stay tuned for future updates!

Added (7)
  • Added -shadowatlassize launch parameter to specify clustered shadow atlas dimensions. Must be power of two
  • Added a console warning for when the clustered shadow/cookie atlases are full
  • Added a flag to `light_rt` and `light_rt_spot` to force shadows to update every frame
  • Added some Steam Achievements, have fun unlocking them! (game/issues/1151)
  • Added support for $treesway to PBR. The material parameters match VertexLitGeneric
  • CSM fix entity tool
  • FGD flag values can now have description (currently not visible in any UI)
Fixed (12)
  • Fixed Faceposer crash when loading an invalid subscene
  • Fixed Hammer erroring out if Steam mounting is unavailable, even if the selected game doesn't need it
  • Fixed Hammer regression causing objects to be duplicated
  • Fixed conc beeps not canceling when restarting timer
  • Fixed crash upon joining invite to a map lobby in main menu
  • Fixed crashes when using mat_crosshair commands from main menu
  • Fixed flashlights suddenly becoming invisible far from their origin
  • Fixed ghost name panels interpreting names as localization strings
  • Fixed lights becoming fully shadowed outside their NearZ/FarZ range
  • Fixed possible crash when loading corrupted BSP files
  • Fixed potential bug with detail texcoord transforms in VLG when $treesway is enabled. If you notice broken VLG treesway models, please tell us!!
  • filter_momentum_surface_collision exported with entity tools using a misnamed key for filter_name
Improved (12)
  • Defaulted cl_threaded_bone_setup to 1 to fix jittery ghost animations (game/issues/2463)
  • Disable mom_mv_df_clip_speed_ground in VTG
  • Don't prime the timer if the player has any KZ checkpoints (game/issues/2497)
  • Improved performance of client side entity classname comparisons
  • Made low OS memory warning print a little bit less often
  • Players will now be warned when they're trying to join an incompatible lobby via the drawer (game/issues/2516)
  • Record movement data for Defrag HUD
  • Restored the behavior where a trigger_catapult pointing straight up multiplies its speed by 1.5x, to keep backwards compatibility with existing maps
  • Set sv_accelerate to 10 and sv_friction to 4 for VTG
  • TF2 rockets will now properly go the full grid length instead of 2000 units (toggle via mom_tf2_rocket_use_max_extents) (game/issues/1816)
  • filter_activator_class matching the class name tf_projectile_rocket now works with Momentum Mod rockets
  • func_button OnDamaged output only activates once per shot instead of once per bullet impact, matching Team Fortress 2 behavior
...