Eterspire - Stonehollow Workshop

New Content, Features & Improvements

A new quest: Going Through the Potions. Help a group of witch sisters brew a peculiar potion for Vestada's Potion-Off Contest! Start this quest by speaking with Piper in Vestada.

Monster encounters in the first 20 levels of the game are now much more engaging, featuring different enemy aggro types and the addition of ranged mobs. We're experimenting with these changes to make the early-game grind more fun, and we'll be rolling them out to the rest of the game soon.

We buffed the Perfect Draw skill for Archers, increasing the bonus damage at early levels.

The Bastion Challenge: Reforged!

We've made several improvements to this game mode based on community feedback. Our hope is that these changes will make the Eternal Moonlit Bastion a more worthwhile and engaging experience for endgame players, and give them more incentive to try out new builds and team compositions, push for highscores, and farm lots and lots of Bastion Points!

Eterspire Store

We've now completely removed all items that might be considered pay-to-win from the store (that could still be found in some special categories).

Bugfixes
  • Fixed an issue that made it difficult for Archers and Wizards to hit certain flying enemies.

  • Corrected the Fireborn Gear for Archers to display the proper level requirements and tier.

  • Fixed a visual clipping bug in the Sakura Blossom set.

  • Cosmetic sets now align correctly on the hip and no longer show transparent seams where they connect.

  • Fixed a camera bug that caused it to clip through ceilings in the Frozen Moist Glacier.

  • The Archer's Rapid Shot and Ultimate abilities now display their intended visual effects.

Other News
  • 289 accounts have been banned for using modded clients, which is against the Eterspire Rules. Burn!

Community
  • Our Discord has surpassed 10,000 members!!! Thank you to everyone in this incredible community!

  • Our Halloween Costume Party Contest has ended. Your entries were super creative and absolutely hilarious!

  • All event participants have received the 'The Spooky' epithet, and contest winners have received their crystal rewards.

  • A new special community event begins later today, with the biggest crystal rewards we've ever given out!

Access the full patch notes on our official website: https://www.eterspire.com/news/?date=2025-10-28

Prophecy Island Playtest - The Dutch Tree
No more pre-alpha soon

V0.0.28 introduces all missing features that where planned and almost puts the game in alpha mode. All features are present, but still need a lot of content expansion. I have also spent a lot of time on improving combat and movement handling, trying to optimize the experience as much as possible. This build will serve as a last test to see what else I need to optimize/fix before releasing V0.1.

Biggest new features introduced
  • Questline through random events generation system

  • Shop and merchant system

  • Steal mechanic

  • Teleportation system

  • New quest types

  • Dynamic loot generation system

  • New faction decorations for towns/city

Restaurats - alyssa
Hey, rat chefs!
Get ready to flex your creative skills in the Restaurats Video Contest. We’re challenging YOU to create TikTok, YouTube Shorts, or Reels videos showcasing Restaurats. Hit those view milestones and win some sweet prizes

Prizes by Views:

  • 50K views: Game key,

  • 100K views: Deluxe edition,

  • 500K views: Custom merch designed by YOU

What You Need to Do:

  • Record and post a video on TikTok, YouTube Shorts, or Reels

  • Videos must be posted between October 28, 2025, and November 28, 2025

  • Show off Restaurats in any fun format. Humor, tips, reviews, or edits

Rules:

  • Submit up to 10 videos across platforms

  • Rewards are per video based on verified views, no combining totals!

  • No cheating! View botting or manipulation = instant ban. Suspicious stats? We’ll check

  • Don’t re-upload others’ content, edit screen recordings, or harm Restaurats’ reputation

  • Promote organically to friends or groups for a boost – totally fine!

  • Multiple accounts are okay, but follow all rules

How to claim your prize:

  • Join our Discord

  • Post a link to your video in #your-media channel

  • Tag @AlyssaLis

  • Wait for the DM to claim your prize!

Grab your cameras, chefs, and show the world what Restaurats is all about. Can’t wait to see your creations!

Waterpark Simulator - Hai Cayplay

A couple of small improvements and a brand new song are the content of this update.

BUG FIXES
  • Fixed an issue where if the player had played the demoand played the game afterwards for the first time the settings for the resolution settings would be set at 10%

IMPROVEMENTS
  • Candy meter counter info is also stored in Steam Cloud.

  • The 50/50 slide doesn't punish you if your visitors get hurt while using it.

NEW FEATURES
  • A new song added to the game "Ghosts in Pajamas"


We are already working on not only fixing some issues mentioned by you all, but also adding new features. So stay tuned.

Thanks for all the support, and remember, if you have an idea, feedback, or bug you want to share, feel free to use our Steam community hub or Discord. We are always there to listen and chat with you. https://steamcommunity.com/app/3293260/discussions/

NOTICE - We sometimes might release very small updates to solve 1 or 2 more urgent issues that appeared and not release a patch note for those immediately but add them to bigger update patch notes on following updates

Nightmare Circus - yokai

After returning from Gamescom Germany, our next goal was to showcase the long-awaited Collision Combat system to the world. But as every game developer knows, plans have a way of changing, and this time, fate brought us an even bigger stage: Tokyo Game Show 2025.

We began preparing for this event back in March. It took more than six months of coordination, booth design, demo setup, merchandise production, and technical planning to make sure everything was ready for one of the world’s largest gaming shows.

This year, we joined forces with Red Dunes Games, our publisher, whose booth had grown tenfold since last year. And our Nightmare Circus space was a true reflection of the game itself! The booth team faithfully recreated a scene straight out of the game: a circus tent that looked playful at first glance, but upon closer look, carried an eerie and unsettling undertone. Suspended from above were dangling doll parts and ornaments, creating a stage that was both beautiful and haunting — the perfect embodiment of Nightmare Circus.

Inside the booth

Inside, we had four demo stations equipped with PS5 controllers, and an additional setup at the Thai Pavilion, supported by DEPA and DITP. The air was filled with laughter, surprise, and the rhythmic crashes of combat, players figuring out their own combos, sometimes screaming in delight when enemies went flying across the screen.

The Red Dunes Games team went above and beyond to create a lively, welcoming atmosphere. There were plushies, acrylic standees, stickers, and posters for players who joined in on booth activities — even premium prizes for the most dedicated visitors. Every corner of the booth radiated excitement, as if we had turned the game’s circus into a real festival.

What happened during the TGS Days

The first two days were Business Days, filled with partners and media from across the globe. We received incredibly positive feedback! People praised the charming yet mysterious art style and the originality of our combat system. Having two interpreters on-site made everything smoother, from interviews to partner discussions.

Then came the Public Days (Day 3–4) — the true test of our circus. With around 80,000 attendees per day, the booth was constantly packed. Lines stretched beyond our space, and it was surreal to watch players react to every fight, every collision, every satisfying moment. The smiles, laughter, and curiosity made all the hard work worth it. Many players asked if the game would support Japanese, and yes, it will in the full release.

One thing we noticed throughout the event was how Nightmare Circus drew in a diverse range of players. The game’s art and plush characters caught people’s attention first, but it was the chaotic, satisfying combat that kept them playing. Some even came back for a second round just to try new combos!
Seeing our vision of ā€œbeing the puppet masterā€ come alive in players’ hands was one of the most rewarding feelings we’ve had as developers.

An incredible experience!

More than anything, though, what made this trip special was the people behind it. We want to extend our heartfelt thanks to everyone who supported us: our players, the Red Dunes Games team, the incredible booth construction crew who brought our stage to life, our hardware sponsors who provided five gaming PCs and full gear setups, the DITP team, our merchandise team, and the interpreters who tirelessly assisted us throughout the event.

And most of all, a huge thank-you to the coordination team at Red Dunes Games, who weren’t just organizers but caretakers of everyone at the event. They ensured we always had water, food, giveaways, and — just as importantly — warmth. They constantly checked in with everyone: ā€œHave you eaten? Are your legs okay? Don’t forget to drink water.ā€ They weren’t just looking after us at FairPlay Studios, but everyone in the staff area.

It’s thanks to all these amazing people working behind the scenes that the show ran so smoothly.

Being there as a team, seeing players firsthand, learning from feedback, and standing beside so many passionate creators reminded us why we do what we do. And if we ever have the chance to return next year, we’ll bring even more of our team with us, so they can experience that same spark of inspiration.

From a nightmare stage within the game to a real-world stage in Tokyo, Nightmare Circus has performed its first act!

Frontier Control : Invasion - StarvingFox Studio
Changelog


Features
- New camera move speed and panning setting
- Keepos can now sometimes drop titanium
- Added falling leaves VFX to trees

Improvements
- Juggernaut suit move speed increased (1.5 => 1.75)
- Improved crash site explosion VFX
- Reduced medusas attack range (2 => 1.3)
- Increased health generation delay for under construction structures (0.5 => 2)
- Improved selection and interaction detection for all interactables
- Improved crash sites prop cleaning upon generation
- Delayed units firing rate when garrisoned to prevent shooting sounds from playing all at once
- Increased crash sites experience drop (1200 => 2000)
- Reduced siren sound loudness
- Dead enemies and structures now have a grey tint to improve clarity
- Improved drop pods explosion VFX
- Added resource name to resource info panels
- Added some UI gizmos to show the player where he's panning the camera from
- Improved dropships thrusters VFX
- Reworked sirens shader

Fixes
- Fixed crash sites not having a selection icon
- Fixed medusas ragdolls missing some model parts
- Fixed suit passive skills french localization missing
- Fixed medusa wave counter being incorrect upon destroying drop pods
A.A.U. Black Site - Gabe
What's up, everyone!

A.A.U. Black Site is participating in the official Steam Scream 4 Fest, which means more visibility for our project and agents overall. Super awesome to see this happening, especially after our recent Development Update which you can read here:

https://store.steampowered.com/news/app/3607440/view/617681009992796278?l=english



To mark the occasion, we’re hosting a Halloween Giveaway across our platforms where four lucky winners will each snag a $25 Steam Gift Card!

We highly recommend you guys joining Discord and following the instructions to get a chance at the prize: https://www.discord.gg/eAJhCMUmGE

The giveaway will be live from October 28 through November 11!

šŸŽƒ Happy Halloween! šŸ‘»

Monsters are Coming! Rock & Road - rayfury

Attention Heroes!

Just announced during the ID@Xbox IGN Fall Showcase, Monsters are Coming! Rock & Road will be launching on Steam on November 20!

It will also release on PC Xbox Game Pass, GOG and is verified on both Steam Deck and Xbox Ally at launch. Monsters are Coming! Rock & Road will also launch on the Xbox Series of Consoles in the future.

Check out the brand new date reveal trailer.

The brand new trailer shows even more tower and city combinations, a first look at the Arch, more explosive chaos in each of the biomes and more.

You can keep playing the demo until then as we'll be keeping it up to launch and beyond, let us know if you can beat the boss and shout about it on our Discord! And if you've had a blast, please be sure to leave us a review. We're getting closer and closer to that magical 500 number and need your help to hit it.

Thanks for all your support. It won't be long until you can grab the game for yourself and fend off hordes aplenty!

See you on the battlefield

Ludogram and Raw Fury!

Oct 28
Tiny Life - Ellpeck
Additions
  • Added the ability to disable individual mods in the options
  • Added keybinds for all build mode tools (which are unbound by default, but can be configured in the options)

Improvements
  • Recommend to players what hint settings to choose when starting a new game

Fixes
  • Fixed loading screen hints with keybinds in them displaying incorrectly on the initial game loading screen
  • Fixed some additional recursive ui layouting exceptions
Oct 28
One Last Clip - Struggle Games Studio

Hey everyone,

Great to see so many people enjoying the content update! In this small patch, I’ve made a few performance improvements for certain anomalies, which should help reduce lag when they occur.

I’ve also fixed a few issues that some players made me aware of, thanks a lot!

Fixes:

  • Fixed an issue where two anomalies blocked the rewatch function, even though they shouldn’t.

  • Fixed a problem where specific anomalies appearing one after another could cause strange behavior.

  • Fixed a few minor spelling errors.

Wish you all a Happy Halloween! šŸŽƒ

MartenStruggle Games Studio

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