Among the Sleep - Enhanced Edition - AuroreZell

Out of Sight and Among the Sleep are joining hands to bring you the Out of Sleep: Lost in Darkness bundle!

Embark on two adventures featuring a child and their Teddy!

Among the Sleep will be discounted at 75% during the period!

Out of Sleep is available until November 3rd!

https://store.steampowered.com/bundle/61511/Out_of_Sleep_Lost_in_Darkness/

The Outer Worlds 2 - Obsidian Aarik

Hello Commanders, we are releasing Hotfix 1.0.4.0 for The Outer Worlds 2. We’d like to take this time to thank you all for support, patience, and for your consumerism. Below are the latest fixes:

If you come across any issues, please visit our Issue Tracker and contact us there.

Community Reported Issues:
Critical Fixes:
  • Premium Edition owners on the PlayStation 5 are correctly granted the Corporate Appreciation Prize Pack & (if you own a pre-order version of the game) the Commander Zane’s Battle Pack.

    • Note: Unfortunately, the Consumerism Flaw being rewarded is not fixed in this patch and will be addressed in a future hotfix. 

  • Permanent fade to black when returning to the Praetor landing pad no longer occurs.

  • Saving and Loading while using the dematerializer will no longer prevent the player from equipping weapons.

  • Inez is no longer absent sometimes from Fairfield after she returns there from the Ministry of Accuracy.

    • Note: This fix only applies to new saves. We sincerely apologize for those still experiencing this bug. We're currently investigating solutions for a retroactive fix for save files being affected.

  • Improved the accuracy of information displayed during the end-of-game slides.

Quest/Story:
  • You can now properly progress the quest "Forbidden Secrets of the Undisputed Claim" if they had chosen the player response "I'll think about it."

  • Beacons have been added to the optional objective for the quest "Crash Course in Telemetry" to assist players with progression.

  • Improved player guidance for progressing in the Monastery in Golden Ridge.

  • There is now more guidance on how to recruit Inez if the player previously missed her.

  • (SPOILER) Inez's fate will now be clearer after abandoning her on Paradise Island.

UI/UX:
  • Motion Blur settings are now saved correctly.

  • Interact prompts more clearly indicate when a holding an input is necessary and accurately displays progress.

  • Subtitle Font settings are now correctly applied.

  • Placeholder text will no longer appear when talking to Hierarch Wolcott.

  • If "Player Status Bars" is set to Always Off, the health bar will no longer appear after saving and loading.

  • Aza 'wants to talk' icon will no longer reactivate improperly on the player ship.

  • After a conversation with a vendor, the player will now remain in the same location where the conversation was started.

Audio:
  • Video message from Trooper Ortiz now plays VO.

  • The volume of the voiceover of the Corporate Hireling in Paradise Island is now scaled to how far away the player is.

  • Reduced likelihood of radio content repeating too frequently.

  • Removed a radio emitter that was misplaced under the ground in Paradise Island.

Additional Bug Fixes:
Crashes and Critical Issues:
  • The game will no longer crash when interrupting certain NPC bark dialogue lines by interacting with or killing one of the participating speakers.

  • Removed the potential for picking up specific grenades to trigger a crash.

  • You will no longer fall through the world when loading a save that was made inside certain tunnel/vent areas while crouching.

  • The player will no longer fall through the world after exiting computer terminals in third-person mode.

  • Using the kill switch in the Auntie’s Choice Headquarters no longer gets the player camera stuck.

  • Resolved unique edge case that prevented player from using the console on the Sovereign’s Ship.

  • Removed collision that blocked player access to crouch tunnel.

  • NPCs in the Auntie’s Choice Headquarters spawn in this hostile state more consistently for players that triggered that outcome.

  • VIP lift at Rift Labs should now properly unlock accessible floors, preventing player from becoming stuck.

  • Addressed issue where an enemy was locked in a closet, preventing combat completion.

Quest Progression: (Contains Spoilers)
  • (SPOILER) Anais now properly dispenses the quest reward for Marisol’s final companion quest if the anchoress was killed.

  • Improved quest support for killing key quest NPCs with Companion Abilities.

  • (SPOILER) You can now continue the quest, “Listening For a Clue” if they loot Perrault without Tristan present.

  • Vicar Laureate now properly appears before the door leading to Ruth’s chamber after player has progressed the second OA faction quest, ‘Crash Course in Telemetry’ to the objective, ‘Speak with the Presiding Bishop’.

  • (SPOILER) Rasmussen will now correctly seal/unseal his office door if the player attacks the Ursopods after helping the cub.

  • The player will no longer lose the ability to respond to Niles after skipping dialogue at Horizon Point Station.

  • (SPOILER) Inez resists the urge to explode after defeating enemies at N-Ray Range.

  • Turrets during Arbiter boss fight will not stop looking for players no matter how long they hide.

Out of Sight - AnnaTheGang

What is better than one eerie horror game about a child and its best friend Teddy? 🧸

TWO games for a great price! Make sure to pick up the bundle "Out of Sleep - Lost in Darkness" for the best that Sweden and Norway have to offer!🌟

Among the Sleep and Out of Sight are joining forces to bring you haunting stories about children and their best plushie friend on adventures in a dark horror setting.🎃
The perfect games for Halloween since you get 10% off on the whole bundle, plus individual discounts!

Out of Sleep - Lost in Darkness is available now until the 3rd of November.🎉

Ruins of Endoth - klggameslimited

Hey all,

Well let me start with an apology. I'm sorry.
Sorry that this patch was meant to be about improving Contracts in particular but by the time I had fixed all the critical issues that had been found, then tested and iterated on them the patch had grown pretty large and I haven't had the time to work on the Contracts.

So, barring any massive, disastrous and cataclysmic bugs introduced with this patch - the next patch will be a Contract patch.

Here's the list of Additions and Fixes in this one:

ADDITIONS:-
  • ADDED - Player can now BLOCK without a shield. This is not as effective as using a shield, but will generally reduce damage against you by an amount that scales on your MELEE DAMAGE x2 + STRENGTH stat.

  • ADDED - Liches now react to distant damage better and they have an aura active around them for 1.5 seconds after being hit. (You better dodge and weave, or hit from distance!)

  • ADDED - Liches now teleport to you sometimes if you shoot them from distance - beware! (Liches were meant to be harder than they were so this is helping to redress the balance!)

  • ADDED - FAYWYN will now relocate to Helheim Castle and be available as a new trader there. Improved his dialogue and refactored the trading window with more options (see below).He moves to Helheim Castle once you visit him in Helheim Valley first to trigger that.

  • ADDED - Upgraded the Skill icons

FIXES:-
  • FIXED (TRIAL) Optimization for Archery, damaging at distance was not working due to optimisation for CPU. I marked this as a trial because I am not 100% happy with it, but it definitely better than previous versions.

  • FIXED - Demon Lightning Mage had some PFX which rendered some debug PFX. Disabled these now

  • FIXED - Did a pass on all Consumables (Food and Potions). Found a couple of bugs with incorrect references. The buffs have all been adjusted, values for the items tweaked and references cleaned up.

  • FIXED - Removed Faywyn from randomly spawning in other places in Helheim Valley. He can be found at the Hermit location.

  • FIXED - Tattman the Baker will now not sell you any of your old items, keeping his shelves full of bread and potions instead :)

  • FIXED - Goblins should not get stuck in DEFEND mode now. I adjusted them so they spend more time attacking and fleeing than they do defending.

  • FIXED - Some weird widget focus issues resulting in sometimes not being able to close inventory etc

  • FIXED - All the Inventory Tabs (Crafting, inventory, SKills, Map, Journal) should work better for opening/closing/scaling and also background actions for player should be minimal now

There are lots of changes behind the scenes too, data organisation and small tweaks to values and random chances, a few chests placed around with random chances of spawning and lots of other miscellaneous changes too small and too numerous to mention properly.

Let me know any issues you find and also a request from me:
Please leave a REVIEW. If you hate it then let me have some time to improve it obviously but review it nonetheless, and if you like it then please let the world know because not many do at the moment and I want more players to give feedback :)

Oh and please post any suggestions or what you want to see More/Less of in the game etc.

Until next time Thankyou all and see you soon,

Daz
KLG Games

Silk Roads II: Paths of Fortune - Priory_Dev

A quick update today to fix some issues caused by the changes to the map (this should prevent any random turn of the month crashes people may have been encountering on old save files).

I've also changed the Explorer trait which used to give the ability to chart paths for free, it now unlocks the entire map regardless of whether you have visited a city or not. This probably takes it from the weakest overall trait to one of the strongest early game traits.

Enjoy!

Tyr - Joey
Playtesters wanted

It's part of our mission at Stoke to build games around player feedback, which means we must test, gather insights, and iterate continuously as we move through development. Playtesters make that possible.

We've been quietly playtesting Tyr with a small, private group of dedicated players for over a year now. They were with us in the very beginning as one low-poly rectangle shot a ball at another low-poly rectangle. They're still here, but we need more feedback and more players to support our growing, invite-only community.

To join the Tyr beta playtest, sign up at https://stoke.firstlook.gg. Once there, you’ll connect your Steam and Discord accounts. We utilize each to give you access to the playtest client on Steam and ensure you can access the private playtest channels on our Discord.

We add playtesters on a rolling basis, and we’ll admit more and more as our community grows and Tyr is refined. Once you’re in, you’ll have access to invites for friends that will instantly grant them a spot in the playtest community.

Thank you for being here.

Enlil: Rise Of the End - HAPPYTECH

Enlil Rise Of The End will be released in early access on October 30,2025!

Your feedback and support are our most important source of motivation. We must guide this story together.

Add to wishlist now!

STALCRAFT: X - Fitasuon

Over the course of the event, there’s been a lot of questions, confusion and negativity around it. We see that the community expects transparency, so we want to clearly explain what happened, why it happened and what comes next.

Teaming

The situation with teaming and the uncertainty around whether it was allowed or not came down to a simple communication failure within our development team. On one hand, players were gaining large amounts of event currency through unusual means; on the other hand, we had effectively allowed it ourselves. We’ve learned from this. Moving forward, there will be no such inconsistencies with the vague concept of gaming behaviour — we've drawn the appropriate conclusions.

Economy and drop rates

Teaming certainly affected the in-game economy, but it wasn’t the main issue. The real problem was in our calculations — we underestimated both the hype around the event and how deeply players would engage with it. We didn’t expect people to play 30+ matches in a single evening. We had to adapt quickly, lowering currency income and drop chances to keep the economy and balance from breaking down. Right now, the situation is stable. Yes, we did reduce the chances for key event-case rewards, but they were never “set to zero”, as some might think — they remain roughly on par with the Attack on Perimeter cases. We understand the frustration of players who didn’t get to take advantage of the “feast” on day one, but if we hadn’t acted fast, the entire game’s economy would’ve suffered far more in the long run.

Event state and what’s next

We want to thank everyone who continues to play and share their feedback — more than 60% of all players log into the event mode daily, which genuinely makes us happy. We’re aware of the issues the community is highlighting, and fixes are already on the way.

Unfortunately, not everything can be patched instantly, and some changes require maintenance work. Soon, the issue of equipment spawning too close together will be fixed, and a “five-player mode” will be added.

The mode will continue to be developed and reused in the future, with new mechanics, classes, killers, and maps planned. Encaged is one of the first “mini-events” that will enter regular rotation, running alongside larger or simpler events.

We know this release didn’t go smoothly. We made mistakes — we’ve identified them, analysed them and drawn our conclusions. Your feedback and reactions matter, and we’re continuing to fix what’s still out of place. Thank you for sticking with us, and to take the edge off the rocky start, here’s a promo code valid until 4 November, 20:59 (UTC) — one use per account:

SCX-28OCT2025-SORRY

Sincerely,
EXBO Team

Rotten Life: Desert Prisoner - 3908915169
Version 0.4.19 Update Notes
  1. Optimized performance and fixed lag issues.

  2. Added new achievements.

  3. Added a skip function for videos.

  4. Fixed the abnormal mouse issue that occurred in boss battles after video playback.

Once again, thank you all for your active feedback—it is the driving force behind our progress.

We welcome everyone to join our Discord
Discord: https://discord.gg/Jd4fxMev

Astro Protocol - Zeikko

The 0.16 update is here, bringing major improvements to performance, AI, and overall gameplay experience.

Faster Multithreaded AI

The AI now uses all available CPU cores, making turns significantly faster on modern systems. You’ll notice much faster decision-making, especially on larger maps.
In addition, AI logic for colonization, terraforming, researching, ship-building, starport management, and positioning has been improved. Expect rival factions to me even more intelligent and challenging.

Two New Support Stations

The station selection has been expanded with two new tactical structures:

  • Armament Grid Station boosts attack and damage of nearby friendly ships.

  • Shield Matrix Station strengthens the shield of nearby friendly ships.

    These stations reward careful positioning and open new defensive and offensive strategies for mid- and late-game.

New Notification System

Stay informed with the new notification UI, which highlights key in-game events and decisions. It’s now easier to keep track of what’s happening across your growing empire.

Other Highlights
  • Reordered planets in the terraform menu

  • Bigger building indicators

  • Unmet players’ victory points now shown in end screen.

  • Numerous bug fixes and UI refinements.

  • Menus on the right side of the screen can now be closed by right clicking

  • Fixed missing sounds

  • Fix incorrect tooltip texts for techs and stations.

Next Fest

It’s been a couple of weeks since Steam Next Fest, and we’re still thrilled by the response, the game has now surpassed 3,000 wishlists!

A heartfelt thank-you to everyone who played, shared feedback, or spread the word. Your support continues to propel Astro Protocol forward toward launch.

See you among the stars!

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