Oct 28
Starseed - heartsynthdev

An update to fix some issues pointed out by a very helpful new player.

  • Fixed an issue with starmap drones and amounts of items obtained

  • Added help for lasercutter

  • Ui and other smaller Fixes

Thank you all for the support and see you soon!

Oct 28
OLAPU - bati
Patch Notes

General:

  • Fixed a bug where Mi's Ultimate Explosion radius was larger for Princess Mi

  • Reload Speed Modifier has been renamed to Reload Time

  • Blooming Gearset has been adjusted to reduce Reload Time instead of increasing it

  • Fixed a bug that would cause the Revive potion to trigger twice

  • Fixed a bug that would cause the revive potion to revive a player after they failed a boss enrage

  • Damage numbers appear correctly now across map bounds

  • Damage numbers have been made larger on bosses

  • Fixed a bug that would cause Reload Time on gears to re-roll every time the game is launched

  • Added a pass button on the chest screen

  • Fixed a bug that would cause bees to respawn instantly

  • Fixed a bug that would cause tavi's ultimate cooldown to be too short if the healing upgrade was equipped

Balancing:

  • Changed Qingwa's and Chii's shield to block many more boss attacks

  • No longer receive knockback with Qingwa's or Chii's shield

  • Nerfed Kana's use all ultimate stacks at once upgrade, now deals relatively less damage for high stack counts.

  • The projectile constellation's third upgrade has been nerfed, now only giving 1 projectile for every 2 max hp

Known issues:

  • An issue is known that causes the attack speed to lower itself when the casino is currently active

  • An issue is known that sometimes causes the player to be unable to attack

Oct 28
Arcane Tower Survivors - Devou
Windowed Mode

Windowed mode is now available! You can choose between borderless windowed and standard windowed options.


Bug Fixes
  • Fixed a crash that could happen when Meteor activated.

  • Deep Freeze now correctly triggers only once every 30 seconds.

  • Fixed an issue where Frozen Orb was dealing damage every frame.

  • Improved performance across multiple systems.


Game Balance
  • Added Torment I difficulty.

  • Rebalanced Hard, Nightmare, and Hell difficulties.

  • Harpy movement speed reduced (1.5 → 1.45)

  • Lightning strike interval reduced (3 → 2)

  • Snake Totem’s Poison Nova triggers more often (6 → 3)

  • Snake Totem spawns more frequently (3.5 → 3)

  • Snake Totem attack rate increased (0.6 → 0.4)

  • Freeze chance increased (0.4 → 0.6)

  • Frost Nova cooldown reduced (6 → 4)

  • Rain of Toads cooldown reduced (25 → 20)

  • Ball Lightning damage increased (120 → 155)

  • Fire Tsunami damage increased (80 → 130)

  • Spider Swarm debuff damage increased (25 → 35)

  • Blizzard damage increased (80 → 100)

  • Blizzard cooldown reduced (15 → 8)

  • Iron Fist cooldown reduced (9 → 7)

  • Whirlwind damage increased (45 → 75)

  • Haunt cooldown reduced (5 → 3)

  • Lightning Prophecy proc chance reduced (0.1 → 0.075)

Computer Shrilow - MeltyKelpy

Additions:

- Rehexing! an ability that allows you to end runs early for the cost of rebirth tokens in post game

- 3 New Jellies

- Cursed Difficulty makes certain bits of price scaling higher

- Opening scene on new saves

- 2 New Achievements

- Improves to late game sections

- New animations in rebirth scenes

- New Dialogue in rebirth scenes

- Cutscene skip button

- Hover Icons for Buttons

- Intro when a file loads

- Rebirth Requirement in the Curse Picker now gives a multiplier for rebirth tokens on the run

- Melvin and Shrilow now have icons in Rebirth 4

- In-Game Update Changelog Viewer

QOL/Changes:

- Steamdeck now has better support, seperate windows should no longer be opened when on Steamdeck

- Characters now have an indicator that they can be spoken to if you've never talked to them before

- Jellies are now more optimized when outside the jelly daycare

- Curse Picker now gets your curses before picking your rebirth requirement

- Miners now have 6 uptokens

- Melanie miner is now Charlie miner

- Sticky notes appear in the interstate when in the ending section and in post game that make sure you cant forget certain critical bits of info (security.)

- Curses you havent found are now 70% more likely to be gotten than already found curses when rolling randomly in the Curse Picker

- Shrilow art redone for rebirth 4

Bug Fixes:

- Jellies no longer end Jelly2Jelly interactions when another jelly comes close

- The Camera in a certain section finally works properly

- You cant softlock in the first room of the end-game section. stop that.

- Rebirth 4 no longer forbids you from pausing post mine shutdown

- Game now properly saves if you've completed it before or not, how didnt i catch this?? i mean. it worked anyway but. now its not using a weird work around!

RAVENSBURG - Lilian Duleroux

Hello everyone!

Today we go with something a bit different but that I'm very excited to show you all about! And is that I'm proud to announce that RAVENSBURG now has its own Journal System!:

I have to thank all the players who suggested this feature on Discord. Despite not being the fastest server out there, I read every suggestion and comment. And all of you are invited to join and give your own opinions too!

Now, everyone knows all serious RPGs must have their own journal or at least a closet equivalent to keep track of quests, tasks, missions and the multiple chores and diversions thrown at players in their long and turbulent journey.

After all, being a Vampire investigator is not easy. Dreadful forces, devilish nightmares and endless temptations linger around every corner. That's why a journal is so important, so you don't get jumped by that werewolf you forgot to shoot a few hours back.

This system is certain to be carried to our future games developed in the future!

Features:

  • Decorated and Embellished with Gothic Motifs and Design. You didn't think I was letting you down with some run-of-the-mil minimalist UI design, do you? As fans of the Gothic genre, we're firm supporters of MAXIMALISM and overdecoration.

  • Written in 1st Person. A proper Journal doesn't break the immersion of the player; and this one always will take the protagonists point of view in its descriptions and hints.

  • Dynamic and Easy to Use. The Journal can be accessed from the beginning of the game through the menu at any given moment.

  • Minor Bug Fixes. Cherubim's Hand from Rosaire can now be used in allies instead of enemies.

  • Alektor's CG can now be found in the Codex Memoriam. If the players have advanced his relationship. It was previously missing but now that's fixed.

  • Removed typos.

  • All the changes are retroactive! So old players will be able to enjoy these fixes even if they're in the middle or at the endgame.

Stay tune because Halloween is not over, and the spooky season may HAVE other surprises. Like always, if you enjoy these updates leaving a review on the Steam Page is a great way to help them and the game!

See you soon~.

Frosthaven - kyumuse
Meet the Abael

The Abael are one of the many peoples inhabiting the fringes of the Empire. They have so far managed to avoid the bureaucratic grasp of Imperial authority, primarily because they live underwater. Tax collection from the depths of the Biting Sea is still a bit beyond the Empire’s capabilities, and the Abael so far have been capable of exploit that gap to maintain their autonomy.

Dubbed the 'Fishmen' by the Frosthaven folk, these amphibious beings are believed to originate from the waters of the Biting Sea. While they can survive on land for extended periods, their skin must remain constantly hydrated. Abael achieve this through internal reservoirs of water, which they release through specialized glands to keep their skin moist and their bodies vital. How long they can sustain themselves on land remains unknown - but whether due to physical limitation or by choice, sightings of Abael on land are rare. This limited presence in Frosthaven is probably fortunate, given that the locals’ favorite pastime seems to be violent conflict.

Life in the Biting Sea brings the Abael into frequent contact with the Lurkers, the massive crustaceans that dominate these waters. Unsurprisingly, most recorded witness accounts of the Abael, alongside the fishermen’s tales spread at the “Pit”, describe violent clashes between the two. For mercenary parties venturing into these waters, it is almost inevitable that they will cross paths with the Abael, even if only briefly.

Little is known about their military tactics, but the Abael are enigmatic, resourceful, and more than capable of holding their own against the Lurkers - a testament to their skill. Familiarity with Abael behavior, even if limited, is essential for anyone hoping to survive encounters in the northern seas.

Abael Scout

The backbone of any Abael war party seems to be the Abael Scout. To be clear, the name is somewhat misleading - they’re not “scouts” in the sense of serving strictly reconnaissance duties. Rather, the title comes from their behavior in combat, which closely mirrors that of the more familiar (and equally troublesome) Algox Scout.

Like their Algox counterparts, Abael Scouts are frighteningly quick to close the distance, darting across the battlefield with unnerving agility. Also much like them, you’ll never know whether the next strike will come from an arm’s length or halfway across the field, as their weapon of choice - a finely crafted spear - serves equally well for melee or ranged attacks.

They share another, somewhat more fortunate trait with the Algox: an odd tendency to idle mid-battle, so long as you’re not directly in their face, that is. You’d be wise to take advantage of those rare moments - they don’t last long.

Far more important, however, is what sets them apart from the Algox. The Abael truly distinguish themselves through precision and lethality. Their fine motor control and quick reflexes make every strike count. Though their frames are slimmer, they somehow hit even harder than the bulky Algox. Worse still, their spears are almost always tipped with poison, turning even a glancing blow into a lingering hazard.

Fortunately, they lack the sheer durability of their northern counterparts. Their blows may sting like a scorpion, but their defenses are paper-thin in comparison. Even a mediocre mercenary can bring one down in a strike or two - if they’re quick about it.

TL;DR: treat them as a priority, but not a panic. Dispatch them early - it’s always nice not to have to worry about a poisoned spearhead aimed between your eyes - and, for the love of all that’s sane, bring a means to heal.

Trawel - dragon

v0.9.b_1h2 has been released to 'beta' and 'default'. Report issues and bugs in the Steam Forums.

Saves from v9b1 should be compatible with this hotfix.

Known Issues: Sometimes, on Windows, when opening the game, the Graphical's window will not launch. This seems to be random and unrelated to any game code. For now, if this happens, I recommend opening the game repeatedly in short succession until the executable is allowed to boot up.

Fixes
  • Battles the player is viewing but not part of correctly perform realtime combat waiting in Graphical.

  • Minor text, description, display, and menuing fixes.

Changes
  • Wounds, Weapon Qualities, Armor Traits, and Attack Bonuses show tips defining the terms in their effects. These can be disabled with the new Always Show Tips indicator setting, in which case they will only appear in the manual.

  • Death Punishments display what penalty they have when received and when applying in combat. (Linked to Combat Notes display setting.)

  • Tutorials on receiving multiple/all death Punishments and how to recover. (Linked to Extra Tutorial Text setting.)

  • Weapon's Battlescore is tested against unleveled gear, resulting in more accurately scaling stats. (The old system was needed when damage didn't scale linearly against older gear, which is no longer the case.)

  • Improved error messages on Graphical connection failure to indicate that the problem is likely the window failing to open rather than a connection issue.

  • Minor new feedback and tutorials.

Oct 28
The Deep Library - AgentParsec
Changes:

  • Fixed a bug that allowed access to chamber 201, which should be blocked off currently
  • Successfully tested the system to force a book title reroll on one of the books in chamber 104 (which had a semi-inappropriate title)
Devoid - LUMINOUS BITS
Devoid is in the review process!

We are beyond excited, because in a few weeks time you will be able to download Devoid V3, and give it a go on the world's best PC gaming platform (dont @ me Epic Games). In short, this move makes downloading and interacting with us significantly easier.

We really put the carriage in front of the horse. Isn't this a little early?

Yes. And deliberately so. We wanted to put ourselves out there now, because it allows us to collect wishlists over time. Wishlists ultimately will determine our fate. So if you like the game and want to see it do well, make sure to smash that wishlist button. Get your friends to wishlist, maybe even Grandma if she’s up to it. I know my Grandma will.

Should I play V3 when it comes to Steam or wait to avoid spoilers?

Because Devoid focuses on skill, strategy, and replayability rather than a fixed story, playing early won’t spoil the game. Instead, it offers a sweet opportunity for you to influence its evolution and help us build a challenging, polished twin-stick shooter. We have a great Discord community where we discuss game ideas, and Jakub and I share behind the scenes development.

What can we expect the final version to look like?

The full version of Devoid will expand on the foundation we’ve already built. The core gameplay, skill-based combat, dungeon-like map, energy management, and station-to-station progression is already in place and won’t change dramatically.

Can I play V3 now?

Yes, we have a build of https://devoid-game.itch.io/devoid(The soundcloud of videogames).

Devlog #2 is out!

Watch months of progress in just 7 minutes:

Alright. Digitdill out. Back to the lab with Jakub.

Forward this to a friend who needs some Devoid in their life fr.

- LUMINOUS BITS

Worship - Enormous_Rat

We are still in the trenches ceremonial grounds, squishing bugs following the update's launch. Expect at least another hotfix in the next couple of day to get rid of the remaining bugs.

Bug Fixes
  • Fixed an issue that could softlock your run if you save and quit after killing the boss, but before making the tribute rites.

  • Fixed lifted object sometimes being dropped/socketed before reaching the socket.

  • Fixed game resolution booting in 16:10 aspect ratio.

  • Fixed being unable to changes options that aren't sliders in the option menu.

  • Fixed god communion background issue.

  • Fixed issue with tutorial and save system.

  • Fixed some dialogues during phase 2 with Kessessa playing the wrong texts.

  • Fixed sculptor being duplicated during phase 2.

Bugs we are actively working on
  • We are aware of an issue than can block the throw in a weird state until you press recall button.

  • Some cultist animations might play improperly.

  • We are looking at ways to make the save and quit also keep track of any catalyst and relics your followers are carrying.

  • We want to make Kessessa's building keep track of its progression in between test of faith and when you save and quit.

To be added to Worship's roadmap

This new section will now list features and improvements that we are adding to our roadmap planning following player feedback and/or issues that the team judged worth tackling. Keep on telling us how you feel about the game and we'll do our best to focus on what the community is asking for!

  • (Community feedback) We are looking at improvements for the symbol recognition, but these might have to wait for the bigger updates planned in the roadmap.

  • (Community feedback) More resolutions and aspect ratio support

Thank you for your patience fellow cultists!

If you are wondering what we have planned for upcoming content, you can refer to our roadmap on Worship's store page!

- The Chasing Rats Team

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