Neon Inferno - Retroware_GDW

Bullet Time is one of the crucial skills you must master as an assassin. In normal time, when enemies fire green bullets at you, you can parry them with your plasma knife and deflect them back -- turning them from green to red!

But if you hold down the melee button, you'll use up a portion of your Adrenaline, indicated by the blue slanted bars below your character's portrait:

Using up one bar of Adrenaline lets you enter Bullet Time -- a state where time (and the bullet you just deflected) moves at a much slower speed. While in Bullet Time, you can guide where deflected bullets will travel. Releasing the melee button exits Bullet Time, returning the world to its normal speed.

You can also deflect grenades with Bullet Time as well -- just as long as they're also colored green!

Neon Inferno is launching on November 20, 2025. Wishlist the game and play the demo now!

https://store.steampowered.com/app/2957720/Neon_Inferno/

Be sure to follow Zenovia Interactive's developer page and Retroware's publisher page to stay up-to-date on all our games, news, and more!

https://store.steampowered.com/curator/45204700-Zenovia-Interactive/

https://store.steampowered.com/publisher/retroware

Earth vs Mars - Greta_RE

The invasion begins today!

Earth vs Mars is available now for USD $14.99, with a celebratory 10% discount for a limited time. Command Earth’s forces, splice your “volunteers” into powerful hybrid soldiers, and lead the Global Military Alliance against Emperor Zarb’s relentless Martian army. The battle for humanity’s survival is in your hands.

Enter the World of Earth vs Mars

In an alternate 1950s, Earth's first manned mission to Mars has inadvertently triggered an intergalactic war with the Martians. Outmatched and outgunned, the Global Military Alliance turns to reclusive Annabel Corman and her invention, the Splice-O-Tron. Alongside Colonel Marcus Shaw, a fearless tactician leading Earth’s defense, you’ll fight to protect cities, rally the last human strongholds, and push back against the Martian threat.

The Battle for Earth Begins

Earth vs Mars delivers a complete strategy experience in a world where tactical choices, hybrid super soldier creation, and character-driven storytelling collide.

Lead the Global Military Alliance through 34 hand-crafted campaign missions and wield the Splice-O-Tron to fuse human “volunteers” with animal DNA. With nine commanders, each with their own distinct abilities, no two battles play the same. Once you’ve turned the tide on the campaign, dive into 1 vs 1 online multiplayer, test your tactics in Skirmish and Challenge modes, or experiment in the Map Lab.

Build Your Battlefield with the Earth vs Mars Map Lab

The Earth vs Mars Map Lab gives you creative control over the battleground; experiment with layouts and terrain to craft your own tactical challenges, whether you’re creating large-scale invasions or tight skirmishes. Love your map? Share it instantly with other players directly from the Map Lab. Need a tutorial before the invasion begins? Check out the Map Lab walkthrough here: 

From DNA to Design – Check Out the Latest Developer Diaries Below

Hear directly from the developers in our latest Developer Diary as they share how they built the Splice-O-Tron, crafted the game's signature sci-fi aesthetic, and used Unreal Engine to power the fight between worlds.


Broadcasting Live from the Frontlines

Want to see how the invasion unfolds from the commander's chair? The Relic Labs team has been streaming Earth vs Mars live! You can catch the latest livestream below, where the team has been tackling the first few hours of the game. Check out the rest of the series on our YouTube channel for more gameplay and behind-the-scenes commentary.

FAQ

Q: How can I play the game?

A: You can grab the game right now on Steam.

Q: How much does Earth vs Mars cost?

A: USD $14.99, with an additional 10% launch discount valid until November 12, 2025.

Q: This game feels different from other Relic titles. Why is that?

A: Earth vs Mars is our first game under the Relic Labs banner. Relic Labs games differ from our traditional, larger-scale strategy titles (which we're continuing to support and develop) in that they are created by smaller teams with shorter development cycles and a goal of experimenting in new strategy spaces, creating fun new worlds, and getting them in the hands of players sooner. Earth vs Mars was made by a small team of passionate Relicans with the goal of paying homage to some of our favorite strategy games, while adding a Relic twist.

Q: What do I do if I encounter a bug or have feedback?

A: Join the official Relic Entertainment Discord server to share your feedback, or report a bug by submitting a new request at https://help.relic.com.

Q: Will Earth vs Mars be coming to any other platforms?

A: For launch, we are focused on releasing Earth vs Mars on Steam (PC). However, based on the game’s reception, we may consider other platforms in the future.

Q: Will Earth vs Mars be Steam Deck compatible?

A: Earth vs Mars is not Steam Deck compatible at this time, but it is top of mind for the development team.

GeForce NOW Support

Earth vs Mars will be available via GeForce NOW on day one. GeForce NOW delivers the firepower to repel the Martian invaders without having to wait for downloads or installs. Splice super soldiers, pick up your campaign, and fight in 1 vs 1 multiplayer with just a few clicks. No frames lost to underpowered hardware — every battle and powerful unit ability is rendered perfectly in the cloud.

Join the Fight and Play Earth vs Mars today!

Relic Labs titles are smaller-scale projects that bring Relic’s depth, passion, and expertise to new areas of the strategy genre. 

To keep up with the latest news from Relic Labs, and more importantly to track Earth’s fight against the Martians, join the Discord and follow along at:   

 TikTok - https://www.tiktok.com/@relic.labs  

 Twitch - @reliclabs  

 YouTube - @reliclabs  

 Bluesky - @reliclabs  

 Instagram - @RelicLabsOfficial  

 Facebook – Relic Labs  

 X - @reliclabsgames 

Forza Horizon 5 - T10_Artie

Let's get spooky with this week's Spooky Tune Competition! Submit the Share Code of your most spine-chilling tune for the scariest ride of them all, 2018 Dodge Challenger SRT Demon, to this thread for a chance to win a gifted car*, 500,000 Credits, or 2 Super Wheelspins!

 

Remember, your tune needs to include "SpookyTune" in its name to be eligible.

 

Contest starts today and ends Wednesday, November 5 10:00 AM (PT) / 5:00 PM (UTC), don't miss out...if you dare!

 

*(Barn Find, Accolade, or DLC cars cannot be chosen).

Spooky Milk Life - r35
Addressed potential crashes in specific environments
  • Changed the compression/loading method for sprite animations to reduce memory usage and prevent crashes.

Experimental gamepad/keyboard controls temporarily disabled
  • Some environments reported that the mouse could become unresponsive, so these controls will remain disabled until the feature becomes more stable and refined.

Pew-casso - MadeFromStrings

Welcome to Pew-casso. I have created discussions for your ideas to improve and help shape the game. You can also join and discuss the game on Discord here: https://discord.gg/gxvGzDcUTK

I can't wait see the art from the community and start working with players to make Pew-casso the best it can be!

START BLASTING!

Strategic Command: American Civil War - Death

As part of the 25th anniversary celebrations for Matrix Games, we will soon be releasing a new update for Strategic Command: American Civil War.  Such an occasion deserves something special, which is why, in addition to the usual fixes and improvements, the next update will also include a free DLC campaign for everyone who owns the game: 1894 Imperial Twilight, covering the First Sino-Japanese War.

Wait, Doesn’t This Sound Familiar?“History repeats itself” is, rather ironically, a hackneyed phrase.  Every would-be tyrant since has eventually received comparison with Julius Caesar; every conqueror measured against Alexander.  Napoleon’s imperial coronation was modelled on that of Charlemagne, and the American soldiers that invaded Mexico in 1847 took with them Prescott’s Conquest of Mexico as they hoped to follow in the footsteps of the sixteenth-century conquistadores.  Usually such comparisons are of little value: Napoleon’s invasion of Russia in 1812, for instance, shared little but geography in common with Hitler’s invasion in 1941, as they are often made purely for rhetorical point scoring.

But every so often, history does repeat itself.  And of this, the Sino-Japanese War, and the Russo-Japanese War that followed it a decade later, may just be the most remarkable example of all. 

In 1904, the Japanese surprised their enemies with a naval victory over a small enemy squadron near the key port of Chemulpo.  This allowed them to conduct a nighttime disembarkation of part of their army, which briskly marched on Seoul and took the government of Korea hostage.  The Combined Fleet moved the bulk of its strength into the Yellow Sea, where they blockaded the enemy fleet and prevented them from interdicting the transport of the IJA to Korea.  Once deployed, the IJA marched through Korea, forded the Yalu near the fortified town of Antung, and routed their foes on the north bank.  Dividing their forces, the Japanese would win a series of victories culminating in the siege and fall of Port Arthur, an advance on the city of Liaoyang and beyond, and the effective destruction of their opponents’ naval presence in Asia; victories won despite often being outnumbered, through a combination of skilled leadership, better equipment, carefully gathered intelligence and stronger morale.

And ten years earlier, they had done exactly the same thing.

The Sun (Begins to) RiseAnother hackneyed phrase worth repeating is that generals prepare to fight the last war.  In 1904, that was true for the Japanese to a very literal degree: every Japanese unit would follow a route into battle against Russia that had been followed into battle against China – often the same units, often led by the same men.

In 1894 however, Japan had no “last war” to look to.  Abandoning an isolationist policy only with the Meiji Restoration in 1868, the country had embarked on an ambitious modernisation program, building up its industry, purchasing weapons from abroad and employing foreign advisors to train a new Imperial Army.  Astonishing these efforts may have been, with the Emperor now commanding over 100,000 soldiers equipped with modern Murata rifles (whose design was inspired by, among others, the French Chassepot). The Imperial Navy too has been forged into a mighty force including six modern cruisers, and the first of the torpedo boats that would one day devastate the Tsar’s navies.

But the transition from isolation and feudalism to modern industrial power is one that took other nations centuries, and after 25 years it was hardly complete.  Those soldiers have never been tested in a major war; those cruisers are surrounded by ageing ironclads and wooden corvettes including the Yamato and Musashi.  In 1894, the precise mobilisation plans that would allow Tokyo to deploy its army to Korea, and take the fight to the Tsar in a matter of weeks, have only begun to be written; many of the transport ships have not yet been built.  In embarking on a major war now, with the reform of the military not yet complete, the Japanese are taking an enormous risk.

Taming the DragonFor all that can be said about Japan not being fully prepared for war, the situation on the other side of the Yellow Sea was arguably worse.  While the Japanese government is united behind the Emperor Meiji, Chinese officials regularly ignore the Guangxu Emperor in favour of his former regent, the Empress Dowager Cixi.  While the Qing maintain multiple armies and navies, disputes between the rival commanders ensure that only the northern army commanded by Li Hongzhang (Viceroy of Chihli and thus responsible for Manchuria), and the Beiyang Fleet, will be available for use in this conflict.

This period in China’s history is often depicted as a time when China failed to modernise, and was thus vulnerable to its more technologically advanced neighbours and suffered military humiliation as a result.  There is an element of truth to this notion, as for instance Japan had rail lines covering much of the country by 1894 while China only had a short line running between the ports of Chinwangtao and Taku, but the Chinese efforts to modernise their forces should not be discounted either.  On land, Li Hongzhang has improved the forces under his command to the point that there is no appreciable technological difference between the Chinese and Japanese armies.  At sea, it may even be argued that it is China holding the technological advantage, with the Beiyang Fleet including two battleships – Chinyuen and Tingyuen – vessels that Japan has no clear answer to.

Unfortunately for China, the officials responsible for maintaining the fleet have done a deplorable job, having sold much of the ships’ ordnance and only recruited half of their crews (while drawing pay for a full compliment of sailors).  The army is in little better state, poorly trained, led by incompetent commanders, and in dire need of reinforcements.  China’s long coastline adds to the army’s difficulties, as they will need to defend not only Korea and Port Arthur, but also Weihaiwei on the Shandong peninsula and even the approaches to Peking itself.

In time, China may be able to resolve these problems – the Empire does command vast resources and will be fighting on home territory – but it is time that China may not have.  The Japanese know of China’s many problems thanks to their spies, and have prepared for a quick war to achieve victory before Peking has a chance to respond.  Of course, if they can’t achieve that quick victory, they could be in a great deal of trouble.

The Sunrise in the EastThe main source I have used to design this campaign is titled “The War in the East” by Trumbull White, which was written either during or very shortly after the war – my copy, downloaded from the Library of Congress’ website, bears a stamp for July 30, 1895, just three months after peace was signed.

When I was reading up on the Russo-Japanese War, virtually every source I found made reference (usually several of them) to the preceding Sino-Japanese War and how the Japanese leveraged their experiences from 1894 to win again in 1904 – this account, being written between the two wars, only explores the Sino-Japanese War in its own terms.  And yet even without the knowledge of future events, White still made two comments that I found particularly striking, and worthy of repetition.  The first is:

“… the most pessimistic prophet could hardly have predicted the utter ineptitude of the Chinese military movements.”

It is easy to imagine Tsar Nicholas II – who took the throne as this war was raging – dismissing reports about the Sino-Japanese War as irrelevant when he began planning for his own war with Japan, as surely his “superior” European troops would be far more competent than the feckless Chinese.  If he did, it would go a long way towards explaining why the Russians made so many of the same mistakes that the Chinese did.  Yet I think it also makes a case for this conflict being worth exploring in its own right, rather than simply a prequel to 1904: this is a conflict that China arguably could have won with the resources they had available, and while historically the two conflicts proved very similar, it didn’t have to be that way.  When you play this campaign, you will have the opportunity to see just how differently this war might have turned out.

The other line I will quote comments on the fall of Port Arthur: “The Japanese lost about fifty dead and two hundred and fifty wounded in carrying a fortress that would have cost them ten thousand men had it been occupied by European or American troops…”

When Port Arthur was taken again in 1905, White’s prediction would prove an underestimate.

Drill Core - francesca.falcini

Greetings, Platform Managers! 

The Board of Directors is pleased to announce that the Contracts Expanded Update is now live! 

As always, you’re welcome to consult the full patch notes from the R ‘n’ D Department at the conclusion of this post, or simply update your game to experience these changes firsthand.
Drill Core Inc. and its partners, collaborators, or derivatives will not be held liable for any loss of life, wellbeing, or ‘emotional distress’ caused by any recent technological developments or discoveries. 

Contracts Expanded 

Previously, every contract at Drill Core Inc. had one singular goal: to reach a specific depth on the Planet you’re mining, and detonate the Core. We know, however, that our esteemed Platform Managers are capable of much more than simply depleting a planet’s resources and blowing it up, which is why there are now three new contract types to truly encapsulate your skills:

  • Competitive Contracts: Faced with a rival Platform Manager from one of Drill Core Inc.’s competitors, and will be tasked with completing the contract before they do. You’ll have access to a brand new Competition Office to help you gain a tactical advantage through whichever means necessary.
    Note from the R ‘n’ D Department: this rival Platform Manager is not a multiplayer feature.

  • Resource Shipment Contracts: Assist various Drill Core Inc. internal initiatives by providing a designated amount of a specific resource - simply mine the Planet for all you can, and leave the hollow husk behind in the name of Drill Core’s unstoppable expansion. 

  • Field Trials: Assist the Department of ‘Useful’ Constructions with sketchy invaluable research by constructing buildings and turrets from a selected pool made available to you. Platform Managers will only need to construct the set amount in order to complete the contract, but will not be able to unlock any other building or turret types, and nothing can be demolished. We have a budget to adhere to, you know! 

Diligent employees will need to consider these new objectives carefully when planning their strategy for undertaking these new contracts, but we’re sure you’re up to the challenge. 

These new responsibilities in the Platform Manager role will not be compensated.

Accelerated Gameplay Mode 

Of course, the Board of Directors highly approves of any employee looking to maximize their profits; that’s why the R ‘n’ D Department has worked hard to provide a brand new Accelerated Gameplay Mode to all Platform Managers. In this mode, events unfold at a much faster rate, and you’ll likely find yourself with a greater number of constructions by the time you’re ready to detonate your Core.

Naturally, this doesn’t necessarily mean that contracts will be easier to complete; in fact, you’ll need to keep a much closer eye on how your Platform is developing in order to adjust to this expedited timespan.
Here’s an overview of how Contracts will differ in this mode:

  • Building costs do not increase with each additional floor 

  • New floors, Turrets, Turret Upgrades, and Buildings will have a greatly reduced cost 

  • The required depth for most Contracts is significantly reduced

  • Technology bonuses are around two times as impactful 

  • Block durability is reduced by 30% 

  • Factory efficiency is increased 

  • Days are 30% shorter in duration 

  • Daytime Ability cooldowns are reduced by 40% 

  • Some Daytime Abilities are rebalanced 

Whilst Accelerated Gameplay Mode is not without its challenges, it should offer all Platform Managers the chance to optimize their profits productivity. 

Elite Aliens 

Speaking of new challenges, the R ‘n’ D Department has demanded suggested we advise Platform Managers that recent reports suggest that new forms of Aliens have begun to evolve on some planets: Elites. Whilst they are not quite as powerful as some of the Bosses that experienced Platform Managers may have encountered, they do pose an increased threat level and are much more resilient than their younger counterparts. 

We are of course confident in all employees’ ability to handle these new threats, but we do remind you that Drill Core Inc. does not offer compensation, health insurance, or life insurance for work undertaken on behalf of the company.

Collectibles 

Due to the HR Department’s insistence that a sense of ‘pride and accomplishment’ is integral to employee profitability productivity, the Board of Directors has elected to allow Platform Managers to accumulate small Collectibles during the completion of contracts.

Accessible from the Findings Archive in the main console, these Collectibles consist of over 80 helmets, weapons, and gadgets that the most diligent of Platform Managers may recognize…

Please note that these Collectibles are not to be used for monetary gain. Any Platform Managers found to be attempting to profit from Drill Core Inc.’s generosity in any way will be terminated. 

Platform Skins 

In keeping with the HR Department’s insistence informed reasoning, they have also suggested that allowing employees to better customize their workspace may improve ‘morale’; therefore, you will now be able to select new Platform Skins from the upgrade console, with one cosmetic upgrade per Platform Type. 

Any damage to Drill Core Inc. Platforms will be invoiced to employees directly, with a 6580% APR on all repayments.

New Gamepad Controls 

The R’n’D Department has been hard at work in creating a new control scheme for all Platform Managers currently utilising a gamepad in their mining operations, allowing for significantly more control, and therefore profits, during contracts. 

Radial menus are now in place for frequent actions and abilities, with cursor-style pointing a thing of the past. 

The R ‘n’ D Department would like to inform all employees that this is currently an experimental feature, and any feedback on these new controls is welcomed. 

New Steam Community Items 

We’re also excited to share that our most dedicated Platform Managers will be able to show their commitment to Drill Core Inc. with brand new Steam Community Items that are now available! Find them here

Of course, this is far from the full extent of everything that’s included in the Contracts Expanded Update, and we welcome all employees to review the full changelog at the end of this memo for additional details, or to update Drill Core now to begin ‘enjoying’ them. 

We strongly encourage all employees follow the corporate TikTok and Twitter accounts for a clear line of communication with Drill Core Inc., and also join the corporate Discord server to take part in company-wide conversations. 

With lukewarm regards,
The Drill Core Inc. Board of Directors 

Full Changelog:

Features:

  • New Mission Types (Competitive Contract, Resource Shipment to Headquarters, Field Trials).

  • Faster Gameplay Mode has been added.

  • New Platform Skins has been added (2 for each platform).

  • Collectables added (80+ different accessories from sсi-fi culture). They can be found on all planets in blocks.

  • Elite enemies will appear during gameplay.

  • New gamepad controls.

Other:

  • When drilling down becomes available, a small reminder will now appear in the interface.

  • Visuals of all lasers have been updated (they no longer look like stretched images).

  • Updated HUD.

  • Added steam community items (cards, emoticons, backgrounds).

Balance:

  • Boss HP reduced on higher difficulties.

  • Bosses will appear more often now. Required depth lowered for most difficulties.

  • Factory performance in Swarmlite production mode increased by 10%.

  • Explodrone no longer damages workers.

  • Number of positive planetary conditions for contracts increased by 1 on most difficulties.

  • Ion Core shields increased from 5 to 12.

  • Ion Core stun duration increased from 5 to 8 seconds.

  • Ball Watchtower ball size increased by 25%.

  • Lucky Number upgrade now reduces the cost of buildings on 3-6-9-etc. floors by 2 iron in normal mode and by 1 in faster gameplay mode.

  • Most of the blocks that used to kill workers immediately now do a lot of damage, and workers can get stuck in them if they survive.

Pizzaïolo-Ninja - Zormz

ːpropagandaː Hello Pizzaïoli,

This patch bring theses changes :

ːfoodananasː Bug fixes :
  • Streamer mode gamebreack fixed.

  • Pause menu stopping from going rag-doll while falling.

ːdstoolsː Modifications :
  • The jump high of the player as been raised by 10 %.

  • Replace the text into an image for the Input Pop-up of teleports.

Thank you again for your continued support, Pizzaïoli!

Oct 29
EmyLiveShow: Dungeon & Mistresses Tale - Joly

EmyLiveShow: Dungeon & Mistresses Tale is out!

We thank you for your patience and hope that all players will enjoy this adventure ːELSDMcritsuccessː

Stay tuned for more news – our studio is planning to start working on several new projects soon!

Tsarevna - Блог Эльфийки

Asset creation is one of the most important and mesmerizing stages of development.

At this stage, cubes, planes, and primitives gradually transform into walls, columns, and entire spaces, bringing the world of Tsarevna to life.

Every detail goes through a journey from a simple technical shape to a living part of the world. Step by step, we fill the game with architecture, meaning, and story.

Follow our dev diaries. There’s still plenty of behind-the-scenes magic to come in the making of Tsarevna 👑

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