2Person Playtest - Immitated_One
Spectator mode:
- fixed a bug preventing selecting spectator slot in game Lobby.

Arena:
- fixed a bug preventing movement in draw phase of a match

Networking:
-fixed a bug preventing players to be able to rejoin a lobby after exiting a session.
Every Day We Fight - jeanp

The 0.8.0.2 update focuses on introducing the ability to swap between interact/pickup targets as well as adding the ability to influence max HP to the difficulty configuration menu. We’ve updated the test beta branch with the latest update on the in combat save functionality. This will be included in the next release, thanks to everyone that helped test it out so far! Remember, the best way to support the development is by reviewing the game and joining the Discord. We’re excited about what’s up next, but until then we’ll be crushing bugs and making content.

On a personal note, if anyone has any tips on how to attach a gargantuan nose prosthetic to my face it would be much appreciated. My Leo costume is facing some structural engineering challenges. Happy Halloween!

Gameplay
  • Introducing the ability to swap pickup/interaction targets.

  • Introducing the ability to set Health in difficulty settings.

  • Loading back into a snapshot now teleports players to the nearest manhole.

  • Player units now enter cover when loading back in. 

  • Jump animations updated.

Bug Fixes
  • Visual changes to health bars

  • Fix for assets inside building section not being occluded when selected unit is in crater in Prison Combat Zone

  • Fix for getting stuck in nav mesh at top of ladder in Bus Depot

  • Fix for right thumbstick not executing A-button actions out of combat

  • Fix for issue where you can't click on your second inventory item in lower resolution

  • Fix for Thorns being able to shoot through the lanterns

  • Fix for bullets spraying outside of reticle

Join the Thorns' Community!

You can find us on Discord, Reddit, and Twitter for discussions, updates, bug reports, and to share your feedback. We also have a community wiki that can help answer questions you have about the game.

Relic Arena Playtest - SUNSfan

Featured Highlights
  • 2 New Leaders

General
  • Frames added as a new cosmetic type unlocked in each Leader’s track

    • Gold Frame - Level 10

    • Ruby Frame - Level 20

    • Diamond Frame - Level 25

    • Galaxy Frame - Level 30

  • Leader tokens have been added as a currency. These can be accumulated in order to unlock Leaders.

  • All shop upgrade costs increased by 1

  • All Leader upgrade costs increased by 1

  • Ambient sound effects have been added to the following arenas:

    • African Plains

    • Amazon Forest

    • Arizona Desert

    • Great Wall of China

    • Halley’s Comet

    • Phillipine Rice Terrace

    • Siberian Taiga

  • Abraham Lincoln Leader track has been populated

  • Owned Leaders are no longer banned in Bot games

  • Easy Bots are even easier now

  • All Bot levels will have much slower progression to max leader level

  • Leader portraits repositioned and resized

  • Leader name plates improved

  • Match history now allows you to click on other player names to view their history

  • Match history portraits have been cleaned up

  • Added priority system for UI popups (example: Hero body selection and super selection will not be on top of each other anymore)

  • Fixed Offense category having the wrong icon

Leaders

View all Leaders:

https://relicarena.com/leaders

  • New Leader: Bass Reeves

  • New Leader: Houdini

  • Benched Lagertha

  • Benched Mary Shelley

  • Benched Mozart

  • Benched Rasputin

  • Benched Shaka Zulu

  • Benched Wojtek

  • Abraham Lincoln Surfer skin animations added

  • Gandhi level 5 nuclear explosion sound effects added

  • Genghis Khan level 1 crit damage from 4 to 3

  • Genghis Khan level 2 crit damage from 4 to 3

  • Genghis Khan level 4 crit damage from 6 to 4

  • Genghis Khan level 5 Unstoppable duration from 10 to 8

  • Harambe skins added

  • Karl Marx Graffiti skin animations added

  • Marie Curie level 2 ultimate chance from 35% to 25%

  • Marie Curie level 4 changed to: 50% chance to grant 2 points

  • Montezuma level 1 no longer allows ultimates to proc from his power

  • Montezuma level 2 changed to: Transformed spells can include Ultimate relics

  • Montezuma level 4 bench slots from +1 to +2

  • Montezuma temporary God Relic icons replaced

Relics

View all Relics:

https://relicarena.com/relics

  • Aztec Sun Stone damage per second from 50->100 to 50->150

  • Barbed Wire additionally will reflect 1/1.2/1.4/1.6/1.8/2% of the caster's max HP

  • Barbed Wire damage return from 30->60 to 20->50

  • Bear Trap will now slowly move towards closest enemy

  • Borgia Poison visuals fixed to last the duration of the effects

  • Boxing Gloves damage increase from 30 -> 45 to 20 -> 30

  • Boxing Gloves Juicy changed to: Winning a fight reduces current cooldown of Boxing Gloves by 15s

  • Boxing Robes fixed to not always give the bonus effect

  • Boxing Robes Juicy fixed not working with Frankenstein

  • Boxing Robes model added

  • Boxing Robes Super 3 from 40 damage per ultimate to 30

  • Catapult Super 1 additionally provides +75 splash radius

  • Catapult Toughness from -70 to -70/63/56/49/42/35

  • Claw Machine damage from 300->400 to 200->300

  • Claw Machine grab range from 1200 to 1000->1200

  • Claw Machine Super 1 magic armor reduction from -20 to -15

  • Devil's Bible Super 1 max HP gained based on self damage taken from 30% to 45%

  • Devil's Bible Super 2 self damage threshold for spell lifesteal from 500 to 300

  • Dog Tags damage block from 23 -> 38 to 15 -> 30

  • Dog Tags permanent HP gain from 16 -> 36 to 10 -> 30

  • Hammurabi's Crown break duration from 0.5 -> 1.75 to 0.75 -> 2.0

  • Head of Hypnos damage instance per second from 2 to 3

  • Holy Grail HP and Mana regeneration visual effects added

  • Kevlar Vest Juicy sound effects improved

  • Kevlar Vest now additionally deals 100/120/140/160/180/200 magic damage in a 650 radius when landing (Super 2 still adds more damage and stun)

  • King Tut's Bindings duration from 5s to 4/4.5/5/5.5/6/6.5/7

  • King Tut's Bindings no longer deals any bonus percent damage

  • King Tut's Bindings now deals damage over time: 80/85/90/95/100/105

  • King Tut's Bindings Super 1 changed to: +50 damage per second

  • King Tut's Bindings Super 2 changed to: +400 cast range. While debuff is active, caster gains +400 attack and cast range.

  • King Tut's Bindings Super 3 changed to: allies in 600 radius of target are also Cleansed every time it dispels

  • King Tut's Bindings Juicy changed to: every second a mini-mummy spawns, stealing attack speed.

  • King Tut's Spear damage from 600->850 to 500->750

  • Mammoth Fossil radius from 800 to 700

  • Mammoth Fossil Super 2 armor duration from 8s to 12s

  • Mammoth Fossil Super 3 from +3 to +2 pulses

  • Mortar Juicy model added

  • Mortar visual effects added

  • Napolean's Boots damage from 25 -> 50% to 30 -> 60%

  • Oil Lamp spawn damage from 300->400 to 200->300

  • Oil Lamp Super 2 from 200% heal to 250%

  • Oil Lamp Super 2 no longer heals caster

  • Oil Lamp Super 3 attack speed from 300 to 250

  • Orca Fossil damage per second from 90->140 to 110->160

  • Orca Fossil Juicy flat damage from 200 to 250

  • Orca Fossil Juicy sound effects improved

  • Persian Carpet damage visuals added

  • Persian Cat radius from 725->850 to 850

  • Radio Jammer Super 3 additionally makes it so you gain the Heal Power you have reduced for 10s

  • Radio Jammer Super 3 heal reduction from 40% to 20%

  • Seatbelt visual effects added for Spell block Super

  • Statue of David damage per block from 175 -> 275 to 145/170/195/220/245/270

  • Statue of Prometheus bounces from 7->12 to 6->11

  • Statue of Prometheus damage from 200->300 to 150->250

  • Statue of Prometheus Super 3 changed to: "Launches a fireball on death that bounces up to 6 times"

  • Tesla Radio damage per second from 110->210 to 100->200

  • Titanic damage from 200->400 to 180 -> 380

  • Titanic stun from 2 -> 2.5 to 1.5 -> 2.5

Let's Café - JArtis1

Hey Hi Hello, fellow Café curators!

You might notice your blossoming business seems to be... busier. With the addition of the Customer Queue, the pace picks up a little bit! Don't worry, it's still chill and cozy and casual, but now you'll get to see even more of your favorite characters.

Speaking of seeing things... you may notice if you play the weekend of October 30 - November 1, you may get some "special" visitors cruising through. It's not a trick - just make sure you treat them right and good things may be in store!

Happy Café-ing!

Intergalactic traveler: The Omega Sector - Artificer Creator

Featured Updates: \[[i]New Version 7.0.0.0 [/i]]

The Ultra Jump!

A new fast paced mini-game! It allows you to skip the areas of a Stage! You can collect tech gears and ultra velocity tokens but be careful with the oxidalie Blocks and the Red Gears! With this You can progress way faster than never before!

The Nivelator!

This is a big dropship and once it reaches certain checkpoint, it will drop hazards to the zone. This makes the game flow way more dynamic!

The Tower Viewer Center:

It allows you to scan all of the Area or Main Zone! With this, you can see beforehand the routes and plan better your approach! The activation requires 15 TG or 5 Arcade Points. Check out for interesting items like the Hyper Jump Charges or puzzle objects, you can do it!

The Factory Ship:

it allows to make upgraded items by combining simpler items on the inventory or disassembly upgraded items in their most basic form. \[They can be found in the Area 1 of each stage.]

Main upgrades:

*Sound effects have been retouched to sound better.

*Added a surprise behavior for one specific npc, in each main stage of the game.

*New Merchants! You can buy now: E-Bits, Phase Fields and Fuel Charges...

*A new puzzle object that appears in the stage 7 and onwards.

The AntiVisual Cube:

*A new Item of the Main Stages that gives you a choose between a certain amount of Fuel with 1 Shield in exchange of limiting the field of view for a short time, it is measured in steps taken. Once the steps threshold is reached, the visual effect vanishes.

New Interface updates:

*The inventory Section can be opened directly by pressing the "c" Key.

Combat and TBS related updates:

*New smooth and cool visuals for the background window of the battle encounters.

*Reworks to the windows placement of the turn based combat system.

*New Fancy Message when Leveling Up by battles.

*A new visual indicator that shows the experience gained after a battle.

*Escaping a battle now happens faster, the default message was removed.

*There has been added a visual Letter Indicator around each battler to detect them better.

The Scanner Cartridge:

It reveals the stats of battlers like the attack min and max points or the remaining health points. You will be gifted 5 at the start, then they can be obtained with merchants by 5 TG.

Animations and Visuals:

*A new icon animation when rising up the maximum of shields.

*Two new sprite animations for when losing the game.

*New Sprite Animations for the Puzzle Object that first shows on the Stage 24 area 4.

*Visual reworks for the evaders on the stage 22 to hint better its hitbox.

*A new visual effect for collisions with evaders.

*Added a golden spark hint for when you can still get the golden medal of the area or the main zone.

*New 5 backgrounds for the Main Menu, they represent better the 1st person perspective for the stages 6 to 10.

*new small animation for when a battler interacts with the player.

*Some rework to the phase field animations.

*A new HP gauge Fill when taking +50-250hp MAP icons:

Small updates:

*Added an extra visual effect when obtaining a device.

*Added a some probe clue messages when acquired them.

*Small sprite retouches to the puzzle object of the stage 12.

Corrections:

*When entering a menu the Ship Sounds are not longer being triggered constantly in the background.

*Removed the overstayed timer for when entering the Game Over Menu.

*The Hyper Jump teleport now ends near the exit of the main zone of the stage 27.

*During the Hyper Jump the fuel is not longer being spent until it is done.

*Is more easy to obtain the exclusive power up item of the Hyper Jump.

*On the result screen, there is a small section that tells if the secret area was completed or not with a single word description, however there is a stage where there is none to be explored and it was still counting it as missing; it is now removed for that particular stage.

*Added more visual clues to the Puzzle Object of the Stage 25.

*Before, the Inventory Hyper items were set to disappeared from the inventory if the player could not afford the cost in golden gears at activation. Now, they remain in the inventory even if that happens.

*Doubled the duration of the phase field if it was activated in a Main Zone.

*A hint added for one of the last ice-asteroid objects on stage 15.

*Better placement for some items in the exterior border of the main zone of the stage 14.

*Added some extra fuel if the player goes below dangerous levels on the main zone of stage 10.

*Added a visual clue for the npc puzzle of the Stage 8.

*The TG gets updated more properly after a random encounter.

*Reworked of some dialogues of the first map to make it more interesting.

*A better transition to the Game Over Options during a turn based combat.

*Added a small secret shortcut to the main zone of the stage 17.

*Made the timer background more translucent so it does not block the view of objects on the top right corner.

*Colliding with the same object multiple times will trigger a slow down to make it more dynamic and avoidable.

*Some retouching to the sprite of the stage 20 puzzle object.

*Removed a forced animation when the phase field was active to make a transition out of an artificial space more quickly.

Fixes:

*Adjusted the damage to 1 shield only for when impacting with the brown circular and ice puzzle like asteroids. It was an issue when playing on Harder Difficulties.

*Fixed an issue with a missing picture after the fuel runs out and there weren't enough golden gears remaining.

*Added a pause to the countdown timer when acquiring a fuel charge.

*Removed some unwanted triggers that happen with npcs when losing the game by the fuel countdown.

*A more stable transition for when losing the game due the lack of fuel.

*Fixed a bug with the save point and the main menu triggering at certain frame.

*Fixed a Glitch that blocked the menu after colliding with a certain type of ice asteroid.

*Fixed a glitch where some loot items weren't added to the inventory.

*Fixed a small blinking that happened with Messages when obtaining an item directly.

*Some performance retouches.

*Fixed a delayed appearance of the Ultra Speed gauge after an impact.

*fixed a bug of the spanish version that stopped the screen when changing the windows style.

Thank you for your support and Happy Gaming!

Spray Forge - Butter Dawg
New Features
  • Click-Through Toggle - Assign a hotkey in App Hotkey Settings to make the entire overlay click-through

    • ⚠️ Note: While enabled, the overlay becomes completely unclickable (including the top bar). You must use the same hotkey to toggle it back to interact with the overlay again.

  • Window Position Memory - The spray overlay now remembers its last position and will reopen exactly where you placed it

Bug Fixes
  • Fixed: Pause now actually freezes the pattern - Previously, pressing pause while spraying would show "PAUSED" but dots continued appearing as you moved your mouse. Now the pattern freezes immediately.

  • Fixed: Unbound hotkey display - Changed from showing "bind" to properly displaying "Not Assigned" in all languages

Stability
  • Improved overlay window initialization to prevent freezing during transition for some users (particularly those with multi-monitor setups)


How to use click-through: App Hotkey Settings → Find "Toggle Click-Through" → Assign a key → Press that key in-game to toggle on/off

Shadow Pulse - rad-pol

Greetings. Pavel here, lead developer of Shadow Pulse.

I am happy to announce that months of hard work have finally paid off, and the largest update for the Shadow Pulse Demo is now released!

New weapons, updated enemies, and limited inventory management – the game has now evolved into a full survival horror experience.

We have reworked the core concept of the game, and we believe it has changed for the better!

There are still major updates coming to the current demo.

Here’s just a part of what awaits you soon:

  • Complete overhaul of the game map

  • Expanded localization support

  • New enemies and improvements to existing ones

  • Major storyline update

  • Neutral NPCs

  • Puzzles and quest system

  • And of course, numerous bug fixes — thank you for helping us find them!

Thank you for your support. Try the new demo!

Sepan and the Seven Flasks - picmid.studio

Sepan and the Seven Flasks Demo was updated to fix some bugs and add new features.

Bugs fix:
  • Fixed language bugs on first cutscene.

New features:
  • Spanish language added to subtitles and interfaces

  • Deutsch language added to subtitles and interfaces

  • Portuguese language added to subtitles and interfaces

  • Italian language added to subtitles and interfaces

Oct 29
Rogue Ascent Playtest - trashcatstudios

You can now invite one friend to the playtest!

Some bugs have already been reported. I hope to have a fix by the weekend. If you haven't yet, join the Discord for info/bug posting.

https://discord.gg/gDGVw2BK

Thanks,

John

Midnight Crane - dekaizenstudios

⚙️ Fixes & Improvements
  • AI Improvements – Adjusted AI sight ranges for more balanced and consistent detection.

  • Audio Adjustments – Tweaked specific sound volumes.

  • Tunnel Sequence – Made small changes to help improve player experience in this sequence.

...