Oct 30
İblis3:Phenomena - FNDgame
Door opening and closing errors have been fixed.
Bus Flipper: Renovator Simulator - alyssa
Hello, Flippers!
Second Major Update is finally here! Thank you for playing, leaving your feedback and reporting bugs. As we promised before, we're doing our best to improve the game, so here's another big patch!

Here's what's new:

  • New quests

  • New perks

  • Added Photo Mode

  • Added UAZ-452 Bukhanka

  • New skins for RVs and buses

  • Added Sam's phrases that react to gameplay conditions

  • Added sounds to the partitions tool

  • Level progression has been rebalanced

  • Fixed a bug with changing the home bus where furniture would remain in the same place or would become stuck in the air

  • Fixed a bug with disappearing items after selling a bus

  • Fixed a bug with giving an experience for all stages when using a fast assembly mechanic

  • Fixed a bug where canceling a bus sale would still allow customers to arrive

  • Fixed a bug with purchasing licenses without money

  • Fixed a bug where you could get stuck in the BOOM arcade machine when pressing ESC

  • Fixed a bug where your laptops could be duplicated

Also wanted to take this opportunity to say hi to our friends from Dos Ivánes!

They have just revealed the release date on their game My Wife Threw Out My Card Collection (So I Bought a Dump to Find Them All). A long title, but such a fun little game, where you search for cards and rescue birds.

And for extra karma points, $0.10 from every sold copy of the game will be donated to BirdLife International to help real birds. So go show them some love and try the Demo!

https://store.steampowered.com/app/3868310/My_Wife_Threw_Out_My_Card_Collection_So_I_Bought_a_Dump_to_Find_Them_All/

Hope you enjoy the update and go help some birds!
Oct 30
Idle Evolution - NewProject
Oxidation states updated (and related missions)
Deep Space Outpost - NirisGames
The statistics window now has a couple of additions, a production and a resources page. Within the production page you can see resource inputs and outputs of each module grouped together. In the resource page you can see status of each resource (stored, capacity and current change). Together these give you a great way to see why you might not be producing enough of a resource you require, or what is consuming it.


Patch notes:-

  • New resource and production pages in stats window.
  • New buttons in stats window to choose categories.
  • Improve: Robot movement, if flooring is all access space, use those rather than idling in space.
  • Fix: Droid control window height incorrectly set in v0.7.0.68.
  • Fix: Wall build not checking if solar connector adjacent and updating power.
  • Fix: Research buttons larger when es/fr to fit text correctly.
  • Fix: Sewage treatment missing on/off switch.
  • Fix: Health/hunger/energy/morale text not translated.

Nick
Eterspire - Stonehollow Workshop

We’ll be waiting for you at our booth at the Argentina Video Game Expo on November 7th and 8th at the Palacio Libertad.

BROK the InvestiGator - COWCAT

This free update brings 5 new bonus challenges!

🟢 Can you stay long on this tiny pipe? 🥳

🟢 Can you parry enemies as the only way to damage them? 🥵

🟢 ...and more!

1.5.4.4

-----------------------

CHALLENGES PACK #1

- BRAWL BAR: 5 new bonus challenges to unlock!

- BRAWL BAR: Creator mode: Four new modifiers.

- BRAWL BAR: Starting now asks if you're familiar with the BROK universe (if not, it replaces the quizzes by regular challenges)

- BRAWL BAR: Fixed camera potentially not placed correctly when starting.

- BRAWL BAR: Fixed: bonus challenges created via the creator mode did not vary difficulty.

- BRAWL BAR: Fixed player looking to the left even if an enemy exists on their right when starting.

- BRAWL BAR: Creator mode: Added scrolling with right stick + L/R buttons for switching options.

- BRAWL BAR: Creator mode: Fixed potential crash if setting wrong values for colors.

- BRAWL BAR: Creator mode: Fixed Blind Bot missing stub sprite.

- BRAWL BAR: Creator mode: Fixed potential crash if we managed to keep the cursor character/trap etc in between rooms.

- BRAWL BAR: Creator mode: Fixed bug with traps sharing the same item drops after loading.

- BRAWL BAR: Creator mode: Fixed setting enemy as ally then coop player would display it twice in HUD.

- BRAWL BAR: Creator mode: Increased max number of traps to 100.

- BRAWL BAR: Creator mode: Some user inputs asked to type a text instead of entering a number.

- BRAWL BAR: Fixed rare but potential crash if Wes slides but the opponent doesn't exist.

- BRAWL BAR: Fixed some saves issues of main story and/or should not be used when accessing Brawl Bar from main menu (in particular after ending ones)

- BRAWL BAR: Fixed cancelling when displaying a gameover picture in menu would keep it on screen.

- BRAWL BAR: Fixed collecting items would not reset the counter after restarting or losing.

- BRAWL BAR: Fixed counter staying at zero in "I am Bomb" challenge.

- BRAWL BAR: Added a backup progress save in case the config.ini file would get corrupted or missing.

- Fixed: In mouse mode, player could move towards crates with height at the wrong position.

- Fixed: Wrong characters positioning in Rupture ending.

Creepy Shift: Roadside Diner - Jacky_RLS
Heya creeps!

Unity recently flagged a security issue, so we bumped the game to the fixed version. Nothing suggests players were affected, but better safe than sorry. Grab the update to stay on the safe build.

Unity post (for the curious): https://unity.com/security/sept-2025-01

Changeloge:

✅ Unity security update applied

⚡ A couple of performance/stability tweaks

📱 Steam Deck / handheld: UI text now scales better, so you don’t have to squint

*All of the above changes also apply to the demo version. Additionally, the demo also includes:

✅ Removed AI VO and replaced with community-recorded voices

🖼️ Replaced AI-generated Pastor portrait with a new one

⚡ Game optimization

🌍 Improved translations

🔧 Fixed occlusion issues

🎮 Improved controller ergonomics

If something bugs out or you’ve got a cool idea → drop it on our Discord.

Have a scary Halloween and stay creepy!💀
Night Shift Team

Bloodzap - jonas.b

Bloodzap is officially in its final phase (achievements are complete, tested, and ready to go). Every unlock, challenge, and reward has been tuned to feel satisfying from start to finish.

We’re now locking in the last few launch details and preparing to push the game live. It’s been a long journey getting here, and we can’t wait for you to experience everything we’ve built, from the combat to the secrets waiting to be discovered.

Thank you for your patience and support through development. The finish line is in sight, and Bloodzap will be in your hands very soon. Wishlist it now so you don’t miss launch day. ːsteamhappyː

PEAK - Botten Hanna
We told you we had news coming soon and here it is!

ROOTS coming November 5th!
The Last Spell - b.laverny

Hello Warriors! 

Halloween is nearly upon us, and until next week, The Last Spell AND its DLCs are on sale, so that could give you an idea of screaming when losing AGAIN against Cetusia. 

Last time, we showed you one of the new features of the upcoming DLC, the Divergences. That brought a LOT of... passionate comments from players! We definitely read them all, and we understand that didn’t fully explain the core loop of the DLC, and how each system works with each other. 

This is why before going deeper into the Epiphanies, we will present to you the Altar, and how all the new systems work with each other! 

Like the last time, I will let Victor, game designer on The Last Spell, take over this blogpost! 

 

The Altar 

Hello! Before presenting the true subject of this blogpost – Epiphanies – I will be presenting the Altar, which is a new building that will appear in any runs you launch if you have the DLC. It grants the player access to a new interface that centralizes most of the new features from the DLC. 

The Altar has two tabs: one of them is the Divergence tab, which we talked about in the last Blogpost, and the other is the Epiphanies tab. 

Epiphanies are a new mechanic we are introducing with this DLC. They are bonuses that last for the whole run and let the player specialize their run. To activate an Epiphany, the player must choose that Epiphany and then complete it by gaining Memories and filling the Memory gauge. Once an Epiphany is completed, the player can choose another one. 

  

Epiphanies can have various effects: 

  • Give a very powerful item 

  • Grant a perk to all Heroes 

  • Grant a global passive effect 

These last for the entire run. 

Now that you know about Divergences and Epiphanies, we can show you how the 4 new mechanics of the DLC will mesh together. Here’s a simple diagram of the new mechanics: 

 

 
Epiphanies 

There are a total of 100+ Epiphanies in the DLC. At the start, the player has access to 25 of them, and the rest can be unlocked by playing the DLC. 

Our objective with Epiphanies is to make global bonuses that have an impact on your entire run, and shape how you build your haven, your heroes, or how you play the nights. Think of it as something that can create “builds” not just for your Heroes, but for your entire Haven. Different Epiphanies will affect different aspects of the game: Heroes, Economy, Defenses... and will generally reward you for committing to a certain playstyle. 

When starting a run, a given number of Epiphanies are chosen at random to constitute the Epiphany pool for this run. This lets players adapt and plan their run from the start, and makes it so that you won’t have to go for the same Epiphanies every run. For example, if you start a run and see multiple Epiphanies that affect Defenses in the Altar, you may want to focus more on building defenses during this run. 

  

As we don't have Icons at this stage of development, we use the names of the Epiphanies for now. Some of them give a good idea of what their effect could be.

Epiphanies are separated into 3 tiers with different Memory values: these represent how many Memories you have to accumulate to complete the Epiphany. After completing an Epiphany, the cost of all other Epiphanies is increased for the remainder of the run. This means that the first Epiphanies you complete are cheaper than the rest, so be careful about what you want to complete first, as some have an effect that is more interesting to get early. In a single run, players should be able to complete at least 3-4 Epiphanies, but you can go higher by playing on longer maps, completing as many Divergences as possible, or just taking the Epiphanies that cost less. 

Next, here are various examples of Epiphanies that will be available in the DLC: 

 

Examples 

Spiked Walls:  

 

 

This Epiphany, as the name says, grants spikes to your walls, which will automatically damage nearby enemies during the night. Here’s how it looks in-game: 

If you take this Epiphany, you’ll probably want to build a lot of walls to maximize its effect. Maybe you can even think of a clever pattern in which to build your walls? 

 

Efficiency: 

 

 

This Epiphany focuses more on the economic aspect of the run. When you complete a night at rank S or rank A, you will gain more Gold and Materials. You will probably want to take this Epiphany early, in a run where you focus on keeping Panic low. 

 

Aello’s Head: 

This Epiphany grants an item called “Aello’s Head”. It’s a new kind of item called a Unique Item. Unique Items are, as the name says, unique: every Unique Item can only be obtained through a specific Epiphany. Moreover, a single Hero can only equip a single Unique Item at a time, so choose carefully. 

 

As usual, all values here are subject to change: damage, range, cost... may be higher in the final version.

 

Aello’s Head is one in a series of Unique Items inspired by the Bosses of The Last Spell. This one lets you use “Flying Assault” a skill of the Harpies from Gildenberg. Players following us on Discord or other social media may have already seen it as a sneak peak, but here’s the item in action: 

While most Epiphanies have a global effect, Unique items can only be equipped on one Hero at a time, so they will only affect one of your Heroes. This one grants a high mobility skill for cheap, which can be strong for a Hero that plays with momentum, or a build that generally lacks mobility. Since the skill uses Adaptative damage, you can use it to full effect on Heroes specialized in any kind of damage. 

 

Nighttime Cravings

Nighttime Cravings is an Epiphany that is inspired by the Ripper enemy, which can eat clawers to boost himself.  This Epiphany grants a special skill to all your Heroes, that lets them “eat” a Clawer every turn for just 1 Action Point, to regenerate health. 

 As the range is restricted to melee and it grants health, this Epiphany is best used with many Heroes that play in melee range and risk losing Health. 

 

That's it for today, but we'll keep revealing a bit more Epiphanies in the next Blogposts. I’d just like to tease one last type of Unique Item that will come in this DLC... 

 

What do you think these are, and what do you think they do? You’ll get the answer in a future blogpost. That’s it for me, as I’ll let Bruno conclude this blogpost. 

 

 

A closed beta! 

We’re getting closer to the release of the final DLC of The Last Spell. (yes, we’re not calling it The Last DLC, we know), and we would like to invite YOU to play an early version of this DLC for a limited time. 

We’re looking for ~20/25 players to try the new features of this DLC, and give us some feedback about them! 

To participate in this beta: 

  • And once you have that role, fill the form you will find in the “ishtar betas announcement” channel!  

  

We’re very excited about this final DLC! Next time, we will talk about the Ordeals. 

Take care <3  

 

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