Cue Club 2: Pool & Snooker - Bulldog Interactive

Hi everyone,

A new Cue Club 2 update has been launched today which includes a collection of additional features, improvements and fixes. Please see below for a full breakdown of new content:

SPEED POOL

  • Added option to toggle clock ticking sound on or off. When starting a game of speed pool, click the 'Settings' button at the bottom of the in-game menu, and the option now appears in the list of tick-box items.

CONTROLS

  • Added option to use left or right thumbstick to set power and play shot when using manual cue control method. See 'Options > Controls > Advanced Settings > Game Controller > Play Shot (Manual Control)'. Default setting is left thumbstick.

MULTIPLAYER

  • Added chime sound notification when you receive a chat message from a human opponent during a multiplayer match, and you have tabbed out of the game. The most recent message remains on-screen when you return to the game.

MENUS

  • Added option to select format for displaying number of games in a match. Choose between 'Best of ...' and 'Race to ...' settings. See 'Options > Match Settings > International Settings > Number of Games (Format)'. Separate settings provided for pool and snooker.

  • Added options to select number of games played in Bar Challenge and Tournament modes, with separate settings for pool and snooker. See 'Options > Match Settings > Bar Challenge' and 'Options > Match Settings > Tournament'.

ACHIEVEMENTS

  • Snooker breaks, speed pool times and 14.1 straight pool runs now have extra checks to ensure auto-unlocking of lower level awards of the same category in the trophy table.

AIMING

  • Fixed issue where cue could become unsettled when performing extreme swerve shots with lots of backspin and high cue elevation.

MISCELLANEOUS

  • Various improvements to localised game text.

  • Other minor fixes and enhancements.

Game Quest Playtest - sab

Graveyard shows the enemies you have killed in the current run, as ghosts (it will be used for other things in the future)

Also, trigger to start next wave is now a choice of 3 powerups (same as when restarting, but the powerups now stack per wave)

Plans to create around 10 unique powerups that will show up randomly as the three to choose from.

Coming up in the next update:

Using the most unplayed games from the database to fill up lists that don't have enough games to get to the boss...

Then later:

End of Act 1 Shop and Dungeon, then I'll start work on Act 2 (Wishlists!)

Happy Halloween!

Oct 30
Enginefall - danju92

Dear Passengers!

We have some important notes to share today regarding changes to the in-game economy. You’ll see some hefty changes that impact how and when you gather resources, so we wanted you to know exactly what has changed and why.
First of all, these changes are coming as part of a broader overhaul of the economy, along with all our usual week-by-week iterations, so you can expect further changes as we test and balance - this is not the final state of play.
We’re seeking the best solution, not the quickest or easiest, so please bear with us. Rome wasn’t sacked in a day!

Overall aims:

First, we need to address some balance issues which have accrued during development:

  • We have areas of great resource abundance which create "one stop" solutions for players to get everything.

  • We have a feedback loop where the first movers get the most resources.

  • We have some significant shortcuts which destabilise the flow of the game.

  • We plan to overhaul which resources are used to do what, as currently it is not very intuitive.

  • We wish to set up the Titan Train economy to better support Dagger progression, as currently we are missing meaningful choices around extraction.

The end goal is to have a healthy economy which sets up interesting choices and tradeoffs for everyone, and allows you to feel resourceful, smart, and occasionally lucky!

So, on to the nuts and bolts. The specific changes going into this Friday playtest are:

  • Resource Platform

    • Always spawns one meganode

    • Spawns one resource type only, varies per carriage

    • Node resource yield is nerfed

    • Exotic metal for now has the same yield as other nodes

    • No Resource Platform in the engine carriage

  • Dispensers

    • Dispenser pickups are now worth 5 resources instead of 2

  • Player Buildings

    • Foundations now cost the same as walls/doors/windows, because they are also ceilings.

    • T1 costs 5 metal

    • T2 costs 25 plastic

    • T3 costs 25 ceramics

    • T4 costs 25 exotic

    • Upkeep costs are 1/5 of total crafting cost, consistently

    • Raiding bases will yield more resources - this is work in progress, but should encourage raiding

  • Loot chests nerfed

  • Trash nodes nerfed

  • John Enginefall cannot be nerfed

The aim with some of these changes is to balance the use of the Resource Platform vs. dispensers, and to encourage player movement between areas, so they can't just camp out in one location and get everything they need.We’re streamlining the train economy towards a more robust and dynamic experience, but first that means shaking things up a little. We’ll be monitoring the effect of these changes on Friday and as always are keen to hear your invaluable feedback.

JOIN NOW

Sid Meier's Civilization VII - 2K J
From the Devs: Improved Naval Combat

Hello, Civ fans! I’m Edward Zhang, Economic & Military Systems Designer, joined by Chris Burke, Military Gameplay Engineer. With Update 1.3.0, we’re sailing into Naval Combat 2.0 - an overhaul to make naval engagements feel more impactful, and better define the strength of your sea-faring units. Our aim dev-side was simple: more strategy, less ambiguity, and fleets that feel like fleets.

Classifying Your Naval Units

So far in Civ VII, all Naval Units have technically counted as melee units, with no specific ranged class of ship. While Naval Units could visually attack from a distance they always advanced toward the target, creating some awesome cinematic moments, but not providing the same level of strategy that a true ranged unit could bring to the table. Because every ship fought like a melee unit and took reciprocal damage, it was almost always optimal to build Heavy Naval Units over Light Units thanks to their higher melee strength. It also created confusion for players familiar with past versions of Civilization, where Naval Units could perform ranged attacks on other ships. And even more confusing - Naval Units in Civ VII could still attack Land Units and Districts from range.

Clearly, some updates here were in order! With Update 1.3.0, we’ve brought true ranged combat back to the seas. To differentiate between melee and ranged Naval Units, we’ve given the two types of units more distinct identities: 

  • Light Units: Faster melee units with increased Vision. They excel at scouting ahead for Heavy Units, performing flanking attacks, and revealing more of the battlefield. The updated roster includes Galley and Quadrireme in the Antiquity Age, the Privateer (details to follow) in the Exploration Age, and the Ironclad, Cruiser, and Destroyer in the Modern Age.

  • Heavy Units: Slower ranged units with limited Vision, but capable of devastating attacks that can quickly cripple enemy fleets or coastal Districts if left unchecked. The updated roster includes the Cog, Carrack, and Galleon in the Exploration Age, and the Frigate, Dreadnought, and Battleship in the Modern Age.

With these changes, several existing Naval Units have gained the ability to perform ranged attacks, and their melee and ranged strengths have been adjusted to match their new roles. 

Naval Combat Through the Ages

With those new foundations in place, let’s walk through how these new roles for naval combat will feel throughout a multi-Age Civ VII game.

In Antiquity, the early coasts will actually stay pretty familiar from previous updates. Ship-to-ship clashes are usually still all melee fights, which keeps coastal skirmishes tight and personal, while Naval Units can continue to bombard Land Units and Districts from range.

The Exploration Age is where you’ll really feel these changes kick in. The moment the Deep Oceans open up, your default units will shift to heavy, ranged ships, like the Cog, Carrack, and Galleon. As for Light Units, we’ve added a brand new ship type to fill that space in your fleet.

The Privateer is a brand new, Exploration-Age Light Unit available to every civilization via the Tech Tree (unlocking with the Heraldry Civic). You may remember it from past versions of Civilization, and we’re excited for its return in Civilization VII!

The Privateer is the ultimate naval raider: with the ability to ignore borders, pillage trade routes for quick cash, and even attack the military units of any other civilization regardless of your diplomatic status! It’s perfect for scouting your enemies while also disrupting their Trade Routes and stealing Treasure Fleets – all without a formal declaration of war. 

Be warned, though - you’re not totally immune from diplomacy. Killing another player’s unit or plundering their Trade Routes will still reduce your relationship with the target player. 

We’re excited to see how the Privateer shakes up your games, so let us know how this new addition feels!

Last, but not least, let’s talk about naval combat in the Modern Age. Here, the Frigate, Dreadnought, and Battleship are your heavy batteries, while the Ironclad, Cruiser, and Destroyer are your mobile Light Units. We also can’t forget the formidable submarine, which is now a ranged glass cannon with the strongest naval strike in the game. This can turn the tide of war in just a few turns, but watch out - its low defense means you’ll want to keep this unit hidden and out of enemy range. The Modern ocean will be all about careful planning and outwitting your opponent: keeping Light Units in front, your navy under cover, and a finger primed to press the attack button if your enemy gets within range. 

We’re excited to see how this update affects your approach to naval combat in Civilization VII! Based on our own internal testing, we’re seeing a big impact on the way the Exploration and Modern Ages play out, especially after investing in a strong navy. Try the new Tides of Power Collection, free to claim for all Civilization VII players for a limited time.* To make the most use out of this update, including special Naval gameplay unique to Tonga, Republic of Pirates, and Edward Teach - AKA: Blackbeard! As always, please keep sharing your feedback and experiences with us, and look forward to more combat updates in the future. 

*Offer available for owners of Civilization VII. Offer ends January 5, 2026 at 6:59am PT. Owners must claim offer between November 4, 2025 and January 5, 2026 at 6:59am PT. For details on how to claim offer go to https://www.civilization.com. Terms apply.

https://store.steampowered.com/app/1295660/Sid_Meiers_Civilization_VII/

Zero Caliber VR - DanDanDaaaan
🔥 Zero Caliber 2 Remastered is OUT NOW! 🔥

Update: we just released a hotfix targeting some confusing controller instructions displayed during the tutorial, which made controls confusing. More info here:

https://steamcommunity.com/app/2719740/discussions/0/725768672857237110/

After years of hiatus, we're back bby, Zero Caliber 2 Remastered is finally here - rebuilt for PCVR and packed with more chaos, firepower, and intensity than ever before.

This is a full-scale VR shooter through and through, featuring:

  • Single-player, 4-player co-op, and classic PvP from day one 🎯

  • Completely overhauled missions, combat, AI, and visuals made for PCVR power 💥

  • New weapons, player customization, challenges, achievements and more!

Thanks to the incredible support from our community, we’re launching at a lower price than planned:

👉 $24.99 (down from $29.99) + 10% launch discount

We know it’s not an easy time for VR — big studios may have stepped away, but we’re still here, doing what we love: making proper, high-quality VR shooters for players who still believe in the platform. This is a huge step for us, but it’s only the beginning — post-launch content updates are already in the works.

Grab your gear, load up, and dive in — Zero Caliber 2 Remastered is out now on Steam.

https://store.steampowered.com/app/2719740/Zero_Caliber_2_Remastered/

P.S: no release is perfect - if you encounter any bugs, crashes, compatibility issues, let us now immediately so we can fix them ASAP.

👉 https://steamcommunity.com/app/2719740/discussions/3/

👉 https://discord.gg/xrealgames

👉 https://support@xrealgames.com

Species: Unknown - NoLaSP
Changed
- Keep sound on when game is in background
- Less chance of appearance for "no category 1 weapon" modifier
- Capture now doesn't fail Extraction/Destruction missions
- Various gameplay balancing

Fixed
- fixed ID_009 captured out of its cell
- fixed Fire FX in the air when holding canister on explosion
- fixed ID_006 sometimes stuck in vents
- fixed too many assets loaded at once in avatar menu
Dice Gambit - DigiSerb

Car Dealer Simulator - Garage Monkeys S.A.
Hello Car Dealers!
In today’s devlog, we’re bringing you another new feature that will be added to the game very soon!

Recently, we introduced the option to repaint the tow truck and tow dolly. Now, it’s time to complete the set with the last missing vehicle - the fuel trailer!



The repaint option for the fuel trailer will arrive shortly after we finish adding the email events we mentioned yesterday.
And next week, get ready for another update focused on employees!



In the meantime, we invite you to check out the forum thread where we gather your feedback and ideas for future updates:
https://steamcommunity.com/app/2404880/discussions/0/604157805816993720/



PS. Don’t forget to add our upcoming DLC Up 2 You to your wishlist!

https://store.steampowered.com/app/4046960/Car_Dealer_Simulator__Up_2_You_DLC
CASE 2: Animatronics Survival - Yae Schlommo

Hello everyone! The Multiplayer team is here to tell you about our future plans:

When is Episode 5? Why aren't the developers working on the storyline?


We've reiterated several times that we are the only ones working on multiplayer for CASE 2 – WE ARE A COMPLETELY DIFFERENT TEAM that is NOT INVOLVED with the storyline. That's the main team, which is CURRENTLY working on OTHER GAMES in the CASE universe.

Future plans for the Multiplayer team:

The Multiplayer team is currently working on another multiplayer project related to CASE: Animatronics. If you'd like to help us, please email us at https://wallnetonline@gmail.com or send us a private message on Discord. (Be sure to provide your portfolio/resume and any game development skills you possess, such as 3D modeling, blueprints, and more.)

Worldwide Rush - Cocoseinius

We are pleased to announce the release of a new bundle that includes Worldwide Rush and Fly Corp! Both games are transport strategy games that use a world map. We believe that every fan of the genre should consider purchasing both games!

Worldwide Rush

In this game, you will be managing all types of transport: airplanes, ships, trains, and buses. You will have to create routes and build roads. The game offers a wide selection of vehicle models (120 in total!). Competing companies and region-specific events will keep you entertained.

Fly Corp + American Dream DLC

This game combines the genres of logic and minimalist transport strategy. It is important to organize routes and transfers in such a way as to prevent airports from becoming overcrowded (although a Free Mode with no restrictions is also available!). The game also features a Scenario editor, and each player can post their creation for other players to try out right inside the game.

 

The bundle is available at a 15% discount, so hurry up and grab it while you can!

https://store.steampowered.com/bundle/61127?snr=1_5_9_

...