Ariokan - create your cards, break the Meta - Riku

Check the public roadmap to see what's next, and join our community on Discord!

General

  • \[Feature] New Luminia Legend: "Jophiel" joins the battle! ( made by @Lign_OX )

  • \[Shop] It is no longer possible to purchase some extremely old card backs whose style is different from Ariokan's. (If you owned them, you can still use them)

  • \[Shop] Card backs "Mouth of Truth", "Trip in Stormy Seas", "Spook o' Lantern" that were August / September / October 2024's tournament prizes are now available in the shop for everybody.

  • \[Bugfix] Fixed misleading error showing up when doing in-app purchases

  • \[Bugfix] Fixed Epic ID not being initialized if player created their account from Steam and then logged in on Epic

Match
  • \[Balancing] Sapphire: 6/4 -> 3/4; now has Stealth

  • \[Balancing] Stompo: summoning condition threshold: 3 -> 2; Buff: 5 -> 10

  • \[UX] Improved clarity and visual indicators of challenges 1-3, to explain the game better

  • \[UX] Added a step in challenge 4 that helps learning the concept of Legends' summoning condition

  • \[Bugfix] Fixed "Skip battle phase?" warning popup not displaying properly in PvP matches

  • \[Bugfix] Fixed 2nd step of Challenge "Overhelming Force" not being completable

Match
  • \[Balancing] "Sacrifice X allies" cost: -18 / -45 / -81 -> -11/ -27 / -50

  • \[Balancing] Base cost of applying Gathering or Plunder: 4-> 7

  • \[UX] Added a popup when the artwork generator is not available, and provided an alternative.

Tegula - Rise of the Roman Republic Playtest - restless.toucan
  • Fix missing building transmutation buttons
BeetleBall Playtest - BugFight Studio
- Fixed click beetle freeze bug
Chains on Sand - ThVaz


Thank you for the launch support. I am locking the early roadmap to tighten combat, add one new weapon path, a new boss fight, and a new finesse skill+ boss. Below are concrete milestones with target dates. If anything slips, I'll communicate early.


Update 1 - Flail & Fixes
  • New weapon: Flail — imposes Parry/Block penalties to defender. Hard to use.

  • Balance/QoL: clearer hit/miss feedback, minor UI Polish, avoiding some slog fights when weapons break.

  • Bugfixes: armor still protecting after being destroyed, enemy weapons breaking but dont being destroyed.


Update 2 - New Boss Drop & Spectacle
  • New boss: a mid-tier champion with a unique loot piece.


Update 3 - Fencing, Rapier & New Boss
  • New skill: Fencing — rewards footwork and precision strikes.

  • New weapon: Rapier — fast thrusts, high accuracy, counter-attack synergy.


Ongoing
  • Performance: faster scene starts on build vs editor.

  • Stability: crash/soft-lock fixes prioritized over new content when they appear.

  • Community: I’ll read every bug report and balance note.

  • Localization: I am watching closely the reception of the game across different countries. I will consider localization to those well represented across the playerbase.


How to help right now
  • Post your bugs/ideas in the Discussion!

  • Share a clip (10–20s) of a brutal or clutch moment—those help a ton.

  • If you’re enjoying it, consider a short review; it genuinely moves the needle.

Thanks for keeping the arena alive. See you in the sand.
UnderRail 2: Infusion - Styg

UnderRail 2: Infusion Steam page is official up, so you can go ahead and wishlist the game! Also, check out our new 10 minute gameplay video on the store page or on Youtube:

We plan to release the game in Early Access at some point in the future. I do not know the exact date, but if I'd have to guess it should takes us about a year and a half to get all the stuff we want in there. I could be wrong, though, so don't hold me to this. I'll let you guys know months in advance as we get closer to the release.

For our new Steam audience: you can real all the old Infusion dev logs here, while all the new ones will be posted on Steam as well.

So go ahead, wishlist the game, if it looks like something you'd enjoy playing and also spread the word about it, it helps a lot.

That's it for now. In the coming weeks we have some work to do on Underrail 1 (check it out on Steam as well) as it's nearing its 10 year anniversary, but after that we're going back into Infusion trenches with Early Access as our next big goal.

In the meantime, be sure to follow me on X, where I post smaller tidbits of development regularly.

Cheers!

Spaceship Idle: Design, Build, Explore & Battle - FishPond
Welcome to Playtest Patch 0.10. This patch is packed with content and improvements. I hope this patch will be a solid foundation for game mechanism - and I can build upon it for future content release.

Frigate Class

Frigate class ship is here: with new weapon type - drones. It has 10 new weapons. All ship blueprints have been extended to Frigate class, which has 40 more modules (110 in total). Catalysts, Directives and Add-ons (more on that later) now include Frigate class.



Add-on Crafting

In my previous post, I have talked about the rationale for the add-on crafting system. To sum up:
  • Basic add-ons are acquired from battles
  • Advanced add-ons can only be crafted using a recipe
  • Each ship class unlock basic add-ons and recipes


With this crafting system, the add-on value in the peace treaty has been adjusted as well. Previously, an add-on of the current ship class was worth 50 peace treaty score (PTS), the previous class was worth 25 PTS, N-2 class was worth 12.5 PTS, and so on. Now, an add-on of the current ship class is still worth 50 PTS, and add-ons from all previous ship classes are worth 40 PTS.

New Construction / Add-on UI

To help with managing an increasing number of modules and add-ons, those two UIs have been revamped to add a grid view and search function.



Add-on mechanisms have been standardized: they now have unconditional targets (which is always effective) and conditional targets (usually within a range, and is effective when the condition is met). This is basically how most add-ons works already. Now this information is presented in a tabular format, which should make it easier to read



New HP Bar Animation

A new HP bar animation has been added to indicate the damage that a module has taken. Given that damage numbers have to be combined to make it readable, the new animation should indicate individual damages.



Web Build

From this patch on, I am publishing a web build for the playtest. If using Steam is inconvenient, you can also try the game on web: https://spaceshipidle.fishpondstudio.com/

To prevent spam and bots, online features for web version are only available after 48 hours. Steam version is still better because it runs in the background (this is a browser limitation) and it allows transitioning from playtest/demo to early access release.

Cheers,
FishPond
Shattered Void - Random
Fixes
  • Quest tracker bugs have been fixed.

  • The quest giver's name is now highlighted in a different color.

  • Pinned quests are now shown with the corresponding icon in the quest menu for better visibility.

  • The target information no longer scales in size on phones as you zoom out.

  • The quest tracker window no longer resets its position after being completely closed.

  • Escort of the Engineer of Origin has been fixed

EmyLiveShow: Demons & Mistresses Tale - Joly

Fixed an error with achievements for the Mac version of the game

Lucid Clowder - melon790

updated bot ai to not jump off cliffs, making them playable in the second map too.

updated bot ai to not teleport across the map at random

new skin added, gizmo : hit enemies with melee attacks 50 times to unlock

DOG WITCH - Benny

DOG WITCH is almost here and we can’t believe it’s real.

we’re celebrating launch with a live party on Wednesday, Nov 5th at 10AM Pacific / 6PM CET.

We’ll be streaming right here on Steam and hanging out with everyone on Discord too!!!

Expect some gameplay, special guests, uninvited guests, maybe dogs, and maybe a few emotional weird noises from the dev team.

Thank you for following DOG WITCH all this time. We can’t wait to share this moment with you. 💫

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