A Corgi's Cozy Hike - scalisco

We made a costume pack for you to get SPOOKY! The Spooky Costume Pack includes the following costumes:

  • Magical Witch - Includes Magical Hat, Magical Robe, and a Magical Broomstick that you can glide on!

  • Franken Corgi

  • Bad Bones Corgi

  • Jack-O-Lantern Hat

  • Ghost Dog - A costume inspired by a nightmarily famous dog popular in Halloween and Christmas! Wearing this lets you glide without any cape!

What will you dress up as for Halloween?

https://store.steampowered.com/app/4137140

We appreciate all the love and support our fans have given us. Your support helps us keep making games that make the world a better place.

Ancient Chinese Cities (Playtest) - 虾不咕

新增:

  • 增加 硬山垂花门;

  • 增加 歇山殿(单连廊)、歇山殿(回连廊);

  • 拓展 庑殿大殿(单连廊) 尺寸;

修复:

  • 修复城墙辅行阶与城墙重叠显示的问题;

  • 修复城墙辅行阶重叠放置在其它建筑之上会报错的问题;

Oct 30
The Last Crypt Playtest - Shuro
Build 0.2.4 release

Create a fresh save file, or you'll experience bugs!

🦈Shuro here. I was quite ill for the last week, but now I feel better. I thought a lot about main roguelike mechanics for The Last Crypt, because a lot of you wanted to see them. I came up with ideas about map generation, random bonuses, unique rooms for each hour and NPCs between hours. Will be adding these in future updates. Now for current updates:

Optimization

Turns out upgrading to the new version of Unity brought some serious performance problems. Especially, in the last update you could see it when there were a lot of damage numbers on the screen, or when Fire Bullets were producing a trail. With a lot of headache (Because I couldn't find ANY solutions online) I fixed some of them, but will optimise the game more for sure in the future updates.

Task Board

Added a Task Board to the hub. It's located to the left from the bar. There, the Player can see current tasks, with different requirements and rewards. Each task has multiple stages. By completing a task, Player can collect corresponding reward for it, and go to the next stage of the task. For now, these tasks will only give Souls, but I might add more different rewards later. Also, I can add some of yours really interesting (or goofy) tasks.

Additions and Fixes:
  • 1 year old bug with Mini Bosses going out of bounds is now finally fixed. (Or at least I hope it is...)

  • Replaced the Fire Bullet second Merge effect. Now instead of producing a trail, it sets ablaze everything round it. I will bring back the old feature if I'll figure out how to stop it from causing a huge lag.

  • Increased the range at which Souls are merging together, hopefully reducing a lag when there are a lot of them on the screen.

  • Now, funky room is unlocked by shooting a specific wall, instead of interacting with it. Kinda like a Souls secret wall.

  • Difficulty Cauldron now has a warning if the Player is not allowed to change to higher difficulty on selected weapon. He needs to complete the highest available difficulty on selected weapon to unlock the next difficulty.

  • Added cursor changes to Bar ingredients.

  • FIXED: Somehow the end of reload sound got changed to fire explosion. It's normal now. (Don't ask me how it happened.)

  • FIXED: Arrow pointer, that points towards the Exit or Mini Boss wasn't working after I updated UI scripts.

  • FIXED: Portal to the Hub from the Final Boss was invisible.

  • FIXED: Doors in the Hub should be properly opening/closing with the Player's movement.

  • FIXED: Shop and Bar buttons in the Hub were clickable during their opening/closing animations. That caused some saving bugs.

DIGGERGUN - Kabloop

Hello there, Kabloop here!

Big news today!! I’m excited to announce that DIGGERGUN will be launching on Thursday, 6th November 2025. At the time of this blog post, that’s next week!! 

Check out a new trailer here:

Wow, I never thought I would reach this milestone. I’ve been working on DIGGERGUN for a long time, and the game’s release always felt like a very far-off thing… to actually be here, releasing the game to everyone, is exceptionally exciting indeed!

DIGGERGUN is a life-sim, platformer based on real-life. The way the game has morphed over the years I’ve been working on it has been extraordinary. 

This is a game with a lot of different systems, all working together in tandem to create an experience which aspires to make the player feel constrained and uncomfortable, yet free to tackle and adapt to those feelings however they please. The player can completely miss entire storylines or barely interact with some of the systems in place, and that’s more than fine. I don’t try to direct the player, for better and for worse, letting the game evolve before you as you play.

When I originally started developing DIGGERGUN, I didn’t intend to go as deep with the game as I have done. But the fact that even on my playthroughs, I’m still getting surprised by the game, means that I must have done something right!

So here I am, with a game which I hope is as meaningful to others as it is to me. DIGGERGUN is pretty oppressive, and I definitely wouldn’t recommend anyone to blast through the game in a few days, but there’s also a lot of love there and I hope I’ve shone a light on just how unfit and unjust the world of employment is.

Thank you to everyone for all of your support.

~ Kabloop

Oct 30
From The Dark - ZeroDev

Fairly small update, mostly focused on fixes, optimization, and a couple changes:

General Changes
  • Loot pools have been slightly adjusted. Weaker items are now going to show more frequently than stronger items.

  • Journals now have less of a chance to drop from crates (7% -> ~2%).

  • Added 2 journals.

  • Mutated Spider hitbox adjusted for easier melee.

Optimizations
  • Items no longer render when hidden (in an inventory, for example); should help with performance under large quantities.

  • Enemies from far away no longer run behavior logic, which should improve performance on lower end devices.

Fixes
  • Wendigo not dealing damage in melee phase

  • Zombie and Mummy (+ variations) should no longer get stuck in their walking animation, but I couldn't figure out the cause of the bug either so it's lowkey a shot in the dark lol

That is all for now, take care.

Eternal Tombs Playtest - FAtBalloon
Fixed Fatal Error Crashing Bug
Reduced lag in areas with many corpses
Fixed Kilivith Woods to Northmir Starting Zone
Luxuriant - Goblin Runt

Warning: While your save file SHOULD work with this version, If you're seeing any issues launching the app try deleting your save from the Options menu OR from your filesystem. On launch, the game will auto-generate a fresh save file for you. See notes at the bottom for paths.

Market
  • Overhauled the Market so that you are not simply purchasing the next available card.

  • You can now choose from 3 booster packs

    • Gold Pack: Includes a random 5 Cards made up of Keys, Royals, Weapons, and Enchantments.

    • Cosmic Pack: Contains a random 5 Cards but is guaranteed a locked Citizen.

    • Prismatic Pack: Contains 10 random cards of any type, guaranteed 1 new Enchantment.

  • Collecting duplicates of your Royals or Weapons will increase their base stats!

Satchel
  • When Banishing Enemies, they can now drop resources including: Keys, Jewels, and Scrolls.

  • When one of these resources is dropped, it is added to your Satchel.

    • This new menu allows you to see all of your collected items this run.

    • These will be added to your save file when you complete the run.

    • Quitting will forfeit these items.

  • Keys no longer start in your deck.

  • When starting a run, you may add keys to your starting deck from your total inventory.

  • When completing a run, your Satchel with Payout to your save file.

Satchel Menu when in a Battle

Satchel Payout Post-Battle

Enemies
  • Banishing any Enemy now has a chance for it to drop items.

    • 10% Chance to drop 1 - 3 Keys of various colors

    • 5% Chance to drop 10 - 20 Jewels

  • Significant updates were made to the way you encounter enemies.

    • Each time you Banish an unencountered enemy, it will drop a Scroll.

    • Each Scroll increases your progress to encountering the enemy.

    • Gather 4 Scrolls for an enemy and they will be full revealed in the card book and marked encountered.

Completely Unencountered

Partially Encountered

Encountered

Bank
  • A few items in your Bank got a facelift and new animations.

  • Coins, Purchases, and Reserves have new icons to make them easier to understand.

Fixes & Tweaks
  • Fixed an issue where you could not player your final hand.

  • Fixed an issue where Boss transformations were not triggering.

  • Fixed an issue where Drain Rate was being incorrectly applied to bosses.

  • Fixed an issue where Banishing certain bosses were not correctly Banishing all of their artwork.

  • Fixed an issue where Banishing Location cards was not correctly Banishing the cards popup as well.

  • Fixed an issue where, when the Victory or Defeat screen would show, various cards would flicker.

  • Fixed an issue where the Chapel cards did not always populate if you had only Royals and no Weapons.

  • Fixed an issue where Mirrored enemies would have the wrong text in their popup.

  • Fixed an issue where Banishing a Mirrored enemy would trigger 2 new enemy spawns instead of only 1.

  • Fixed an issue where locked cards would show a popup if hovered over in the Card Book.

  • Audio:

    • Credit to Chike Okaro (Bassicfun on YouTube)! Chike took time to deliver a punchy new feel to Luxuriant and I think he knocked it out!

      • New main theme!

      • New shop theme!

      • New battle theme!

      • New boss theme!

    • Updated SFX on the Victory and Defeat menus

  • Renamed the Dimensional Enchantment to Hotwired and altered its appearance to more match the games aesthetic. No functional change.

  • Added new Satchel and Encountering systems to the Guidebook

  • Added a small aesthetic update to the Chapel scene, adding rays

Notes
  • Path to save files:

    • Mac: ~/Library/Application Support//Godot/app_userdata/Luxuriant/

    • Windows: %USERPROFILE%/AppData/Roaming/Godot\\app_userdata\\Luxuriant\\

    • Save files are named "save_file_x.ini" where X is the save file number.

Among The Whispers - Provocation - D&A Studios, LLC

My next title, Daughter of Voodoo, is a first-person ghost investigation game where ancestral Voodoo rituals collide with the unseen world of the dead. You’ll play as Marie Laurette, a clairvoyant priestess walking the line between the living and the departed.

https://store.steampowered.com/app/4076530/Daughter_of_Voodoo/

Oct 30
The Pact - Revus

The Pact DEMO

Patch v2.1.0

Fixes & changes:

  • Fixed an issue with the table trigger that made it less noticeable.

  • Fixed an issue in which the chase audio wouldn't cut properly when reaching the end.

  • Fixed an issue in which the scroll's text would show through the walls.

  • Changed the scroll's text to make it more explanatory.

  • Reduced the knight's speed.

I hope this improves the gameplay! Please contact me if you experience any kind of bug. Thank you! :)

Axo Runner - The rollfan
Welcome to Axo Runner! (Almost)

After a long wait, Axo Runner will be available on Steam on October 31th of 2025.

Lotti, Kaui and Camotti are still getting ready for the race, but they will be ready soon.

Adjust your seat belt because we are close to the exit line!

-Axo Runner Team-

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