Blight: Survival - BGardiner_BHVR

As we continue our work on Blight: Survival, we’re sharing a closer look at one of the corners of our world: a stretch along the water where remnants of what once thrived still linger. 

All of the footage shown was here captured in-game and highlights our ongoing work on atmosphere, environmental storytelling, lighting and visual polish. You’ll also catch a brief encounter with an enemy, a taste of how we want moments in our game to feel: tense, urgent, and personal. This glimpse is just one step toward crafting encounters where threats can emerge unexpectedly, always keeping you on edge. 

Thank you for following along as we continue to bring this part of Blight: Survival to life. Every corner has its own story, and this is just a small peak.

  

In the meantime, wishlist the game on Steam, and join our Discord to chat, get involved, and stay up to date with everything happening in the world of Blight: Survival! 

-The Blight: Survival Team 

Pompeii: The Legacy - yeikosu | Pompeii: The Legacy

Hey everyone!

This marks the 22nd update since release; all within just 37 days!

We’re steadily moving toward the first milestone, which should arrive around update #28.

Thank you all so much for staying with me and supporting Pompeii: The Legacy through this journey.

Patch Notes v0.510.4
  • Fixed: Tree removal no longer deletes aqueducts

  • Fixed: Tree removal no longer deletes bridges

  • Domus II now correctly shows its upgraded name

  • Insula II & III upgrades now properly shows +2 residents

  • Fixed: Arena, Circus, Theatre, Academy, Library, and Basilica all showed "School" text on the research page

  • Fixed: Orchard model placement offset

  • Fixed: Items on the Stock page showing "facilities" incorrectly

  • Fixed: Before building a Port, some resources incorrectly displayed available trade routes, now they only appear once the port is constructed.

  • Fixed: Animals going crazy and spinning around one point

  • Reduced animal counts in large cities to prevent overcrowding

  • Optimized textures for about ten buildings, faster loading and lower GPU memory usage

  • Fixed: Occasional flickering waterfall animation

Coming Next

The next big step is moving already built structures, planned for the Sunday update!

Along with that, there’ll be a few smaller fixes and adjustments.

Thank you again for all your feedback and support, you make Pompeii: The Legacy what it is! ❤️

Senior Survival Club - ULTRA SUNNY

Demo Update
New Weapons Added

We hope you enjoy the unique movements and attacks that bring a new kind of fun.

  • Umbrella : A melee weapon that increases survivability with knockback and freeze effects.

  • Poison Balloon : A ranged weapon with endlessly stacking poison and unpredictable movements.

  • Magical Exercise Ball : A ranged weapon that bounces across the ground with its massive size, attacking a large number of enemies.

Weapon Upgrades

Basic upgrade options have been added for each weapon.

  • Weapon Attack Speed Increase

  • Weapon Critical Damage Increase

  • Weapon Critical Chance Increase

Balance
  • PAPA GARDENER's stats have been adjusted to specialize in status effect weapons.

Others
  • Weapon Attack Power option is now an exception in Banish.

N.O.X. - Klaus

A huge thank you to everyone who’s been playing the N.O.X demo so far. Your feedback has been incredible. Update 0.0.10 introduces significant refinements to ghost behavior, animations, visuals, and multiplayer systems.


Patch Notes:

🎮 New Input Controller
  • Reworked left-hand system (Players can now use items in the left-hand slot.)

  • Reworked the tool on/off system (Turn tools on/off with double-tap)

  • Added double tab button action

👻 Ghost System
  • Removed manifest event

  • Reduced ghost hitbox size

  • Fixed ghost hair visual

  • Added a new hunting phase after the jump scare

  • Added a new ghost ability during hunts (Now ghosts can use their ability when the player jukes for too long.)

🧍 Character & Animation
  • Increased employee hitbox size

🛠️ Tools
  • Added a new crucifix visual effect

🏠 Environment & Performance
  • Optimized tool spawning when players begin operation

  • Optimized voice system

  • Fixed the generation system

⚖️ Balance
  • Adjusted motion detection camera evidence balance

  • Rework suicide with a revolver

  • Added employee count in the recruit employee panel

  • Added a button to show the fortune stick’s history

💀 Suicide
  • Reworked suicide with revolver (When a player is possessed by a ghost, if the revolver has no ammo, they will commit suicide another way.)

  • Reworked suicide with revolver (When a player is possessed by a ghost, if the revolver safety is on when they shoot themselves, the shot will fail, and they will disable the safety and shoot again.)

👾 Bug Fix
  • Fixed fatal error/crash when players join a room or enter a match

  • Fixed bug during ghost haunt with player possession

  • Fixed bug with crucifix when dropped by a player

  • Fixed bug: flashlight intensity is high when the player quickswaps tools

  • Fixed bug: Bible visual when using Thai language settings

  • Fixed bug in mirror reflection visuals


Thank you again to all the investigators who’ve stepped into the dark with us during Steam Next Fest.

Your support means everything as we continue to shape N.O.X into the ultimate co-op horror investigation experience.

Keep sending your feedback, keep your flashlights charged, and we’ll see you in the next update.

💀 Play the latest version and share your findings:

https://store.steampowered.com/app/3653590/NOX/

Zoochosis - Valentine

🎃 Happy Halloween!
The Zoochosis team wishes all players a spooky and thrilling Halloween! To celebrate, we’ve prepared trading cards that you can get right now. It’s our little gift to thank you for your support and love for the game ❤️

Don’t feed the zoombies after midnight and enjoy the Halloween atmosphere! 👀

Oct 31
Here Comes The Swarm - PentaDemon

Attention Commanders,

Your colonies have held the line, your defenses have evolved, but the storm is only beginning. The Swarm is shifting, adapting… and so must you.

We’ve taken your feedback from the frontlines, and the next operation is ready!

We are updating the already available Free Demo that will change how you face the Swarm forever.

Here’s what’s coming your way

A new threat has been detected!

The Spitter Unit defends the Hive itself, acting as a living defence tower that rains acidic projectiles upon intruders. Every Hive is now a completable objective, defeat it, and you’ll be rewarded with Arcana, the power used to unlock your chosen Essences within the Arcanum.

But not all infestations are equal. Smaller Swarm growths now form Outposts, clusters of corruption that mark the early spread of the Hive’s influence. These are smaller infestations but still dangerous, and clearing them weakens the Swarm’s hold on the region. Only when the infestation spans vast stretches of land does it evolve into a Hive, a formidable stronghold, the kind you’ll need every ounce of strength to overcome. Out in the field, you’ll see it with your own eyes, the ground itself tells the story. Outposts and Hives spread different patterns of corruption on the terrain, each revealing how deep the Swarm has taken root.

And when either one falls… the land responds.

The corrupted ground begins to shift, the Swarm’s infestation slowly recedes, dissolving as if the very soil is being cleansed of their presence.

Rebalanced Difficulty Tiers

We’ve completely reworked the difficulty balancing.

  • Normal now delivers a challenge worthy of a Settlement Leader, tense but still fair.

  • Hard is where veteran RTS players will meet a more true test of strategy and endurance.

The Swarm has taken more ground on our home planet Ulora, expect larger waves, forcing you to adapt quickly and giving a much stronger sense of what it means to be overrun.

Unit Movement Rework

Reports from the front indicate changes in battlefield behavior. Our engineers have refined unit pushing to make engagements feel “just better”.

Arbalists can now push each other when attacking, no more clogging the lines as volleys are unleashed. They’ll shift and reposition naturally under pressure, keeping the formation alive even in chaos.

Meanwhile, Knights have been given new priority in movement. They can now stride through attacking or unpushable ranged units, cutting through the ranks to reach their targets without hesitation.

The Swarm is waiting

That’s the latest from the front, Commanders.

The Demo Hive Update is live and free to play, dive in and feel the difference for yourself.

More Swarm. More Pressure. Rebalanced difficulty that fights back harder than ever.

We can’t wait to see how you hold the line.

What's Next?

Before we part ways, here is a sneak peek of a new enemy that will be in the full release.

Follow us!

Be sure to check out all of our pages for upcoming updates and events!

Wishlist the Game!

Follow us on Socials!

https://store.steampowered.com/app/3052730/Here_Comes_The_Swarm/

Dream on - alisak38

Hi everyone!

I’m happy to share that my second game, Pediluvium, is now available on Steam.
It’s quite different from Dream On in terms of graphics and atmosphere — and even a bit shorter.
But I hope it can still offer an interesting, nostalgic, and peaceful experience, capturing quiet moments of nature and solitude.

Thank you so much to everyone who supported Dream On! 💙
I hope Pediluvium will also find its own audience.

👉Check out Pediluvium on Steam

Kritter: Defend Together - srayn.contact
Hello little Kritters!

This is M.Ark, your super-intelligent (and handsome) spaceship. We’ve got some big news for you, Kritters, so buckle up and let’s go!

First, your favorite super fun co-op roguelite tower defense is being featured at Paris Games Week 2025, which is awesome because… well, we’re being featured!

Oh, and we also revealed our new trailer (I’m the main actor, I’m such a screen star). Here it is:

Second, a new version of the demo has been released, and you’re even more awesome now (and so am I!). Here are the main changes:

Online Leaderboard

You’ll now receive a score at the end of each run and can register it to appear on the leaderboard. I hope you won’t let me down, Kritters. Let’s just say I’m like your father, and I’d be very disappointed if you didn’t even reach the top!

To make good use of this new feature, we’re hosting a giveaway. The rules are simple: the team that reaches the top of the leaderboard on Wednesday, November 5th, will receive full-game keys, and we’ll also send keys to one randomly selected team.

SO HOP IN AND COME PLAY THE DEMO!

Endless Mod

After protecting me and saving my beautiful self from that terrible boss, you’ll be able to choose whether to stop there or continue in an endless mode where each wave gets stronger and more dangerous. I just hope you won’t be greedy long enough for me to get destroyed… right?

New exploration features

Exploration now features more monsters throughout the world, including patrols. They respawn after a short delay, ensuring that zones no longer feel empty even after you clear camps. Arenas have also been added, each with its own objective. Completing an arena unlocks a chest with higher-tier rewards than regular camps.

As usual, please join our Discord server and share your feedback about the game. It would help us tremendously in making it better!

As for the rest of the changes, here are the logs I received from the devs:

Patch note v0.8.17 - King of the Lead'

New Features and Content
  • After defeating the boss, players can now choose between watching the end-of-demo cutscene or returning to M.Ark to access an infinite mode.

  • The end-of-run screen now displays a leaderboard. If Steam is connected, it uses Steam leaderboards; otherwise, a local leaderboard is shown, arcade-style, which is particularly useful for events such as PGW.

  • Exploration now features monsters throughout the world, including patrols. They respawn after a short delay, ensuring zones no longer feel empty even after clearing camps.

  • New exploration arenas have been added, each with an objective. Completing the objective opens a chest with higher-tier rewards compared to camps. The only implemented objective for now is “Kill Them All”. Upcoming builds will introduce “Survive X Seconds” and “Defeat All Enemies in Under X Seconds”.

Combat and Progression Updates
  • Players are now graded on the quality of their defense. This grade determines the amount of resource rewards earned. This system enables juicier wave endings, rewards skillful play, and immediately provides resources to spend during the safe phase.

  • Wave enemies no longer drop gold coins or red crystals to improve gameplay clarity.

  • The faster players eliminate enemies during a wave (each wave consisting of several rifts), the faster new enemies spawn. This makes it possible to achieve high defense times and reach S-Rank.

Visuals and Assets
  • Nearly all in-game rewards now feature updated 3D models and icons.

  • Lighting has been completely reworked with unified material handling.

  • A redesigned end-of-wave UI presents all rewards and includes an option to convert unwanted choices into a bonus loot drop.

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Systems and Balance
  • Walls and turrets can now be upgraded infinitely.

  • Numerous balance adjustments across the game.

The Cursed Grave - gulfpearlgaming

Join us live as we play and explore the latest build of the game! Stop by and chat, ask questions, or just enjoy the gameplay. Everyone is welcome!

Tattoo Removal Simulator - George

Hey everyone! We know it’s been a bit quiet around here, but we’ve been hard at work on Tattoo Removal Simulator.

The game’s getting a big glow-up with fresh customization, new challenges, and a ton more style and personality.

If you’re heading to GameOn in Vilnius next week (Nov 7-9), swing by our booth! You can hang out with the team and try out both the VR and PC versions of the game.

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More information here: https://www.gameon.lt/go/

Oh, and stay tuned, we’ll be announcing the game’s roadmap and launch date soon!

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