Sugar,sugar,sugarcoat - tori
I have made the following corrections.
・Fixed a bug where text would fail to display in specific locations
Brigador Killers - dudeglove

This is not the first time vehicles in Brigador Killers have been mentioned - a handful of these were seen in a previous entry and another one outlined what went into the production of one of the cop vehicles - but they've not really been placed side by side for scale. For the purpose of this post, the vehicles are grouped into roughly four categories. As in previous news posts, this is only what's currently in the game; many other vehicles have been designed and modelled, though they're more complex to render out as sprites and won't feature here this month.

Civilian vehicles

Fifteen vehicles are visible here. At the back row from left to right we have a Chibimoto, a regular motorcycle, a Teddy Boy hover scooter, a Liliputter one-person car, the Rennpappe sedan and a mobility scooter. The portable motorcycle and the mobility scooter are recent additions and are fully textured.

The middle row features a white panel van, a people carrier called the Sprat, the Ovo electric vehicle, the muscle car that's served as a test vehicle since the early days of wheeled vehicle implementation, and two vehicles that are untextured. For those who have read or listened to Brigador Killers: Pilgrim (you can listen to the first half for free here), the first vehicle is one of the armored sedans used by Mar Nosso security teams to escort Brigadors. It's named the Thekla. The second vehicle is the family hatchback that appears in the novel's highway escape scene, called the '42 Lark.

The front row has three vehicles: an untextured Shortbus, a wheelchair and a gurney. While the wheelchair and gurney won't have engine noises, they can still be "driven" around by the player - and from a gameplay data standpoint they count as wheeled vehicles.

Corvid & Chobber vehicles

Twelve vehicles are present in this category. In the back row are the Tuk Tuk variations that were mentioned in a previous news post. Depending on what the goal of a mission is, you might opt for one variation over another such as trading carry capacity for speed or armor.

In the front row first from the left is the Chobber Lowboy. Chobbers are a faction on Mar Nosso who are conscripted delivery personnel, and the Lowboy is a meal delivery vehicle with multiple food warmers mounted on the side.

Accompanying the Lowboy are a regular forklift and an up-armored version, an extremely slow agrav hauler, an untextured but affectionately named Garbotruck, and the Killdozer.

Police & Security vehicles

Just five vehicles in this section. The police motorbike comes in two variations, a normal version and a "bubble" version. The cop sedan has also been in the game for some time. The version of the SWAT APC here that got its own post is the variant with all the armor plating on. The security truck is untextured for the time being.

Spacer vehicles

Three vehicles appear here. The Arlo agrav, the Rounder tank and the new ball tread bike. The first two are uprezzed variants you might remember from Brigador, and Dave forgot to turn off the shield generators on both. The ball tread bike is a speedy new addition to Brigador Killers.

Why have so many vehicles?

Different vehicles not only have different storage capacities - a tac-rig is not going to fit into the basket of a mobility scooter - but also behind the scenes they can be used as a way to gate off areas of a map. For instance, a cop car can get into the backlot of a police station. Alternatively, if the player intends to go about their mission another way, they might pick the heaviest thing they have available and instead slam through those barriers, though they should expect to be met with resistance.

Wait, where are the mechs?

Currently the Fork exists in-game, you should have already seen it at the start of this video, but other mechs or powersuits have not yet been put in. Part of the reason for this is we really want the player to feel the difference in power and scale when they finally get their hands on a Mongoose (never mind a Touro). The process to get there is one of iterating on the various data values and repeated playtesting. This is a lengthy procedure, not the most exciting thing to read about, and we're conscious of people's time and attention.

Next month's post will revisit the narrative system of Brigador Killers, which has been updated significantly since the last time it was discussed.

https://store.steampowered.com/app/903930/Brigador_Killers/

Pngify.me - MeteoraLabs

Bigger update, main focus is switching the audio engine to something more reliable and cross plattform compatible to allow linux/mac builds.

Changes:

  • switch audio engine from naudio to soundflow, this should hopefully be more reliable and will also allow a linux/mac version

  • fixed loading of settings, should be 4-5x faster

  • new spout version with hopefully less weirdness

  • crash window which shows you detailed crash infos and links to support discord (only happens on complete app crash)

  • full logs can now be viewed in user interfaces

  • fixes for hotkeys, ignore numlock and cleaner startup

  • random variance for character blink, this time is added upon the interval (so by having the interval at 2 seconds and the variance at 2 seconds as well, blinks will happen every 2-4 seconds) -> defaults to 0

Features:

  • twitch follow and raid as trigger for just about everything (layers, tits, etc.)

  • twitch chat commands now have options like cooldown, subonly, viponly, modonly

  • reset button for twitch authentication (so you don't have to delete twitch.json)

New Layers:

  • change to random state

  • change to inactive state (like sleeping, no speaking time based)

Trappist - Sirrah
You might have seen the news about the security exploit in games built with Unity. Both Steam and Windows have measures in place to ward off most of the danger, but each Unity game should be patched, including Trappist.

The markers for colonies and cargo ships at the edge of the screen used to clump together in the corners. Now they are better spread out which makes it easier to click on the right marker.

Some recent feedback pointed out issues in building placement. This update addresses a bunch of these and I expect the building placement to feel much better now:

  • The collider of the Storage Depot has been fixed so these can be placed side-by-side now.
  • The size of the Automated Storage Depot has been adjusted, so it's still placed on the grid after rotating.
  • Minor fixes to the navmesh and cargo drone path finding.
  • The default keys for smooth rotation are now 'z' and 'x'.
  • The smooth rotation speed has been increased.
  • The "stickiness" of the building placeholder has been reduced.

In most city builders, the building placeholder will always be directly under the cursor. In Trappist, the placeholder collides against other buildings, which feels slightly more "physical" and "realistic" to me. Did you know that you can push cargo ships with the building placeholder?

I've also fixed the quality of the building outlines and removed a small stutter when the outline first appears for a building type. And there are a number of other minor performance improvements to smooth out the performance.

The demo receives the same updates as the main game build. Check out the fixes and enjoy!

The changelog for v1.0.15:
  • Upgrade to Unity 6000.0.60f2.
  • Fix security issue CVE-2025-59489 included in latest version of Unity.
  • Fixes for various navmesh issues included in latest version of Unity.
  • Adjust positioning of markers for off-screen ships and colonies to not clump together as much.
  • The camera now zooms in, instead of out, when you click the indicator of a selected cargo ship a second time.
  • Improve building placement behavior by reducing the building "stickiness" and better checks for valid locations near the cursor.
  • Fix collider for the Storage Depot extending beyond the building footprint, which made it hard to place the depot close to other buildings.
  • Adjust footer of the Automated Storage Depot and the Bioplastics Plant so the building is better aligned to the grid.
  • Default key to rotate buildings to the left is changed to 'z', rotate right (x) and rotate in steps (r, shift+r) remain the same.
  • Increase building rotation speed while placing buildings.
  • Improved quality of many building outlines and removed occasional stutter when the outline is first generated.
  • Tweaks to various texts on the Achievements screen, including showing the unlock date and time for achievements in your local timezone.
  • Minor fixes to UI animations and tooltips.
  • Reduced heap allocations per frame and simulation tick to smooth performance.
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/

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