Hey Extinctioneers! Every month has just been getting better and more exciting, whether its new features being added to the Tech Demo or just progress wise, things have been looking promising. This month I put most of my focus on the map: designing several cave systems and an underground temple space as a future quest/lore hub for tribals. I also reworked stretches of coastline for better traversal and sightlines, and worked on the small island on the main lake. Furioussmaug and I also worked on adding more colours to the current creature skins to ensure more variety in colours. The rest of the team has been working super hard too and i couldn't be prouder of them.












Hi everyone! This month I’ve been diving into designing the new icon for the Ouranosaurus UI panel and I’ve been exploring some fresh concepts for the different Kickstarter tiers. I’ve integrated the drawings from storyboards 1, 3, 7, 8, and 10 (the existing ones) with my own. Excited to see how these ideas evolve!


Continued optimization and balance work on the Dino side for the Tech Demo, including combat test sessions with QA, plus new animation and sound hooks. Night-vision received a major tuning pass (scent next). We’re also ready to reveal the mystery playable, a Semi-Aquatic Apex: Deinocheirus—slotted up next, alongside pachy/draco/tropeo on the todo list—chosen to counter Purussaurus populations without overpowering on land. The next couple of months are focused on shipping the Tech Demo; QA progress is strong.



Began creating threaten and attack vocalizations for Ouranosaurus (alt attacks may change as we iterate). I also synced prior Eocarcharia sets to both hatchling and adult animations so timing and intensity feel right in-engine. (Watch the YouTube video to hear the sounds)
Re-posed and weight-painted the tribal armor sets for both male and female characters, piece by piece, to preserve clean deformation. I also rigged a new skeleton to ensure natural motion across the full equipment range.


Built a modular bridge kit that scales to any length. The pieces snap cleanly into our current environment workflow and are ready for wide use across biomes.


Wrapped a major round of map optimization and visual upgrades. Shadows are far less demanding now, and we’ve enabled Lumen hardware ray tracing. All Lumen presets use NVIDIA ReSTIR for the surface cache, reducing noise with a small perf win. I expanded foliage diversity per biome and began stitching rivers toward a single connected system. More world updates are on deck.




Polish sprint for the Tech Demo: lots of bug fixes and systemic optimizations, especially around inventory and item management. I also added a new Dino Character Menu with player-facing settings (time format, Fahrenheit/Celsius, etc.) to make the experience more configurable.
We’re getting close to showing you what we’ve been working on — stay tuned for the Tech Demo!



Hello Everyone, This month I was able to get around to finishing up the cinematic that will play upon launching the game! It may get minor tweaks, but the current cut is ready for Tech Demo integration. (Full clip on YouTube Video)

I started as one of the Social Media Managers for this project in the middle of this month, alongside Monjie who does all our content planning. After getting this position I have been working hard trying to gather a lot of content to get everyone excited for the Tech Demo. One of the biggest challenges I’ve had so far is that sometimes to get a good clip, it needs to be recorded alot of times, as I am very picky. This month we’ve had a huge number of views and new followers. Just last week we hit 400k views on a TikTok video of a tribal on a tree house looking down on a Eocarcharia. Seeing our platforms grow so much and this fast makes me want to work even harder to provide even more and better content going forward. I’d like to show my gratitude to all of those who take their time to follow the news on our social media platforms and to all the nice comments we've been so glad to have.
Wrapped base textures for Purussaurus and moved into concepting and sculpting the growth stages. I’m also refining an illustration for splash/marketing use. Several long-running art tasks are nearing completion. I also worked on finishing the other remaining patterns for Eocarcharia and Ouranosaurus.





First month on the team! I optimized the foliage interaction system and synchronized it client-server, with a respawn loop for harvested nodes. I updated the swimming component for UE’s water, cleaned Blueprints, fixed stamina (no drain on sprint toggle; proper empty-to-regen), and corrected rolling abilities with all 8 directional variants. For tribes, I rebuilt the Camp Manager—The manager handles the spawning through a component. To allow for unique customizations, the manager now takes in maps for population, quests and classes. This allows us to specify roles for each AI and spawn the appropriate character for each Role. We can also specify how many of each role to spawn.
Wrapped a full set of Ouranosaurus broadcasts, Broadcast, Friendly, and Surrender—with a matching style pass so they read clearly in gameplay and from distance. Threaten is next and slated to slot into the same pose language. I also tightened the Ouranosaurus Precision attack and tuned Eocarcharia turn-in-place for crisper footplants. Finally, I reworked Eocarcharia’s Threaten—shorter and more natural.


Hey friends,
We're excited to share that Bzk Ball has been selected to be part of DevGAMM Portugal 2025!
Bzk Ball is a physics-driven sports shooter hybrid where every play revolves around the ball, and precision decides the winner.

To celebrate, we're launching a new Steam Playtest from November 3rd to 9th. Grab your friends, this is your chance to:
⚡ Test new tweaks and gameplay updates
⚡ Master precision shooting and creative plays in 1v1 or 2v2 matches
⚡ Experiment with new equipment setups and game modes

We’re constantly tuning the experience, so make sure to jump in, play, and let us know what you think!
☑️ Sign up for playtest today. Be ready when the doors open!
💬 Join the conversation on Discord and help shape the future of Bzk Ball.
👉 Follow us on X/Twitter, Instagram, and TikTok to stay updated.
We're releasing a hotfix update for version 0.9.1.
Sorry it take a few days for us to implement the Steam Cloud issue fix. The overall size of our Awesome Games Studio family grew by one member. As such, one of the core devs got stuck in the fatherhood. Please, accept our apologies for every single save game issue that some of you have encountered!
Here's the list of changes:
Added "Privacy Mode" which hides your real Steam account name in the in-game menus.
New indicator icon added for the "Pills" item active effect (when Healhpak is collected).
Ghost's Survivor color code changed slightly for better readability (is now more pastel-like).
\[Steam] Fixed save game cloud-related issues. In the case of these kind of errors in the future (which may appear for multiple reasons, e.g. server issues), please disable the save cloud in the game's properties in Steam Library and/or backup your save files manually.
Fixed runs from run history and leaderboards (Steam) not being displayed / returning an error.
Added additional safety checks against the in-game auto-save going wrong.
Fix for Healthpak power-up being collectible when at max HP.
Fix for "Resuscitation: Valhalla" ability evolution not reducing max HP.
Fix for damage type badges not adding tag points.
Potential fix against "Death is Approaching" achievement not triggering correctly.
Added a 0.35s delay for controls between different endscreens / game over screens.
Fixes for sound volume settings not saving correctly.
Other minor fixes (e.g. interface errors).
Additionally, there was also one unnamed hotfix last week, which consisted of:
Medic: Syringe Gun: Fixed the lack of projectile collider.
Medic: Medical Drone: Now shoots more often, projectiles are faster, damage scaling was improved.
Fixed "Gem" items not being calculated correctly.
One Hit: Death Terminal: Lowered the difficulty a bit.
Save file & config file saving/loading fixes & tweaks.
Fixes for V-Sync setting not saving correctly.
More improvements and additions are coming, so keep up your feedback and suggestions!
ㅤStay awesome,
ㅤㅤAwesome Games Studio
ㅤ
Discord ㅤ
X / Twitter ㅤ
Facebook ㅤ
Instagram ㅤ
TikTok
https://store.steampowered.com/app/2163330/Yet_Another_Zombie_Survivors/
And here it is, a full roadmap update built around all your amazing ideas and feedback! 💫
I’m proud to announce that Mall Simulator is going to be massive and will stay active for a long time thanks to you! 🤩
Everyone joining from day one will get a special launch discount and exclusive surprise content! Your incredible support for the Mall Simulator community means the world to me, and I’m sure that together, with your feedback, we’ll make this game bigger than ever! ❤️
15+ stores, dozens of machines and services, and hundreds of famous brands are waiting for you in Early Access! ⬇️
👕 Clothing ⚽ Sports 💻 Tech 🧸 Toys 🛒 Supermarket 💄 Cosmetics
🎬 Cinema 🍔 Burger Shop 🕹️ Arcade 🏠 Home Goods 🎮 Game Store
🥐 Bakery 💍 Jewelry 🌸 Florist 🍣 Sushi Bar 🥤 Vending Machines 💵 ATMs
and so much more ready to build from day one! 🔥🔥🔥
And if you haven’t already, make sure to add the game to your wishlist so you don’t miss the launch! 🔥⬇️⬇️⬇️
https://store.steampowered.com/app/3180150/Mall_Simulator
Let’s shape the game together, you and me! Join our Discord server and share all your excitement and feedback about Mall Simulator! ❤️
When Rhem and Luca face a demon-possessed scavenger named Beverly, they uncover the tragic story of a grandmother consumed by loss and darkness. Defeating her demon not only frees her as a skilled crafter but also teaches Luca a haunting truth about the balance between host and demon.
We hope you enjoy the trailer and we're so excited to finally show off The Salvager!
Possessor(s) is coming to PC on November 11, which is in just 2 weeks! Wishlist below and stay excited as we bring you more soon~
https://www.possessorsgame.com/
Thank you all so much for your patience and support during the development of Theft Runner.
It’s been a long journey — but the wait is finally over! 🎉
You can now play Theft Runner on Steam and experience the thrill of high-speed chases, stealth, and daring escapes.
This is just the beginning — the game will continue to evolve and improve based on your feedback.
So jump in, play, and let us know what you’d like to see next! 💬
Hello Keepers! Here is the list of changes in this month's update:
Polish: General player control improvements (Keyboard & controller)
Polish: Aiming control improvements
Fix: Minor art bugs addressed (popping, flickering, NPC animations, clipping)
Fix: Collision updates
Polish: Text updates
Fix: Checkpoints/save/load updates
Polish: Camera Adjustments
Polish: Performance improvements