Occupy Mars: The Game - LukaszP
📡 New Transmission from the Headquarters

ERA management message:

Pioneers,

🚀 Update Incoming – Release on November 7th!

We’re excited to announce that on November 7th, 2025, we’ll be releasing an update for Occupy Mars!

This is one of the most important milestones in the game’s development – especially for the co-op mode, which has been our main focus in recent months.


🔧 What’s New

🧑‍🚀 Co-op Mode:

  • numerous stability and synchronization fixes,

  • new content – additional buildings and technologies available in co-op,

  • new features, including:

    • an in-game chat,

    • private lobbies and improved friend joining system.

This update takes co-op gameplay to a whole new level, making teamwork and base building on Mars more enjoyable than ever before. However, some buildings and vehicles are still missing in this co-op update, we will add them as soon as they are ready.


🧍 Single Player Improvements

We haven’t forgotten about solo pioneers! 👩‍🚀
While reworking the co-op systems, we also introduced several improvements and new features for the single-player experience (some of them are available also in coop):

  • ability to choose which blueprints to unlock when progressing through the tech tree,

  • new driving model for small vehicles (including mid-air control),

  • new technologies and resource containers,

  • and a long list of smaller, but highly requested quality-of-life improvements.


❤️ Thank You

We know it took some time — but we made it and co-op is finally going to the default Steam branch!

This update wouldn’t have been possible without our amazing community: all the players who helped us test the co-op mode, reported issues, and shared their feedback.

We truly appreciate your patience, dedication, and support.
Your contribution has been invaluable in shaping the future of Occupy Mars. 🙏


🪐 What’s Next

After this release, we’ll be heading toward our final major milestone – delivering the remaining promised content and preparing the game for full release.

Remember to visit our social media, DISCORD and Steam Community

Keep your fingers crossed, and see you on Mars!

Stay tuned, Colonists!
Occupy Mars Dev Team


Transmission end.

Corrupted Souls - ~DoubleEXP~

🎂 Celebrate My Birthday with 92% Off Corrupted Souls!

I’ve been developing Corrupted Souls solo for over two years — a dark Souls-like RPG made with passion, pain, and a bit of madness.

To celebrate my birthday, I’m making the game almost free for two days only (November 1–3).

Thank you all for the support and feedback during Early Access.

🔥 Experience the darkness — now at 92% off!

Oct 31
ESCAPELAND - Storyteller

- Added three new story levels (still WIP)
- Improved and rebalanced in-game voice line volume; some placeholder lines have been re-recorded
- Enhanced detail on the "Rail" level and related levels
- "Rail" level: implemented a full day-night cycle and added nighttime outdoor lighting
- "Rail" level: certain buildings now close at night; added on-screen text warnings when attempting to use doors after hours
- Interactive beds now correctly fast-forward in-game time by 6 hours
- The inventory now displays the number of days and weeks passed
- Re-mixed ambient music tracks and improved the overall sound quality of radio tracks
- Restored campfire sounds in places where they were missing due to a bug
- Minor performance optimizations
- Multiple bug fixes and launcher presets tweaks

🚨 A new game is required. If you'd like to skip ahead to a specific point, follow the instructions in the "_skip.txt" file in the game folder.

GameOn! - PlumMultimedia
6 new features and tons of improvements!

Grab your coffee ☕, call a team meeting, and buckle up — because Update v0.36 is here, and it’s massive! This is by far the biggest content drop for GameOn! yet, packed with 6 brand-new features, lots of improvements, and countless fixes and tweaks to make running your dream game studio smoother, deeper, and way more fun.

You can now develop your own custom game engines, allowing you to challenge your projects even more. You can now hire engineers to develop game engines, and set company policies that define your studio’s personality — whether you’re a kind-hearted visionary or a ruthless profit-chasing CEO 💼.

Staff vacation needs, a financial history tracker, and a completely revamped tutorial system with interactive highlights and guided steps have also been added - perfect for new players or anyone returning after a break.

You’ll find new characters, visual upgrades, more scenery life, and a long list of quality-of-life improvements and bug fixes that make everything run smoother than ever.

This update truly takes GameOn! to the next level — and sets the stage for even bigger things to come (👀 custom hardware development, anyone?).

Now let’s dive into the full changelog below!

Full changelog for update v.036

Main new features:

  • Game Engines

  • New staff need: vacation

  • New staff specialty: engineer

  • Company Policies: dive deeper into your management skills

  • Financial history tracking

  • Overhauled tutorial system

New features

o   Added: main map has been adjusted to add a new building structure for hardware department and engine development. The environment has been adapted to the new layout.

  • Added: SFX trigger zone for the new building, to filter out sound when camera is inside that building.

  • Added invisible ceiling for new building.

o   Added new research: engineering.

o   Added new feature: Game Engines

  • Added in phase 2 of project development a dropdown to choose a game engine.

  • Added game engines and levels to the history overview.

  • Added game engine impact on the review process. Game engine genre perk and game engine level will have an impact on the revenue and success of projects.

  • Added all logic for staff assignment and canceling game engine development.

o   Added new staff type: engineer

  • This staff member can be used to produce your own game engine.

  • Added new training options and a new skill level for all npcs and player called ‘engineering’.

  • Although the foundation has been added in this update for a new feature for development of custom hardware, this feature is not included YET, but will arrive in a future update.

o   Added new review category: game engines.

  • Added custom review comments, calculating a mark and other logic to influence the final outcome based on player choices.

o   Added more placeable items:

  • Total items added: 1 (worktable)

o   Added more details and life to the surrounding scenery.

  • Construction site

  • Barriers at the back entrance of the main office building

  • Enclosed mountain lake

  • 2 buoys in the water

  • 3 boats including animations

  • 1 plane flying along the borders of the level

o   Added 8 new characters to the game. These can be used within the player creation and as NPC character models.

  • 3 female characters

  • 5 male characters

o   Added new feature: Financial history

  • Added a new feature to keep track of financial stats per month and year during an entire gameplay session.

  • Added functionality to see the entire financial history of any game session at any time.

  • Added entire feature within the save / load system.

o   Added tooltips within the financial menu.

o   Added a new tutorial system, including onscreen highlights, mouse click blocks and screen highlighting.

  • Added parameters to the save / load system to track what tutorial has already played and prevent doubles.

  • Added a new option in the options menu to allow repeating of tutorials or not. Default = no repeating tutorials allowed.

o     Added prompted tutorials throughout the game.

·         First game project start

·         Negative cash flow

·         Coffeecorner servicing

·         Printer maintenance

·         Game Reports

·         First Research

·         Cleaning

o   Added a dedicated onscreen ‘help’ button in the HUD for quick access to the secretary / tutorial menu.

o   Added project progression information in the HUD during project development. A dynamic element to highlight aspects of each project development progress for added life.

o   Added a portrait preview on the player creation menu to preview the chosen character portrait.

o   Added a sprite on the loan menu to display a fictional financial institute.

o   Added tooltips on the needs within the staff details menu.

o   Added flying paper planes during project phase 2 in the main work space.

  • Added a new option within the gameplay options menu to toggle this visual on or off.

o   Added visual indicators on coffeecorners, servers and printer for better visualizing and representation of their statuses on the main UI, without opening their dedicated menu.

o   Added a new option in the publishing options to destroy finished unpublished projects.

  • Added a new confirmation screen.

o   Added 2 new random events for more variety.

o   Added within the staff overview list a dynamic image to better visualize availability of all staff (red and green colors).

o   Added a new npc need ‘vacation’, adding staff vacations to the game.

  • Added npc thoughts for vacation start and finish.

  • Added new logic to handle vacation needs. Added this to the save / load system as well.

  • Added new ‘vacation‘ button within the npc details menu and disabled this for the player. The player does not need to go on vacation.

  • Taking a vacation will also reset the need for toilet, recreation and vacation.

o   Added new feature: policies

  • Created new menu from the management tab

  • Added needs policy for vacation, toilet and coffeebreaks including thresholds

  • Added employee of the year policy

  • Added environmental policies for cleaning the office

  • Added utility policies for servers, coffeecorners and printer

  • Added policy tax cut policy

  • Added auto birthday policy

  • Added auto finish projects policy

  • Added mental health policy

  • Added insurance policy

  • Added community commander policy

  • Added smooth communicator policy

  • Added financial guru policy

  • Added charity policy

o   Added new financial income and expense stats called 'policies'. Integrated this feature to all other logic, including the save/load system.

o   Added a steam promo widget on the title menu to highlight other games from PlumMultimedia.

Changes

o   Changed the button order and layout inside the staff details menu. Also improved the interaction logic for buttons ‘fire, vacation and train’ to prevent issues, especially during game development.

o   Changed: the color of the staff status from the staff overview screen for better readability and contrast.

o   Changed: the base starting revenue for any project being published has been increased from a value of 50 to 75. This will lead to slightly higher increased revenue chance and longer ‘published’ time.

o   Changed: the cleaner menu will now indicate correctly ‘piece’ or ‘pieces’ depending on the amount of litter present.

o   Changed: the initial intro animation contains two versions now. What sequence is played is randomly generated for each intro scene.

o   Changed: the logo overlay texture during the first intro animation.

o   Changed: added a new scene for the main logo at game startup.

o   Changed the main logo to a simpler version on the main title scene.

o   Changed: new steam page logo branding style in preparation for full release.

  • Changed the steam page main art for full game, demo and soundtrack pack.

o   Changed: updated the Unity Game Engine to v2022.3.62f2, including a security patch.

o   Changed: rounded XP gain after game comes off the market to whole numbers.

o   Changed: changed the phase 2 game development UI menu to incorporate game engine choices and visuals.

o   Changed: inside the publishing options set the focus button on staffmember and staffmember dropdown to not be interactable when marketing is set to none. Also reset the selected staffmember if switching back to ‘none’.

o   Changed: the cancel research button is now available when a research has been assigned and a staff is pending arrival. This will allow players to cancel researches immediately after assigning it instead of waiting for the research to be commenced before being able to cancel.

o   Changed the interact ability of the ‘accept loan’ button depending on the selected loan amount. Loans can only be accepted for loan selections above 0 to prevent empty loans. Also reset the settings on opening the loan settings panel.

o   Changed: rounded out the monthly financial messages totals to 2 decimals.

o   Changed: improved the texture quality of multiple icon textures.

o   Changed: increased the LOD distance for 'manhole' objects.

Bug Fixes

o   Fixed: removed a script reference for adjusting UI colors from the main title scene to a missing component, not present in that title scene.

o   Fixed multiple missing game settings in the save / load system.

o   Fixed a missing reference to the thoughts setup on a certain male character (npc_male_2.2_prefab) during player creation.

o   Fixed an incorrect UI progress fillamount display in the HUD for projects in development after loading a saved file where a project was ready.

o   Fixed an incorrect text height during development of a project phase, causing text not to display in the center HUD.

o   Fixed: a missing message when staff have completed a training.

o   Fixed: adjusted car movement and rotation constraints to prevent cars flying through the air when colliding with other colliders, especially at increased game speeds.

o   Fixed: a missing reset of a value when canceling a research which caused an issue not being able to start a new research again.

o   Fixed: an issue with traits / jobs not being updated correctly after changing a trait, causing issues.

o   Fixed: an incorrect tooltip text on the object placement button.

o   Fixed: an issue when canceling the project too fast after starting phase 2 or phase 3, where the project would not reset properly.

o   Fixed: an incorrect audio logic parameter which prevented a specific audio voiceclip from playing during the review process.

o   Fixed an incorrect text color for random event cash gains, from red to green.

o   Fixed an incorrect calculation in random events with cash impacts, leading to opposite cash addition or reductions then intended.

Guns of Icarus Alliance - Inkjet

Here we are - 13 years of Guns of Icarus, with more Icarus on the horizon!

If you haven’t hopped into Guns of Icarus and completed the Halloween and Birthday Missions, there is still time to do so!

If you have, and still want more? We’ve got more for you! You can receive a code for 4x jet black dye, 4x Pumpkin dye, another Halloween Pumpkin mask, and the Eli T. Pumpkin Mask!

We’re also trying to drive wishlisting for Stars of Icarus, so that we could have more opportunities and visibility on Steam. We’d really appreciate it if you could help us. 

All you have to do is:

  1. Wishlist Stars of Icarus on Steam

  2. Take a screenshot of the Stars of Icarus Store Page, showing that you’ve wishlisted the game

  3. Head over to the #Halloween-Giveaway channel on our Discord, and post your screenshot there

  4. Make sure your DMs are open on Discord. We'll send you a code which you can redeem in Gun of Icarus to receive the items!

https://store.steampowered.com/app/2278950/Stars_of_Icarus/

Thanks so much for your support over all these years, from the dusty deserts to the frigid wastes, and now to the stars!

  • The Muse Games Team

Lionhearts - Credenzio

Welcome once again to the weekly Development Log for Lionhearts, an up-and-coming project on Steam created using Unreal Engine 5.

This week, the team continued pushing Lionhearts toward a more polished and playable state.

The programming team implemented loading screens for game transitions, fixed tab targeting, and made progress integrating bow animations.

Some challenges arose with character aiming angles, leading to the creation of new animation poses for aiming both up and down. These will now smoothly blend with the default pose for more natural movement.

Additional polish was added to bow combat, with arrow distance and damage now scaling based on how long the shot is charged. The team also began merging recent code updates across branches.

Meanwhile, the 3D modeling team finished texturing and simulating cloth for the Man-at-Arms outfit and began work on the Templar Sergeant outfit.

The 3D animation team finalized spear block and parry animations, completed new bow aiming poses, and started work on spear "ready" and "unready" animations.

Additionally, the 2D art team began producing user interface assets, completing new visuals for main menu navigation and the loadout screen.

If you haven’t gotten a chance to check it out yet, our Kickstarter campaign is now accepting late pledges! Even if you only have a few bucks to spare, it helps us more than you know!

Reminder: We have begun handing out Discord rewards to Kickstarter backers, such as roles and other special permissions. Check your Kickstarter messages if you're a backer for info on how to claim these rewards!

Please join us on our Discord server where you can ask questions and participate in our growing community!

Be sure to wishlist the game on our Steam Page, too!

Nanomon Virtual Pet - [AG] riv otter

Hey Tamers,

Happy Halloween. You may have noticed that your Nanomon’s world may be a bit more spooky.

We have updated Nanomon to include a Halloween theme when it is October 31st! Not only that though, this patch adds mod support and mod loader! If you want to read more about what has changed you can continue reading below. 

Halloween
  • Traits now display new visual changes on Nanomon or in Home area for:

  • Fishermon, Sportsar, Local, Surfer, Farmer, Vampire.

Seasonal / Halloween Content

  • You can trigger the Halloween event by manually setting your system clock to October 31. That’ll activate the seasonal decorations and add seasonal items to the drop pools.

  • Additional decorations appear while exploring.

  • New items (Pumpkin, Brain) appear in item pools.

New Items to Verify in Item Pools

  • Cursed Idol

  • Bottle o’ Yum

  • Magnetic Tome

  • Pumpkin

  • Brain

  • Swampwater

Mod Support + A Mod created by Oscar
  • Mod loader

  • Magic Daycare: A mod that lets you swap between nanomon without killing them. You store em' in an alternate reality stuck in 1999.

I hope you enjoy Halloween and have a spooky time.

-riv otter

Din's Champion - Soldak Entertainment

This patch adds craftable signs, adds new bricks, fixes another slowdown, and fixes several other minor issues.

0.849 change list:

  • added vertical version of all bricks

  • can now craft and name signs

  • now combine blocks from explosions quicker and farther range to minimize slowdowns from lots of moving block items

  • fixed some skill hotkey issues (Mike)

  • now for bosses, each possible reinforcement above the first increases the chance of calling for reinforcements

  • can now attack locked/stuck chests

  • fixed NPCs sometimes not sticking around after moving them to town for chance to recruit them

  • entities that can move through blocks (like ghosts) can now see through blocks, can attack through blocks, no longer hit blocks, and can no longer get marked as stuck (They Live)

  • now use teleporter as a backup for getTownLifestonePosition

  • fixed npc engaging in diplomacy without having the skill (Faya AOP)

  • changed hit/destroyed effect for ores/gems to be different than other blocks

  • nemesis and arch-nemesis can no longer be a reinforcement for someone else

  • decreased speed of monster critters from 50.0 to 25.0

  • turned on wood roofs

  • added ui_syncAchievementsFromPortal so can turn off syncing achievements from Steam

  • fixed a couple collision masking issues (never caused problems but logic was wrong)

Oct 31
Walk of Life - EinarPF
  • Added a update menu (wow!)
  • Fixed a bug where players couldn't rejoin an online game if more than one player had left it.
  • Fixed a bug that occurred if your pet died.
  • Fixed a few possible bugs that were connected to our debug tools which partially went into the build.
  • First iteration of asset optimizations, more of these will follow.
  • Update Unity and any used plugins to the newest version.
  • Updated our credits to include the people who localized our game.
  • Fixed some localization issues with our in-game prompter.
Click Me Harder - Rust Jesus
Christmas Anime Girl added for limited time!
Halloween Anime Girl going away soon!
Fixed a bug with the quantity wrong on items that are just dropped, for example if you have 8 of the same item and #9 drops the stack info used to show 8 instead of 9. It should now reflect the current drops on start, but not any dropped after start. This is another bug due to how items work I'm trying to figure out.
...