Oct 31
九州:立志 - xbgzs

创意工坊管理界面添加关闭按钮

修复某些工作无法停止的问题

修复有时使用贯穿武技不能正常攻击的问题

修复商品采购工作的某些逻辑问题

修复角色信息面板切换功法界面时装备与状态图标重叠的问题

Cardinal Fall - admin

After a long time in development and many bug fixes later, we're finally ready for the release of our introductory level on the Halloween of 2025. We hope you enjoy trying it.

If you like the game, you're welcome to donate by purchasing our Donation DLC on Steam or by visiting our website at more ways to contribute.

Also, if you're a developer and would like to help, check out the forums on our webpage for more information.

cheapskate - NO AMMO
- more level cleanup after renderer config changes
- find cheapass the donkey (what?)

Thanks for your patience!
Oct 31
Starlair - shootybazooky
This is a MASSIVE update. It changes a ton of features and completely revamps story mode.

Keep in mind that only one person is developing this, so there are certain to be bugs, especially in an update this big. Please send bug reports to Discord or to my email (shootybazooky@gmail.com) and I'll work to get them fixed ASAP!
Elder Ring - 脸盆
问题修复
  • 修复个别游戏存档加载时提示存档异常的问题。
Underground Security Inc Playtest - krnkstudios
Introduces a sacrifice mechanics to mitigate bad draws and an additional use for coins
Added difficulty selector for replayability
Added additional abilities for base heroes on higher difficulties
Added additional abilities for bosses at infamy III
Reworked augment buildings to have a higher cost but be stronger and also only a single copy of the building plan is given
Bug fixes (building pathing preview, chest movement, certain curses, obelisk lighting)
Banana - Sky

\[Theme/UI]

  • Added a new theme for halloween

  • Added a new background music for halloween

  • Updated every UI to match the halloween theme

  • Added tooltips for every button with a description of what it does, so people can learn what each thing does

\[Well Of The Past]

  • Updated the full scene UI for a spooky vibe

\[Inventory]

  • Adds a new system that automatically fixes everyone's stacks if they exceed 60k quantity

    • Developer Note: Since the Steamworks SDK only allows a "short" integer value for the quantity variable, we had unstack the items automatically to prevent some items of having negative values or overall wrong values

  • Fixes visualization on some bananas & items that would sometimes show a negative value

  • "Show on market" button now opens within the Steam Overlay

\[Inventory/Stacking]

  • Adds a limit of stacking items to 60 000 per stack. If a user has any item quantity that exceeds this value (more closer to 65 000) some quantities might appear wrong, so a restart in the game should fix it.

\[Inventory/Exchange]

  • Updates the exchange system to utilize a % fail rate as follows:

    • Normal -> Common = 75% Success rate & 25% fail rate

    • Common -> Uncommon = 80% Success rate & 20% fail rate

    • Uncommon -> Rare = 85% Success rate & 15% fail rate

    • Rare -> Epic = 90% Success rate & 10% fail rate

    • Epic -> Ultra Rare = 95% Success rate & 5% fail rate

    • Ultra Rare -> Legendary = 100% Success rate

  • Adds a new ability of using and mixing collections!!

    • Note: Only bananas that drop can be traded up with other bananas that also drop. You cannot trade up dropped bananas with capsule bananas.

\[Drop Timer]

  • Fixes an issue that caused the drop timer to reset and stay in loop checking every 3 minutes after a person just got a drop.

\[Menu's]

  • Added the ability to press "ESC" button to go back in the menu's or to close them, to make it easier and faster to move around.

\[Menu/Drop Pool]

  • Fixes an issue where the drop pool list would duplicate

  • Fixes an issue where the drop pool list would not reopen after closing

\[Banners]

  • Feedback button now opens within the Steam Overlay

  • Item shop button now opens within the Steam Overlay

\[Settings]

  • Workshop button now opens within the Steam Overlay

\[Hidden / For future releases]

  • Adds a new Login Streaks feature (disabled in production)

  • Adds a new Item Shop panel in-game (hidden for now)

- The Banana Team

Blunderworld - Hidden Roll

Hey everyone!

After update 1.0.6, it looks like some files were missing and causing launch issues for some users. I believe the cause of this has been fixed, but if for any reason your game no longer launches, the following worked for us on an affected device:

  • Verify Integrity of Game Files

    Right click "Blunderworld" in the Steam library and click on Properties.

    Navigate to the Installed Files tab.

    Click on Verify Integrity of Game Files, the last option.

  • Uninstall and Reinstall Game

    If verifying the integrity of the game files does not work, try a fresh install.

As of now we believe the launch issues are solved, but let us know if you run into any issues!

6 Seasons and a Game - jmats69420
Zombie Mode
- We rewrote almost everything here. Zombies now actually find you, follow you, and don’t get lost in corners, usually. The AI is faster, cheaper to run, and gets better as waves go on.
- Zombies now use new behavior trees from Lyra, which means they’re smarter about finding players.
- Added a wave system. You’ll get breaks between waves now instead of instant respawns. If you die, you come back either 60 seconds later (if a teammate is still alive) or at the start of the next wave. Whichever comes first.
- The game now checks if everyone’s dead. If so, the round ends. No more infinite spawning. (Seems to not register with certain listen-server configurations.
- We added new logic to let doors and walls update the nav mesh. Zombies will find new paths when the map changes.
- Added a way to control spawners from blueprints. Zombies spawn close to you wherever you are on the completed side of the map.
- Scoring is tied into Lyra’s stat system now. You’ll get points for kills and assists, and they are supposed to carry over to EOS leaderboards.
- It runs a lot better now too. We cleaned up the old tick system and moved some of the combat to client-side to save bandwidth. You can get a lot more zombies on screen before the game starts to complain.

Gameplay and Balance
- Sprinting no longer traps you in the animation. You can stop and change direction again.
- Fixed an issue where the interact ability wouldn’t always trigger.
- Aiming and recoil feel smoother now. We adjusted them for both controller and mouse.
- Controller aim assist has a new sensitivity table (heavy aim assist for touch screens and a slight aim assist for controllers.) Should feel more natural.
- Wave counter and “All Players Down” messages are now visible in Zombie Mode.

Framework and Engine Changes
- Fully rebuilt in Unreal Engine 5.6. This fixed a ton of lighting bugs and performance problems.
- All materials and shaders were recompiled. No more black skeletal meshes or moveable objects due to old reflection captures.
- Integrated Lyra Framework across everything. Abilities, input, and animation are now using Lyra systems.
- Switched to Epic Online Services for matchmaking. Cross platform support soon?

UI Updates
- Keybinding widgets now update correctly when you change controls.
- Keyboard, mouse, and controller prompts should swap properly now. (Interact Widgets are still incorrect.)
- Added zombie wave and player status indicators to the HUD. Along with GREENDALE DOLLARS! (Greenbucks for short)

Performance and Networking
- Rewrote replication for death and respawn events.
- AI replication priorities now focus on nearby zombies instead of everything at once.
- Fixed some small memory leaks when reloading maps.
- General network cleanup and crash fixes.

Known Issues
- With a lot of zombies (200+), some AI might stutter a bit.
- EOS invites can take a few seconds to appear on some setups. Steam Invites may hang an show join failed on previously joined games.
Trails in the Sky 1st Chapter - Gungho_TT

Version 1.06 has been released. This patch contains the following fixes and improvements:

  • Fixed an issue in which if the "Saved Games" folder could not be retrieved, save data would instead be created in the drive root (e.g. C:/) of the game's installation folder rather than the game's installation folder itself. Also fixed an issue in which save data sometimes could not be loaded.

    *If the "Saved Games" folder cannot be retrieved, save data will now be created in the game's installation folder.
    **This update does not contain fixes for Steam Cloud synchronization. If you are experiencing Steam Cloud issues, the configuration for the "Saved Games" folder may be corrupted, so we recommend repairing it.

  • Replaced some visual effects with lighter versions to improve performance.

  • Fixed an issue in which the game could load indefinitely for certain maps.

  • Fixed a crash that could occur when performing a Brave Attack with Tita as the lead party member.

  • Fixed an issue in which the player could not proceed if a Brave Attack was triggered during the tutorial boss battle in the Rolent Sewers.

  • Fixed the how the game detects completion of the "Activate All Arts" in-game achievement.

  • Corrected various text errors.

  • Fixed other miscellaneous bugs.

In addition, we have added new beta branch that contains the previous version of the game (Ver. 1.05). Please use this branch if the update causes issues. It can be accessed via the following steps:

  1. Navigating to the game in your library

  2. Click the gear icon and select "Properties".

  3. Within the "Properties" menu, select "Betas".

  4. Select the the correct branch from the "Beta Participation" menu.

In the event you want to return to the latest patch, please set "Beta Participation" back to "None".

...