Blood & Dungeon - MForge

Hello,

The development process is progressing rapidly. The game has become bloodier, darker, and more intense than ever. Enemies are now more dangerous and challenging. We’re working hard to make the experience thrilling, frightening, and full of tension — a true test of your courage. More updates are on the way.

Nov 1
Countryball The Real Time Strategy Game - United Nations-CB

The October release date will have to be postponed for now! I apologize! I came across some new game breaking bugs and I just dont feel right releasing the game in its current state.

The bugs are because of all the new features added to the game. Im currently working very hard to make sure the game is at its best! please forgive me!! Ill announce a new date as soon as possible!

and again I apologize! Ill make sure to post more updates! Stay tuned for more and thank you all for your support!!

Here's a Sneak peak of what's to come!

-New Horse Mount

-New tank types

-New Gun vehicle types

-New levels for Story Mode

-HD graphics

-New Ship Types

-New Capital Buildings

-New in game obtainable unit and building skins

-Translations for China

-Skirmish Mode

and more!

Star Vortex - Zorg

This update brings together months of system changes that have been building toward this moment. Previously, the ship designer capped you at four weapons of the same type. That restriction is now completely gone.

As you level up, you can now equip as many of any slot type as you want. Go wild with 15 drone bays, 15 lasers, or even 15 vortex arrays if you feel like testing the limits.

This update is definitely going to cause some performance issues. I’ve already started optimizing the biggest offenders, but more work will be needed. If you notice heavy framerate drops when stacking weapons, please report it on the Steam Community or Discord.

Full patch notes are below. Enjoy and good luck!

Patch Notes

New Features / Content

• Removed the limit that restricted ships to a maximum of 4 slots of the same type.

• The HUD ship bar now expands with additional slots and has been shrunk down slightly.

• Equipment panel slot layout now adjusts dynamically depending on slot counts.

• Pulled orbiting drones into a much tighter range to accommodate many more drones.

Quality of Life / Accessibility

• Leech seeds now follow the Particle Quality setting with their spawn amounts.

• Equipment slots now animate slightly when you select an item of the same type.

• Players can no longer skip the tutorial on their first player.

Performance

• Removed hit effect from flamethrower-style weapons to reduce latency.

• Improved lookup time when pulling objects from the object pool.

• Fixed multiple memory leaks when firing projectile weapons.

• Fixed memory leak from sensor arrow string conversions.

• Fixed memory leak from settings retrieval.

• Leech seeds now have limits on how many can spawn per enemy.

• Reduced needless instantiation of objects by HUD ship bar.

Bug Fixes

• Fixed bug where player drones would still take damage from non-PDL weapons.

• Fixed enemy drones sharing parent immunity when hit by projectiles.

• Fixed bug where Hull Leech buff would repair twice as much as intended.

• Early access pop-up no longer shows in demo.

• Fixed binding display on pause menu for lower resolutions.

• Fixed bug where dragged equipment would sometimes snap to a further away slot.

• Fixed bug activatable selection could be deselected entirely.

6 Seasons and a Game - jmats69420
Gameplay
- Fixed fatal error on load into GreendaleDay map.
- Rebuilt lighting and corrected LODs.
- Various map fixes and adjustments
Professional Fishing 2 - MasterCode
  • Improved and balanced fishing line durability

  • Further adjustments to fish bite behavior

  • Fixed an issue where catching the Zombie Catfish granted excessive experience and money rewards
Carbon - Harwired Studios LTD

We’ve decrypted some of your questions and uploaded the answers to the main feed.
If your curiosity still burns or you’ve got new intel to share - drop a comment below and we’ll plug in with more data soon.

Q:When Carbon will be released ?

A:We are currently planning a Closed Alpha in Q3 2026, a pre-Early Access phase in Q2 2027, and Early Access in late 2027. The full release date is not finalized yet, but our goal is to offer a feature-rich Early Access version with a lot of content already available.

Q:What platforms will the game be available on ? 

A:At launch, the game will be available on PC (Steam). Later, we plan to bring the game to consoles, such as PlayStation and Xbox. 

Q:Will the game be playable offline, or is it online-only ?

A:Yes, the game will also be playable offline. 
 

Q:Will the game be end-game focused, or more focused on the campaign ? 

A:The game will offer a meaningful, replayable, and fun campaign, but our long-term focus is on strong end-game content. After launch, we plan to expand the experience with seasonal updates featuring new content, features, and improvements to keep the game fresh. 

Q:Will the game support more languages ? 

A:Yes, the game will offer localization in multiple languages, including Czech, French, German, Spanish, Italian, Polish, Portuguese, Japanese, Chinese (Traditional & Simplified), Korean, and Russian. 

Q:Is this a single-player or multiplayer game ?

A:Both. You can play the whole game solo, or team up with up to 4 players. 

Q:Will the game have controller support ?

A:Yes. The game will include full controller support for a smooth and comfortable gameplay experience. 

Q:Will it be possible to shoot while moving ?

A:Yes, absolutely. You will be able to move and shoot at the same time for smoother and more dynamic gameplay. 

Q:Will there be more skill slots on the bar in the game ? 

A:Yes. Because the game offers a lot of skills to choose from, players will get more space for them on the action bar. 

Q:Will the game have a loot filter ? 

A:Yes. The game has a strong focus on loot, so a loot filter is important to prevent the screen from being cluttered with item text on the ground.

Stay connected, Augs.

Continuum Keeper - Seperoph

Launch day was a very surreal moment for me. I'm a solo developer and I just wanted to thank everyone who has checked out the game, Wishlisted it or sent feedback.

I will be rolling out a patch soon fixing a couple of bugs that I have been informed of.

Every single piece of feedback, review or criticism genuinely helps and is much appreciated.

Thanks for being part of this first step into the Continuum!

Primula - ザクロスケ
I have implemented fixes for bugs, including security vulnerability countermeasures for the game engine “Unity” used in this title.

The patch update addressing the Unity vulnerability has also been completed for other games developed by Zakurosuke.
SCP: Secret Laboratory - xEnded
Hello everyone. We hope you are enjoying the update.

We have just released a patch that will make some changes and fix a few issues that community members have reported in recent days.

SCP-3114 Changes
  • Maximum HP increased to 2300 (from 2000).
  • Maximum stamina increased to 11s (from 8s).
  • Killing a player now grants 175 Hume Shield (from 125).
  • SCP-3114 can no longer grab SCP items, experimental weaponry, or O5 and facility manager keycards.
  • Fixed keycards held by SCP-3114 not being recognized by keycard readers.
  • Fixed various possible non-vanilla exploits that could be used maliciously.

SCP-330 Candy Changes
  • Re-added view model visuals to orange and gray candy effects.
  • Extended the reach of the Marshmallow Man attack by 30%.
  • Updated orange candy visuals; the area around a glowing player is now darker.
  • Orange candy now blinds players approximately 10% farther.
  • Orange candy’s duration has been reduced to 20s (from 30s).
  • Gray candy now deals a minimum of 80 damage on every stomp, increased by how much fall damage the user would have taken.
  • Gray candy chance slightly decreased.
  • Red candy now deals 60 damage per second (from 30).
  • Flamethrower effect range increased to 5 meters (from 3.5m).
  • Red candy duration increased to 10 seconds (from 7s).
  • Evil candy is now 5x more common (from 0.1%).
  • Evil candy grants 100 AHP per kill.

Fixes and Technical Changes
  • e̷̳̔͜r̵̬̩̒̀r̵̛̻͊ȯ̸̢r̷͚̎:̸̼̀ ̴̲̺̏t̵̟̖̓̅ẖ̵̻̈́e̷̳̋m̶̧̛̳o̷̦͔̓͠o̷̠͍͒͘ñ̴̟̿
  • Emergency Door release buttons will now emit a subtle green light when able to be activated.
  • Updated SCP-1509 sound effects.
  • SCP-1509’s Hume Shield generation now interacts with AHP in the same manner as SCP-127.
  • Fixed SCP-1509 being able to hit players through specific colliders.
  • Fixed elevators rarely glitching players or items outside of them.
  • Fixed “NightVision” status effect not working.
  • Fixed “SoundtrackMute” status effect not working. Note: Though re-added to the Remote Admin, we still do not guarantee correct functionality with all roles.
  • Fixed `WaveSpawner.GetAvailablePlayers` failing in rare scenarios due to a sorting-related exception. This solves a potential disconnect caused by wave spawning.
  • Fixed zone ambience still playing after warhead detonation.
  • Fixed Micro-HID pickup not unlocking under certain circumstances.
  • Fixed SCP-096 and SCP-079 item spawn points lacking certain item exploit preventions.
  • Fixed throwable items rarely duplicating upon escape.
  • Fixed `WaveManager` referencing the wrong wave instance inside the trigger logic.
  • Fixed ragdolls having a default serial value of 0 instead of null.

Thank you all. See you in the dark.

- Northwood Studios
Theft Runner - Cahit Kemal
  • Increased the Coin sound level

  • Changed the Main Menu and In-Game music to match the action

...