Weasel Wes's Cycling Simulator - PzenQ
Tacx Flux S trainers now can have their Target Power controlled the "Custom Property" selection in the Controllable Dropdown

Also added a bunch of new flowers
Swanfield Survival - RJH-Studios

1st Optimization Pass

Adjusted LOD levels for numerous models placed in the main map

Also adjusted Max draw distance and render distances for packed level actors

There should be a performance increase with models rendering In/out at set distances now

Added Compass to UI

The UI now has a dynamic scrolling compass which displays the direction the player is facing (N, NE, NW, S, SE, SW, E, W)


Added Chaos Destruction to Rocks
Rocks now fracture on harvest and disappear after a short delay

Wasn't happy with the old method of rocks decreasing in size on damage

Changed Rock & Stone models (Stone models were too small and hidden in grass) Rock models had a high poly count which was impacting performance.

Reduced Health on Rocks & Trees, they now take 4/5 hits to destroy with the correct holdable (Axe for Trees, Pickaxe for Rocks)
Any melee weapon can now hit/destroy small foliage in 1 hit (Logs/Stumps, Stone, Berries, Cotton)

Player Damage changes
Player punch damage increased from 8 to 10 damage per hit, lowered punch damage taken from 2 to 1 damage per hit

Lowered Temperature damage when too Hot/Cold from 2 to 1 damage per tick

Lowered Starving/Dehydrated damage from 2 to 1 damage per tick

AI Damage changes
Reduced Regular Zombie damage from 20 to 8 damage per hit

Reduced Military & Police Zombie damage from 40 to 15 damage per hit

Reduced Bear damage from 40 to 15 damage per hit

Health on AI remains unchanged, they need to present a different challenge however they now don't hit as hard.

Weapon changes

Adjusted melee weapon durability for Steel Pickaxe, Firemans Axe, Machete, Crowbar, Steel Pipe & Spiked Bat. Durability is now higher and deteriorates much slower than the crafted Axe & Pickaxe

Added Steel Pickaxe, Firemans Axe, Machete, Crowbar, Steel Pipe & Spiked Bat to repair bench, they can be repaired to full durability for Zomcoin.

Increased damage per shot on all Ranged weapons with random damage deviation

Adjused Ammo drop chances from Military & Police Zombies

Added a small % chance for Police & Military Zombie to drop an AR4 Rifle or Glock Pistol.

Disabled debug spheres on AI spawn points

Fixed quest invites during Steam Session (Not currently working in Dedicated and working on a fix)

Fixed player list displaying correct icons & player names

Fixed Safezone prompt and damage protection working correctly

Fixed Safezone marker displaying on Minimap and World Map

Manifest369 - michaelffmoore

Theres now a new notification system that when you go up to certain items buildparts when you press i it now gives you instructions on how that works... this is still in development and items still being added but this is the start.

Nov 2
Digger: Galactic Treasures - RainStyleGames
Fixed an issue in the Observatory level that caused increased memory usage.
The location can now be launched on Steam Deck and lower-end PC configurations.
Due to this issue, existing saves are still usable, but it’s recommended to start a new game (all previously completed maps will be recreated).

Added asynchronous loading for saved levels.
(A loading progress bar will be added in a future update.)
Animal Times - milos.fusion29

🎨 Exciting News: We've Transitioned to Playtest! 🎨

Animal Times has moved from demo to playtest as we bring the visuals to life! We've partnered with a talented 2D artist (who's also a passionate gamer) to replace placeholder art with polished, final assets.

This means you'll see the game evolve with each update as we refine the visual experience!

Let us know what you think of the gameplay so far - your feedback helps shape Animal Times into the best game it can be.

Expect playtest updates on a bi-weekly basis. Stay tuned! 🐾

Blood & Bananas - Spotted Moth

Better displayed information, the mouse object which pops up when hovering your mouse over certain UI elements is bigger and there is more information displayed, hopefully this will improve readability and make things easier to see on smaller screens.

Spendings have been introduced. This makes the economic strategy of the game much more nuanced and fun, The spendings that have been introduced are, welfare, social, military, food tax, workers. There is also a police spending but this does not do anything until the next update. Having too low on the spendings will cause your parties popularity to shrink as well as stability. Same is true for food tax but if it's too high instead. Companies only have military and worker costs. Having low worker cost puts you at risk of a union reaction. Military spendings work like upkeep for divisions and basically becomes a force limit

If your party loses an election you are no longer in control of that country so be careful (You can always win back the election). As an authoritarian country (power level 4) or totalitarian (power level 5) you don't need to worry about elections but you will still need to worry about rebels. If you are an anocracy (power level 3) there are elections but you can rig them and also cancel them at the cost of reputability and stability.

Added a couple of more events like Vaccaro brothers being bought and a Mexico starter event to be guide your way a bit. You can now split divisions properly, some loops have been consolidated so it does not lag as bad as well as the HQ object being replaced with a list for the same reason. A lot more reasons parties shrink and grow. Made war between countries and companies have a war score, added the ability to set up a free enterprise zone if you are a company at war with a country. Smaller bug fixes

Updated tutorial to reflect changes. There may be some patch notes to fix some jank in the near future

The next update is a fun one, it will introduce criminality, cartels, loansharking, ransoms, organ trading, banks. I will also perfect rebels and protestors

Whispering Kingdom Playtest - DrSpyros

basically like fixed some stuff. Most important remvoed the Magic Softlock and the ram eating bug with fullscreen

also removed graphics settings as they seem useless.

Expect more updates

Pleasure Room - Haunted Apartment - Pjoy Games

Hey everyone! 👋
It’s been a wild ride since we first made Haunted Apartment visible on Steam and we’re beyond thrilled with how things are going!

400 Wishlists and Counting!

Since the game’s store page went live, almost 400 players have added Haunted Apartment to their wishlists! Honestly, seeing this kind of response has been incredible, we never expected this much excitement! It’s surreal watching so many people wishlisted and following our development!

If you’re one of the early supporters, thank you. Every wishlist helps the game reach more eyes and fuels our motivation to make it as fun as possible.

Don’t Miss Out

Right now, the team is deep in the trenches of development and we can’t wait to show you what’s coming next so stay tuned, and make sure you’ve wishlisted Haunted Apartment on Steam so you’ll get notified the moment the game is released!

We’ll also be sharing upcoming announcements, sneak peeks, and dev updates on our Reddit, Twitter, and Discord so if you want to hang out with the community, share feedback, or catch the next reveal early, you’ll find us there!

Thanks again for all the support, we’re just getting started, please stay tuned!

Warm Regards,

Pjoy Games

The Deep Library - AgentParsec
I've had the opportunity to play The Deep Library on Steam Deck and can confirm it is compatible. Since it has controller support, it was able to be played completely without needing to mimic mouse controls or use the touchscreen. Those options are still available, but it runs better to do it all from the controls.

Graphics-wise, it runs mostly smooth, but may have a slight framerate drop if there are a lot of particles on the screen at once. This is sometimes true on desktop as well though, so it's not a Steam Deck specific issue. Though minor, I am still working to address these issues while it is still in Early Access. (If/when this is resolved, I'll come back to this post and cross out this section.)
Terminal Shift - Digital Star Games

Hello horror game fans, hope everyone is doing great! Today the demo for Terminal Shift has been updated, featuring new visual mode and improvements. Check below for all of the changes.

Optional VHS Mode

  • Added an optional VHS mode overlay with post-processing effects and a zooming mechanic. Bringing the nostalgic analog and eerie feeling to the game. The mode can be enabled in the options, under the "gameplay" tab.

Improved Visuals
  • Some of the textures are improved, creating more depth and fidelity.

  • Added some dust particles to the airport environment.

  • More realistic rain drops on the windows.

Improved Flashlight
  • The flashlight is now more powerful, with more realistic light cone and distance.

Other News

While the game was planned to release somewhere Q4 2025, it has been slightly delayed, as I want it to be fully polished and with as much content as possible, more variations for the hidden numbers and multiple difficulty modes.

Terminal Shift is expected to launch April 2026, so make sure to Wishlist and leave feedback if you play the demo, it helps a lot! Thanks for the support!

https://store.steampowered.com/app/3856670/Terminal_Shift/

...