Worldless - nonamestudiosbcn

Hey everyone! 👋

Can you believe it’s been two years since Worldless launched? Time really flies!

We’re beyond proud of what we’ve built and so grateful for everyone who’s joined us on this journey.

So… we’re throwing a month-long celebration! 🎉

Here’s what’s coming:
Steam keys giveaway — jump in and play Worldless for free (or share the key with a friend who hasn’t played it yet!)
Edda figurines giveaway — because we know how much you adore them.
Physical editions raffle — a collector’s dream!
✨ And all month long, we’ll be posting exclusive content on X and Bluesky: polls, new wallpapers, bits of lore, and more!

Thanks for being part of the Worldless family 💙🧡 Let’s celebrate together!

The Noname Studios Team

Neon Strike - dreamware.games

This update improves performance, stability, UI/visuals, and gameplay consistency across all modes.

Tactical
  • Timer now starts when player first triggers a move

  • Fixed bug where ejection line direction was pointed inwards to walls

  • Fixed continue bug on final level

Infinite
  • Fixed memory leak in geo-object pooling and caching

  • Center player sphere to the target it is attached to if it drifts off too far to the side; except for the top target when it starts moving (that one you still have to time to hit 😉)

  • Top target starts moving a bit later in game, and moves 5% slower than before

  • Increased bomb power-up spawn probability by 5%

UI
  • Fixed "Back" support in menus for backspace on keyboard and "button east" on controllers (B on Xbox, circle on PS etc.)

  • Fixed aspect ratio handling and adaptive layout

  • Corrected leaderboard typos

  • Trimmed usernames to fit one line

Effects
  • Optimized explosion fragment caching to reduce CPU load

Echoes of Red Playtest - TERMAX Studios
Major Addition
• Added a new menu to monitor real-time statistics!
Includes over 50 stats, with values that automatically change color depending on whether they are positive or negative.


Buff
• Increased fire particle count (+50% on enemies, +100% on Flame Burst)
• Damage numbers above enemies are now larger (font size: 3 → was 2)
• Cluster Bomb throw interval reduced to 2s (was 3s)

Fix
• Fixed equipment not being properly removed when skill points were depleted
• Fixed the “unavailable” icon not showing correctly on non-equipable/removable/purchasable equipment
• Fixed an issue where status effect icons and particles weren’t activating correctly on the boss
• Fixed an issue in-game where language buttons overlapped, triggering their sound every frame

Player Balancing
• Slightly adjusted the way damage reduction is calculated

Enemy Balancing
• Explosives and Bloaters can now occasionally take a small perpendicular step to dodge incoming bullets
• The slow-motion effect upon defeating a sub-elite now only triggers if it’s within a certain radius of the player

Others
• Replaced every incorrect use of “projectile” with “bullet” in the English version
• Replaced all instances of “probability” with “chance” in the English version
• Most upgrade descriptions have been recolored for better readability at a glance
• The Magnetic upgrade has been renamed to Magnetism
• Mineral upgrade descriptions have been updated to match the terminology used in the stats menu
• Added a currency icon next to weapon prices
• Added a clearer indicator showing which equipment level is currently selected
• Slightly adjusted the color of the currency icon for consistency with other icons
• Skill points now shake when reaching 0
• Added a scroll sound to the pause menu while in-game
• The vulnerability icon size on enemies is now proportional to the enemy’s size
• Added a limit to the number of bounce and pierce visual effects to improve performance in heavy scenarios
• Updated the visual effect for bullet piercing to make it much clearer
Trials of Valor - bermrad

Version 0.7.0 is one our biggest update so far!

It brings controller support with optimizations for the Steam Deck.

Trials of Valor on Steam Deck

The game is playtested on the LCD-version of the Steam Deck, meaning any OLED model will run the game even smoother.

We have used Medium graphics settings and the fps gain varies depending on map.
Our main goal is to always run the game at 60+ fps, which we hit on most non crowded maps.
Out secondary goal is that the gameplay should never appear choppy or drop below 30 fps.

Without fixating on numbers, we feel confident that the performance is good on medium and low graphics.

We bought the Steam Deck for this game, but we instantly loved using it and will continue to optimize the game for it. We will test all the future updates and maps to ensure they work well on the Steam Deck.

Controller support

We put a lof of effort into adding controller support. We have reworked the UI to feel more natural with the controller and also added tons of new scripts to handle various controller scenarios.

Of course we also made sure to keep the keyboard and mouse support working just like before! 😄

Here are some features we have implemented

✅ Virtual mouse support (right stick)

✅ Menu navigation using left stick/d-pad

✅ Rumble (Controller vibrations)

✅ Toggle rumble on/off

✅ Set the rumble intensity from 0-100.

✅ Rebinding controls in the settings menu

✅ Quick shortcuts for buttons (hold a controller button to press an in-game button)

✅ Hotswapping between keyboard / gamepad

✅ Different icons depending on controller type (Xbox, Playstation, Nintendo, Steam Deck)

✅ Easy drag & drop mode for controller (click once to drag items instead of holding)

✅ Tutorial shows controller icons instead of the keyboard buttons

We have let several people try the game using a controller and did some tweaks based on that feedback. Our latest feedback is that it works great since we offer the ability to rebind the actions.

General improvements
  • The Warrior has a new starting charm

  • Improved graphics on High

  • Reorder abilities from the abilities menu (drag and drop)

  • Selecting an ability reward lets you pick another one if you changed your mind as long as you didn't confirm the current one.

  • Improved kill-cam (ranged abilities will focus on the hit target)

  • Arrows will now stick to the hit target
    General performance / Engine optimizations

  • Improved settings menu (new animated design, controller navigation)

  • New gear modifiers (both positive and negative)

  • New event (voiced by the streamer Zflocco https://m.twitch.tv/zflocco/home)

  • Shop rework (offers more items and of higher quality)

  • General bug fixes

Nippon Marathon 2: Daijoubu - Wedy Jones

Konnichiwa minna-san! 👋

Wedy Jones here with exciting news…

We’re kicking off creator outreach for Nippon Marathon 2: Daijoubu,  and we need your help to spread the word faster than a shopping trolley on a downhill slope!

🎮 About Nippon Marathon 2: Daijoubu

Nippon Marathon 2: Daijoubu is a physics-based party racer inspired by Japanese game shows, packed with slapstick chaos, unpredictable hazards, and fruit-based combat.

Contestants dash through wild obstacle courses, dodge swinging bamboo men, and chuck melons at their rivals, all while dressed in lobster onesies. 🦞🍌

The indie devs behind it grew up on Takeshi’s Castle and Mario Kart, and Daijoubu is their love letter to that era. No setup. No fuss. Just pure, plug-and-play fun; a throwback to when cartoons ruled Saturday morning TV and cereal turned your milk blue.

Nippon Marathon 2: Daijoubu is nearly ready to launch into Early Access, but first, we want to share the experience with content creators.

🥇 We Need YOU to Play Nippon Marathon 2

We’re looking for streamers who get it

  • The Takeshi’s Castle energy. 

  • The fruit weapon carnage. 

  • The glorious joy of knocking your rival into a pile of Shiba Inu and watching the chaos unfold.

The kind of folks who dive in, embrace the madness, and turn every wipeout into a highlight reel.

💎 Creator-Only Perk: Shika Shika Deer Town

Not only will you be supporting a micro-indie team and helping more people discover the weirdest marathon in town, you’ll also unlock an exclusive stage not featured in the public demo:

Introducing Shika Shika Deer Town:

Dash through a “traditional Japanese temple” lovingly mismanaged by the local deer population. But watch your step: one wrong move and they might knock you straight into a surprise boss battle against their ancient enemy… the Ceiling Licker (yes, really).

🎮 More Game Features

There’s also more fun content to enjoy with your community

  • 🎮 Solo + couch multiplayer for maximum melon mayhem

  • 📸 Photo Mode (located in the Pause menu)

  • 🦞 Lobster onesies. Always lobster onesies.

  • 🧑‍🎤 Create-a-Contestant mode

  • 💃 Podium poses and secret dances

  • 🍍 Fruit weapons galore (banana peels, cucumber swords, homing melons…)

🎁 Request you key

Know someone destined to dash, dive, and fruit-bomb their way to glory? Tag them on socials and unleash the chaos! 

Or if you’re the melon master in question, fill out our Key Request Form and join the madness.

 

Request your Key

 

🔜 Coming Up Next:  What is DAIJOUBU?

The devs have been a little out of sync (moving house will do that!), so let’s head back to school and uncover the true meaning of DAIJOUBU.

What does it mean? Why does it matter? And how does one word capture the wild, joyful chaos of Nippon Marathon 2 - so much so, it made it into the title?

Let’s find out together 🍌

So until next time…
Stay Daijoubu,
Wedy Jones

Scrabdackle - jakefriend

Patch notes for 0.5.09b:

  • Gameplay

    • Peeky's 'full region' bits reward has been upped from 10 to 25

    • Removed 'corner bombs' from Waking Fossil's last phase

    • Updated Ruins Hounds' pursuit code; they no longer start running at max speed

    • Fixed Ruins Beast leaving its damage hitbox active for 2 seconds post-death (sorry, Harper! 😅)

    • Garbage Eater can correctly be 'damage pierced' with the Witchbrand when slashing it when it's inside its bin.

    • Lots of once-absent speaker tags populated for various 'nameless' NPCs

  • Other

    • Save stones no longer flicker the 'generic stone' texture on room entry

    • Cleaned up a few last spots still using the 'old' fonts

    • Updated some last placeholder UI SFX

    • Fixed dialogue bubble size rendering issue

    • Updated pause screen collection total handling, and explanatory message

    • Technical change to how fullscreen mode is handled - if your device had the rare black screen error, that shouldn't happen anymore

    • VSync added as a settings option (it used to only ever be off fwiw)

    • Fixed Skrine boons disappearing from the HUD upon respawn or reload

    • Resolved glitchiness with textures on certain room transitions

    • Fixed mousewheel not working for navigating dialogue for some players

    • Fixed notebook table of contents' right page being out of alignment

    • Removed a small mouse click deadzone along the top of the screen (in the ruins)

There's also a bug report icon/link on the main menu now! It goes to a database managed by Fellow Traveller that I have access to. (I am saying this in the hopes of no one submitting jokey reports thinking only I'll read it...!)

Most of what I've been up to the past few weeks has been final prep on Act 1 content - there's some stuff in the game I'm really proud of, but I've had to really hustle to jam it in before launch 😅 I'm gonna get back to that - but I'll be back with some news pretty soon!

-Dev mode Jake

Zombie Hunter, Inc. - cubrman

We are planning to attend Games Gathering conference at the end of November, that is why this October we focused on preparing our Sewers level for playtests and making our bandits as smart as possible, as they will be stars of our show.
https://youtu.be/jFUruPOWWnsOur bandits can now hide behind obstacles when you engage with them. They can also cover their buddy with supressing fire, while he is repositioning. Bandits can also patrol a large space and search for threats.

Sewers level now features a number of tunnels and can be played from start to finish. It is still a temporary level, as we plan on removing/updating large chunks of it after the conference.


Nemire - Shattering Pie

Necromancers,

We have collectively summoned 4020 undead and killed 23327 humans. Thank you for doing your part.

Honestly, Deathbringer update went better than expected, a lot of new necromancers have joined our mission and I hope for many more to come.

Steam Scream Fest is coming to an end in about 24 hours, which means that this is the best time to grab the game before the sale ends.

As always, I'm open to feedback and thank you!

/Egi

Nov 2
Black Parallax Playtest - Oppy
Patch Notes
  • Fixed an issue that caused some settings to not be saved.

  • Slightly improved menu navigation.

  • Added UI for equipping weapons.

  • Improved visuals for Lantern's glow effects.

  • Added the ability to hide help text.

Nov 2
EraClicker - EDU

Bug Fixes:

  • Random Event Bonus Fix: The random event bonus will now be correctly applied to the clicker value, ensuring the bonus is added to the player's click value.

User Interface Improvements:

  • Number Formatting: When receiving a random production event bonus, numbers will be displayed in a more readable format, using abbreviations like "M" (millions), "B" (billions), and "T" (trillions) to make large values easier to read and improve the player experience.

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