X-POINT - Scanarri

Hey everyone!

The update took a bit longer than expected — a 20-day delay due to some serious technical issues with the engine))

But it’s all fixed now — everything’s working perfectly!

Yeah, I had to rewrite some massive algorithms since I finally hit the limits of UE 4.18.3 )))

What’s New

Improved array-handling algorithms

Redesigned how arrays with interruptions are processed — for smoother network gameplay and reduced RAM usage on your PC!

New Unit: A7 Aircraft Replica. Acts as a frontline fighter. Carries a serious amount of weapons but has light armor.

New Unit: Z21 Helicopter Replica. Essentially a twin of the AH-64, with similar performance and role.

New Unit: Yak-25 Aircraft Replica. Serves as a reconnaissance plane — perfect for gathering intel.

New Unit: P-1 Anti-Submarine Aircraft Replica. Performs the same role as in real life — carries lots of torpedoes, has slightly shorter radar range but improved depth detection.

Ka-58 Replica Rework. Completely rebuilt model and updated specs! Visual stealth transition removed — the jammer now operates constantly.

Attica Map Update. Added the new “Central Beach” district — a shark-net-protected beach with vacation houses, sunbeds, and a bar. Also added informational road signs across the map.

Millenia Kassadi 48th Weapon. Added a silenced pistol (based on the PB pistol).

New Pickup Type: “Hyena”. Equipped with a cruise missile (UAV-like behavior). It’s cheap but deadly — the missile is slow but hits with a medium warhead.

Radio Logic Fix & Audio Optimization

Fixed weather detection logic for the radio and recompressed all audio — now uses less RAM!

Thanks for your patience and support!

This update was a tough one, but it pushed the project forward — and the game’s running smoother than ever.

Awurda First Wave - fatihyarcin025

Awurda: The First Wave is now available on Steam!

You awaken in a dark world where all humans have disappeared. It's up to you to unravel the secrets of the lost and confront your own past.

⚔️ Intense action and swordfights blended with special powers

🌍 Platforms, enemies, and mysterious dungeons

🕰️ Battle time itself!

A 30% launch discount is available for a limited time!

Add to your wishlist, share with your friends, and leave a comment to show your support—everything is appreciated. ❤️

Remain - BO_BOSS
  1. Fixed the issue where drinking water didn’t update the character’s status/attributes.

  2. Fixed the issue where stones on the ground couldn’t be collected.

  3. Fixed the initial login issue causing incorrect arm display and input being unresponsive.

  4. Fixed the issue where items held in hand couldn’t be dropped.

  5. Adjusted certain item attribute values and spawn probabilities.

  6. Adjusted some character attribute values.

  7. Added initial supplies and a building hammer for the character (usable in the construction system).

  8. Improved hit detection accuracy for both the character and NPCs.

  9. Tuned ragdoll parameters for some NPCs (to prevent corpses from flying into the air after death).

  10. Fixed abnormal NPC actions such as “blocking” and “strafing” during combat with players.

  11. Fixed the issue where weather status did not refresh.

  12. Fixed the issue where NPC quest points were occupied by other players and could not be interacted with.

Fishing Shop Simulator - Sinqnew

This is on the beta version of the game - Join the community discord if you'd like to join the beta! This content will come to the demo, just not until its confirmed to be working well.

  • New - Dog now has a feeding mechanic, you can buy feeding bowls and pet food from the store

  • New - Dog will eat once a day - Dog will then poop (You can't clean the poop yet - But it will disappear after 3 hours) and get hungry again

  • New - Dog loyalty system - If you keep dog fed, her loyalty will go up which you can see in stats menu. Petting her once a day also slowly increases loyalty!

  • The loyalty mechanic does not do anything yet - But your game will save its progress. In the future we can decide what to exactly use that stat for

  • New - Dog houses/beds, dog will travel to those to nap in instead of just sleeping in the dirt

  • New - Trashcans now give a refund to trashed furniture objects - Current trashcan is 40%, I plan on making a level 1 trashcan later

  • Trashing fish won't get you money, you can still trash fish though. Plans in the future for composting/recycling unwanted fish

  • New - Left Click Interactions - Switching any objects that needs you to left click to showing a blue outline. Dogbowls and garbage cans are the first switch. Building tables are more complicated so they won't have this yet!

  • New - Building previews now face your direction when activated!

  • Balance - Display Selling table 1 - Reduced the building restriction collider so its more forgiving for placement

  • Bug - Front direction of cardboard display selling table was wrong, fixed but your saved game might now have them look off

  • Bug - Foil Carp was missing a icon, fixed

  • Bug - Casting audio sound was ignoring all volume settings, fixed

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

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