Draconia - Dracosis

Hello Draconians! Unfortunately the movement test has to be delayed a little and won't be included in this patch!
We will let you know when the test happens!

In the meanwhile, here is a sneek peak of the new gliding mechanic: https://youtube.com/shorts/ujoQScwZP54?feature=share

Added: New locations to explore

Added: Various new Ka'sai-only crafting recipes

Added: New crafting materials

Added: DLSS 4 support (needs testing)

Added: Epic's Mover plugin

Added: Crafting Table, Meat Cutting Table, Jewelcrafting Station and Alchemy Table to Ka'sai crafting list (No limit; require claimed area)

Added: New mover based character BP/class and type

Added: Very basic mover code and dependencies

Updated: Moved Draconia to UE 5.6

Updated: Old crafting recipe categories

Updated: Crafting recipe level requirements

Updated: Effects of consumables that can be made by the Ka'sai

Updated: Item description of the legendary pearl and the legendary Aurin nugget

Updated: All building parts now use a single resource as upkeep and repair material. The new resource can currently only be looted from all harvestable sources (they will display the "Harvest" prompt!). Make sure to swap out the materials in your totem to prevent decay!

Updated: Increased light falloff distance of 'Volcanic Torch' and 'Volcanic Fireplace' significantly

Updated: Build maker bat/EU config to include crash reporter in Linux game builds

Updated: draconiaserf plugin's Steamwork SDK

Fixed: Typos in item and crafting recipe descriptions

Fixed: Lake water not rendering

Fixed: Lake water surface scaling

Fixed: Some lighting issues that would make shadows very dark sometimes

Fixed: 'Leather', 'ipomo root' and some volcanic rock rendering settings

If you want to see more frequent news on upcoming game updates make sure to join us on Discord! Want to report a bug or want to know what other things we have on our to-do list visit our Trello Board!

SENTRY - Gary


Hi everyone,

This month we’ve been primarily focusing on all of the associated tasks surrounding our Tech system, which is replacing Passive Gear. If you missed the post that describes what Tech is, you can catch up here:

https://store.steampowered.com/news/app/1252680/view/544495527868237649
We’ve been working on a collection of Unique Tech – this is the purple ones that have a standalone and more powerful impact (previously we’d been working on the Stackable – i.e. blue ones).

You gain new Tech every battle and make your selection from a random pool on the After Action Report, so we’ve re-done this screen to allow that functionality as well as sprucing it up:


The above is still work-in-progress, but gives you an idea on how you choose your Tech (hovering over an icon will give information on each piece of Tech in a tooltip). You can equip up to five pieces of Tech in the Loadout menu, so can lean into certain play styles accordingly.

The blank “Optional Objective” is part of an accompanying system we’re currently working on. The idea here is twofold:

First, it’ll provide an extra layer of gameplay variety in combat through optional challenges.

Secondly, achieving these objectives provides a bonus you can use in the After Action Report when you choose your Tech. For example re-rolling the current selection or allowing you to make two choices – essentially giving you more control on the sort of build you want to craft in your run.

Because we’ll message Optional Objectives in the HUD – and we had a few feedback points we wanted to address – we’ve done another pass on how this looks:


We’ve got a new wave icon, changed the colours on the health and armour bars, added some improved functionality and messaging on the ammo and secondary fire modes in the bottom-right, and only have one instance of the word “BREACH” in the top-left. It’s not shown here, but we’ve moved the breach timer to be just below the middle centre underneath the phase banners.

One thing you may have noticed in the screenshots above is that our font has changed. There were a few aspects with the previous font that were problematic, whether that be how it was hard to read when smaller through to how the upper case ‘D’ and ‘O’ looked too similar – for example the “RETURN TO POD” message basically looked like it was “RETURN TO POO”. While that may have amused my immature mind, it was a good time to address those problems with a focus on legibility.

A lot of the new Tech utilises status effects, so we’re also working on fleshing them out. Their damage over time is varied and has additional gameplay effects to further differentiate them. For example:
  • Burn deals damage rapidly. It can spread between targets that are close. It can be extinguished if affected by venting and if the player repeatedly crouches and stands in quick succession.
  • Poison (which is being renamed to Toxic) performs low damage over a long period. It increases firearm spread by a % amount (more for enemies than the player). It damages armour at a greater rate than health and can be cured by healing either via dispenser or the Stim.
  • Bleed gives high damage in stabs over a short lifetime and moving above a certain speed increases the frequency of damage. While suffering from Bleed you are also weakened to other damage (the enemies even more so). Bleed can be stopped immediately by healing and if you’re wearing armour it won’t even take effect.
  • Enemies have immunities and weaknesses to certain status effects (for example the drones suffer increased damage from burning, the creatures that spit green projectiles won’t suffer Toxic damage)
Aside from the above, now that we’ve implemented playtest feedback Alex has been arting up the two new levels (Conduit and Hab), here’s a WIP screenshot of the former:


Sean has been doing some early balancing work on the equipment and enemies – with lots more to come as we look to get MU4 on a Beta Branch for testing!

From the Community
Another couple of posts this month from our community. Discord user Furious George posted this for when they roll a Chasm defense:


I’m sure everyone has a level they feel something similar :)

While fellow Discord member Fritz X posted this video regarding the general vibes for listening to the game music:


Probably a good time to say that yes, the soundtrack will be released – we’ve still got a few more tracks coming though, so we’ll wait until those are done before putting it out.

As ever, keep the cool submissions coming!



Stay up to date or provide feedback through any of the channels below:



Thanks for your continued support!

All Will Fall - Demo - Misao Kamiya
Hello, Stranded Survivor! ⚓

Just a small update today after some of your feedback on our latest major demo update!

  • Don't try drawing stress gauge if stress drawer is disabled,

  • Citizens remember how to bring resources to construction sites again.

  • Validate tasks when the game is loaded. Handle missing deconstruction sites - fixes game becoming stuck on loading older saves,

  • Fix several memory leaks,

  • Make path nodes more dense in 4x4 wood block to support citizen building from it,

  • Correctly draw the resource hut range,

  • Fix all citizens becoming stuck because of reference to non-exiting building


Wishlist & Play the Demo now

https://store.steampowered.com/app/2706020/ALL_WILL_FALL_PhysicsBased_Survival_City_Builder/


Thanks for reading Survivor! Follow ALL WILL FALL: Physics-Based Survival City Builder to stay updated. Have any feedback for us? Visit our discussion page here or join our Discord server to let us know. Keep building, just don't crumble!


SOCIAL: DISCORD | TWITTER | INSTAGRAM | REDDIT | FACEBOOK | YOUTUBE | TIKTOK | BLUESKY

ALL WILL FALL: Physics-Based Survival City Builder - Misao Kamiya
Hello, Stranded Survivor! ⚓

Just a small update today after some of your feedback on our latest major demo update!

  • Don't try drawing stress gauge if stress drawer is disabled,

  • Citizens remember how to bring resources to construction sites again.

  • Validate tasks when the game is loaded. Handle missing deconstruction sites - fixes game becoming stuck on loading older saves,

  • Fix several memory leaks,

  • Make path nodes more dense in 4x4 wood block to support citizen building from it,

  • Correctly draw the resource hut range,

  • Fix all citizens becoming stuck because of reference to non-exiting building


Wishlist & Play the Demo now

https://store.steampowered.com/app/2706020/ALL_WILL_FALL_PhysicsBased_Survival_City_Builder/


Thanks for reading Survivor! Follow ALL WILL FALL: Physics-Based Survival City Builder to stay updated. Have any feedback for us? Visit our discussion page here or join our Discord server to let us know. Keep building, just don't crumble!


SOCIAL: DISCORD | TWITTER | INSTAGRAM | REDDIT | FACEBOOK | YOUTUBE | TIKTOK | BLUESKY

Lustful Fingers - pred1ct
October 2025 – Stability & Community Update

We’re excited to announce that Lustful Fingers has now reached its most stable and refined version so far.
This progress was only possible thanks to the feedback we received from you — our players.

Over the course of development, we’ve carefully improved every aspect of the game:

Fixed all major crashes and gameplay bugs reported by the community

Enhanced interaction flow and visual performance

Refined character animations and lighting stability

Polished overall scene transitions and item logic

💬 Your feedback matters!
We encourage you to share your honest thoughts and experiences in the Discussions section.
Your insights directly help us shape future updates and new projects.

Thank you for being part of our journey and for supporting Lustful Fingers.
— Predict
Nov 3
Bible Trivia - astrogscompany

A small update fixing achievements and text. The “Spreading the Gospel” achievement has been reworked as “Go and Play”, now unlocked after starting 10 matches. Minor translation and localization improvements have also been applied.

Nov 3
MÖRK BORG Heresy Supreme - Morbidware

Greetings Cursed Walkers!

This time we are happy to show you a longer complete and uncut gameplay session during which you can check the exploration of a complete level. Of course there's still work to do and new features will come, but we really wanted to show you the stage of development in a more complete way!

SinaRun - Princesseuh؜
As previously mentioned in the 1.6 update post. SinaRun is now out of early access!



Not everything I wanted could be done, the game doesn't have quite all the content I wanted it to have, BUT, it is out, it's stable, it's done.

There are currently no more content update planned, and maintenance will be limited to bugs fixes.

Note that as the game was on discount to celebrate the update and 10 years anniversary last week, it is not possible for me to provide a launch discount due to Steam limitations.

To new buyers: I hope you'll appreciate the game! It can be a bit hard at first, the movement is a bit different from other games, but if you stick with it, respect that there's intentionally a lot of inertia... I'm sure you'll eventually succeed and become the best.

Thank you very much everyone for this adventure. See you again for another game, perhaps. ːsinafaceː
Jurassic World Evolution 3 - pcrowther

"Hours upon hours of management sim zen" - IGN

We have been absolutely blown away by the reception to Jurassic World Evolution 3!

Thank you for the support and for sharing all your amazing creations with us.

https://store.steampowered.com/app/2958130/Jurassic_World_Evolution_3/

Cut That Wire - ThePing
Smaller group but same chaos!

You ask, We deliver! Now you can play Cut That Wire with 3 players!

...