Big Helmet Heroes - frms820.steam.xk79n6

Hello everyone,

We’ve heard your feedback about the unavailability of co-op mode when using both a controller and a keyboard. Today, we’re rolling out a hotfix to address this issue.

Patch note:

  • Fixed an issue that prevented co-op play with a keyboard and a controller simultaneously.

Enjoy the improvements, and keep your adventures going!

https://store.steampowered.com/app/2397250/Big_Helmet_Heroes/

Glory On Pluto - LittleBigEars

A run towards Glory!

Nov 3
Seasons of Solitude Playtest - ninjarithm
Gameplay Changes

  • Introduced separate Action Point pools for the Exile and Echo, allowing independent movement and actions per pawn.
  • Action costs are now shown with clear percentage indicators, making it easier to understand how hunger and thirst affect efficiency.
  • Tile yields that have dropped due to depletion are now visibly marked on the tile, giving clearer feedback on overused areas.

UI & Clarity

  • Added an on-startup tip explaining that lower Hunger and Thirst values are better, helping new players understand survival dynamics.
  • Updated in-game UI to better highlight which pawn is active and how their Action Points are consumed.
No More Room in Hell 2 - kenneth.bourgon

Hello Responders,

Hospital launched one week ago, and player feedback highlighted a few glaring issues that we wanted to address with a hot fix (0.7.0.1). These fixes focus on combat, the legibility of an objective in Beaulieu (in all languages) and an uncommon crash issue.

Bug Fixes

Combat

  • Fixed an issue where hits against zombies would register inconsistently

Gameplay

  • Reduced the number of bodies required to complete the Beaulieu Hospital wards.

  • Fixed an issue where players who entered deep water would continue to experience water effects, including getting killed if they go too low in the map which could block players in Power Plant and Hospital.

Localization

  • Updated some objective strings to ensure that the English names of objective are shown in the compass and match the in-world English signage for the ward (for example, “Emergency Room” will be present in the compass and lobby signage regardless of language set).

UI & UX

  • Increased the range where objective markers would appear for bodies in Beaulieu Hospital.

  • Added objective markers to guide players to the wards in Beaulieu Hospital.

Server & Client Stability

  • Fixed an uncommon crash during extraction in Beaulieu Hospital.

No More Room in Hell 2 is still in Early Access, and your feedback is shaping every step forward. Report bugs in-game, on Discord, or at https://nmrih2.com/support.

Stay safe out there,

The NMRIH2 Dev Team

Hammer of Pain - Cypher
⚒️ Hammer of Pain Joins the Metroidvania Fusion Festival! 🎉

🗓️ November 3–10

We’re thrilled to announce that Hammer of Pain is taking part in the Metroidvania Fusion Festival on Steam!
It’s an amazing celebration of exploration, combat, and discovery - a perfect fit for our brutal, atmospheric world.



Follow the Festival Page → https://store.steampowered.com/developer/humanqube/sale/MetroidvaniaFusionFestival



Thank you for supporting Hammer of Pain !
-----------
Also subscribe to our social networks!

Prosperous Universe - molp
October was a busy and exciting month for Prosperous Universe! Between a new release, a few tricky bugs, and some long-overdue maintenance tasks, the team made good progress on both the technical and game design fronts.

The month kicked off with a short but productive in-person meeting at simulogics HQ. With a public holiday making for a short week, the team focused on marketing and organizational topics. In parallel, Michi took on a side quest to clean up and modernize parts of the client's build system. This meant diving into some old dependencies, including a decade-old orbital mechanics library used for ship trajectories. After a bit of digital archaeology, he ended up forking the project, modernizing its build process, and even publishing it as a new npm package — a fresh start for some of the oldest parts of the codebase.

Meanwhile, preparations ramped up for one of the year's most significant updates: the Colonization release. This update introduced colony ships, a major step toward expanding the universe and player options. Michi spent a lot of time testing migrations, running automated checks, preparing the world data, and coordinating communications — including release notes, newsletters, Steam announcements, and translation updates. A stubborn bug in the faction contract system also got squashed just in time for release.



When release day arrived, it came with its fair share of drama. During final testing, Michi discovered a navigation bug preventing colony ships from reaching certain detached sectors — a result of a subtle migration issue. Thankfully, the fix came quickly, and the release went ahead as planned. But the excitement wasn't over yet: a database hiccup during deployment caused a bit of extra stress while the servers were offline. After some quick troubleshooting and switching providers, everything came back online smoothly. On the bright side, the new inventory system, rebuilt months earlier, went live without anyone noticing — always a good sign!

Following the release, the inevitable wave of bug reports came in, but thankfully, nothing too dramatic. Michi spent the following week patching graphical glitches on the universe map caused by recent rendering changes in three.js. Some colors and filters needed adjusting, and there were a few precision-related gremlins in inventory transfers that required careful fixing. Floating point math made another appearance, but the issues seem to be resolved for good this time.



With the Colonization update now stable, focus shifted back to the upcoming Gateways feature. Michi's main goal is to get a test version ready for player feedback soon. This new feature will continue to expand the possibilities for interstellar logistics and cooperation.

On the community and business side, Martin shared some bittersweet news: after nearly ten years, simulogics is phasing out physical perks from supporter packs by the end of 2025. Between the logistics effort and the low demand for items like shirts and art prints, it made sense to focus on digital content instead. Players who still want to grab a pack with physical goodies can do so before December 31st.


Click the image for the full report

You can find the individual devlogs here:

Side Quest - Development Log #501
Launch Colony Ships! - Development Log #502
No Path Found - Development Log #503
Precision Problems - Development Log #504
We are phasing out physical perks

As always, we'd love to hear what you think: join us on Discord or the forums!

Happy trading!
Randomice - Did'
Sunfinity - Scarfel
Hey kids! Grandpa George finally fixed that mess: now when you buy a cactus or a wind turbine, your money is correctly deducted. No more crashes, no more free purchases… unless you dream it! 🌵💨
Enjoy your new machines and keep farming like pros.
Dwarf Fortress - Not Alex
Attention Urists!

The Siege Update is available now! This update completely revamps the way enemies invade your fort, empowering them to dig, build bridges, and overcome old standby defences like water or lava. Invaders will be smarter and have new weapons, but dwarves will also have new defensive tools as well. And to celebrate, the game is currently 20% off until November 10th!

Release notes for 53.01:

This is the Siege Update. Invaders should cause some more trouble now. Aside from a few minor things mentioned below, you don't have to create a new fort or world for this update.

We've done about half of the possible changes we were contemplating on the roadmap and we will certainly be doing some more, especially the magical stuff, as work continues. This update is a nice self-contained improvement for regular siege behavior, so we're posting it without further delay.

Siege update - Attack
  • Invaders can build stairs and floors.
  • Invaders can break down constructions and many blocking buildings
  • Invaders can bring battering rams to bash through constructions and buildings.
  • Invaders can dig through natural walls (including trolls with great picks in new worlds.)
  • Invaders can be lead by historical military-related position holders.
  • Invaders track where deaths and trap incidents have occurred and eventually plan to avoid them.
  • Invader army composition is more varied, and invaders have different behavior roles.
  • Invader can be more skilled and have better equipment.
  • Invaders can free their caged companions.
  • Goblins use more of the underground creatures (in new worlds.)
  • Flying invaders and invaders with flying mounts behavior improved.
  • Invaders enter over a wider edge width.
  • Difficulty settings allow you to change invader behavior and add restrictions.

Siege update - Defence
  • New bolt thrower siege engine. These fire regular bolts and can be freely rotated to any direction if an operator can stand behind it.
  • Catapult and ballista siege engines are placed with fixed firing arcs but can target in the full arc rather than firing only in cardinal directions, and they can fire vertically somewhat.
  • Boulders thrown by catapults explode on impact, ejecting sharp rock shards.
  • Reinforced walls can be made with two building material and one metal per tile. These are much more resistant to damage.
  • Materials of constructions and buildings matter more for damage amount.
  • Siege operators aren't as quick to abandon their positions.
  • Added siege operator default work detail (in new forts.)
  • Made fortress patrollers more careful to hit the nodes of their routes exactly.
  • War dogs should stay with their masters when their masters have squad orders.

Audio updates
  • New song Danger Room! Plays in the lively tavern.

General updates
  • Made carrying of the wounded more reliable.
  • Fix for non-square worlds.
  • Fix for archery training so they use unquivered ammo stacks properly.
  • Fixed issue with cavern critters sometimes failing to enter the map.
  • Fixed issue causing wilderness populations to slowly drain.
  • Fixed necromancer experimentation.
  • Fixed a typo in post world generation settlement placement.
  • Major optimization for pond filling.
  • Some general optimization and memory safety cleanup.
  • Fixed some plural names.

Watch the Out Now trailer that shows off the update features:




Some FAQs:

Q: Will other factions be effected by the changes?

A: The humans have little pack mules and can build stuff using the blocks they carry. They can also mine with regular picks, so they are slower than trolls but they can do it. And they have battering rams.

Q: Can I use old saves with this update?

A: Old saves should still work with the update, except for great picks and the new mounts which use the new behaviours. If you load an old save, trolls will come with small picks instead of great picks.

Q: I want a more peaceful experience. Is there a way to adjust or turn off sieges?

A: Yes! You can turn off digging, deconstructing, and building separately, and also toggle the speeds. Or you can turn them off entirely.


Mod Jam Results



We just concluded the first official Dwarf Fortress mod jam, Creatures of the Night. We ended up with a menacing collection of mods that you can download and try out for yourself in the modpack. We also did a showcase stream with Tarn and Putnam and you can watch the VOD here. Thank you to all the participants and organizers who put in a ton of work to make the event happen. Special thanks to DPh Kraken, Squamous, dikbutdagrate and rome of oxtrot for their expert help. We hope to do another event like this in the future.

Dwarf Fortress Merch

We have some cool merch lined up for all you collectors and vinyl heads out there. The Dwarf Fortress Adventure Mode vinyl is up for https://gamemusicrecords.com/product/dwarf-fortress-adventure-mode-soundtrack-vinyl/. It includes two LPS with original artwork by by Tomáš Duchek and Kitfox artist Thea Kent. And the first 1000 pre-orders get a special 1st edition version of the set. The B-side also includes the new track Danger Room! which is part of today's update in-game.



There's also the Serenity Forge 20th Anniversary edition, which is up for pre-order now. Serenity Forge has provided us with a well-rounded preview of the gorlak plushie in all his (backside) glory!



If you'd like to discuss the update with your fellow urists, come visit us in the Kitfox Discord. Show off your advanced defence setup!

-Alexandra
Warhammer 40,000: Warpforge - Cunz_rac

Become a legend among the Space Wolves with this week's new cosmetic bundles! These bundles are also a great chance at delving deeper in The Vault and getting more exclusive items. This weeks bundles include:
- 5 Vault Tickets and a new 'Fell-Handed' title
- 10 Vault Tickets and a new 'Bjorn the Fell-Handed' Avatar

All cards currently exclusive to the Vault will also become collectable 4 weeks after the Space Wolves' release, but this is your chance to get them early. Rend and tear your enemies at the command of the spawn of Russ!
...