Hi guys!
We are thrilled to announce that The End of the Sun is part of the Ancient Costume Game Festival,
Taking place 3-17 November on Steam.
Check out all these amazing games!
https://store.steampowered.com/app/912840/The_End_of_the_Sun/

Explore The End of the Sun and Arctic Awakening — two story-driven adventure games connected by atmosphere, mystery, and emotion.
👉 Available now together on Steam! Check out!
https://store.steampowered.com/bundle/61807/Arctic_Awakening_x_The_End_of_the_Sun/
	
	Hey everyone!
We're so excited to announce that Otterly Lost demo is finally here!
The demo covers a small piece of Otto's adventure. We hope you'll enjoy getting to know the characters, exploring at whatever pace feels right, and discovering a bit of the story along the way.
It's been such a journey getting here. Please feel free to share your thoughts, any issues you run into, or just moments that made you smile. Your feedback helps us make it better as we keep developing the full game.
If you want, you can also join our Discord from here:
Thank you for being part of Otto's journey đź’™
https://store.steampowered.com/app/4079110/Otterly_Lost_Demo/
	
	There was a small bug where buying the chef skin said you had the seraphim skin when you didnt, and buying the seraphim skin said you didnt have it when you did. This is fixed, I also tweaked the dashing so you dont feel so slippery, as well as adding an inventory system instead of picking up items and dragging them around. You can hold up to 3 items at once and they travel between levels, so you can stockpile bombs or something 
Also real quick, 3 crying kids wanted to review bomb my game cause I called out one of them for their dumbass racist reviews, so it would help a lot if you left some positive reviews.
Gonna leave these here :)




	
	This update brings significant stability, balance, and performance improvements to Desktop Heroes. It also introduces key quality-of-life changes and sets the stage for larger content and balancing updates coming soon.
We’ve been investigating reports of save issues but haven’t been able to fully reproduce them yet. As an interim solution, we’ve added an error notification that appears when a save fails. This allows players to notice failed saves early and take corrective action (such as restarting the game).
 We’re also gathering more feedback to identify when and how the issue occurs. Expect further improvements to error handling in upcoming updates.
Idle gameplay has been optimized for smoother and more efficient progression.
Skill bar slots increased to 8, giving you more flexibility in combat.
Auto Skill Mode: You can now toggle auto usage by holding down a skill icon.
Added clearer Auto Skill indicators for better visibility and control.
Adjusted gear EXP income to better scale with higher-level equipment.
 At later stages, gear that provides higher EXP income will become more common, improving long-term progression.
Fixed the pause overlay sticking issue.
Cleaned up events not being cleared during dice rolls, improving stability during repeated rolls.
General performance optimizations across multiple systems.
Updated several assets in preparation for an upcoming major balancing update.
 While this doesn’t include visual overhauls yet, it lays the groundwork for future improvements.
Fixed an issue where the Assassin’s Toxicity skill could prevent the game from saving.
Thank you for your continued support and feedback. Each update brings us closer to a smoother, more balanced Desktop Heroes experience. Keep sharing your thoughts to help us improve even further.
	
	
	
	After having been part of the Community Vote at the DevGAMM Awards 2025, Backrooms Level X is now in its Steam event! The DevGAMM Awards Celebration is taking place between the 3rd and 9th of November, and you’ll be able to see all the highlighted titles of the event during this time.
If you’re interested in finding more about Backrooms Level X, the game has just received a huge update with new content, more specifically two whole new levels and many other improvements. Make sure you check it out if you’re a fan of the backrooms!
https://store.steampowered.com/app/3303230/Backrooms_Level_X/
	
	Greetings, medievalists!
Let's talk about another thing you've been vocal about. Let's talk about combat management. Right now, once the raid on your settlement starts, things can get... micromanagy. Draft settlers next to a gate, put some archers on the wall, assign someone to a siege weapon... you know the drill.
We want to save you some time with these actions and that's why we'll be introducing rally points. Once you build a rally point, select what settlers you want to tie with it and with what stance. Once the time for fight comes, use the alarm button within the rally point will draft selected settlers and make come to it:
Alright, but this doesn't solve the issue, it just compartmentalizes it. Depending how many enemies spawn during the raid and how many settlers you have, selecting every rally point and using its alarm button could also drag a bit.
That's why we are introducing Bell! With the bell, you'll be able to activate all of the rally points. You can even customize which one you want to activate and even jump to their location.
All of this should make the flow of combat (or preparation for it) a much better experience. Niiiiiice.
How does it all sound to you? Let us know in the comments. This will come in the next big patch, but still working on fine tuning stuff. There are still more talks to do, more awesomeness to reveal. See ya in a week. Until then...
Stay medieval!
	
	If you want to receive a Steam Key to test the game join our discord server. 
Link: https://discord.gg/nAurUb2MUE
	Devgamm has officially kicked off and will run from November 4–9, and Steel Ark is part of it!
You can find our demo featured during the event, along with many other amazing indie titles.Â
In case you missed: the demo is open for EVERYONE to play!
	Hey everyone, It’s been a little quiet from us lately, and for good reason. The team’s been heads down, deep in the skies of Elysium, bringing the world closer to the one we’ve always imagined. Every floating island, every clockwork creature, every bolt and plank on your airship, all of it has taken shape piece by piece over the last few months.
We wanted to wait until we had something truly worth showing you. The truth is, Echoes of Elysium has grown so much since the last time you saw it. Systems are tighter, visuals are sharper, and the world feels more alive than ever. We’ve been testing, rebuilding, and polishing every corner of the game to make sure your first journey through the clouds feels magical from the start.
It’s easy to lose sight of how far things have come when you’re in the middle of it, but looking at the game today… We're proud. Not “done” proud, because there’s still a lot to do, but proud of what it’s becoming and of the team that’s been quietly pushing toward this moment.
We can’t say too much just yet (though you might want to keep an eye out for the next few days đź‘€), but what we can say is that Echoes of Elysium is really close to letting its sails loose.Â
Thanks for being patient with us while we built this world. We’re almost ready to show you what’s next, and we can’t wait for you to see what’s waiting above the clouds.
In the meantime, here’s a sneak peak from our most recent build.
The Loric Games team


