Step into the role of an undead knight on a relentless journey against hordes of dark enemies. In Dimachaerus, Gigantic G’s latest hack’n slash, you dive into a medieval world with cartoon-style visuals, intense combat, and thrilling challenges.
Explore dangerous environments, battle through armies, dodge deadly traps, and switch weapons to unleash unique combos. Thinking fast is your only chance to survive.
Download now and unleash your fury from the shadows.
New position for female-female, female-shemale, male-male and male-shemale couples

With some Steam Input plugin issues slowing development down a bit, we're finally on to the 4th Alpha test and, after some bug fixes, the last normal level of Episode 1, E1M7!
Shotgun pellets reduced (15 -> 8)
Shotgun spread reduced
Shotgun max damage reduced
Shotgun min damage increased
Fixed drone explosion type
Fixed ambient sound overlap on spawn
Redid gibbed enemy sprite
Fixed player projectile spawn bug
Improved blood sprites
Fixed enemy bleeding location
E1M2 visual improvements
More models
More materials
More sprites
E1M6 soundtrack
New easter egg
Fixed red texture issue on Linux
Technically a performance increase for Windows + Linux, but probably not noticeable
Fixed texture transparency on Linux
Also a performance increase for Windows + Linux, but this one actually might be noticeable
Added audio ducking for music
Bowling minigame added
Creatures and Cryptids radio show added
Removed Steam Input
Fixed end level enemies killed + max
Alpha Test 4 Released
Increased max sounds (24 -> 128)
Fixed claymores still using particles

A new round of celebrations is underway! Log in to receive the SSR Support Card \[Winning Dream] Silence Suzuka, up to 6,000 carats, and a new celebratory outfit for your trainees! Earn additional rewards through limited-time missions, and be sure to also peek the celebratory story event!
https://store.steampowered.com/app/3224770/Umamusume_Pretty_Derby/
Hello everyone, we know we’ve been relatively radio silent on the current state of affairs. In this blog post we want to talk about what exactly has been happening.
When we came together to create PASS Fortress, we had one goal in mind: to make TF2 work exclusively for 4v4 PASS Time. This was a simple goal and one that we’ve achieved, yet our game isn’t out..? What’s going on?
Originally, we aimed to release PASS Fortress during the summer of 2025; with a plan to update and support this version of the game with new features and experiences. We never announced this explicitly, but the Steam store page advertised a 2025 release date. However, as we kept brainstorming, our ideas kept piling up. Every idea contributed something to the game and felt like a natural addition to the PASS Fortress experience.
The truth is that we are all very passionate about making this game into the best it could be. Over time, we have gotten a better idea of what we want PASS Fortress to be. Our volunteer developers (unfortunately) are only a few members; they also have loving families and their own personal lives.
We are just as heartbroken as everyone who has been patiently waiting to say that we will be delaying PASS Fortress. Simply put, we have many new essential features planned that are not complete yet. Releasing the game right now would not live up to our expectations for a definitive 4v4 PASS Time experience.
TL;DR:
PASS Fortress will be delayed.
We have too many good ideas that need more time.
If we weren’t to delay PF we’d violate article 27 of the United Nations Universal Declaration of Human Rights.
If it wasn’t clear yet, we’ve been testing new features and expanding already existing features by doing whatever we can to ‘implement’ them into TF2’s 4v4 PASS Time.
Things like fine-tuning the balancing of select weapons and improving TF2 mechanics.
To set the record straight, these changes are being tested in TF2’s 4v4 PASS Time, so we know what our playerbase would like for PASS Fortress.
We’ve run into roadblocks that prevent us from releasing the game in a state which we feel happy about. One of our roadblocks, which we’ve hit, has to do with econ items. We want everyone to have the same access to items required to play the gamemode, however, due to mod specific steam guidelines and \[REDACTED BY LAXSON], we’ll have to create entirely new models for items so that everyone can have access to them from the very start.
If we could release PASS Fortress without this, we would have done so, but this is essential for a functional release.
If you are just as passionate as us, or just want to (maybe) violate UN treaties, we humbly request your time and effort by doing crimes helping us develop PASS Fortress. We specifically need people who can create models, texture models, be a model, and be 3D/2D artists.
Please fill in our PASS Fortress Developer application if you are interested.
We read every single comment and discuss various topics that are brought up in the PASS Fortress Discord and the regional 4v4 PASS Time Discords.
Thank you for your support. We appreciate the enthusiasm much more than you would think.
- PASS Fortress Development team.


29.10.2025
When it is done. Probably December 2025.
Incompetence from my side.
Sorry.
Thank you to everybody who wishlisted the Game.
I'll be back
Thiemo
Resolved an issue where selecting a spell created orphan nodes.
Fixed unexpected behavior when stacking items.
Players can now right-click to take a single item from an inventory slot.
Fixed an issue where AI teams could sign a contract with your academy driver before their existing contract had expired
Corrected incorrect display of retirement plans in staff profiles
Fixed a bug where AI teams would sometimes fail to hire available staff despite having open positions
Resolved an issue where championship victory congratulation messages were repeatedly sent every week
Fixed a freeze when a private team owner (AI manager) retired and decide to sell all their shares,
Addressed a rare crash that could occur during autosave
AI teams now evaluate whether to promote an academy driver based on the average skills of drivers who available for next season contract, rather than the average skills of all drivers in the championship. This reduces the chance of an AI team replacing a top-tier driver with a mediocre academy prospect
Drivers now take into account the number of open seats in the championship when negotiating contracts. If no top-tier teams have vacancies, they may lower their team strength demands accordingly
Bug Fixes
Fixed a bug where the UV glowstick light's intensity would fade away
Fixed a bug where you couldn't shake up a UV glowstick that's faded
Changes
Increased the brightness for dead players.
Made ghost orbs more visible and last longer.
Made it so dead players can interact with the laptop in the tent.
Misc
Removed some floating debris of Rookridge
new engine version Unity 2022.3.17f1
fixed egg not showing up
Also wishlist my new game - https://store.steampowered.com/app/3856580/Underground_Durka_Ultimate_Drochism/