Confidential Killings - A Detective Game - Surefire.Games
Greetings, fellow detectives!

We’ve been busy preparing for October’s Steam Next Fest, and now that the event has wrapped up, we finally have time to share some updates and our plans moving forward.

A Thrilling Steam Next Fest

We spent months getting ready for this event — refreshing the game’s key art, updating the UI, and adding multiple language localizations. All that “heavy lifting” paid off! During the event, we gained nearly 17,000 new wishlists. A huge thank you to everyone who loves our game!

Many new players tried our demo during the festival, and we received tons of valuable feedback and suggestions. We’ve carefully collected all of it and are already working to improve those areas for the full release.



The Localization Challenge

Localization turned out to be even more complex than we imagined. Each language has its own word order, name conventions, usage contexts, and idiomatic expressions. Some clever wordplays in one language can be completely confusing in another — a real challenge for a text-driven detective game like ours!

We get it—the demo’s localization still isn’t perfect right now. But, this event has been an important learning experience, and we’re confident that the full version will deliver a much more immersive detective experience.

We’d love to support as many languages as possible so everyone can enjoy the game in their native tongue. However, given our current capacity, we can only include a few for now. We’ll continue to monitor wishlist growth by region to better understand where the demand is — so if you like our game, please add it to your wishlist! It really helps us plan future language support.



What’s Up With the Full Game?

Inspired by the overwhelmingly positive response to Next Fest, we’re now fully focused on developing the full release of the game, and progress is going well. We will announce the release date when the time is right.

Compared to the demo, the full game will feature more challenging puzzles, faster-paced storytelling, and a deeper dive into the main cases. We’re polishing every detail to ensure you’ll feel the thrill of piecing together clues and uncovering how multiple intertwined mysteries connect.

We’re polishing every detail of the game, hoping you’ll enjoy the thrill of connecting clues and solving interrelated cases together. See you next time, detectives!

Oh, and one last thing — please add the game to your wishlist, and your support means a lot to us!

https://store.steampowered.com/app/2797960/
GOD FORSAKEN - rocking

Quarantine Zone: The Last Check - G_Gene

Hello, everyone!

We are continue the series of text Q&As we are running on a weekly basis on our Discord server.

Check out the questions that fellow community members asked last week:
Is there yet any delay expected yet or is the game still on-time? + Do your team planning announce exact release data in first day of November?,

No comments, as we've said multiple times - the moment there is info on the launch date and price, we'll be making announcements everywhere

How far are you guys in terms of being able to release the game? Just a rough percentage as an indicator would be nice

Right now team is in the process of polishing the build. We did have to push a few of the things we'd love to include on launch, like mod support to post-launch update, but we are rather happy with how the game is shaping up to be and looking forward to improving it even more after launch.

Will be a website for the game?

Not something we've planned, but if we do end up with a site in the future, we'll add it to our links here on the platform.

If infected manage to get by into the survivor block, would there be a way to capture them once they turn so they can be studied, or would they have to be eliminated?

At this point you should think of other people’s safety. But there will be ways to study the infected

Will you be adding more dialogue to the NPCs? Gossip by the guards or technicians in the checkpoint, idle chatter from the civilians held in quarantine or in the block, maybe even something quick by our character at the beginning or end of the day when we are alone? New chat lines, as survivors enter, that might help give an indication to their health status would be cool.

Oh. Yeah. Some already added for the survivors (no details), for scientist and soldiers still WIP

Will there be any more indicators?

Not sure what was meant by Indicators in the context of the question. If we talking about symptoms, we can say there’s close to 50 symptoms right now planned for the game (for all the old and new tools).

Do we get difficulty levels for endless mode and storyline campaign like more unforgiving penalty score if you haven't listed all symptoms on one survivor?

Endless mode is planned and somewhat supported at the moment (not main focus however). About difficulties - difficult question, but we’re trying to avoid implementing different difficulties

Will there be a way to cure those who have been infected after doing enough research, but it cost a fortune to buy just one.

There won't be a way, it's a game about survival and trying to save as many others as you can, not about the theoretical cure.

Will there be a way to have a pool of names that the game randomly selects from for survivors? I would like to stream the game and use names from chat or real-life friends, celebrities, characters etc. just their names. Thank you.

While we are planning to both have Twitch integration (at launch) and mod support (post-launch update), the degree to which the integration will be implemented is not something we can share just yet.

Will there be more additions to the convoy protection part of the game? Like would there be missions where you have to rescue a passing convoy or send a team to fix save your convoy if you couldn't protect them, etc

We have plans and ideas to further improve that part of the gameplay loop, including post-launch. We can't share any details on it, though.

Will we be able to control the guards actions, or set tasks for our survivors? i.e supply runs, assigning doctors, cooks etc.?

Not at the release. We will be sharing our plans for the future of the game soon after launch.

Will you add like a transformation from a human to a zombie?

It is impossible for us to show player such a transformation as it would've been more like a timelapse, as the process is not immediate but gradual. That’s why (already in the demo) the transformations are happening when you sleep.

Will this game be on GeForce Now?

No such plans at the moment.

Will the game be playable on the Steamdeck when it’s officially released or will that be further out?

Yes! We are planning to have Steam Deck support on release.

Is there a way to donate bags of cookie dough?

Sure! Our game designer will love it and it gives him more energy to work on the game

We are looking forward to more of your questions!

Join Discord to ask questions and get answers earlier

About Quarantine Zone:

Border checkpoint simulator meets zombie apocalypse. Command the last checkpoint, inspect survivors, and decide their fate: trust, quarantine, or liquidate.

Play demo here: https://store.steampowered.com/app/3525400/Quarantine_Zone_The_Last_Check_Demo/

You can also find us on other social media:

Quarantine Zone onhttps://www.reddit.com/r/QuarantineZoneGame/Reddit

Quarantine Zone onhttps://x.com/BG_QZoneX

Quarantine Zone onhttps://www.tiktok.com/@quarantine_zone_gameTikTok

The First Descendant - CM2
Greetings, Descendants.

 

Thank you for all the interest and feedback you’ve shared regarding the trading system introduced during the recent Dev Livestream.

 

Based on your valuable feedback, we’ve decided to change the trade fee from Caliber to Gold.

To accommodate this adjustment, the trading system will now be released with the November 20 update.

 

Please check out the video below for more details.

 

All other updates will proceed as planned on November 6.

We’ll continue to do our best to provide a stable and enjoyable service.

 

Thank you.

The Guiding Spirit - theguidingspiritgame

Greetings, noble adventurers!

In the past couple of weeks, I’ve been busy slaying one bug after another, and last week I managed to upload a version of the upcoming free demo, which is now being tested by a small group of enthusiastic testers! This marks a major step forward, and if all goes well, the demo will be publicly available in December.

Oh yeah... and the „Coming soon” demo page is now public!

https://store.steampowered.com/app/4060670/The_Guiding_Spirit_Demo/

The demo features the first chapter of the full game’s story and introduces all of the core gameplay systems — including:

  • Character customization, with dozens of ancestries, capability traits, personality traits, skills, domains, followers, proficiencies, and special abilities to choose from.

  • Story features such as Decision Points, relationship mechanics, and dice rolling.

The first chapter already includes over a thousand handcrafted scenes, brought to life with detailed, hand-drawn illustrations in a classic gamebook format. Every choice you and your heroes make truly matters.


Personality Traits Preview

In the demo, you can explore a wide variety of Personality Traits, which include categories such as:

  • Root, Interests, Habits, Belief, Bond, Expression, Characteristic, Faith, Fear

Some of these traits are Challenging, offering additional difficulty and unique complications as you navigate your heroes’ stories.

Here are just a few of the Personality Traits you can select in the demo:

  • Might-Above-All: Mat believes might governs all, and the strong shall prevail over the weak.

  • Arcane Foe: Mat harbors a deep disdain for the Intellect.

  • Self-Defeating: Mat has a knack for undoing his own efforts, often acting against his best interests without realizing it.

  • Lunatic: Mat's mind dances on the edge of reason, untamed and unpredictable.

  • Paranoid: Mat trusts few and suspects many.

  • Often Neglected: Often, Mat's deeds go unnoticed, stirring quiet discontent within him.

  • Exaggerator: Mat's words are often larger than life, painting deeds in grander hues than truth allows.

  • Secretive: Mat's mind is a locked chest, and few may glimpse its contents.

  • Burden-Bearer: Mat shoulders his trials in silence, revealing his torment to none.

  • Born Liar: Don’t trust a word from Mat.

  • Dictatorial: Mat forces obedience, caring little for the thoughts or freedom of others.

  • Power-Hungry: Mat has a strong desire for power.

…and many more await to shape your heroes’ personalities and story experiences, offering countless combinations of strengths, flaws, and quirks to explore.


Tales Worth Exploring

I’d like to give a hearty shoutout to some upcoming indie adventures worth your attention: Knights of the Frontier Valley (a demo is coming soon!) and The Secret of Weepstone (a demo is already available!). If you love memorable characters and the excitement of choice-driven stories, be sure to check them out!


Stay Connected for Sneak Peeks

Curious for more sneak peeks? Follow me on Bluesky or X to catch the Trait of the Week series and discover more tidbits from the making of The Guiding Spirit.

Stay tuned, brave souls! As always, thank you all for your support, feedback, and patience—it truly means the world to me.

Catch you next time when the demo’s out,
Dice Impact

PolyCrime - Westrider

Tablet

  • Added in-game notifications system to the player’s tablet.

  • New reminder framework to surface time-sensitive alerts and tasks.

Tablet ↔ Gangs

  • Connected tablet to gang reputation & debt systems.

  • Player now receives reminders to pay gang dues, including status and deadlines.

World / Zones

  • Introduced city zone system — each zone now has its own rules (permissions, enforcement intensity, commerce limits, etc.).

  • Internal hooks added for future zone-specific events and balancing.

NPCs

  • Expanded NPC spawn logic with smarter distribution across zones.

  • Assigned persistent homes to NPCs for more natural daily routines.

  • Added working NPC system (job roles, schedules, and basic behavior loops).

Graphics

  • Updated sky & lightingday/night transitions look smoother and more vibrant.

Misc

  • Under-the-hood adjustments to support new notifications, zones, and NPC data.

Non-public update. For internal testing only.

Ash of Gods: Redemption - bijou

Hello, friends!

It seems we’ve finally found and fixed the old infinite loading bug that some players encountered when launching Ash of Gods: Redemption.

Thank you to everyone who reported the issue and helped us track it down!

Flashpoint Campaigns: Cold War - camlo.k
Tactical Transport Development

Hello Commanders!

Actually, hang on just a minute, I need to hop in this helo to ride out to the front. Or wait, was it the truck to the far flank? Hold up, let me check my plan.

What Are We Modeling?

In all seriousness though, transport plans are an incredibly complex thing. One of the biggest challenges is creating a system that gives players the versatility to do weird, wacky things but which also has the simplicity to be understood. Let’s start with a reference look at what the Pros use when they are planning this stuff.

Figure 1: What the Pros use to plan these things

Well… that’s a lot. How can we make that easier for players to fill out quickly? Fortunately, some of that is pretty easy. Players don’t have control over individual squads, so the game will handle which squad or vehicle gets carried by whichever vehicle is most appropriate. And while timings are important, in general in our game everything is done ASAP. So the units need to know the timings, but the player just needs to know that the units will do things without delay.

Another thing we can do is to break this up a bit. The table above is for what is called a Lift, which is the plan for all the units involved and will take the different units to multiple locations from multiple locations. We’ve broken this down into the players only needing to plan a single Serial at a time. A Serial has a single, specific pickup location and a single, specific drop-off location. With those changes in mind let us see what we have left.

What Did We End Up With?

Figure 2: Sample Plan

This is a pretty simple plan as all things go, but it serves as a good example for looking at the various elements at your fingertips. The top section is pretty similar to the Air Movement Table above, showing us which transport unit is carrying which passengers. Below that we can see the path the transport will take, where it’s going to pick up the passengers and where it will drop them off. I have utilized the ability to set six waypoints to have the transport helicopter do some exfil as well. In the next section we can see which units have been attached as escort duty to this plan. Issuing this plan will give the respective orders to all of our units involved.

Escorts and Transports will move in formation with each other, great for keeping your transports under the protection of any escorts and avoiding having your troops arrive one at a time where they can be easily be picked off. If you already saw our pre-release stream then you know these plans can involve many more units of course, but in case you didn’t and want to check it out:

https://www.youtube.com/watch?v=nYp0TSCFVqI

Ok, Now Show Me Crazy

Now, I think it’s great being able to do this sort of thing. But I promised you versatility, didn’t I? So let’s see what that can look like.

Figure 3: Now it gets weird

Since it’s probably not immediately obvious, let me explain the madness I have concocted here. We have a transport unit consisting of a couple of Chinook helicopters. Inside each of those Chinooks is a platoon of America’s brave men and some friends. But the transport mission those Chinooks are going to undertake is to go pick up a couple of Kiowa helicopters. How are they going to do that? Well the Kiowas will get sling-loaded underneath the Chinooks. Now that’s a bit strange, but why stop there? If you’re not familiar with the Kiowa, on the outside of it are a couple of benches that Joe Smith and a few buddies can ride on. So while the Kiowa is getting strapped in we’ve got a couple of mortar teams lashing themselves to the side of these Kiowas. Why are they riding the Kiowas instead of the Chinooks? I don’t know, I guess they just want to feel the wind in their hair. Or maybe it’s ‘cuz I told them to for this arbitrary example.

Alright, you probably don’t want to do that, but what might you actually use this for? You could use this for transporting some wheeled units with some infantry that can use the wheeled transport to sneak close to an objective or observation point. With any luck we can expand this to cover other transport types like amphibious landings in future updates and content.

Let The Good Times Roll (Or Fly)

There are a lot of nuances that Tactical Transport lets us utilize and explore in the game. An entire new range of possible scenarios we can develop and add to the game as we continue to support it and expand the series in the future. For any wily users who want to make their own scenarios or even edit the unit data the potential here is immense. If you’re as excited as I am about this, post your favorite picture of an unlikely military transport in action. Here’s mine:

Figure 4: Ok, so the chopper isn't being carried, but it's still funny.

Ravenous Horde - vectorinteractive

Fellow Hunters,

The Ravenous Horde Dedicated Server tools have been released! You can find a small guide over here: https://steamcommunity.com/app/2179490/discussions/0/725769023703355993/

The timer is ticking down and it's only 2 days till launch day. Here's what is going to happen on launch day:

  • The demo game will be taken offline, and the demo servers will be converted to the launch version.

  • Your demo save files will be converted to the release version once you open the full game.

  • The full game and DLC will be available at the indicated time on the store page.

  • I'll be monitoring the servers in case they catch fire or if additional servers are needed.

Patch 1.1.0

I'm already at work for the upcoming patch 1.1.0 which will introduce NPC Hunters and in-round perks to be bought. I wanted to add another map too, but I decided to split it into 2 separate patches so that you have the better experience quicker. I'm expecting to be done in about ~2-3 weeks.

The NPC hunters will have 'roles' and will act based on the role they got:

  • Leader NPC Hunters will roam around, shooting whatever comes on their path.

  • Camping NPC Hunters will camp spots on the map and move occasionally from one spot to another.

  • Follower NPC Hunters will follow leaders and players, they'll try they best at protecting their target. leaders and players can have more than 1 follower.

Here's me and the NPC boys: https://i.imgur.com/HAiRzDA.mp4

And a pic of the latest map, Carnival, available on launch.

It's been a long ride, thanks to everyone who supported me so far!

- Rinke

https://store.steampowered.com/app/2179490/Ravenous_Horde/https://store.steampowered.com/app/3856080/Ravenous_Horde_Support_The_Developer/

Soulworker - GM_vChaos


Hello! This is an announcement from SoulWorker.

Let's kick off November with a special celebration for Iris' birthday!

Join us in commemorating this occasion with a lineup of themed costumes and exclusive items prepared just for the event.



Don't miss out—log in during the period below to claim your rewards and celebrate Iris' birthday in style!

Event Period:
November 4th 10:00 ~ November 11th 09:59 GMT
November 4th 02:00 ~ November 11th 01:59 PST
November 4th 19:00 ~ November 11th 18:59 KST
November 4th 18:00 ~ November 11th 17:59 GMT+8

Login now during the event and get this costume~

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