Echoes of Eclipse - Mr.Freeman

Echoes of Eclipse New Patch

A new patch is live with important fixes and improvements for a smoother and more balanced experience. Here’s what’s new.

Gameplay Fixes
• Certain enemies now properly drop loot
• The Necromancer’s Wings weapon no longer summons unlimited skeletons
• Fixed an issue that allowed weapons to level up before being unlocked
• Poison-throwing enemies now attack at intended speeds and can be dodged again
• The Fear skill now scales correctly when equipped twice
• Enemy HP potion drops have been slightly reduced for better balance
• Elite enemies now have a unique outline for easier recognition
• Enemies that leap onto the player now include a short reaction delay to give players more response time
• Global movement speed multiplier has been rebalanced
• Chaos Lord spawn bug caused by map expansion has been fixed



World and Interactables
• New interactable structures have been added to the map (4 new types)
• Existing interactables have been reworked for smoother interaction flow
• Interactables now respond to press and hold input instead of instant press (Mobile & PC)
• Map objects now spawn randomly but with controlled distribution to maintain balance
• Expanded maps have been filled with new obstacles and environmental details to enhance exploration
• Interactable parameters such as buff duration and percentage values can now be adjusted directly via PlayFab or the editor



UI and Controls
• Fixed an issue preventing button size adjustment in the pause menu slider
• Custom key bindings now save correctly
• Improved readability of skill descriptions for active and passive skills in the skill selection screen
• Joystick navigation in the mail screen now works properly
• Joystick can now switch to sliders in the pause menu
• Guest players can no longer register with an empty nickname
• End-game Overall stats are now displayed in a clear and formatted way


Visual and Feedback Improvements
• Screenshake intensity now scales with the amount of damage dealt
• Enemies that leap onto the player now have thicker indicators for better visibility

Other Adjustments
• All updates have been tested for stability
• Additional small fixes and backend improvements applied

inZOI - Severus

Hello, Creators.

We would like to inform you that the following hotfix has been applied to inZOI. Please refer to the details below for more information.

◆ Hotfix Details

◽️ Patch Date: November 4th, 2025

◽️ Game Version: 

  • Windows PC Steam : 20251103.8469.W

  • Mac Steam : 20251103.8467.M

  • Mac App Store: 5.4.19 (0.200) / 20251103.8466.M



Improvements

  • Adjusted the dirt accumulation speed for clothes and furniture to progress more naturally.

  • Improved the interaction so that “Plan Funeral” can now be triggered while carrying an urn.

  • Improved an issue where thieves did not flee when discovered while performing the “Pick Door Lock” interaction.

  • Ghosts can now perform the “Sit on Chair” interaction.

Bug Fixes

  • Fixed an issue where MY Textures applied to certain tops and bottoms disappeared in-game.

  • Fixed an issue where MY Textures applied to the outer surface of roofs appeared darker than intended.

  • Fixed an issue that allowed family members including newborns or infants to move residences.

  • Fixed an issue where Zois could still express gratitude even after receiving a gift during the ‘Housewarming’ event.

  • Fixed an issue where expectations related to “Send Thank-You Letter” could not be fulfilled.

  • Fixed an issue where the “Trick or Treat” event could be activated simultaneously.

  • Fixed an issue where children participating in the “Trick or Treat” event did not return home properly after the event ended.

  • Fixed an issue where schedules were not properly registered even after accepting a meeting invitation message.

  • Fixed an issue where “Scripted Actions” in date events did not play in sequence when pressing the Play button.

  • Fixed an issue where the Next button in social events occasionally did not respond.

  • Fixed an issue where NPCs and ghost Zois did not appear on the newly added funeral home lot when playing with “Continue.”

  • Fixed an issue where the Zoom In/Out keyboard shortcut did not work correctly in Build Mode.

  • Fixed an issue where child Zois’ animations were displayed abnormally when using the “Laugh Like It’s Halloween” interaction.

  • Fixed an issue where the game could occasionally crash when rendering FX.

  • Fixed an issue where applying MY textures to accessories occasionally caused a crash.

  • Fixed an issue where abnormal shadows appeared when applying MY textures to the side parts of platforms.

  • (Mac App Store only) Fixed an issue where users were unable to log in to Canvas through the in-game browser.

※ You can check the issues we’re currently investigating on the Known Issues page.  

 If you encounter any problems while playing, please report them anytime via the inZOI Forums.

 As always, you can also share issues through the following channels:

We’ll continue working to make inZOI more stable and enjoyable for everyone.

Thank you, as always, for your continued support and valuable feedback.

The inZOI Team

Dad Discovers The Internet - Brazen Aiden

We would like to finish this game and we've spent a lot of time redoing the gameplay mechanics. Our plan was to initially release a demo with a decent amount of content to help advertise but at this point we cannot get an accurate read on whether people are interested in our game. The top social media sites we've tried to advertise on have outright denied us multiple times. Social media influencers are not within our budget and our team is too small to finish the demo we wanted to do. Some of the influencers we did reach out to also wouldn't advertise our game because they were afraid of the website striking them for showing our content.

We have more plans for the game we didn't mention in the video that we intended to explain in the crowdfunding, however we have decided it would not be in our best interest currently to do that until we see some kind of feedback from players. We have to move on and hopefully come back to this game later.

If you liked what you saw, please like the video, comment, and share it. If you have any feedback for us it is always welcomed. The more traction this game gets the more focus we can put back into it.

We appreciate everyone who has stuck with us so far, and we look forward to the future of YRUGames.

The Eminence in Shadow: Master of Garden - mrin
復刻ガチャ開催決定!

holoXコラボ配信を記念して、11/6(木)13:00より

[絶対暗黒領域]ラプラス・ダークネス
[鷹眼の大舞台]鷹嶺ルイ

が カゲマス に再登場します!
Arena of Suffering - LordKemp

Thanks to Beef Gravy Studios for checking out Arena of Suffering and for the review. Fun folks! :)

https://www.youtube.com/watch?v=_iWtZFzC1DM&t=1291s

https://store.steampowered.com/app/3943210/Arena_of_Suffering/

Forever World Cup Simulator - laukaichung
Team profile page

The year range will now display for teams with winning or losing streaks spanning multiple years.



Three Kingdoms FA Cup

It has been updated so that rounds are played as single-leg home matches up to the semi-finals, similar to the English FA Cup.

Women World Cup CAF qualifier

The 3rd round now has just one host across all groups.

Bug fixes

Fixed a stadium selection issue in the Copa America qualifiers.

Fixed a bug causing some downloadable competitions, including the Three Kingdom FA Cup and Women’s Inter-continental Cup, to fail to launch.

Web site:
https://simcups.com
MACHI KORO With Everyone - tx2m

We have added the Revised Edition Ruleset!

This new ruleset features adjusted prices and activation die rolls for certain Establishment Cards from the original MACHI KORO to make the game more accessible and enjoyable.

You can now select and play using either the Original Rules or the Revised Rules via the "Set rules" menu.

Establishment Adjustments in the Revised Edition:

Price Changes:

  • Family Restaurant: 💰3 → 2

  • Stadium: 💰6 → 4

Die Roll and Price Changes:

  • TV Station: 🎲6 → 7, 💰7 → 5

  • Business Center: 🎲6 → 5, 💰8 → 6

(Note: The MACHI KORO (Revised Edition) tabletop game has only been released in Japan.)

"Set rules" Options:

Revised Edition set to "OFF"

This setting uses the Original Rules.

The prices and die rolls for the establishments listed above remain unchanged.

Revised Edition set to "ON (No Promos)"

This setting uses the Revised Rules without the promotional card, "The Museum."

Revised Edition set to "ON (With Promos)"

This setting uses the Revised Rules including the promotional card, "The Museum."

Lootlands: Idle ARPG - BlooMask

Hello hello!

This is our first Steam post and our first dev diary. I’ll try to keep these coming regularly and give you insight into what we’re working on. I’ll keep the tone casual so anyone can read it without falling asleep. Alright, here goes nothing.

Basics of an Idle ARPG
Introduction

As you probably know by now, Lootlands is an idle ARPG. Making an idle game out of a genre that literally has the word action in it is a strange challenge, but the more I thought about it, the more sense it made.

Like a lot of people, my ARPG journey started with Diablo. I am also a big Path of Exile fan. I discovered PoE during a hectic period of life and have been busy ever since, so my playtime sits at just above 600 hours. Every season I pushed to reach that moment when my build could one-shot things, or at least idle through some league mechanics. That contrast between the exhausting grind and the sweet idling moment sparked a tiny idea in my head.

What if we skip to the idle part? What if busy people can enjoy the loot, builds, and powerful moments without the constant active grind? That idea became Lootlands.

First Steps

I started the project by making the character stand still while skills auto-cast and enemies spawn from the sides. It was intentionally simple. Add an inventory and loot and suddenly the screen looked like a coin tornado.

After a quick break I came back to find the ground flooded with items. I could have simply cut drop rates, but that would make active play boring for people who want to mess with the game. So I implemented a ground loot limit: only a set amount of items and coins can exist on the ground at once. You can upgrade that limit through perks later on.

I also added a tiny cooldown reduction every time you click. It gives players something to do in harder zones while still keeping the idle core. Click spam feels satisfying and actually helps your build push through a tough wave.

The Affix Hell

Now that we have items, we need to make them interesting. In many ARPGs, that's where the affixes come in.

Designing an affix system is easy to get lost in. We wanted something deep and surprising, but also readable and fun. Path of Exile is an inspiration, but PoE’s systems are massive and intimidating. We kept the good parts and trimmed the fat.

Here’s what we did:

• Keep complexity in the backend, not on the surface. Items can have layered affixes, but the UI shows the meaningful ones first.
• Rarity controls affix count. Higher rarity means more affixes and more potential for weird combos.
• Affix tiers scale with item level. That gives a satisfying progression as you find higher level loot.
• Implicits are lean. Important, always-on stats like evasion or armor are handled as implicits on base items so players understand what an item fundamentally does.
• Procedural flavor text and simple icons make each item feel unique without forcing you to read a wall of numbers.

We had to cut corners in some places to keep the game approachable. No insane micro-affixes that only mathematicians can parse. Instead the system is tuned for cool emergent builds you can iterate on without needing a spreadsheet. That said, there are still rare, spicy rolls that make you want to jump up and yell.

Professions

Professions are our way of giving players meaningful activity between checks. Mining, herb gathering, and similar mini-systems pop up as small distractions while your character fights. They are not busywork. They are bite-sized progression loops that feed into crafting, perks, and gear upgrades.

• Random nodes spawn while you idle. Click to harvest and get materials.
• Level the profession to unlock perks, like increased node spawn chance or better material yields.
• Materials feed into crafting and short-term upgrades, letting you improve your build without needing perfect drops.
• Professions create decisions: do you save materials for a big craft, or spend them on immediate upgrades to push one more floor?

I stole some inspiration from older MMO life skills, because it works and it adds another layer to the idle loop. It keeps things interesting while still respecting the core idle design.

Visuals

The visuals took a lot of iteration. I wanted a semi-realistic look that still feels stylized and readable at low FPS animation speeds. Think pre-rendered Diablo 2 vibes, but updated and a bit sharper.

• Low frame animations to get that slightly jerky, old-school charm.
• Models are semi-real and textured but optimized for performance.
• UI is still a work in progress. I am aiming for clarity and a little bit of attitude. Big, readable numbers, clear rarity indicators, and a quick inspect turntable for items so the loot moment looks and feels good.
• Lighting and particle effects are used sparingly to highlight important moments, like rare drops or boss entrances.

The goal is a look that feels familiar to ARPG fans yet distinct enough to stand on its own.

Wrap up

Lootlands grew from a little experiment into something that feels like it can be both deep and chill. There is a lot to polish, especially in the UI and affix clarity, but the core loop is working and it is fun to tune.

If you have thoughts, weird ideas, or just want to tell me I am insane, drop a comment. I read everything.

Join the discussion on Discord -> https://discord.gg/Y4jYx36Qs4

Esports Team Manager - Pawl

We dropped our demo! 

October marked a big milestone for us at Esports Team Manager, we released our first demo as part of Steam Next Fest! It was so exciting for us to see you all playing the game and it was a great learning experience for us too. It’s amazing to see the game out in the world and you guys having a great time playing it! Your feedback has been so valuable, we really appreciate everyone who took the time to fill in our survey and to share their thoughts in our discord server or on socials. 

Next Steps

So what’s next post-demo? We’re currently working on implementing your feedback into the game and tackling any bugs that may have popped up during the demo. As a management sim, it’s really important to have the saving and loading features on lock so we can preserve your saves, stories and season. A major aspect we received a lot of feedback on is the in-game matches, this is something we’ll be fine-tuning so that the outcome of matches will be clearer overall. We also want to make it easier to see how your chosen team is doing on the whole. One extra feature we’ve been wanting to add into the game is ‘Mastery’. Mastery will influence which champs certain players are better or worse at, which will affect in-game outcomes and your drafting methods. From now until December, we’re full steam ahead in heavy development to perfect the game for release! 

Release

Our release date is set for December 8th, which will coincide with Steam’s Sports Fest running from 8th December to 15th December, and also Steam’s winter sale! So you’ll be able to pick up Esports Team Manager on sale all throughout December! We’ll be sharing more information on pricing later on closer to release, not long to wait now!

That’s about all we’ve got for you this month - short but sweet! Thank you again for your continued support, wishlisting the game, playing the demo and providing feedback - it means a lot to us! :) 

Old World - Fluffster
Main Branch 1.0.80522 Release 2025-11-04

Hotfix release that fixes some game hang issues, particularly when using Road pings, issues with cloud game Host Controls, event text not always displaying correctly in some languages, changing terrain height in the game editor, tile visibility issues when in an alliance and borders not updating for Observers

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