Babbling Brook - Some Random Designing
Changes:

  • Steam Deck support (check Steam Deck compatibility in the settings menu)
  • Camera and controller options
  • Rubber duck with a cold
  • Small improvements & bug fixes
Shotgun King: The Final Checkmate - Rémy 🍬

Hi royals,

It has come to our attention that the last build broke the tutorial. Now we all know that you're all very intelligent (perhaps more intelligent than players of other games, but we don't have the numbers) and you certainly never needed a tutorial in the first place, but nonetheless we have finally taken the time to fix the crash.

That's the only change on this version. If anything else breaks, please let us know on our Discord!

Cheers, wishing you a regal day, evening or night.

-PUNKCAKE Délicieux

Eyes of Hellfire - Demyeria
Hey Early Access players!

We’re still on a high after releasing our mega Shifting Lodge Update for Halloween and we've much back at it working on even more exciting things for you all.

It meant a lot to us to release our first big drop after entering EA in August, and we’ve loved watching your vids on YouTube and all of the live stream reactions too. Your enthusiasm and kindness has not gone unnoticed!

If you didn’t get around to reading all the ins and outs of our massive update yet you can do it here. It’s juicy:

https://store.steampowered.com/news/app/1724030/view/536616765394780530?l=english

And not only that, here’s a flavour of the update itself with groups of friends playing out game, including a new vid from ManlyBadassHero!

https://youtu.be/TGz0AWRtptE?si=qdEg8gJH8fJdogrj

https://youtu.be/bukJTxwdV1Y?si=X2p-JuvNbOpheW26And of course there have been lovely things people have been saying in our reviews - this one in particular caught our eye!

“The atmosphere, the art, the sound design, everything about this game is just so outstanding and captures that in person table feel in a way I have not seen other games even come close to.

“It was a little confusing at first, but just give is a try and you'll pick it up fast I promise. One of my favorite things about games like this are how accessible it is for folks that don't have:

  1. Hardcore gaming hardware

  2. Enough money to sink a small boat

  3. Endless free time

  4. Tons of experience with games like this

“TAKE THE DEAL”

Thank you all for the positive reviews - They really help, And as always, cheers for joining us on our Early Access journey. Our community has been wonderful with sharing all sorts of feedback for things like QoL ideas, accessibility suggestions and general feedback about our game.

While we can't implement everything there's plenty that we can consider, and it's really been validating to have our community echo ideas that we've already had planned. Great minds, eh?

We're hard at work on Scenario Two and are continuing to squash those bugs and make lots of tweaks for you. But in the meantime, join us on Discord and chat with our team. We’re very active there!

~ Úna-Minh

Train Valley 2 - Vauban

Hello friends! Back in the day when many people had to stay at home in isolation due to COVID-19, we decided to add another Let's Play Together competition in the middle of the week, just for fun-with different crazy levels and (alas!) no prizes. We think it is clear by now this extra LPT is a permanent addition too :)

The rules are the same: log in to our Discord server, keep it running, play a competitive level, complete it with 5 stars and have fun!
Visit our Discord server (#lets-play-together channel) to learn more.

This week's level is

https://steamcommunity.com/sharedfiles/filedetails/?id=3596455247Just open the game - there's a link right on the main menu screen.

Good luck everyone!

Vault of the Vanquished - LandonZX
Hotfix Update for the Demo!

Fixed some issues that were found relatively fast! Most of these were found in the tutorial of the game. These issues/bugs include…

  • Flip/Manage Layout button misalignment in the Tutorial

  • Tutorial triggers not being hit while fighting the boss.

  • No Escape Menu in the Tutorial

  • Chest not being Openable on the Tutorial

Thanks for sharing your feedback for the game to help squash these bugs out, so we can make this game fun for everyone and not a buggy mess!

Got a bug you noticed?

Make sure to report it in the “Report a Bug Button”, and I will get to fixing as soon as I can!

Thanks for trying out the demo!

-Broken Flame Games

Astronomic Date - White Shadow

Greetings once more. It's been about a week now since the release of Cold Verdict 3. With the Cold Verdict series complete, I'm now focusing on the currently unnamed post-apocalyptic sci-fi project (some of its screenshots and information of its theme and mechanics have already been mentioned in previous updates this year).

The work on that sci-fi project has already been happening since late last year. It happens in a near future, post-apocalyptic setting, with most events occurring inside an underground hideout where our main character is a volunteer for an experiment. This visual novel will play similarly to Interim Crossroads in that it will have choices with consequences, relationship building, and character stats to keep track of during the game's events.

I have been pondering on one aspect of it for a while though and decided it might be best to gather community feedback on it. The aspect in question is the inclusion of 18+ erotic content. Up to now, my previous games with this content have been "Holiday with Gwen", "Astronomic Date" and "Interim Crossroads". I've been carefully watching and reading feedback on those. It is an element that many players like, but also I noticed that majority of players weren't really happy with the way this content was executed in these three games, with the main critique being that it's too tame and softcore and not explicit enough. My personal decision is that I do not wish to include erotic content that is too detailed in my games, because that really isn't what these games are centred on. Even a game such as "Astronomic Date" was more of a dating and romance sim, and the erotic content was more of a bonus that was meant to spice up the dates.

With the current sci-fi game being very focused on non-romance aspects of the plot, like "Interim Crossroads", I've been considering if erotic content is necessary at all. Erotic content sure helps to get the games a lot more attention, but on the other hand, if most players find it disappointing, it hurts the integrity of the game. Note that this does not apply to romance content. In-game romantic relationships are definitely going to be in it, as that is part of the gameplay and story after all.

So for now I have two choices I'd like to put forward to gauge what the community prefers.

Choice 1: Do not include any erotic content at all. If it can't be fully explicit as many other games in that market, then better to do away with it altogether.

Choice 2: Include the erotic content of the same level of explicitness and detail as before ("Holiday with Gwen", "Astronomic Date", "Interim Crossroads") but as an additional low-price (under a dollar) DLC just for those who are interested in that content in the game, whereas anyone not interested in it or below the age threshold can enjoy the game without erotic content.

In addition to this, I'd like to ask the following if anyone is willing to answer (you can give the scores for the three games together or separately, it's up to you):

  1. On a scale of 0 to 10, how much did you enjoy the erotic content in "Holiday with Gwen", "Astronomic Date" and/or "Interim Crossroads"?

  2. On a scale of 0 to 10, how much did you feel the erotic content improved the value of the above-mentioned games?

  3. On a scale of 0 to 10, how much have you enjoyed the other content (non-erotic) in the above-mentioned games?

Thank you for reading and supporting. I look forward to your answers to the questions above. When there will be further updates regarding this unnamed sci-fi project - a definite title, store page being up, etc - I will be sure to announce it. For now, an estimated release date is sometime in early 2026.

Embers Adrift - Monsoon

A few small fixes!

  • Fixed misaligned Essence Well dungeon room in Crawling Burrows.

  • Fixed lower level mobs spawning in Blightroot Grove.

  • Fixed Alchemy Blinding Strike base damage.

  • Fixed stuck spot in Derelict Sanctuary.

  • Fixed hole in the wall in Derelict Sanctuary.

  • Fixed some swimmers in dungeon rooms.

  • Increased Blinding Strike base damage.

  • Removed Rat spawn near respawn point in Grimstone Canyon.

  • Basilisks in the Ember Veins now count for Dryfoot Bulletin Board Tasks.

  • Minimum level of the first Patch reagents now have a required level equal to that of when Duelists get Patch.

  • Added set bonus for Blackened Iron armor pieces.

  • Crab meat recipe now requires appropriate level spices.

  • Adornments:

    • Removed role requirements on Ember Vein Adornments.

    • Are no longer created damaged. If you have any damaged Adornments equipped you will have to repair them individually as the "repair equipped" button will not repair them.

Cold Verdict 3 - White Shadow

Greetings once more. It's been about a week now since the release of Cold Verdict 3. With the Cold Verdict series complete, I'm now focusing on the currently unnamed post-apocalyptic sci-fi project (some of its screenshots and information of its theme and mechanics have already been mentioned in previous updates this year).

The work on that sci-fi project has already been happening since late last year. It happens in a near future, post-apocalyptic setting, with most events occurring inside an underground hideout where our main character is a volunteer for an experiment. This visual novel will play similarly to Interim Crossroads in that it will have choices with consequences, relationship building, and character stats to keep track of during the game's events.

I have been pondering on one aspect of it for a while though and decided it might be best to gather community feedback on it. The aspect in question is the inclusion of 18+ erotic content. Up to now, my previous games with this content have been "Holiday with Gwen", "Astronomic Date" and "Interim Crossroads". I've been carefully watching and reading feedback on those. It is an element that many players like, but also I noticed that majority of players weren't really happy with the way this content was executed in these three games, with the main critique being that it's too tame and softcore and not explicit enough. My personal decision is that I do not wish to include erotic content that is too detailed in my games, because that really isn't what these games are centred on. Even a game such as "Astronomic Date" was more of a dating and romance sim, and the erotic content was more of a bonus that was meant to spice up the dates.

With the current sci-fi game being very focused on non-romance aspects of the plot, like "Interim Crossroads", I've been considering if erotic content is necessary at all. Erotic content sure helps to get the games a lot more attention, but on the other hand, if most players find it disappointing, it hurts the integrity of the game. Note that this does not apply to romance content. In-game romantic relationships are definitely going to be in it, as that is part of the gameplay and story after all.

So for now I have two choices I'd like to put forward to gauge what the community prefers.

Choice 1: Do not include any erotic content at all. If it can't be fully explicit as many other games in that market, then better to do away with it altogether.

Choice 2: Include the erotic content of the same level of explicitness and detail as before ("Holiday with Gwen", "Astronomic Date", "Interim Crossroads") but as an additional low-price (under a dollar) DLC just for those who are interested in that content in the game, whereas anyone not interested in it or below the age threshold can enjoy the game without erotic content.

In addition to this, I'd like to ask the following if anyone is willing to answer (you can give the scores for the three games together or separately, it's up to you):

  1. On a scale of 0 to 10, how much did you enjoy the erotic content in "Holiday with Gwen", "Astronomic Date" and/or "Interim Crossroads"?

  2. On a scale of 0 to 10, how much did you feel the erotic content improved the value of the above-mentioned games?

  3. On a scale of 0 to 10, how much have you enjoyed the other content (non-erotic) in the above-mentioned games?

Thank you for reading and supporting. I look forward to your answers to the questions above. When there will be further updates regarding this unnamed sci-fi project - a definite title, store page being up, etc - I will be sure to announce it. For now, an estimated release date is sometime in early 2026.

Cold Verdict 2 - White Shadow

Greetings once more. It's been about a week now since the release of Cold Verdict 3. With the Cold Verdict series complete, I'm now focusing on the currently unnamed post-apocalyptic sci-fi project (some of its screenshots and information of its theme and mechanics have already been mentioned in previous updates this year).

The work on that sci-fi project has already been happening since late last year. It happens in a near future, post-apocalyptic setting, with most events occurring inside an underground hideout where our main character is a volunteer for an experiment. This visual novel will play similarly to Interim Crossroads in that it will have choices with consequences, relationship building, and character stats to keep track of during the game's events.

I have been pondering on one aspect of it for a while though and decided it might be best to gather community feedback on it. The aspect in question is the inclusion of 18+ erotic content. Up to now, my previous games with this content have been "Holiday with Gwen", "Astronomic Date" and "Interim Crossroads". I've been carefully watching and reading feedback on those. It is an element that many players like, but also I noticed that majority of players weren't really happy with the way this content was executed in these three games, with the main critique being that it's too tame and softcore and not explicit enough. My personal decision is that I do not wish to include erotic content that is too detailed in my games, because that really isn't what these games are centred on. Even a game such as "Astronomic Date" was more of a dating and romance sim, and the erotic content was more of a bonus that was meant to spice up the dates.

With the current sci-fi game being very focused on non-romance aspects of the plot, like "Interim Crossroads", I've been considering if erotic content is necessary at all. Erotic content sure helps to get the games a lot more attention, but on the other hand, if most players find it disappointing, it hurts the integrity of the game. Note that this does not apply to romance content. In-game romantic relationships are definitely going to be in it, as that is part of the gameplay and story after all.

So for now I have two choices I'd like to put forward to gauge what the community prefers.

Choice 1: Do not include any erotic content at all. If it can't be fully explicit as many other games in that market, then better to do away with it altogether.

Choice 2: Include the erotic content of the same level of explicitness and detail as before ("Holiday with Gwen", "Astronomic Date", "Interim Crossroads") but as an additional low-price (under a dollar) DLC just for those who are interested in that content in the game, whereas anyone not interested in it or below the age threshold can enjoy the game without erotic content.

In addition to this, I'd like to ask the following if anyone is willing to answer (you can give the scores for the three games together or separately, it's up to you):

  1. On a scale of 0 to 10, how much did you enjoy the erotic content in "Holiday with Gwen", "Astronomic Date" and/or "Interim Crossroads"?

  2. On a scale of 0 to 10, how much did you feel the erotic content improved the value of the above-mentioned games?

  3. On a scale of 0 to 10, how much have you enjoyed the other content (non-erotic) in the above-mentioned games?

Thank you for reading and supporting. I look forward to your answers to the questions above. When there will be further updates regarding this unnamed sci-fi project - a definite title, store page being up, etc - I will be sure to announce it. For now, an estimated release date is sometime in early 2026.

Sprocket - Mushy

Hi all,

Pleased to announce that after 30 months in development, 0.2 is now considered more stable than the stable branch (by quite a bit too!).

0.2 is moving to the main branch, where it will become the default experience. 0.1261 (the current default branch) will move to its own dedicated branch in perpetuity.

The experimental branch will go back to being unstable changes, but will be kept close to the default branch. So stay on it if you'd like to help test and can put up with more frequent bugs.

The 0.2-alpha branch will be closed.

Recap

The main focus of this update is tank interiors.

Everything now has a physical presence and needs to be crammed inside your vehicle. The whole internal space resource system has been removed. This removes the need to measure internal space, which wasn't feasible with vehicles that were partially open to the elements (e.g. the Marder III).

Parts no longer being fluid enforces more realistic looking designs, and moves the most effective designs in-game closer to the most effective designs in real life.

There's been quite a few changes, so I've compiled a changelog for the most notable:

Overhauls
  • All parts are now 3D and have physical models which need to fit inside the vehicle.

  • Riveting was overhauled. Rivets can now be automatically generated and be edited much more easily. +

  • Powertrains are now physically modelled from the engine through to the tracks, requiring the driveshaft to be threaded through your vehicle.

  • Cannon rotation limits are now manually set, instead of automatically calculated (which didn't work very well). This creates an area of space which needs to be kept clear.

  • Crew members now need to have all limbs posed to be able to fit inside the vehicle.

  • Armour plates now have visual thickness.

  • The damage model was rewritten to be partially-volumetric, allowing for much more in-depth damage simulations. +

  • Freeform was in-housed and rebuilt from the ground up, allowing it to be tailored to tank design.

  • The requirement for sealed compartments was removed, allowing for open-top vehicles.

  • Track belt generation was rewritten to create better results and allow belt sag. +

  • Crew members now operate at 100% efficiency, regardless of their number of tasks. They can only do one task at a time with each limb.

  • The armour visualization overlay now lets you run simulations to see exactly how your armour would react in-game. +

  • The scenario framework is now much more flexible, allowing for more advanced scenarios as demonstrated in the reworked Fields scenario. +

  • All scenarios have been reworked to be less random, letting your vehicle be the only variable. The focus has been moving away from simple deathmatches which can be easily recreated through custom battles

  • Parts can now be attached to cannon barrels. This combined with the addon plate structures adds built-in support for custom mantlets.

  • Eras, limitations and the parts configs are now moddable, letting you set your own limits.

Major changes
  • Part repositioning is much more stable and now supports reorienting, to keep hatches (etc) flush with the surface during edits.

  • Return roller arrays can now be slanted.

  • Paint job tinting now supports RGB, HSV and HEX editing.

  • Weathering dirt/snow is now more prominent closer to the ground

  • All parts now support flipping.

  • Part obstruction has been removed for all decorative parts.

  • Freeform now supports duplication.

  • New freeform selection tools: full-plate, linked, selection inversion, radial and box selection.

  • Tracks now provide armour.

  • Fire delay has been reworked to be more intuitive and allow more control.

  • Crew can now switch seats.

  • Added addon plate structures, which can be attached and modelled the same way as hulls and turrets. No more placing turrets and hiding their turret rings.

  • The powertrain (tracks, engine, transmission, etc) can be fully removed, allowing you to make AT guns.

  • Added an in-battle overlay to show the health of each part and the remaining ammo in each ammo rack. +

Minor changes
  • Freeform can now mirror deletions, fills and extrusions.

  • Parts can now be moved on planes, instead of purely on single axes.

  • All parts attached to a part will now move when it is moved.

  • Parts can now be placed on cannon barrels.

  • Exhaust visual effects have been reworked to plume more and linger longer.

  • Duplicate and move now applies to every selected part, instead of only the last selected.

  • Decals can now have their projection depth configured.

  • Cannons now have textured bore rifling.

  • Added colour variation on vehicle dirt.

  • Added paint colour variation. Particularly noticeable on flat paint, which is no longer one solid colour.

  • Suspension arm length can now be edited.

  • Track wheel grouping can now have an offset. Letting you layout wheels like \[oo ooo o] instead of being limited to \[ooo ooo].

  • Ammo racks can now be extended lengthways.

  • Cannons can now be assigned to more than one firegroup.

  • Cannons are now placed independently from mantlets. Though they wont be able to move unless they're placed on a mantlet. Multiple cannons can be placed on each mantlet now.

  • Click and drag editing of compartments can now be cancelled by right clicking.

  • .blueprintMeta files are no longer necessary and wont be created for new designs.

  • Improved responsiveness of the move placement tool and generated compartment click & drag, removing the disconnect from the part and the cursor.

  • Part mirroring is no longer detected by their positions, but by a solid link. Meaning if they get out of alignment, moving them with mirroring enabled will re-align them.

  • Disabling mirroring now disables mirroring when moving parts via the move tools. Instead of only disabling mirroring during placement.

  • Autosaved designs now preserve their design name, instead of renaming the vehicle to 'Autosave'.

  • On axles with more than one wheel, the inner-most wheel will now face inwards.

  • Rotated flat sandbox sky 180 degrees and reduced contrast to brighten dark areas.

  • Reworked the freeform slope tool to use a linear input instead of a radial one. It now acts like dragging a glacis on generated compartments.

  • Improved track sound effects.

  • Visual effects are now affected by wind.

  • Penetration holes now glow red around the rim. Not realistic, but provides good feedback.

  • Unattached parts which aren't being actively placed are now see-through. This better shows which parts will be destroyed when exiting the editor.

  • Part move, rotate and resize can now be started using the same hotkeys as when editing points in freeform.

Fixes
  • Undo redo has had a complete rewrite. It should be much more reliable now.

  • Made freeform vertex and edge selection more predictable and responsive.

  • The vehicle editor now goes through a more thorough reload when changing designs and eras. This increases general stability.

  • Track belts now adjust track segment length slightly when belts are generated, allowing belts to fit together perfectly, without a non-aligned belt segment near the rearmost roadwheel.

  • Adjusting turret ring height now moves all parts, regardless of whether they're picked up by part repositioning.

  • Improved freeform detection of mirrored faces.

  • Mirrored non-planar plates will now preserve symmetry better across the vehicle. Also prevents many cases of part repositioning breaking part symmetry.

  • Fixed part repositioning sometimes scattering your parts randomly across your vehicle.

  • Fixed DLSS not working in scope-view.

Updating your designs to 0.2

0.2 is semi-backwards compatible. The size of the changes made it very difficult to perfectly preserve 0.1 designs.

Some work has been done to let them be loaded in. They should be in a mostly put-together state, enough to preserve the vehicle's overall layout and style. You'll have to do some manual adjustments yourself but this should only take a few minutes for simple designs.

If you're struggling to get to grips with some of the 0.2 changes, Colson from the community has created a brilliant tutorial covering most bases.

Project size & team expansion

The game's codebase, now unrecognizable from 0.127, has been almost completely rewritten. The source code sits now at just over 5MB across 135,000 lines of code. That's up from 3.43MB across 97,000 lines in 0.127.

It's safe to say the project has grown too big for a single developer. The first order of business now is to bring another developer on. If you're interested this will get its own announcement, so stay tuned.

This project grew very organically up to 0.127. It wasn't heavily planned out and didn't know exactly where it was heading. The tech debt built up steadily until it came time to implement geometric internals. That's when it was realized that the project was going to need a major restructure if everything on the roadmap was going to be delivered.

0.2 knew precisely what features it was building around, allowing for a well structured codebase. The rewrites were done with all roadmap goals in mind (namely mod-support and multiplayer), and they set the project up to be worked on by multiple developers more smoothly.

What’s next

First up, a roadmap update.

Following that I’ll be doing lower intensity content updates, fixes and polish while I sort out the team expansion.

Then it's an overdue major UI rework. The goal is to add translation (localization) support, improve the overall GUI graphics and feel, optimize it and increase flexibility for more advanced UI (graphs, tables, continuous sliders, pop-out windows).

On a personal note

A huge thanks to the closed testers, who've been catching all of the biggest bugs before they hit the main 0.2 branch.

Thank you to all those who reported issues and gave feedback, can't stress how useful this is.

Finally, a thank you to everyone for being so patient and encouraging with every update, it seriously drives development and keeps motivation high.

I'm always excited to start focusing on content and polish and am always working to get that to you as fast as possible. Only I'm trying to be smart about it and ensure the foundations and tech are all there to support the quantity and quality I'm going for.

Still learning and getting better every day, so thanks for bearing with me as I figure this all out.

- Hamish

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