Hi everyone!
Just did a little hotfix, below are the changes:
Fixed a bug that made it such that screenshake still happened while in menus
Fixed bug that made it such that loot you had at over the 9th slot didn't function properly
Fixed a bug that caused pricing to sometimes be incorrect
Fixed bug that allowed you to do negative damage if you had certain loot
A new official map called Rome is included in this update. It's designed for 4 to 8 players and features an open employee area, lots of zones for robbers to transition from customer to employee clothing, and three vaults.


Inside the Upper Vault players will find a new Silver Cart object, which is too heavy to be looted and stashed inside the usual money bags. Robbers instead will have to push the cart towards the nearest escape van, adding a new layer to their heists.

This update also contains a brand-new robber class called Deaddrop. This breach class is currently only available when selecting the "Experimental" class pack and features a Briefcase Operated Bot, or BOB for short. BOB will drive towards the nearest vault to blow it up, and hide inside his briefcase if he gets spotted by a cop on the way there. While hiding inside his briefcase, he can't be damaged, forcing cops to break line of sight first to bait him out of hiding, before being able to shoot him.

Deaddrop can also hide money inside boxes, which will reward him with some interest on the money and reduced BOB cooldown, depending on the amount of money he currently has stored away.

The Swarm cop class has also received some changes, his Sweep-O cleaning robots are a lot smarter, and can now target Mechanic's barrel bombs as well as Madman's IED, rewarding Swarm with new Idea Spark resources each time they extinguish a fire or defuse a bomb, allowing him to spawn more gadgets mid-round. He has also been moved from the "Experimental" to the "Specialists" character pack, and his Winrate Stats as well as Steam Leaderboards are now online.
There are also lots of other smaller balance changes and bugfixes in the full changelog below:
added new robber class "Deaddrop"
added new map "Rome"
added new cart that needs to be pushed to an escape van to deposit its silver bars
objects that allow continuous interactions (heli, silver cart, ..) will now start their interaction if the player was holding the interact key (default: "E") already before looking at them, instead of requiring players to release the interact key, and press it again
Hornet:
primary weapon changed from Carbine to SMG
Fed Chairman:
can now only revive up to two teammates at once
Gym Buddy:
increased ability recharge timer from 30s to 40s
reduced Spa Station healing from 3 HP/sec to 2 HP/sec
Pickpocket:
increased amount of money he is able to carry without a visible bag from 5,000$ to 6,000$
increased reward for pickpocketing cops from 5,000$ to 6,000$
Artist:
increased payout of vault, VIP, burning plant, cop, and drill drawings slightly
reduced required interactions to fully color a painting from 5 to 4
Swarm:
Sweepo can now extinguish/remove Madman's IEDs and Mechanic's Barrels
HUD widget for Sweepos, shows if they are currently targeting a plant/bomb
moved from "Experiemental" to "Specialists" category
only up to two Sweepos will now target a specific fire/bomb to prevent all of them from clumping onto one threat
Sweepos will now give up if they cant reach certain objects (for example bombs placed on the roof), and won't try to reach them again
Sweepo will now earn Swarm an Idea Spark for each extinguished fire and defused bomb
New York:
made revive kit harder to reach for the robbers
fixed revive kit glitching inside shelf
Klepto Bank:
fixed part of kitchen being counted as employee area
Classic Heist:
fixed collision issue near fire door side entrance stairs
reworked profanity check system to greatly improve its performance and prevent stutter when receiving text messages
Sweepo bot CPU performance improvements
fixed directional voice chat not working correctly
added additional logs for server-side password verification
fixed Reinforcer's reinforced walls and Artist's graffitis not working correctly on custom maps
fixed multiple collision issues that could result in NPCs glitching out
all interactions are now prevented server-side while a player is dead
fixed Quickjoin sometimes placing players inside private servers
fixed multiple issues with BOBs pathfinding resulting in him changing vault targets over and over again, preventing him from reaching a vault
fixed the "NEW" banner inside the "Host Game" map selection blocking the click, preventing the map from being selected
fixed the yellow Arcade machines dropping money that has a value of 0$
fixed Arcade machines dropping money that glitches into the machine
fixed rare issue that resulted in NPCs showing sprint animations during a network lag spike, causing cops to shoot them
added five new teller table objects
added interior and exterior versions of the frameless window from New York's upper gold vault
fixed Reinforcer's reinforced walls and Artist's graffitis not working correctly on custom maps
added new Silver Cart object

THIS IMAGE: Fire Nova + Frost Wave damaging enemies, the player character is Cosmic Wizard
NEW SHARED UPGRADES:
NEW Spell: Frost Wave
- Frost Wave glides across the screen and damages enemies on collision
NEW Spell: Time Bubble- Time Bubble slows enemy movement when enemies move through the Time Bubble radius
NEW Spell: Flamethrower- Flamethrower launches bursts of flames
NEW Spell: Energy Shield - Energy Shield protects the player character and damage is absorbed by Energy Shield before Lifeforce (HP)
NEW Spell: Lifeforce Revive- Lifeforce Revive revives the player character after GAME OVER, with a 3 second invulnerability
NEW Spell: Ice Blades- Sharp blades of ice orbit around the player character, dealing damage to enemies on collision
ROADMAP (1-3 MONTHS):- Add the majority of spells/abilities/upgrades/upgrade synergies
- Add at least half of the map locations (and their respective individual levels for each map location)
- Adding more enemies, more bosses
- Adding Power-Ups (temporary with varying time durations) that influence runs
- Adding more characters, each with their own Special Ability as usual
- Potentially adding better controller support (PS4 controller being used to test controller configuration, I don't own a Steam Deck yet)
- Frequent Quality Of Life updates
The goal is to accomplish this ASAP!
We’re thrilled to announce that Turkish dubbing has been fully added to Kebabstar! Hear Boran, in authentic Turkish for the first time.
✅ Full Turkish voice acting for all main characters
🎧 Reworked sound mix for better immersion and sounds
🦙 Updated cutscenes featuring Boran and Kısmet’s journey
From the main menu, change language as Turkish.
Boran is not just the first AI Agent protagonist in game history — now he speaks Turkish, making his story even more emotional and closer to home. We are planning to update in long-term development cycle.
– The Zeybek Games Team 🇹🇷
Heyho everyone,
If we look on our list, there's one specific thing we still owe you (No, not a release date?! What makes you think that? - You surely are a funny one). Today's (small) update delivers the promised Combat Voice Quips!
Ok, ok - We might not yet have a release date to talk about - but at least we can give you a summarized list of frequently asked questions and their answers:
When does the game release? Will it have Early Access?
Unfortunately, we cannot reveal the release date at this time. However, we’ll share all the information about it in the near future. What we can already say at this point is that an early access release is not planned. Star Trek: Voyager – Across the Unknown will be released as a full version.
TL;DR; It's further away than you want - but closer than you think.
On what platforms will Star Trek: Voyager – Across the Unknown release?
The game is being developed on PC and will also be released for Xbox Series X/S and PlayStation 5. Additionally, we are continuously working on expanding that range, so all of our players can enjoy our game on their preferred platform - updates soon to follow.
What similar games/genres are there?Star Trek: Voyager – Across the Unknown is a unique mix of narrative adventure and base management, that has never been synthesized in this fashion. However, you may recognize some familiar elements from other Science Fiction games, like the FTL, Frostpunk and the XCOM Series. The game blends exploration, ship & resource management, (some) roguelite elements, and meaningful choices. Experience crew dynamics and a fresh take on a beloved sci-fi universe — with what-if scenarios that open up new possibilities.
Is there a reason to start over after finishing a run? Is there replayability?
Clear answer: Yes! Star Trek: Voyager – Across the Unknown offers players tons of decisions on the narrative as well as the strategic level that will have a lasting impact on each play through. Equipment, crew and even Voyager itself can change completely, based on the choices made along the way. While there are fixed cornerstones in the story which will be encountered on each iteration of your journey - how they turn out is up to you...
Where is the Voice Over?
The demo is a pre-release version and we always planned on delivering some form of VO in the full release. But - as you can imagine, with a text-heavy game like ours it would not be very feasible to have a 100% Full VO, especially for an Indie-Studio. Right now we are looking into finding a worthy solution.
TL;DR; The final game will have partial VO. More information to follow.
Where are the original Sound Effects?
The sound effects are not yet final. Legally it is not possible for us to “just copy” the existing sounds from the show (or the internet) and there is no official, digital library for them available - but we are looking at the moment into replicating them as identical as possible. We will keep you updated here as well on how well this works out.
Where is my language?
While the demo is only in English, the full version will be localized into more languages including German, French, Spanish, Italian, Polish, Russian and Chinese.
How free can I be in Star Trek: Voyager - Across the Unknown?
The overall premise of the game is to not just relive the ship's and the crew's story from the TV Series - but to make it your own. This said, the game is no sandbox with almost unlimited possibilities - we are still a small indie developer, that can't really pull this weight. But what you can expect though, is consequences of your own decisions pulling through each of your playthroughs, making them unique in themselves - even when encountering some fixpoints in the story. How you deal with them is up to you - every time anew.
Can I save Tuvix?
You sure can try! Whether you will succeed depends on the choices you made up to that point.
Things don’t always go as planned, but the result will be interesting either way.
And if everything goes completely off the rails, there is always next time…
Im a creator - how can I contact you?
If you are a content creator or press, please contact our Marketing Manager “Shexi” on our Discord.
More Info as always will follow.
Best Regards,
gameXcite & Daedalic Entertainment

Hi everyone,
it's been five years since our release of S.H.E.L.T.E.R. Thanks to your support we've been able to finish the game the way we envisioned it.
As previously announced our second game Stellar Dream will be releasing on the 6th of November. Due to changes we've decided to release it in Part 1 and 2 respectively with a launch discount of 10%.
We've grown a lot as creators and we couldn't have done it without you. The Settings might be different but the spirit of the game is similar.
We've managed to make Stellar Dream even more detailed and in depth than we did S.H.E.L.T.E.R, expanding on the experience we've gained creating the latter.
In Part 1 alone you'll be able to experience:
Over 100 sex scenes.
Romance or corrupt over 10 characters
Explore alien worlds and its habitants.
Decide what kind of hero you want to be.
We'd be happy to hear your thoughts and opinions on our second game.
Best regards,
Winterlook Games
Fixed an issue where item hotkeys would occasionally malfunction.
Fixed an issue where the Wuyou King would freeze when using skills in Korean version.
Fixed a missing translation issue for some enemy skills in Korean version.
Modified some translations in the English settings.
Modified the translations of some cards to match their actual effects.
Hello everyone.
Over the past week, I’ve made several improvements related to the overall gameplay experience. Let’s go over the changes.
Items are now highlighted when the player is within a certain distance, making it easier to notice which objects can be interacted with.
Some players mentioned that finding items in the game wasn’t always convenient. After gathering some feedback and watching a few playthroughs, I improved the item pickup system. Now Ealish “examines” items from a short distance, and if an object can be interacted with, an additional marker will appear once the player gets close enough.

Character rotation during attacks has been implemented — now Ealish slightly turns toward the direction of the player’s camera when performing melee attacks. The maximum correction per hit is limited to 10 degrees, making close-combat movement feel a bit more natural.
In the previous patch, I fixed an issue that made the game appear too dark when running on DX11. In this update, I’ve also added a brightness adjustment option in the “Graphics” settings menu, so everyone can tune the image to their liking.
Some players mentioned that the game feels too dark in general. In most cases, that’s an intentional artistic choice, but now you can make the image brighter if that feels more comfortable for you.
Fixed several translation errors in some of the diaries.
Fixed a few cases where clothing elements intersected with each other. Some clipping may still occur, and I’ll continue cleaning it up in upcoming patches.
Some players missed the save point on the Residential Floor, so a small trigger event has been added — it now highlights or points out the save point when you walk near it.
A number of small tweaks and adjustments were also made to improve the overall experience. For example, knife attack speed has been slightly increased and is now more consistent across all knife types. The first “Pocket Knife” remains the fastest but also the weakest melee weapon for now.
I know that some players were disappointed that old save files are not supported in newer versions. I completely understand the frustration and hope for your understanding as well. Lunar Eclipse is still in Early Access, and many things are changing under the hood: the architecture has been reworked, interaction sequences improved, smooth transitions and fades added, and small in-game scenes (like door interactions) have been refined. These and other underlying changes directly affect save-file compatibility.
Creating backward-compatibility patches for outdated saves doesn’t make much sense at this stage, as it would only complicate development further. I truly appreciate your patience and support — replaying the game shouldn’t take long, and I’m doing my best to make each update more stable and engaging.
That’s probably all for this patch. Thank you for your continued support — I’m moving forward with further work on Lunar Eclipse and the upcoming updates.
https://store.steampowered.com/app/2953480/Lunar_Eclipse/#app_reviews_hash