Death Road to Canada - Rocketcat Games

Getting close! Next up we're likely to wrap up any fixes, add some new art, and then get Linux and Mac builds out.

TO ACCESS THE TESTING BRANCH:

  1. Right Click "Death Road to Canada" in your Steam Library

  2. Go to Properties

  3. Click on the Betas tab on the left of the Properties window

  4. Click on the dropdown in the top right, and change the Beta Participation branch from "None" to "beta - TESTBRANCH"

The console is also turned on for this testing period. Use the ` key to open the console, and then read below for a list of some commands to try out.

New Changes for Testbranch #3
  • Added a new trait, Hyperfixated

  • Added Evil Sycamore to the beta branch. From now on, you can use this character to unlock game modes, instantly, during the test branches

  • Fixed bug with zombie aggro in the Bank,

  • Added ending rewards for new gamemodes,

  • Mutation Mode now raises max zp properly,

  • New modes now have extra ending bits,

  • Fixed null tile viaduct bug,

  • Fixed text for bank event,

  • Fixed banner in testregion not having any charges,

  • Fixed omitted ending dialogue for new chars,

  • Fixed bug where Ember couldn't die,

  • Fixed streetlights in Bank having weird hitboxes,

  • Fixed typo in mutation mode desc,

  • fixed bug where carboat turret would appear on new cars,

  • fixed bug where spider can pick up loot, same goes for bus characters

Previous List of Changes for RETINA
New Content
Special Characters
  • Added Isabelle, the Paladin. Smite away!

  • Ending Dialogue added for Isabelle

  • Added Time Stop character, work in progress, it will get new art and a retheme

  • Added Defective, an eldritch horror multi-splitting character

Gameplay Modes
  • Added MUTATION mode, where zombies get more resistant and more GRABBY over time

  • Added INFECTION mode EXTREME

Locations
  • Added Bank, Marshland, Viaduct locations

  • Added Siege version of Viaduct location

  • You can type the following commands into the console to check out the different locations:

    • [c]to_the_marshes[/c]

    • [c]to_the_viaduct[/c]

    • [c]to_the_treasury[/c]

    • [c]road{ siege2-viaduct }[/c]

Weapons
  • Added 3 new whips, in a new weapon category based on the Ringmaster's unique weapon

  • Added pike

  • Added kukri

  • Added buff banner support weapon

  • Added Barret 50 cal (named "M.O.A.R")

  • Made new weapons sellable

  • Made new weapons findable

Perks and Traits
  • Duelist perk added, go for those tipper hits

  • Big Shot perk added, slower ranged, but bonus damage scaling with shooting

  • Hyperfixated Trait added, get really good at ONE thing

Other
  • Car Boat with turret added as a reward to the Marshland location

Tweaks
  • Improved the DNK16 "burst" feeling and very marginally buffed it

  • Hektatrius event updated for one of the new characters

  • Adjusted Anime Girl store timer setting

  • Made it easier for AI to get into the car during floods, in Severe Weather Mode

  • Reworked 4JS Mode: scepters now have a random powerup they spawn with

  • Prison ammo piles are now rifle ammo crates and drop 25-30 ammo

  • Nerfed beach loot

  • Added a sound when a powerup drops in RPG mode

  • Reworked RPG mode powerup table to be more fair

Perks and Traits
  • Gourmand now provides morale to the team at meals

  • Kensai Perk reworked according to community discussion

  • Phoenix now gets a bottle of hot sauce on start

  • Hero Type now has an aura of protection

  • Bow and Arrow dropped arrows now only require you to touch, not pickup, to recharge (good for AI)

  • Reworked bows to act like the rifles do. Bows scale linearly with your STR stat, up to 11 STR, at which they pierce 11 targets

Sweet Vans
  • Reworked the regular, dog, and ice cream vans. They all do something special now, to help justify the increased gas costs.

  • Regular Van: Spawns furniture

  • Dog Van: Spawns a friendly dog

  • Ice Cream Van: Spawns delicious flavors

Bugfixes
  • Fixed bug for gun racks sometimes losing rifles

  • Bugfix for lightning bolts being pushed inward from map edge

  • Fixed a bug where bow&arrow arrows were invincible

  • Fixed a bug where not enough zombies spawned in the warehouse location

  • Fixed a bug where too much loot spawned in the warehouse loc

  • Fixed a weapon seller list bug

  • Fixed some bugs in events pertaining to Friend of Dog

  • Fixed bug where cameras spontaneous turn into books

  • Fixed bug where ammo crates still had their hitboxes after being used,

  • Fixed bug where gamemode wins didn't display for new modes

  • More fixes I'm forgetting about

TerraForge - Capalin

Hey everyone! :)

I’m beyond excited to finally announce that TerraForge 1.0 is coming on November 20th!

Sorry it took this long! I’ve been quietly developing, tweaking, and testing while juggling life and work. But now it’s time to show what I’ve been working on! Here’s a quick peek at what’s coming with the 1.0 update.

Dynamic Market Events

Quidland is now bustling with life!
As days pass, new world events will affect market demand and supply. (things like oversupply, royal celebrations, or mining accidents)
Each event shifts prices, creating new opportunities (or chaos) for clever traders.
You can plan ahead, take advantage of trends, or ride out tough times. The market finally feels alive!

Persistent Licenses

I finally upgraded my save/load system.
The new persistent license system lets you mine at your own pace. You can now leave a mine and return later. The terrain stays where you left it.
These infinite-time maps can be found randomly in the mining license screen or you can also pay with money or influence to find you one. (You just set the time preference to infinite in the search)

I really enjoyed it while testing the game and I hope you will also enjoy it. It is a more relaxed way of mining. No more time pressure, yaay!

The Abyss — A Forgotten Realm

[c]“A forgotten realm, where echoes of creation still stir...[/c]

[c]and whispers linger longer than life itself.”[/c]

The Abyss is an entirely new region with consistent progress. A massive, mysterious zone you can explore anytime after you find the portal.

You’ll be able to reinforce the portal to protect yourself from Abyssal Corruption, and delve into three Abyssal regions.
There are 2 new resources in the Abyss. Voidstone and Abyssal energy crystals.
Each region hides a dungeon mini-game, where your main goal is to retrieve ancient artifacts to refine corrupted voidstone.

New Items & Blueprints

I added several new blueprints and of course the new Voidstone items.

To be able to craft from voidstone, you need to refine it first. It is the last part of the minimalist story for the game. Though you can, of course, keep playing further and enjoy it as long as you want. I just wanted to make the game round and have a quote "ending".

Tool System Rework

I’ve tweaked how tools consume energy:

  • Tools now have lower initial energy cost

  • The cost ramps up as you use them repeatedly (so if have several active tools of the same type).
    This makes tool switching smoother and encourages combo play.

I’m even considering set effects, like getting a bonus when mixing tool types (e.g. Miner + Delver → stronger Drill).

Still experimenting, but I’d love to hear what you think!

Other Fixes & Improvements
  • Lots of new sound effects and feedback polish

  • UI tweaks and smoother inputs

  • Fixed (and created 😅) a bunch of bugs

  • Minor visual and performance improvements

I’ve poured everything I could into making TerraForge feel more alive, deeper, and smoother to play.
I really hope you’ll enjoy this update, and don’t worry, I’m not done yet. I still have plenty of ideas for future updates!

Thank you all for your patience, support, and kind words. :)

11:57am
Planet Chyton - peterjlin644

-Added loot in the hidden area of the first biome

-fixed weird glitch where you sometimes float in the air when you leave a room and enter it back

-fixed strange bug where the save sometimes doesn't work right

RAIDOU Remastered: The Mystery of the Soulless Army - ATLUS West

The RAIDOU Remastered: The Mystery of the Soulless Army demo is now available to play on Steam! 

Play until Episode 2 of the story of apprentice detective and Devil Summoner extraordinaire Raidou Kuzunoha XIV, returning in this remastered action RPG classic from ATLUS. 

Save data carries over into the full version, allowing you to seamlessly continue your progress*.

Experience features of the full version, such as:

  • The historic streets of a fantastical 1930's Tokyo.

  • A unique cast, enhanced from the original experience with full VO.

  • Fight alongside demon allies in real-time battles.

  • The art of confinement, a fun system to capture demons and turn them into allies. Over 100 demons can be recruited, leveled up, and added to the party.

  • The Demon Fusion system, a mechanic to combine ally demons and create new ones.

  • Leveling up the protagonist Raidou Kuzunoha.

  • Case investigations alongside your ally demons.

*Those revisiting the demo after jumping into the full game should be mindful about overwriting their save data, as the network slot is shared between the demo and the full game.

Touhou Danmaku Maze - curtistranproduction

It's been a crazy last few weeks and we enjoyed showing everyone what we've been up to.
Here's your October Newsletter!

Winning Dreamhack

Cirno wins her first award at DreamHack Atlanta 2025; The 1st Place - Audience Choice Award. Thank you everyone who voted for Cirno and all the feedback in the game. With an attendance rate of over 40,000, it's a huge honor to be given such trophy. We also got an entire list of bugs/features we need to add and we can't wait for you all to play the next update.

Patchouli Announced

Speaking of the next update, we showed off the next boss; Patchouli Knowledge!

This stage is our meanest level yet containing difficult maze routing, outlandish gimmicks, and retro challenges featuring the maze. Do you think you can handle the Labyrinth of the Scarlet Devil Mansion Library? More details on the next patch will be announced in the upcoming weeks.

Next Event AGDQ

Finally, It's time to start gearing up for the launch of Touhou Danmaku Maze and the eventual release sometime next year. This means we are lining up our events to continue showing off our game to everyone including Games Done Quick in Pittsburgh, PA! We can't wait to show off our game to such a unique hardcore audience in person. Cirno is ready cause winter is coming!!!

Final Thoughts

Once again, thank you all for joining us on this journey. Our next update is still far away but I would expect it to be similar to our last update. Stage 3 has gotten a lot of visual updates and Stage 4 is going to be a treat. We are also currently working on our next unique collaboration but it'll be some time until it gets announced.

DON'T LOOK AT GRANDMA - jon
Added Steam Achievements to the game-- which should largely unlock retroactively if you have made progress in the game and/or completed it!

Additionally, an initial round of performance optimizations are included, more to come!
Star Ores Inc. - BlackBeak Games
Star Ores Inc. takes off. Globally and in sync!

On November 6, 2025, our intergalactic mining adventure launches on Steam. To help you know exactly when it goes live in your region, we’ve put together a handy overview of local launch times.

Whether you're in Berlin, New York, Tokyo or Sydney – the countdown is on!
📍 Check the map below to find out when your journey to the abandoned space station begins.

We can’t wait to welcome you into the world of Star Ores Inc.

Galactic greetings!

Alex – BlackBeak Games

Death by Scrolling - LoveBoatGopher

Thank you to everyone continuing to share feedback and report issues. Build 151 focuses on early-game accessibility, improved challenge visibility, and quality-of-life adjustments based on player feedback.

Changes

  • Challenge Visibility: Players can display active challenges while in camp.

  • Destiny Card Pricing: Reduced gem cost of early Destiny cards to make them more accessible for new players. This makes it easier to experiment with different builds earlier in progression.

Additional Notes

Thank you to everyone sharing thoughts and feedback in the forums. We’re continuing to monitor early-game balance and player progression data closely as we prepare for future updates!

11:48am
The Weather Gage Playtest - Aide de camp

This is a small update to solve some of the issues related to the Trafalgar Anniversary Update (rebinding, high amount of leaks)

  • Rebind of the ship controls now working properly. Before only player rebinds and overall control rebinds were working, not the ship controls rebinding (in the editor tests all rebinds worked but not in the build)

  • Button to reset all controls to the default bindings

  • New hull piercing simulation based on real cannonball penetration tests from 19th century (see "Aide-mémoire d'artillerie navale" by Lafay, Jules Joseph)

  • Hull thickness (and therefore resistance) is higher on below the waterline than the upperworks, as was the case for real ships. This shall make the amount of holes below the waterline more realistic

  • Improved water collision detection of cannonballs, to reduce deep underwater hits. Some few projectiles were detecting too late to be underwater and were hitting the hulls at higher speed than expected under water.

  • Cannonball will bounce on water when hitting the surface at shallow angle

  • Reduced flow of already patched leaks to make them more manageable

  • Correction of messages about repairs, to indicate correctly when all hits below the waterline are repaired ( avoids repeated message "Leak repaired, 0 leaks remaining" )

  • Port repairs will repair already patched leask too (patched leaks were not being repaired before)

  • NPC ships (including prizes) will use pumps and emergency repairs

  • Interaction panel for NPC ships now will appear comepletely on screen (when choosing an interaction with a ship at the border of the screen, a part of the panel was out of the screen)

Wartorn - SKSKevin

Hey Wartorn community!

I know just recently we teased that the 1.0 launch of Wartorn was near and the moment you've all been waiting for is locked in: Wartorn 1.0 drops November 11th, marking the end of Early Access and the full realization of Yara and Elani's epic journey!

Quick heads-up on pricing: To celebrate the massive addition of new content, we're increasing the price by just $5 to $34.99 on launch day. Grab it now at the current $29.99 Early Access price (your purchase includes 1.0 upon release).

If you have not, please be sure to read our latest blog post that shares the many details of what is coming with the 1.0 launch, but as a refresher:

Explore the New Island: Thyssic!
  • Brand-new desert biome with new overworld map and battles for every mode

Epic New Encounters and Story Depth
  • Battle three new bosses: Brutality, Greed, and a mysterious third.

  • Fresh events, quests, family members, and heirlooms to deepen the lore.

Reach Beynün – The Grand Finale!
  • Guide your caravan to Beynün for end-of-run rewards: Bonus Chord Crystals from leftovers, permanent family unlocks, and the complete story (multiple runs required!).

Ultimate Power-Ups
  • Upgrade units to Tier 5: New trait at Tier 3, ability at Tier 4, passive trinket slot at Tier 5.

  • New achievements to chase.

This is our biggest update yet, built on your feedback for maximum replayability and satisfaction. Full patch notes drop with the launch.

Whether you're a squad-building pro or new recruit, 1.0 is your chance to conquer Talaur once and for all. 

See you in Beynün!

  • The Stray Kite Studios Team

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