Professional Fishing 2 - MasterCode
  • Fixed an issue with pulling small fish out of the water

  • Increased fish bite frequency

  • Increased the rate of fish stamina depletion during fights
Project Horror Tales - Shuyural
PHT 2.7.9 will be under the beta now as a way to get old achievements.
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🩸 Project Horror Tales – Version 3.0.9 Update Notes 🩸
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We’re back with a new update for the Single Player side of Project Horror Tales!
This patch focuses on atmosphere, level design, and laying the groundwork for the final release.




🕯️ Lighting
• Adjusted lighting in the starting room — players should now be able to see clearly without losing the eerie tone.




🕸️ Decorations & Environment
• Opened a previously locked room on the 1st Floor and added new decorative details.
• Updated the kitchen with fresh visual tweaks for a more immersive experience.
• Expanded and finalized the Mansion Level with new rooms and detailed decorations to complete the layout.




👻 Map Work & Gameplay
• Added new jumpscares and fresh puzzles to keep you on edge.
• Introduced a secret ending — can you find it?




🏆 Steam Achievements
• Added 3 new achievements to discover and unlock.




🧩 To-Do / Upcoming Features
• Complete the main storyline.
• Add cinematics for key moments.
• Implement animations for specific monsters.
• Fix the game loading bug.
• Introduce voice narration.
• Finalize puzzles and jumpscares.
• Prepare for final release out of Early Access.




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Thank you to everyone supporting Project Horror Tales!
Your feedback helps us make this nightmare unforgettable. 💀
Stay tuned for more updates — the mansion still has many secrets to uncover...
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This Grand Life 2 - PokingWaterGames
  • Fix unable to use assets that don't have tags

  • If asset does not have tags, don't show users in tooltip

Vivid Tale - Jesse Kellor

Hello, friends!

We’re happy to share that Vivid Tale is taking part in the Ancient Costume Game Festival on Steam.

Vivid Tale is a cozy JRPG set in an alternate version of Russia — featuring turn-based combat, beautiful voice acting, and a story shaped by your choices.

If you haven’t tried it yet, the demo is available now. Play it and tell us what you think — your feedback helps us make the game even better.

https://store.steampowered.com/app/3122130/Vivid_Tale_Demo/

In the Spirit of the Ancient Costume Game Festival

Let’s start with something close to our hearts — the costumes of our idols.

One of the key inspirations was the uniform coat of Second Lieutenant Alexander Talyzin from the Semenovsky Life Guards Regiment.
This particular coat carries a unique story: it was worn by Empress Catherine II herself when she set out to overthrow Emperor Peter III.
Talyzin’s timely “contribution” didn’t go unnoticed — his career quickly took off, and he later became a senator and a prominent statesman.

The coat itself dates from the late 18th century, though the style traces back to Peter the Great’s era — similar designs were used in the Preobrazhensky Regiment.


Next, let’s talk about our Prince Bogdan.
His outfit is based on a 17th-century field costume of a tsarevich — though with a little historical twist.
The version we used actually comes from 1903, when Grand Duke Mikhail Romanov (the would-be heir to the throne) wore it to a masquerade ball celebrating the pre-Petrine era.
That costume was a near-perfect reconstruction of the attire of Tsar Alexei Mikhailovich — an interesting example of how history sometimes recreates itself.


Moving on, let’s briefly mention the attire of background characters.
In the prologue, events unfold during a “coronation,” with guests arriving from every corner of the realm.
Their clothing draws from 16th–17th century regional styles — a patchwork of traditions that reflect the scale of the world.



And this is just the beginning. We’ll return to this topic later — to talk more about costumes, tattoos, symbols, and the patterns that shape the visual language of Vivid Tale.

Join the Conversation
We’d love to hear your thoughts and questions!
Join our Discord community or start a discussion in the Steam Community forums.
Microvania - DREAMPUNK
MicroKnights, you may now pet the Shnail!

Hi MicroKnights, in today's update I've added a major new feature and incremented the version number +0.1 to mark the milestone (*).

You can now pet the snail!

  • Added ability to pet the snail. To do this, stand on Snail and hold the Aim button until you crouch. Then while the Aim button is still held, press any direction to do the various petting poses. NOTE: this will prevent you from shooting any weapon, so release Aim to exit petting mode.

  • Shnails will now give a reward after some time of being pet.

  • Enemies are no longer is "blocked" by pickups. This fixes seeing them flicker when a pickup is in front of them and they were trying to move.

  • Incrementing version number to 1.1.x, to indicate significant improvements over previous versions.

(*) In all seriousness, the version number increase is more about stability in the game and all the Quality of Life improvements over the launch version. Though, being able to pet the snail does seem worth the celebration :).

Sinking Eternity - SinkingEternityOfficial

Weekly Changelog: v0.106

A lot of progress has been made again this week towards the Early Access release in Q1-2026!

I also uploaded a new version of the demo with the following improvements/fixes:

-Improved fish behavior and made most fish species swim away when approached

-Improved starting islands level design

-Enhanced out of water ambiance (lighting, skybox, cloud density, etc.)

-Added real-time shadows to several outdoor objects

-Added a distant smoke rising from the sea, this point of interest will be explorable in Early Access

-Added a new visible far-away island, coming in Early Access

-Added a light beam to the new distant island that will be part of the Early Access storyline

-Improved shading and color balance of underwater vegetation

-Updated game logo on the start screen

-Added waypoints to the first tutorial steps

-Weight info now correctly shows up for zero-weight items

-Fixed an issue where some items could be equipped in the wrong equipment slot

-Updated item tooltip positions to work across all screen resolutions

-Updated skill tooltip positions to work across all screen resolutions

-Added fallbacks for cursor display after alt-tab and in-game resolution change

-Increased intro sequence text animation speed

-Corrected some small UI typos

-Ajusted the size of the empty cryopod, the reef trunk and some vegetation

-Made many small/medium general visual improvement and performance optimizations

Thanks again for your interest in Sinking Eternity!

Nov 4
3Cushion Masters - 3cumasters
친선경기 네트웍 변경 처리
Bulwark: Falconeer Chronicles - Falcopup

Massive change incoming on beta -

  • imported more ocean tech/shading from falconeer

  • improved lighting even more while bringing it back a bit from the bleak realism.

  • Stone houses along walls are at at right angles so things look a tiny bit more decluttered

  • whales should go over the edge anymore

big gameplay change..

  • the density of housing AND industry is directly linked to the worker access at that location. So hive cities.. yes, but everything flows from your citadels,

  • house upgrades are more tied to worker access now, as well as resource access. So at the outer edges of your settlement housing shouldn't spawn higher tier houses if the worker access isn't there.

  • income is higher from houses to offset the lighter density in places.

This does actually change a lot of the game,, it requires a bit more thinking to gain more splinters through growth, cuz mindlessly grinding walkways isn't an instant solution, and its not for resources either as you cannot insta-fill a resource area anyway.. not without good worker access. Anyways this came to me from a user review that said the most efficient settlements look the worst. Which was actually the case, this is a bit of a remedy for that.

Now available on beta

Mortal Kombat: Legacy Kollection - stephen.frost

The following issues have been addressed in this hotfix update:

  • Fixed connection filter setting not working properly

  • Various fixes to the Fatality Timer option

  • Combos option has been added to moves list for relevant titles

  • Fix for MK3 (Genesis) cheat menus not unlocking properly

  • Additional improvements to MK4

  • Minor localization corrections

  • Some fixes to MK Trilogy Training Mode

Additional fixes will be addressed in the upcoming "Online Arcade" update, with more details to be shared soon.

Legends of Dragaea: Idle Dungeons - gigatank3000

Hey everyone,

We're thrilled that everyone is enjoying the game! Here's our latest (but by no means last) patch addressing some of the issues, suggestions, and bugs you're having. We'll announce a winner of the Steam Deck giveaway (and update that post) in the next day or two.

If you haven't already pleae leave a review as that helps us immensely with visibility and helping other players on Steam find the game! Now onto the patchnotes!

CHANGES

  • Replaced all ambient tracks with better ones

  • Added heavy optimizations to Damage numbers and Ability Effects

  • Reduced the chance to get a Mimic

  • Insta-kill Effects longer work on Bosses

  • Doom no longer work on Final Bosses

  • Added a "See Damage Numbers" setting in the Options Menu

  • Added a "Total Effects On Screen" setting in the Options Menu (This should help fix lag if kept low) (Setting it to 0 turns of all Ability effects)

  • Damage Numbers now always appear over Ability Effects

  • UI Scale setting in the Options Menu now scales the Town and World Map as well

FIXES

  • Harpy Boss Fight should no longer cause crashes (but if it still does, please let me know I have another trick up my sleeve)

  • Fixed the game starting in fullscreen mode even if you disabled it in the options

  • Fixed Mute When Unfocused setting not muting when unfocused

We have more fixes, changes, and updates in the pipe so stay tuned!

Until Next Time!

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