Neverway - Coldblood Inc.
Hello! Hope you all had a great time during my favorite time of the year, the spooky season 🎃

Since our last update, everyone on the team is still deep in our dev cave. So, what is that like? Internally, we usually break down the game into “chapters”, so it goes like this:

Plan the next chapter → Implement mechanics, cutscenes, maps → Test with people → Go back and adjust feedback to previous chapters



This process can take one to two months. Testing is definitely the most important part here. We’re interested in learning what the person is feeling, what they want to do and whether that aligns with what the game wants them to do. Turns out this is very tricky, especially since people can have completely different priorities!! The important part is whether the game can adapt well enough to accommodate what they’re feeling at the time.

We obviously have a lot of mechanics in Neverway, such as combat, farming, making friends... While they’re all necessary to progress the story, we try not to focus too much in one mechanic more than another. Instead, we want to make sure that players can choose to focus on their favorite aspect of the game.


Let’s say you prefer more the combat than the farming. While you still need to farm a little, you can focus more on the combat, which will make the farming easier thanks to all the loot you get. If you enjoy more farming instead, that's also totally okay, as farming will make the combat easier with all the crops and recipes you craft.

Not only that, but we try to reflect this in Fiona. For example, she’ll be grumpier if she’s reminded that she needs to farm when you haven’t really been putting the time into that. Or, as you meet people throughout the game, and you start becoming more avoidant toward your friends, we want that to be reflected in Fiona as well… I’d say that this is probably the most central theme of the game, but I really don’t want to spoil more!



Now, whether you romance them or not is optional. This depends on how you talk to them, how often you see them, and how you choose to progress through the story. Yes, that's even for characters who are very obviously evil.

We don’t have any further announcements for now, but we really appreciate everyone’s support and patience! We’ll keep focusing on making the best game we can, and we promise to let you know more when the time is right.

Until next time!
🩸 Isa and Coldblood Inc. team
Intergalactic traveler: The Omega Sector - Artificer Creator

Animations and Visuals:

*A new popup hp indicator when exiting an artificial zone by a portal.

*A new item animation for when taking an hyper jump charge.

*New animation for when taking a green shield.

*A new visual effect when having a yellow or red shield.

*A small cinematic indicator for the asteroid puzzle of stage 13 for the ones that did not have it.

*General visual polish to the message textbox and the stage result screen.

Small Updates:

*For the Tower Viewer added the amount remaining of Arcade Points and TG.

*Added a new merchant for the last stage of the game.

New Interface updates:

*The Exchange Achievement Options on the Main menu can now be also cancelled by pressing x.

Corrections:

*Removed the Text Message for when taking HP damage due an artificial portal.

*Now, the text displaying that an Hyper Jump charge has been taken, just shows up once.

*A better placement for a tower viewer in the Main Zone of Stage 10. It was unreachable before.

*The Nivelator riel-changer-switch on the main zones is now blocked if the 4 circuit breakers are activated in the previous areas.

*The Sound Effect Volume is adjusted to 60 by default when starting the game for the first time.

*The huds now wait to the stage presentation to be over before showing up.

*Better fade of the HUD for the Omega Token Reader Device (this happens when the player sprite is going to be below the HUD.)

*The inventory items of shields reactivate the music of the area when necessary.

*Launching the Hyper Jump from the main zone of stage 12 now reach the end of the map upon exit.

*Added a small extra sound when starting an interaction with a merchant.

*Better placement of a save point near the end of the Main Zone of the stage 23.

*Removed the extra lines at each side of the "loading game picture."

*The Combat Outpost deployed by the Nivelator has a special effect if the player level is too powerful.

*Lowered the Price of the Scanner Cartridge from 5 to 2 TG.

*Removed the Bit Items on merchants with exception of the Hp merchant, and their price is lowered from 5 to 2 tg.

*The Hyper Bits items reduce their cost in Golden Gears, from 10 to 5.

*Fixed a dialogue spacing, the one about the fuel being maxed out.

Fixes:

*Fixed an odd bug when exiting the Ultra Jump that happened after The Hyper jump was launched from the previous Main zone.

*Removed the last blocks for normal walls for the first part of the Main Zone of the Stage 10.

*Fixed a glitch with the menu on the last stage when triggered to fast at certain event.

Thank you for your support!

Sanatorium – A Mental Asylum Simulator Playtest - ZeitglasGames
Fixes and Changes
  • Changed so that ward starting funds are now added to the player’s total money when applicable.
  • Fixed a bug that could prevent players from being promoted to Ward 2.
  • Added a safeguard to prevent save file deletion on macOS and Steam Deck due to file permission issues.
  • Marked player preferences as persistent to prevent them from resetting during normal gameplay loops.
  • Adjusted office layout to prevent accidental table interactions while the inventory is open.

Notes
  • This update focuses on stability improvements, save safety, and smoother early progression between wards.
  • Additional localization and polish updates will follow in the next patch.
Waifu Discovered 2: Medieval Fantasy - OneHandFree-Studios

Here is a demonstration of some early gameplay on SteamDeck running solid 60FPS.

Waifu Discovered 3 is near!

We have updated our official websitehttps://www.waifudiscovered.com.

We will post some news about Waifu Discovered 3 in a few days. Follow us in order to get the news !

Follow our new waifus' curator here: https://store.steampowered.com/curator/45639442

Counter-Strike 2 - Piggles ULTRAPRO

Today we're adding a new feature to demo playback called TrueView.  With TrueView, demo playback will match the player's original experience much more closely.

Previously, demo playback showed the server's view of the world, without accounting for network latency. This could be confusing because shots would hit that didn't look like they should have, and vice versa. 

TrueView provides a more accurate representation of the observed player's experience by re-running their client-side prediction.

The video below shows the difference between the old demo playback and the same playback with TrueView.

A few caveats:

  • By default, TrueView is deactivated when the version of the game you are using to view the demo does not match the version of the game used to record the demo.

  • Even with TrueView active, there may still be some differences between what you see in the demo and what the player originally saw (especially with slow-motion playback). For example, damage effects will have different timing during demo playback due to the way CPU and GPU work are pipelined.

  • In addition to performing clientside prediction of the observed player, TrueView will also perform Damage Prediction on enemies, if Damage Prediction was used by the observed player at the time.

Additionally, we're shipping movement changes that we made available last week in a beta branch. All that and more and today's update!

Counter-Strike 2 - Piggles ULTRAPRO

\[ GAMEPLAY ]

  • Fixed a case where air acceleration was clamped incorrectly while surfing.

  • Fixed a case where slowly surfing up a ramp was handled incorrectly due to misidentification as a jump apex.

  • Fix a bug causing "Delay Sniper Rifle Un-Scope after Shot" to be inconsistent.

\[ DEMO ]

  • Added TrueView demo playback, which reconstructs the observed player's original experience more accurately by re-running client-side prediction.

  • TrueView playback will show the effects of Damage Prediction, if it was enabled by the observed player at the time.

  • TrueView does not reconstruct the precise timings of rendered frames, so some differences between the original player's experience and TrueView playback will remain, especially in very slow motion playback.  The player's frame at the time when the mouse was clicked, which is used for hit registration, is shown accurately to the nearest demo playback frame. However, reaction effects such as recoil, muzzle flash, blood splatter, and ragdoll are delayed while playing the game by one or two frames due to the way CPU and GPU work is pipelined, and will not appear at the same time during demo playback.

  • TrueView demo playback might not work properly on old demos and is disabled by default if the playback client version does not match the client version when the demo was recorded. You can set cl_demo_predict 2 to override this.

  • Fixed a bug causing third person models to not animate smoothly.

  • Fixed a bug causing time to lurch forward by one tick when unpausing a demo.

\[ MISC ]

  • Animation fixes for G3SG1 bolt.

  • Fixed developer console scrollbar to accept mouse clicks.

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.




[center]
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.
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