Grey Hack - Kurouzu
I’m pleased to announce that Grey Hack finally has music!

Over the last two months I’ve been working exclusively on composing the game’s soundtrack, resulting in a total of 10 tracks. One of them is an easter egg, and I still have to decide when it will be played in the nightly build.

The idea was to create music that is generally slow and not too distracting from what you’re doing, with a few more energetic tracks here and there. Music will start automatically when the desktop loads and will play tracks in random order, prioritising the slower ones. There will also be occasional, longer pauses of silence between some tracks.


A basic Music Player has been added to the top bar. It lets you skip to the next song or explicitly play any track from the playlist. After that track finishes, playback returns to random mode. The new Audio option has been added to the main menu, and it’s also available in Settings.exe.


For now there are still no UI sound effects (apart from a few when booting the computer and the boot up chime), but they will be added in the next nightly build.

I hope you enjoy the soundtrack! For those who would like to listen to it outside the game, the original soundtrack DLC will be available for purchase soon.

Thanks for your feedback and support!
Echoes From Ciudadela - Kronos Interactive

Hi Everyone,

Playtest is live until Friday next week. Don't forget to fill out the feedback form!
GILTSTEADER - Tower Defense - LM-o

Hi all,

Due to various circumstances, GILTSTEADER is currently in the process of being delisted from Steam.

Thanks to all those who gave the game a chance.

Cheers

Tactical Nexus - 寝かせな

◆After two months, the magic for the previously unimplemented 8-4 (Moon) has finally returned from <that world>.

Due to the significant delay in implementation, its effects have been enhanced beyond the original design.

◆New QoL features, “Exchange Reservation” and “Notification Reservation,” have been implemented for Chapter 8-3's <World Mirror>.

While this stage allows item exchange anytime, the current system forces players to constantly track how many <World Fragments> they need to save up for exchanges—a truly shitty design. Better late than never, we've added these features.

Honestly, the reservation processing is so complex that you'll likely find yourself wondering “What the hell is going on with this system?” more often than not. But I doubt we can make it any better.

Right now, I can't contain my rage at this stage's shitty system. Therefore, I hope you all also lose control of your rage at this stage's shitty functionality.

Going forward, if stages similar to this one are implemented where item exchange is possible anytime, we plan to implement the Exchange Reservation and Notification Reservation features first.

But honestly, what this stage probably needs most is an improvement to the Level Up Board functionality. However, since I can't think of any intuitive QoL improvements, it's likely to be neglected.

◆Implemented some previously unimplemented effects for <Déjà's Pulse Book>.

◆Added a function to the screenshot button in the bottom-right corner: Shift + click to output the entire map.

However, this may not work on relatively old graphics cards.

(Computers over 10 years old or those without a dedicated GPU may encounter errors)

The output will be mostly blank and distorted.

(This is primarily an emergency measure for players wanting to coordinate multiplayer strategies.)

◆I made various other fixes, but as usual, I've forgotten the specifics. Sorry.

◆We plan to implement the enemy morale loss feature in about 1-2 weeks.

◆We aim to implement Chapter 5-0 around one month from now.

Nov 14
Slaves of Magic - slaveofmagicthegame

Hello everyone!

Another quick hotfix for today:

  • Fixed that on Advanced and Master difficulty levels, the invaders had no supply and research income from their bases.

Chernobylite 2: Exclusion Zone - Rozmo

Hey,

We’re rolling out a hotfix that addresses several gameplay issues and improves overall performance and stability. Thank you for continuously sharing your reports and feedback — they help us track down and resolve problems much faster.


Fixes:

See you in the Exclusion Zone,

CG2 Team

Project Hunt - projecthunt2022
⭐ Enjoying PROJECT HUNT? Please leave a review. It really helps me keep developing and improving the game! 🙏

🐅Tiger has received a complete visual and animation overhaul.

Updated body model and proportions

Improved fur detail and shading

New, smoother movement and behavior animations

This update is focused on improving visual quality and realism.

The tiger population has increased significantly.

🏆 Existing Trophies

All previously hunted Tiger trophies will remain in your trophy lodges.

Their visuals will automatically update to the new model

🎨 New Fur Variations

Several new fur variations for the Tiger have been added.

NEW

OLD

FURS

OTHER

Deadlivery Night - Bucefalo Games

Version 0.2 changes:
New Content:
  • A completely new explorable area in first person with a new enemy. Venture into the backrooms, explore the dangerous labyrinth, escape Martha, and claim an incredible reward if you reach the end.

  • A completely new item that will help you survive your journey... if you manage to get it.

Bug fixes
  • Several improvements to overall game stability

  • Minor gameplay improvements

  • Fixes to camera filters. These filters can now be turned on or off from the start menu

  • Fix a bug on Mac caused by certain camera filters

Thank you so much for supporting our game, more changes, fixes and content are on the way!

Cafe Cafe: Idle Bird Collector - Emery [CHONKSOFT]
Hi everyone! I hope you've all had a wonderful week!~

One of the biggest remaining issues in the game since launch has been the handling of multiple screens with different resolutions and/or orientations. I'm really sorry for the trouble this may have caused to some of you!

This version finally aims to address all of those issues! To make it as clear as I can, here are the changes that come with this version:
  • When clicking the Change Screen button, the game automatically moves its view back to the default bottom-right position on the new screen. This is to make sure the game remains visible no matter what the screen configurations are.
  • The game's view sizing code has been reworked for vertical screens specifically, in a way that attempts to ensure the game view can fully fit within a vertical screen when the View Size setting is at its largest value. (This means that by default, the game will now appear smaller than it did before on vertical screens, so feel free to resize it in the game's settings!)
  • The game now attempts to remember which screen it was on the last time it ran so that it can try going back to the same position when you play the game again. This can still sometimes fail if for example the screen the game was on isn't connected to the PC anymore, in which case the game will do its best to position itself according to your new setup.

If you like the game, please consider leaving us a review! Every single review is a huge help! Thank you so much!! 💖

Thank you all again so much for playing our humble little game, and have a lovely weekend!~

Emery & Rox
Lionhearts - Credenzio

Welcome once again to the weekly Development Log for Lionhearts, an up-and-coming project on Steam created using Unreal Engine 5.

This week, our team made progress toward preparing Lionhearts for internal Beta testing.

The programming team focused on stabilizing and wrapping up core systems, including building a Beta-ready version of all major gameplay features.

A new character display model was added to the main menu, allowing players to visually preview their loadout changes.

Spear and bludgeon combat were implemented as well: bludgeons are temporarily using arming sword animations until their custom set is finished.

Offhand functionality also progressed, with both the bow and shield now usable in the offhand slot. Shields currently pair with arming sword and bludgeon weapons, and future updates will allow players to dual-equip bows with one-handed weapons.

The 3D animation team created new bludgeon charge and attack animations for the left, up, and down directions, helping flesh out the weapon’s moveset.

On the 3D art team, the Sergeant-tier outfit was completed, marking another step forward in the visual progression system.

The 2D art team continued refining the Server Browser UI, the layout is now finalized, with work shifting to color palette polish and visual styling.

If you haven’t gotten a chance to check it out yet, our Kickstarter campaign is now accepting late pledges! Even if you only have a few bucks to spare, it helps us more than you know!

Reminder: We have begun handing out Discord rewards to Kickstarter backers, such as roles and other special permissions. Check your Kickstarter messages if you're a backer for info on how to claim these rewards!

Please join us on our Discord server where you can ask questions and participate in our growing community!

Be sure to wishlist the game on our Steam Page, too!

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