Bibidi Bibidi! - Indiana-Jonas
Greetings fellow Wizardfolk!

In this Eventful Update (v0.06.00), we're breathing some adventure into the dungeon. We've added events to the game. These are non-combat encounters you can run into while exploring the dungeon. They will seem familiar to veteran roguelike deckbuilder players, but even for them there will be some surprises.

In addition to that, we've addedsome highly requested features related to deck management. Check out the full list of changes below.


🪄 New Features
  • 🚪 Events: 10+ new non-combat encounters you can run into. Explore different options for surprising outcomes!

  • 🃏 Deck Thinning: Buy the Potion of Forgetting in the shop, or run into a secret event and sacrifice a card.

  • 💫 Sigil Management: There is now a sigil limit to your spellbook. Make tactical choices to replace your old Sigils with new, better ones.

  • ♣️ Reworked Deck Shuffling: The discard pile is only shuffled into the draw pile at the start of your turn, and only if there are less cards

👨‍🎨 Art Improvements
  • Many monster sprites have been updated into their beautiful final forms.

  • Door selection backgrounds for world 2 and 3.

  • New and improved ambient audio.

  • New art for certain cards effects.

🍹 Quality of Life
  • Peek into your deck & discard pile at any time.

  • Force & Swole tabs in your spellbook to see where your force comes from.

  • Tutorial for Mana Burn and Deck Shuffling.

  • Clearer descriptions for some effects.

🌲 Evergreen improvements like rebalancing & bug fixes.


Monster Sprites

From Jonas: This update I've started to update the sprites to their final art style. So far I've just done a few monsters. The game will slowly transform into something darker and grittier.


Reworked Deck Shuffling

From Daan: Aside from that, we've made a bit of a departure from roguelike deckbuilder conventions. We've decided to not immediately shuffle your discard pile into your draw pile whenever you draw cards while its empty. The reason behind this is simple. If you manage to build an infinite card draw engine (which is relatively easy and even more so with this update's deck thinning), the monster would essentially never get a turn.

We don't have an energy/mana system, so being able to keep drawing cards means you can keep casting spells. We like this approach, but the game becomes unenjoyably easy If you figure out that one trick. To combat this, we now only shuffle the discard pile back into your deck at the start of your turn, and only if there are less card in your deck than you're supposed to draw.

We see it as a bit of an experimental feature, and would love to know what you think about it!


Once again, we're thankful for any feedback you can give. Send a message in our discord or using the in-game bug report feature to share anything you can think of.

That's all for now, happy spell casting!

Whimsical regards,

-Daan & Jonas

Crown and Adventure - 步步
Adjustment
  • Adjusted the gift requirements for \[Su Li]

Bug Fixes
  • Fixed an issue where the \[SHATTERED TEAR] mission would be abnormal under certain circumstances

  • Fixed an issue where some dialogues were not properly displayed

  • Fixed an issue where finishing a mission would improperly cause a game crash

  • Fixed an issue where the \[PATH TO SALVATION] mission guidance was abnormal

Ascend From Nine Mountains - Lyeeedar
Changes
  • Delay the defeat screen until the end of the round, so the player can reflect on their loss.

  • Reduced sell price of Barrier Effectiveness pills.

  • Add accessibility tags to herb garden and mystical region. Hopefully it makes it a little easier.

  • Renamed 'accessibility mode' to 'screen reader mode' to make it clearer what its purpose is.

  • Made the selected pillar shards in the breakthrough for PC clearer.

Balance Changes
  • Defense damage reduction is now calculated off the base max hp, not the current.

  • Barrier and Healing can no longer crit.

  • School specific formation parts are no longer formations, instead just consumables.

  • Barrier over max barrier now degenerates by 30% before each technique.

Bug Fixes
  • Fixed infinite loop on harvest screen.

  • Shadow Sickness Max Barrier penalty fixed.

  • Fixed the hide ui button working outside of debug mode.

  • Fixed many typos.

  • Fixed missing blossom masteries on certain techniques.

  • Fixed the desire increase auction action (for real this time, I promise!)

  • Fixed Wang Chiseng tournament stance in Blood CF tournament.

  • Remove all world map travel dialog reopening.

  • Fixed Yinying Fury to do vulnerability not defense minus.

  • Fixed changing pillar grid layouts not setting certain shards.

  • Fixed Zengxie Shard showing too many instances.

  • Fixed pillar shard auto rotation.

Modding
  • Buffs can now be set so each instance is independent of the others, allowing more granular counters and triggers.

  • Buffs can now intercept damage and modify it directly, before its applied to the player hp. This allows for conditional damage triggers, damage modification, and much more.

Infected Mushroom Pinball - Jussi
Infected Mushroom Pinball 1.2 update is live!


New unreleased music from Infected Mushroom

- Discover unreleased material along with the latest single “Light Weight”.

Two new game modes added

- Dive into new challenges and explore the table in entirely new ways.

Experimental Head Tracking support added

- VPIN camera now responds to your head movements, giving you a real 3D view of the entire table for a more immersive experience.

Enhanced VPIN button binding

- Extended compatibility now includes the Dude's Cab and other controllers.

Plus many improvements and features

- Includes fixed vSync, the ability to cap FPS, and various bug fixes for a smoother and more enjoyable experience. Reminder from the last patch: DOFLinx support is now also available.

Duck and the Land of Flightless Birds Playtest - kentreese64
- Make the knives on the 2nd Phase of the Hunter destructible. Added I-frames. And a health pack spawns on the 3rd phase
- Update the Cool Ducks use controllers
- Bug fixes
- Woodpecker Boss camera and Stomping Grounds
Hayo and the Emporium - CatDoors

-Hayo-

“Uh… Do you need anything else?”

-Ahr-
‘I want to say thank you… but how should I put it?’

\[Effect]
Earn 6 Gold every 2 days of business.

📦📦📦

The master of the delivery guild Feather Courier.
He strives for both speed and precision, never compromising when it comes to delivery work.
Though he appears calm and collected, he’s actually quite shy—often expressing his true feelings through letters.

Thanks for viewing!

12:29am
Graffism VR - Graffiti Simulator - gorzi
- Branded cans and color charts (Montana Cans, Loop and Kobra)
- Controllable Drone and FPV mode
- New Tool: Paint Roller
- Color picker - Pick color from anywhere
Tornado: Research and Rescue - Sam Kennedy

Yesterday's update accidentally broke the main game (2023 version), this update restores the game, sorry about that!

Locked in my Darkness 2: The Room - Usagi Mako
Hello everyone! 👋
Here’s a fresh update from the development of Locked in my Darkness 2: The Room. We want to share what we’ve been working on, what’s improving, and what’s coming next as we move closer to release.

🏗️
Current Development Status

The demo is now available on Steam.

We are focusing on polishing the core experience: atmosphere, pacing, and exploration.



The full game will last between 2 to 3 hours, making it the longest title we’ve created so far and the one that has taken the most years to develop.



It also serves as the conclusion to the story that began back in 2022.

The game will feature multiple environments, including the most memorable location from the first title, now expanded with new areas that were not possible to explore in the previous installment.



Our goal is to make every step tense, every room meaningful, and every object part of the story.


Thanks to everyone who has added the game to their Steam Wishlist — your support keeps the project moving forward.
If you’ve already tried the demo, please share your thoughts: what scared you, what confused you, what you enjoyed most. Your feedback is incredibly valuable & follow us on our socials for more news.

👉 And if you know someone who loves psychological horror, feel free to spread the word!
It Has My Face - wolderado

Hey everyone!

It's been a while since IT HAS MY FACE launched in Early Access. You’ve faced your doubles, survived the horrors, and found more creative ways to die than we ever imagined. From desperate escapes to bold last stands, every player had a unique story about their dangerous encounter with their clones. Comment below if you're part of any of the statistics!

(P.s. The game do not collect any data without consent. These data are the result of the players who opted in)

Here’s a look at how you’ve all been surviving, fighting, and occasionally blowing yourselves up in It Has My Face:

[c][/c]

A huge thanks to everyone who played IT HAS ME FACE! If you’d like to be part of future stats and community reports, you can share your in-game data by enabling the Send Data toggle in the Options menu.

Happy clone hunting! We got lots more clones to kill until 1.0!

-wolderado

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