Plinbo - Raphus

📝 What’s New This Week

• 25 new challenges to diversify each run

• 18 new buff cards for deeper deck-building

• 20 customized buffed balls

• Foundations of the Custom Ball Shop

• Balancing + optimization improvements


đź›  Coming Soon

• Pin customization system
• Two new levels
• Two additional game modes for extra replayability

More updates on the way — and your feedback keeps shaping the game.

The Isle of Elanor - CommonWombatGames

  1. Added more fishing animations for fishing in the up and down directions.

  2. Basic fishing is now working. After casting the fishing float into the water, and waiting for a period of time, an alert will appear above the player. If the player clicks the left mouse button (or presses use), a random fish will be caught and appear at the player's feet.

  3. I will be adding a casting mini-game to determine the length of the cast.

  4. I will be adding a fishing mini-game to determine if the fish is caught.

  5. I will be adding more animations for the return of the fish from the water.

  6. I will be adding a screen for displaying the fish, and moving it into the player's inventory.

  7. Only fresh water fish are currently caught. You can fish in the ocean, but only fresh water fish will be caught.

  8. I will be adding lure fishing.

祟り坂 | TATARI Curse road - studiodyd

Tatari-zaka: Curse Road has been released today!

If you encounter any bugs or issues, please report them on the message board.

Mush Dash - [CN]笨笨Bon

This update addresses and fixes the following issues:

- Fixed an issue where, after a Survivor successfully struggled free, the Killer would permanently lose the ability to sprint and jump.

- Fixed a rare issue where Survivors were occasionally unable to struggle.

- Fixed an issue preventing the Killer from seeing messages sent by Survivors via Shift + Enter in the public chat.

- Fixed an issue where, after reducing a Survivor to half health and then using the right-click + E key combo, the Survivor would instantly collapse and become un-pick-up-able by the Killer.

- Fixed an issue where, if a Survivor was hit by the Killer while placing a trap, they could become unable to switch items or place the trap currently in hand.

- Fixed a rare issue where Survivors would occasionally be unable to see the top-left item bar, hindering quick identification of their currently held item.

Dialoop -Roguelite Puzzle- - Hikari
Dialoop Makes Its Debut at Shanghai Game Festival "WePlay Expo 2025"!

Event: WePlay Expo 2025
Dates: November 22 (Sat) – 23 (Sun), 2025
Venue: Shanghai World Expo Exhibition & Convention Center H3

Visitors who add Dialoop to their wishlist at the event will receive an exclusive WePlay Pins and original stickers as a gift!

We look forward to seeing you at Booth B48, Zone B!

Check out the official website for more details → https://www.weplaymore.com/english

1:19am
Onyx - Dark Matter

Steam Shoppage

  • Insight Videos & Screenshots updated.

New Performance System
The performance system has been completely redesigned and now works more efficiently.

  • A new slider for adjusting distance loading has been added.
    This slider has replaced all previous sliders to make adjustments easier.
    The slider is set to Normal (center) by default, which worked well in the tests.

  • A new slider for adjusting the level of detail has also been added.
    This can be used to reduce the number of objects displayed in the world.
    Currently, this allows you to disable things like grass and other objects that aren't essential for gameplay, thus improving performance. However, due to the new distance loading, it was never necessary to lower the level detail during testing.
    The slider is set to High (right) by default.

New Creatures

  • Cavemole

  • Stingfly

Improvements

  • Invisibility is now linked to sneaking.
    When you activate invisibility, you’ll automatically enter sneak mode.
    Any actions that interrupt sneak mode will automatically end invisibility as well.

  • The wind spell Gravitide now always pulls enemies towards its center and costs slightly more mana.

  • The durability of worn equipment is only reduced if the damage suffered is of a physical nature.

  • The notification when an item is picked up now also shows how much of it is currently in the inventory.

  • Running and crouching can now be easily toggled on and off with a single press of the corresponding button.
    You no longer need to hold the corresponding button down.

  • The smelting furnace inventory now also displays the progress of currently active smelting processes.
    The way it is displayed will be upgraded at a later time.

  • Greatly increased the chance of successfully catching area- and event-specific fish.

  • Creature Pathfinding System improved.
    They still sometimes twitch a little. Further optimizations will follow.

  • A lot of UI improvements.

Visuals Enhanced

  • Workbench, stonemason’s bench, cooking area, sellbox, beehive.

Fixes

  • A bug that occasionally popped up when buying and selling items has been fixed.
    Thank you for sending the report!

  • An incorrect piece of information regarding the opening of quests has been corrected in the tutorial.

  • A bunch of other minor fixes.

1:16am
Kitty Combat - Mini Rowan✨
  • Added volume slider to the pause menu in game
  • Changed the Leon S Kitty shot sound effect to be one much easier on the ears
  • Added xp scaling where the Rainbow xp orb will increase value by 100 for ever level up after 35
  • Added boss health scaling for high level runs, at level 50 the boss's health multiplies by your damage, at level 100 the boss's health multiplies by your damage times 2, and 150 or higher the boss's health multiplies by your damage times 3
Ruins To Fortress - nb-crimi


To all our players celebrating Christmas, the holidays, or simply enjoying a festive season, we wish you warmth, joy, and wonderful moments. And to those who don’t celebrate, we hope you’re having a peaceful and cozy end to the year.

We want to take this moment to express our heartfelt gratitude to everyone who has supported us, shared valuable feedback, and purchased our DLC.

Everyone who launches Ruins to Fortress during the festive season until the end of January 2026 will receive a free skin: the Santas Cap and the Evergreen Shirt. You can also build the Xmas Tree again in your base for a nice decoration touch.

We wish you all a happy holiday season and a fantastic start to the new year.

Warm regards,

The Ruins to Fortress Team

Reframe - Friendly_

​​​Hi! This is my fourth proper devlog! I have lots of news and screenshots to share! There's a surprising amount of screenshots I was able to make this month, despite me being sick for 3 weeks and spending another week on holiday. This month, I've been ​mostly working on Chapter 2 content. I added lots of new locations, a new minigame, and did lots and lots of writing. Let's get to it!​

New minigames!

​But I'll only show you just one. Actually, if you're on our Discord, you may have already seen it! It's another hangout with both Venya and Pauline. 

"I gotta say, bro. You're, like... Changed. Seriously. You never agreed to hang out before. And now you're, like... Really active for some reason?"
​"I don't know. I think that... "incident" in the park had something to do with it. I started seeing things more clearly. And I realized that doing nothing will lead me nowhere. So I'd rather embarrass myself over and over than never even try."
​"Alright. I hear ya. I have an idea. Let's see how much you've REALLY changed."
​"NO"

https://discord.com/invite/AU4Jhj8aEE a mysterious entity appeared and dropped this link here. Where could it possibly lead?​

Five endings?

I've finally realized how I want to go about the game's endings. Essentially, depending on the choices you make throughout the game, how much of a completionist you are and whether or not you find secrets, you'll get one of several endings. Some are bad. Some are really really bad. But if you get one of the "good" endings, your fate will be decided by who your friends are and who you choose to stay with.

The teasers...

​As you might remember, the next chapter content will partially take place in the village a few kilometers from the city. Here's what a small portion of what it looks like! To the right, you can see the hotel where you'll spend the nights. The area isn't finalized yet, but at least it's now good enough to show you!​

Speaking of the hotel... I've only recently started redrawing it and it turned out pretty sick. Cozy, even. I wanted it to have a vibe of a small cozy village cabin way out of town. Actually, there's a lot of it that you can't see here! There's a little museum just to the right of the staircase. Spooky, incredibly powerful artifacts that were found in the village over the years! Are they real? Do they hold actual powers? Can they summon your profile picture into existence? Is there an infinite water bottle? I don't know. But let's not ruin the fun by verifying that.​

Have you ever been to a summer camp? What about an abandoned one? What if you were told that something nefarious was happening there and it holds some dark secrets? What if the place was abandoned for a reason!? (besides being super old and run-down and underfunded)
Do you remember the dark tunnel screenshot I shared a few months ago? This comes right before that. Something bad is about to happen...​

Also, you may have noticed I got a tiny bit better at drawing. In the future, I plan to revisit most Chapter 1 locations and improve their design! I'll share some of them in one of the next devlogs. By the way, I plan on posting one of these every month! On 15th or 16th day of the month. Also, keep in mind that the content that you see here is FAR from everything that I've added to the game. There's so much more you haven't seen yet!

Final thoughts...

​We've reached 2,404 wishlists ​and 1,493 total players! The last promotional video did... Pretty okay, actually. I have a few ideas on how I can promote the game further.​

I'll add a few more screenshots to my Patreon page! I want there to be a little more unique stuff so that you guys will have more reasons to subscribe eventually. Don't feel pressured to subscribe! Only if you really want to support me! The best way to support me right now is to spread the word, recommend the game to your friends and... well, say something nice:) Reading your comments and reviews every now and then really helps a lot. I made so many of these new changes after I read your guys' reviews of the game on itch. So thank you!

Florensia - Giiku Games

We’re excited to announce our largest update so far: The Corrupted Abyss, our very first in-house developed content update! This release brings a completely reworked experience of Droes Cave of Abyss.

Corrupted Abyss

A strange sigil has appeared in Rainbow Highlands, prompting Lord Briant to send one of his trusted researchers, Professor Auvryn, to investigate the mysterious phenomenon.

During their experiments, Auvryn attempted to expose the sigil to a Magic Crystal, and in that moment, a dark flame erupted, opening a portal to another world.

Fearing what unknown magic they may have unleashed, Lord Briant and Auvryn quickly began securing the area and studying the strange new gateway.

Now, they need your help to uncover the truth behind The Corrupted Abyss.

Awaiting you are:

  • 14 New Boss Monsters

  • 26 New Quests

  • 48 New Armor Pieces

  • 24 New Weapons

  • 8 New Accessories

  • ... and much more to explore!

Level Rework

Alongside the Corrupted Abyss expansion, the level cap has been increased from 105 to 120.
We’ve also revisited all earlier levels, adjusting experience gains and progression to create a smoother levelling curve. Your relative progress within your current level remains unchanged. We've also done the following changes to the system:

  • Characters will now receive 1 Skill Point and 3 Status Points for each level gained beyond level 100. For existing characters, these points will be rewarded retrospectively.

  • Experience gain has been adjusted:

    • You now only receive experience from monsters within ±9 levels of your character (previously ±14).

    • Monsters that are more than 5 levels lower than your character will now grant reduced experience:

      • -5%, -10%, -15%, and -20% respectively

    • Sea content remains unchanged and will still grant 100% EXP from all monsters within a ±14 level range.

Because of these changes, all skill and status trees have been reset. You’ll need to relearn your skills at your Master NPC in town.

Skill Expansion

With the increase in skill points, we’ve raised the maximum level of several skills to give players more options for spending their points.
Some skills have also been adjusted for better balance. A larger balance update is planned for the future.

You can find a list of all changed skills below:

Saint

Light Transition +2
Healing Hands +2
Instant Recovery +1
Recovery +1
Master Recovery +1
Blessing of Life +2
Aurora of Life +2
Breathing of the Earth +2
Spiritual Power +2, cooldown to 30s on all levels
Soul Revival: Rebalanced to 5 levels, with each level increasing by 20% up to 100% at max
Blessing of Nature +2
Flow of Darkness +2
Thorn Trunk +1
Mist of Darkness +2
Darkness Wave +3, increased damage by 20% for each level
Sudden Darkness +2
Touch of Death +1
Depravity of Soul +2

Noble

Fireball +1
Ice Shield +2
Ice Bomb +2
Ice Thorn +2
Lightning Shock +2
Heavy Lightning +2
Firepole +1
Wrath of Earth +1
Warp: Rebalanced to 5 levels
Teleport: Rebalanced to 5 levels
Sword of Spirit +2
Phantom Grief +1
Phantom Pain +2
Vampiric Touch +1
Shade of Fear: Rebalanced to 5 levels
Lure of Incabus: Rebalanced to 10s (previous 12s) on max level.
Mind Up +3
Insight of Magic +3
Magic Boost +3
Magic Power +2
Recharge +2
Mental Concentration +1

Explorer

Quick Shot +2
Rifle Mastery +2
Poison Bullet +2
Sniping +2
Pierce Shot +3
Burst Shot +2, stun now starts at 2s (Stuns cannot be shorter than 2s)
Shooting Nova +2
Frame Splash +2
Dual Gun Mastery +2
Gunkata +2
Moving Shot +2
Assault Vermillion +2
Gas Bomb +2, duration capped at 21s, overall damage over time increased
Explosion +2
Mine Trap +1
Eagle Eye +2
Hit Chain +2
Raise Agility +1

Mercenary

Cross Edge +2
Shield Bash +2
Absolute Defense +1
Sword Mastery +1
Smash Quake +2
Storm Edge +2
Sacrifice of Blood +2
Breaker +2
Upper Slash +2
Gale Smash +2
Berserker +2
Lightning Recall +2, reduced MP cost across all levels
Deathblow Training +2
Two Hand Sword Mastery +1
Tornado Slash +2
Blood Fury +2
Stone Skin +2
Composure +3
Provocation +1
Aggression +1
Impact Energy +1
Berserk +1
Heart of Steel +2
Deep Slash, No new levels, rebalanced to have a slow of 10/20/30/40/50/60% for 8s

Balance Changes
  • The upgrade system has been improved to make early upgrading more rewarding:

    • Success rates from +1 to +6 have been significantly increased

    • Upgrade levels +7 to +15 remain unchanged

    • Items now reset less often at lower upgrade levels

    • Items can only start breaking from +4 to +5 and onward

  • Essence Help Items (previously named EX10/SO10/RE10 etc.) have been changed:

    • The help items now have proper names

    • Their effect on the extend / unlock chance have been drastically increased

    • The AP price of the old EX/SO 50 and 100 have been lowered

    • Descriptions have been improved to clarify the effect the items have

  • Added two new player buffs, starting at level 0-20, players receive +50% EXP and +30% Movement Speed. Going from 21 to 40, they receive +25% EXP and +20% Movement Speed

  • Downscaled the amount of raw Gelt monsters starting at Laboratory drop. Also lowered the sell value for most equipment pieces starting at the same level

  • Increased stack sizes of baits to 500, quest items to 100, consumables to 100 and most other items to 50

  • Added new Altars of Memory to Avery Floor 2 and 3

  • Marks Upgraded Lanoir Weapons no longer have a time limit applied to them

  • Changed Melee Max Attack of Rapiers to Magic. The values were lowered to be more in line with other bonuses

  • Defence Stones I/II/III will now give +100/200/300 flat defence instead of 10%/20%/30%. Their level were changed to require 20/40/60 respectively

  • Changed attack speed of weapons from Realm of Ruins to be in line with all other weapons

Translations

With today’s patch, we’ve implemented the current stage of our translation work.
Our main focus right now is on quest texts. All quests are being translated into proper English first, followed by other supported languages. You might also spot some other smaller text changes here and there.
This process takes time, but we’re making steady progress. You may still notice some lines remaining in English, these will be translated in a later update.
After quests we will focus on the other parts of the game like UI, skill descriptions, tutorials and in-game help menu.

Bugfixes
  • Fixed navigation issues with WASD / mouse for certain areas

  • Fixed multiple instances of HP / MP regeneration not working correctly. The calculation itself remains unchanged

  • Fixed the upgrade animation from rapiers using the dagger ones

  • Fixed an issue that caused sea skills to not have any cast time

  • Fixed Tulach Map names and loading screen images

  • Fixed multiple instances of weapons from the Realm of Ruins Map having their fire animation backwards

  • All land skill descriptions now use their internal values to display descriptions. This means that many descriptions should now show their correct value. In some cases (e.g. Noble Teleport), the description was always wrong and now shows a corrected value that is much higher. However, the effect itself did not change. Only skills that are listed above were actually changed

  • Fixed incorrect order of Alchemy NPC shops

  • Charles now sells Antidote

  • Fixed an issue that prevented the status points of character classes to not show when creating a new character

  • Fixed ship crew employment cost not being calculated client-side and showing as 0

  • Fixed an issue that caused Bewildered Vampire Master in Tower to not attack players

  • Fixed incorrect names of Roxbury NPCs

  • Fixed swapped Min and Max Range Attack bonus on Rapid Fire, Kiss of Fire and Sleipnir GP95

  • Fixed Total Attack Stat from "Negi Robe \[Red]" and "Blackdragon Coat" not working. Those actually increased ship damage

  • Fixed many textures issues that should improve in more stable performance and rendering

  • Fixed an issue with tab targeting nearby monsters crashing the game

  • Fixed various client and server performance issues

  • Fixed various client crashes

We’re looking forward to your feedback. The list above may seem short, but over the past few months we’ve made many internal improvements, upgraded tools, refined workflows and much more. These changes help us work faster and deliver higher-quality updates.
While these behind-the-scenes changes are often the least visible to players, they are just as important for supporting ongoing development. However, because so many systems were improved or reworked internally, this update may also cause some unexpected issues. If you encounter anything unusual, please let us know so we can address it quickly.

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