United Heist: Facility Zero - TheRealWlad
Patch Notes

Version v0.2.0: Getting Hints fast!

Gameplay/Visual changes:
  • Added a hint system.

  • Added a speedrun timer. :)

  • Add one more info to the geneator to help players.

  • Rework the central cellar a little bit to make it look nicer.

  • reduce the gpu memory for central by 70mb by moving textures to be streamed on demand.

  • Continues with development of further puzzles which are not part of the Demo, but may impact the size of the demo since new Assets were added.

Bug Fixes:
  • Some puzzle parts where always loaded for calculations. Those are now loaded but not displayed untill the zone is loaded. This should also improve fps.

  • Demo end screen animation was not visible when the camera was not looking forward when you got teleported to the demo end room.

  • Fixed an issue where you can get out of bounds. (Thanks to DaPodato and Sl1me_y)

  • Close network connection safely after clicking the back to menu button.

If you have any feedback or bugs, please report them in the Steam discussions or on our Discord. We can make the game better together :)

Have a nice day.

Ariokan - create your cards, break the Meta - Riku

Check the public roadmap to see what's next, and join our community on Discord!

General

  • \[Feature] Added a custom monthly game mode that changes every first day of the month

  • \[Feature] Added a customizable rule that allows to normal summon in Battle Phase

  • \[Change] it's no longer possible to upload images containing text

  • \[UX] made it easier to click buttons of game modes in Play View and other screens

  • \[UI] (Play) Added button to access Monthly custom game mode

  • \[UI] (Home) Added a button to redirect to the monthly custom game mode

  • \[VFX] When opening boosters or the weekly vault, each reward is displayed individually first

  • \[Bugfix] Fixed "Allow Banned cards" custom rule not working

Cards Editor
  • \[UX] Improved appearance of error messages related to artwork uploads

  • \[Bugfix] Fixed copyright-related checks not being applied everywhere

Match
  • \[Balancing] Laeniss' Passive triggers also when keywords are applied by units; No longer buffs himself; Power: 4 -> 7; Healing: 2 -> 3

  • \[Balancing] Hephaestus: Mana threshold 30 -> 20; no longer grants tenacity

  • \[Balancing] Decker: Summong condition threshold: 8 -> 6

  • \[Balancing] Laverna: "Ambush" and "Double Trouble" are no longer Fleeting

  • \[Balancing] Luna: created card is no longer Fleeting

  • \[Balancing] Loki: summoned Units are now silenced; removed mana threshold.

  • \[UX] Improved positioning of Settings button + Added a button to see the custom rules

  • \[UX] Removed uneeded decorative sprites from the board that were more noise than decorations

  • \[Bugfix] Fixed Laeniss healing when a keyword was added to an ally spell (I.E: Ypsilon Execution)

  • \[Bugfix] Fixed game getting stuck if failed to retrieve remote config on startup

  • \[Bugfix] Fixed players getting their leaderboard score reset if they lost connection while the leaderboard was retrieving their scores

Cataclysm: The Last Generation - wormywormgirl
  • Deleted all automated tests and test data, including 254 files and nearly 100,000 lines of code. This slims down the repo considerably and I wasn't using or maintaining the tests anyway, so there was no reason not to do this.

  • Reviewed Ugly/Deformed traits for mutant categories. Now all categories except Medical, Alpha, and Sylvan can get Ugly, and Deformed and Badly Deformed extend to those which are farther from human or are common sources of disgust or phobia (e.g. Batrachian, Chiropteran, Insect). Grotesque is reserved for Gastropod, Slime, Chimera, and Insect. None of these traits are massively impactful, but they should help somewhat with flavoring the mutation lines.

  • Added a hint in the messaging that sometimes displays to suggest what not to do when the Hounds are after you, which is more clear if you're intelligent.

  • Made parasite and some disease messaging a little bit less clear so that you can't instantly divine what is wrong with your character because they have a tummyache.

  • Updated several mutant dream messages, better describing the state of mind such a creature might be in and what sorts of concerns they may have.

  • Fixed a longstanding issue where the EoC queue was triggering crashes by deleting EoCs from memory before immediately trying to access them again. This should resolve most of the random crashes anyone has been experiencing for the last several months. As far as I'm aware, this was a DDA bug, so it's been with us forever.

  • Made the potato field at NECC less overstocked. It now only has plants growing in like 1/3 of its plots.

  • Fixed an issue where joining NECC wasn't giving you sleep permissions if the person you spoke to about this was Gemma and not Julian. Similarly, Julian's joinee dialogue was missing a separate toggle for joining the faction. Now speaking to either NPC should give identical results.
    Added a ton of new billboard snippets and cleaned up the old ones, removing a stray reference to Foodplace in the process.

  • Removed dissoluted devourers, the zombie_fuse special attack, the experimental science bot, and a ton of unused/outdated monster special attacks. Devourers were just bad enemies that didn't do anything useful for their side, weren't very interesting for the player, didn't accurately simulate what they were trying to be, and generally caused problems on the coding side. The experimental science bot was just a dumb old lab enemy that made a bunch of noise but didn't do anything that mattered.

  • Added more costume recipes to the Boston Anime Con magazine.

  • Made the maid outfit recipe use lycra instead of cotton, and made it a bit more difficult to make.

  • Cleaned up some bizarrely unkind player responses to the "codger" NPC survivor story. If you want to roleplay that your guy is hurling abuse at a septagenarian, that's your prerogative. I'm not going to force you to do that.

OCEANIDES of the World's End: Legend of the Big-Breasted Swimsuit Beauty Guardian - BabelGorilla

https://store.steampowered.com/app/3104590/_/?beta=0

**Release Date: November 25, 2025!!

Project Werewulf - Kerangor

Ladies and gentlemen,

We've started testing the new challenge level.

Soon, you'll be able to try escaping from the Special Forces Prison!

And as always, the new level comes with new collectibles:



Have a great weekend!

Nov 15
Windswept - PeekingBoo
Bit of a smaller list of fixes today as the things to fix are starting to get a bit more complex.

The list items below outline the issue that has been resolved

Crash Fixes:

  • Crash occurred in Pip Pop to the Top when dying in the clouds after reaching a checkpoint

General Fixes:

  • Multiplayer: Entering the Octulent cutscene too far apart locked you in a staring contest and didn't commence the fight.

  • Multiplayer: Player 2's follower coordinates would overwrite respawn coordinates when exiting a bonus

  • Players couldn't take screenshots... [c]*surprised pikachu face*[/c]

  • Tossing Checkers onto the trigger at the bottom of Magmaw Well wouldn't activate the chase sequence properly

  • Taking damage in Rusty Reservoir while being pushed by a torrent would zip you across the stage

  • Achievement for beating all minigames wouldn't trigger until beating your final minigame a second time

Performance:

  • Improved performance for Nugget's Snowy Sprint stage

There's more to come, stay tuned!

If you encounter any bugs, please join our Community Discord or post them in our Steam Thread

S.E.M.I. – Side Effects May Include... - SEMIlover
Patients, attention!

The S.E.M.I. — Side Effects May Include playtest registration is now open, and we’re excited to invite you into the newest experimental build!

The doors of the clinic are open — for now.

It’s your turn to run, test abilities, break everything that can be broken, and tell us what kind of chaos you found inside.


Availability

The playtest is live from November 15, 16:00 GMT

and will remain open until November 17, 16:00 GMT.

Jump in at any moment during this window —

as long as you’re fast enough to escape.

How to give feedback

Please share your impressions, bugs, issues, or moments of pure madness here:

  • Steam Discussions

  • Or join our Discord to chat with us directly


Your feedback will help shape the Early Access version — every comment counts!

Good luck, patients.

And remember: side effects are guaranteed. 💊

Monolith 2 - brenoalexsandern

Uma nova atualização está a caminho — e será totalmente gratuita para todos que já possuem o jogo.

Este update trará mais conteúdo, incluindo um modo de jogo extra, que poderá ser acessado no menu Extra após a conclusão do modo história inicial. Estou trabalhando com dedicação para expandir o universo do jogo e oferecer novas experiências para vocês.

Quero agradecer a todos que já jogaram e apoiaram o projeto até aqui. O retorno e o feedback de vocês são essenciais para que eu continue aprimorando e adicionando novos conteúdos.

Obrigado por fazerem parte desta jornada.
Em breve, novidades! 👁️🔥

Nov 15
The Sapling - Wessel Stoop
Simulation fixes

  • Prevented another way the sessile feet could evolve to be on the side. This bug causes numerous problems, like plants multiplying, corrupt saves and missing models in the species list view (thanks azul1462, TaterTot, MisterLiteralRandomGuy!) EDIT: hmm I just encountered this problem again, still not fully fixed
  • Fixed sessile animal babies moving around (thanks ultraneongodpet, Jupiter Hater!)

Working on new limb body parts

  • Added a new gliding limb as intermediary step between insect limbs and insect wings
  • Remodeled the pterodactyl wings to be more impressive and closer to reality
  • Added top and back models for the exisitng gas bag body part
  • Added second larger gas bag body part
  • Fixed forcipule bodypart (was pointing the wrong way)
  • Improved the hitboxes for various limbs, so it's easier to (re)move them

Terrain editor fixes

  • When hovering multiple continents, only the smallest one now lights up (thanks Tatertot, Col. caboose!)
  • When hovering a contintent with a small map size in the planet editor, it now highlights correctly
  • When drawing new land mid simulation with a small map size, it now shows up at the correct position, with a size matching the brush size
  • Drawing outside of the map mid simulation no longer causes terrain in the exact middle
  • When toggling rings, the stats are now always updated correctly
  • Fixed the black maps that sometimes showed when editing terrain mid simulation
  • Fixed drawing mid simulation no longer being possible after changing the elevation of a continent

Soil statistic fixes

  • Added nutrients to the soil statistics in the world, including for the first time the option to paint nutrients
  • Got the wild fire risk map to work mid simulation
  • Fixed the wrong slider showing when looking at the wildfire risk in the planet editor
  • Your changes to manual statistics in the planet editor are now actually used in the simulation (thanks azul1462!)
  • You no longer lose all your manual statistic changes in the planet editor when switching to the planet or disaster tabs
  • Fixed softness/rockiness being inverted in some views
  • Fixed polar regions often being black instead of white when looking at the climate zones mid simulation
  • Fixed volcano eruption not updating the soil stats (thanks lin!)

Improving terrain editor audio

  • In the planet editor, the sound effects when editing terrain now match your cursor movements more closely.
  • The terrain editing sound effects now stop less abruptly

I often forget to read comments below release notes, so if you have questions or bug reports, feel free to reach out via the Steam forums or thesaplinggame@gmail.com.
Isles of Sea and Sky - Gojirra
  • Fixed an issue that caused some players to encounter incorrect story cutscenes under certain conditions.

  • Fixed a crash at startup that could occur with some older save files.

...