Nov 16
Guards vs Goats - DavisionByZero

Hi There!

Guards vs Goats is now in version 0.80, both Beta and Demo, and a lot is happening in this version so let's get started.

Chapter VIII

Added the eighth chapter of the game.

It takes place in a new castle (not in Newcastle).

It also adds another small area (don't want to spoil too much).

Both new places and a new set of guards added to Custom Chapters as well.

Volumetric Fog & Lighting

The heading says it all.

New Combat Mode - Mixed

I wanted to change the Hack & Slash combat mode and while working on it, I realized that whatever I do, it won't be Hack & Slash anymore.

So I left Hack & Slash as it is except for a little polishing (will be described below) and instead, I've decided to add yet another combat mode - Mixed.

Yes, now you have 4 different combat modes to choose from.

I wanted to add the combat "duet" feel you have in Timed and Timed + Directional combat modes, but I wanted it to be more fast paced like Hack & Slash.

In Mixed combat mode, you do need to time your attacks but you have continuous blocking.

The enemy will strike faster.

Yet, holding the block button doesn't make you invincible. There is a recoil period after you attempt a strike where the enemy can successfully hit you.

At this point, this is my favorite combat mode. It completely changed the game for me.

Yet, I've left the game default combat mode as Hack & Slash because the other combat modes take a bit time to get familiar with.

Train with Kate and check all combat modes out to find your personal favorite one.

More Physical Fun

  • Ability to grab some large objects (like barrels and crates).

  • Ability to throw those large objects at your enemies - will cause damage.

  • Destroying those objects (with sword or arrow) near an enemy will cause damage.

  • Hitting some small objects (bottles, plates and etc...) with your sword - if the object hits an enemy, it will cause damage.

  • Some very heavy object that you cannot grab, but destroying them near an enemy will cause instant takedown.

I apologize but I cannot demonstrate it in screenshots so please check out the upcoming videos I'll post in my YouTube channel.

What Else In This Version?

  • Hack & Slash combat mode pace is now faster.

  • Hack & Slash combat mode delivers less damage per strike.

  • Barrels and crates can be destroyed with one arrow.

  • Improved 'hit small objects with sword' physics.

  • Improved some animations.

  • Richer Castle Sinclair's exterior.

  • A few minor tweaks, improvements and fixes.

What Else With The Game?

Near the end. I'm very excited.

Working on the last castle that will appear on chapters 9 and 10.

Then, chapters 9 and 10 themselves, polishing and that's it. The game will be available to purchase on January.

I will post the new roadmap soon.

In the meanwhile:

  • Please enjoy the demo.

  • You can write comments, report bugs, make suggestions or even tell me if there is something specific you would like to see in this game and I'll consider it as long as it is reasonable and fits the game's framework.

Cheers!

Shadowed: The Demon Castle of Ooe - lrgamesltd

After many suggestions, this patch is largely a gameplay and balance patch. Several new additions have been made as well, including a few new artifacts and perks.
Patch wise, things are likely going to be slowing down from here on out, but there are still some fixes and changes to come. Stay tuned!

Gameplay:

-Lowered the cost of Aim a bit.

-Monk may no longer take Stealthy. Stealth stance will have to do!

-Garrote has been reworked a little, it still stuns, but only does large damage upon a sneak attack. The death damage has been removed.

-Iga may now take Garrote to start.

-Nerfed entangling widows slightly.

-Monk's defense stance exit now grants a buff for 10 turns that makes status effects wear off much faster.

-Power stance exit now refunds 1 Ki level (in combat only)

-Re-buffed conservation to reduce break chance to 0, though it's now a level 3 perk again.

-Blood Flare now inflicts a debuff that prevents Breath use until your Ki is 0 and combat ends. The cost has been lowered to 8 to compensate.

-Added extra perks: Hardening Steel, Change of Plans, Flashing Knife, Lunging Strikes. These are all Ninja/Iga perks that should help develop a bit of playstyle variety.

-For bosses, sneak attack damage is now capped to 33% of their max HP. I don't really like brute force solutions like this, but bosses being nuked were a big reason why I made the recent sneak attack nerfs, and it seems like the changes weren't as effective as planned.

-The Shinobi's default loadout flash bomb has been replaced with a dried fish.

-The Onmyoji's "Mass dispel" spell will disable statues if cast in a statue zone. Doesn't dispel friendly effects and doesn't work on hallways.

---Mass dispel is now a starting tech option.

-Ronin now gets +1 base melee damage at levels 1, 6,and 12. He may no longer take Honed Strikes. This partially to buff him, partially for class identity reasons.

-Substantially increased the chances on Snake Drinker triggering.

-Reduced the costs of many bite-based mutations.

-Added 2 new legendary daggers! I said I wasn't going to, but honestly, it did feel like a pretty big oversight in the end.

---Hocho Masamune, a legendary kitchen knife that aids in food crafting.

---Kurikara-ken, a fire-based dagger that increases SPIRIT.

-Buffed Iai Master.

QOL:

-Updated the tooltip for sneak attack damage.

-Spirit Requirement (on talismans) has been renamed to "Spirit ID".

-Updated Snakewell description.

Bugfixes:

-The barrel event no longer says "+7 sake" (it actually gives +2-4)

-Fixed a bug where Ki pulse did not do holy damage as intended. Also got rid of the vulnerability thing out of the description since it wasn't even coded in and I'm not sure why it was there.

-Fixed some bugs that were causing the game to think you were overencumbered when you were not.

-Fixed a bug where the EXP change from ascension would not apply to level 1.

-Fixed a bug where Kunoichi's Exploitation could trigger on weapon techniques. It also now reduces the extra damage from \[RENDING] by 2/3rds.

-Fixed a bug where \[RENDING] wasn't actually scaling with weapon quality.

-Fixed a bug where Aura Master and Duelist Technique could be taken together.

-Fixed a bug where giving certain pills to allies would crash.

-Fixed a bug where Strong Stomach for Kamikui would give incorrect messages. Also fixed a bug where it wasn't triggering for sapping pills.

Hiraeth - ☵ HIRAETH™
Recent Changes & Updates

A lot has changed since last week’s issue—some updates went live without announcements. Below is a curated summary of what’s new.

🏆 Steam Achievements

Many achievements needed fixing, likely due to engine changes. Most now work correctly. Some hidden ones (like Such a Perfect Week!) may activate after today’s update. New achievements will arrive with the next major update, but no additional ones are planned for the Demo.

☣️ Chronic Diseases

Acute Radiation Syndrome has been in-game for a while. Now, chronic food poisoning joins the roster. It’s up to you: risk eating spoiled food or stick to fresh, safe sources—found mushrooms, hunted meat. Water purifiers help, but even clean water and food degrade over time. Food now spoils primarily in the world (soon also in containers). More diseases are coming. This is just the beginning.

🎚️ Difficulty & Disease

Players seeking challenge will find it. Disease mechanics will scale with difficulty—above Wayfarer (easy), they’ll have real impact. Currently, difficulty is averaged, but the system already accounts for it. Diseases may be disabled entirely for Wayfarer. Focus remains on higher tiers. Guides will expand soon. For now, Discord is the best place for questions.

🏃 Movement Speed

Movement has been tweaked—slightly faster overall, with terrain slope now affecting speed both uphill and downhill. This system will evolve and tie into:

  • Difficulty selection

  • Character progression

  • Future support modules

🧪 Demo Update Incoming

The Demo hasn’t seen updates in a while, despite major game changes. A cumulative update is planned this week. I’m considering new Demo limitations—possibly save restrictions. While Early Access will soon expand beyond Nesoi, the Demo will remain there.

🔜 What’s Next

Recent changes lay the groundwork for major gameplay shifts. Coming soon (order not final):

  • More threats and enemies (some already added to Nesoi)

  • Difficulty selection

  • Environmental changes on Nesoi, followed by a new Early Access location

  • First quests and tasks—leaving Nesoi will require completing them

🛠️ Stability

The new engine resolved most crash issues. Still, HIRAETH pushes next-gen GPU features hard. If you experience crashes:

  • Check GPU usage (WindowsKey+Alt+G via Game Bar)

  • If near 100%, lower Epic settings, max FPS, or resolution

  • Ensure proper cooling—overheating causes crashes

  • Optimization doesn’t depend on scene complexity; I explained this last week

  • For freeze/crash issues, this registry tweak may help: Epic Games GPU crash guide

🎮 Gamepad & Third-Person View

I’ve explored gamepad and third-person support, but feedback and polls show it’s not a priority for most players. These features are paused for now—focus remains on core gameplay.

🌍 Language Support

Localization is important, but delayed due to engine migration. Supported languages were removed from the Steam page (only active ones can be listed), but plans haven’t changed. German and French lead the wishlist, but Steam Workshop will open translation opportunities for many others. The game’s main font will stay—it’s modern, readable, and safe for special characters across all future languages.

Closing

The next Ahra Prime Times and Hiraeth devlog will arrive next week—let’s see what changes this week brings to the game!

Stay safe, survivors! Author

Pigeon Guild - Mister_Teacup

We are working on the Beautiful Corner. It's crazy how much we're learning about our pipeline while making this. If you're curious about the the stages of game dev and were we are currently at, Tim has share gold in his video about the nine stages of game production:

  1. Test Rooms

  2. Prototype

  3. Beautiful Corner

  4. Slice, (Vertical and Horizontal)

  5. Alpha,

  6. Beta,

  7. Shipping

  8. Patches

  9. DLCs

https://www.youtube.com/watch?v=IADSh_P05AsStill far from shipping, but every day we get one small step closer to bringing Pigeon Guild out into the world for players to enjoy.

What's included in this demo prototype update:

  • Cloud updates for the world and skybox.

  • New an improved cel-shading for Jules. Next step: animation upgrade.

  • Foliage an hard-surface updates

  • New music and SFX

  • Improved level design for our demo prototype.

  • Updated dialogue - now more in tune with the world of the Pigeons.

As we continue shaping our non-combat action RPG, we'd love to have more of you excellent people involved in the process. If you're interested in becoming a playtesting Pigeon Cadet, let us know in the comments!

With heartfelt wishes,

The Teacup Team

Star Valor - Laious
Greetings, commanders! The Update 2.2.3 is now LIVE.
Patch Notes:
  • New Explosive Asteroids spawn chances:

  • ---- Relaxed Mode: Never

  • ---- Normal Mode: Only in Asteroid Rush sectors.

  • ---- Hardcore Mode: Asteroid Rush and mineral Medium+ sectors (no minimum level required).

  • Maximum chance of spawning explosive asteroids (mineral Very Rich) reduced to 4% instead of 5%.

  • Added perk to small ships (up to Corvette size): Overcharge - When a hardpoint would overheat, it instead gains 30% fire rate for 2.5 seconds. Beam weapons gain 20% damage bonus instead. Cooldown: 30 seconds. Dodge rolling through enemy fire reduces the cooldown.

  • AI ships use Overcharge when over level 15 OR in Hardcore mode.

  • Novacat Fragment (special crew member) received its remaining bonuses and is now completed.

  • Added special crew member: Gai of the Sea’s Age

  • Remade Trader Codex. Now it shows lowest and highest prices for trade goods in up to 3 different ranges, based on the codex version. You no longer have to visit sectors to know their prices.

  • 'Global Trading' changed to 'X% better (or worse) prices when trading equipment" (weapons included) to properly state it no longer applies to trade goods. Perks and Crew bonuses were boosted to compensate. 50% base price is both the cap when selling and the minimum when buying equipment, in order to prevent infinite money exploit.

  • Added starting equipment to all background perks except Outis.

  • Repairing NPC ships to full now grants XP, reputation and credits based on how much was repaired.

  • Reduced Simple Repair Beam Tech Level from 3 to 1, making it available in any low level station.

  • Standard crafting is now possible in any station with a Fabricator module instead of Workshop. Therefore, you can craft in AI Mining bases, Factories, Laboratories, Agristations...

  • Added one more song to the 'tense' setlist.

  • Changed Sloppy Perk to '6 times, cause a Civilian ship to become hostile, then retreat.'.

  • Fixed Fleets only attacking enemy turrets and not stations, preventing acquiring Legionary Perk.

  • Fixed piercing modifier not working on weapons with no aoe.

  • Fixed crewman tooltip being off the screen.

  • Fixed destroyed stations collecting derelicts.

  • Fixed corrupted crew member as fleet ship captain BUG.

  • Fixed enemy ships camping when the player is docked.

  • Fixed ship hardpoints stats showing outside the tooltip bounds.

\[Base Building DLC]

  • Increased HP and added damage resistance to Loot containers dropped by Assault leaders.

Follow up patches:

Small Patch 2.2.3a - LIVE

  • Fixed BUG when capturing hideouts.

Seeds of Calamity - Laborious Lark Studios

Hello! Here is a small patch to address some of the more pressing issues found after the second content update.

Gameplay:

  • Fainting in the greenhouse will no longer crash the game.

  • Using the Return Crystal from your inventory from inside of the Challenge dungeon will now teleport you back to the lobby of the Challenge dungeon and not the normal one.

  • Prevented players from starting the "Cracking the Mystery" quest without completing "A Dangerous Repair" quest.

  • Pathing placed in the greenhouse will no longer display over top of trees.

UI:

  • Tea effects will no longer display after exiting to the main menu.

  • Placing items in wine barrels, pickling jars, and spinning wheels will now work as expected.

  • Fixed the player not reacting to some crafted lights

  • The player will no longer get teleported to the wrong dungeon when using a teleport crystal.

Thank you to everyone who has reported bugs and feedback. <3

Talk to you soon,
Jenny

If you want to dive deeper into the development of this game and be the first to know about any exciting announcements, sign up for my mailing list here: Sign up here!

No One Leaves the Field - Jarusa

Hey everyone! Here’s a look at what we’ve been working on this week for No One Leaves the Field.


🌾 Expanding the World

A big focus this week has been planning out the main game beyond the demo. We officially laid out the remaining landmarks you’ll discover as you explore deeper into the cursed farm.

We’ve started building the first of these major locations—the Barn—which will play an important role in early progression. But that’s only one part of the expanded world.

New areas being designed include:

  • The Pumpkin Patch – a new ritual-focused area tied closely to the harvest themes.

  • New rooms inside the Farmhouse – sections that were locked off in the demo will open later in the game.

  • Ancient Ruins – hidden remnants of the land’s old beliefs, offering new story revelations (and dangers).

These locations will slowly unfold across the game’s four narrative acts.


📖 Structuring the Full Game

We’ve been refining the main game loop and have officially broken the full story into four acts. Each act introduces new challenges, new rituals, and deeper insights into Halwena’s curse.

This structure helps us pace the storytelling while keeping the roguelite progression at the core of the experience.


🎥 Community Playthrough Spotlight

We had another great playthrough this week—this time from VTuber Mayshing_vtuber, who featured the game during the 2025 Indie Playtest Fest.

Watching new players experience the field continues to be incredibly helpful as we fine-tune the early-game flow and tension.


Try the Demo & Join the Community

If you haven’t played yet, the demo is available now!

👉 Play the demo and let us know what you think.
👉 And if you’re enjoying the journey so far, wishlist the game—it really helps the project grow.

Thanks again for all the support. More updates coming soon as we build out the next major areas of the farm.

No One Leaves the Field on Steam

HYPERBEAT - Alice
Hotfix 008

Hi Hi, Alice again.

A real quick Hotfix 008 going up today that fixes a save related bug reported on our discord server.

Changelog:
  • Fixed a bug that could rarely cause some save files to fail to load when specific cosmetics were equipped.

If you would like to give us any feedback or report any bugs, please come join us on our Discord! Thank you all for your support!

Souls End - Ruu

The demo for Souls End will be coming out Nov 28th!

I've been putting off releasing one, trying to chase some perfect idea of Souls End but it's frankly high time I just send it, and get more people playing the game.

As for the work that's been done over the past two weeks it's mostly been bugfixing, polishing, and a few balance changes. Most notably I've added some variety to the Act 2 encounters, with more "mixed" encounters now being fightable. I'm currently also working on making one last "big" change to the amount of units both player unit groups and enemies will spawn, hopefully making battles bigger and more of a spectacle!

There's still a lot of work to be done to get the game ready for the demo so here's the patch notes for the past two weeks. See ya soon!

New Content

✦ Added variety to Act 2 encounters.

Balance Changes

✦ Witch Doctor Mask chance to activate 30% -> 20% (This relic was bugged and wasn't even working for some patches...)

✦ Fleet Footing Stack MS 10% -> 15%

✦ Muckling Overwhelm Upgrade 20% -> 35%

✦ Time for Fog/Mist to appear 35s -> 55s

✦ Mist/Fog tick rate Every 0.35s -> 0.5s

✦ Carcass Flinger Area Damage 0.5 -> 0.7

✦ Fire Resist and Poison Resist DMG Mod -50% -> -30%

✦ Implosive Soul On Fire Stack Amt 3 -> 10

✦ Implosive Soul and Cold Soul Explosion Range 1 -> 1.5

✦ Chalice Poison Stack Amt 10 -> 15

✦ Lich Hand Tick Rate Multiplier 1.15 -> 1.2

✦ Elder Scale On Fire Stack Amt 2 -> 4

✦ Dragons Breath On Fire Stack Amt 2 -> 4

✦ Poisoned Dagger Poisoned Stack Amt 2 -> 3

✦ Hoblin Chainmail Poisoned Stack Amt 1 -> 2

✦ Hoblin Chainmail + 1 Poisoned Stack Amt 2 -> 4

✦ Rotten Meat Poisoned Stack Amt 10 -> 15

Bug Fixes

✦ Fixed original affected areas triggering when rotating a dragged item away from their original spot.

✦ Fixed Compendium upgrade button infinite hover bug.

✦ Fixed a bug where the relic chest skip button would become unusable when hiding the relic screen.

✦ Fixed a soft lock that occurred when trying to abandon a run early.

✦ Fixed Earth Wyrm icon.

✦ Fixed (hopefully) bug related to items bumping when unit groups are placed nowhere near them.

✦ Fixed bug related to pooled items rotating on spawn.

✦ Fixed starter relics not being seen in the compendium.

✦ Fixed multiple tooltip descriptions.

✦ Fixed Grob Dusted upgrade not working properly.

✦ Fixed spell upgrade Compendium descriptions.

✦ Fixed various issues with spell UI buttons and sell text.

✦ Fixed shop objects showing wrong affected locations.

✦ Fixed Die is a Lie event that allowed players to gamble without correct amount of funds.

✦ Fixed Witch Doctor Mask not functioning properly.

✦ Fixed a UI bug with encounter pillars spazzing out when hovering over other tooltips contained within the pillar.

✦ Fixed some UI issues with the tutorial and compendium screens.

✦ Fixed being able to rotate groups in the shop and lock slots.

Other Changes

✦ Also made shop items tween when rotated.

✦ Added middle mouse to rotate.

✦ Added auto cast toggle, for now it's keybinding is C.

✦ Added coin earned amounts to encounter tooltip.

✦ Adjusted descriptions to fit include MMB rotation.

✦ Adjusted playtest box description.

✦ Adjusted a tutorial description

✦ Adjusted shop text for choices.

✦ Added a rune husk status effect.

✦ Added tooltips to empty lock slots and the battle speed button.

✦ Updated the tutorial with new footage, UI, and other slight description changes. ✦

Added a level cap.

✦ Added a gradual change in rotation when rotating items.

Nov 16
Bandit the game - ☜ LEGION ☞
  • fixed drop items

  • fixed damage zombi vs npc

  • the tab key is now available

  • It is no longer possible to bind buttons to buttons that are already taken

  • better sorting in the item crafting window

  • the escape button will close the currently open window (with a few exceptions)

...