Unnamed Space Idle - Sylv
  • Added new AI Upgrade for compute fighter spec loadouts

  • Improved compute fighters optimize, now considers time left and has a better tie breaker order

  • Added visual bar for reactive armor in the battle area to better convey the damage reduction amount

  • Reduced some very late game reactive armor amounts

  • Buffed Synth Booster core

  • Final artifact nodes in Galaxy 7 and 8 now give the same cost per artifact as the other nodes

  • Reduced several Galaxy 8 battle scrap rewards by 5

  • Fleet battle practice on nodes with a base that causes a hazard now keep the base and hazard settings linked

  • Improved fleet advisor behavior when bases are involved

  • Fleet advisor check now occurs sooner and doesn't require a loss

  • Fleet added damage type icon for 2x damage vs both armor and shield

  • Improved color difference in late game synth tiers

  • Fixed Residuum gain bonus not applying to offline time on load

  • Fixed cost of the Synth Speed Residuum upgrades

  • Fixed hold position not working right if a retreat goes through a sector split

  • Fixed incorrect shard drop rate in sector 58

Apex Legends™ - respawn_bean

We are temporarily removing the Olympus map from the Control game mode as a bug is preventing players from capturing point A. We have a fix in the works and will have it out as soon as we're confident it has resolved the issue. Thank you for your patience.

Uncharted Waters Online - GMGreen



Spooky Dungeon Playtest - Neil Breen
It's almost that time of the year 🎄🎅 but Spooky Season 🎃 👻 never really goes away!

These last couple of months have been intense and we're incredibly excited to bring you all the new good stuff – this update is truly magical!

There are too many updates to count but the major things are:

  • New enemy behaviors and animations

  • Parry system with the mana shield

  • Physics system (preparing for more interactions)

  • Lots of easter eggs and fun stuff

  • Menu juice

  • Dialog tweaks and fixes

  • Quest flow and economy system

  • Performance optimizations

  • etc

As always, thank you for your feedback! Let us know what you think of these updates. For the best experience please delete any old save files you have. Save files are located here:

Windows: %APPDATA%Godotapp_userdataSpooky Dungeonsaves macOS: ~/Library/Application Support/Godot/app_userdata/Spooky Dungeon/saves

Happy dungeon crawling!

4:40pm
Forsworn Playtest - Resummon Studios LLC
⚔️ Forsworn — Patch v0.0.10
Released on 11/04/2025
"More quality of life improvements, and more bug squashing."

🆕 New Features
  • Added the capability to reorder your heroes’ ability bars. When managing your party, you can now drag abilities to other slots on the bar to set up their ordering as you please.
🧰 Quality of Life Improvements
  • Paladin’s active aura is now saved. When loading a save, the last used aura will be active.
  • Knight’s active stance is also now saved
  • Monk’s ally target for her trait, Ancient Defender, is also saved
  • Improved the fading of walls and trees to improve visibility of characters during combat
  • Reduced the distance ranged enemies such as archers would run away from you. This will make chasing them less tedious while having the ranged AI enemies still kite melee heroes.

🐛 Bug Fixes
  • Fixed an issue where selling items wasn’t tracking progress for the Enchanted Diamond artifact
  • Fixed extra upgrade tokens bonus from soul shards not showing in Upgrade events
  • Improved responsiveness of clicking to skip text in events
  • Fixed an issue with the mage tower level getting stuck loading
  • Fixed an issue where the mage tower would only appear if you took the bottom most path. It should now appear (by chance) in the mid to late stages of the map
  • Fixed an issue with walls and trees staying invisible after fading away
  • Fixed Mighty Throw tier 4 to properly hit 2 targets
  • Fixed an issue with the villager in Village Patrol from reshowing an active dialogue after he’s been saved
  • Improved wording on multiple artifacts to better show what effect gets upgraded
  • Fixed an issue with ability previews not showing correctly when receiving a starting gift
  • Fixed an issue where tiers past the max of 4 could show up in ability rewards and re-rolls
  • Fixed an incorrect display of token costs for abilities when Upgrading them

⚖️ Balance Adjustments
  • Combustion: now scales with the amount of burn on the primary target
  • Firebolt: reduced the damage on tier 3 and 4 but increased burn.
  • Holy Shock: tier 3 no longer targets 2 enemies but deals AoE damage instead
  • Blinding Powder: tier 3 now applies additional vulnerable instead of increasing AoE size. AoE size has been slightly increased for all tier levels instead.
  • Increased Soul Shard costs to the re-rolling and upgrade bonuses
“Players could unlock the ability to re-roll abilities and blessings after their first run. The intended experience is for this bonus to be unlocked after their first few runs.”

🕯️ Stay Connected
Join our Discord for feedback and community events.


Diviner - BornOfThree

Hello! Hope you are all doing well. This will be the fourth monthly community update. There isn't a ton of specific news so I will keep this one a bit on the shorter side. But work continues on the game and especially on the demo, which is now having builds tested and the game's content balanced around player experience.

Some notable things I did add from this month's workload are an archaeology mini game for finding loot, a revamped level streaming system to heavily reduce Unreal's hitching, some fun environmental beats for the player to uncover while they explore, and polishing the game's in and out experience (main menu, "end of demo" segment at the end, the main boss fight, a bit of story in the tutorial, etc)

The game's demo is still on track for early playtesting at the start of December which will be conducted through the game's discord which can be joined here: https://discord.gg/XqAHecRhDs

As always, here are some more shots from the game, bit of a collection of work from this month's efforts in getting the demo into a playable shape.

[carousel autoadvance="true"][/carousel]
Cool Text - AntiS [RU]

Last update (Windows / Linux): v1.0.2

  • background-based color generation in the Themes editor

  • keyboard shortcuts for all tray items: new screen in Settings

  • when importing themes/profiles, you can now choose which slots to import into, as well as swap existing ones

  • when exporting themes/profiles, you can choose which ones to export

  • now available on Steam Family

  • some buttons now blink when pressed, like the input field in the main sections

  • the training now matches the style of the chosen topic

  • the window in full-screen mode was larger than necessary

  • fixing bugs in the Themes editor and Settings

Metalstorm - somethingcool

Latest update going live Wednesday, November 5th at 8:00 AM PT.  There will be a new client to download so keep in mind it may take some time before appearing on your app store.

Quality Improvements

To kick off Metalstorm’s Anniversary month, we’re celebrating with a ton of improvements to your in-game experience and under the hood. In previous updates we had made it clear we were on a mission to get Metalstorm up to your standards in terms of performance and quality of life. Below is a list of improvements that will be in this build:

  • Overall performance improvements. These should benefit everyone, but older mobile devices should benefit the most.

  • Fixed several client errors, especially ones that happened during matches, and joining lobbies

  • Fixed some issues that would occasionally cause match disconnections

  • Improved back-end logging and network tracking, preparing us for the next round of network, disconnect, and crash-rate fixes.

Important to note here is that we’re not done with this initiative by any means. We will still continue to make improvements, dig through errors recorded in-game, and use new tools and techniques to make impactful changes. This is a massive update that has been in test for quite some time, and we want to thank all those who showed up in playtesting as this was by far our biggest turnout in participation yet. Playtesting like this not only gives you all hands on with early access content and change, but it also provides our team with data and confidence in releases like this.

If you’d like to join us in future opportunities, be on the lookout for signup information in our PTS on Discord!

Getting Metalstorm feeling smooth and stable is really important to us, so we will be keeping a close eye on things after this update. And you can help us by contacting our support team if you hit any new issues, or if your performance gets worse in any way.

New Content

New Ace Challenge: Things are starting to really heat up, pilots! Get ready for your next assignment as Operation Heat Wave begins Monday, November 10th at 12:00 PM PT. You’ll be going up against DIRECTOR, a veteran pilot with decades of experience in their legendary F-15. Get your squad together, and get ready for anything!

Issues & Feedback
Please report any issues or bugs you might be experiencing in our Discord or contact us at support@starform.co. Your feedback is welcome and appreciated as it helps us make Metalstorm the best it can be.

Renewed, recharged, refocused.

4:13pm
3Cushion Masters - 3cumasters
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