Glory On Pluto - LittleBigEars

Patch notes - Apologies, they're not in any particular order.

  1. Added some new speed line effects! They take on the colours of fuel types in your engine.

  2. Background stars and nebulas no longer disappear when reaching a really far distance

  3. Fixed ammonite description not appearing

  4. seedling is now tagged as creator

  5. Tutorial doesn't lock after qutting via text rather than pressing x

  6. Set the max number of waypoints on a harder route to 5

  7. Stopped tutorial getting rid of restock tokens

  8. Stopped tutorial locking salvage options on the first roll when tutorial hasn't been completed

  9. Fixed boost gem going nuts

  10. Stopped XP from being able to go negative (and if it does, it sets itself to 0)

  11. Added Glory Point cap of 999,999 (It wasn't intended for it reach this high!)

  12. More aggressive costs for subsequent Tinkers

  13. Fixed bug where if you were at max Glory points it was impossible for it to reduce!

  14. Changed Tinker boosts to use floats instead of ints (I think this is why they were resetting once a tinker reached a massive level)

  15. Added some lore to the codex!

  16. REDUCED COST OF UNLOCKING MODULES IN UPGRADE SCREEN

  17. fixed leaderboard numbering

  18. fixed leaderboard not loading local speed

  19. adjusted leaderboard to show more ELITE leaders!

  20. Added sounds for modulations triggering

  21. Stopped tutorial showing every run after it's been completed (need to press FINISH TUTORIAL after the first planet to mark it completed)

  22. Let you reset tutorials after abandoning/failing a run

  23. Added extra checks to tutorials to stop them breaking if you use the module before you've done the tutorial

  24. Fixed ancient skull description not showing

  25. Fixed Museum plinth not absorbing stats correctly

  26. Stopped being able to boost before salvage panel is loaded/waypoint call loaded

  27. Segment modulator now shows on upgrade screen

  28. Stopped waypoint call noise going endlessly if you boost without answering the call

  29. Fixed issue with tinker costs not updating properly

  30. Added check to make distance screen default to efficient route

Ewephoria - Ewephoria Dev

This update patches the Unity security vunerability

Death Howl - 11bit miko

Greetings, Lost Souls!

We can proudly say that our adventures with Ro are taking more shape than ever. We are almost ready to announce the release date, but we need to keep you waiting a little bit longer. And yes, we are still on track to release Death Howl in 2025!

13 locations, 24 different types of enemies, around 150 different cards, quests, and many more features unlockable through story progression is almost done at the moment.

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To help you get more familiar with the mechanics and gameplay awaiting you in the full release, we have prepared a new Gameplay Showcase Trailer, where we break down all the important things you need to know while playing Death Howl.

Check it out here:

Our trailer is divided into 5 parts:

  • “Balancing The Scales” – An example of a quest appearing in a location and how it affects gameplay.

  • Cards, Crafting & Upgrading Skills – As your story progresses, you will find materials to upgrade your deck. Here, you will learn how to do it.

  • Combat Basics – Combat is a major part of the game, and here you will find everything you need to get started.

  • Advanced Combat Strategies – Combos, synergies, and environment interactions that will help you defeat stronger enemies.

  • Spirit Cards & Totems – A skill tree with powerful boons that enhance your deck’s power.

In the next announcements, we are planning to prepare a whole article series for you, which will serve as a guide when you need help or want to learn more about the game’s mechanics.

Sign up for the Playtests this weekend!

As we have almost everything set, we would like to make sure that everything is balanced to your future journeys

That’s why we are opening sign-ups for the closed playtests of Death Howl which will be held from November 7th to 10th. 

To sign up, just click a button on the Steam Store Page, and you are all set!

During the playtests, you will be able to experience most of the content that will be available in the final release of the game (around 20+ hours of it), both on PC and Steam Deck!

We will appreciate all of your feedback and cannot wait to see you in the Spirit Realm.

Take care,

~ 11 bit studios and The Outer Zone teams

Crime Simulator - CookieDev

Hey everyone! I’m still hard at work on the game - Update 1.3 is on the way with Jewels and a little bonus feature.

Jewels

You’ll be able to find and swipe a bunch of new jewelry, but it won’t always be straightforward. Some pieces can be fake - and if you sell them as-is, you’ll take a credit penalty. Before selling, make sure to check if they’re legit using the new jewelry table.

You can also smelt three pieces of jewelry (as long as they’re the same material) into gold or silver bars, which sell for a higher price.

PvP Competitions

Now this part is pretty fun.

You’ll be able to start friendly competitions with your friends. For now, there are two modes:

Theft Competition

Steal as much as you can to hit the target score. Everyone has their own score, so it’s pure PvP. Just be careful — getting spotted or causing chaos lowers your score. The winner gets a reward!

Impostor Competition

This one’s inspired by a game I’m pretty sure all of you recognize ːsteamhappyː You’ll need at least three players. One becomes the impostor, whose goal is to keep the others from reaching the required score in time. But if someone catches the impostor in the act, everyone can vote - and if enough players vote correctly, the impostor loses.

XBOX RELEASE

I am pleased to announce that Crime Simulator will be available on Xbox Series X|S on December 1st, 2025! And it will support 4-player co-op!

Crime Simulator on Xbox

There’s more coming too: a new house/area on some of the existing maps, new achievements, and a few extra surprises. Stay tuned! ːsteamthisː

6:52am
CarX Drift Racing Online 2 - K.Dmitriev
What’s up, drivers!

Today we’ll tell you about both Top 32 game modes available in CarX Drift Racing Online 2.


Classic TOP 32

First, there is training and qualification, where you are given three attempts to show your best result. The TOP 32 tournament bracket is formed based on the qualification results: No. 1 meets No. 32, No. 2 meets No. 31, and etc.

The result of the duel is the sum of the points scored by the leader and the chaser.

The runs are judged using the real drifting championship methods.

Each duel takes place simultaneously with the opponent, so each driver has only one attempt.


Asynchronous TOP-32

A new mode for the series with the familiar format, but more beginner-friendly. The races here are asynchronous. This means that ping will not affect the result, and in each duel you will have 3 attempts to achieve the best result.

At the start of the duel, both participants drive three attempts as leaders, and the best attempt is recorded as a “ghost” and sent to the opponent.

In the second part of the heat, both players chase the “ghost” of their opponent's leading run. The exchange of “ghosts” is a one-time action, so the quality of your internet connection does not affect your gaming experience during the race. Asynchronous format also allows one participant to make one attempt, while the other uses all three.

Each part of the duel has a fixed time limit. If the time expires and not all attempts have been used, the run with the best score is automatically counted. If there are no successful attempts, the participant is disqualified.


[carousel][/carousel]

Best regards,
The CarX Drift Racing Online 2 team

The One Who Sees Things Playtest - Aaron
Some more minor (and some major) fixes.

-Added the option to disable camera bob
-Fixed a major bug where the cursor would teleport when pressing the Interact button
-Fixed a nasty bugs that was making the text appearing on screen to disappear instantly
-Fixed a bunch of bugs and cleaned up the code for the fast travel boards
-Controller navigation on the following puzzles has been adjusted:
one inside the School
one in Babel's Gardens
the fast travel puzzle
-Fixed a LOD popping in too early, disrupting a puzzle that doesn't exist yet
-Fixed a cyan puzzle where the correct solution accidentally spelled "OPNE" instead of "OPEN"
-Fixed a minor bug with one portal when entering going backwards
-Fixed a bug with an easter egg locking you inside a cage
-Changed the font of the elevator (more changes to obsolete elevators coming later)
-Changed a dialogue referring to the "Ancient Library" [old outdated name] instead of "Stone Museum, Petra"
-Changed Unstuck safe location
-Other small changes
6:51am
Abnormality - RodRuss

Bug Fixes

  • Fixed a bug where ghost writing could appear even when it wasn't an evidence.

Note: I'm currently working on a bigger update which includes a tutorial level
Dead Frontier 2 - APwn
In order to help incentivize PvP, we have started a new event: The Purge.
  • 10 minutes after each Outpost Attack ends, The Purge will begin.
  • The Purge event lasts for 1 hour.
  • During the Purge, anyone who scores at least one valid kill in the Killing Grounds (MMO Mode) will be granted a new boost: The Mark of the Purge.
  • Anyone who scores more than 10 valid kills the Killing Grounds (MMO Mode), will have their boost upgraded to: Champion of the Purge
  • The boost both last for 2 hours, after the final kill is scored.
  • For a kill to count, it must follow all the normal PvP leaderboard rules.
'
This is a server side only update so it is not necessary to update your client in order to take part.
The Outlast Trials - RedBarrelsCM
Greetings Reagents,

A hotfix patch was deployed today, here are the fixes included:

  • Invasion Matchmaking Adjustments

    • Implemented a new priority system to increase the overall chance of being selected as an Invader.

    • Invader matchmaking priority now increases by playing Reagent matches.

    • Invader matchmaking priority now also increases based on time spent waiting in the matchmaking queue.

  • Anti-Stalling Measures

    • Added a 3-minute maximum timer at the start of each Trial before Invaders are deployed.

    • Added a 30-second delay after death, requiring players to either enter Spectator Mode, use a Respawn Pill, or trigger Self-Revive.

  • Imposter Changes

    • Restored the Imposter retreat timer after downing a Reagent.

    • Increased retreat timer to 25s (30s with upgrade).

Bug fixes & other changes

  • Story Trials have been removed from the Invasion program but remain available through Global Invasions.

  • Fixed an issue where the sound of preparing a Stab was not audible to other players.

  • Fixed a bug that caused secondary objective tasks to complete automatically after an Invasion match.

  • Fixed an issue where Imposter chase music/audio cues could trigger while the Imposter was holding a fake item or Reagents were hidden, breaking stealth.

  • Fixed a bug where Reagents could appear partially in the ground after a quick slash attack.

Dev Comment: With this hotfix, we’re addressing some of the biggest pain points in Invasion mode. More updates are on the way, but for now, our focus is on improving how players are placed in the Imposter role through matchmaking. We’ll closely monitor these changes and continue refining the experience. We’ve also introduced new anti-stalling measures to prevent Reagents from dragging out matches and leaving Imposters stuck in spectator cameras. This is just the first step - more anti-griefing systems will follow in future updates.

Additionally, we’ve removed the longer Story Trials from the Invasion program to maintain the fast-paced, “quick play” spirit of the mode. They remain fully accessible through Global Invasions. Finally, we’ve adjusted the Imposter’s presence during Trials by restoring the forced retreat after downing a Reagent. The retreat timer has been increased, giving Imposters a choice: overextend and risk to die, or retreat safely.



Join our official 18+ Outlast Discord Server and open a '/ticket' to speak directly with our support team about any issues you encounter in-game.

Feel free to send us your feedback on the new Invasion Experimental Therapy in this dedicated survey, or submit a General Feedback Survey.

See you in the Sleep Room, Reagents.

- Team RB

Alien Market Simulator - sillyslothstudio
Help Decide the Next Big Content Update!

Hey Shopkeepers!
As we move closer to the full release of Alien Market Simulator, we want YOU to help decide what major feature we should work on next. We’ve prepared a list of big content expansions — each one would add new gameplay loops, new systems, and new fun ways to earn credits and build your dream market.

Below are the options you will be voting on:


🌱 1. Agriculture / Plantation

Grow your own alien herbs and plants, some weird living things on the plants!

  • Build greenhouses

  • Water and nurture unique extra-planetary crops

  • Harvest and sell them directly in your shop

    A calm, cozy expansion focused on growth and supply management. Plus there automation with help of new employees


⛏️ 2. Resource Mining

Head out into the world to discover rare materials!

  • Explore for mineral hotspots

  • Mine valuable crystals and ores

  • Bring them back to sell for massive profit
    A more active, adventurous path for players who like exploring.


🏨 3. Alien Hotels

Turn your market area into a travel hub!

  • Construct and expand rooms for alien tourists

  • Provide comfort, amenities, and atmosphere

  • Earn daily rental credits based on satisfaction
    A cozy management loop with long-term progression.


🕶️ 4. Black-Market Dealing

For the very bold merchants out there…

  • Trade high-value contraband items like weapons and restricted materials

  • Attract shady customers with big payouts

  • But watch out — the intergalactic police is always watching 👀
    A risky, high-reward gameplay path.


🐾 5. Alien Pet Market

Raise and trade adorable (and sometimes strange) creatures!

  • Care for baby alien pets

  • Feed them, clean them, help them grow

  • Sell them to customers once they’re fully developed
    A cute and lively system for animal lovers.


🔧 What We’re Improving Next

Alongside new content, we are also focusing on improving core gameplay feel and polish:

  • Game Pacing Adjustments
    We’re making the early and mid-game flow smoother, less rushed, and more rewarding.

  • Cleaning Robot Rework
    The robot is being redesigned from scratch to be smarter, more reliable, and more fun to use. We have seen a lot of player complain about it so we understand it need to be improved!

  • Loan System Update Loans will be more balanced, easier to understand, and offer better progression flexibility. And there will be a way to put an end to loan paying

  • …and More Quality Improvements
    Including UI polish, atmosphere tweaks, and smaller fixes based on player feedback.

Your comments and reviews have directly shaped these improvements — thank you 💚


🗳️ How to Vote

There is a panel in the main menu in Game, we’ll also be posting a voting poll on our Discord. Make sure to cast your vote and help shape the future of Alien Market Simulator!


If you have any other recommendation and suggestion do leave a comment here or on discord.

Thanks so much for supporting us — every review, suggestion, and message from you helps us build this weird little universe.
Let’s keep growing it together 💚

Alien Market Sim Team 🦥🛸

...

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