Haunted Mines Playtest - sergio28game

Haunted Mines - Development Milestone

I'm thrilled to finally say it, after over 2 years of solo development, Haunted Mines is getting closer than ever to release.

What began as a simple idea has evolved into a deep, atmospheric horror experience powered by custom AI systems, online multiplayer, and dynamic match progression. And now, I'm ready to share more with you.

2 Years of Building

This project started as a solo endeavor, born from a love for psychological horror and asymmetrical tension. Since then, the game has grown into something far bigger and more polished than I ever expected.

Over the past two years, I've worked on:

  • 🔄 Procedural map generation (so no run feels the same)

  • 🧠 Dual-Brain AI for the monster, designed to simulate both instinct and knowledge-based behavior

  • 👥 Online multiplayer, using Mirror and Steamworks

  • 🔊 3D voice chat integration via Vivox

  • 🎮 Custom interaction systems, task management, and match progression logic

  • 🧰 Inventory, upgrades, economy systems, and match rewards

It’s been a journey full of learning curves, especially integrating third-party tools like Mirror, FizzySteamworks, and Vivox, which all come with their own challenges. But the result is a unique multiplayer horror experience that I’m proud of.

Where We Are Now

The game is now feature-complete for an early access version, meaning:

  • All core gameplay systems are implemented

  • Multiplayer is kinda functional... You can play it, maybe not enjoy it, but at least try it out 😅

  • The game loop is working from start to finish

  • It’s stable and playable

What remains is polish, optimization, bug hunting, and tuning, especially now that early testers are providing valuable feedback.

What Comes Next?

Right now, I’m working on:

  • ✨ Visual polish: FX, lighting, UI feedback, etc.

  • 🐞 Bug fixing and QoL improvements

  • 📢 Marketing and wishlist growth (Steam & Itch)

  • 📹 Reaching out to content creators and testers

  • 🧱 Possibly adding more monster behavior depth, depending on feedback

I’ve also started preparing pages on both Steam and Itch.io. Your wishlist, comment, or share really helps, it’s the best way to support a solo dev like me.

https://store.steampowered.com/app/3487740/Haunted_Mines/

Thank You!

To everyone who’s followed the project, tested early builds, or just shown interest, thank you.

Haunted Mines has been a passion project from the start, and I’m incredibly excited (and slightly nervous) to show it to the world. This devlog is just one step toward launch, and I can’t wait to bring you more updates soon.

If you'd like to follow the development more closely, stay tuned here if you want to participate in future testing.

13:50
CTHULOOT - TyGAMES

Hello looters!

Features
  • The game is now available in Breton! Thanks to An Drouizig for their work!

Have fun!

Liminal Void - jeijei

I am still in the midst of fixing controller support among other bugs. but I just wanted the players to see their mouths move.

Game Tester Quest - silsoftoyun
Fixed speech issues.
Astrosphere - Mario Jacob

Fixed issue with advanced mining lasers.

13:47
迷宫剑姬 Playtest - 934894869
The number of enemies in all levels has been rearranged and increased by a certain amount according to the situation
The movement speed, health points and attack speed of the skeleton soldiers have been revised and modified differently to implement differentiation
3. Added a weapon design with a probability of dropping after defeating some bosses
The equipment and weapons have been reconfigured in each level. Each battle level will have one weapon available for acquisition
5 New treasure chests that can be used to obtain money have been added
A new black sword with a dark attribute and a speed of 1.2 times has been added
Seven parts of the scene atmosphere modification
The initial weapon attack speed is increased
The game mechanism guidance has been reorganized and is now gradually presented to players across three levels
More humanoid bosses are added to the 10 battle levels to offer more battle challenges
Athena's Circus - samburger360

HI!

first of all, Athena's circus achievements are still going to happen, but I can't make a unified launcher without windows having an aneurism :(

Second of all, I'm happy to announce TWO upcoming projects for steam!
First of all, Here's a screenshot from the upcoming Athena's Higher wire!

It should come to steam in the coming months (Whether it'll be in the circus collection or if it will be its own thing, I don't know)
In the meantime, there is a web demo you can play today!
Athena's higher wire \[DEMO]

As for my second announcement, I'm excited to announce, "The Hunted Collection!"

It's an upcoming collection of short horror point and clicks inspired by Newgrounds classics!

The Hunted Collection on Steam

That's all for now though, cya!

Old World - Fluffster
Test Branch 1.0.78617 Test 2025-07-02

Design
  • Multiple Victory support added. On achieving a Double, Points or Ambition victory, players will be prompted to either accept victory or try to pursue another victory condition. Multiple victories are tracked in the Hall of Fame.

  • Religious improvements may now be adjacent to improvements of different religions

  • Launch Offensive now gives the unit and leader 20 XP

  • Events can no longer end a war with a tribe that has a player ally

  • Resources added during the game (events or other bonuses) can now be placed adjacent resources of different types

  • Akhenaten can build Altar of the Aten improvements which spread Atenism, a new unique religion for this dynasty. Disciple bonuses removed. (Wonders and Dynasties)

  • Nebuchadnezzar I's brother now recognized as Royal (Wonders and Dynasties)

  • Occurrences no longer change or remove existing resources, or add resources to improved tiles unless the existing improvement matches the new resource (Wrath of Gods)

  • Occurrences no longer add vegetation to tiles with resources that don't allow that vegetation (Wrath of Gods)

Programming
  • AI retreat tweak

  • AI is a little more careful with sacrificing its good units

  • Decoupled subject picking from events

  • Missions now take an arbitrary list of subjects and relations

UI
  • Custom Map Overlay added, giving a lot more flexibility in what is shown on a map overlay

  • Map pins can now be added and removed using a grid of icons from the Overlay Customizer

  • Added new player option: Advanced Help Text. Some tooltip information removed when this option is not enabled

  • Added starting characters to SP setup stats screen

  • Added support for cycling through occurrence tiles on click

  • Added turns of/since conflict to player and tribe tooltips

  • Mission subject info now shown in Encyclopedia

  • Up/Down arrows cycle through encyclopedia entries

  • Added yellow warning text to specialist "replaces" text

  • Added visual flood effect for extreme Iteru flooding in Pharaohs of the Nile campaign

Bugs Fixed
  • Fixed yield previews getting stuck

  • Fixed map generation for games with 2 human teams where the middle of the map is not suitable for player starts (e.g. Hardwood Forest)

  • Fixed border expansions sometimes including urban tiles that belong to other city sites

  • Fixed free improvement UI not triggering when completing Jebel Barkal

  • Fixed free improvement UI not showing dynamic improvement text (i.e leader name on Stele)

  • Fixed data issue with some tile status text

  • Fixed succession list character links showing effects of being a leader instead of current character effects

  • Fixed empty categories in cloud emails

  • Fixed project net yield bug

  • Fixed MP setup spacing and text wrapping issues

  • Fixed Occurrence overlay sometimes not clearing

  • Fixed Occurrence terrain change notifications appearing for out of bounds tiles

  • Fixed rout preview sometimes being shown incorrectly

  • Fixed Caravans consuming orders when they cannot move

  • Fixed subject matching for characters in eventlinks

  • Fixed Road To overlay not clearing after selecting tile

  • Fixed some parts of the research UI sometimes being uninteractable

  • Fixed note map pings

  • Fixed Pharaohs of the Niles scenario 1 undo back over army deployment

  • Fixed mod upload error

  • Mod browser and upload page fixes

  • Text and event fixes

ロボット少女は夢を見る-RobotBattleChampionship- - deskclub00

I previously presented the following issue.

- Bug where DLC cannot be purchased even though it has not been purchased yet.

The above defects have been corrected.

Bundles are also available for sale.

To purchase, please use the links below.

https://store.steampowered.com/bundle/55194/_/

https://store.steampowered.com/bundle/55192/_/

Apex Legends™ - rspnthieamy

We pushed an update this morning to address the following:

  • Resolved a bug causing Wattson's Energized Healer to not heal as much as it should

  • Fixed the Power Sword effects being visible when Mirage was cloaked

  • Updated Arenas: Duels so that only Kills = Wins and timed out Duels now result in draws. This change is to address players hiding during the match.

  • Resolved an issue causing Mad Maggie's intro animation to crash on PS4

  • Updated the description of Daily Challenges to be more accurate

  • Fixed an issue causing Apex Pack prompts to send players to the wrong screen

  • Updated the Apex Pack info screen to be more accurate

  • Resolved an issue allowing players to slide and interact with a Respawn Beacon from further than intended

We're also aware that the textures on trees and other foliage look a little different after today's update. We're working on a fix for this and will let you know via social channels as soon as it's ready to roll out.

...

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