SUPERVIVE - PADDINGTON PWYFF
NOTE: THIS PATCH WILL NOT BE LIVE UNTIL JUNE 11, 2025 @ 8:00AM

#Discussions_QuoteBlock_Author
WE MARCH ALONG THE ROAD TO 1.0! Welcome to our June 11th patch, which will likely be our last ‘big’ patch until 1.0. Just to give context: we’re basically working on two versions of SUPERVIVE - the future ‘1.0’ version, and the current ‘live’ version. Now, as we’ve said every patch: 1.0 will be a significant evolution of SUPERVIVE as we know it. Meaning entirely new systems and way of playing the game. We think this is necessary because the current version of SUPERVIVE is simply not working as-is—so we gotta be brave and bold.

But any game developer will tell you that maintaining two separate ‘versions’ of a game is, bluntly, a pain in the ass. So as we get closer to our 1.0 release date and have a China beta test going on, we’ve pulled in some isolated features we want to test on live, and will henceforth start banking changes, bugfixes, etc, for the future. This’ll make more sense when you see the next patch, but just giving you a heads up. Also if you see any weird changes referencing 1.0 things (what could they be!?), pardon our dust.
Warmup
#Discussions_QuoteBlock_Author
It’s HAPPENING!? Learn new hunters! Get your combat reps fast and without judgement!! Frag out with no expectations!!! Come on into the warm up.
  • We’ve added a Warm Up mode - a new solo practice queue where you will be placed in an endless free-for-all deathmatch map on a Hunter of your choice
    • You will automatically enter Warm Up mode while waiting in queue
    • You will always join the same session as your party members (but you will all have to fight each other)
    • You can disable automatically joining Warmup in your game settings
    • You can enter Warm Up mode separately without having to be in a separate queue
Details:
  • You’ll be spawned into a random slice of Skylands where you’ll battle against other players and bots of similar skill level.
  • All hunters will start at max level, have an infinite number of vive brews, and have epic tier equipment
  • There is also a global shop to try different equipment combinations or purchase powers
  • You can change your Hunter on death
  • In the top right you can see a leaderboard of the longest killstreaks in your current lobby.
  • While you're in a Warm Up session, you can still queue for other game modes. As a result, players may join or leave the session at different times
  • After a fixed amount of time, the session will end and reset in a new area of skylands
Practice
  • Your party leader pulls you into practice only if you are in menus. They will not pull you out of a game (this includes spectating a match).
  • Each member can join/leave their party’s practice session as they please
Tutorial
  • We’ve added a new tutorial that covers the basics
  • Completing the tutorial will reward you with a Hunter unlock: Ghost
Challenge Rooms
  • There are now three new Challenge Rooms with new objectives to test different skills across: Traversal, Spiking, Objectives, Bosses, and Vaults. Try them out to get rewards!
Circle Damage
#Discussions_QuoteBlock_Author
Doing a little preemptive tuning for our 1.0 changes. Also, philosophically it makes sense.
  • Circle Damage now deals true damage and cannot be mitigated by any form of damage mitigation (Armor, Equipment, etc)
Most Wanted
  • Most Wanted's EXP completion reward no longer gives EXP above that day's level cap
Directional Influence (DI)
#Discussions_QuoteBlock_Author
We’ve heard feedback that repetitive knockbacks can be tilting, especially against Brall LMB. We’re introducing a new system to give knockback victims more control over the direction they’re impulsed by certain attacks. Simply put: your WASD movement input now affects the direction you’re sent when hit by certain knockback attacks. We’ll keep a close eye on this system to see if we should apply it to more attacks on a broader scale. We smash now?
High DI Attacks (victims have high influence over their knockback trajectory)
  • Brall LMB (all hits)
  • Beebo tap LMB
  • Jin LMB1
Medium DI Attacks (victims have moderate influence over their knockback trajectory)
  • Brall RMB (tap and hold)
  • Beebo hold LMB
  • Oath hold LMB
  • Oath shield bash
  • Saros dash knockback
Hunters
#Discussions_QuoteBlock_Author
Small tweaks based on feedback and observing general win rates. Additionally, we’ve been prioritizing Hunter-related bugfixes (thanks for your continued reports on Discord!) on the path to 1.0, which we’ll document here.
Beebo
Slingshot (RMB)
  • BUGFIX: Super Zeep shot explosion now more reliably hits targets above / below Beebo's height
  • BUGFIX: Pull Zeep's impulse no longer affects Beebo during Tonk Tonk! (R)
Shrike
  • BUGFIX: Truetalon Rifle (LMB) laser now climbs up highground from enemy PoV
  • BUGFIX: Scout Hawk (Q) Rank 4 now correctly shows its ward for the full duration from an enemy point-of-view
  • BUGFIX: Bird-Bomb (RMB) now reliably hits enemies when placed from highground
Elluna
Soulpack (PASSIVE)
  • BUGFIX: Fixed a lot of cases where Elluna could drop her wisps accidentally:
    • Blinking / Teleporting away
    • Colliding with Bungee Shot wall
    • Bouncing off of Jellyfish / Tires
    • … and many more!
Felix
  • BUGFIX: Flamethrower (LMB) no longer temporarily loses functionality when cancelled at specific timing
Zeph
Cyclone Dash (SHIFT)
  • Cooldown increased by 0.5 seconds at all levels
Void
Swap (SHIFT)
  • Cooldown increased by 0.5 seconds at all levels
  • BUGFIX: Now correctly swaps Hunters / objects that are over Abyss
Ghost
Spike Grenade (RMB)
  • Bonus damage to MK7 Glyph Rifle (LMB) decreased by 15%
Combat Slide (SHIFT)
  • Cooldown increased by 0.5 seconds at all levels
Saros
Charge Sunfire (RMB)
  • NOTE: We’ve been digging into the RMB-stutter bug where Saros won’t fire his empowered LMB and wastes the shot - it’s just more complicated than we thought, but we’re working on it!
Dive Slash (SHIFT)
  • BUGFIX: Now correctly refreshes its cooldown on Staggering a minion
Nova Orb (Q)
  • BUGFIX: No longer grants Saros Ionized if he detonates and hits a destructible
  • Saros now only gains Ionized if he hits an enemy hunter or minion
Eclipse Portal (R)
  • BUGFIX: Should no longer re-teleport players immediately after they enter it
Carbine
XT3 Heavy Blaster (LMB)
  • Reduced the bonus damage granted to the first shot of XT3 Heavy Blaster (LMB) by ~45%, down to 88 at the top end
  • This change also affects the empowered shot from Thrusters (SHIFT)
Overkill Rounds (R)
  • Scaling changed to more evenly increase damage per level (+21%, +23%)
  • Slightly buffed the top end of damage to 615
  • BUGFIX: No longer incorrectly grants all of its damage increase at Rank 2 (instead, increases are spread between Rank 2 and Rank 3)
Hudson
#Discussions_QuoteBlock_Author
Giving him some much-needed buffs after his mini-rework.
Spin Barrels (RMB)
  • Turn rate restriction at maximum heat 25°/sec >>> 45°/sec
  • Movespeed slow at maximum heat 80% >>> 70%
  • Spun-Up base bullet damage increased ~6.5% across all levels (AP ratios unchanged)
Barbed Wire (Q)
  • Arm duration after deploying 0.6 >>> 0.45 seconds
Shrike
  • Base movement speed increased from 475 >>> 490
Oath
#Discussions_QuoteBlock_Author
Shields > Lasers?
Brightshield (RMB)
  • Shield is now Immune to Machine Lasers/Placeable Laser
Items
  • EMP Grenades now deal 99999 damage to armor
General Bugfixes
  • Hunters no longer say "Nevermind" when recalling to their teammates
  • Megamap should no longer be occasionally zoomed in fully for all players on match start
  • Audio: Base Camp Capture audio loops correctly again
  • Audio: Anomaly SFX now plays again
  • Audio: Recall Finished SFX should now play properly at the location where the Hunter has recalled to
Quality-of-Life
Ally Incoming VO
  • We added Announcer VO when an ally is recalling to your position ("Ally Incoming!")
  • Doesn't trigger until you've been channeling for 1.3 seconds to avoid false alarms when you cancel early
  • 10 second cooldown so that you can't spam your ally by repeatedly TP'ing to them
  • This is an anti-quality-of-life change but we had to make it for… reasons. We’ve removed equipment from your F1 informational overlay
Supporter Pack Changes
  • We’ve decided to make the supporter pack pedestals permanent. If you’ve purchased one already or for any new buyer, you’ll get to keep these moving forward
  • In an upcoming patch we’re going to make it so Pedestals can be equipped, swapped, and changed!
  • The temporary XP bonuses in supporter packs are being removed. Existing buyers will not be affected
Errata (things we shipped but failed to document last patch)
  • Fixed an issue where Kingpin’s hook would not properly pull bosses
  • Recalling to an ally now silences you for 5 seconds after the teleportation. Additionally, you get a 50% decaying slow until the silence is over. Silence means you cannot use abilities, powers, or consumables
  • When buying a blade or helm in the practice mode, you can directly choose which slot to use, and it won't instantly drop on the floor anymore
  • Elluna’s Moonlight Blessing (Q) tooltip was updated to accurately reflect its true values (nothing was changed)
  • Eva’s Beckon (Q) cooldown reduction per-level was updated to accurately reflect its true values (nothing was changed)
  • Void’s model has been update
  • The Final Boss is no longer Bubba or the Final Abyssal - he is the Lava Baron, aka Baron Immorius, ruler of the Chaos Steppes
  • Bubba has been renamed to >>> Immorius the Omniscient
  • Soul Warden has been renamed to >>> Immorius, Soul Warden
  • Gnarl has been renamed to >>> Immorius, Gnarled Baron
Bogos Binted? - at0mpublish

Hey everyone!

Sorry for the silence, we got too caught up playing the game and forgot to post an announcement here. As you can see, we’re live on Steam Next Fest with 3 game modes!

From June 9–16, you can play Bogos Binted? as much as you like, inflate your friends’ giant alien heads, lie through your teeth, have bizarre experiences with the greatest meme of 2025 - the Italian Brainrots - and put a hole in your best friends' face with the gun hidden under the table.

You might run into a few bugs or experience some wildly chaotic moments in-game, but don’t worry, all of it will be polished by the full release. For now, just have fun. We hope you enjoy the game!

And if you could add it to your wishlist, we’d be super grateful. Our developer promised to do one push-up for every wishlist. He cries at night because of it.

Thank you, and have fun!

Fernandez Big Mystery - G.E.M.

Before wanting to launch the game and starting it, I had planned something more ambitious, but you know in technical and logical terms, you have to calculate what you know how to do.

Problems with certain maps?

Although this has been made in an engine where it will be easy to create your own maps and certain concepts, there is something to keep in mind: when you want to make more detailed maps it requires a certain sacrifice to the fps in the case of the structures generated by the hammer and that was the biggest problem in the development.

Is there anything serious that needs to be corrected?

Being completely honest, there is no terrible bug or at least what I have been able to test after about 50 games testing map by map, even so I will try to correct certain visual details "if I have time"

Why do I charge for my game?

Look, there are Unity games with much more "simplistic" graphics than this one. Even if you don't think the environments are that great, know that I just wanted to give it an "extreme optimization." I wanted to take advantage of this potential for the Source 2013 engine.

Aside from the physics in Half-Life 2, which I see people love and want to get the most out of them. You'll see that paying for this game will help you "support and motivate me to create a better game in the future." Because the truth is, it's missing certain things to make it stand out more to the public, and although I feel a bit sorry, I appreciate some of the respectful criticism I've received, and if I have time, I'll update it to try to improve it.

Copycat - Spoonful of Wonder

Hi cool cats,

It has been nine months since Copycat launched on PC and almost two months since we launched on Mac. We are so grateful for our Steam community. Thanks for cheering us on!

A big hello to all our new friends joining the Copycat family. Did you grab Copycat on sale at the Cozy and Family Friendly Games Celebration last week? Thank you, Adrian and Rokaplay team for letting us participate two years in a row.

Copycat was reviewed by the lovely fur-parents at Colin Magazine in Melbourne, Australia. (A big hello to our fellow Victorians 👋). They played our emotional little game, and here's what they had to say: "Copycat is a heartbreaking love letter to lost cats and lonely souls." & "At times, the game feels less like something you’re playing and more like something you’re feeling."

Read the full review here: https://colinmagazine.com/blogs/news/copycat-review-a-heartbreaking-love-letter-to-lost-cats-and-lonely-souls

Our writer Sam Cable was interviewed about using sadness as an emotional tool in video games. Journalist Tony Ling did a wonderful job piecing together this story and asking compelling questions such as "Why do sad moments linger long after the console has been switched off?" & "How do games create a safe space for players to process complex themes like grief and loss?".

Get the full conversation here: https://www.theaureview.com/games/interviews-games/interview-copycat-writer-samantha-cable/

For all our fellow devs and game writers out there, this next podcast might be purrfect watch. Sam had a cheeky feature on a great new podcast called We Interrupt This Broadcast. In the interview, Sam shared her thoughts on developing video game narrative that leave you wanting a big hug. The host, Julie Eckersley, asked delightful questions such as "Are there common ingredients that help create an immersive, unforgettable story?" & "How do you design a narrative that gives people real agency while still staying emotionally powerful?" 💛

A big thanks to the entire team: Julie, Kirsty and Leonie! For the full conversation, tune in into Ep 14 of We Interrupt This Broadcast on Spotify, YouTube and Apple Podcasts.

Watch on YouTube: [dynamiclink href="https://www.youtube.com/watch?v=KK_goeES6bU"][/dynamiclink]

Copycat has pounced onto PlayStation 5 and Xbox X/S! If you have played it on PC, but want to bring it to console, now is your chance. Ready your controllers for a short, emotional catventure about love, loss, and the meaning of home. Get your paws on a copy! 💙 💚

Dawn is waiting for you to leave a Steam review. If you enjoyed Copycat, make sure to leave us a review. It makes a huge difference to our tiny team.

Big Smiles,

Sam, Kostia and Dan

17:49
Omelet You Cook - SchuMode
Hey chefs, thanks to your help we've been tracking down and fixing lots of bugs in the 48 hours since release. We're almost through the list and then we can get back to making fun new content!
 
  • Added player count to each leaderboard
  • Dr Bluon (radical centrist + child) has been promoted to Management, and is now gracious
  • Apple and Banana abilities swapped (so Scoochie Special starts better)

  • Fixed critical bug where game wouldn't let you press GO after losing sometimes
  • Fixed exploit where you could purchase multiple random ingredients
  • Fixed issue where game wouldn't unpause after exiting settings screen
  • Fixed invisible font colors when customers request certain ingredient tags on side
  • Fixed SFX slider so it actually effects all the SFX in the game
  • Ambience is now tied to SFX slider
  • Added vsync + master volume slider to settings
  • Fixed Patient icon
  • Fixed Seafood crate description
  • Sidebar hides properly when PRINCIPAL CLUCKER arrives
  • Adjusted trash dog collider so you don't accidentally click when trying to lock crates
  • Fixed issue where first tutorial run would not be recorded on leaderboard
Don't Die, Collect Loot - Dan
  • Fixed a major bug with unlocking the Explorer and Research under certain conditions. If your character broke in this way or was unable to use the leaderboards, this patch will fix them. If you were a victim of this bug, this will also reset your research progress,

  • Fixed an issue with Shield Toss causing lag when Aletheia summons her clones,

  • Fixed a bug where the Next Fest Arena stats would display after a normal run

Zueirama - MemesGames

The demo for Zueirama 2: Natural Unintelligence is now live as part of the Steam Next Fest!
Get ready for a chaotic adventure filled with memes, pizza, rogue robots and madness.
[dynamiclink href="https://store.steampowered.com/app/3772300/Natural_Unintelligence_Zueirama_2_Demo/"][/dynamiclink]

👊 Roguelike-style robot combat
🏍️ Pizza deliveries with style
😂 Hilarious NPC trolling
🎮 minigames

👉 Play the free demo now
👉 And don’t forget to add the game to your Wishlist to support the devs and not miss the full release!

Containment Initiative 2 - CIDev

I'm excited to announce that the Meta Quest port of CI2 is now available!

Aside from the lack of asymmetric co-op, CI2:Recon is the full experience that can now be played on the go. The graphical fidelity had to be downgraded somewhat and it mostly involves removing real time lights and a lot of the foliage.

All in all, I'm very happy with the final result. You'll see from the trailer below, that there weren't many concessions that I had to make in order to get this running on mobile hardware.

[dynamiclink href="https://www.youtube.com/watch?v=c6ienDaftCo&feature=youtu.be"][/dynamiclink]

Thanks for playing!

-CIDev

Smithy By Day - Fornari

For the last eight years of my life, I feel that every major decision I’ve made, every argument I’ve had, and every success and failure I’ve enjoyed, all led me to one realization: I must make a great video game.

It doesn’t feel like an aspiration or desire. It feels like an obvious duty.

Every article I’ve written, every person I’ve interviewed, every job I’ve had, every client, event and organization I’ve worked with, every tournament I’ve entered and every single person I’ve talked to about gaming has led me to only one conclusion: I must make a great game.

WE must make a great game, and we will.

Today, I, and one of my closest and oldest friends, Joseph “Jotapon” Garcia, are officially announcing our game studio Galaxy Bunny Games, and with that, our first game in development:

Joseph’s taught me video editing and programming. He developed Free Range Musings, an online publication that allowed us to explore gaming and esports journalism. And now, I’m joining him again, this time to make a great game.

Although I’ll be the face people see most, you must know Joseph is literally working five times harder than me. While I’m balancing game development with a full-time job, Joseph’s full time is Smithy By Day.

He’s working more than 40 hours a week developing SBD. It’s his sole obsession and focus.

We’re going to push each other and make a great game.

We may delay and stumble, we may cut our scope back, we may even scrap entire games before release; in fact, we’ve already scrapped one game.

  • Image of mechanics-testing from a scrapped game

However, it is our promise that we’ll always communicate and try our best to respond. It is also our promise to only release games we want to play, games we’re proud of. And finally, it is our promise to see every game through until at least 1.0/ full release. We will never abandon any game.

Even if a game isn’t successful, I still personally guarantee persevering to a 1.0 release. The only alternative is bankruptcy.

There are no excuses, there are no exceptions, there are no other options.

Don’t just take our word - let us prove it

We believe in our vision, our game and ourselves. Allow us to show you everything.

Ask us for screenshots and frequent updates and as much proof as you'd like. Don't give us your trust easily.

Push us to communicate. Push us to interact with our community.

Push us to be better and tell us when we’re failing you.

Finally, the most important part: I’d like to talk about Smithy By Day a bit.

I’ll speak super broadly as we’re still testing mechanics and nothing’s nailed down yet. The plan is that you run a smithy during the day time and gather resources at night.

Think Dave the Diver and doing caves in Stardew Valley.

I specifically wanted to design around blacksmithing because there’re so few games that go even remotely in depth. Games that focus on smithing typically lean on recipes or time management.

SBD will have those mechanics, but I also wanted to especially focus on the steps of making, let’s say a sword, and build several minigames around that.

You start by heating up metal, then an anvil hammering minigame, quench sword, handle/ crossguard assembly minigame, sharpening minigame, maybe some alchemy and enchantment minigames, and maybe even a jewel-socketing minigame.

Another mechanic I’d like to share, which Joseph’s currently working on, is how time will pass in the smithy. I really dislike stressing about clicking on workers immediately after they complete a task to min-max time usage.

SBD will not require you to know terms like micro and APM. Instead, we’re thinking of making time pass in increments.

As an example, the day could start at 8:00 AM; your character can walk around infinitely without time passing.

You click the sharpening wheel and play a minigame which locks your movement for 30 minutes. You then essentially pass turn, the clock speeds up and stops at 8:30 AM, and now your character can once again walk freely.

Finally, I’d also like to hint at one last feature: the story. All I’ll say is, if things go the way I hope, I think Attack on Titan fans will be very happy.

We’re ecstatic and obsessed with the path we’re going on. I can’t guarantee you’ll like Smithy By Day, but I know Joseph and I will love it.

At the end of the day, I think that’s all any artist can promise. I also think that’s something we can and will deliver.

I think, we’re going to make a great video game.

Join Our Discord

Stay informed on every minor update, share other games you like, talk to the devs and join an awesome gaming community!

Smithy By Day Discord

King Arthur: Legends Rise - King Arthur

Answer the call of legend and pierce through the darkness in Britain!

Welcome to ‘King Arthur: Legends Rise’.

 

Is everyone enjoying the new season of the Hall of Conquerors?

 

We are recommending 3 Team formations for the new bosses!

React using emojis and let us know what your favorite team is!

 

💎The more reactions,💎 the better the rewards! Don’t miss this chance~

 

Check below for more details.

 

👑 Hall of Conquerors Season 2: Best Team Reaction Event

 

\■ Period (UTC)\

- 06/11 (Wed) 00:30  - 06/17 (Tue) 23:59

 

\■ Details\

- Check the 3 sets of Team formations on the event post we shared in our Discord, and react using the emoji of your favorite set!

- The rewards get better the more reactions we receive! We look forward to your participation!

🔗Go to our Official Discord’s \[Hall of Conquerors Season 2: Best Team Reaction Event] post to react!

* The reward will be determined and distributed based on the total number of emojis at the end of the event period.

■ Event Rewards

- Reward: Crystal x100 (Max. x500)

* Example: If we receive a total of 333 emoji reactions, the reward will be ‘Crystal x300’.

 

■ Reward Distribution Schedule

- 06/24 (Tue) \[Scheduled]

 

\■ Notes\

* Rewards can only be received once (1 time) per account. Rewards will be sent to the Mail, and must be claimed before their expiration date.

* Event details and schedule are subject to change or early termination without any prior warning.

 

Thank you.

...

Haber arama
Arşiv
YILA GÖRE ARŞİV
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