Amaze Adventure - ProtoAim
Quick patch today!

✨ Intro polished up – smoother start to the adventure.
⚔️ All attacks & defenses hit harder – card battles are faster, punchier, and more fun.

That’s it for now—just keeping things lively! Thanks for playing 💛

Kevin
— dev
Get To The Gate - Maximan
Fixed:
  • Fixed a bug where Leonidas wouldn't complete his quest.
  • If an enemy died from the sharp shield, there used to be a short period of time where the player could make a turn before Maria stopped panicking.
  • Now after choosing the Philosopher's Stone, the HUD doesn't disappear.
Also
  • I added a dangerous sword next to the orange portal in case the player sold it.
Bang! Howdy - Hammer

Howdy Pardners,

We released another set of patches for Bang! Howdy just now.

- Some bounties got broken when we did our map changes. This is now fixed
- Updated map names to not include their test names anymore.

- Fixed parlor crashing in some scenarios

- Fixed parlor selections when making back parlors

- Added command checks for argument validations for staff commands

- You now keep un-used cards at the end of the game

- Fix some resource loading issues for some Mac machines

Sunrider Legends Tactics - sekaiproject
WARNING: Save files made in this version cannot be loaded into older versions of the game!
  • Hot patch fix. Bad end no longer triggered if you decide to go to Ryuvia, sink every ship except Arcadius, then capture Arcadius' ship last.
The Braves - Olalmur

Brave ones!

The technical maintenance has been completed and access to the game has been restored. We apologize for the temporary inconvenience.

As a token of our apology, we are gifting you a mystical code. Hurry and redeem it at the bank: TECHSTOPSEPT

Enjoy your game!

Baba Yaga - andrew.lipiec
Fellow decapitators of King's loyalists! The brewing update is here, and with it:

The spell brewing mechanic
  • Craft your spells using trusty chicken-legged cauldron!

  • Spell brewing upgrades one of your spells - you may select already owned spell as a base and add up to 2 ingredients to increase it's power!

  • Each ingredient has a positive and a negative effect, e.g. "add armor piercing BUT reduce damage" or "Add bleed BUT make enemies faster". Think wisely when choosing your formula!

  • You may encounter cauldron nodes on the map, that will reward you with spell brewing after the battle.

  • You can create really interesting combinations of different effects, but also fall into some traps with anti-synergies. Curious is the spell-maker craft. Have fun!

Redesigned map nodes
  • As a reward you can now have: a new spell, a spell upgrade, healing, more mana, a new perk.,

  • Instead of on mana-boosting reward (+2 mana of choice), these nodes now are tied to a specific mana bar. Hatred nodes will allow you to pick +2 hatred upgrade OR +1 sorrow or spite. Sorrow nodes will give you +2 sorrow or +1 of hatred or spite, etc. Such a small change brings quite a lot into decision making process. Choose your paths wisely!,

  • Map rewards are also structured in such a way, that you are most likely to get different rewards (spell or mana) at subsequent encounters (with occasional brewing or healing mixed in).,

  • Oh! And now you start with a bit less mana. That should compensate lesser mana rewards. he hee heeee

Redesigned mechanics
  • It mostly boils down to the fact, that buffs and debuffs NO LONGER STACK for most of effects (the exception is e.g. torment: deal direct damage on hit),

  • This change encourages you to spread you power across the board for better efficiency.,

  • It also favors using different spells instead of the same one on the same enemy over and over again.

QoL and visual improvements
  • Tutorial got revamped: until you reach a certain stage, you'll start with a predefined loadout (3 spells and a perk). This allows you to start playing faster, get to know different mechanics with a balanced build, fail and start anew with a standard "pick 3 spells at the run start" routine.

  • Added fancy targeting arrow. Now everyone knows which spell is selected.

  • Added a map legend so you're not as confused as before.

  • Added icons for different spell effects so descriptions are not as wordy.

  • Each effect icon has it's tooltip, but these show up only during the brewing screen at the moment. I plan to add them to the main battle screen as well.

  • Pretty sure I did add some other things but already forgot which ones...

  • Oh! The grass in the background and on the foreground moves with the wind! And leaves fall from the trees. HOW COOL IS THAT?!

Future plans
  • We plan one more large content update for the demo. It will focus on adding the boss encounter at the end of act one

  • After that full steam goes into creating more content in preparation for 1.0 release: more spells, more enemies, more perks, more fun!

Have fun and let us know what you think about these changes! We're looking forward to your comments!

Feel free to leave them here, or visit our Discord! Let's chat about your ideas for improvements! :)
https://discord.gg/ZHhEEpvZ

Loya - Joyen

I'm back everyone! Vacation was great and i'm now pumped to get Loya in a demo ready state!

Once the demo is up and ready I will start working on the other 3 regions!

Of course I also took some time to work on Loya while i was on vacation, here are the latest changes:

Repair system changes

We need a cost for auto repair, by making it free, player can just use the base as a permanent shield. If the player defends with the base to kill monsters, he needs to pay a price. To avoid softlock, we still allow buildings to be repaired for free at the first hp.

  • Repairing should drain Energy, first hp should be free, then it should cost 1 Energy per 100 hp.

  • Feeding core triggers the autorepair if base is damaged.

  • A message now warn the player that auto repair needs Energy to fully restore buildings.

New base->world collision system
  • Your buildings now take damage if they collide with the environement.

  • Your building do damage to trees when they collide with them.

Game feel/Combat
  • Fixed some animations where the attack animation was faster that the slash effect

  • Fixed jump animation, it will no longer play the run animation while on air

  • When you roll, your character is highlighed showing IFrame duration

QOL
  • During the tutorial, the crafting table is now highlighted in the Building UI (Tab)

  • If you have completed the tutorial and don't have a core, it will be highllighted in the building UI

  • The feeding UI action button shows 'Evolve' when the core is ready to be upgraded

Kingdom Wars - samrods
Features:
  • Settings window (music and audio is coming)

  • Missions are generated during campaign and provide rewards

  • Enclaves in ruins can be explored by armies to find treasures

  • Stats/timeline window

  • Updated victory conditions

  • During campaign invasions are triggered (invader armies are enemies to everyone)

  • Added new faction and 3 new characters to choose from.

Join the discord

Join the Discord server to give feedback or report bugs.

https://store.steampowered.com/app/3525240/Kingdom_Wars/

QuantumPulse 2A - Dashing Strike
  • Change the HTML version of the manual to remember the scroll position when re-opening it
  • Improve tutorial text introducing radio broadcasting to clarify that chips continue broadcasting until a 0 is written (bug credit: davidus)
Rogues of Europa - greyhound
Changes
  • Added new virtual cursor based on contemporary cursors and scaled to UI scaling factor.

  • Added new Mouse Locked setting, which binds the cursor to the game window in windowed mode. Its tab position in the Graphics tab may change.

Bugfixes
  • Quest items generating in lairs now use appropriate lair generation code so they remain hidden until their containing room is discovered.

  • Mouse is now locked to the screen in fullscreen mode.

  • Pernicious and extremely old bug where custom keybindings weren't saved or loaded properly.

  • Fixed some more monster pathing issues. Monsters now appropriately wait at last visual contact for reestablishing contact.

...

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