Dawn Apart - HustleCrowe1
Hey Prospectors,

Today we want to share a broad update on what to expect in the months leading up to Dawn Apart’s 1.0 release.

Since launching into Early Access three months ago, we’ve been focused on delivering a stability update, a major Quality of Life patch, and showcasing Dawn Apart at Gamescom and Tokyo Game Show. That left little time for content updates - until now.


The first of a total of four planned major updates will arrive before the end of the year and will focus on a complete overhaul of the trade system. We noticed that trade missions could feel a bit too linear, with players repeating the same resource deals. To shake things up, we’re introducing randomized trades that adapt to your stockpile inventory. These will offer lucrative deals for excess materials or items you don’t currently need.

Here’s a simple example: too many conveyor belts in storage? Trade them for three industrial drills! The goal is to make interstellar mining more dynamic, giving you unique choices in every playthrough.

This update will also include:

  • A much-requested Recycler that returns a percentage of resources when dismantling machines

  • An enhanced audio soundscape for a crisper atmosphere

  • And a, let’s say, explosive new feature that will make terraforming much faster:)

We’ll share a detailed breakdown when the update launches in the coming weeks.

As for what’s ahead, while we have an internal roadmap, we’ve decided not to announce specific dates. Future updates will expand colony life, food and power production, add extensive customization for buildings and workers, and a finished combat system with improved enemy waves.

Since development timelines can shift and playtests often reveal surprises, we’ll announce each major update once it’s ready. In the meantime, you can join the legion of playtesters in our Discord community to try new features early, share feedback, and even join our weekly dev meetings.

See you soon on Sirius B-3,
The IT&W Team

Voodoom - zach.hsu161

Watch my latest devlog showing how the game is coming along!

Subscribe to stay tuned for new updates!

MEKANION - SYW_Games
Enemies
  • Enemy stats have been adjusted.

Other
  • The interaction method between Return and Re-entry has been changed.

1:23pm
DEVOUR - Fenda
  • Halloween event ends

  • The Town: Aftershock perk should now work correctly against Ghosts

Orb of Creation - MarpleGames

Hey Ponderers!

Since we are so close to getting Orb fully released, I'm going to drop a monthly update until the magic is back in your hands, letting you folks know where this project and I are at!

Lots of time went into Alchemy and various quality of life things this month. Like I said in the last dev log, the content portion is always the weirdest to estimate because there is just so many content holes to fill and you don't see them until you are actually working on it.

Additionally, its really nice that I'm giving myself the time and space to work on these sections. Its pretty clear combing back through alchemy adjustments I made for v0.6 just felt uninspired for me. From my current perspective it feels like I was focused on finding whatever solution to game design problems I had so that I could push it out the door. That may sound a little harsh or perfectionistic, and there isn't necessarily anything wrong with that approach either, but there is a certain charm that I want every pillar of the game to have. (Wizardry, Druidry, Artificer, etc) My goal is for players to WANT to try different builds; to see a cool research or upgrade and be like "holy moley, what if I went for that first on my next playthrough?" or "What happens if i invest in that tree first?"

I've achieved this with the new version of Druidry. (I actually think Druidry might even be too cool now, and it might be even stronger than current Scholarism >.>, we'll see.) I've also made Expert Potions (now renamed Expert Items) far more interesting and given it some really cool combos with more than just Alchemy. Storm and Arcane have a lot more fun tools and unique stats upgrades that only they have access to.

But Alchemy is still alluding me a bit. Back in original design I had for this game, Alchemy WAS passive resource generation. But since Auras + Generators exist now, passive generation is no longer a niche thing, so Alchemy is missing a lot of its uniqueness. In v0.6 I kind of went with "mechanical complexity" as its unique trait, but honestly, that doesn't work that well.

That all said, I have been dabbling a little bit and arrived at some fun ideas. First of all, I made Alchemy is far more consistent and far easier to understand. No more "overdriving" and free usage slots. Instead I've made the alchemic capacities (Alchemical, Mechanical) dynamic, and reorientated alchemy's design towards "equivalent exchange" ( :wink: ), pushing the idea forward that: "if you want to generate an x-type resource you need to deconstruct a different x-type resource first"

I've also added in a lot more slots again, and added some type-specific ones, like brewing, so that you never have to feel like brewing a potion means your missing out on a transmutation.

Finally, this section of the game where I start to really ramp up the resource complexity, and I'm leaning into that quite a bit in the release version. The resource chain lengths are longer and really powerful resources are going to take quite a bit more work to generate.

Alchemy's uniqueness not withstanding, it feels about 80% done which means I'll likely start combing through ritual content this month and then after that it'll the new game+ content and then this phase will be complete.

In other news, I've had the opportunity to consult with a friend who has successfully launched a few games and I've got a lot more understanding around the work that will be required in the final phase of this release. With that information my timeline goals have shifted a little bit. Instead of shooting for a end of year release, I'm just aiming to have Orb content complete by the new year, with its full release following 2-3 months later. Again this is not an official timeline, as its far more important for me to take my time and release it when its ready, but I am darn excited. I've been working on OoC for nearly 5 years at this point--being this close has me wiggling in my chair quite bit.

Til next month!

-Marple

PS. There is a lot of space for different bandwidths here... :thinking:

Turok 2: Rok Match - SVR-Dev

Multiplayer:

  • Plasma Rifle and Shotgun unwield animation was slowed down slightly, but only if you attempt to swap weapons at the exact moment of firing to bypass native timers.

Explanation: This was done to softly weaken weapon swap abuse, where you can cancel recoil animation and even the native refire penalty timer to shoot faster and also make extra shots from other weapons in-between. For example, firing 2 plasma shots and a shotgun blast in just 1.1–1.5 seconds, while the plasma rifle should not fire faster than once every 1.5 seconds (or 1.9 seconds with the OG-Plasma mutator).

  • Cerebral Bore native refire delay reduced from 2.0 sec to 1.5 sec, since the lock-on feature requires a comparable amount of time.

  • Updated Instagib and Cannonball mutator behavior: You can now pick up most items (instead of ignoring them), but they will have no effect except adding 1 point to your stats. This resolves issues with Items+Platforms scenarios and adds minor incentive to collect scrap. Also fixed CTF for these mutators.

  • Fixed an issue where updated Raptor stats were not applied across different map packs.

  • Fixed a bug in the Pistol world model that broke shading for other items.

  • Fixed a critical original bug: Rarely, some items would grant nothing if other players were nearby, or could even cause a crash if the item was unobtainable (e.g., max health, max ammo, playing as Raptor, etc.).

  • Moved some items very slightly in Harbor-9, as they were blocking the Raptor from climbing ladders.

  • Added one new item in Harbor-5: Box of 40 Bullets (replacing a broken, out-of-bounds rocket pickup).

  • Significantly improved "The City" level tint for better visibility and cleaner colors.

  • Your total kills with the Plasma Rifle are now saved to Steam Leaderboards. The counter updates only at the end of the round.

  • Disabled 3D Shadows on the following maps: Blind One's Den, The Queen's Lair, Talisman Room. Reason: Eliminates glitchy, annoying falloff from scripted objects.

GameSpy Lite Server Browser:

  • Server response timeout reduced from 2 sec to 1 sec for faster searching. (No one plays on servers with 1000+ ms ping anyway).

  • Removed the original 2.5-second delay before auto-search; now starts after just 0.25 sec.

  • Rewrote the Tip Window to be more helpful for new players.

  • Removed the "Favorites" button as requested — it was confusing and never useful (T2 doesn’t have hundreds of active servers).

Single Player:

  • Fixed extreme green blood overspam during the Blind Boss fight that could temporarily block weapon firing.

  • Fixed Elite Guard enemy in the Primagen level having an uncapped secondary attack, which could drain all player health in under a second at high FPS.

  • Primagen Trooper white smoke is no longer uncapped.

  • New sound option: "Disable Unused Track" — restores the original duplicated Primagen music during the Queen boss fight.

  • "Disable Crosshair" option now works in Single Player.

  • Original unmodded Easy and Normal difficulties have returned as launcher options. The current default balanced difficulty is now called "Rok". A "Check Difficulty Rules" button has been added — click to view full details.

Since many enjoyed the "Adia Time Trial" achievement, the following improvements were made:

  • Upon completion (or failure), a detailed timer popup appears immediately.

  • Your best time is now saved to Steam Leaderboards for global competition!

  • Entering the save menu now adds a 1-minute penalty to your run time (with notification) to prevent abuse. Applies only during the first 3 minutes of gameplay.

  • Improved timer start/end accuracy — previously could miss some frames due to lack of competition-grade precision.

Other:

  • Fixed incorrect mode order in the Jukebox help file.

  • Slightly updated GPU profile.

  • Minor code improvements.

  • Renamed "Active IP" to "Browser IP" in the Launcher.

  • Keybinds are now saved to Steam Cloud.

1:18pm
PropFight - Georges Moulin

Autumn Update is here, introducing seasons, lots of fixes and a new prop!

I had a few problems with this update that are hopefully solved. If the game crashes or has issues, don't hesitate to report them on Discord

- New prop: Umbrella

- Add 2 more colors to the game

- Add autumn to the game, it only affects the lobbby's appearance

- Events and powerups are now unlocked after a few levels, instead of being available for new players directly

- "Tsunami" now has a real collision shape (it was a square before)

- Rain background now interacts a bit with the world

- Rename "Chromatics" to "Trip" and change its behaviour

- Change "Deform" effect processing

- Add a few emotes

- Update to Godot 4.5 (the game should now launch faster)

- Add some missing translations

- Juice Pogostick, Cross and Football a bit

- Enhance the explosion fx and the outlines with a bit of IGN dithering (thanks acerola)

- Fix a lot of small (or less small) bugs all around the game

If you want to add translations, contact me on Discord, I can send you the locale file.

Echoes of the Living - MoonGlint Games
Hello there!

I'm working non stop trying to fix all the issues that had been reported by the community while Laura is trying to answer everyone in the forum. Once again thank you so much for the support and let us know all the bugs you find. We will keep the game at 20% discount until all the issues are fixed and all the features are restored.

In today's patch we are addressing the following issues:


- Fixed weapons upgrades removing your current weapon.
- Fixed the issue that makes the player fall into oblivion when loading the City Hall entrance.
- Fixed wrong rotation on certain examinable items in City Hall (metal suitcase, weapon case..).
- Added a notification each time you reach a checkpoint.
- Added a text box to the PCs to tell the player that they can't use the PC to save since the checkpoint system has been activated.
- Fixed a collision issue with red container in the Warehouse.
- Fixed several items pickups.
- Fixed a grenade pickup showing an incorrect weapon in Mayor's Secretary Office.
- Fixed the collision issue with the sewers slope.
- Fixed the Piano not allowing you to interact when you use the blood gem and save.
- Added some missing text in Pile of Letters.
- Fixed various typos
- Fixed a freeze issue when opening your Archives or examining an item in Blade's Crypt
- Fixed an issue with "Game Over" when dying from the traps in Blade's Crypt.
- Fixed an issue with the Seeker door scarejump, player could get trapped inside the door, now it teleports you back to avoid failling in to oblivion.
- Fixed an issue with the Deagle not upgrading while using the correct weapon parts.
- Fixed Pendantel street encounters teleporting him to his default location.

Thank you so much everyone for the support, we are and we will working non stop until everything is fixed, don't worry we are listening all the time and we won't let you down.
EA SPORTS™ Madden NFL 26 - Electronic Arts


Register now to compete for the $150k prize pool and to receive a M26 RedZone MUT pack!

https://store.steampowered.com/app/3230400/EA_SPORTS_Madden_NFL_26/
Tides of The Endless - zhengjindou
\[Major Update Notes]

0. Map Magic Sound Management Fix
 Fixed an issue where map-based magic effects were not controlled by the sound management system. These effects are now properly handled by the global audio manager.

1. Dodge Direction Save Optimization
 Resolved an issue where the dodge direction had to be reset every time the game was restarted. Settings are now saved correctly.

2. Fusion State Pause Logic Fix
 Fixed a problem where the game could not properly pause or cancel during Fusion State. The transition is now smoother and more stable.

3. Mech Switch Movement Bug Fix
 Fixed a bug where players could still move while switching between mechs.

4. Old Tutorial Removal
 Removed the outdated tutorial system to make way for the new guidance experience.

5. Battlefield Double Drop Timing Adjustment
 Adjusted and clarified the timing rules for double drop events in battlefields for more consistent loot tracking.

6. Controller Map Opening Fix
 Fixed an issue where opening the large map with a controller caused errors or unresponsiveness.

7. Battlefield 4 Size Reduction
 Reduced the overall size of Battlefield Map 4 to improve pacing and gameplay flow.

8. Ranged Mech Visual Update
 Reworked the appearance of ranged-type mechs with new visual designs.

9. Ranged Mech Attack Enhancement
 Ranged mechs can now perform continuous or extended attacks, improving combat feel.

10. Default Skills Added for All Mechs
 Each mech now starts with two default skills, allowing for more tactical variety right from the beginning.

11. Added 5 New Regions
 Introduced five new maps or regions, expanding exploration and gameplay content.

12. Early-Game Random Mode
 Added a new Random Mode option early in the game for increased replayability and unpredictability.

13. Added Three New Crystal Types
 Introduced three new crystal categories: Star Map Crystals, Fate Crystals, and Miracle Crystals, each unlocking or enhancing different systems.

14. Battlefield 4 Stair Size Adjustment
 Adjusted stair size in Battlefield Map 4 to improve movement and combat flow.

15. Sanctuary Stair Expansion
 All stairs in the Sanctuary area have been enlarged for better visibility and smoother navigation.

16. Map Ground Layout Adjustments
 Optimized several ground collision and layout issues across multiple maps for better stability and gameplay.

17. Split Miracle Attribute Fix
 Fixed incorrect or missing attribute values on Split-type Miracle items.

18. Split Star Map Count Fix
 Resolved an issue where the number of Star Map splits was calculated incorrectly.

19. Energy Crystal Map UI Update
 Updated and improved the Energy Crystal map user interface for clearer display and usability.

20. New Reverse Dodge Skill Added
 Added a Reverse Dodge skill, allowing players to dodge in the opposite direction of input — adding new layers of tactical play.

Other Improvements
 Various minor bugs and stability issues have been fixed, improving overall performance and gameplay smoothness.

...

Search news
Archive
2025
Nov   Oct   Sep   Aug   Jul   Jun  
May   Apr   Mar   Feb   Jan  
Archives By Year
2025   2024   2023   2022   2021  
2020   2019   2018   2017   2016  
2015   2014   2013   2012   2011  
2010   2009   2008   2007   2006  
2005   2004   2003   2002