Bottle Cracks - Alunova Studios

Hey everyone! :D

After a lot of sleepless nights and running around trying to get everything ready, I finally have a first version of Bottle Cracks for you to try out! It’s a beta and you’ll be able to play it this Saturday, October 25th!

What's included?

The playtest is just a small preview of what the full game will become, but your feedback will help shape it a lot! Depending on how good you are (and how much you mess around 😄), you can expect anywhere from 30 minutes to over an hour of gameplay, especially if you’re playing with friends.

Here’s what’s included so far:

  • 🍾 4 different bottles! (I still plan to improve their models later on.)

  • 🗺️ The first map, Castlecuco, featuring 4 unique levels.

  • 🎮 Controller support (there might still be a few quirks here and there).

  • 👥 Local multiplayer using Remote Play, or play solo if you prefer.

  • 🌐 English and Spanish language support.

For now, the playtest will be available on Windows only, but I’ll do my best to have builds for Linux, and hopefully macOS, in the future!

What’s the goal?

Simple: your feedback!

I’d love to know how the game feels to you, whether you play it solo or with friends. Tell me what works, what’s fun, and what could be better!

And if you want to stay updated, share suggestions, or report bugs once you’ve played, come join our official Bottle Cracks Discord server!

Ardenfall Playtest - joshcamas
- Tweaked bubble shader, which *may* be causing issues on certain GPU's
Cart Capers - Helia

This update brings a new level to explore, with a few existing ones getting extra length and some added humor along the way. Movement has been fine-tuned to give you better control over your cart, and loading screens now move quicker than ever.

We’ve also fixed a lobby issue that sometimes caused players to drop out — connection should now be solid throughout your runs.

New level : Island a short but fun hike through your dream!

Myth Requiem - rafaeligdev

Hey everyone!

As you know, the Myth Requiem demo is just around the corner. Today, we want to give you an exclusive sneak peek at one of the game's key mechanics: the Creature Capture System!

This system is the heart of the game, working both in the depths of dungeons and in random encounters while you explore the cities and the main map.

Preparation is key to maximizing your captures. Before entering battle, follow these simple steps:

1. Companion Positioning: Set up the initial position of your allies. (You can also adjust the formation inside a dungeon).

2. Specialize Your 'Pots': Decide which specific creature you want to capture and adjust your 'Pots' (the capture item) to significantly increase your success rate.

Below, you can see how this setup is presented in the game.

Stay tuned! The demo is coming very soon!

GG-Party - HitEmUp

Check out how the dev from GG-Party plays the game and what tactics he uses to crack the million ;)

Coin Pusher Live - HypeFawx

Major Update 1.1.04 is live!

This patch brings flashy new features, QoL
improvements, and a mountain of fixes. Here’s what’s new:

New

  • A pyrotechnic display now triggers during a Twitch Hype Train event. \[Requested by twitch@mehitskenz]

  • Added a preset system. Save all your custom themes and easily switch between them. \[Requested by twitch@tibix]

  • !wrap <name> has been added for chat to easily swap between your owned coin wraps.

  • Added keybind 'C' to show all game controls (bottom right of game).

  • Increased showing players in-queue to 5.

  • You can now adjust volume with Master, UI or Sound FX.

Updates

  • Triggered events from twitch now use both left and right coin spawners.

  • Renamed video qualities to High, Medium, Low, Potato.

  • Readded sectional glass and lowered coin guards with new textures in front.

  • Seasonal Winners text on the wall now hides with the Leaderboard toggle.

  • Moved coin counter display to front coin guard.

  • Complete rebuild of the audio mixer handling.

  • Changed how players were queued visually.

  • Cleaned up A LOT of code.

Experimental 1.1.01-0.3 Fixes

  • Fixed new queue layout from duplicating players.

  • Fixed static queued player at end of turns.

  • Fixed pyrotechnic display positions that were blocked.

  • Fixed all audio in HypeTrain event under SoundFX slider.

  • Fixed a color profile falling back to sRGB.

  • Fixed a memory access error from coroutines with destroyed objects.

  • Fixed random crashing caused from above.

  • Fixed minor errors caused from pushing audio to disabled objects.

Fixes

  • Fixed glass materials to be more transparent.

  • Fixed reflection probe box size and increased its resolution.

  • Fixed back bumpers to bounce coins away from the glass.

  • Fixed a memory leak caused by the Halloween fog.

  • Fixed !coins command showing wrong season. Now more straight forward.

  • Fixed the pusher distance to increase table area for more coins.

  • Fixed bad overhead on per-frame ticks to reduce CPU usage.

  • Fixed command handler for faster lookup and response times.

  • Fixed unwanted case sensitivity on commands.

  • Fixed bad coroutines on destroyed objects.

Coins

  • New Fall 2025 holiday series. (limited time)

  • New 7th coin series 'Stained Glass'. (limited time+)

  • New Fall Twitch drops.

  • \[ All new coins and drops start November 1st. ]

Achievements

  • New "Save for Later" -> Save one or more machine layouts in presets.

  • New "Happy Halloween" -> Use Halloween decorations during a Holiday event.

  • New "Shedding Leaves" -> Use Fall decorations during a November event.

  • New "Ho! Ho! Ho!" -> Use Xmas decorations during a December event.

  • New "ChooChoo!" -> Trigger a Twitch hype train event.

  • New "Cheers" -> Trigger a Twitch cheer event.

  • New "Shadow" -> Gain a Follower coin.

  • New "Ticket to the Show" -> Gain a Subscriber coin.

Major updates can sometimes come with needed tweaks. We've ran the experimental build for a little while and made adjustments. Please join Discord to report any bugs or give any feedback!

Happy dropping! \\o

CATACLYSM: Even Angels Sin - Team Myster
On November 1st, Update 1.4 will be released.

Featuring:
A brand new first boss in 0-3
A complete rework of the Ante-Purgatory levels
Various improvements to all other levels
A complete rework of all Eternity weapons
Heat Breakers - Powerful attacks used by high-tiered enemies that award HP and Heat depending on how well you perform
New music for 1-B

In other news...

A great deal of progress has been made on Movement 2. 2-1, 2-2, 2-3, 2-4, and 2-A are completely finished, with 2-5 in development. Ideally, these six levels will be released sometime in January.

See you then, sinners.
EZ-Crosshair - lluisvinentdev
  • 🔧 Bug Fixes

    • Settings not saving properly: Fixed an issue where your settings were reset to default every time you reopened the app. Now your preferences stay saved as expected.

    • Drawing page interactions: Fixed several interaction bugs that could make drawing feel unresponsive or glitchy.

    • Layer animation issue: Fixed a problem where only one layer could run “on-click” animations at a time. Now multiple layers can animate independently without conflicts.

    • Layer designer bugs: Fixed several small issues that caused unexpected behavior when editing, renaming, or deleting layers.

    🎨 New Features

    • Reference grid: Added a configurable grid in the drawing page to help align elements and easily locate the sprite’s exact center.

    • Live preview panel: You can now see a real-time preview of your final sprite while drawing.

Wayward - Drathy

Testing is now underway for our next major update. You know what that means! It means taking a stroll over to the "Betas" section in Steam under Wayward and switching it over to the "Development Branch" and helping us test out all the new treats. There might be a few tricks as well if you catch my drift.

Here Be Dragons Drakes

As always, we would encourage you to back up your saves before trying this development branch of the game. By default, you can find your backups and save folders in the main Wayward directory. You can also export saves and global save data in-game if needed. More information on how to change branches here: https://steamcommunity.com/sharedfiles/filedetails/?id=721479594Report any issues you spot!



Here’s the unsorted changelog thus far:

New
  • You are cursed! At night, when awake, there is a chance of a random event occurring. The higher your curse level, the more random events, and the more danger you face...

  • Added jack-o'-lanterns, a new scary, curse-warding light source.

  • Added two new baking recipes to be used with pans.

  • Bare trees are now part of the normal plant's life cycle - they will return to budding after a typical cycle or turn count.

  • Added a display for the temperature stat, showing only when it's cold or hot enough to be freezing or overheating.

  • Added a "Seeding" growth cycle for all trees.

  • Leaves now decay or dry into "dried leaves," which can be used as better compost and tinder.

  • Spiders can now produce cobwebs, which can make you skip a turn when moving over them.

  • Added a "pile of leaves" tile event that can appear by or around bare or seeding trees.

  • Added two types of sugar.

  • Added two new cooking recipes with sugar.

  • Some items can now be damaged when walking on them or as some creatures move over them. This can be mitigated by walking barefoot.

  • Added clay, glass and metal baking pans.

  • Added new generalized "action" sound effects (previously, just used the crafting sound effect).

  • Added a new item break sound effect (separate from general failures).

  • Added a new sound for crafting and crafting failure.

  • Added glass and clay baking trays.

  • Added a new Starter Quest regarding repairing and durability.

Improvements
  • The effective radius is now displayed when mousing over a scarecrow doodad.

  • Added an option to disable UI animation. The option to disable UI effects disables animation by default.

  • Creatures now disappear at the end of their movement animation when moving out of your line of sight, rather than at the start.

  • Scarecrow items will now exactly match what is placed down as a doodad (previously, it was randomized).

  • Reduced the volume of the failure sound effect.

  • Water still tooltips will now reveal if the tile is too cold for the still to function.

  • Solar stills will now reveal in their tooltips that there is unpurified water in them when placed over shallow water.

  • The doodad tooltip now mentions whether or not there is a container attached to stills. (Thanks Townfall!)

  • Changed the default bind for "Toggle Auto-Use" to Ctrl + Right click.

  • "Bare" trees can now be healed/regenerated just like other growth stages.

  • Added a sound effect when jumping.

  • Some tile events now get removed when jumping onto them, like puddles.

  • Items with seeds will now break with their seeds remaining.

  • Cooked fish kebabs now return their base components (wooden spear) when destroyed.

  • Charcoal will now turn into carbon powder when broken.

  • Tweaked the background behind messages to still fulfil the same purpose, but without being quite as intrusive.

  • Added indicators via the status effects UI for the last core stat raised for the Statistician modifier and the last rune received for the Runekeeper modifier. (Thanks Andrej27!)

  • Setting a "Repair" action to be auto-used now only actually uses the action when the target item is at its minimum durability.

  • A hint now shows in the Stats UI when there are still stats yet to be discovered.

  • When creatures damage items on the ground, there is a new sound effect and particles to indicate it is happening.

Balance
  • The Fanaticism magical property has been significantly buffed, now working on the Invoke effect for an additional deity, reducing the cooldown between Invokes, and even reducing the chance that runes are consumed at all.

  • Random events now no longer happen three times per turn globally across the map, but instead happen twice: once near the player, and once outside the player's area.

  • The chances that creatures will drop runes on death have been rebalanced across the board to roughly match their difficulty.

  • Increased time needed to filter water in dripstones, decreased time needed for water stills.

  • Reduced the mining/chopping effectiveness of all tools that are not pickaxes/axes.

  • Added a chance to wake up from uncomfortable or extreme temperatures.

  • Charcoal powder is no longer produced when charcoal is damaged and destroyed from fire.

  • Reduced spider silk drop chances on giant spiders. Added the ability for trap door spiders to drop spider silk.

  • Boat paddles can now be fished up randomly.

  • Decreased the odds of getting "stuck" on Volcanic islands without a boat by modifying loot groups, creature spawning, tree generation and more.

  • Some items can now break much more easily when thrown.

  • Drastically improved the conversion rate from one rune tier to the next, which should allow players much greater access to higher-tier runes. Fanaticism gear can still be used to improve the conversion rate further.

Bug Fixes
  • Fixed random plant events and dryad special abilities not working properly.

  • Fixed pouring water on the stills with water already in it not extinguishing fire.

  • Fixed the wrong water type from being created when picking up stills or dripstones in some instances.

  • Fixed being able to attempt to purify milk.

  • Fixed decayed items not returning the same unique magical naming when they returned their disassembly items (cooked fish kebabs).

  • Fixed ash turning into incorrect tile types when dug in certain biomes. (Thanks Ole!)

  • Fixed not being able to disassemble basalt walls.

  • Corrected hunger and thirst drain when traveling; this was too high due to the travel time changes. (Thanks Chl!)

  • Fixed Jelly Cubes not having any slime ball resource drops. (Thanks warriorsforever482!)

  • Fixed being able to pet slimes way too quickly. (Thanks warriorsforever482!)

  • Fixed being able to farm an excessive amount of theurgy skill via repeated consecration of the same runes, especially with Fanaticism gear.

  • The number of full item tooltips that display in the inspect dialog when inspecting a tile is now capped to 8.

  • Fixed item greying out effect when previewing a stack not working after moving a stack to another container.

  • Fixed the consecration action saying that the deity is pleased even when you failed to upgrade anything and the total worth of your runes has decreased.

  • Fixed instances of skill gain proccing multiple times from a single action not also proccing stat gain and rune drop chances multiple times.

  • Fixed some more container item list desyncs (instances where the item list has to regenerate due to it being incorrect, which costs performance.)

  • Fixed item highlighting not resetting when hovering over the action bar and from other sources. (Thanks Nama!)

  • Fixed items getting stuck on the screen. (Thanks Sophie!)

  • Fixed the stamina stat always being discovered by default.

  • Fixed the change counts at the top of a changelog displaying weirdly.

Technical
  • Updated to Electron 38.

  • Items can now have base components (this system is used for pies), so separate recipes aren't needed for every pie in every different pan and are stacked together.

  • Replaced the require.js dependency with a custom module loader. Modders: Circular dependencies are no longer possible.

Modding
  • "Mod.get()" can now be used in the top-level/init context of mod files in order to get the mod's "ModInformation", which will be injected with the mod's instance when available.

Mods

Debug Tools

  • Added support for the new Curse system.

Space Scavenger 2 - Red Cabin Games
What's new?

This new demo is a much better representation of the game today!

Too many changes to list, but the big changes for now.

  • New Gadgets that adapt to your build making them more relevant.

  • New and more difficulty choices!

  • Daily Challenge with online leaderboard!

  • Updated sector visuals and a new early enemy!

  • New way of unlocking content by finding blueprints and spending science in the hub!

  • New drop point level types!

Let me know if you find any issues!

I hope you enjoy!

/Jonas

Red Cabin Games

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